975.M29 | Turn 2 | Seer Results | Meros Fleet Action | Frigate Design
Mechanis
Confirmed Extremely Screwed
- Location
- Absconding with Alacrity
"Well then. Let's start with-"
∆¥⎍⎏⍹⍔-KRA-KA-THOOM
"Master Varak what was th- HEALERS! HEALERS TO THE SCRYING CHAMBER AT ONCE!"
∆¥⎍⎏⍹⍔-
"Master Varak what was th- HEALERS! HEALERS TO THE SCRYING CHAMBER AT ONCE!"
Scrying: 2 (2d8) → Critical Failure; Reroll 4 (2d6) → Failure
4 (2d8) → Failure
975.M29
Northwest Galactic Rim
Deep Space, rogue planet Esk-Tervau
Craftworld Meros
Northwest Galactic Rim
Deep Space, rogue planet Esk-Tervau
Craftworld Meros
Like an ill omen, the fabric of Materium and Immaterium tears—first small rips, then greater, so many so close that they run into each-other and tear great bleeding wounds in the fabric of reality, wounds from which pour the disorganized rabble of an Orkish void-fleet: hundreds of crude Roks and scores of ramshackle war-vessels charging from the Immaterium's grasp surrounded by the crackling green nimbus of their protective fields. One even has to admire the brute artistry of the Ork's entrance, for the veil-wounds are torn in the image of a leering Orkish face, of which ten thousand variants adorn sigils and banners across the galaxy.
It does not impress Geal-Vad, first son of Aresh-Vul, for more than an instant.
"Ember and Ash squadrons to the van," the proud son of Vau-Vulkesh orders, calmy in spite of the enemy's vastly greater numbers, "Target the larger of the rock-craft first—we must not allow the Ork to deploy any heavy armor to the surface. Augury, find me the leaders of this rabble, that Slayer of Kings and our sister-vessels might strike them down. Hold our squadrons for now, but make them ready for strike-missions against the enemy ships—we shall send them only once we have thinned the horde. Weapons-master, steady tempo, fire as we bear. Helm, begin the sweep."
Elegant and deadly, the ships of Vau-Vulkesh plunge upon the Ork from 'behind' the ragged rift in reality their fleet has swarmed into reality from. And if the defenses of those elegant Aeldari ships are diminished, their weapons are not—searing blue-white lines draw themselves between Brig, Ketch and Carrack and the largest of the Orkish Roks, whilst the blazing red of Las-Lances large and small stab out to slice and sear at lesser foes, whole flotillas of Cutters and Sloops focusing fire on Orkish Kroozas and middling-sized Roks alike. Great black spears of Wraithbone, cruelly barbed and bladed and visible only when they ever-so-briefly occlude some distant star, twist in impossible corkscrews and serpentines, impaling escorts or lesser Roks that vanish in tremendous fireballs seconds after impact, the Fatetwister Cannons finding their marks in ammunition-bunkers or volatile power-generators.
Chaos is instant—in spite of it being a known weakness, Orks never do seem to expect being shot in the back.
What had been a cohesive—if disorderly—fleet abruptly becomes a hundred individual flotillas, each engaged in a different maneuver; some pour on the speed, trying to reach the dubious safety of the Craftworld before them. Others heel around, fighting their own momentum to come to grips with the fleet. Dozens more scatter into wild evasion in every direction, yet this very thing was the desired result.
Here and there, knots of coordination emerge, as Orkish war-leaders shout and threaten portions of the horde to order—and methodically, the auguries of Geal-Vad's fleet reach into those knots, seeking the largest and most impressive vessels…
…before spears of raging starlight blot them from the void.
Those that sought to engage are the next to the slaughter—sails shift, catching immaterial winds, and the battle-line melts away moments before the Orks can reach effective weapons-range—only for a hail of fire from the second line behind them to sweep away the heaviest of the Orkish craft—sails shift minutely, and the first line heels around like vipers, lances stabbing and slashing to leave ruin behind.
Outnumbered and hideously vulnerable should he engage the Ork in the close battle it favors, these are the tactics of Geal-Vad: Break the horde, harry its shards, and visit instant, surgical annihilation on its leaders.
The greatest vessels—Roks and Killkroozas by the dozen—perish, and escorts vanish as the horde breaks apart, yet they are not broken. Not yet.
There it emerges, the beating heart of the green tide: a massive Battlekrooza, exotic weapons studding its flanks and a halo of crackling lightning around it. A lance of star-flame spears out, and the impossible occurs: the field drinks it down, visibly growing brighter, and the ship within is unharmed.
There is a moment of shock, before sense sets in—this time, it is not a single column of blue-white that seeks to impale the Ork vessel, but dozens, as all three of the Aeldari battleships and no few of their lesser kindred vent their full wrath against it. The field flares to near-white instantly, before the rear third of the vessel is engulfed in fire as something within gives way, and it sputters out.
This time there is no shield of lightning to save it, and the vessel dies to a contemptuous spatter of lesser weapons that saw it nearly in half.
Those that thought the Craftworld would offer any kind of safety fare no better—no fools they, the Merosi have roused and repaired the colossal vessel's more intact emplacement-fortresses, and weapons far too great for any lesser voidcraft erase whole flotillas in fans of white-crimson las-beams or gouts of sunfire the size of modest cities. Roks crumble against vast kine-shields of stupendous power, spilling their cargos into the unforgiving void.
Yet that is not all, for hundreds upon hundreds of fighters swarm from the Craftworld—each might be little more than a single Las-Weapon of great power—what the Imperium to come would call a "turbo-laser"—with a cockpit and engines, but the ships are deadly all the same, swarming the Orkish ships with weapons that can inflict telling damage. They are fragile things, save the cockpit assembly, built in ruinous haste, and the weapons of the Ork wreak a terrible toll, for even light-caliber weapons can shred the effectively unarmored laser-mounts or engine-pods—yet clever Meros has accounted for this, for the cockpits, it quickly becomes apparent, are little more than slightly modified and up-armored escape-capsules—and whenever their weapons or engines are shredded by Orkish fire, the central cockpit-pod simply sheds them in puffs of detachment-charges, rocketing back to the Craftworld far faster than the Orkish guns can track. And for all that these attack-ships are fragile, Meros has built scores upon scores of them, and the Orks, for once, find themselves facing their own favored tactics: a horde that swarms an enemy under through sheer numbers.
Caught between two fires, the Orkish ships break, and swiftly as they came, vanish once more into the Warp.
Meros is once again protected, and the Ork prevented from landing, but one doubts this will last—the next attack will surely bring greater strength, and Geal-Vad's fleet is now somewhat damaged. Some will have to be towed back to the Craftworld for repair, and it is likely that reinforcement should be sent. Still, this is very much a victory.
- Flarewasp Gunship
- Designed and constructed by the Craftworld of Meros in nearly indecent haste, the Flarewasp is effectively an armored escape-pod to which a massive Turbo-Laser and powerful engines have been bolted, with detachment-charges to drop the effectively unarmored systems should they be damaged—allowing the central cockpit-pod to rocket away to safety with its own powerful engines. While these craft are hilariously fragile save for the cockpit-module, they are sufficiently inexpensive that Meros has been able to construct them in great numbers, allowing lesser Voidcraft to be swarmed under. It is likely, however, that these craft will be retired once the immediate crisis has passed for Meros, though elements of their design may appear in future Merosi craft.
- Turbo-Lasers
-
Effectively the opposite of a Volcano Cannon, a Turbo-Laser is an enlarged and empowered Lascannon of sufficient size and power to qualify as a superheavy weapon. While not as powerful as a Volcano Cannon, Turbo-Lasers are significantly less expensive due to the differences in their fundamental components and design.
Depending on the size of the vehicle and the price its designer is willing to pay, some vehicles may carry several Turbo-Lasers in a single linked array of two, three, or even four individual weapons—these are generally referred to as "Turbo-Laser Destructors" due to their increased firepower, and offer the ability to either fire single simultaneous blasts or a steady stream of fire by alternating the individual weapons. This capacity is particularly valuable for machines which expect to engage both Super-heavy vehicles and more conventional armor, as it allows them to avoid "overkilling" units with slow-firing blasts when even a single Turbo-Laser would be sufficient.
Frigate Design
The next stage in rationalizing your Voidship fleet, designing a new Frigate with the technology you possess is a near necessity, as your current Ketch design was built in a time when certain resources were more abundant and its defensive wardings have failed with the death of the gods that empowered them. A new design, then, is needed for this new, harsher age.
Slots come in four types: System Slots, which are used for the majority of equipment, and Weapons Slots, divided between standard Weapons Batteries, Heavy Weapons Batteries, and Special Weapons. Standard batteries mount a pair of standard naval-grade weapons, Heavy batteries mount either a single Heavy Naval weapon or three standard naval weapons. Special Weapons Slots, similarly, may mount either a single Special Weapon—at present only the Starcaster Mega-Lance is available in this category—or a pair of Heavy Naval weapons.
All ships will by default possess a set number of each type of slot, depending on their size and hull type—using these slots 'as is' is recommended as they do not incur any penalty for use. You may, if desired, add an additional standard weapons battery at the expense of two Systems slots, an additional Heavy weapons battery at the expense of four systems slots or two standard weapons batteries, and a Special Weapon slot at the expense of two Heavy Weapons Batteries or eight system slots. This does, however, incur an additional manufacturing cost above that of the slots as designed. Additionally, you may remove entirely a Weapons Battery of either type or a Special Weapon slot in order to increase your available System slots; this, however, is less efficient that a design with fewer slots to begin with—a standard Weapon Battery returns only half as many system slots (one and two, respectively,) while a Special Weapon slot refunds only three System slots.
Frigate Hull Types Table |
---|
Type | System Slots | Weapons Batteries | Heavy Weapons Batteries | Special Weapons Slots |
---|---|---|---|---|
Ketch | 7 | 2 | 1 | 0 |
Schooner | 5 | 3 | 1 | 0 |
Voidship Weapons Batteries Table |
---|
Type | Slots Cost* | System Slots Refunded | Alternate Use |
---|---|---|---|
Weapon Battery | 2 System | 1 | None |
Heavy Weapon Battery | 4 System | OR | 2 Weapon Battery | 2 | 3x Naval Weapons |
Special Weapon | 8 System | OR | 2 Heavy Weapon Battery | 3 | 2x Heavy Naval Weapons |
Voidship Propulsion Systems Table |
---|
Type | System Slot Cost |
---|---|
Æthersail | 1 |
Plasma-Thruster | 2 |
Standard Voidship Weapons Table |
---|
Name | Type |
---|---|
Starlance | Starlance |
Fatetwister Cannon | Fatecaster |
Las-Lance | Las |
Spike Macrocannon | Needler |
Voidship Heavy Weapons Table |
---|
Name | Type |
---|---|
Heavy Starlance | Starlance |
Heavy Las-Lance | Las |
Voidship Equipment Table |
---|
Name | System Slot Cost |
---|---|
Reinforced Hull | 1 |
Hanger (2 Squadrons) | 1 |
Transport Bay (Small) | 1 |
Transport Bay (Large) | 2 |
Webway Gate | 5 |
Close-In Weapons Battery | 2 |
Point Defense Battery | 1 |
Holo-Field | 1 |
Grav-Shield | 2 |
[ ] Destroyer Design
6 HOUR MORATORIUM
AN: y'all managed to bushwhack the Orks with superior positioning again (though at least they actually managed to shoot back some this time), and Meros rolled three straight critical successes for their own part in the defense. I'm gonna have to give them "Favored Enemy: Orks" at this rate!
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