You've finished warming up. After a brief conflict, all the "rebels" surrender.
You think this small group of defense forces before you aren't rebels at all. They're just a group of mortal troops who were frightened by the surging tide of greenskins.
Because even their battle cry is that they don't want to be sent to the front lines to die by an Imperial Commissar.
You once again kill several "rebels" who try to incite the soldiers. Comrade Jurgen also takes up the heavy melta gun that he never relinquishes. A brutal massacre is about to begin.
Commissar Cain stops you and Jurgen's "barbaric" behavior in time.
Cain stands atop a Chimera infantry fighting vehicle. He gives an emotional speech to the frustrated defense forces who abandoned their armor. About retreat being a form of attack. His words are full of impassioned rhetoric.
You're noncommittal about this, but before the speech ends, Commissar Cain is surrounded by warm support from all the defense forces. All the soldiers are high-spirited and morale-boosted, as if they want to fight the greenskin orks for another three hundred rounds.
Commissar Cain miraculously obtains command authority of this small defense force.
You're puzzled and find Cain to ask. Commissar Cain replies with a smile: He just gave them hope of living.
In the third week, you, who now have motorized transport instead of walking on foot, meet more local refugees on the escape journey, as well as more defense forces defeated by the greenskins. After careful consideration, Commissar Cain relies on his extremely excellent eloquence to win over the defeated army, calm the frightened local refugees, and form a huge fleeing convoy.
You and Jurgen secretly deal with some unconvinced troublemakers while taking on the arduous responsibility of protecting local refugees.
However, with the increase in numbers and equipment, your huge and bloated escape convoy seems to have attracted more attention from the greenskins.
They ride tattered junk motorcycles, brandishing machetes and oversized firearms, and begin to chase and intercept your fleeing convoy.
In the fourth week, the situation of the fleeing convoy isn't good. Although there's no shortage of food supplies, weapons, or ammunition, more and more greenskins have become a deadlier problem.
Commissar Cain believes the ork warlord must have discovered your fleeing convoy and issued orders to pursue and stop you. You and Comrade Jurgen grow gradually tired from dealing with the frequent greenskin attacks.
At Commissar Cain's suggestion, you temporarily put down your lasgun and begin clumsily trying to command the defense forces that have been completely integrated under your leadership. You reluctantly become an officer. Your perspective also increases from individual battles to the entire battlefield.
You lead the defense forces to attack everywhere, struggling to resist the incoming greenskins.
During a brief repair period, Commissar Cain finds you while you're resting. Cain thinks with a solemn expression that if you cannot shake off the large numbers of greenskins behind the convoy, it may be difficult to successfully reach the Imperium's sphere of influence.
You rally your spirits and express willingness to lead a suicide squad composed of defense forces to try to redirect the greenskins' attack.
Commissar Cain smiles slightly and politely declines, saying the Valhallan 597th Regiment doesn't have the battlefield custom of abandoning its comrades.
In the fifth week, you, Commissar Cain, and Comrade Jurgen, plus a group of defense forces who volunteer to join the suicide squad, choose a Chimera infantry fighting vehicle with a stable machine spirit to engage in a fierce blocking battle with the greenskins behind the fleeing convoy.
Your mission is simple: attract the attention of large numbers of greenskins and buy time for the escape convoy, which is mainly composed of local refugees.
The brutality of this battle is beyond imagination. More than half of the ten-member suicide squad defense forces are killed or wounded. You barely complete the mission and attract large numbers of greenskins.
In the speeding Chimera infantry tank, you lower your head to treat the injuries on your body. You look at Commissar Cain, only to find he's completely unscathed. It's incredible...
In the sixth week, under Commissar Cain's leadership, the remaining eight members of your suicide squad begin guerrilla warfare with the greenskins. When the greenskins stop pursuing and rest, you step forward to harass and throw grenades. When the angry greenskins get up to pursue, you rely on the Chimera's mobility advantage and fire interception to shake them off.
Due to the increase in battles, the combat quality of the five defense force members in the suicide squad has improved significantly. None of them fear the greenskins. Instead, they see greenskins with eyes shining, eager for a fight.
Fortunately, you're gradually approaching the Imperium's sphere of influence. Comrade Jurgen believes victory is just around the corner, and even you have to agree with this idea.
Unfortunately, the ork warlord who has been waiting appears, blocking your way.
The sudden encounter catches you off guard. The suicide squad instantly loses three members. You're surrounded by countless greenskins. The Chimera infantry fighting vehicle's mobility advantage is completely lost.
Facing the disaster of annihilation, Commissar Cain puts forward a plan to capture the leader first, his expression unchanged.
You don't hesitate at all. You simply silently load several terrifyingly powerful melta bombs.
The suicide squad members rely on the Chimera's firepower to attract other greenskins. You, Commissar Cain, and Jurgen attack in the direction of the ork warlord.
Comrade Jurgen's heavy melta gun once again proves its worth. The powerful firepower briefly clears a passage toward the ork warlord.
You charge ahead of Commissar Cain, firing the lasgun freely. Almost every shot knocks down a greenskin.
However, the number of greenskins never decreases. They surge toward you like a tide.
You and Commissar Cain are trapped by the greenskins. The heavy melta gun operated by Comrade Jurgen beside you is about to fail.
At the critical moment, you show Commissar Cain the melta bombs you carry.
Commissar Cain hesitates, then nods heavily.
You take advantage of the passage Jurgen's heavy melta gun clears again and launch a final death charge toward the ork warlord.
You're seriously injured when you're five meters from the ork warlord. You have to detonate the melta bombs prematurely, trying to cause damage to the warlord.
You're instantly melted into ash by the extreme high temperature.
You are dead.
[This simulation ends, lasting forty-two days.]
[This simulation obtains retainable options:]
[1. Imperial Infantryman's Uplifting Primer (complete set)]
[2. Melta Bomb (one)]
[3. Ciaphas Cain's Chainsword (masterwork)]
[This simulation has exceeded 24 hours. Simulator cooldown has not been exempted.]
[Cooldown time: Forty-two hours.]
[Current available cooldown reduction time: One hundred sixty hours.]
[Do you want to consume cooldown reduction time?]
