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269651 No. 269651 ID: dd8f75

Since you were a child, you competed with the girl from next door. Her name is Nell. Everything you tried, she did better. You were inseperable and rarely seen apart.

You both grew up in the middle class, and did well enough in school. when she turned 18, Nell joined the Imperial Guard and you were quick to follow. She became a sniper, while you showed aptitude as a pilot and were reassigned to the navy.

Soon after basic training a small planet on the fringe of the imperium, Serium 4, was invaded by the orcs. You and Nell were both ordered aboard the battleship 'The Flight of Zeal' part of a small army of 1,500,000 guardsmen dispatched to defend the planet. During the journey you and Nell spent much time together and were referred to as 'THAT couple.'

The ship arrives at Serium 4 about six days ahead of schedule, much to the suprise of the ship's navigators. Upon exiting the warp, alarms go off and the PA system blared, alerting all on board that it was time to fight. Everyone drops what they're doing and sprints out of the room. You look at Nell, notice the concerned look on her face, give her a fairly awkward hug and start running. You can't hear her shouting for you over the confusion of the ship.

You run through the dark, cramped passages to the fighter bays, fighting through a tide of confused faces trying to report for duty. When you step out on to the large flight deck, you find that all the fighters are gone, including yours. With a dumb look on your face, you panic. Failing to report for duty is treason. Before you get a chance to react, a large blonde man in a commissar's cloak spots you and marches over. With a great bellow, he screams "What's y' name, soldier?"
Expand all images
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No. 269656 ID: d3dfb8

Samantha.
You got a lot of shit for it as a kid, Nell was the only one who didnt make fun of you for it.
Instead she made fun of you for other things like having big ears.
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No. 269659 ID: d4f98d

Felix
>>
No. 269662 ID: 7150d8

>>269659
Seconding this
>>
No. 269691 ID: c71597

>>269659
Yeah Felix works.
>>
No. 269699 ID: ac4fca

>>269656
>>269659
he needs a first name, but being in the military you're only going to hear his last name most often. So I'll go with Samantha Felix, and I'll be using the bit about the ears because it's great.
>>
No. 269700 ID: ac4fca
File 129442610098.jpg - (11.20KB , 273x185 , images.jpg )
269700

"Ensign Sam Felix, Pilot, sir" you reply with a firm and terrified salute.

"Well Felix, I take it you're supposed t' be flying one o' them thunderbolts tha' all left just now? Well you're shit outta luck, 'cuz we got too many pilots. Make y'self useful and go fly one 'o 'em valkyries, stupid army f'got t' bring enough pilots on their end."

With a quick salute, you sprint over to the next fighter deck. As you arrive, someone waves you over. "You a pilot? Good, we need some. Jump into that bird over there and wait for the OK to take off!" shouts the short officer.

As you bring the engines up to speed, someone pats you on the shoulder and tells you that they're ready to go. You take off and follow the cluster of vaklyries down towards the planet. There are hundreds of them all around you, and more than a few are being shot down by the orc's primitive anti aircraft weapons.

"Hey, Sam, is that you?"

You turn and it's Nell, covered in camouflage with a very impressive rifle on her back. "I was hoping I'd see you before we left, but I didn't think it'd be here!... listen, if we're going to die, I wanted to you know-" but she's cut short by an explosion and a sudden shaking of the aircraft. Nell is thrown into the back of the compartment and the screeching of warning bells fills the air. The commissar that directed you earlier enters the pilot's cabin and begins shouting at you, but you're too busy trying to land to hear what he's saying.

There's a flash to your right as another valkyrie is hit. You can only watch in horror as its burning hulk sways towards you. Right before it hits, you can see the other pilot's horrified face engulfed in flames, pleading for help. The last thing you can remember is the cockpit being violated by burning metal before everything goes dark.

You're sitting in some kind of chair. You can hear a voice over a cluster of static shouting. You pull some kind of veil off of your head. It's your parachute. You're in your flight seat. It looks like you landed in a crater from some truly massive explosion. Nearby is most of an instrument panel, including a vox caster that seems to be working. It looks like it came from a tank, as it doesn't have any aircraft instruments. You can hear a firefight ahead of you. There are explosions behind you, likely artillery to prevent retreat. To your right is a large portion of some kind of vehicle, shot beyond recognition. You can hear movement to your left.

Are you going to check the radio, or search the tank? Maybe the bravest of you will opt to poke your head out over the side of the crater to see what's up?


Take note: you have a knife. Not a combat knife, a utility knife. You also have a boot knife, but it's very short. Your helmet is gone and you're not wearing armor. In your back pocket is your guardsman's uplifting primer. Everything else was in your backpack, which you left in the rear compartment when you took off.
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No. 269702 ID: d3dfb8

First things first, find a helmet to hide your shameful ears soldier.
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No. 269707 ID: b28ada

>>269700

Well, what does the uplifting primer say about these sort of situations.
>>
No. 269713 ID: 46c430

Search the tank, and maybe also hide in/behind it, we can check the radio after we're sure the noise isn't an enemy coming to kill us.
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No. 269752 ID: a0c110

(can someone tell me how to throw dice on the page so others can see? FYI, searching was a d100 at 87, combat die was d20 for an 18)

As a good soldier, you've read your primer from cover to cover and know that it only tells you to report for duty as quickly as possible when you become separated from your squad. You decide the vox would be the best way to accomplish this, but first you've got to find shelter.

You make as little noise as possible as you sneak up to the wrecked hull. Inside you can hear movement, so you draw your knife as you step inside. There's a small green creature with a primitive knife inside, resembling a very small ork. It must have heard you enter, because it charges straight for you. In your panic you kick it and send it flying into the wall, breaking the creature's neck.

Whatever this thing was, it's completely ruined now. It's been crushed near the center, pinning the body of a guardsman. Using part of a bench attached to the wall, you manage to pry the wreckage just high enough to pull out his rifle and a spare magazine. You put on his helmet, but you're unable to free his vest, which appears to be a flak jacket. His bayonet seems to be bent, if not broken in its sheath. The loaded magazine and the spare both indicate full power. You also recover a grenade.

Something is strange about the rifle, as the cooling system is visible from the outside. The sights are not standard issue and the stock has been modified and made shorter.

As you step out of the wreck and move towards the vox caster, you can hear even more movement outside of the crater. The vox's transmitter seems to be damaged, and it's not receiving properly. Several channels are mixed together. On one, you can hear someone trying to explain the intricacies of defusing a land mine, and on another a man is trying to organize a checkpoint for shot down troopers to report to. The new knowledge of this checkpoint at AH-53 doesn't help you if you don't have a map.

Talking to the second seems to be a woman's voice. It might be Nell, but the signal's too bad to be certain. She's telling him that her squad has been pinned about a kilometer east of the checkpoint and that they need assistance. The second voice inquires as to whether they have a pilot, because theirs has been hit.

Before you can discover more, shooting breaks out less than twenty meters from you. Six orks wearing camouflage dive over the side of the crater and take cover, obviously in a fire fight with someone over the edge. They haven't seen you.

You take cover in the wreckage in order to survey the situation. Your primer tells you that orks will often run when you open fire, as they are cowards. It also tells you they are unorganized and don't maintain their terrible weapons.

These orks on the other hand DO seem to be organized, with an identifiable leader, and their weapons look new and well kept. The leader has a gold trimmed autogun, a bandoleer of grenades, and an impressive eagle-like helmet. They don't seem to know you're there and there's little chance that they're going to look around until they finish what they're doing.

Will you engage the orks, or will you see if their enemies finish them off? Will you run or hold your ground?

You have:
1 strange las rifle
2 magazines
utility knife + boot knife
grenade
your primer
some guy's helmet
>>
No. 269756 ID: 46c430

>>269752
What you do depends on one thing: How much firepower is being pumped back at the orcs? Wait a moment and see what's being fired back at them, and how much of it.

Though, to be perfectly honest, I'm leaning towards retreating towards where they're shooting at, for first impulse. Or retreating at an angle to the side and swinging around to join whoever is on the other side of the firefight. Might not be your unit, but hey, one man wandering around alone isn't going to do much, and is likely to die fast.
>>
No. 269759 ID: a0c110

>>269756
there are enough ruby red las bolts flying over the orks to suggest at least a small squad of opponents, perhaps four or five rifles in automatic.
>>
No. 269765 ID: b28ada

>>269752

Can you reach the cluster of Orks with a grenade toss? If that is possible, you might want to do it. That should kill or disrupt enough of them to allow you to link up with those other guys without to much trouble. But ignore what the book says, and don't say the chant before you throw. It will take you longer to say it than for the fuse of the grenade to go off.
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No. 269771 ID: 46c430

...Yeah... squad of imperial guardsmen vs. a squad of orcs... My money is on the orcs. Tempted to suggest a retreat.

However, if you -are- going to be a hero... Sight up the orc leader's head, try to snipe him. Make the shot count, as you've only got one before they know you're there. Follow up by throwing the grenade, and then continue placing single, well-aimed shots. I get the feeling the lasgun is modified to be more powerful.
>>
No. 269807 ID: d3dfb8

rolled 83 = 83

Put "dice 1d100" in the email field
Like that.

Find a stick or something and use it to prop up the helmet poking out of the other side of the tank, make them thing there are more than one of you. Throw the grenade then open up on the leader, lets find out what this modded flashlight can do.
>>
No. 269809 ID: a0c110

rolled 31 + 1 = 32

rollan' some outcomes
>>
No. 269819 ID: a0c110

Looking around, there isn't much in the wreckage that you can use to make a decoy. You switch your rifle to automatic and get into a good position in the wreck. You pull the pin with your teeth and try to throw the grenade towards the orks. It flys a little far off and only injures the one farthest left.

This causes their leader to turn just as you pull the trigger. Rather than the expected vibration of automatic fire, the rifle produces a gentle push. Instead of a hail of red las bolts flying towards the ork, you see one solid beam of blue lightning blast out for perhaps a quarter second before you're engulfed in a thick cloud of steam issuing from the rifle's cooling system.

There's a lull in the firefight outside, with lots of shouting coming from the orcs. You can't see anything through the steam, but you can certainly hear the cascade of fire striking the cover next to you. That is until the sound of everything exploding fills the air.

Then all was quiet. As the steam dissipates, the immediate area seems to be peaceful. Off in the distance, the same sounds of artillery and gunfire echo. Nearby, a human voice shouts "Friend or Foe, either way come out with your hands in the air!" You slowly climb out of the wreck to find yourself looking at a firing line of six men. One of them is sitting behind a rather impressive autocannon, and another has a modified plasma rifle.

"Uh... I'm Felix, I'm a pilot... Please don't shoot me?" you say, with your jumpsuit damp and your face flushed from steam.

"Hey, it's a navy boy! Thanks for the distraction man, gave me time to set up my baby here. What're you doin' down here without a jet?" jeeres the one behind the cannon. The group relaxes and the trooper with the plasma rifle waves you over.

"I guess it's a long story, but I got shot down... You guys know where I can find an officer?"

"I don't know about an officer, but we're trying to find us some volunteers to go track down the warboss around here." begins the trooper with the plasma rifle. His uniform shows him as an NCO, so he's probably the squad leader. A thick black mustache accents his green beret. "Don't know how long you've been lookin' around, but these things are smarter. They're wearing camouflage, diggin' trenches, setting ambushes... No, something's wrong. We've got to find the warboss that's leadin' 'em and take him out before we have an organized army to fight. I'm Devlin by the way, nice to meet you. Gunner's Jones, spotter's Tarn, tech's Smith, riflemen are Beans and Tanner."

"Well I guess I'm game for that, but what did you have in mind? I heard about a checkpoint somewhere around here that they're trying to get people to regroup to, and there's a whole squad pinned down just near it. I don't have a map though."

"Oh yeah, we heard about them. Before we ran into our friends here we were actually debating going over there or trying to find a supply cache we heard about. It's a bit out of the way, but it might help out if shit's going to get as thick as it looks like from here."

"Sarge, I think we need this guy" says a shorter trooper with glasses. "We're not getting in without someone from around here."

Seeing your confused expression, the leader spreads his hands and shrugs. "You see we were supposed to accompany some bigshot officer to find this ork, but... well he had an accident. Basically, we need a squad to blend in with to get anywhere official, and we might as well pretend to be with you. Whatta ya say?"

Looks like the choice is yours. Do you want to go directly to the checkpoint and try to help out, or save the pinned squad? That supply cache might have something useful in it, but there's something fishy about these guys. The magazine in your rifle is flashing empty, so you're down to the one mag and you still don't know what the hell happened.
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No. 269820 ID: d3dfb8

I don't really trust these guys. Let's go save the pinned squad with them and go our separate ways. ask if they happen to have any extra ammo.

Don't ask about the gun, it will make you seem weak. If they ask about, tell them you're an operator who operates in operations.
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No. 269839 ID: b28ada

>>269819

I concur with >>269819 . As for your weapon, apparently you have some kind of high-power marksman rifle.
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No. 269854 ID: a0c110

rolled 35, 44 = 79

just rolling for a random encounter. I'll ask you guys to roll for that next time
>>
No. 269856 ID: a0c110

rolled 10, 47 = 57

need a couple more rolls
>>
No. 269863 ID: a0c110

"Well if you're looking for volunteers, it might be a good idea to go help out that squad. It sounds like they don't have time to wait for us to take a detour."

"Smith, give him the map. Mark down where the checkpoint is, then we can find the squad from there."

Luckily, the map is on a dataslate and it's showing your current position, directly south of the checkpoint. There's also a small green marker to the north that doesn't have a label. It's about two kilometers north of the checkpoint in a small mountain range. You're still not sure about these guys, so you're not about to give them the location of the checkpoint. Instead, you draw a huge circle a couple of kilometers to the east of the pinned squad. "The vox was damaged, but they mentioned these co-ordinates. It looks like maybe an hour's walk. And... do you guys have any spare ammo? I'm running a little low."

Looking at the slate, Devlin gives a nod and everyone begins to pack up. Jones slings the massive autocannon on his back while Tarn hangs the tripod over his shoulders "Here, it's an autopistol. We've got hotshot packs, and you probably don't want to put them through a regular rifle." Devlin hands you a large autopistol and two magazines. The slide is embellished with a picture of the emperor's sword in gold trim, with fine grips made of a material you've never seen before. The magazines are labelled '15 rnds. 12mmAP.'

You check the ork's weapons and they don't have much. You take a backpack from one of them, but for the most part the autocannon destroyed anything worth taking except for the leader's gold trimmed autogun. It took a hit to the action, but a decent technician may be able to repair it. It seems like it was made in the imperium some time ago, so you may be able to get away with using it. You put it in your backpack.

The walk was uneventful, and no one talked very much. You travelled for some time through a sparse forest. Small talk with Jones reveals that they've been on the planet for about a month trying to track down this warboss. That's only strange because the invasion began two weeks ago. Most of the conversation is rather secretive. Along the way you run into a few of the smaller orks, but they don't appear in large numbers.

As you approach the area you outlined, you find yourself overlooking a huge system of trenches over the floor of a small valley. At the far end you can see a bit of las-fire and the sound of a heavy bolter at work. The rest of the trenches are filled with green bodies moving towards the fight.

Devlin points towards a small ridge to your right. "Listen up. I want the gun up there. That's you Jones. Felix, take the tripod and go with him. I want suppressive fire on those orks. The rest of us are going to move down there and start moving up." He and the rest of the squad start moving towards the trenches as Tarn passes you the tripod and sprints to catch up. The tripod is very heavy, but Jones doesn't seem to mind the weight of his autocannon. He's a bit larger than you, but not THAT large.

When you reach the ridge you spot a small cliff and agree that it would make a good vantage point. You move to set up the tripod, but two large orks come screaming out of the bushes. Jones pulls the cannon down to his hip and fires a quick burst, cutting the two orks in half. You can only watch in horror as the recoil throws him off the edge. It's maybe a thirty foot fall, but he lands in thick bushes and you can't see him. Falling, he didn't have a look of suprise or anger... but rather a look of bordom.

From where you are, you can see the checkpoint in the distance. There are three large hulks resembling valkyries. Down in the trenches, bursts of green plasma occaisionally lash out in the center of the fray. The tide of orks visibly shifts to combat this new foe, and only a few are still moving towards the guardsmen at the far end. You can see some of the troopers at the far end climbing out of the trenches, and watch as they slowly move backwards into the tree line. None of them is carrying the heavy bolter you heard earlier, so they may have left it down there.

The two orks that the gunner killed have axes, and one has a pistol. The slide is bent, but the magazine lists '20 rnds. 12mm'. The round you can see at the top looks crude and obviously hand made. The bullet has a flat, angled tip and it doesn't look completely round. It might not be the best idea to use it.

It looks like there may be a way around the trenches that wouldn't bring you very close to the fight, but it's a long way through. It would take you perhaps an hour's walk to get to that green marker on the map, assuming you can remember exactly where to find it.
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No. 269917 ID: 46c430

>>269863
...Yeah... I think now would be a very good chance to get the hell away from these guys. They are -not- normal, may well not be human, or if they are, they're likely to be chaos-tainted. Get out of there, NOW.
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No. 270026 ID: 45be60

There is no shortage of strange humans in the Imperium, especially when it comes to small forces of first-responders. Between the strange salvaged lasgun and the claim that they have been here a full month, it seems likely that something unusual was happening here well before the fleet arrived. Not all of the strange are tainted by chaos, indeed some of the strangest are those tasked with fighting it. Remember the hushed rumors you have heard about the soldiers of the Inquisition? Perhaps this squad is from some other organization like that. In any case, be wary of them, but it would be foolish to turn away the help of anyone who is fighting alongside you. See if the guy who fell survived somehow, and if not, what else he was carrying.

Don't bother with that ork pistol. Even if it looks well maintained, yours is more reliable and has no shortage of ammunition at the moment.
>>
No. 270105 ID: d3dfb8

>>270026
This.
>>
No. 270139 ID: dd8f75

You work your way back down hill into the forest underneath the cliff. You manage to avoid a few orks that pass by, but you can't find Jones anywhere. Instead, you find a very damaged autocannon next to a man-sized dent in the ground about half a foot deep. There's no blood in the hole but you can see foot prints moving westward. The prints from the right foot are at a funny angle, but they're just as deep as the left. The soil isn't dry but it's not quite moist either, so it's strange that the tracks are so deep.

You follow the tracks for about a hundred meters before you come to the trenches. You can't hear any shooting, so either Devlin's squad managed to catch up with the others or they were overrun.

The first few lines of trenches in front of you seem to be empty. Farther up you can see a reasonable concentration of orks, but they're moving away from you in the general direction of the checkpoint. About two hundred meters ahead is a large deformation in the trenches that looks like a mortar pit. You can see the tops of some stacked crates just over the edge of the pit, and they look reasonably in tact.

There's a sudden chattering noise and you can hear an engine starting. The sound is coming from the trenches in front of you, and the orks either don't notice or don't care. It sounds like a very small engine, perhaps a generator.

You could probably get into the trenches without being noticed in order to investigate. The trenches look to be about eight feet wide and connected by smaller paths, so once you're in there may or may not be a place to hide. Otherwise there's a very good chance that you can get to the checkpoint without running into the orcs, as their current path should take them just to the south of it.
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No. 270852 ID: d3dfb8

>>270139
He weighs an enormous amount, he's apparently immune to pain, he doesn't bleed, he is incredibly strong, it takes MASSIVE force to so much as break one of his legs, which he promptly ignores, he was here before the invasion.

He is a necron in disguise. Pariahs.
>>
No. 271117 ID: 815cd1

>>270139
If the trenches ultimately lead you closer to the checkpoint, then by all means, go check 'em out.

Otherwise, just continue onwards to the checkpoint.
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