Dark Heresy (A Warhammer 40k RP)

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Korhal

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All we need now is Saskwach's. *glares* In the meantime we'll be starting without him. I have a mini-adventure that you all can go on before the main one where he'll join you.

Also, still have one open spot for anyone interested.
 

The Lyre

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Thought I'd ask my question on here instead of derailing Ultrajoe's review;

Do I recall correctly that the psykers in the Inquisition are the Inquisitors themselves? Or are there more specific psykers within their order? Only reason I ask is that I recall that the Inquisition had some fairly nice psychic powers the last time I read that codex, and was wondering what place I'd take if I took up that role?

Also, other than 1-post per day, are there any other non-standard or specific rules you want followed?

Finally, for skills, do I choose individual psychic powers, i.e. 2 powers = 2 skills, or do I allocate one skill to psyker and use powers shown or similar to the ones in the O.H. codex?
 

Dinnj

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Well, after Qayin is in, if you can squeeze another spot I'd join up. Ordo Malleus ftw =)
 

The Lyre

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I'm assuming your go-ahead still applies, so I'll post my sheet now. I should probably point out I am a UK poster, and therefore will be on at very different times to the US posters here, and I understand that this is kind of annoying, but I can also guarantee that I should always have time for the 1 post a day.

Name: Devlyn Cain

Class: Navigator - Support Class (under the employ of the Ordo Hereticus)

Skills: Psyker, Pilot, Cybernetics

Powers: Temporal Distortion - The Navigator can manipulate the tides of the Immaterium to affect time in the temporal universe. The Navigator may only use this power on himself, and he does not get to use additional psychic powers following this power (Included this as a general fault. For balance, attacking will take me out of this state, or say 10 seconds from my character's perspective. Oh, and yes, it is cannon; http://es.games-workshop.com/especialista/inquisitor/bestiario/fleet.html scroll down to powers.)

Vortex of Doom - tears a hole between the material realm and the warp; a travelling, very risky attack that pulls enemies into oblivion. (For the sake of balance, I will probably only use in a while when needed)


Faults: -The Psychic powers he uses are very draining; upon use he can perform one action that is linked through MIU but is too weak to engage in combat physically and cannot use any other psychic powers for a few turns/posts (depends on how long the posts are - think half a minute before he could actively engage in combat without MIU, and 3-5 minutes before he could use another power.)
-Heavily relies on the few cybernetic implants he has to perform well in combat; EMP based weapons or attacks could render his MIU and other implants temporarily disabled.
-Lightly armoured - relies on mobility and defense provided by Mechadendrites to avoid being injured.

Equipment: Weaponry; Two bolter pistols, Mechadendrites and Shoulder-Mounted Plasma Gun

Armour; Carapace Armour - light, mobile armour, offers minimal protection

Other; MIU; Mind Impulse Unit - rare implant bought with the incredible influence and wealth that comes with a heritage in a Navigator House; allows the user to start a link with external machinery. Devlyn uses this to operate his shoulder-mounted weapon, and the ships/vehicles he pilots - he possesses the knowledge of how to utilise this technology, and how to implement it in most vehicles, but has no knowledge of security or hacking and therefore cannot use it effectively for purposes in subterfuge like a Techpriest could.

Mechadendrites; long mechanical tentacles attached to Devlyn's spine, giving him greater mobility, lifting and manipulation capabilities, easy interface with machinery (again, limited to Devlyn's knowledge) and, in many cases, can act as a defensive blunt weapon.

Bionic Eye; Night Vision, targeting, magnification etc. - this device is the sole reason Devlyn can accurately use firearms.


Physical Description: A preened, young socialite - has been brought up in an environment of luxury in one of the less powerful Navigator Houses of Terra; slightly curly dark hair, dark brown eye, and high cheekbones all add to the image of a pampered young man who appears to be in his late 20s...which is just slightly negated by the implanted, bright red bionic eye, and the metallic tentacles that sprout through specially designed holes in the back of his carapace armour.

His armour bears the sigils and dusty red colours of the Adeptus Mechanicus, but the robes he wears over this are a far more regal set of golds scarlets, as a homage to his Navigator heritage.

Devlyn commonly wears a hat or helmet, as a form of courtesy - all Navigators are an invaluable commodity and provide an essential service, but he is aware that the Inquisition still view his kind as mutants, and thus he hides his third eye to prevent potential tension.

Background: Devlyn Cain was born and raised in a Navigator House that was wealthy but admittedly less-powerful and famed than most. This of course only meant that the luxurious castle he was raised in was flanked by considerably taller ones, as his heritage still entitled him to the finest things in life, until his inevitable service to the Imperium. Navigator Cain was initially assigned to serve the Adeptus Mechanicus, and, after learning more of their mysterious Machinist Cult, gained a gradual belief in the Deus Machinus that accompanied his firm belief in the God-Emporer.

His belief grew to such an extent that he requested, and was gifted with, a few cyborg implants, but was removed from their service due to this - a mutant in service to the Imperium was always an affront to the Emporer, but allowing one to become a cyborg was disgusting, thus Navigator Cain was transferred to the Ordo Hereticus in order to learn humility regarding his cursed biology, and to avoid any further implantation. The knowledge he gained from the Adeptus Mechanicus was an enormous benefit to his skills as a pilot outside of warp speed, and the Mind Impulse Unit he coerced and bought from the Adeptus Mechanicus took this talent to the levels of exceptional; making Devlyn an excellent navigator of both large frigates capable of traversing the warp, and of smaller ships designed for infiltration or squad-transportation. He has very limited knowledge of technology outside of vehicles and weaponry, and is therefore unable to repair any non-military technology, and is completely lost when it comes to security, hacking, or translation.

Navigator Cain acts as a supporting unit in battle - aiding his comrades with whatever vehicle is at hand - perhaps air striking a critical location to help breach a base, or using transport vehicles to quickly maneuver his squad across the field. His slow, powerful attacks from his shoulder-mounted weapon and psychic powers can be devastating, but used infrequently - to make up for this he moves quickly and with enhanced mobility due to the Mechadendrites, and uses two bolt-pistols for more rapid attacks. Devlyn can perform well at a distance in order to help his comrades advance, but alone and out in the open he is very much at danger, due to his low armour and slow-recharging attacks.

There; a Psyker support class, that is more balanced and useful in more situations. I would like to stress that he is only a support class - his attacks are powerful and suppresive but slow and I will not regularly use the most powerful of them in order to preserve my character's strength - if I am left out in the open with no cover I will get myself injured just to be annoying :D
 

Korhal

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One more could never hurt I suppose. And yes, Qayin, that is how I wanted your powers to work as a psyker, good guess ;)

Dinnj, I like what you have to start with... but give me a little more description and background to work with and you're in :)
 

Dinnj

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Name: Brother Solus.

Class: Grey Knight, general close combattant.

Skills: The shrouding, (Limits range people can target you at,) Fearless, True grit (Use bolters as CC weapon,) Rites of exorcism (-1 stability to lesser daemons.)

Faults: Present at closing of a warp gate, caused to be vulnerable to psykers.

Equipment: Nemesis force weapon (Added strength,) Storm bolter. The Aegis, chance to resist psychic effect.

Physical Description: Tall, gaunt in comparison to other grey knights or index astartes. None of him can usually be seen under his grey Aegis armour.

Background: Trained for an incalcuable amount of time on a floating fortess monestary. Recently gained the honours of becoming a grey knight. Was sent as part of a small force to close a disfunctional warp gate. As it was closed it let of a huge blast of energy, injuring him and his team, and leaving Lairus with a permenant vulnerability to psychic attacks that breach his Aegis armour. Solus was inducted into the Grey Knights after fighting through an abandoned orbital relay station with Brother Cain against numerous tyranids, prior to combatting a raiding Dark Eldar kabal. Solus has a longstanding comaradeship with Brother Cain. He generally tries to react as calm as possible, and usually does. He attempts to appear unafraid and fearless infront of any given situation, and this facade is almost unbreakable when presented with even the direst of threats. He hates any entity that is not immaculately pure, and coming to knowledge of such a thing generates a deeply set rage within Solus. He believes to recieve the true glory of the emperor, your will must be forged in the crucible of battle.
 

Korhal

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Great, thanks, that's a bit better. I'll post a rules summary tomorrow when I get off of work, and I'll post the first sequence. As our players are spread across the whole world *waves to the UK, and Australia* we will be sticking to one post a day (except Ultrajoe, I'll explain in my rules post what I want from you).
 

Rolling Thunder

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Excuse me?

1. Chainfists cannot be mounted on anything other than terminator armour. Since regular humans cannot wear terminator armour (They lack the black carapace), you, ergo, cannot wield a chainfist.

2. How is a grey knight to avoid drawing attention. Unless you are really prepared to hide in a room for most of the RP, a power-armoured marine is highly likely to draw attention and render any subtle aspects of this RP dead.

3. You cannot have a marine enhanced- inquisitor. If you want space marine, you have to cope with people staring, a lack of subtelty and no real influence beyond the gawking masses. if you want inquisitor, you have to be human. Also, Librarians (psychic marines) are so rare that the chances of one just wandering about the mperium are... minimal.

4. Yes, inquisitors with psychic powers are prevalent in all orders of the inquisition, and are fully-fledged inquisitors (see: Gregor Eisenhorn)

5. While I'd admit my charecter is highly..... powerful, I would point out he is at least human (well, mutant) even if just a very tough, exceptional human. And thats what the whole RP thing is about: tough, exceptional, resourceful humans. Not genome-modified supermen. And certainly not an elite daemonhunter and a inqusitor/marine hybrid (which can not exist).

I'm sorry, I don't want to upset anyone but quite frankly the setup here is ludocris. We have no demolitions experts, no translators, no communications, no other forms of specialists- instead, we have two power-armoured behemoths, a psyhotic and some regular humans. Please create human charecters, or reasonable ones- like a scout, or.... a lost marine. Not what is in essence death in heavy armour.
 

The Lyre

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Fondant said:
1. Chainfists cannot be mounted on anything other than terminator armour. Since regular humans cannot wear terminator armour (They lack the black carapace), you, ergo, cannot wield a chainfist.
A chainfist is simply a powerfist with a miniature powered rotating chainsaw - the powerfist is an oversized armoured gauntlet that generates an energy field - the requirement is the ability to lift and wield it, and last time I checked Termies were still Space Marines, with the same mutations, implanted glands and organs etc, so there is no reason why any Space Marine could not wield one.

Fondant said:
2. How is a grey knight to avoid drawing attention. Unless you are really prepared to hide in a room for most of the RP, a power-armoured marine is highly likely to draw attention and render any subtle aspects of this RP dead.
We already have an assassin and a mercenary, and there was no requirement in the briefing to not draw attention - we are quelling an uprising caused by farmers, not infiltrating a heavily guarded base under cover of night. In the same way that I would not expect UltraJoe to engage 10 men in close combat, I would not expect I or the heavier characters to be involved in an aspect that requires subterfuge.

Fondant said:
3. You cannot have a marine enhanced- inquisitor. If you want space marine, you have to cope with people staring, a lack of subtelty and no real influence beyond the gawking masses. if you want inquisitor, you have to be human. Also, Librarians (psychic marines) are so rare that the chances of one just wandering about the mperium are... minimal.
Don't know if you've noticed, but the Inquisitor Lords may take anything they choose from the armoury, so where you got the idea that no Inquisitor has ever been, or ever will be genetically enhanced is a little confusing. As for a marine-enhanced psyker being rare - look at the Ordo Malleus, every Gray Knight is a psyker and a space marine.

If we're being so obsessed with this though, then the only requirement for these characters is blind devotion to the Emporer - a mercenary who hires himself out to aliens regardless of consequences is not considered to be faithful, and a self-proclaimed mutant would not be too popular once the members of the Inquisition around him realise he's a psychotic failed-experiment who calls himself a mutant and has very little true allegiance to the Imperium, let alone the Emporer.

Fondant said:
5. While I'd admit my charecter is highly..... powerful, I would point out he is at least human (well, mutant) even if just a very tough, exceptional human. And thats what the whole RP thing is about: tough, exceptional, resourceful humans. Not genome-modified supermen. And certainly not an elite daemonhunter and a inqusitor/marine hybrid (which can not exist).
Your character is a genetically modified homo sapien capable of superhuman feats - sounding like Space Marines yet? Space Marines are biologically enhanced, and have multiple glands implanted, but are still entirely human. If it is such a major affront to 40K cannon, I'll change my character, but I wouldn't be the only one who would have to - You're technically a traitor, more than two of the team seem to be so emotionally warped that they would be barely fit for service, let alone for dealing with the admittedly sensitive situation of a civilian uprising, and did I mention your character is a traitor mutant?

I will gladly change my character, I did it late last night and feel I did not use a lot of imagination, but I'm certainly not the only one here who has taken the cannon of 40k and the rules set by the OP and thoroughly raped them both.

Fondant said:
I'm sorry, I don't want to upset anyone but quite frankly the setup here is ludocris. We have no demolitions experts, no translators, no communications, no other forms of specialists- instead, we have two power-armoured behemoths, a psyhotic and some regular humans. Please create human charecters, or reasonable ones- like a scout, or.... a lost marine. Not what is in essence death in heavy armour.
I wouldn't be so annoyed if this was not utter hypocrisy - your character seems to be a drugged up god of war who is not only a mutant but a traitor - how is this a reasonable character who is not in essence death? Like I said, I will gladly change mine, but I am not the only one who has loosened the lines of 40K reality here.

Oh, and a techpriest could quite easily fill the role of translator, communicator and specialist, but they do not recognise the the Imperial Cult or the Ecclesiarchy. Instead they follow their own dark scriptures.

EDIT; Just realised we HAVE a Techpriest, so I will need to think of something else...back to the drawing board for me.
 

Dinnj

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That's a complete joke =/. You have a mutant character, a -mutant- character, I personally thought THAT was ridiculous... you would have been found out and executed. I didn't agree with it, but you didn't see me bitching. As for chain fists, they are a variant of power fists. Read the imperial guard codex, officers can have power fists, which is not all that different from a chain fist, and they are -only- human.

Someone needs to read up -seriously- on lore, there are no mutants unless it is a radical inquisitor, aside from that, there is nothing subtle about your character going apeshit on combat drugs, nor, by lore, anything subtle about the process by which inquisitors denounce various heretics.

Aside from this, when you own as many codices as I do, you can then make comments about inquisitors not being half marines. Maybe purchase the daemonhunters codex, or witchhunters (I have both,) and look up the stats for "Inquisitor lord". It's quite frankly insulting and naive that you say it's about resourceful humans when you yourself do not claim to even BE a human, not resourceful but with combat drugs hich can stimulate fast thinking. Read your lore, look up some hard evidence, then come back. If imperial guard officers can wield power fists... then index astartes can use chainfists. Again, space marines also can wield power fist variants... Don't worry, I'm not upset, but I'm downright furious and insulted, I think the best thing to describe your own character as, would be "Walking hypocracy." Theres my 2 cents, choke on em.

As a general accouncement, I'm not going to withdraw that character sheet unless the host of the role-play asks me to, and even then I'm sure if the issue is raised he'll also ask "Mr Subtlety" to change his also.

[Edit from here]

An example of subtlety from a large marine-inquistor, otherwise known as an inquisitor lord for people who know anything about the lore. They can claim theyre there on a check up to just see how the planetary troops are getting on... nervousness can be detected in the other person's voice, body language, not breaking eye contact as over compensation... then you go to town on them. Our characters added a slightly reactionary element to the RP, someone could find out what's wrong with their drugged up spidey senses, then the combat characters can actually do something about it... a vindicare assassin can not see through walls to spy on people, and could not get closer as theyre scared of close combat etc... a large grey knight or inquisitor lord can ask for entry to the premises, and either be let in and discover this plot, or be denied and know theyre heretics. Besides, the missions aren't likely to be so depthful as "Here's a city, it has billions of people, find heretics."
Don't worry, you're not the only one, I believe one player said their character grew up on Mars.... the holy world of the adeptus mechanicus were practically no one is allowed =/.
"Drang, a personal guard to the governor's daughter, (An Alpha-level psyker named Emir)"
Haha, yeah, a personal guard for someone who should have exiled normally by lore... and if they were stable, boy you would have not needed to have guarded them.

Thought I'd edit in one more mistake Drang made; "Since regular humans cannot wear terminator armour (They lack the black carapace), you, ergo, cannot wield a chainfist." Wow, you used the latin word "Ergo" you must be really clever, however if you had read the imperial guard codex you would know imperial officers can wear them, aside from this inquisitor lords, as mentioned earlier, are actually esentially a branch of marine, which means they would have the black plates. Never use Latin words to gain the upper hand in arguementative text, if you make a mistake you look like a complete idiot.

Regarding the host: Ultimately, this is his RP, and if you don't like him allowing this, you should leave, given you don't really know how the RP is going to span out, in terms of subtlety etc. "Ergo" if he decides that these characters are acceptable, he probably has an idea of what's actually going to happen...
 

Teafo

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Dinnj said:
I believe one player said their character grew up on Mars.... the holy world of the adeptus mechanicus were practically no one is allowed =/.
Yes, I originally had my character growing up on mars, as that is where the Tech-Priest school is located (to my understanding), and I wanted to incorporate the schooling as part of his background. I have, unfortunately, never had any experience with 40k and don't own any codices. I am hoping that this will be a good way to learn a bit of the lore of this universe. If it is needed, I can re-write my character template to reflect the sacred ground of Mars, and have him grow up elsewhere. Just let me know.
 

Korhal

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Fellas, fellas, calm down. I have every single codex, I have checked and cross checked anything that has been mentioned, PLUS I have the Dark Heresy materials. I'm not blindly approving things. Trust me, when I start the story tonight, you will see why I am allowing the things I am allowing. Trust your GM boys.

If you feel the need to alter your characters, or add more depth, do so. But I have approved that which I have seen already.
 

The Lyre

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Teafo said:
Dinnj said:
I believe one player said their character grew up on Mars.... the holy world of the adeptus mechanicus were practically no one is allowed =/.
Yes, I originally had my character growing up on mars, as that is where the Tech-Priest school is located (to my understanding), and I wanted to incorporate the schooling as part of his background. I have, unfortunately, never had any experience with 40k and don't own any codices. I am hoping that this will be a good way to learn a bit of the lore of this universe. If it is needed, I can re-write my character template to reflect the sacred ground of Mars, and have him grow up elsewhere. Just let me know.
There are far worse slip-ups, and it is not really so ridiculous - I believe full training in the Collegia Titanicus takes 9 years, so you would have almost certainly grown up on Mars either way really.
 

Dinnj

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Not at all Teafo, I was only really saying that to highlgiht the fact that nobody is essentially perfect in character creation, and it might always just have been left out of the rule book =).
Thanks Korhal, as said before I was sort of guessing that you did have good reasons for accepting various ideas put forward.
 

The Lyre

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Korhal said:
Fellas, fellas, calm down. I have every single codex, I have checked and cross checked anything that has been mentioned, PLUS I have the Dark Heresy materials. I'm not blindly approving things. Trust me, when I start the story tonight, you will see why I am allowing the things I am allowing. Trust your GM boys.

If you feel the need to alter your characters, or add more depth, do so. But I have approved that which I have seen already.
Sounds good, glad you know what you're doing.

I have drastically altered my character, but it is within the laws set for Navigators on GW's site, and the same goes for Adeptus Mechanicus(which my character was fairly influence/indoctrinated by), so I'm pretty sure its okay - may need to have long cool-downs on the bigger support powers but lore-wise it should be fine.

Will you also post any other rules tonight?
 

Korhal

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The Rules Post

1) To standardize the typing: Description. "Speaking." Thoughts. Use of skills or powers.

2) OOC will be done in spoiler boxes.

3) No arguing, whether amongst yourselves, or with me. If you have a concern, I'll be glad to address it, first privately, then in the public forum.

4) It is fully possible that your character can become wounded, or die. Death will not happen though, unless you A) Need to be removed from the game, or B) Do something profoundly stupid.

5) You will be allowed one post per day (except me, I'll post more often), except for the following circumstances:
A) In combat, Ultrajoe is allowed 2 posts per day because of his Extra Rounds skill. Ultrajoe will have the option of making 3 posts per day, but this will cause his character to overextend, meaning only one post the next day.
B) In combat, Fondant will get 2 posts per day while under the effects of the enhancement drugs. While recuperating, any combat type action is... highly unlikely at best.
C)In combat, attacking an unaware enemy does not constitute your post for the day: After I have resolved the action, you will get to post again.

6) You may puppet each other and my NPCs to some degree. You must: stick to the character in question, and only simple actions may be performed. For instance, you can make the group laugh at your joke, you can make someone ask you to further explain your idea/theory/whatever you are talking about (i.e. "What do you mean?"), etc. You cannot control anyone else in battle, decide who does or doesn't get hit, or have them give any kind of real dialog. EDIT: This means you decide who you aim at and with what, I decide if it hits and how badly. If I decide I don't like it, I may ask you to change it.

7) A good rule of thumb is that the actions in a given post should be capable of being performed, in most instances, in a minute or less. In combat, more like 5-10 seconds.


That should cover the bases to start with. I'll have the opening scene up soon.
 

Korhal

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Chapter One: Inquisitor Malin

"......heavy fire" began the beleaguered, terrified voice. ".....from......seems like at........I dunno, nineteen.......wounded. Requesting......immediately."

That was all that had gone through.

The sun was setting on the agri-planet, and quickly. Malin hated the nights here lately. Reports came in every day of farmers missing from their homesteads, of bizarre sightings. Some folks claimed they'd seen Tyranids roaming the country-sides, others blamed the Tau, the Eldar... basically any race not following the beloved God-Emperor. The reports were vague, inconsistent at best. They were of no use to anyone really.

The transmission had been the best piece of "evidence" for the disappearances so far. A contingent of Space Marines had been sent to the world with the explicit purpose of finding the lost souls that had been disappearing these last few weeks. What they found... well no one could be sure really. The garbled and scrambled audio barely made it back the Serani. The Serani was the vessel orbiting the planet that the Marines had been deployed from, and even their best intelligence officers didn't know what to make of the transmission, other than the obvious.

They were dead.

They were all dead.

50 Marines of the Empire, lost in a single night.

Something big was going down, and so the Empire began to scramble to call in the big guns: The Inquisition. Until the best agents could arrive though, something had to be done. A command decision was made that all nearby Inquisition units were to report to the surface, and back up the few already stationed on the planet.

Inquisitor Malin was the head of the Inquisition detachment already there, and as such was selected as the point of contact for the new arrivals.

Inquisitor Malin was a short man, a good three inches below average. He stood tall and proud though, and could be quite intimidating if he felt so inclined. A cleric of the Inquisition, he was extremely charismatic, and generally well regarded amongst the people... and generally rightly feared. No one on the planet had more power than Inquisitor Malin, he was the be-all end-all for the government of the planet.

Inquisitor Malin drummed his fingers on the table. His flowing robes covered his armor, and his bolt pistol, hung loosely on his left hip. The ornate robes were the finest quality, though he wore them explicitly to hide the nature or his other equipment.

Outside of his window, in the field to the north, the first dropships containing new field agents began to land.

New bloods. Should be fun.
 

Korhal

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Feel free to start whenever. Describe your ship landing, and your go from there. Consider it an extended turn.
 

Teafo

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Entrance

Teafo's dropship began it's landing decent about an hour ago and he's been patiently waiting for the overcaster to tell him they had reached the surface. As the announcement came over the air, he smiled to himself, that cynical half smile inside his helmet.

He stood before the opening doors, preferring to be the first out of any dropship, and as the hatch began to lower, he finished loading the last two rounds into his revolver styled carbine rifle. Explosive rounds for now, the purifying fire will remind these agri-planet heathens that the imperium deals harshly with any uprising. The missing marines will not go unavenged.

Beyond the dropship's lamps glowing red from inside the hold and white from the landing struts, the night closed in around Teafo. It is a good night, one where any light will be seen for miles. His heavy boots thumped down the ramp to the soft soil of the farming planet, and he took in his surroundings. Switching his helmet's visor to low light, he scanned the area for any residential life, and seeing many lights from atop a nearby hill, began his ascent.

It's time to see what sort of livestock inhabit this rock
 

Dinnj

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The dropship containing Brother Solus neared the ground. The thrusters turned down to the ground and maximised their burn. Solus' stomach lurched during this process, but as the dopship began to counter the effects of gravity and slow down he was once again settled. As the dropship came into contact with the ground, Solus stood while the turning red and orange lights accompanying an alarm flickered into life outisde. The hyrdaulics hissed and screeched, before the door made it's slow descent to the outside ground, revealing a field north of Solus' objective.

He stepped hurriedly out of the passenger compartment onto the ground below. He quickly surveyed the field and turned south to the contact point. Whatever the taint on this planet, it had killed fifty astartes, fifty respectable battle brothers of The Emperor. If he were to encounter this threat alone, Solus would surely stand no chance. Fixing his sights on the contact point, he started walking at a brisk pace.

When he came to the illuminated building, standing in a stark, blocky contrast to the field he had been in before, Solus regarded the double doors infront of him. He knocked on one lightly with a gauntlet of his Aegis, the doors made the symbol of the impressive Imperial Aquila, before opening it and venturing inside. He observed the short man in his chair, even for general human standards, but felt an air of authority amongst him, and the draped robes added to this effect. Solus stopped a metre or so from his table and stood brisky in sign of respect and readiness.
"Brother Solus of the Grey Knights reporting."