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File: Eternal War.jpg (203 KB, 1025x639)
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+Intro+

In the grim darkness of the 41st millennium there is only war. Imperium of Man, once strong and proud, now is slowly crumbling, whole regions of space are lost to the horrors that lurk in the darkness of the void. Sector Deus is just one of the thousands of Imperial provinces that form the front line in the war to defend Humanity itself. Corruption from within and aggression from without threaten it. But the Emperor sends us hope. High Lords of Terra commissioned a Chapter of Adeptus Astartes, finest warriors Humanity has ever seen, to defend this region of space. They are the last line of defence that hold Age of Ruin at bay. They are the Ghosts of Retribution and this is their tale.

+Briefing+

Chapter Chronicles and starting point for the novice initiates:
http://chapterquest.wikia.com/wiki/Chapter_Quest_Wiki

Battle voxcaster frequency, all allies are welcome to join:
https://client02.chat.mibbit.com/?channel=%23RisingSons&server=irc.Rizon.net

+It takes a long time for rot to take hold, but when it does, it's for good.+
>>
+++Rolls+++
1. Journey = 77 [Success]
2. Vargerod = 25 [Success]
+++

The year is 367.M41 and you are in the Vargerod Sytem in Subsector Ionium of Sector Deus, on the very edge of the Imperium of Man. You have been summoned to this desolate edge of space in response to plea for help by the abhuman inhabitants of Vargerod - infamous squats, once a part of Mankind, but nowadays nothing much more than a rabble of space refugees, more tolerated, than protected, by the Imperium at large. Nonetheless, as a Space Marine Chapter Master, you view it as your duty to protect even these wretches. And it seems, Emperor led you here for a reason. Servitor disrupts your thoughts:
>Milord, we have successfully translated into the system. Warning! Concentration of unidentified ships detected near Vargerod from lunar reflection readings. We are currently in the solar shade from Vargerod, giving us around 8 hours of stealth until we are noticed unless we try to shadow it, altough there exists a significant probability of them detecting our entry into the system if they are properly equipped. Bless the Emperor!

Orders:
a) Try to approach maintaining secrecy for as long as possible, it will take a few days to approach Vargerod this way
b) Full speed ahead, we must confront enemy fleet
c) Try to position in order to identify the fleet, but do not approach it yet
d) Rush in order to position your fleet between Vargerod and edge of the system in order to cut off their retreat path

You can roll d100 for your Fleet Master Copernicon to have a look at the readings.
>>
>>4262224
Most important decision of our chapter:
>>4262195
>>4262201
>>4262210
>>4262217
>>
Rolled 13 (1d100)

>>4262224
>You can roll d100 for your Fleet Master Copernicon to have a look at the readings.
Probably smart to take a minute to do this before we run in.
>>
>>4262224
>c) Try to position in order to identify the fleet, but do not approach it yet
>>
>>4262234
Copernicon looks through the readings and you notice how from curious his face turns to concerned and then...
>Blast it! I should have guessed it... Chapter Master, it seems we are in for a fight. While these are reflectory readings and I cannot say for sure, but we are facing a tightly packed, but strong battle group and to me they seem to be of Imperial design. As Battlegroup IDA is currently in Sygma-477, this means only one thing - on the other side of this sun, we are facing the fleet of the Styrian Triarchy, possibly their main one. They have at least one capital ship and an array of smaller vessels. If we would take them one, it won't be an easy fight for us. I advise summoning Imperial Navy.
>>
>>4262244
Only if we can't look at the readings first.
Making an uninformed decision is for dumbdumbs.
>>
>>4262230
Grey Guard: 1
Tombguard: 1
Greg Guard: 1

Please someone break the tie.
>>
>>4262264
>I advise summoning Imperial Navy.
Do that.

Are they attacking the squats?
>>
>>4262264
>I advise summoning Imperial Navy.
Definitely. Since the triarchy fleet is mostly escorts we should try and spread out in a moderately broad formation until they arrive.
>>
>>4262280
>>4262264
>Since the triarchy fleet is mostly escorts
Doesn't that mean we have the range-advantage?
>>
>>4262264
>array of smaller vessesl

How many, roughly? 10? 50?
>>
>>4262280
>>4262273
Please note that if they have astropathically-trained individuals or warp-arrays, this will break your cover. Please confirm if you are summoning the Navy and then roll d100.
>>4262282
If these are just escorts, then for sure.
>>4262284
Unclear until you establish a position to get better readings. They are on the other side of the system, behind a planet. However this will mean that they will most likely notice you too.
>>
>>4262289
We have a task force patrolling the Mortis border
https://chapterquest.fandom.com/wiki/Current_Chapter_Deployments
Pax Sepulchrum.

Are they nearby?

Also how long would it take Hunter Tertius to pop to an adjacent system and send a message to Sygma-477 from there?
>>
>>4262293
>Hunter Tertius
Or Warchild probably better.
>>
>>4262293
>>4262298
Please roll d100 to try to determine their current position.

Travel to adjacent system should take less than a week, possibly a day if warp winds are favourable. There is a small chance, that exit from the system might be noticed (15%).
>>
Rolled 6 (1d100)

>>4262314
>Please roll d100 to try to determine their current position.
>>
Rolled 78 (1d100)

>>4262314
>Rollan
>>
>>4262321
Emperor be praised! Strike Cruiser Morbid is mere days away and could join the battle within d3 days when summoned.

>>4262327
For what? Can't take this roll, please always state what you are rolling for.
>>
Rolled 3 (1d3)

>>4262328
>join the battle within d3 days when summoned
Prepare a message to summon them with. We can send it when being detected is no longer a problem.
>>
Rolled 1 (1d3)

>>4262328
>Strike Cruiser Morbid is mere days away and could join the battle within d3 days when summoned.
>>
Rolled 37 (1d100)

Rolling for Styrian fleet.
>>
>>4262314
Yes, send Warchild to neighbouring system to message the Navy on Sygma-477.
>>
>>4262337
Please roll d100.
>>4262331
>>4262333
It will take 2 days (2 turns, if in combat) for Morbid to arrive.
>>
Rolled 94 (1d100)

>>4262339
>Please roll d100.
Another one please and thank you.
>>
Rolled 63 (1d100)

>>4262339
>Please roll d100.
>>
>>4262340
This is not what I asked for.
>>
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>>4262340
As Warchild fires up the warp-drive and disappears into the void, an alarm bell starts ringing on the bridge. Copernicon turns to you:
>The jump has been detected, their readings just turned dynamic, the group is splitting apart. We are sufficiently far from them, so they can't reach us quickly. Do we remain hidden and bid our time, allowing them to break up into smaller groups in order to find us, or do we move out into the open and try to force a pitched battle?
>>
>>4262349
How many days will their maneuvering take?
>>
>>4262349
monitor whether they are searching or running?

if searching go for a capital ship once the escorts are sufficently far away

if running try to kill them while running. They might be unaware of the strength we have. this was just a single frigate they detected.

can they discover who its from? I.e. mercenary? iom etc?
>>
>>4262349
Move away from the jump position but slowly, slow enough the engines aren't detected.

If they split apart then we can ambush them group-by-group as they near us, and/or buy enough time for the navy to arrive.
It's critical that we don't let too many of them engage us in a single phase. That's when ships start inflicting real damage, when they have enough weight of fire at once to strip away shields and more.
>>
>>4262349
>>4262354
I agree with Hi
>>
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>>4262352
Unclear, depends on the information they have and their luck. Even if they have only a few escorts, you won't be able to hide for more than a week, even if Copernicon pulls his best.

>>4262354
>>4262360
Without clear readings, you cannot discern such information. Remember, you are still hiding. You only now that they are moving now. No, warp drives are not distinct enough to tell apart Imperial from mercenary ship. While a true Navigator would be able to tell them apart, your intel indicates that Styrian ships do not use Imperial Navigators.

>>4262355
So maintain stealth and try to ambush them piecemeal, if they are approaching? Please roll d100 for Copernicon.
>>
Rolled 60 (1d100)

>>4262364
>Please roll d100 for Copernicon.
>>
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>>4262373
>>4262334
It has been a while since Chapter faced a serious challenge in space. Fleet Master Copernicon takes command of Aspera Dominus and starts sending out commands to all the battle stations and escort squadrons. There will soon be blood freezing in space, he feels it. But for the time being, evasive maneuvers are what Chapter Master ordered, so it shall be so.

For a good day your force drifts silently in the darkness of one of the outer planets, when you pick up a reading, mere 2 million miles away, emerging from behind one of the moons - a lithe shape of a modified Imperial design, commonly known as the Neveron-Class Frigate. It is not a nice ship, in Copernicon's opinion, at least from what he read about it. A cheap knock-off of the Imperial Sword-class Frigates, an adaptation for a less developed, but more heretical industry, to be churned out in greater numbers for the upcoming war. They know that we are coming and they are afraid. One can see it even in the design of their ships. Let us see how their craftsmanship serves their heresy...

>Third and fourth sections, lance fire, at will. Praise the Emperor with your guns!

There is a dull buzz and trembling as Aspera's reactors charge up for the first time in years to fire in anger. On the other hand, when the shots are fired, there is no sound on the bridge. One can only see flashes of light behind the illuminators for a moment and the change in scanner displays, which track deathly spikes of brightness racing into the darkness.

++Roll d6++
1. Direct hit
2. Direct hit
3. Glancing hit
4. Miss
5. Evasion, counter-fire
6. Other ships fire
>>
Rolled 5 (1d6)

>>4262389
>++Roll d6++
Let's see if void combat is as bad as maneuvering when I do it.
>>
>>4262399
It is.
>>
>>4262389
Test
>>
File: chase.jpg (152 KB, 583x700)
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Rolled 5 + 1 (1d6 + 1)

>>4262399
Lance fire roars past the dark shape of the Styrian ship, as it rolls to the side, while unloading a volley of torpedoes, not at the Aspera itself, but at the escorts surround it, which were packed quite tightly to reduce their footprint during the stealth run.

+Counter-fire d6+
1. Miss
2. Hit - Memoria - Gladius-class Frigate
3. Miss
4. Hit - Venator Tertius - Hunter-class Destroyer
5. Miss
6. Critical Hit - Shadow - Gladius-class Frigate

Does Styrian ace get greedy?
1. Yes
2. No
>>
Rolled 1 (1d2)

>>4262412
Rollan agreed for Ace.
>>
>>4262412
Is that a 6 or a 5 for the first and a 1 for the second roll?
>>
>>4262412
>>4262416
He misses, but he is greedy! And he fires again, although so does Copernicon!

You can reroll this roll:
>>4262399
>>
Rolled 1 (1d6)

>>4262423
+Second volley+

+Counter-fire d6+
1. Miss
2. Hit - Memoria - Gladius-class Frigate
3. Miss
4. Hit - Venator Tertius - Hunter-class Destroyer
5. Miss
6. Critical Hit - Shadow - Gladius-class Frigate
>>
Rolled 3 (1d6)

>>4262389
>>4262412
Let's burn this HERETIC
>>
File: Ship assault.jpg (1.08 MB, 1600x780)
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Rolled 6 (1d6)

>>4262423
Unleash Hell!
>>
>>4262429
>Rolled 3 (1d6)
That's a glancing hit. Can we board him?
>>
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>>4262430
Greed is not a great trait to have. While the stripped-down frigate is maneuverable enough to avoid most of the punishment from Aspera Dominus, a glancing hit not only collapses its shields, but also scorches off most of the portside flank, opening whole corridors to open space and sending the ship spinning.

>>4262429
Moments later, concentrated fire from the rest of your fleet pulverises it, turning frigate into a flying field of scrap metal and heretical ambition.

+++

Meanwhile, Venator Secundus engages another one of the Neveron-class Frigates on the other side of the planet and reports successful hit, they are in pursuit.

One of the fleet officers turns to Copernicon:
>Captain, they have scanned us. We are lit.

Copernicon smiles.
>So it begins... Break stealth run, battle formation, we are engaging them on all fronts.
>>
>>4262441
>they are in pursuit
We should keep the fleet together.

Call in the nearby patrol group, call in the navy, call Warchild back.

Wedge formation, Aspera Dominus front and centre, strike cruiser behind and offset. Gladius squadron alpha sticks to Aspera's six. Gladius squadron beta sticks to the strike cruisers' six. Hunter squadron holds in reserve ready to make torpedo run?
>>
We've ended our silent running, it would seem, and the enemy has been using augurs to probe for us?

Do we have a count on the number of active augurs that were searching for us and their rough positioning?
>>
>>4262468
Ave Brother! Long time since I've seen you!
>>
File: Battlegroup.jpg (365 KB, 1600x900)
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Then, as new readings come into view, Copernicon's smile fades and he picks up vox caster to the Chapter Master.
>I think we are about to engage their flagship. No, I mean /the flagship/. The main flagship of the Styrian Triarchy is here. Decapitator is on the battlefield.

+Partial Readings+
+Flagship: Mars-class Battlecruiser Decapitator [Formerly: Pride of Deus]
+Unidentified Loxomod-class Heavy Cruiser
+Unidentified Cruiser, unclear classification
+Unidentified Dauntless-class Light Cruiser
+Unidentified Dauntless-class Light Cruiser
+Dauntless-class Light Cruiser Blind Devotion [Formerly: Fist of Faith]
+Squadron Arpha [4 Neveron-class Frigates]
+Squadron Bheta [4 Neveron-class Frigates]
+Squadron Ghamma [3 Neveron-class Frigates]
+Squadron Threta [4 Sarrakis-class Frigates]
+Squadron Kaqqa [4 Sarrakis-class Frigates]
+Unidentified Fleet Element+
+Unidentified Fleet Element+
+Unidentified Fleet Element+
+Unidentified Fleet Element+


===Session Over===
You have the chance to end Styria as a space power with one strike, ending the Crusade with victory before it even begins, right here and now, as what you see before yourselves is the core of their fleet, which is caught off-guard. On the other hand, you are currently heavily outgunned and reinforcements will take time to arrive. If engaged, expect losses to be heavy. Next session will be GMed by Luigi under BFG rules to resolve the rest of this encounter.
>>
>>4262468
Ave, Machine Spirit! Now you do, see below!
>>
>>4262477
Still need to find out what happened with Argos after he came home.
>>
File: Battle barge.webm (2.93 MB, 853x480)
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Just posting this as a reminder to myself.

Tartarus plan:

- Infiltrated forces secure an entry point where we won't be scanned or anything
- Divine Dividend infiltrates marine force into Tartarus where they lay low
- Wait for Silencius' arrival. Punisher Squad and local agents on the lookout.
- Activate infiltrated marine force. Main force will pacify local renegades. Special force (revenants?) apprehends Silencius.
- Fleet arrives in-system at the same time for additional intimidation
>>
>>4262271
TombGuard
>>
=UPDATE=
At present the void battle is scheduled for ~6pm GMT tomorrow (Sunday 24th May).

However this is not certain. Rescheduling to next weekend may be required.
>>
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This is a banner.
You'll notice that it's blurry as shit, the hands are just 2 tentacles (which might be intended, it's a DA banner after all), the colours are weird, the sword is literally just 4 disjointed squares, the robed figure looks a bit wimpy, the wings are more of a suggestion than actually drawn and you can count the pixels, which gets much worse once you actually zoom in to look at it properly.
The reason for that is that it is now over 18 times bigger than it is actually supposed to be, as it was only used as a rather small texture for a banner in Dawn of War a long time ago. That tiny texture is next to it.

So obviously you can't use that as a banner, because it's pixelated as shit, poor on details (not as a failure of the artist, it was just never meant to be that big), and once you size those things up many things look dumb because they had to be exaggerated to be noticed in the small format or any potential details wouldn't be recognizable anyway.
>>
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>>4272046 (You)
One solution to that is to sharpen it, which will lose you even more details, but that's fine, since you can always add your own (with a lot of time wasted figuring out how to actually do it).
Now before you sharpen it, you should probably change the colours to what you like and add in any foreign assets you want to put in there, so they don't look out of place later, like skulls, badges, scythes, ravens etc. I didn't do that here in the example, but that's fine, because I chose this one since it's the one I added the least assets to and mostly changed via redrawing stuff and adding things with a brush (actually it's mostly because this turned into the second company and I like going by numbers).
If you do sharpen it, it looks like this. Which looks like shit as well, but now you can use the lines you gained to brush over them and use the picture as a rough guideline while making changes to lines, making stuff bigger, redrawing sections and generally keeping everything relatively coherent.
Last time I did an art dump I counted the hours, I ended up somewhere above 80 I think.

This time I can't really do that because this shit literally took me months and ever since I moved in with my gf a few weeks ago (for the duration of the coronavirus lockdown since I don't have to be in my university), I spent about 6-10 hours every day working on this. Before than I worked on it too of course, just much less rigorously.
Nowadays, after all those lessons I learned during it, I could probably do it much faster, but I had no idea what I was doing at first, it's not like there are any good tutorials for redrawing 40k thumbnail banners after making them 18 times larger, so I had to figure a lot of stuff out, mostly via trial and error, google and weird experiments. That's also why the quality of these things increased so much throughout (don't get your hopes up, the second company was a fairly late one).
So yeah, it took a very long time, no idea how long.
>>
File: Centuria II.png (3.25 MB, 1152x1728)
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>>4272073
This is what it turned into.
As I said, structurally, this is probably the banner I changed the least in from all of the companies, since the entire image was already filled and I wanted to see how much I could change with the brush and other drawing tools alone. In other banners I just used the back-ground, changed so much by adding other stuff that it doesn't really look like the original anymore, but I think here you can recognize the roots of the banner I started with easily.
As you can see I changed the colours, used the brush to go over it and change stuff and then resharpened it.
Throughout that I completely redrew the sword, changed the wings, added little details here and there, partially redrew the skulls below to add more alien looking faces and completely redrew the two tentacle looking things into actual hands, gave the robed figure some actual muscles and broad shoulders and changed the way the robe looks to make it look like it's not a skeletal wisp but actually a buff guy. In the end I also adjusted the colour temperature of the entire picture to make it seem colder, since the second company is that of the Ice Wraiths and I tried to represent the character of every company in their banner. That is also why the sword and wings are ice-blue. The Ice Wraiths are not very open about their practices, so I had to be relatively subtle about representing their cult in the banner.
You can guess which took me the longest time of all of that. The hands actually took me 2-3 hours alone.
The problem with that was that I'm no artist and I had nothing to go off, hands are also really difficult, particularly in complicated positions like this and I didn't just want to do boring hands. Since we're RG successors and notoriously pale, I of course made them pale. I also made them cool (as in cold) looking and fucked around with them for hours until I finally managed to draw an effect that looks like the bones are showing beneath the skin (which, unless you specifically look for it, is only really visible if you zoom in, I admit).

Of all the stuff I did those hands are among my favourites, maybe even the favourite thing I put into those banners. Partially because they were a lot of work and partially because the longer you look at them up close the cooler they seem. The colour temperature thing is also a really nifty trick, though I learned about it way too late. This was one of my last banners and I only used it on one other banner (in a different way there).

This is the second company's banner.
>>
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>>4272109
I recommend you open these in tabs by the way, they're all relatively large pictures (I like the sword too, I think it turned out really neat, the icy blade and glowing red gem in the handguard make a really nice contrast).


This is the third company's banner.

The third company has a pretty weird history in our chapter. They went semi-traitor and our former third company are currently on a penitent crusade to cleanse themselves of their sins, so I thought whether they return remorseful to the light of the emperor or turn towards other gods, we should represent their history in their banner. Either as a reminder for them what the price of their folly was, or as a reminder for the newly founded third company what they'll have to avenge if they ever meet their predecessors.
The burning planet at the bottom is of course Inaria, the planet they shed the blood of their brothers on, the scythes represent our chapter, crossed in front of Inaria (and all other worlds in our sector) to protect it from traitors. The wings represent our ancestors and heritage and the skull represents the eventual fate of every traitor. The skull was actually on the banner already, though all of the teeth were sharpened and quite demonic. I had to draw my own teeth to replace them, something I got quite good at because I spent an entire day figuring out how the fuck to do it for our 8th company.
I like the little nicks of use on the scythes. The font is the same one I used on every company banner, an old German one. I think it fits the gothic theme quite nicely and after the first two where I still figured out how to do it I ended up doing them all the same way. Write it out in bold, adjust the letters, bend them with the cage transform tool to go alone the curve of the scroll and then retrace both sides of the letters in 2 different colours from the picture before sharpening to make them look better. Calligraphy is fun.
I thought about leaving third company out first, but the GoR aren't quitters. And I thought the concept was pretty cool.
>>
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>>4272142
This is the banner of the fourth company.

Our fourth has a very dependable record. They've been with us since the founding, spent a lot of time defending the Tombstone and Mormark and absolutely destroyed the waaagh! and any orks remaining afterwards on Barivia during operation tidebreaker. They even stayed there for 10 entire years afterwards to cleanse it, train the Barivian PDF and protect it while it recovered.
The golden aquila represents that long-standing loyalty together with the stylized iron halo in white behind the skull and scythes. The scythes of course once again represent our chapter and the alien skull implies the obvious in regards to our intentions when it comes to xeno invaders. I wanted to make the swirly background dark green first, to represent the forests of Barivia and the orks they cleansed in them, but green just isn't really our colour so I stuck to grey and just kept the pattern to represent those 10 years.
In general I tried to use thick lines and make the scythes, the iron halo and even the golden IV at the bottom look sturdy, because the fourth may not be as good at jumping around like lunatics as the seventh company is, but they are very reliable and when they get a job, they get it done properly. Dreidor's strict standards probably help with that a lot.
>>
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>>4272200
This is the banner of the fifth company.

I think it looks pretty rad, it was also a shitton of work to put in all the details and redraw the flames though.
In a Dungeons and Dragons group, the fifth would probably be the face of our party. They gained the pacifiers trait due to their tactful handling of the riots on Templos, which kept the entire affair surprisingly bloodless, suffered during the betrayal at Varda and showed on San Larion that despite losing half their men there they're not just good at dealing with civilian populations, but also at cleansing alien infestations with fire and flame if they have to.
I wanted to represent the company how civilians might view them, which of course means as angels of death. So I made the arms of the robed angel a lot more muscular (and gave him actual hands, though I made this one before the second company so they lack the skills I picked up there) and surrounded him with fire and falling swords in the background. The coolest thing for me in the picture is actually the little detail in the two scythes. I tried to recreate the notches of the big one in the small one. I experimented with lighter wings, but I think the dark colour works well. I just wish I would've fiddled around with colour temperature back then already because I'd like to see how it would have ended up if I would've made the entire colour-scheme a bit warmer before sharpening the pic.
>>
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>>4272241
This is the banner of the sixth company.

It was the second one I've drawn and I think it's quite easy to notice that in the quality. Though just today I finished something that might make up for it.

Our sixth company probably has one of the most glorious histories of our chapter and I wanted to represent that. They took the greatest losses during the betrayal at Varda, hence the golden skull, but also heaped incredible losses upon the enemy and slaughtered countless of them until the Chapter Master arrived to save them, which is of course what the laurel wreathe is for.
>>
File: Macedon_Banner.png (2.47 MB, 1152x1728)
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>>4272264
What I didn't touch on for the sixth are their reputation for ork killing, which (even among our chapter that is rather adept at the task in general) is unmatched and the fact that they personally trained the Vardan PDF to keep them safer in the future.

Well, Macedon's boys are pretty great. And Macedon himself, one of our greatest strategists and always cool, calm and collected, is pretty great too. His leadership is also one of the major reasons why his company got the reputation it has. So I thought he deserves something special and made him a personal banner.
I'd explain what it represents, but I think you can tell. Fuck xeno invaders.
Notably, this is the second one where I messed around with colour temperatures (this time not on the entire picture, but just on the blade, I think it makes for a great cold steel effect). Before I changed it, the blade looked a lot more like the handguard. It's a bit of a shame I only figured out that neat little trick in the last picture though. The chopped off heads at the bottom are pretty nice of course, but I also like how it picks up the checkered background from the Sixth Company banner again.
>but why is the text in low gothic
Aliens can rarely read high gothic, even some of the bigger/smarter orks can actually read Low Gothic though. Gotta let them know your intentions.
>>
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>>4272290
In case you guys were wondering why I was a bit less active during the last sessions (even though some of them heavily involved my boy), it was mostly because I was working on this stuff during them.

This is the Seventh Company's banner.

Kay's boys like to fly. They like to jump. And they go really wild in battle. Their role is a simple, but not an easy one. So I tried to represent their need for speed and mastery of the sky's due to the jump-pack focus of Kay with the wings in the background, the bird of prey (in this case a crow, not a raven, due to the beak) and of course the winged thunderbolt.
>>
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>>4272309
This is the Eighth Company's banner.

This is how it all started. And as always, Hull gets the worst deal because by doing his stuff first, it never looks as good as the rest because I hadn't picked up any of the skills I picked up later.
The 8th and 6th banners are also much less colourful then the rest because back then I wanted to go for a more muted look. But I still like it. I seriously considered redoing the whole thing, but I spent an entire week on it and learned so much in the process that I just couldn't get myself to do it. Back then I had nothing to work with, because the Eighth hadn't actually done anything yet and was brand new. Nowadays it's already been active during the cleansing of Triot and they gained their first trait.
This banner is probably the most important one because it started the entire journey of the last months. It's been a bit over half a year since I started working on the banners and I would do a lot of things differently nowadays, but I'm glad this gave me the motivation to start (and even more glad that it's finally over lel).
>>
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>>4272322
This is the Ninth Company's banner.

There is not much to say here, we don't have a ninth company yet, but I did this as a favour to Luigi. He's been a great help throughout all of this, not in regards to the technical side, he's as incompetent as I am when it comes to digital art, but having somebody I could bounce my ideas off of was invaluable and despite the need to press him for negative feedback sometimes he was very useful when it came to refining my ideas.
I originally wanted to go with a different design, but Luigi liked this one the most of the 3 possibilities we talked about and he had helped me so much that I wanted to do it for him.

That bird you see at the top may or may not be our friendly AI falcon mascot.
>>
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>>4272331
This is the tenth companies banner.

Our scouts have often been useful, but they're not quite space marines yet. I wanted to honour them anyway, because under Geron's guiding hand they've been very useful during Operation Ghostblade. But since they're not quite full brothers yet, I couldn't really give them the golden Aquila. Hence they had to make do with a bronze one. And a simple skull with grey wings for our agile young brothers.
>>
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>>4272336
Now I've gone through all companies except the first one (because they already have a banner).
Maybe I should have stopped there, but I always thought our Libarius deserves a bit more recognition since they've been the linchpin that kept our chapter from imploding or many of our brothers from dying quite often in the past, so I spent a lot of time making this.

In case you wonder why there's a horned skull, I didn't put it there to prepare us for future heresies, that's just the general symbol of the librarius for all space marines.
>>
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>>4272345
Here is actually the last one and obviously the cause for my question last thread.
Now that we've decided to institutionalize the Tombguard, I thought they deserve a banner of their own Sorry Yman, I couldn't find a way to represent Greg on the banner.

I thought the idea is cool.

>>4272345
By the way, Luigi suggested Daemonocaust for the writing in that picture, which I kinda liked, but hi thought that sounds too daemony :(
>>
>>4272345
Domitor maleficorum =Tamer/conqueror of evil (stuff)
>>
Unfortunately we will not be able to run the space battle today.

Next Session still scheduled for tomorrow around ~7pm GMT. However this is not yet confirmed.
>>
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>>4273766
>Next Session still scheduled for tomorrow around ~7pm GMT
>GMT
>>
A special side-mission session of Chapter Master Quest will be commencing within the hour.
>>
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== SESSION RESUMING ==

= Side Mission. Whispers in the Void. =

The Strike Cruiser Pax Sepulchrum has been patrolling the tumultuous stars of Subsector Tyranus for almost four years now, circumnavigating the terrible warp storm known as The Grave and keeping the Imperial worlds that surround it as secure as possible.

Aboard the Pax Sepulchrum the Second Company of the Ghosts of Retribution have grown restless. Now and again they have the pleasure of deploying to battle, to massacre some foolish chaos reavers or purge one of the many Imperial chartists around the Grave that succumb to the powers of the warp in this tumultuous region of space. Necessary work perhaps, but far beneath the capabilities of a battle company of the Adeptus Astartes.

The clock turns to 367.M41, looking to be another uneventful year in the void as the marines continue their stoic vigil. But as Pax Sepulchrum passes the space lanes of Tortuga an astropathic message from Attero - relayed via Malta - reaches her.

It seems the Sisters of the Order of Bloody Tears have picked up on rumours and reports from Imperial chartists of a new debris field in the Mergidos system, a waypoint system of little importance. But the signs of recent battle warrant a proper investigation.

In his wisdom, Captain Harmantos has sent a portion of his Company on the Kentauros, a Gladius-class Frigate and escort of the Pax Sepulchrum, to assist the Sisters in their investigation.

This is how Chaplain Heorod and Lexicanum Eudoras have come to the Mergidos System, in joint command of twenty of their Astartes brethren and the Kentauros. The Frigate breaks into realspace on the edges of the system, where they are quickly hailed by a Sword-class Frigate waiting in the Outer Reaches.

>“This is Palatine Serpentina of the Order of Bloody Tears, aboard the Silent Piety. Identify yourself or face the wrath of the God-Emperor.”

Concurrently the ship’s auspex officers inform Heorod and Eudoras of a large debris field within the system - near the planet Mergidos itself - still sparking with energy signatures and vox ghosts.

>How do you respond?
>>
>>4275471
>>How do you respond?
>Hail, I am chaplain Heorod of the Ghosts of Retribution second company. We were sent to investigate the signs of a recent battle.
>>
>>4275471

"This is Chaplain Heorod of the Ghosts of Retribution's Second Company, aboard the Kentauros. We received word from Attero and have come to lend our support to your task force."
>>
>>4275488
>>4275506

The response is sharp and to-the-point.

"At last. We've been waiting for you. As I'm sure your augurs can detect there are signs of recent battle in this system. We're here to investigate and determine if any threat still remains."

It's immediately apparent that Serpentina plans to remain in charge, and Kentauros follows Silent Piety as the two Frigates' plasma engines blaze and send your starships through the void.

As your ship approach the massive debris field your augurs and visual magnifiers reveal enormous chunks of sundered starship drifting in the void high above the surface of the volcanic planet of Mergidos. The remnants of a brutal battle, two sides quickly become apparent with some of the debris coloured a simple metallic silver & black whilst other pieces are a smooth bright tan colour - albeit marred by charred black and impact scars.

>roll d100 for analysing the silver & black debris
>roll d100 for analysing the bright tan debris
>>
Rolled 61 (1d100)

>>4275517
>>roll d100 for analysing the silver & black debris
>>
Rolled 89 (1d100)

>>4275517

Silver & Black

Praise the Omnissiah
>>
>>4275530
There is no god here today, MS.
Only me :(
>>
Rolled 89 (1d100)

>>4275539

fine.

lets try the tan bastards
>>
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>>4275530
>Rolled 89 (1d100)
>>4275549
>Rolled 89 (1d100)
>>
>>4275530
>>4275539
You were meant to roll 89 no matter what.
>>
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>>4275566
It is CMQ after all.
>>
>>4275524
>>4275549
The mortal officers aboard the Kentauros analyse and piece together the various chunks of debris and wreckage strewn about, poring over their holographic models for a frustratingly long time as they liaise with officers on the Silent Piety doing the same thing.

Eudoras and Heorod almost consider starting some sparring practice before the mortals return with their findings.

"Milords, we have determined that the silver & black debris is definitely from starships of Imperial pattern. The other debris-..we believe to be of xenos origin." They explain.

Serpentina is soon on the vox, having just received the same conclusions. "There's no record of any Navy vessels going missing around this region of space."

As your ships circle the debris field, the enormous lava-coated planet of Mergidos looms up in your bridge's viewing windows bathing you in an orange flow. "Milords," one of the augur operators reports, "We're picking up an intermittent single-tone signal from the surface. A distress beacon perhaps? The thick smog of the planet renders detailed scanning of the area impossible."

"Astartes." Serpentina hails you once more. "My sisters and I intend to investigate the signal." She states.

>Join the Sororitas
>Do something else?
>>
>>4275577
>>Join the Sororitas
Join them.
>>Do something else?
Send some guys out in a thunderhawk to get closer to the debris and give it the ol lookaroo.
Scanners are gay anyway, big E gave us eyes for a reason.
>>
>>4275577
>"Astartes." Serpentina hails you once more. "My sisters and I intend to investigate the signal." She states.

Milady, in this fog we should not seperate from to support each other should this be neccessary

-take debris onboard for further analysis (age, origin (if imperial maybe it can be deduced if ship was build nearby or somewhere else, our mechanicum allies might know more than us))
>>
>>4275577

What sort of transport do we have available for orbital operations?
>>
Rolled 76 (1d100)

>>4275590
>>4275598
>>4275600
"As you wish Astartes."

Your force - Heorod, Eudoras, and two full Tactical Squads - load up into a Thunderhawk and surge forth from the Kentauros, the Frigate's small lighter bay only able to accommodate one of the powerful craft.

The Sororitas are descending in a guncutter emblazoned in their Order's colours, and your pilots fall into formation as you descend into the thick, black atmosphere with a series of violent shudders. Finally you make it through the thick smog of volcanic debris and the thunderhawk is bathed in an orange glow from the volcanic surface below, as your Brother-Pilot reels off data. "Non-toxic atmosphere. Average temperature forty six degrees."

Your two craft sweep over a vast expanse of hardened volcanic rock, the jagged black plains flanked by lava floes and bubbling lakes. "Three o'clock. Debris." The Sororitas pilot crackles over the vox, her voice guiding your eyes towards an enormous long shape that sticks out from the rocky surface like an unnatural mountain. Perhaps two kilometres long, the buckled, angular shape has landed clumsily upon the planet's surface and left enormous fissures glowing with orange lava around its broken form.

The signal however is originating from almost thirty kilometres ahead, across the enormous volcanic plain from what looks like a small dormant protrusion in the skyline.

>roll d100 for your Thunderhawk scanning
I am rolling for the Sororitas' efforts

>>4275598
>>4275590
Your mortal comrades aboard the Kentauros dispatch some lighters to investigate the debris more closely. They promise additional information but it will take some time to conduct a full analysis.
>>
Rolled 49 (1d100)

>>4275646
>>roll d100 for your Thunderhawk scanning
>>
Rolled 7 (1d10)

>>4275655
Your Brother-Pilot sends a series of long-range multi-spectral images directly to Heorod & Eudoras' helmets. What they see is what looks like a rudimentary fortification built around a small jagged protrusion in the volcanic plain, from which the signal is emanating. It's hard to tell specifics thanks to the extensive infrared interference, but it looks large enough to house perhaps a few hundred at most.

"A fallen Frigate to the west, Astartes." Serpentina speaks over the vox, the Sororitas apparently oblivious to the fortification ahead.

>Recon the fortification from the air
>Attack the fortification from the air
>Land and approach on foot
>Something else

In addition to any of the above, what do you tell the Sisters?
>>
>>4275683
>>Land and approach on foot
Also
>In addition to any of the above, what do you tell the Sisters?
Careful, Sister. There are fortifications with possible anti-air capabilities ahead. Let us set down and approach on foot to remain unseen for a while longer.
>>
>>4275683
>
>Something else
we dont even know who its from, so i say fly a big circle to gathermore data

>In addition to any of the above, what do you tell the Sisters?
send sisters data of our scan
>>
>>4275686
>>4275690
"Received and understood." Serpentina replies, the Sororitas guncutter falling in behind yours.

>>4275690
>>4275686
You have learned as much as you can whilst remaining outside of visual range.
You could conduct an overhead recon outside of expected weapons range, but there is a high chance you would be spotted.

Do you want to take this chance in order to learn more?
>>
>>4275683

>fallen frigate to the west

Is there enough to roughly ID the ship's class or perhaps enough prow is intact to get a specific ID? Or does it look like an uncontrolled crash?

Is the Chapter currently rocking Raven Guard Tactics for sweet, sweet stealth bonuses?
>>
>>4275696
>Do you want to take this chance in order to learn more?
I'd say no, because let's be honest:
We'll go in either way and if we won't the sisters will.
>>
>>4275701
Judging by the vessel's angular and cuboid shape, it seems to match the description of a Falchion-class Frigate.

Your Brother-Pilot describes the frigate's touchdown generously as an 'emergency landing'. It's heavily damaged but still in one piece.

>Is the Chapter currently rocking Raven Guard Tactics for sweet, sweet stealth bonuses?
Correct.
>>
>>4275706
>Judging by the vessel's angular and cuboid shape, it seems to match the description of a Falchion-class Frigate.
were we intelligent enough to bring data of falchion class ships in the area?
can we make out some markings who it belonged to?
Are there ork-style improvements on the thing?
>>
>>4275706
and before i forget, do we hab dropable servoskulls or smth similar?
>>
>>4275696
>>4275706

I believe we should deploy our Astartes to infiltrate on foot.

The sororitas can act as a reserve, with our Thunderhawk acting as a distraction/gunship if they need to deploy to support us under fire.

Ideally, we will identify a good insertion point, knock out any AAA threat and secure the LZ for the Sororitas, if necessary.
>>
>>4275731
Sounds good.
>>
Rolled 39 (1d100)

>>4275703
Serpentina agrees with your decision, and your craft deploy landing gear and skim low to the surface, remaining shielded by the uneven volcanic surface until you're within just a kilometre of the fortification.

The Thunderhawk ramp eases open and hot volcanic air rushes into your craft, the marines filing out and assembling on the rough, jagged volcanic rock. Palatine Serpentina and thirty Sisters of Battle emerge from their own craft, the armoured sisters all donning helmets as Serpentina strides over to Eudoras and Heorod.

"Astartes," she speaks firmly, looking up at the superhumans without pause, "usually my Sisters and I will approach the fortification in a wide formation and identify targets of importance before eliminating them with concentrated fire." she explains, before waiting for any retort.

>>4275716
The frigate's surface has been stripped and charred by heat and weapons fire. However it could have been under the control of any number of Chartists, independant captains, chaos reavers, or other parties.
However, you can confirm that there it has no (obvious) orky enhancements.

>>4275720
The high ambient temperature and debris in the air would make any servoskull highly unreliable. Your own armour scopes can now get a better look at the fortification however.

You see that the walls are composed of piled rocks and sheets of light tan debris, and you can pick out small figures adorned in armour of the same colour moving across them.


>>4275731
Confirm you are all happy with this plan now?
>>
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>>4275745
>Confirm you are all happy with this plan now?
>>
>>4275745
we dont even know if these are hostile
>>
>>4275745
>"Astartes," she speaks firmly, looking up at the superhumans without pause, "usually my Sisters and I will approach the fortification in a wide formation and identify targets of importance before eliminating them with concentrated fire." she explains, before waiting for any retort.

we have the thunderhawk
if they are hostile, we redeploy to the other side, and try to push them out, to positions manned by your sisters while the hawk provides firepower
>>
Rolled 92 (1d100)

>>4275757
"Perhaps," Serpentina replies, "In which case they should be easier to pacify."

>>4275753
>>4275731
Serpentina is unhappy with being a reserve force but the Sororitas grudgingly accept your plan.
"Do not get yourself killed before we can join battle." The Palatine adds as her sisters move back into their guncutter.

>roll d100 for concealment
>roll d100 for recon

I am rolling for the fortifications' awareness.
>>
Rolled 11 (1d100)

>>4275785
>>roll d100 for recon
>>
Rolled 37 (1d100)

>>4275785

Rolling for concealment
>>
>>4275785
>>4275788
>>4275789
The spirit of Corax seems to be alive and well in your brothers.
Like grey wraiths the Ghosts of Retribution move across the jagged black stone of Mergidos, crouching through fissures and keeping to the shadows of jagged outcrops as the task force spreads out to recon as much of the fortification as possible.

By the time the rudimentary circular encampment is within a hundred metres your astartes are taking up positions behind small ridges and crevices, examining the target through their scopes and visors.

Eudoras and Heorod are themselves watching from the tip of a high outcrop, as reports come in from marines around the walls. The wall - maybe three metres high - is patrolled by maybe fifty bipedal xenos clad in light ran armour, long rectangular weapons slung across their shoulders. One takes their helmet off to take a drink from a clear flask, revealing dark blue skin and an inhuman face.
"Xenos." Chaplain Heorod spits hatefully. Before falling silent as a pair of blocky bipedal walkers - each perhaps twice the height of a man - leap up onto the wall and take a brief patrol - strange tubular weapons on their gauntlets.

Within the walls are a series of rudimentary structures formed from chunks of debris and large sheets of canvas, between which more of the aliens move - most of these ones clad in smooth white & ran voidsuits rather than armour. In total your men count at least a hundred of the aliens in the open, with the possibility of many more within the structures, and half a dozen of the compact walkers.

Most importantly however are three large emplaced guns that look like they've been salvaged from destroyed vehicles, and affixed to cobbled-together mechanical gimbals that point towards the sky. The weapons are stubby, with large square barrels, and each one covers a third of the encampment's perimeter.

>State your actions
>>
>>4275825
attack the walkers first, they look the most dangerous, then take out the weapons pointing in the air.
afterwards withdraw and bombard them with the thunderhawk
>>
>>4275825
>Most importantly however are three large emplaced guns that look like they've been salvaged from destroyed vehicles, and affixed to cobbled-together mechanical gimbals that point towards the sky.
Damn I'm good.

>>4275834
If we can sneak into throwing range we could nade the AA and then immediately focus the walkers before the grenades explode. If we communicate beforehand with out allies we can even get them to come in at the same time or shortly after.
>>
>>4275825
>>4275834
>>4275841
before we kill all, i want one or two alive for questioning
(if they dont understand our language, we hab libby nearby)
>>
Rolled 72 (1d100)

>>4275834
>>4275841
>>4275857
With the encampment fully investigated your force regroups around Eudoras and Heorod.
One Brother aims his missile launcher at the walkers on the wall and five brothers move towards the encampment on their front, shuffling carefully towards the base as they prepare their frag grenades.

The rest of your force spreads out across the outcrop, aiming their bolters.

>roll d100 for surprise (Utterly oblivious guards. Target 70)
>roll d100 for damage

I am rolling for their immediate response.
>>
Rolled 75 (1d100)

>>4275883
>>roll d100 for damage
>>
Rolled 41 (1d100)

>>4275883
>>roll d100 for surprise (Utterly oblivious guards. Target 70)
>>
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>>4275825
I am Skargan and I approve of this message.
>>
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>>4275893
>soon
>>
>>4275890
>>4275889
Your force moves into position without raising a single suspicion amongst the aliens, the foolish xenos leaning on their rifles and failing their guard duties in a way that would earn corporal punishment within the Imperium.
Your advance team hurls their grenades, the metal orbs arcing clear across the walls and bouncing towards the gun emplacement - unfortunately landing inaccurately as a handful of nearby xenos wander towards the fallen grenades curiously.

The xenos are torn apart in a shred of blood and fire as the grenades detonate, blowing the emplaced gun crooked on its mountings but not destroying it properly. Simultaneously the walltop is illuminated in the pops of bolt explosions as your team opens fire, a krak missile slamming into one of the walkers and splitting it open like an egg before it topples off the wall.
At least a dozen of the wall guards pop like ripe fruit as bolts pierce their armour and reduce them to tangled scraps of blue flesh across the debris-wall. A line of heavy bolts from one of your heavy weapons operators stitches up the surface of the wall itself, tearing apart chunks of metal and rock and collapsing a section wide enough to walk through beneath the remaining walker. It tumbles down even as thrusters on its back attempt to keep it righted, only for the continued fusilade of heavy bolts to crack open its surface before a cloud of red gore splatters from its rent front.

Unfortunately the other walkers within the encampment resist the bolts that ping and burst against their surface, and the aliens within begin sounding alarms and panicking wholesale as they run around. Dozens more armed aliens run out of the structures with their weapons, maybe another fifty, as they head straight for the walls, but even several seconds after your opening barrage the aliens are still struggling to determine where they are under attack from. Their esoteric weapons snap in all directions, their blue muzzle flashes erupting across the wall and tearing small chunks from volcanic rock outcrops all around their fortification.

Whilst it's only a matter of time before they locate your force properly, you have a brief window of opportunity.

>state your actions
>>
>>4275911
A second wave of grenades from the marines who didn't sneak up as close, now that not being detected is less of an issue together with focussed fire on another walker while we quickly retreat before they realize what the hell is going on.

If we can take out the AA we can return with superior firepower, if we can't we'll have to think of something else.

Alternatively, if the sisters stood ready we could go for the kill right now.
>>
Rolled 17 (1d100)

>>4275924
You order your men to attack without thought of concealment, and focus fire on the AA gun and walkers within line of sight. Meanwhile all seventeen marines on the outcrop yank the pins from their grenades.

>roll 1d100 for grenades
>roll 1d100 for other attacks
>>
>>4275911

Focus our heavy weapons on the AAA turrets due to their makeshift nature.

Have the thunderhawk make an attack run along the wall, focusing the battle cannon on any remaining AAA and suppression of enemy infantry for the rest of the weapons. If the AAA is knocked out, battle cannon the walkers.

Once the AAA is knocked out, Thunderhawk battlecannons a breach into the wall before covering the Sororitas guncutter.

Both aircraft suppress enemy infantry and focus heavier weapons on additional emplacements/walkers as our ground forces link up, Astartes operating in fire teams and pushing the enemy's flanks if they attempt to form a defensive line.
>>
Rolled 14 (1d100)

>>4275945
>>roll 1d100 for grenades
>>
>>4275947
If you all agree with this, please roll an additional d100 for the thunderhawk attack run in addition to the rolls prompted here:
>>4275945
>>
Rolled 89 (1d100)

>>4275945
>>roll 1d100 for other attacks
>>
Rolled 79 (1d100)

>>4275953
>If you all agree with this, please roll an additional d100 for the thunderhawk attack run in addition to the rolls prompted here:

>>4275956
>Rolled 89 (1d100)
>>4275530
>Rolled 89 (1d100)
>>4275549
>Rolled 89 (1d100)

Okay we rolled the same number 3 times.
Is that bad or good?
>>
>>4275966

>same number 3 times

It is usually just a sign that 4chan dice are shit.
>>
Rolled 73, 52 = 125 (2d100)

>>4275950
>>4275956
>>4275966
The salvo of grenades soar clear over the wall, bouncing amongst the structures and tents and around the feet of panicking aliens. The resulting explosions sending shrapnel tearing through the encampment. Dozens of the voidsuit-clad aliens are killed and wounded as shrapnel tears them apart, and the damaged AA gun is smashed to pieces - its gimbal collapsing as another alien is crushed beneath the falling gun.

Bolts shells tear across the walls in pursuit of the agile walkers, the blocky suits leaping around with frustrating agility. But just as the aliens seem to be arranging themselves the roar of your approaching thunderhawk gives them pause.

A tremendous impact against the wall from the thunderhawk's battle cannon sends debris and pieces of alien soaring into the air, destroying another of the walkers as heavy bolter fire stitches through the encampment indiscriminately and tears apart a few more aliens and structures. A large gap in the wall maybe ten metres wide has been made and Serpentina's guncutter is on rapid approach.

>rolling for alien return fire
>>
>>4275988
The aliens have a bead on your strike force now, and the volcanic rock blows into chunks of fine powder as the xenos' distinctive weapons crack with blue muzzle flashes.

"Argh-!" One of the marines is struck in the arm, the alien projectile tearing his hand right off and sending him spinning to the ground before his nearest brother drags him back into cover.

"Those things are powerful." Eudoras remarks as the walkers fire rapid pulses of bright blue plasma that peppers and sears the earth, re-melting the volcanic rock into glass. For now the aliens are still struggling to marshal their forces around the collapsed section of wall, but they know where you are. Your advance team of five marines has carried on moving forwards and are now up against the wall itself, where the aliens above can't hit them.

Meanwhile you can see the aliens desperately trying to redirect their remaining two AA guns towards this section of the wall.

"We're incoming!" Serpentina yells over the vox, as you hear the Sororitas' guncutter approaching from behind.

>state your actions
>>
>>4276009
can one of our marines capture one of their dudes?
>>
>>4276015
Your marines are currently operating under the principle of eliminating any threats before attempting to capture any of the aliens.

Do you want to risk the marines' own safety in an attempt to capture any of the aliens more specifically?
>>
>>4276009
>>state your actions
Try to give cover fire while exposing as little of ourselves as possible to get their infantry to tuck their heads in so our female allies can remove their last walker.>>4276019
>Do you want to risk the marines' own safety in an attempt to capture any of the aliens more specifically?
Not right now, no. This fight is far from over, we're not even in the fortress and there are plenty of aliens inside.
>>
>>4276009

Suppress or destroy the AAA with our heavy weapons.

Bring the Thunderhawk in perpendicular to our breach for another attack run, focus the walkers.

If any AAA emplacements remain as the SoBs make their landing, ensure that their guncutter focuses suppresive fire on them.

Once the enemy's walkers are destroyed and their attention is split, charge to support the SoBs
>>
>>4276023
sounds fine
>>
Rolled 59, 19 = 78 (2d100)

>>4276021
>>4276023
Please roll
>1d100 for marine fire
>1d100 for Thunderhawk suppression
>1d100 for Sororitas insertion

I am rolling for alien ground fire and AA fire.
>>
Rolled 47 (1d100)

>>4276043
>>1d100 for marine fire
>>
Rolled 89 (1d100)

>>4276043
>>1d100 for Sororitas insertion
>>
Rolled 24 (1d100)

>>4276043

Rolling Thunder(hawk)
>>
>>4276045
>Rolled 89 (1d100)
>>4275956
>Rolled 89 (1d100)
>>4275530
>Rolled 89 (1d100)
>>4275549
>Rolled 89 (1d100)

...guys?
>>
>>4276043
>19 for AA that was just described as turning to cover the breach in the wall

RIP first marines through.

>>4276045
>>4276052

Yep, dice are shit.
>>
>>4276054
>>4276052
Sacred Khorne number is 8.
Sacred Tzeentch number is 9.
What happens when the two who hate each other are called upon so often together?
>>
>>4276043
>>4276044
>>4276045
>>4276047

Your marines exchange fire with the growing number of aliens on the wall, alien gunfire peppering the rocks. A missile arcs into the wall and blows apart a handful of the alien infantry, hails of bolts putting paid to half a dozen more. Their return fire increases dramatically in intensity as they take to the walls and a blazing burst of plasma fire from one of the walkers wounds another of your marines, burning his leg to ash.

Then your thunderhawk roars in, guns blazing as a battle cannon shell slams into a buttress and destroys one of the walkers leaving two remaining, whilst a salvo of its missiles obliterate another of the AA guns and the aliens desperately trying to turn it around.

Things look promising as Serpentina's guncutter approaches low overhead, alien infantry fire bouncing off the large craft's armoured hull as it prepares to touch down at the breach. The guncutters' heavy bolters blaze towards the remaining AA position, but the desperate aliens seem to show no regard for their own safety as they force the gun into position. "Down down down!" You hear Serpentina yell over the vox before a blazing salvo of heavy plasma bolts tear through the guncutter's wing, destroying one of its engines in a harsh explosion.
Hovering as it is, the total loss of lift from one side sends the guncutter into a sharp spin that slams it straight into the ground on its side, dust and debris hurled into the air from the disastrous insertion.
"Damn it." Hereod seethes as the debris cloud coats the aliens' walltops and their aimed fire ceases briefly, and you hear a harsh yell over the vox.
"For the Emperor!" Serpentina yells, and through the debris you see the infrared signature of maybe a dozen Sororitas spilling out of the front of the crashed guncutter and into the breach in the wall, firing in all directions.

>State your actions
>>
>>4276087
Reinforce the sisters, keep the heavy weapons on the walkers, try to ease their way into cover through overwhelming firepower.
>>
>>4276093

Seconding.

Thunderhawk to make another run. Destroy the last AAA position before it can be turned on our ground forces.
>>
Rolled 25, 11, 5 = 41 (3d100)

>>4276093
>>4276102
Roll
>1d100 for marines
>1d100 for thunderhawk

Despite the crash landing of the Sororitas you've generally put the aliens on the back foot through casualties inflicted, with most of their big guns destroyed. The defenders are heavily shaken and several of the operators of the final AA position were killed by the guncutter's heavy bolters.
Your marines charge into battle as the heavy weapons operators stand tall and proud on the outcrop to unleash the full force of their weapons. No matter what this will be the aliens' reckoning.

Rolling for their ground forces and AA respectively (first 2d100) and Serpentina & her Sisters (third d100)
>>
>>4276112
>>4276102
>>4276093
Please also roll an additional 2d100 for Heorod and Eudoras respectively.
>>
Rolled 50 (1d100)

>>4276117
>Heorod
>>
>>4276119
Sometimes it's okay to be average.
>>
Rolled 21 (1d100)

>>4276117
Rollan Eudoras.
>>
Rolled 31 (1d100)

>>4276112

Aces high! Thunderhawk is go!
>>
>>4276129
Good man.
>>
Rolled 10 (1d100)

>>4276117
>Eudoras
>>
Rolled 83 (1d100)

>>4276112
Rollan maroons.
>>
>>4276140
Ahem, I meant marines of course.
>>
>>4276141
This was a marine loot roll, right?
>>
Bedtime, night guys.
>>
>>4276119
>>4276129
>>4276131
>>4276140
>>4276141
Your marines clear the gap between the outcrop and the wall within a few seconds, but that doesn't stop the aliens' lethally accurate fire cutting down two of your number and Heorod's rosarius field flares as plasma bounces off the protective halo.

The thunderhawk loses its front nose wing to incoming fire from the AA gun, knocking it off course, but it manages to strafe the remaining AA crew and limp away, shaky in the air but still flying.

As the marines move around the wreckage of the guncutter and through the breach in the wall, they find the Sororitas waylaid on all sides by bursts of plasma and pulse fire as the aliens desperately attempt to put down the fanatical women. But despite their best efforts Serpentina and her Sisters are fighting with a ferocity your marines have never before seen from mortals.
"Suffer not the Alien!" Serpentina bellows as she thrusts her power sword through the chest of one of the walkers, holding on as it tumbles back and shredding several more aliens with her bolter. The rest of the Sisters quickly take cover around structures and fallen walkers, blazing away with bolters, flamers and meltaguns.

It quickly becomes apparent that the aliens fight poorly in such close quarters, and your marines join battle in earnest, fighting side-by-side with the Sisters of Battle as you sweep aside the remainder of the alien defenders with a brutal ferocity.

Lexicanum Eudoras is waylaid by one of the walkers, the agile mechanical suit leaping into him and knocking him onto his back - but as the alien monstrosity raises its plasma gun Eudoras feels the warp surge through him, and the Librarian raises his hand. The alien battlesuit's gun is forced aside, before its limbs buckle and twist inward under the powers of his telekinesis. With a bellow of rage Eudoras closes his hand into a fist and the alien walker collapses inward with a sickening crush, scrunched into a ball of twisted metal as blood drips from it like juice squeezed from an orange.

Heorod meanwhile makes a beeline for the last remaining walker, barging into the heretical technology before it can finish off a wounded Sister at its feet. Ever mindful and measured, the Chaplain smashes the walker's 'head' to pieces with his Crozius before a Brother melts its legs with his meltagun, immobilising the machine.

The alien infantry fare even worse. Their gunfire - which had been deadly accurate at range - now blazes uselessly as they attempt to retreat and shoot at the same time. Their sluggish reactions see them cut down wholesale by bolter fire and chainsword.

cont.
>>
The Imperial force sweeps and clears the encampment in a whirlwind of fire and blood, the Sisters gleefully illuminating groups of blue xenos with their flamers as they huddle in their structures. But Heorod - as a Chaplain - is able to assuage Serpentina's bloodlust before they kill every last one. "Hrmph-...as you wish." she grunts, as your force consolidates and sweeps every corner of the encampment that now runs with rivers of alien blood.

After securing the area, Eudoras and Heorod regroup with Serpentina - who removes her helmet and takes a deep breath.
"The crash was rough. Three of my Sisters were killed and four badly wounded. But once we had engaged the filth in battle we suffered only two more badly wounded." You can see the seven wounded sisters being tended to, the dead still locked within the guncutter wreckage.

Of your own forces two marines are dead, one's chest blown open by plasma fire and another killed by pulsefire through the head. One is also missing his lower leg but is in the process of having an emergency prosthetic screwed into his broken stump.

Meanwhile you also have prisoners. One is still locked inside the disabled walker, whilst another twenty of them - meek types clad in voidsuits - are huddled together under the watch of itchy trigger fingers. You also finally get a chance to examine the source of the signal. The central structure of the camp is a tubular pod-like craft, constructed of smooth tan metal, that seems to have crashed into the rock and lodged here.

==Session over for today. We'll continue this tomorrow==

Please state your actions ready for tomorrow.
>>
>>4276230

Land the Thunderhawk and evacuate the wounded to orbit. Hard lock the armor of the Sororitas wounded before moving them, and be sure to remind our brothers to treat the dead with respect.

Ferry down additional armsmen to help police up captives, recover the dead and secure examples of xenos weapons.

Ensure that Serpentia has any wounds tended to. Then ask if she wishes to split the xenos prisoners, or if she would prefer to make our chapter carry the scum back for processing.

Also ask if she wishes to claim any xenos artifacts as spoils, or if she prefers we secure examples for intelligence studies.

See if any of the prisoners seem to understand Gothic or High Gothic. I'd like to shut off that beacon they have going, and having one of them just turn it off would likely be the best option to preserve the item for study. As a bonus, it would probably help us remove the walker pilot intact if one of them did speak Gothic.

I assume the walker pilot is the best source of intelligence from the prisoner pool.
>>
>>4276230
Ask them if the Emperor looks like a bitch.
>>
>>4276515
Nah.
>>
>>4276878
Then why are they trying to fuck him like one?
>>
Rolled 90 (1d100)

>>4276291
Your brothers force their way into the crashed guncutter and help the Sororitas extract the remains of their dead Sisters.

Soon enough a shuttle from the Silent Piety is landing to retrieve the wounded Sisters, and a unit of armsmen in voidsuits train their shotguns on the huddled captives - some sobbing in alien tongue as they mutter heretical prayers to their heathen gods.

Your brothers collect up a fair amount of the xenos technology, including their infantry weapons and one of the heavy guns along with a host of electronics found within the structures.
Eudoras knows this equipment could be very valuable on the black market, maybe up to 50 wealth's worth. But Palatine Serpentina eyes your growing pile of alien loot quietly but suspiciously, leading you to believe that any such sale would draw considerable suspicion from the Inquisition thanks to Serpentina's eventual report.

The Palatine spits onto the volcanic ground when you ask if she wants to claim any of the xenotech for her own Order. "Such filth belongs in the lava." she remarks, making her opinion known but abundantly aware that she has no real authority over you here.

>Sell the xenotech (+50w, +2d8% heresy)
>Store the xenotech for now
>Other???

The alien prisoners look terrified as you approach them, the blue creatures huddled on their knees with the felled yet sealed walker on the floor before them. At least a few of them seem to have a rudimentary understanding of High Gothic.

>What do you say
>>
>>4277512

>Store the xenotech for now
>Other: Ask Serpentia if she would like a copy of our Chapter's tactical assessment of the xenos weaponry after strategic study. (This is standard shit the Imperium does.)

>What do you say?

"Who leads, speaks for you?"
>>
>>4277528
Serpentina pulls a distasteful face at your suggestion. "Bolts and fire kill them. That's all the tactical assessment the faithful need." The abrasive Sororitas remarks before wiping congealed blood from her brow and drinking deep from a flask.

The voidsuit-clad aliens share looks as you tower over them and speak, before a few of them muster the courage to point towards the fallen battlesuit. "Shas-....Shas'Ui Coran is most highest rank warrior remaining." One with a weathered face and long white hairbraid speaks in broken High Gothic. "I am Fio'Ui Rishar. Most highest rank technical."
>>
>>4277553
>How do you respond.
>>
>>4277553
>The voidsuit-clad aliens share looks as you tower over them and speak, before a few of them muster the courage to point towards the fallen battlesuit. "Shas-....Shas'Ui Coran is most highest rank warrior remaining." One with a weathered face and long white hairbraid speaks in broken High Gothic. "I am Fio'Ui Rishar. Most highest rank technical."

>Why did you invade our realm, alien? This is imperial territory. Is this a declaration of war?
>>
>>4277584
Fio'Ui Rishar looks confused for a moment. "War? Invade? We come here to explore. Your kin attacked us." He points towards the fallen Frigate on the distant horizon. "And we all crash here."

"Imperial Chartists would likely have reported xenos ships before engaging." Serpentina notes. "Could be pirates."

>How do you respond
>>
>>4277553

"Rishar. You are prisoners of the Imperium of Mankind. Obey and your... technicals continue to live. Understand?"

Assuming they understand:

"Is one of you an apothecary/doctor/medic" (go through words as needed)

"How do I remove Coran from this machine? Alive."

"Shut down the beacon/signal."

"Do you have rations/food/medicine?" (Secure any they have to assist their transfer and study)


>>4277584
We should probably ask military questions of the warrior, not a technician.

For Coran:

"What species are you?"
>>
>>4277610
>We should probably ask military questions of the warrior, not a technician.
Just gotta make sure we intimidate him and let him know the stakes.
>>4277609
>"War? Invade? We come here to explore. Your kin attacked us."
My kin calls a million worlds home and among my kin it is customary to ask for permission before you enter the homes of others.
Are you going to try to "explore" all of those worlds without permission?
>>
>>4277609

"Could be worse, in this region."

Once we extract the warrior, ask if they encountered any survivors from the Frigate.
>>
>>4277610
Rishar nods tentatively before listening carefully to your words. He points out one of his comrades as a 'healer', and indicates a small storage tent piled with some kind of boxed ration packs and other basic supplies.

However when it comes to Coran, Rishar shakes his head. "The battlesuit will only open from inside. Only Coran can." At first he hesitates to shut off the beacon, before your raised boltguns make the point of the futility of a beacon if they're all dead anyway. Rishar clambers into the fallen pod and pulls a large jury-rigged cable out of one of its panels, and the thunderhawk pilot reports that the signal has died.

>What species are you?
"T'au." Rishar replies impassively.

>>4277619
"The light of the Greater Good must be carried wherever it can go." Rishar responds. Clearly these aliens have a firm belief in something, and are less terrified than equivalent humans would be in the same situation.

>How do you respond.
>>
>>4277630
>We need to speak to somebody with authority, that seems to be Coran. He's either hiding from his responsibilities or knocked out, either way, get some of your technicians to set up communication with him to see what is going on.

Also tell them to cut off the weapons from his machine.
>>
>>4277630

>Greater good

"Faith is a powerful thing."

>Only Coran can

"Can he hear us? He may not survive if we cut him out."
>>
Rolled 89, 50 = 139 (2d100)

>>4277652
>>4277641
As you detach the battlesuit's weapons, Shas'Ui Coran sees fit to speak through the suit's crackling speaker,
"Kill me where I lay, savages. I will not share the fate of those you took."

>How do you respond.
>>
>>4277660
>I will not share the fate of those you took."

>So when they return to their families and tell your leaders that it was a mistake to invade foreign territory, are they supposed to tell them that you took the coward's way out and shirked from your duty as well?
>Maybe they'll have to die instead, in case you were lying and actually here as spies or with other dishonourable intentions. I do not know that yet, but what I do know is that, considering your Gothic is better than that of your technician, you probably have an a lot higher chance to get them back home.
>>
>>4277660

Look at Rishar. "Certainly a warrior."

"Fio'Ui Rishar would likely prefer that you live and help them lead the others.But if that is what you wish, exit your suit and I will give you a warrior's death, standing. Any compelled may witness it, if there are no objections."
>>
>>4277686
>>4277671
Coran is resistant at first. "I shall not be subjected to your cruelties." the alien protests. But when you threaten the others there's a loud clunk as the battlesuit unlocks and the front panel groans open under a staining servo.

Emerging from the battlesuit's broken insides is one of the diminutive blue aliens, standing up straight and staring up at the marines without fear. It examines your fellow marines, frowning. "Your kin from the starship showed no such generosity. Make it quick."

>How do you respond
>>
>>4277705
>"Your kin from the starship showed no such generosity. Make it quick."
If we would've wanted you dead we could have nuked you from orbit.

Now tell me, why are you here, what was your intention in coming here and what did the other humans do to you?
How did they and their ship look like and do you have any information that could identify them? The Emperor prefers his realm pirate-free, so should it turn out that you were ambushed by pirates we might avenge your fallen kinsmen before you get the chance to.
>>
Rolled 38 (1d100)

>>4277716
Coran is visibly confused, struggling to understand some of your terms.


"We came here to observe the great orb." She points skywards, towards the crackling empyrean energies of The Grave that glow in the sky like a second sun.

"They are like you, gue'la. Large warriors. They defile and make mockeries of those they capture or slay. Savage actions of a savage race!" Anger flares within the alien warrior.

*rolling secret*

>How do you respond / state your actions
>>
>>4277740
>"We came here to observe the great orb." She points skywards, towards the crackling empyrean energies of The Grave that glow in the sky like a second sun.
That "great orb" is a portal to the warp. A plane next to ours filled with worse nightmares than you can imagine.
What do you know of that orb and the monsters that inhabit the place it leads to?
>"They are like you, gue'la. Large warriors. They defile and make mockeries of those they capture or slay. Savage actions of a savage race!" Anger flares within the alien warrior.

Like me? No, and I'd advise you not to repeat those words among others like me with less equanimous minds. Those you speak of sold their souls to dark beings for fleeting power. They are corrupted and will be purged, eventually. In many ways they are further from a human than you will ever be.
>>
>>4277740
>>4277757
>She
>>
>>4277757
The alien is very confused by your words. "Warp? Souls?" It replies. "You speak of superstitions-.." It's clear these subjects are far beyond this species' understanding.

"So we explore the Frigate?" Serpentina remarks. "They might already know we are here." Eudoras adds.

>State your actions
>>
>>4277766
>The alien is very confused by your words. "Warp? Souls?" It replies. "You speak of superstitions-.." It's clear these subjects are far beyond this species' understanding.
More than that, I'm afraid. When your friend in the walker was compressed by our Librarian that was not done with a weapon, but with his mind. Your race will find out about the great enemy in time, you personally might do so sooner, considering what you were sent to investigate.
>"So we explore the Frigate?" Serpentina remarks.
We do.
>"They might already know we are here." Eudoras adds.
One more reason to ask our prisoner where they've last seen the chaos scum.
>>
>>4277740

"Traitors attacked and defiled your forces upon this world?"

Ensure we have tactical marines on overwatch.


>>4277766
"A planetbound frigate upon this world is of no value to the Imperium. If there is even the slightest chance the vessel is of traitorous origins, we should pound it and the surrounding terrain to ruin from orbit and allow the world's flames to purge anything present." (assuming there are traitors on this world)
>>
>>4277773

>talking about psyker powers in front of an enemy and SoBs

Let's just not, please.
>>
>>4277779
The SoBs saw it happening, they're aware that Space Marines have Psykers sanctioned by big E/the Primarchs themselves and this enemy is an ignorant blueberry.
>>
Rolled 49 (1d100)

>>4277773
>>4277775
>>4277779
"Eight rotations past." You struggle to come to a mutual term to measure distance before the alien comes up with something. "Approximately four lengths of the downed ship in that direction towards it."
The ship itself is around two kilometres long and around thirty kilometres away from the encamptment.

>Roll 1d100
>Then state your actions.
>>
Rolled 73 (1d100)

>>4277788
>"Eight rotations past."
Some smart fellow in our retinue surely knows how long a day is on this hellhole.

also
>What happened last time you saw those large warriors?

>>Roll 1d100
Rollin
>>
>>4277796
Eight rotations on Mergidos translates to around seven Terran days.
"They killed fourteen of our number immediately. Shas'Vre held them off for the rest of us to retreat." The alien explains.

"Eight kilometres isn't far for heretics." Serpentina grunts, looking restless. "My Sisters and I will be moving out in search of the heretics."

>state your actions
>>
>>4277788

Recover our dead and prepare to extract under fire.

Feed targeting data on the frigate to our ships in orbit. Set a beacon of our own if needed.

Get an Astropathic sitrep out.

Get our prisoners to our ship.

get the most intact walker examples loaded up for study.

Ghosts are the last ones out.

Then blow everything from here to the frigate to hell from orbit.
>>
>>4277809
>8 kilometres
>8 rotations
Ah, Khornates. Better than the alternatives I suppose.

>"Eight kilometres isn't far for heretics." Serpentina grunts, looking restless. "My Sisters and I will be moving out in search of the heretics."
My brothers and I will fight with you, but first we have to get these xenos away from here or we'll have to split our forces. So getting this place into a defendable shape until we can get reinforced might be necessary.

>>4277817
I don't think the Sisters are gonna go for a plan that won't end with us killing traitors.
If you'd rather leave them alive here we could try to convince her though.
>>
>>4277821
>plan that won't end up with us killing traitors

I'm literally saying we bombard the volcanic world from here to the frigate from orbit, which should very well cause either death by macrocannon or death by lava.
>>
>>4277821
I support this plan
>>
>>4277826
If you think you can convince her that's enough go ahead mang.
>>
>>4277821
>Stay put

>>4277817
>Nuke the site from orbit it's the only way to be sure

These are quite radically different plans.
Please note that you have limited craft that can handle this atmosphere and a limited number of armsmen with the appropriate equipment for this environment. Even the Sororitas are starting to show heat-fatigue despite their power armour's insulation.

However, according to your Pilots the Frigate could be salvageable with some moderate repairs.

Please come to a consensus, vote for a plan and link to this post.
>>
>>4277836

It takes insane amounts of effort to salvage ships from any world that isn't extremely low gravity. A frigate wouldn't be worth the Imperium's time.

Strategically, our Marines and Sororitas are far more valuable unless there is a known item of great value on that ship.

I'm voting to nuke it all from orbit.
>>
>>4277836
>However, according to your Pilots the Frigate could be salvageable with some moderate repairs.
>Please come to a consensus, vote for a plan and link to this post.

Ask Karen, I mean, Coran, whether she wants to take revenge for her fallen brothers and sisters. Offer her a transport off the planet if she agrees to help (and tell her we'll blast her and everything else away from orbit if she doesn't, should she try to start arguing), then get to the frigate and claim it in the name of the Emperor (represented by us, the GoR).

>>4277845
>It takes insane amounts of effort to salvage ships from any world that isn't extremely low gravity. A frigate wouldn't be worth the Imperium's time.
I trust the judgement of our pilots on the planet. Moderate seems acceptable.
>>
>>4277850
>Offer her a transport off the planet if she agrees to help
Before anybody asks, yes, she will remain our "guest" after being transported off the planet. I doubt she'll want to brave the void without a ship around her.
>>
>>4277845
Would there be parts on it worth grabbing? If it's a heretical ship it could have old parts that are worth something.
>>
>>4277850
>>4277854

Probably better to just ship her up to be our 'honored guest' than to get her killed. We've got plenty of dead warrior xenos to dissect. A living one is far more valuable.


>>4277862
Only traitor cap ships tend to carry valuable old tech. The escorts like this one tend to be newer designs.
>>
>>4277862
>Would there be parts on it worth grabbing? If it's a heretical ship it could have old parts that are worth something.
We could get the entire ship.

>>4277865
>Probably better to just ship her up to be our 'honored guest' than to get her killed.
It's a threat. A tactic of negotiation if you will. I doubt it'll even be necessary, she kinda knows she's fucked without us.
>>
Rolled 2 (1d2)

>>4277845
>>4277850
Rolling d2

1 = Stay put
2 = Evac and bombard
>>
>>4277883
damn it, third guy.

You can still vote and undo a rolloff either way.
>>
>>4277883
Goodbye sweet frigate, femininity, the source of all weakness, took you.
>>
>>4277888
If you mean me then I believe that the smartest course of action would be to pull the mortals off planet for now while we do some light recon to make sure that the frigate isn't too heavily defended and then once they are ready for action again we go in.

>>4277883
That is if you good sir would permit it.
>>
>>4277890

Its not even a good frigate class.
>>
>>4277901

you know what? I'll back that instead.
>>
>>4277902
>>4277906
Our fleet's kinda shitty so it's not like we can be picky right now. Plus, retrofits are cheaper than brand new ones.
>>
Rolled 90, 92, 31 = 213 (3d100)

>>4277883
You assemble your forces and haul the prisoners to their feet.
"As you wish Astartes." Serpentina replies as you inform her of your intention to bombard the site from orbit.

Outside the encampment your Thunderhawk and a fresh guncutter are waiting in the lee of a large ridge, the wounded & dead already ferried back up to orbit whilst you were interrogating the aliens.

Heorod and Serpentina lead the way towards your exfiltration craft, with Eudoras watching over the prisoners at the rear.

As you near the craft an uneasy feeling gnaws at Heorod's chest, the eery silence of the vast volcanic expanse permeated only by the whirr of servos as the crafts' doors open. Serpentina seems to feel the same thing, and you both pause a few metres short of the craft and exchange a glance before the silence is broken by a cacophony of blazing gunfire erupting from the nearest ridgeline.

*I am rolling for enemy attacks*

Please roll:
>1d100 for Eudoras & Prisoners
>1d100 for Heorod & Marines
>1d100 for Serpentina & Sororitas

And state any further actions.
>>
Rolled 63 (1d100)

>>4277920
Rollan Eudoras and prisoners.
>>
Rolled 69 (1d100)

>>4277920
rolling for Herod and marines
>>
Rolled 71 (1d100)

>>4277920
Remember when Lyk said we should get this place defendable while Luigi did secret rolls?
Lyk remembers.

>1d100 for Heorod & Marines
>>
Rolled 52 (1d100)

>>4277927
>>4277926
Nice save, thirdguy.
lel
>1d100 for Serpentina & Sororitas
>>
Rolled 61 (1d100)

>>4277920

also rolling to battlecannon the idiots attempting to ambush us near a thunderhawk and guncutter.
>>
>>4277931
>>4277930
>>4277927
>>4277926
>>4277924
>>4277920
By the way, now that we're killing them anyway is there still any need to nuke everything from orbit?
Might as well claim the loot once we're done killing people.
>>
>>4277952

Only if they are Nurgle.
>>
>>4277953
Agreed. Fuck Nurgle ships.
>>
>>4277959
or if it has tentacles, bleeding walls or herpes
>>
>>4277924
>>4277926
>>4277930
A fusillade of boltfire rains down upon your small column, kicking up chunks of sharp volcanic rock.
One of Serpentina's Sisters is struck by a heavy bolt centre mass, blowing the Sororitas in two before the stitch of rapid fire bolts sweeps across and badly mauls another of the Sisters, chewing her power armour apart. Another Sister is felled as a carefully aimed bolt takes off her head, and three more are knocked to the ground wounded from the opening fusillade. "Return Fire!" Serpentina bellows, a couple of bolts scraping her pauldron.

Your marines fare better, one brother falling as bolts shatter his chest whilst another is sent flying by a well-placed grenade - injured or dead you cannot tell. Eudoras proves his talents once more however, as he raises his staff and hurls aside a pair of incoming grenades with his powers, before he and the prisoners retreat back into the wall breach and into cover - a couple of the aliens killed by wayward bolts a they desperately try to flee.

All things considered the ambush could have been much worse - thanks largely to the enemies mostly wayward and overeager shooting. Heorod raises his Crozius as he and Serpentina rally their troops to return fire as the guncutter and thunderhawk blaze their engines, but it seems the enemy has no interest in a protracted battle.

"DEATH TO THE CORPSE-WORSHIPPERS!"

Seven Chaos Astartes - their twisted armour daubed as black as the rock beneath your feet - are already charging towards your column, their power armour crunching rock as the superhumans sprint with alarming speed. "Defence!" Serpentina yells, the Sororitas hurrying to close ranks in the precious few seconds at your disposal.

You have the chaos astartes outnumbered, but all seven of them swing aloft enormous chainaxes and blades with the look of psychopaths that know how to use them.

What do you do?

>Close Formation! - Less time to shoot, but more prepared to defend in melee
>Open Fire! - More time to shoot, but less able to resist should they reach melee
>Charge! - Assault the Chaos Astartes directly. This would shield your allies and given your numbers has a good chance to destroy the Chaos marines, but is likely to result in severe losses.
>Run for the Encampment/Thunderhawk! - Chance to avoid combat entirely. Potentially severe losses if caught from behind.

Place your votes.
>>
>>4277962
>Open Fire! - More time to shoot, but less able to resist should they reach melee
>>
>>4277962
>>Open Fire! - More time to shoot, but less able to resist should they reach melee
Bolts from close range with the idiots running right at us, we should be able to take most of them out if we don't go full retard.

>>4277968
https://client02.chat.mibbit.com/?channel=%23RisingSons&server=irc.Rizon.net

Click the link to get into the Questchat if you feel like it, no sign up required.
>>
>>4277962

>Close Formation!

Heorod counter-charges to intercept the nearest one going toward the Sororitas.

Because fuck you, buddy. We have a power weapon.
>>
Rolled 31, 31, 19, 6 = 87 (4d100)

>>4277968
>>4277970
>>4277978
>Open Fire - 2
>Close Formation - 1

"Open Fire!" Heorod bellows to his brothers, as he himself grips his Crozius Arcanum and makes a beeline for a Chaos Marine heading straight towards Serpentina.

Please roll:
>1d100 for firing
>1d100 for melee defence
>1d100 for Heorod

I am rolling for Chaos Marines (first two), Sororitas, and Serpentina in that order.
>>
>>4277978
Sure why not
>>
Rolled 46 (1d100)

>>4277993
Rolling for firing
>>
Rolled 34 (1d100)

>>4277993

welp, Sororitas just mopped the floor.

Time to look bad!

Heorod, go!
>>
Rolled 31 (1d100)

>>4277993
>>1d100 for melee defence
>>
>>4277993
>>4278018

>3 31s

fucking 4chan dice
>>
>>4277993
>>4278005
>>4278006
>>4278018
The Chaos Astartes had positioned themselves with exceptional skill, but it seems that in their desperation to secure transport off-world they have acted too rashly.

"AAARGH!" The closest chaos astartes roars as he raises his axe, and your scattered marines drop to one knee and open fire. The sheer volume of bolt fire blasting against his chest slows the chaos astartes until a bolt finds his neck joint and blows a huge chunk from the heretic's upper chest.
Firing immediately has given your heavy bolter wielding brother enough time to brace his weapon, and his gun blazes and sends heavy bolts straight into the chaos astartes that's almost upon him. "Suffer not the heretic!" Your brother bellows as his close range heavy bolts tearing the chaos astartes to pieces a fraction of a second before the chain axe slams into your brother's shoulder, felling him wounded but alive as the splattered chunks of his foe fall apart.
The final chaos astartes heading for your own brothers loses his left arm to bolt fire before barging into the nearest of your brothers, slamming him to the ground before the chaos astartes swings his blade downwards into your brother's chest, tearing out his vital organs.
The raving berzerker swings his blade again with all the superhuman speed he can muster, severing the leg of another marine before lodging his axe in a third's midriff. Finally - bereft of support - the berzerker is put to his knees by bolts and Sergeant Maxim decapitates the traitor with his chainsword.

The Sororitas - despite their casualties - respond to Serpentina's command with a practised ease as they close formation into neat ranks. The fourteen that remain on their feet keeping their cool as the superhumans bear down on them. A last-moment volley kills the leading astartes but the other two simply storm through billowing flame and straight into the Sisters' ranks.
However the pious women are prepared and their front rank falls inward, the chaos astartes barging into the middle of the Sororitas' small formation.
"Ahahahaha!" The chaos astartes cackle as they strike, one of them impaling a Sister through the middle on his sword as the others' chainaxe tears into a bolter raised up in defence. But their enthusiasm is incredibly short-lived as the Sisters immediately lay into them from all sides. "Grargh!" They below, chain-bayonets tearing open their knees as their arms are grappled and pinned, the superhuman warriors rendered struggling against the fanatics that cling to them. A Sister Superior obliterates' ones' skull with an execution-style swing of her power mace, whilst the other's neck is opened up by a combat knife, and the Sororitas hurl their defeated foes to the ground in discussed as their blood pours over the black rock.

cont.
>>
>>4278064
"He's mine!" Serpentina growls as she grips her power sword, the Chaos Astartes leader heading straight for her with his power axe swinging aloft. Heorod refuses to let the Palatine's pride be her undoing, his Crozius crackling as he stands alongside Serpentina.

"Death to the False Emperor!" The chaos astartes' crackling axe swings down Heorod's crozius narrowly guarding him from being completely gutted as the experienced heretic. The foolish chaos marine has chosen to focus on the Chaplain, a choice that costs him dear as Serpentina swings upwards and severs the marine's pistol arm as it raises to shoot her from close range. "Raargh!" The chaos Astartes bellows, spinning around to swing at Serpentina with all his superhuman speed.
Heorod could swear that a shimmering halo of light blazes around Serpentina's head as the Sororitas' glittering blade arcs upwards and parries the astartes' axe, power fields crackling as blades meet. Serpentina resists the astartes' superhuman strength and pushes aside his blade, before Heorod slams his Crozius into the chaos marine's flank, and Serpentina neatly decapitates the staggered astartes with a satisfying hum of her blade.

The headless astartes staggers upright for a moment before collapsing to the rock in a heap, and Serpentina grits her teeth. "Heathen scum."

A quick sitrep confirms the immediate threat is gone and your forces take stock.

Three more marines are dead, reducing you to 15 total as well as Heorod and Eudoras. Three are too wounded to fight effectively.

Of the Sisters four more lay dead on the black rock, a few others nursing concussive wounds.
"Thirteen of my Sisters are still on their feet." Serpentina reports. "Seven wounded on and evac'd. Three wounded here. Seven have gone to the Emperor." She sighs.

>State your actions
>>
>>4278100
Now that the most immediate threat seems to be dealt with, ask the blue alien grill if she has seen any more than the marines we just disposed of and then see if we can repair the frigate.
>>
>>4278100

Dust off the Thunderhawk to cover the recovery of our dead and wounded. Lay waste to any hostiles detected, with Heorod and 10 marines vectoring in to pin or finish them off.

Once the Sororitas are aboard, their guncutter trades off with our Thunderhawk and we evac the prisoners/astartes.
>>
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>>4278118
>>4278124
Your marines secure the area as the dead and wounded are loaded up.

As the prisoners are brought through you ask Coran if this was all the chaos marines they saw, and the alien thinks briefly before answering. "We have not faced more than this." she confirms.

Soon enough your people are all mounted up and a thorough recon of the area confirms that there's nothing left alive down there. "They must have decided to take their chances in order to secure a way off world." Eudoras and Heorod discuss.

"We are returning to the Silent Piety." Serpentina informs you over the vox. "Let me know if you encounter any more hostiles."

Your thunderhawk hovers high above the volcanic surface, orange glowing across the horizon as the frigate rests in the distances. Aboard you have twelve astartes on their feet and ready, along with Heorod and Eudoras.

>State your actions.
>>
Gotta go to bed, don't be pussies about getting that frigate.

>>4278137
>>State your actions.
SECURE
THE
FRIGATE
>>
>>4278137
Let us begin then with the securing best if we take it carefully so we don't run into especially nasty while we are clearing the frigate
>>
>>4278137

Return to our ship. Treat the wounded, reclaim what can be reclaimed from the dead, secure the prisoners for now, and rearm.

Inform Pax Sepulchrum that traitor astartes have been located and brothers have taken their watch upon the Eternal Vigil. We will make a foray to investigate the crashed frigate, and additional forces may be appropriate, as per the judgement of the Commander.

Then we scout the frigate.
>>
>>4278140
>>4278146
>>4278152
Your Thunderhawk soars up into the void, your battered unit returning to the Kentauros where the wounded and prisoners are offloaded. "What on Terra are these things..." The armsmen mutter as the Tau are escorted to cells.

Heorod arranges for the astropathic message to be issued to Pax Sepulchrum, and your marines patch up their damaged armour while the looted alien technology is stacked away in a storage room.

Your twelve healthy marines reload their weapons and joine Eudoras and Heorod in the thunderhawk, the craft soaring back down to the tumultuous planet and through its oppressive black atmospheric clouds. The Falchion-class Frigate looms up in the windows as you approach the voidship, getting a better look at its damage. With a slightly buckled hull and numerous large gashes you'd estimate it's moderately damaged, probably costing around half of what a new hull would cost to make it voidworthy again.

Your thunderhawk circles the crashed voidship for a few minutes before Eudoras' sharp eye picks out a large fissure near the base of the hull, and you zoom down low towards the yawning crack in the enormous four-hundred metre high adamantium side of the frigate. "This place is-....unclean." Eudoras murmurs as the thunderhawk lands in the shadow of the frigate, the crack in the hull ahead of you. Your marines mutter prayers and litanies as you near the adamantium behemoth, at close range its damaged surface starting to reveal enormous sigils and symbols scored into it.

The sight that awaits you at the fissure itself is enough to churn the stomach of a mortal. Stripped, mangled Tau corpses are strewn around the dark opening, suspended from chains with their entrails hanging free, or nailed directly onto the rock faces with metal spikes. Sigils of the Dark Powers are scored into the corpses, their long-dead faces locked in frozen agony. "Not even Xenos deserve this..." a Brother mutters as you push onwards. Extensive auspex sweeps fortunately reveal that the frigate is berefy of life signs and you quickly locate the chaos astartes' small camp, located in a mess hall straight down the corridor from the fissure.

Whilst it quickly becomes apparent that this frigatae was operated by the forces of chaos, with sigils and symbols daubed in dried blood all over the place and rudimentary shrines to the dark powers in crevices and makeshift chapels, this vessel has not been in service to the dark powers long enough to have been intrinsically tainted. All seems rather typical, until you reach the bridge and illuminate the eerie command room with your lights.

"Uhnnn-....All ahead....losing power-..."

cont.
>>
>>4278199
The terrible groans emanate from some malformed mass of flesh, centred around the command throne but stretched and swollen to engulf all the nearest command surfaces. The stubby remains of what were once legs emerge from beneath the command throne, and as Heorod carefully navigates around the mutated, malformed creature his lights illuminate the remains of a human head in the surface of the malformed off-pink flesh. "By the Emperor-.." Eudoras mutters, noting the warp sigils branded into the monster's flesh. "The Captain. Cursed by those he betrayed..."

Despite the complete lack of power on the bridge the creature continues to attempt to operate its controls, spongy tendrils wrapped around panels ' and as the Captain attempts to restart his engines once again a pulse of warp energy emanates from his core down his tendrils, the energy fizzling out as it fails to interact with the long-dead consoles. For now it seems barely conscious of your presence, desperately concerned with its felled ship.

>State your actions

>Try to destroy the warp mutant?
>Wait for Pax Sepulchrum?
>Other?
>>
>>4278200
>Try to destroy the warp mutant?
Put that thing down.

>other
Ask if the sisters happen to have any ecclesiarchy priests willing to help in making sure that no taint can take hold and begin to restore the sanctity of the wrekage.
>>
>>4278199
>>4278200

Contact Serpentia.

"The ship is secured, and the traitors have failed to taint it beyond purification. If you are so inclined, we would appreciate any blessed promethium you can spare to deal with an abomination and the dead."

Obtain blessed promethium, burn the warp mutant in one go. If it is channeling warp energies, we don't want to give it a chance to survive.
>>
>>4278221
>>4278232
Serpentina soon responds. "We will try to make arrangements, Brother."

Meanwhile your Astartes continue to explore the remainder of the ship, examining its critical components and gauging the state of its hull and frame.

>please roll 1d100 for frigate state
>>
Rolled 100 (1d100)

>>4278252

Tech roll?

Sounds like a job for... A damned Tech Marine.
>>
>>4278254
Did I just nat 100 a loot roll?
>>
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>>4278254
Whilst the Frigate looks beaten up from the outside, with rents and tears in its surface armour, a quick inspection of its most important parts reveals extremely little in the way of damage. Whilst none of your marines are techmarines, they relay their findings to the Chief Enginseer of the Kentauros who shares his opinion. "A patch job and a jump start to her plasma reactor should see her flying again." He reports.

"Finally some good news." Eudoras chuckles, the marine force waiting outside the frigate's cracked hull for the arrival of the Pax Sepulchrum and whatever solution to the mutant Serpentina can provide.

Meanwhile up in orbit Palatine Serpentina herself is overseeing the last rites for her ten fallen Sisters, incense filling the Silent Piety's large chapel as ten bodies lay in state upon stone plinths and each one covered in a large cloth emblazoned with the Order's symbol of a tear weeping blood.

But as one group finds peace, for another the nightmare seems to only be beginning. Shas'Ui Coran muses on what terrible fate this particular group of gue'la may have in mind for them as the Tau sit in their cells.

==SCENARIO OVER==

Thanks for playing everyone. Due to the loot roll we'll wait for Skargan to confirm the final repair cost for the Frigate and his final word on the blessed promethium.

Otherwise, the Chapter has acquired ~50w worth of Tau technology and a dozen captives including a Fire Warrior battlesuit pilot.


We're planning on running the void combat scenario found here: >>4262477
This weekend. Likely Sunday around ~6pm UTC.
Watch here for news.
>>
Rolled 40, 52, 7, 7, 60, 88, 34, 19, 3 = 310 (9d100)

>>4278275
good run weegee.

Getting some thoughts in the thread:

This Fire Warrior seems to be an oddly valuable prisoner. Their force reached this system in a fleet, which suggests that there are additional xenos somewhere nearby. If they are currently located outside of 'Imperial' space, it may be possible to use these captives to negotiate a peace while the Sector turns its focus elsewhere in the coming years.

As such, I suggest we make at least a few attempts at giving these xenos some creature comforts, such as limited access to an area to eat together and probably shower/bathe. Our ship shouldn't have to smell like volcanic shit due to them.

Invite the fire warrior to train with Heorod, and train her ignorant mind with basic information about the Grave and how it is a threat to the materium, which is why we attacked her people.

Offer her this trade: If we can locate her people and it is within our (reasonable) power (In/around Deus), we will return the survivors to them and attempt to negotiate a peace. We will also provide them with basic knowledge of dangerous regions of space and the boundaries of Imperial Space, in good faith to keep the peace.

And when they violate said good faith by invading our space, we can kill them later and be justified! But she doesn't need to know that. We just need to know where to find her people...

ROLLIN FOR STUFF
>1&2 Kerr stuff
>3&4 SECRET SQUIRREL
>5-9 Laaksonen shenanigans
>>
>>4279264
>7, 7

Doubles AND a Palindrome. Oh boy, skarg is gonna love this.
>>
>>4278254
>OH SHIT A TREASURE TROVE WITH RELICS FROM THE HORUS HERESY
>Rolled 100 (1d100)
:(
>>
>>4279264
>Invite the fire warrior to train with Heorod, and train her ignorant mind with basic information about the Grave and how it is a threat to the materium, which is why we attacked her people.
I like this
>we didn't want to murder you we just have to be careful about the other murderbois
>>
>>4279272
Inb4 pure gene seed from Iron Warriors.
>>
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>>4279487
Would be interesting...
>>
>>4279487
No cause a cuck keeps destroying it.
>>
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>>4280186
>>4266306
Big true on both accounts.
>>
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>>4262477
Please see the map of the impending Vargerod conflict. Note that the grey rings around the planets & moons represent the reach of their respective gravity wells.

=Key=

Astartes Ships (light blue):

1. Battle Barge Aspera Dominus
2. Strike Cruiser Ghost's Lance
3. Hunter Squadron Alpha
4. Gladius Squadron Beta
5. Gladius Squadron Gamma


Styrian Ships (purple):

1. Mars-class Battlecruiser "Decapitator"
2. Squadron Arpha - 4 Neveron-class Frigates
3. Loxomod-class Heavy Cruiser
4. Prototype Styrian-made Cruiser
5. Squadron Threta - 4 Sarrakis-class Frigates
6. Dauntless-class Light Cruiser
7. Squadron Bheta - 4 Neveron-class Frigates
8. Dauntless-class Light Cruiser
9. Dauntless-class Light Cruiser "Blind Devotion"
10. Squadron Kaqqa - 4 Sarrakis-class Frigates)
11. Squadron Ghamma - 3 Neveron-class Frigates
12-15: Unidentified Fleet Elements

The statistics for these ships can be found on the following pages:
>https://chapterquest.fandom.com/wiki/Aspera_Dominus
>https://chapterquest.fandom.com/wiki/Ghost's_Lance
>https://chapterquest.fandom.com/wiki/Fleet_Squadrons_of_the_Ghosts_of_Retribution
>https://chapterquest.fandom.com/wiki/Starship_Mechanics


The session for the battle is scheduled to begin on 6-7pm GMT on Tuesday 2nd June.
>>
Gentle reminder that we removed the geneseed of our 10 void warriors but never got a confirmation on that. It's just a beaurocratic detail but it's important to be strict when it comes to resource accounting. With the 10 we'd have 15 in total, enough to replace our losses in Void Squad and potentially start Void Squad 2, galactic boogaloo.
>>
>>4262234
>Rolled 13 (1d100)
Also just noticed this, lmao. 13s suck.
>>
>>4286519

I can win this.
>>
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>>4287152
pict capture c. 367.M41
Styrian Captain upon discovering Aspera Dominus is on the other side of the planet he's orbiting.
>>
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>>4287152
There is no I in Cooperative Roleplay on a Bengalese Model Agency Forum.
>>
>>4287916
There'll be lots of rolling for you.
>>
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>>4289376
>>
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>>4286519

+++Styrian Orders+++

After months spent in the Imperial space, sudden encounter with the Space Marine force is a surprise for the Styrian Navy, however they soon gather their wits and prepare to enter combat.

+Southern Hunting Screen+
[[General attitude - Disengaging]]
11. Squadron Ghamma: All ahead towards the Western Edge of the map.
9. Dauntless-class Light Cruiser "Blind Devotion": Turn and move towards the Western Edge of the map.
10. Squadron Kaqqa - 4 Sarrakis-class Frigates: Turn and move towards the Western Edge of the map.

Where there is reach, ships will fire while disengaging.

+Western Hunting Screen+
[[General attitude - Regrouping]]
8. Dauntless-class Light Cruiser (8): Turn and move towards the Centre of the map.

+Main Fleet+
[[General attitude - Engaging]]
1. Mars-class Battlecruiser "Decapitator": Turn and move towards the Centre of the map.
2. Squadron Arpha - 4 Neveron-class Frigates: Turn and move towards the Centre of the map.
3. Loxomod-class Heavy Cruiser: Turn and move towards the Centre of the map.
4. Prototype Styrian-made Cruiser: Turn and move towards the Centre of the map.
5. Squadron Threta - 4 Sarrakis-class Frigates: Turn and move towards the Centre of the map.
12-15: Unidentified Fleet Elements: Turn and move towards the Centre of the map.

+Eastern Hunting Screen+
[[General attitude - Regrouping]]
6. Dauntless-class Light Cruiser: Turn and fire torpedoes towards the Space Marine Fleet (marked in blue)
7. Squadron Bheta - 4 Neveron-class Frigates: Turn and move towards the Centre of the map.
>>
>>4290108
To fully realise these orders, dauntless 9 and swuadtion 11 will need to go onto come-to-new-heading orders. Please roll 2d100 for them
>>
Seconding the desire to begin the process of re-manning Void Squad to full operating strength. Their performance was above and beyond what we could have hoped for and that's counting the FP we burned to get past a bad roll. Considering the Perils of the Warp and so on Mission to Hell and Back was a near suicidal operation, that quite frankly went down as smoothly as can be realistically expected. This success is clearly due to Void Squads unique nature and temperment that carried them to success in resisting Chaos and not losing themselves even in the bloodrage of a desperate flurry of combat working with the Chaos Warband. This resilience is astounding to say the least and a blessing from the Emperor we should not squander.

Thusly I propose we do one of two things.
a) We begin the creation of Void Unit (or something) and make a second Squad on top of the 4 needed to refill Void.
Or
b) We bring back Void Squad to full strength and put the remaining 11 geneseed into clone-vats to harvest more geneseed, netting us 22. This is the slightly safer approach, using this method we can ensure we can make a Void Squad 2 and have 12 geneseed left over.
>>
>>4290122
Void marines soon, friend. Void vessels now.
Also no idea if clonevats for GS are a thing in the skekverse.
>>
Rolled 81, 63 = 144 (2d100)

>>4290116
Rolling against leadership 58 (average) for both ships. Dauntless first.
>>
Rolled 62, 72 = 134 (2d100)

>>4290131
I'll try my hand.
>>4290116
Rolling.
>>
>>4290140
>>4290131
Same! Emperor wills it.
>>
>>4290122
>>4287027
Well, the losses suffered on the daemon world and in the aftermath are... Problematic. Please make a d100 roll, you are aiming under 65% for a successful recovery. Please note, that corruption might be involved.

Because of Lyk's amazing work on the Chapter Company banners, he can roll a separate roll and we'll take a better one of the two.

Please note that for the time being Void Squad was supposed to be one-off thing and official Chapter policy was not to create any further Iron Warrior-geneseed brothers.

Decision to recreate Void Squad will require a vote.
>>
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The entire Styrian Fleet begins making manoeuvres towards the centre of the region.

However the nearest Dauntless and Neveron Squadron are unable to turn far enough, failing in their attempts to come to new headings. The Styrians end their movement with no weapons in range of the astartes fleet.

It is now the Astartes turn. Please state your special orders and movements.
>>
Rolled 98 (1d100)

>>4290159
>Well, the losses suffered on the daemon world and in the aftermath are... Problematic. Please make a d100 roll, you are aiming under 65% for a successful recovery. Please note, that corruption might be involved.
Technically we removed the geneseed before we sent them off to the daemonworld (mentioned in the mission briefing before we launched it and a few times after), since we didn't actually expect them to come back and wanted at least 1 sample around to act as a proof for their origins should the traitor marines have doubted their cover.
But I can still roll if you'd rather have it that way.

>Decision to recreate Void Squad will require a vote.
Big true, I just gave it as an option since Yman and Ion seemed interested. I'm not sure yet if it might not be a better idea to keep some seed around for replacements.
>>
>>4290162
Aspira Dominus should head directly west to 9 while fring upon 11 which is immediately within our 45 range once we turn to the west.
Frigate groups 5 and 4 should stick with Aspira and provide what firesupport they can.

Strike Cruiser 2 and Frigate group 3 should give chase to Group 11.
>>
>>4290179
That's what I thought too, but let's see if MS has anything to add as a more experienced admiral.
>>
>>4290170
Apologies, you have indeed mentioned that. However, removal of the space-marine gene-seed cannot be done at will, I should have addressed it earlier. While mature geneseed can be removed every so-often (check on the wiki, that's why Chapter has regular gene-seed harvests), removing geneseed outside of those pre-planned times is dangerous both to the Space Marine and geneseed. That's why normally gene-seed is removed only after Astartes falls in battle and even then the recovery is not always successful (notice that you have never recovered 100% of the geneseed from fallen brothers). While you will be able to do it in the future if you would choose so, it will involve a serious risk to space marines. As amends for not clarifying this, you get an extra roll, this 98 does not count.
>>
>>4290179
I support this as well
>>
Rolled 10 (1d100)

>>4290183
Risky, risky, but I like it that way. Keeps GS from suffering from inflation.
>>
>>4290162

>Aspera - 20 Forward, no turn.
Launch torps dead ahead
Launch Thunderhawks behind torps.

>Ghost's Lance - 25 Forward, no turn.

>All Gladius Squadrons - Turn due west, maximum movement

>Hunter Squadron - Turn due West, max move to end base-base
Want to check fire lane for Hunter combined torpedo volley.
>>
>>4290192
Great, you have managed to recover 3d3 samples of geneseed. d3 of them are... enhanced.

Please roll.
>>
Rolled 1, 3, 3 = 7 (3d3)

>>4290202
>>
>>4290202
Ehancements!
>>
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>>4290196
>>4290179
Movements made. The neveron squadrion is ~30cm in front of aspera

Confirm shooting and ordnance orders.
>>
Rolled 3 (1d3)

>>4290202
>>4290218
opps made the dice capitalized by accudent beena while since I played.
>>
>>4290207
>>4290223
>>4290218
7 units of gene-seed have been recovered. At least a few of them will result in very powerful Space Marines.
>>
>>4290219
Confirming Torpedoes and Thunderhawk Strike on Group 11.
>>
>>4290219

Did someone say "bombardment cannons in range"?

>Lock On the escort squadron from Aspera.
>>
>>4290223
>>4290207
7, 3 of them corrupted.
I suggest we have Void Squad burn the corrupted seed personally (no anonymous serfs with wheelbarrows in front of a gigantic furnace this time) and use the remaining 4 to replace our losses to the status quo we all know and love to get back to full strength.
>>
Rolled 67 (1d100)

>>4290240
Lock-on roll.
>>
>>4290219
>>4290240

Confirming Aspera ordinance launch

Hunters Hold Fire
>>
>>4290245
Lock on successful.

Bombardment cannons str8. At escorts moving away.

Please roll 3d100 for shooting. Requiring 51+ to inflict damage. Failures may be rerolled.

Then please confirm ordnance commands.
>>
Rolled 82, 7, 88 = 177 (3d100)

>>4290252
Death to the Enemies of the Imperium!
>>
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>>4290241
>>4290234
>At least a few of them will result in very powerful Space Marines
>very powerful
Arcon has been a powerful lesson in regards to deals with the devil. The offers change, the answer will always remain the same.
>>
Rolled 17 (1d100)

>>4290254
>7
Rerolling
>>
Rolled 35 (1d100)

>>4290252
>>4290254
>>4290257
Your mighty bombardment cannons thunder across the void, piercing the nearest frigate's shield before another salvo of magma bombs tears enormous gouts from its flank, colossal explosions erupting across its length and nearly cracking the frigate in two as it erupts in flames.

Meanwhile the salvo of torpedoes reaches the second frigate. That desperately blazes its turrets at the incoming salvo.
>rolling turrets, 51+ required

Please roll Xd100. Where X is 6 if the turrets fail and 5 if they succeed.
>>
Rolled 78, 99, 21, 44, 36, 59 = 337 (6d100)

>>4290273
>Please roll Xd100. Where X is 6 if the turrets fail and 5 if they succeed.
>>
>>4290255
Agreed. The tainted geneseed must be cleansed in holy fire. Void Squad should be the ones to dot he honors.
>>
>>4290282
>>4290255
>>4290241
>>4290234
Enhanced does not mean necessarily chaotic. But they will be different.

+++

Unfortunately I have to leave tonight, but I left Luigi with battle plan for Styria. Good luck and godspeed!
>>
>>4290286
>Enhanced does not mean necessarily chaotic. But they will be different.
Is there a way to us to check whether they are and how many of them are chaotic?

>Unfortunately I have to leave tonight, but I left Luigi with battle plan for Styria. Good luck and godspeed!
Sleep well and I hope everything goes well with work and family.
>>
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>>4290280
The torpedo salvo chases the fleeing frigate's stern, the enormous plasma missiles homing in on its signature with a terrible certainty. Two of the torpedoes slip through the frigate's shield and slam into its stern, erupting in titanic explosions that tear the frigate's engines to pieces and leave it dead and blazing in the void.

It is now the Styrian turn.
>>
>>4290304
The battle goes well for the moment. Let us pray to the Emperor and claim glorious victory in His name.

FOR THE EMPEROR AND THE GOLDEN THRONE!!!
>>
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>>4290304
The Styrian fleet is converging together, their current vectors indicating a full regroup around the second moon of Vargerod.

What are your orders for the thunderhawks?
>>
>>4290335
>Thunderhawks

Turn after the fleeing Dauntless. Full move.
>>
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>>4290335
Your brother-pilot's confirm.
>Pursuing target, Blind Devotion!

It is now the Astartes turn.
>>
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>>4290340
The torpedoes move in the styrian ordnance phase as well.
>>
>>4290340

Aspera - 20 Forward, Turn 1/8 Right (north)
Check range/arc for last escort.

Ghost's Lance - 25 forward, no turn.

Gladius Squadrons - 30 forward, turn 90 to face North

Hunter Squadron - turn to look at enemy Grand Cruiser, Move 35 forward
launch torpedos if firing lane clear
Reload ordinance at end of phase.
>>
>>4290367
Seconded.
>>
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>>4290367
>>4290372
Movements made. Please confirm.

The last remaining neveron frigate of the squadron is within 45cm of the Aspera Dominus' portside gun batteries, through intervening blast markers.

This gives her Str12 gun batteries a total of 2d100 to roll, each requiring 66+ to inflict damage.

Then please confirm ordnance commands.
>>
Rolled 15, 22 = 37 (2d100)

>>4290402
Rolling Gun Batteries

FIRE!
>>
Rolled 66 (1d100)

>>4290402

Hunter squadron - FIRE TORPEDOS

Aspera - LOCK ON (ROLLING)

Thawks - after the Dauntless
>>
>>4290411

I'm an idiot, can't LOCK ON due to turn.
>>
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>>4290409
The Aspera Dominus' enormous gun batteries roar, weight of fire tearing through the void but simply too far away to do any more than scatter off the fleeing Frigate's void shields.

Meanwhile the Thunderhawks chase after the Dauntless, and Hunter Squadron Alpha lets fly with their own salvo.

Hunter Squadron Alpha Ordnance *UNLOADED*

>>4290411
>>4290409
You previously stated reload ordnance so I will take this for reloading ordnance.

Aspera Dominus Ordnance *LOADED*


It is now the Styrian Turn
>>
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>>4290431
The Styrian Fleet continues their efforts to regroup.

==Astartes Turn==

Does the Astartes fleet continue north towards the asteroids?

Does Hunter Squadron Alpha reload ordnance? If so roll d100, target 79 or less.

Do the thunderhawks continue in pursuit of the dauntless?
>>
Rolled 29 (1d100)

>>4290462
>Does the Astartes fleet continue north towards the asteroids?
Yes.

>Does Hunter Squadron Alpha reload ordnance? If so roll d100, target 79 or less.
ROlling

>Do the thunderhawks continue in pursuit of the dauntless?
Yes.
>>
>>4290485
Agreed to all, and good rolling brother.
>>
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>>4290485
>>4290500
You continue towards the asteroid cluster and your Hunters reload their torpedo tubes.

Meanwhile your Thunderhawk Pilots crackle in over the vox:
>Approaching enemy light cruiser
Aboard the nine Thunderhawks almost an entire company of space marines stand ready to inflict terrible things.

Styrian Turn
>>
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>>4290510
The Styrian Fleet's full strength is almost marshalled now, and the Loxomod-class heavy cruiser is almost within the range for its heavy lances.

Meanwhile, your Thunderhawks prepare for the final attack run.

==Astartes turn==

Continue moving north?

Thunderhawks attack Dauntless?
>>
>>4290536

Phone post Styrian bitches!

Aspera Ahead 20.

Strike Cruiser move 25, turn due north.

Hunters move ahead until they can turn 90 left and launch torps clear of bottom of asteroids.

Gladius Squadrons - 45 turn to NE, move 35

Thunderhawks - NO GRAVE SHALL TAKE US
>>
>>4290550
>Hunters

ALSO FIRE THE TORPEDO VOLLEY

By my guestimate, we should be able to fire the hunters torp volley basically at the edge of the moon's gravity well, and hopefully force the enemy to maneuver or eat a few hits.
>>
>>4290550
Seconded. We need to fire on that Loxomod with torpedoes to get it to either turn away from us or commit to taking hits to attempt a run on us with it's Lances.
>>
>>4290564
>>4290575
Sounds good, what's the ETA for the Navy?
>>
>>4290575
We actually want the loxomod to close with us so that we can return fire.
>>
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Rolled 81 (1d100)

>>4290550
>>4290564
>>4290575
>>4290577
As your fleet continues to move towards the asteroids, a warp travel signature blazes on your scanners.
>Strike Cruiser Morbid, reporting in.
Your fleet is bolstered by the Morbit.

Meanwhile you continue to position yourselves while your Thunderhawks surge forth into the rear of the Blind Devotion.
>"For the Emperor!!"
Your pilots roar as melta-drills blaze and turret fire rattles into them.

I am rolling for Blind Devotion's turrets (1d100).
>>
>>4290586
The turret fire is intense, but Thunderhawks are powerful craft.

Roll 1d100 for thunderhawk resilience save. on a 51+ the squadron is not repelled.
>>
Rolled 78 (1d100)

>>4290589
>Roll 1d100 for thunderhawk resilience save. on a 51+ the squadron is not repelled.
Let's see how good Lyk is at rolling high.
>>
>>4290592
Turret fire fails to deter your mighty Thunderhawks and superhuman pilots, as all three squadrons smash through the Blind Devotion's defences to disgorge scores of Astartes into the light cruiser. In such cramped conditions few have a chance against the fury of a squad of space marines, and nine such squads now tear through the interior of the Blind Devotion destroying everything in sight.

Roll 3d6 for critical effects.
>>
Rolled 2, 4, 2 = 8 (3d6)

>>4290596
KILL THE HERETIC!
>>
Rolled 3, 4, 5 = 12 (3d6)

>>4290596
>Roll 3d6 for critical effects.
>>
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>>4290598
>2,4,2
+1 for marine bonus
>3,5,3

After inflicting mayhem on the nearest sections your marines withdraw from the ship while they still can, the Thunderhawks blistering back across the void to return to the Aspera Dominus.

On your scanners you note flames and wreckage trailing from most of Blind Devotion's weapons components including its prow lances, putting them out of action until they can be repaired. It's not an ideal result, but your marines did earn some valuable experience in handling Styrian ship combat tactics.

=Styrian Turn=
>>
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Rolled 19, 63, 18, 58, 33, 66 = 257 (6d100)

>>4290626
>>4290626
The Styrian Fleet is virtually completely consolidated and bearing down hard upon your fleet. The Heavy Cruiser is very nearly in rang with its heavy lances and the Decapitator's Nova Cannon will also soon be in-range.

Meanwhile Blind Devotion, trailing debris, tries to repair its broken weapons. (Each 86+ fixes one critical damage).

=ASTARTES TURN=
State your movements.

Note: Hunter Squadron is UNLOADED
>>
Rolled 82 (1d100)

>>4290681

Aspera - Forward 20 + All Ahead Full (rolling LD)

Ghost's Lance - Forward 15, turn 45 Right, forward 10 + Come To New Heading (another 45 Right)

Morbid - Forward 10, Turn Right 45, Forward 15

Hunter Squadron - Turn to face North, Move 35, Reload Ord

Gladius Squadrons - Forward 30
>>
Rolled 18 (1d100)

>>4290681

Send Allied Groups 5 and 4 NorthNorthEast with a 25deg turn to the East to endure they stay out of the Loxomods Lance Batteries.

Aspira Dominus to turn and head into gab bewtween those Asteroid fields.

Ghosts Lance Turns and uses Special Order Turn to New Heading to attemt to face the Souther edge of the asteroid field due West.
>rolling for SO

Mortis to Turn and move directly North.

Group 3 to move North to the nothern edge of the asteroid field.
>>
Rolled 2, 2, 1, 2 = 7 (4d6)

>>4290716
Rollan 4d6 cuz I got a need for speed.
>>
Rolled 55 (1d100)

>>4290716
>>4290730

Hunter Squadron Reload
>>
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>>4290716
>>4290730
>>4290733
>>4290748
Your fleet scrambles for the cover of the asteroids as the Decapitator's nova cannon and the heavy cruiser's lances both loom into range.
>Prepare for possible incoming fire!
Copernicon announces across the bridge with his commanding voice.

=STYRIAN TURN=

I'm going to call it there for tonight, but we'll continue this tomorrow evening.

Thanks for playing!
>>
>>4290788
Good job Luigi, thank you for running todays battle for us. Lots of fun playing with all of my old warbuddies again.

Lyk, Machine Spirit, Hi-hi, and CurViatam (even though you werent in thread) it was great playing with yall. Cya tomorrow!
>>
>>4290817
>>
>>4290829
>>4290817
Already wrecked some ships, I can smell the mechanical realm coming.
>>
>>4290788
>>4286519

Before i forget it
hail the squat homeworld, ask how things are on their side
>>4287027
i vote for destroying any and all heretical geneseed we created, forever.
>>
Rolled 26 (1d100)

>>4290989

>"Are you okay down there?!"
>"Can. You. Hear. Me!"

rolling for charisma
>>
>>4290989
>i vote for destroying any and all heretical geneseed we created, forever.
First we check, then we purge. We are not the Marines Malevolent.
>>
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>>4291502
Rhino for Luigi, no idea what he wanted it for.
>>
Rolled 32 (1d100)

=SESSION RESTARTING=
=STYRIAN TURN=
Loxomod-class heavy cruiser rolling against LD for strategic acuity (target 72 or less).
>>
Rolled 2, 1, 3, 3 = 9 (4d6)

With Aspera Dominus just beyond the very peripheries of its viable range, the Decapitator lets fly with its Nova Cannon in the hopes that some unexpected scatter will bring it into contact with the Battle Barge.

Rolling 4d6. (first d6 for accuracy, on a 4 or less the shot scatters. Latter 3d6 is how much it scatters.
>>
Rolled 166 (1d360)

>>4291940
7cm of scatter. Rolling dice to determine direction of scatter (in degrees clockwise from due north).
>>
Rolled 66, 50, 38, 73 = 227 (4d100)

>>4291946
>>4291940
>>4291903
The Nova Cannon shell explodes in space dangerously close to the Aspera, bathing its shields with shockwaves as an enormous ball of plasma fire engulfs space.

Meanwhile the Styrian Fleet has begun moving towards you as a unit, whilst the Loxomod has thought better of charging towards you alone, instead moving just close enough to let fly at Aspera with its prow and dorsal lances.

Firing!
>>
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>>4291959
>Taking Fire!
Copernicon bellows. Lance beams tear through space, slamming into Aspera Dominus' mighty shields and stripping two of them away in a blaze of light and ozone discharge.

=Astartes Turn=
>>
>>4291965

Aspera - Ahead 20, turn 1/8

Ghost - Ahead 10, Turn 90 Right/West

Morbid - Ahead 25, turn to avoid asteroid field edge as needed (moving above it)

Hunter Squadron - Come to New Heading, Move Ahead 10, Turn 90 Right/East, move 10, Turn 90 Right/South

Gladius Squadrons - Turn East, angled to skim the respective edges of the asteroid field toward Morbid. Move 30 unless impacting asteroid field.

Aspera, Ghost and Morbid launch thunderhawks.
>>
Rolled 50 (1d100)

>>4291965
>>4291965

Aspira North 30cm North turn 45deg West. Possibly send out Thunderhawks after that Loxomod, depending on concensus.

Frigate groups 3 and 4 North full movement

Morbid to Northnorthwest All Ahead Full rolling

Other movement deffered.
>>
>>4291988
Never mind my post just follow MS's orders.
>>
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>>4291988
>>4291998
Aspera leaves the billowing plasma fire and discharge from the nova cannon and shield impacts in its wake. Your starships finally reach safety behind the cover of asteroids - but with the entire Styrian Fleet bearing down on your position you remain in a tentative position.

Aspera Dominus. Attack Craft Bays *UNLOADED*. Torpedoes *LOADED*
Ghost's Lance *UNLOADED*
Morbid *UNLOADED*

=STYRIAN TURN=
>>
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>>4292031
The Styrian Fleet seems to be splitting into two directions. The Decapitator and its escorts are turning north, whilst the nearest ships move slower than their full capabilities and loiter outside your line of sight. Meanwhile the distant portions of the fleet are rapidly approaching, some heading north and others south.

=ASTARTES TURN=
>>
>>4292073

Aspera - BURN RETROS, Turn 1/8 Right. No/minimal movement

Ghost - Move 15, RELOAD ORD

Morbid - Move to clear Asteroid Field, Turn LEFT to parallel. Remaining movement forward RELOAD ORD

Hunters - Turn 90 LEFT/WEST, Move 20, COME TO NEW HEADING, Turn 90 LEFT/SOUTH

Gladius Squadrons - Turn 90 AWAY FROM ASTEROIDS, move 10

Thunterhawks - Move to North edge of Asteroid field, hiding from enemy LOS (2 turns worth of movement, because we move during enemy turn!)
>>
Rolled 97, 91 = 188 (2d100)

>>4292097

RELOADING!

>PILLS HERE!
>>
Rolled 15 (1d100)

>>4292097

>Aspera Burn Retros
>>
Rolled 96 (1d100)

>>4292097

Come to new heading! South, south!
>>
Rolled 61 (1d100)

>>4292097
>>4292103
>>4292112
>>4292114
Your fleet makes its preparations as the Styrians bear down upon you.

Confirm movements?

==STYRIAN TURN==

Rolling for Imperial Navy (Arrival on 10 or less)
>>
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>>4292129
Forgot map
>>
>>4292133
Looks good.
>>
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>>4292133
>>4292136
Capital Ships across the rear of the Styrian Fleet blaze their engines as bright as they will go, accelerating right up to maximum speed as they take up positions. The Decapitator continues to move north to give her nova cannon an angle around your asteroid cover, whilst the rest of the fleet starts to build up around the north & south edges of the asteroid field.

Thunderhawk movements during styrian phase?
>>
>>4292157

Norther group of Thawks holds position.

Morbids Thawks to move Directly West.
>>
>>4292168

Works.
>>
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>>4292168
Your northern Thunderhawks hold position, waiting for a target to present itself, while those from the Morbid play catchup.

=ASTARTES TURN 7=
>>
>>4292179
Aspera - BURN RETROS, Turn 1/8 Right. 5cm/minimal movement to turn

Ghost - Move 15, TURN 90 NORTH, RELOAD ORD

Morbid - Ahead 15, RELOAD ORD

Hunters - Turn 90 LEFT/SOUTH, Move 20, COME TO NEW HEADING, Turn 90 LEFT/EAST

Gladius Squadrons - Turn 90 toward WEST, move 10

Thunterhawks - Move to North/South Edges as planned.
>>
Rolled 75 (1d100)

>>4292184

>Hunters: COME TO NEW HEADING!
>>
Rolled 37 (1d100)

>>4292184

Aspera BURNING RETRO THRUSTERS
>>
Rolled 39 (1d100)

>>4292184

>Morbid: RELOADING ORDINANCE
>>
Rolled 39 (1d100)

>>4292184
Last reload
>>
>>4292184

Also, please move Ghost's Lance full remaining move (10) after turn
>>
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Rolled 83 (1d100)

>>4292184
>>4292187
>>4292189
>>4292191
>>4292193
>>4292210

Your fleet abruptly turns away from the Styrian fleet and back around towards the western edge.

Confirm movements?

=STYRIAN TURN 8=

Rolling for Imperial Navy (Appears on a 20 or less).
>>
>>4292187
Bearely passed this with a Ld of 76. Skin of our teeth stuff there. Thought it failed at first.
>>4292189
>>4292191
>>4292193

We going good so far boys. Lets get to shootin and get this shit done. NO GRAVE SHALL TAKE US!!
>>
>>4292214

Please move Ghost's thunderhawks adjacent to Aspera's.
>>
>>4292215
>Lets get to shootin and get this shit done
That'll take a while, they have more ships than we have shots every turn. ^^
>>
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>>4292215
>>4292217
The Styrian Fleet is ready to mount their offensive, their ships poised to strike and the Decapitator about to flank your asteroid cover.

Please confirm thunderhawk movements in styrian phase.

=ASTARTES TURN 8=
>>
>>4292229

All Thunderhawk squadrons, advance through the asteroid field and attack the enemy heavy cruiser.
>>
>>4292239
In the Styrian Ordnance phase those five thunderhawk squadrons move southwest towards the heavy cruiser.

Will require 5d100 to traverse the field, one for each squadron. On a 15 or less the squadron is scattered (if so, each that fails may roll their 51+ save).

Please roll.
>>
Rolled 82, 27 = 109 (2d100)

>>4292247
>5d100
First two
>>
Rolled 24, 100 = 124 (2d100)

>>4292247

>Ghost Leader: Standing By

>Ghost 3: Stading By

>Ghost Leader: Moving through field to engage. Emperor guide our hands to glory!
>>
Rolled 99 (1d100)

>>4292254
>>4292249
>>4292229
Last one
>>
>>4292229

Aspera - BURN RETROS, Turn 1/8 Right.

Ghost - BURN RETROS, End move on N side of Aspera's base, Turn 90 toward EAST

Morbid - Forward 10, Turn to NW facing, forward 15

Hunters - BURN RETROS, No move, Turn 90 SOUTH

Gladius Squadrons - Minimum 15 movement Forward
>>
Rolled 41 (1d100)

>>4292258

Aspera Retros!
>>
Rolled 59 (1d100)

>>4292258
>Hunters - BURN RETROS, No move, Turn 90 SOUTH
>>
Rolled 96 (1d100)

>>4292258
>Ghost - BURN RETROS, End move on N side of Aspera's base, Turn 90 toward EAST
>>
Rolled 86 (1d100)

>>4292258

Morbid - BURN RETROS
>>
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>>4292249
>>4292255
>>4292254
The thunderhawks make it through the asteroid swarm without incident, your skilled pilots making the chapter proud.

>>4292258
>>4292262
>>4292268
>>4292273
>>4292275

Your fleet moves into position, preparing for the imminent Styrian assault.

Astartes ordnance phase, how do thunderhawks move?
>>
Rolled 45 (1d100)

>>4292258

> Ghost's Lance: BURN RETROS!
>>
>>4292284

Aspera & Ghost Thawks - ATTACK THE HEAVY CRUISER

Morbid's Thawks - Shelter on edge of asteroid field, Southern Edge.
>>
>>4292289

Agreed. Let's do this!
>>
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>>4292289
>>4292295
Gon get ourselves some booty tonight.
>>
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Rolled 61, 57 = 118 (2d100)

>>4292295
>>4292289
Brother-Pilot Asteus, your best man at the controls of a Thunderhawk, roars across the vox as he leads the offensive.
>For the Emperor! For the Chapter! No Grave Shall Take Us!

The Heavy Cruiser's turrets spray streams of bright tracers into the void, desperately trying to fend off the incoming Thunderhawks.

I am rolling 2d100 for its Turrets. Requiring 51+.
>>
>>4292301
The enemy flak is heavy. Roll two saves (requiring 51+ each).
>>
Rolled 45, 79 = 124 (2d100)

>>4292301

Thunderhawk TOUGHNESS.

Avoid being Scattered!
>>
Rolled 11, 15 = 26 (2d100)

>>4292307
One of the squadrons from Aspera Dominus is forced away by heavy flak, damaging their armour and forcing them to burn away their fuel.

Now rolling the turret defences against the two squadrons from Ghost's Lance.
>>
>>4292310
It looks like the Heavy Cruiser's turret operators were so concerned wit the first wave they completely overlooked the second!

Four full squadrons of Thunderhawks clamp onto the cruiser's hull, cutting through the thick armour and disgorging their complements of marines and armed serfs.

Roll 4d6 for critical effects.
>>
Rolled 4, 5 = 9 (2d6)

>>4292310
Rollan THawk results.
>>
Rolled 2, 5 = 7 (2d6)

>>4292315

>DEATH TO THE HERETIC!!!
>>
>>4292316
Nice one mysterious stranger.
>>
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Rolled 60 (1d100)

>>4292317
>>4292316
Your Astartes attack with brutal efficiency, two of the Squadrons clamping near the rear of the heavy cruiser so their marines can assault the engine decks of the renegades' starship.

By the time your marines extract from their brutal work, explosions are rocking the heavy cruiser's engine decks and debris trailing the ships' exhaust. Large rear sections are vented and significant structural damage affects the rear of the ship.
To make matters worse for the Styrians the cruiser;s powerful prow lances have lost power through internal damage, as have their starboard weapons batteries.

*Loxomod-class Heavy Cruiser reduced to 6/8 hp*
*2x Engine Room Damaged Critical Effect. Ship cannot turn until both repaired*
*Prow Weapons Damaged*
*Starboard Weapons Damaged*

Your Thunderhawk squadrons return to their launch bays victorious, your brothers sporting many new trophies (perhaps even prisoners, to be determined) from the heavy cruiser.
Captain Hector - who led the assault - has also become your first officer to engage the Styrians in close quarters, slaying many with his power blades.

=STYRIAN TURN 9=

Rolling for Imperial Navy reinforcements (require 30 or below to arrive)
>>
>>4292331
>Rolling for Imperial Navy reinforcements (require 30 or below to arrive)
Help never ever
>>
>>4292316


David Attenburough: The ever rare end elusive CurvVitam post out in the wild. Notice how it moves lithely and silently, ever watching it's surroundings with clear precision and focus.

Fascinating
>>
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>>4292335
>>4292334
Disaster for the Loxomod Cruiser. Whilst their emergency teams have worked overtime to successfully stem the flames coming from their engines they are still on an imminent collission course with the asteroid field.

The entire Styrian Fleet is upon you. The Decapitator only needs to turn about a little more to make the angle on its nova cannon and the dauntless light cruisers are gunning their engines to the max to support the stricken heavy cruiser.


Your thunderhawk movements during styrian ordnance phase?
>>
>>4292375

Thunderhawks, round the asteroid and attack run on the Heavy Cruiser
>>
Rolled 57, 41 = 98 (2d100)

>>4292386
Rolling turrets versus two incoming squadrons. Each requiring 51+.
>>
Rolled 81 (1d100)

>>4292390

TOUGHHAWKS?
>>
Rolled 5, 4 = 9 (2d6)

>>4292375
>>4292386
>>4292390
>>4292392

Rolling.
>>
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>>4292396
>>
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>>4292396
Your Thunderhawks and Marines strike hard & true once again, reigniting the fires and destroying the repairs only just made. Once again the heavy cruiser's engines are set ablaze by your ruthless Astartes and even more damage is inflicted upon the prow lances.

*Loxomod-class heavy cruiser reduced to 5/8hp*
*Loxomod engines damaged again. No turns until repaired*
*Loxomod prow weapons damaged again*


=ASTARTES TURN 9=

Sorry lads but I'm getting pretty exhausted. We will continue this tomorrow.

Feel free to leave orders here ready for tomorrow.

Thanks for playing everyone!
>>
>>4292407
>>4292397
>>4292392

Excellent thread gentlemen. We are on a clear path to victory with so far 0 casualties.
Excellent Fleet Piloting Machine Spirit. Lyk- we did stuff to that was gud. Proud of all of us.

Round of applause to all of us, especially Luigi for doing all this for the sake of the Ghosts of Retributions continued glory and every growing conquests.
>>
>>4292456
That's the kind of post you call a jinx.
>>
>>4292456
>We are on a clear path to victory with so far 0 casualties
Just wait a turn or two, they're coming.
>>
>>4292407

Proposed Plan:

Aspera - 20 Forward
>LAUNCH THUNDERHAWKS! Move them to the edge of the asteroid field, where the Heavy Cruiser will come out

Ghost's Lance - BURN RETROS, 90 degree turn to face SE, Move 13

Morbid - Forward 10, Turn 90 SW, Ahead 15
>LAUNCH THUNDERHAWKS! Move toward Dauntless 6

Gladius 4 - Turn 90 to face S, Move 30

Gladius 5 - Ahead 15, Need to see movement before possible turn

Hunters - Turn in-line with Aspera, maintain current vertical line formation, Move 35 if able.
>>
Rolled 4 (1d100)

>>4293579

Leadership for BURN RETROS
>>
>>4293579


Orders confirmed captain!
>>
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>>4293579
Confirm movements?

The Astartes Fleet packs close together as you manouvre to avoid the firing arc of decapitator's nova cannon.

Whilst most of your weapons remain out of range, the nearest Neveron frigate squadron and dauntless-class cruiser are both ~43cm from Aspera's broadside guns.

Which one do you fire upon? And do you use LOCK ON special orders?
>>
Rolled 33 (1d100)

>>4293634

LOCK ON - Target the Dauntless
>>
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>>4293643
LOCK ON Successful.

Aspera has broadside batteries of str 12. Against a closing capital ship at a >30 range. That gives 6d100 to roll. Each requiring 66+.

Thanks to successful LOCK ON, failures may be rerolled.
>>
Rolled 3, 1, 6, 3, 4, 6 = 23 (6d6)

>>4293634
Dauntless target aquired!

>>4293643
Locked On!

DAMNATION TO THE HERETIC!!! FOR THE EMPEROR! FIIIIIRREE!!!
>>
Rolled 91, 66, 57, 23, 90, 84 = 411 (6d100)

>>4293651
>>4293648
>>
Rolled 28, 71 = 99 (2d100)

>>4293651
oops forgot to change dice from d6 to d100, silly me

>>4293653
Rerolling two due to Lock On.
>>
>>4293653
>>4293656

To quote Compel Bast:

"A Hit, a very palpable hit!"
>>
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>>4293656
>>4293653
>>4293651
>>4293648
>>
>>4293656
>>4293653
Five successful hits. 1 Shield. 4 hitpoints inflicted. Please roll 4d100 for criticals, any 86+ causes a critical.
>>
Rolled 26, 92 = 118 (2d100)

>>4293660
>>
Rolled 64, 79 = 143 (2d100)

>>4293660

BOOM TIME!
>>
>>4293667
>>4293664
One critical inflicted, roll 2d6 for its effects.
>>
Rolled 1, 5 = 6 (2d6)

>>4293670

Rolling for Righteous Fury!
>>
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Rolled 19 (1d100)

>>4293672
>>4293667
>>4293664
A glorious cacophony of macrocannon and laser battery fire blaze from the broadside gun decks of the Aspera Dominus. The mighty vessels' gunners feel their hands guided by the will of the God-Emperor and a withering fusilade of fire smashes into the front of the Dauntless-class Blind Devotion, tearing through its sole shield and striking down the length of the vessel's flanks.

Enormous gouts of debris and hull are torn away by the Aspera's torrent of fire, the light cruiser almost fracturing to pieces as enormous impacts destroy its armour plating. A particularly fortunate strike impacts the rear of the vessel, damaging its engine arrays and inflicting even further damage through secondary explosions as several of its engine exhausts sputter and die.

*Dauntless Blind Devotion suffers 4 damage*
*Dauntless Blind Devotion suffers Engine Room Damaged critical. +1 damage*
*Dauntless Blind Devotion reduced to 1/6 hp and cannot turn until engine room damage is repaired*

=STYRIAN TURN 10=

Rolling for Imperial Navy (40 or less).
>>
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>>4293689

>Captain London's face when she notices Imperial Navy Reinforcements arriving while 'Decapitator' turns South to bring the Nova Cannon onto 'Aspera'.
>>
Rolled 83 (1d100)

>>4293689
Rolling for Imperial Navy arrival location (higher = better)
>>
>>4293689
>>4293717
>>4293722

Allies come in on our turn, after the Triarchy continues to come after us... right?

... riiiiight?
>>
Rolled 89 (1d100)

Unable to turn, the Loxomod must pass a leadership toll in order to navigate the asteroid swarm without taking damage (72 or less required).
>>
Rolled 1 (1d6)

>>4293739
Disaster! Burning with damage from relentless astartes assaults and their engines still ruptured and unable to turn, the Loxmod has drifted straight into the asteroid field and failed to avoid the swirling maze of colossal rocks.

Rolling damage (d6, reduced by 2 for shields)
>>
>>4293739
>>4293742

"We cleared the asteroids!"

SURPRISE, THUNDER HAWKS
>>
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Rolled 37, 40 = 77 (2d100)

>>4293748
>>4293742
>>4293739
Every augur in the system blazes with lights and sounds as a vast warp fluctuation tears through realspace in the south.
>By your call, Astartes, the Navy has come!

The Styrian Fleet almost immediately reacts, several elements turning northward. However the nearest units are intent on their target as enemy contacts close with Aspera Dominus. The Decapitator meanwhile also lines up a shot with its Nova Cannon, almost too close for comfort.

The Loxomod-class Heavy Cruiser clears the asteroids with minimal damage. And straight into the waiting thunderhawk squadrons on the other side.

Rolling its turrets (2d100, requiring 51+)
>>
>>4293763
The Loxomods string of bad luck continues, its turret operators still reeling from their desperate attempts to blast away encroaching asteroids.

The thunderhawk squadrons strike the loxomod without mercy. Roll 3d6 for critical effects.
>>
Rolled 4, 4, 6 = 14 (3d6)

>>4293768
>3d6
>>
Rolled 1, 5, 3 = 9 (3d6)

>>4293763
>>4293768

rolling
>>
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Rolled 4 (1d6)

>>4293769
Your assault teams tear their way through the Loxomod, landing near the prow and causing even more damage to its prow lances. One assault team manages to locate the starboard magazine as well, and a well-placed set of charges is soon causing an eruption of secondary blasts and fires across the flank of the vessel.

*Loxomod-class Heavy Cruiser is on Fire!*

Through all the pain, all the bait, and all the Thunderhawk Gunships, the Styrian Fleet has finally reached weapons range and unleashes everything they have at the Aspera Dominus.

Starting with Decapitator's nova cannon, rolling for accuracy. (scatters on a 4 or less).
>>
Rolled 5, 2, 3 = 10 (3d6)

>>4293776
Rolling for scatter distance
>>
Rolled 173 (1d360)

>>4293778
And scatter direction, in degrees clockwise from due north.
>>
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Rolled 76, 45, 34, 99, 97, 84, 81, 21 = 537 (8d100)

>>4293780
>>4293778
>>4293776
The Nova Cannon shell screams across the void, detonating in a blinding burst of plasma that bathes the portside of morbid in blazing flame that collapses its lone shield in a burst of light.
>God-Emperor that was close!

Fanatically intent upon their target, the Loxomod, the crippled Blind Devotion, and the Neveron squadron focus all fire on the Aspera Dominus - moving abeam.

WEAPONS BATTERIES:
Loxomod-class Heavy Cruiser. Portside weapons batteries str10 (Rolls 4d100 requiring 86+).
Neveron squadron. Dorsal Weapons batteries str12 (Rolls 4d100 requiring 86+)

LANCES
Loxomod Dorsal Lances str2 (Rolls 2d100 requiring 51+)
Dauntless Blind Devotion. Prow Lances Str3. Crippled. (Rolls 2d100 requiring 51+)

>Rolling weapons batteries. 8d100 requiring 86+ each.
>>
Rolled 98, 7, 56, 26 = 187 (4d100)

>>4293788
>Rolling Lances. 4d100 requiring 51+ each.
>>
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>>4293795
>>4293788
A torrent of fire blazes down on Aspera Dominus, enough to shred the hull of a lesser capital ship. But your mighty battle barge's shields blaze and flare in a terrible yet beautiful display of light and discharging energy, collapsing one by one as they absorb a weight of fire that could decimate half a small continent.
>Taking Fire! Shields holding! I'd wager they weren't expecting that!
Copernicon announces across the bridge as its lit up by light from the incoming fire casting against the sole remaining shield.

What movements do your thunderhawks make during the styrian turn?
>>
>>4293806

Thunderhawks - Break into individual squadrons and shoot the gap between the dauntless & escorts. Finish move toward the leading not-Firestorms.
>>
Rolled 15, 99, 89, 97, 34, 74 = 408 (6d100)

>>4293816
Your Thunderhawk squadrons split up, making a beeline straight for the sarrakis-class lanceboats that are rapidly encroaching.

Rolling for repairs. First 5d100 for the loxomod. Final 1d100 for Blind Devotion.
Each 86+ allows one repair to be made.
>>
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>>4293829
>99, 89, 97
>>
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>>4293829
Your assault teams seem to have given the Loxomod's repair crews an astounding amount of experience. They successfully quench the fires before they can do any telling damage and repair the cruiser's engines. And make a start on the extensive damage to their prow lances.

=ASTARTES TURN 10=
>>
>>4293816

Aspera - Ahead 15, Turn 1/8 SOUTH, no additional movement due to blast markers
>RELOAD ORD

Ghost - Ahead 10, Turn 90 SW, Move 15 if no blast markers
>LAUNCH THUNDERHAWKS - Front of Ship (movement based on shooting results)

Morbid - Ahead 25 (Possible turn at end)
>Possible Special Action


Gladius 4 - Turn 90 WEST, Ahead 30

Gladius 5 - Turn 90 NORTH (), Ahead 30

Hunters - Turn 90 SW, Ahead 35
>>
Rolled 6 (1d100)

>>4293843
>>RELOAD ORD
>>
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>>4293855
>>4293843
Reload successful.

Confirm movements? Further actions?
>>
>>4293886

Confirming movements as good.
>>
>>4293886
No doubt in this thread, only spacepewpew
>>
>>4293886
>>4293890

Starting with Escorts

Gladius 5, 4 & Hunters fire on enemy Escort Squadron 10
>>
>>4293895
Firing upon escorts - closing.

Gladius 5. Str8 (Roll 4d100 requiring 66+)
Gladius 4. Str8 (Roll 4d100 requiring 66+)
Hunters. Str3 (Roll 2d100 requiring 66+)
>>
Rolled 56, 47, 55, 53 = 211 (4d100)

>>4293904
>Gladius 5. Str8 (Roll 4d100 requiring 66+)
>>
Rolled 79, 77 = 156 (2d100)

>>4293906
>Rolled 56, 47, 55, 53 = 211 (4d100)
perfectly balanced as all things should be

>Hunters. Str3 (Roll 2d100 requiring 66+)
>>
Rolled 73, 8, 68, 95 = 244 (4d100)

>>4293904

Gladius 4, engaging!
>>
Rolled 6, 61, 3, 1 = 71 (4d100)

>>4293904
>Gladius 5. Str8 (Roll 4d100 requiring 66+)
>>
>>4293919
We missed you big boy.
>>
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>>4293913
>>4293911
>>4293906
Your escorts charge the enemy with all the fury expected of the loyal serfs of the Adeptus Astartes. Their aim matches their boldness, laser batteries unleashing a fusilade of fire upon the sarrakis lanceboards and decimating them mercilessly.

Further shooting orders?
>>
Rolled 86 (1d100)

Aspera up next.

LD to split fire at not-closest target

Weapons Batteries vs enemy Heavy Cruiser if passed.

Bombardment Cannons at approaching Escorts.
>>
>>4293927
Fleet Master Copernicon mans the gunstations himself as Aspera Dominus targets the heavy cruiser with its weapons batteries and the neverons with its dorsal bombardment cannons.

Aspera Dominus:
Starboard Weapons Batteries Str12 at closing capital ship @35cm (Roll 6d100 requiring 66+ each)

Dorsal Bombardment Cannons Str 8 at closing escorts (Roll 4d100 requiring 51+ each)
>>
Rolled 27, 57, 87, 45, 91, 89 = 396 (6d100)

>>4293927
>>4293932
>6d100 vs the heavy cruiser
>>
Rolled 93, 62, 97, 37 = 289 (4d100)

>>4293932

Blasting Escorts!

>>4293934
YOU GLORIOUS HULLPOSTER YOU
>>
>>4293934
3 hits. 2 absorbed by shields. 1 hp inflicted.
Roll for crit, activates on an 86+.

>>4293936
3 hits. Destroys lead ship and strips shield from second.
>>
>>4293932

Next Round of shooting:

Ghost's Lance broadside @ Heavy Cruiser
>>
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>>4293934
>87, 91, 89
>>4293940
>Roll for crit, activates on an 86+.
>>
Rolled 47 (1d100)

>>4293947
>>
>>4293943
Str4 batteries, firing at closing cruiser through intervening blast markers (Roll 2d100 requiring 66+ each)
>>
>>4293953
Also Dorsal bombardment cannons str3 at closing cruiser through intervening blast markers (Roll 2d100 requiring 51+ each)
>>
Rolled 90, 28 = 118 (2d100)

>>4293953

Don't forget the bombardment cannons! DORSAL MOUNTS, PRAISE THE OMNISSIAH!

ROLLING WEAPONS BATTERIES
>>
Rolled 50 (1d100)

>>4293957

rolling weapons battery crit check!

GET VENTED TO SPACE, HERETIC!
>>
Rolled 46, 25 = 71 (2d100)

>>4293956
Rollan these cannons.
>>
Rolled 97 (1d100)

Rest of our shooting & Ord:

Morbid: LD to shoot Heavy Cruiser (this post), LOCK ON! FIRE THE BROADSIDE & DORSAL GUNS

>Thunderhawk orders
Break into individual squadrons and attempt to delete 4 different enemy escorts, especially lance nosed fuckers.
>>
Rolled 59 (1d100)

>>4293971

Morbid failed LD check.

Forced to broadside + dorsal the nearby escorts.

LOCKING ON
>>
>REROLLS and +10 to all shooting with Morbid

Reminder because I will forget.
>>
>>4293957
>>4293962
>>4293936
>>4293934
The torrent of fire from Aspera Dominus and Ghost's Lance shatters the Loxomod-class Heavy Cruiser's shields and inflicts a further 2 points of damage.

*Loxomod-class Heavy Cruiser reduced to 3/8hp. Ship is now CRIPPLED*

>>4293971
Morbid fails to target the heavy cruiser but passes her check to LOCK ON.

Firing at escorts abeam within 15cm.
Weapons Batteries str4 (Roll 1d100 requiring 56+)
Bombardment Cannons str3 (Roll 1d100 requiring 41+)

Fails may be rerolled.
>>
Rolled 64 (1d100)

>>4293978
>Weapons Batteries str4 (Roll 1d100 requiring 56+)
>>
Rolled 45 (1d100)

>>4293978
>Bombardment Cannons str3 (Roll 1d100 requiring 41+)
>>
>>4293923
>>4293919
as we all can tell by my rolls I am rather smol boi right now
>>
Rolled 52, 90, 51, 24 = 217 (4d100)

>>4293983
>>4293982
Morbid's cannons spit fire and death, tearing away the shields of the nearest neveron frigate before magma shells impact its flank and shatter it asunder.

Your Thunderhawks split into separate squadrons, each contending with a different escort (2 sarrakis then 2 neveron).

Rolling for their turrets in the same order (1 each, requiring 51+).
>>
>>4293985
That's usually a good thing in this quest. ^^
>>
>>4293987
The Styrian gunners have their eyes in, megabolters and heavy cannons stitching the void with heavy flak and causing havoc for your thunderhawk pilots.

Roll 3d100 for thunderhawk resilience saves (require 51+ each to avoid being pushed away).
>>
Rolled 78, 27, 48 = 153 (3d100)

>>4293990
>Roll 3d100 for thunderhawk resilience saves (require 51+ each to avoid being pushed away).
>>
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>>4293994
>>4293987
The Styrian gunners lay down heavy flak but two of the frigates are unable to prevent thunderhawks clamping onto their hull to unleash vengeful astartes into their hulls, the brutal marines swiftly and methodically purging the escort craft of their commanders and critical systems.

Ordnance Statis:
Aspera Dominus: Launch Bays *LOADED*. Torpedoes *LOADED*
Ghost's Lance: Launch Bays *UNLOADED*
Morbid: Launch Bays *UNLOADED*

Your bold tactics and fine gunnery have savaged the nearest Styrian vessels, whilst the encroaching Imperial Navy has ensured that the rest of their fleet can't risk coming to their aid.

=STYRIAN TURN 11=
>>
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Rolled 4, 2, 6, 3 = 15 (4d6)

>>4294009
The nearest ships are committed, charging into your lines intent on taking whatever they can with them. The rest of the fleet continues to flee, whilst the Decapitator lines up one more Nova Cannon shot square upon the Aspera Dominus.

Rolling 4d6. First d6 to see if it hits or scatters (scatters on 4 or less) and the latter 3d6 to see how much it scatters - if it scatters.
>>
Rolled 162 (1d360)

>>4294035
11cm of scatter.
Rolling for direction of scatter (in degrees clockwise from due north).
>>
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>>4294035
>By the Emperor!
A screaming nova cannon shell zooms past Aspera Dominus - missing by mere tens of kilometres and a plasma trail blazing in its wake before it detonates ahead of the battle barge.
>Too close for comfort.
Brethorius grunts, alongside Chapter Master on the bridge.

The Loxomod cruiser and Blind Devotion - crippled though they are - focus their fire upon the Ghost's Lance whose contact with blast markers robs her of her sole shield.

Dauntless 8 is poised to attack with all its weapons. Its prow lances upon Morbid. Its starboard weapons batteries on hunter squadron 5. Its prow weapons batteries on gladius squadron 4.

The sole remaining sarrakis is also poised to fire upon Hunter squadron 5.

The sole remaining Neveron fires at the prow of the Aspera Dominus - a futile gesture due to the failure of the nova cannon to hit.

*DO ANY ASTARTES SHIPS BRACE FOR IMPACT?*
>>
>>4294059

Hunters, Morbid & Ghost's Lance BRACE
>>
>>4294072
For Morbid, Ghost's Lance, and Hunter Squadron to brace will require LD checks with targets of 87, 85, and 79 respectively.
>>
Rolled 74, 42, 41 = 157 (3d100)

>>4294075

Bracing, respectively.
>>
Rolled 43, 71, 87, 57, 86 = 344 (5d100)

>>4294076
>BRACE BRACE BRACE
Transmissions blare across your fleet in preparation for the Styrian's return fire as lances blaze and macrocannons roar.

Rolling for Loxomod's fire. Firing upon Ghosts' Lances' prow with weapons batteries str5 and dorsal lance str1.
Rolling 4d100 for weapons (requiring 86+) and 1d100 for lance (requiring 51+) in that order.
>>
>>4294081
Two damage points inflicted on Ghost's Lance.
Roll for brace save. 2d100 requiring 51+ each.
>>
Rolled 39, 4 = 43 (2d100)

>>4294081

Rolling for Brace vs 2
>>
Rolled 11, 98 = 109 (2d100)

>>4294085
Explosions rumble through Ghost's Lance as enemy weapons and lancefire tears into its thick adamantium hull.
Rolling to see if either hits crit (requiring 86+)
>>
Rolled 3, 4 = 7 (2d6)

>>4294089
One crit. Rolling for effect.
>>
Rolled 15, 27, 43, 12, 8, 22 = 127 (6d100)

>>4294093
Fire breaks out aboard the Ghost's Lance!!!


>>4294076
Dauntless 8 unleashes its entire arsenal:
>Rolling 3d100 for lances against Morbid (Requiring 51+ each)
>Then 1d100 for weapons batteries against Gladius Squadron 4 (Requiring 66+)
>Then 1d100 for weapons batteries against Hunters (Requiring 66+)

>Then finally the Sarrakis' single lance 1d100 against Hunter squadron (Requiring 51+)
>>
>>4294102

The Captain of that ship:

"I'm surrounded by assholes!"
>>
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>>4294102
>Rolled 15, 27, 43, 12, 8, 22 = 127 (6d100)

We should probably put the guy in charge of her guns down if we ever board and capture that ship.
>>
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>>4294102
>>4294093
Perhaps it's a miracle from the God-Emperor himself, but the blazing fire in all directions from Dauntless #8 fails to strike anything of significance. Captain Todd of the Hunter Squadron makes several comms checks to his Commanders to confirm there's been no damage.

End Phase.

Roll 4d100 for Ghost's Lance. Requiring an 86+ to quench the fire.
>>
Rolled 81, 83, 57, 97 = 318 (4d100)

>>4294117
>Roll 4d100 for Ghost's Lance. Requiring an 86+ to quench the fire.
>>
>>4294122
You're releived to see the flames that blaze across Ghosts' Lance's prow quenched.
Captain Borden's voice comes across the vox rather short of breath.
>Milord Astartes. The fire was extinguished before it could reach the magma shell magazine. However their fire has reduced our hull integrity to 66%.

=ASTARTES TURN 11=

State your orders
>>
>>4294130
Board the ships. We need more Ships when we kill the Triarchy
>>
Rolled 14 (1d100)

>>4294130

Aspera - Forward 15. LOCK ON (these dice)
>Launch Thunderhawks

Ghost - Forward 10, TURN 90 NW (toward blast markers), Forward 10 (stop before blast markers if needed)

Morbid - Forward 10, Turn 90 NW, Forward 10

Gladius 4 (Braced) - Turn NW, Move 30

Gladius 5 (Unbraced) - Forward 10, Turn NW, Move max distance to keep Not-Firestorm in Arc.

Hunters - Turn NW, Move 35
>>
>>4294141

Shooting plan:

Morbid @ Dauntless 8 (Dorsal + broadside) Str 2/2

Ghost @ Loxo (Dorsal + broadside) Str 2/2

Gladius 5 @ Not-Firestorm (Dorsal) Str 8

Aspera - TBD

Other Escorts - Potshots at anything they can reach
>>
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>>4294141
>>4294155
Confirm movements.

Morbid @ Dauntless 8. Capital ship abeam within 15cm.
>Roll 1d100 for weapons battery (requiring 56+) and 1d100 for bombardment cannon (requiring 41+)

Ghost's Lance at heavy cruiser. Capital ship moving away within 15cm.
>Roll 1d100 for weapons battery (requiring 66+) and 1d100 for bombardment cannon (requiring 51+)

Gladius 5 @ Sarrakis. Abeam Escort within 15cm.
>Roll 3d100 requiring 66+ each.
>>
Rolled 26, 11, 55 = 92 (3d100)

>>4294184

Rolling for Gladius Squadron.
>>
>>4294184

please back up Gladius 4 by 10cm. idk why distance seems so wonky to me, and that is too close.
>>
Rolled 19, 76 = 95 (2d100)

>>4294184

Rolling Morbid
>>
Rolled 5, 4 = 9 (2d100)

>>4294184
>Morbid @ Dauntless 8. Capital ship abeam within 15cm.
>>Roll 1d100 for weapons battery (requiring 56+) and 1d100 for bombardment cannon (requiring 41+)
>>
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>>4294192
Done
>>
Rolled 72, 87 = 159 (2d100)

>>4294197
>>4294194
Good save MS

>Ghost's Lance at heavy cruiser. Capital ship moving away within 15cm.
>Roll 1d100 for weapons battery (requiring 66+) and 1d100 for bombardment cannon (requiring 51+)
>>
Rolled 47, 7 = 54 (2d100)

>>4294184
>>4294199

Dauntless 4 & Hunters @ full cruiser look to be 1d100 each.

rolling to speed this up!
>>
>>4294200
>>4294194
>>4294190
Your fire against the frigate and dauntless is mostly ineffective, but the Ghost's Lance tears the loxomod's remaining shield away with its weapons batteries before sending a volley of magma shells into the cruiser's hull.

1 hp inflicted. Activates crit on 51+. Roll 1d100.
>>
Rolled 96 (1d100)

>>4294209
Crit.
>>
>>4294213
Roll 2d6 for critical effect.
>>
Rolled 5, 6 = 11 (2d6)

>>4294213
Crit effects.
>>
Rolled 3 (1d3)

>>4294221
Rollan for Hull breach.
>>
>>4294224
>>4294221
>>4294213
>>4294200
Escalating dice are a wonderful thing.
Sometimes.
>>
>>4294221
>>4294224

WOO! IT IS DEAD!

Oh fuck, I put us REALLY close to it
>>
Rolled 90 (1d100)

>>4294224
*3 additional damage from hull breach*
*Loxomod reduced to -1/8 hp*
Rolling catastrophic damage
>>
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>>4294234
The Loxomod-class Cruiser splits and breaks across its surface as enormous explosions and flames burst from every magazine and gun battery. The Blazing Hulk lights up the void like a second star, alaming gouts of plasma spraying from its engine decks and threatening to explode completely at any moment.

Aspera Dominus shooting?
>>
Rolled 22 (1d100)

>>4294249

Aspera - LD to FIRE EVERYTHING at the healthy Dauntless
>>
>>4294254
The Dauntless is out of range for Aspera's bombardment cannons

Str 12 Weapons Bastteries on closing capital ship >30cm away (6d100 requiring 66+).

If you wish to shoot bombardment cannons at the Neveron, escort closing within 15cm (6d100 requiring 51+)
>>
Rolled 94, 98, 1, 98, 23, 84 = 398 (6d100)

>>4294254

Yes, we'll fire at the escort with bombardment cannons due to range.

Rolling vs Dauntless
>>
Rolled 89, 70, 67, 37, 67, 50 = 380 (6d100)

>>4294261
>If you wish to shoot bombardment cannons at the Neveron, escort closing within 15cm (6d100 requiring 51+)
>>
Rolled 38, 56 = 94 (2d100)

>>4294263

Rerolling misses due to LOCK ON
>>
>>4294263
1 hit strips shields.
2 Damage inflicted.
Roll 2d100 for crits. Activate on 86+.
>>
Rolled 13, 88 = 101 (2d100)

>>4294267
>Roll 2d100 for crits. Activate on 86+.
>>
>>4294267

Morbid downed the enemy's shields this turn.

Aspera's 4 hits all go straight to hull!

ROLLING FOR CRITS
>>
>>4294267
3* hits, *3d100
Apologies.

>>4294266
The last remaining Neveron is cracked into several pieces by a barrage of magma shells.

>>4294270
One more
>>
Rolled 74 (1d100)

>>4294272
One more
>>
>>4294271
Sorry you are correct.

2 more crit rolls please.
>>
Rolled 11, 42 = 53 (2d100)

>>4294267
>>4294271
>>4294270

rolling remaining 2 crits
>>
>>4294270
One crit inflicted.

Roll 2d6 for effect.
>>
Rolled 3, 6 = 9 (2d6)

>>4294270
>>4294280
>88
Crit for dauntless
>>
>>4294283

RIP enemy bridge crew.

ORDINANCE & END PHASE ORDERS>

Aspera launches Thunderhawks toward the crippled Dauntless 6

Morbid uses her teleportarium t launch a hit & run attack on the now-crippled Dauntless 8
>>
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>>4294283
>>4294263
The dauntless-class is savaged by Aspera's mighty broadside.

*Dauntless 8 reduced to 2/6 hp. Bridge smashed! LD Reduced*

Ordnance phase actions?
>>
>>4294289

Belay the teleport attack - Morbid does not clear BRACE until the end of this turn.
>>
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>>4294289
The Morbid cannot launch a teleport attack as she is still under bracing.

Your Thunderhawks make their way to intercept the dauntless 6.

Confirm?

=STYRIAN TURN 12=
>>
>>4294305
Confirm

Calling it here for the night?
>>
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Rolled 15, 22, 31 = 68 (3d100)

>>4294318
>>4294305
The Styrian Fleet mostly continues to flee, many of them gunning their engines as hard as they will go.

However, the escorts around the Decapitator have about-faced to cover the cruiser, and Decapitator herself has launched a large wave of bombers.

Dauntless 8 also has an angle on the rear of Ghost's Lance with its portside weapons batteries.

Str4 batteries firing at capital ship moving away. (2d100 requiring 86+)

Also rolling for blazing hulk (final d100)
>>
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>>4294341
The panicking, fleeing dauntless' fire is ineffective.

Meanwhile the blazing loxomod's licking flames fade without detonation, leaving the hulk a charred, drifting wreck.

Your actions during styrian ordnance phase?
>>
>>4294348

Move our Thunderhawks due North, full move.
>>
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>>4294354
Done.

=ASTARTES TURN 12=
>>
Rolled 97, 94 = 191 (2d100)

Astartes Turn

Aspera - Ahead 15, Turn Right
>Shoot the Dauntless

Ghost - Move 10, Turn Right 90
Reload Ordinance (1st roll)

Morbid - Move 20 (due to blast markers)
Reload Ordinance (2nd roll)

Gladius 4 - Turn West - Move 30

Gladius 5 - Turn NE - Move 30

Hunters - Turn NW, Move 35
>>
Rolled 48, 100 = 148 (2d100)

>>4294376

Ghost Bombardment Cannons @ Frigate, should be well within 15

2d100 need 51+
>>
Rolled 34, 48 = 82 (2d100)

>>4294385
>2d100 need 51+
>>
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>>4294376
Confirm movements?

>>4294385
Ghost strips the frigate's shield successfully.
>>
>>4294376

Correction on Hunters, Angle them ~15 degrees behind Transport 12's position
>>
>>4294392
>>4294393

Screw it, Hunters just bugger off with Gladius

Because SOMEONE didn't give info on enemy forces...
>>
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>>4294393
>>4294392
Done.

Aspera firing upon Dauntless. Capital Ship abeam through intervening blast markers.

Roll 2d100 weapons batteries (requiring 66+)
And 2d100 bombardment cannons (requiring 51+)
>>
Rolled 84, 17, 16, 50 = 167 (4d100)

>>4294376

Gladius 5 @ Northern crippled Dauntless

8, moving away cap ship so 4
>>
Rolled 35, 100, 92, 72 = 299 (4d100)

>>4294409

And Aspera fucking shit up
>>
Rolled 57, 22 = 79 (2d100)

>>4294409
>Roll 2d100 weapons batteries (requiring 66+)
>>
>>4294410

Thunderhawks move toward the Asteroid field to screen allied vessels from incoming escorts.
>>
Rolled 79, 6 = 85 (2d100)

Rolling 1d100 for Dauntless 6's turrets to repel incoming thunderhawks

>>4294414
>>4294413
*dauntless 8 reduced to 0/6hp*
second d100 for the catastrophic damage
>>
>>4294423
>>4294422
ignore first d100 then

The dauntless is reduced to a flickering hulk, power barely sustained as it drifts helplessly.
>>
>>4294392

Ghost will launch a teleportation attack on the shieldless frigate in the end phase, inflicting a hit & run that automatically destroys it.
>>
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>>4294429
The Ghost's Lance bears down upon the shieldless frigate, using its teleportarium to launch a full squad of marines directly into the ship.
Barely an hour of havoc later, the frigate is grinding to a halt as the Ghost's Lance bears down upon it, disgorging marines into the frigate and capturing it and its crew (mostly) intact under overwhelming force.

=STYRIAN TURN 13=
>>
>>4294448

Unless the enemy intends to suicide more ships for me to kill, which will require another night I propose the following:

Narrative rolls for 1d3 torpedo runs on those unknown things with the Hunters, because I will dodge those bombers and then thunderhawk them from Morbid.

And that we just handle Ghost's Lance & Gladius 5 running down the last crippled Dauntless
>>
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>>4294454
>>4294448
The Styrian Fleet continues to flee with their remaining ships.

Next turn, the ghost's lance and gladius 5 would bring their weapons to bear on the fleeting Dauntless.

Roll 2d100 for ghost's bombardment cannons (requiring 51+) and 6d100 for gladius' weapons (requiring 66+)
>>
Rolled 98, 38, 75, 65, 35, 31, 75, 77 = 494 (8d100)

>>4294466

Ghost fires first 1&2

Gladius squadron fires 2nd if it still lives Rest
>>
Rolled 2 (1d100)

>>4294472
catastrophic damage
>>
Rolled 26, 45, 67, 97, 79, 69, 63, 69, 53 = 568 (9d100)

Rolling for the fate of the destroyed escorts
6 neverons
3 sarrakis
in that order
>>
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>>4294505
>>4294482
>>4294482
>>4294472
The weight of fire collapses the dauntless' shield and slams deep into its hull.
Most of the light cruiser ends up staying together, but you see its engines flicker and die and its weapon systems die as the drifting hulk sputters uselessly. Its internal critical systems are still operational, presumably most of its crew still inside. But its external engines and weapons are too wrecked to function at all.

The Styrian Fleet continues fleeting north, reaching the system's edge and warping away before the Imperial Navy can obliterate them.

Your own fleet meanwhile is left to loiter amongst the wreckage and debris that surrounds your avenging starships.

Ghost's Lance is stricken, reduced to 66% hull integrity and badly scarred.

The tally of enemy ships

+1x Sarrakis-class Frigate - BOARDED

+Loxomod-class Heavy Cruiser - Reduced to a Drifting Hulk (All Systems Dead)
+Dauntless-class Light Cruiser Blind Devotion - Reduced to a Drifting Hulk (All Non-Critical Systems Dead)
+Dauntless-class Light Cruiser [Unknown] - Reduced to a Drifting Hulk (Combat Systems Dead)

+5x Neveron-class Frigates defeated - 2 Moderately Wrecked. 2 Severely Wrecked. 1 Detonated.
+3x Sarrakis-class Frigates. 3 Severely Wrecked.


Final Map Post.

Please roll 3d100 for the Hunters' torpedoe runs on the unknown starships before they flee.
>>
Rolled 9, 41, 38 = 88 (3d100)

>>4294515

Narrative Torp harassment runs vs the 'Transports' as they flee, by Hunters covered by Thunderhawk fighters. (get rekt bombers)

Rolling for 'FUCK YOUUUUUUUUU'
>>
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>>4294531
Your Hunter crews utilise the incredible speed of their ships to full effect as they harass and scan the unknown vessels extensively before they are able to warp away.

Overall effects of this will be revealed later.

>>4294515
Amendment. Dauntless Blind Devotion is the one with only combat systems dead.
Unknown Dauntless is all non-critical systems dead.


Thanks for playing everyone!

Keep an eye out for news on the next proper session of Chapter Master Quest.
>>
Rolled 68 (1d100)

>>4294515
>>4294539

All known battle honors accounted for within the Chapter's records.

>>4294515
You missed the 6th Neveron-class in your count. (not counting the narrative kill from initial thread start) Rolling for its status
>>
>>4294633
Thank you MachineSpirit

Revised final final tally:

+1x Sarrakis-class Frigate - BOARDED

+Loxomod-class Heavy Cruiser - Reduced to a Drifting Hulk (All Systems Dead)
+Dauntless-class Light Cruiser [Unknown] - Reduced to a Drifting Hulk (All Non-Critical Systems Dead)
+Dauntless-class Light Cruiser Blind Devotion - Reduced to a Drifting Hulk (Combat Systems Dead)

+6x Neveron-class Frigates defeated - 2 Moderately Wrecked. 3 Severely Wrecked. 1 Detonated.
+3x Sarrakis-class Frigates. 3 Severely Wrecked.
>>
Rolled 5, 3, 4, 3, 4, 3, 1, 4, 1, 5, 5, 3, 4, 6, 1 = 52 (15d6)

>>4294993

For shits and giggles, rolling to see if any of our various hit & run attacks would have triggered the 'Enemy Intel' chance circumstance

Raids on Blind Devotion - 3 successful

Raids on Loxomond - 9 successful

Raids on frigates - 2 successful

Raid on frigate resulting in capture - 1 successful

15d6 - results of 6's would have been captured enemy intel
>>
>>4295107
>Rolled 5, 3, 4, 3, 4, 3, 1, 4, 1, 5, 5, 3, 4, 6, 1 = 52 (15d6)
>6
>>
>>4295107

Also, VP tally for shits and giggles


200 pts - Loxomod/Hades Destroyed
100 pts - Loxomod/Hades hulk captured
220 pts - x2 Dauntless Destroyed
110 pts - x2 Dauntless hulks captured
210 pts - 6x Neveron Destroyed
160 pts - x4 Sarrakis Destroyed

900 pts - Destroyed ships & Hulks

+ 72 pts for fleeing ships (10% of value)

+ Unknown pts for 4 fleeing Unknown ships & Experimental Cruiser (~18?)

It would appear that we have likely claimed 1000 Victory Points, and given 0.

RIP the careers of the people that planned and commanded this op for the Triarchy.
>>
>>4295114
It took me until now to find a good way to resize our gigantic symbol without losing quality.
Could've used that for the banners, damn.
>>
Can we get the two companies on the Aspera Dominus to clean and polish the engines and guns that served her so well after the usual celebrations?
It's not exactly a bubble bath and a massage, but I think the old lady deserves something nice for how well she served us, even if that would usually be menial work.
>>
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>>4297969



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