[x]Wake Up Rasputin
It will be a glorious slaughter that will make Khornates feel inadequate. So excessively brutal that Slaanesh will fear it is getting usurped.
[x]Douse the fire of evil
It is unlikely that we get particularly graphic descriptions, that would be against the rules. But I can always supplement with my imagination.
[x]Firebreak
Fire is on the wrong ship. It's our enemies that should be burning.
Since I apparently didn't make it clear enough in the descriptions, I want to say it here: Every action does something different. Arials action are basically 'kill enemy elites', 'kill enemy troops' and 'stop the fire, no matter the damage'. Cerritos are 'stop the enemy from advancing into critical sections', 'stop the fire from destroying valuable stuff, even if it continues burning', and 'clear the torpedo tubes'
Vote Tally : A Heretek on the Quest for Knowledge [40k] | Page 148 | Sufficient Velocity ##### NetTally 1.9.2
Still it's the best. We'll leave space fight for the angry machine spirit (honestly, is dealing with him such a major improvement over venerating the door three times a day?), let Gene handle weaklings, remove Cerritus from the picture and get a proper battlefield test of our armor conducted. [x]Wake Up Rasputin
[x]Douse the fire of evil
[x]Firebreak
Door maintenance more often than three times a decade is way too much. And I am giving allowances for it being on the space ship and potentially being a blast door that needs to function properly in an emergency.
But perhaps we ought to look into expanding our tech heresy and if we can pull off that enslaving a machine spirit or designing a proper abominable intelligence to run our ship instead. A moderate approach would be to upgrade the machine spirit, and making it less of a whiny attention whore certainly counts as one.
[x]Wake up Rasputin
[x]Firebreak
[x]Douse the fire of evil
You roll the small vial in your hands. According to the specs, it's a thinned version of the nerve poison Arial will drop on the vandals on your ship. According to the note, it's his idea of headache medicine. Moments like this explain why he was assigned to you in the first place.
On the other hand: Rasputin.
Well, you trained him, so he can't be too stupid. You inject the vial, and slump back on the command throne.
WHY HAVE YOU COME, MORTAL?
Ugh, it's like you'd taken a nap under an trip hammer. At least the drugs are working.
"You wanted battle. Here's battle. You can stop lazing around now. Maybe be useful? "
BATTLE? I SEE NO BATTLE! I SEE ONLY FAILURE! I SEE THE REJECTS OF THE ENEMY, UNWORTHY EVEN OF SLAUGHTER. AND YET, I AM WOUNDED! NOT THROUGH SKILL OR MIGHT OR DARING. NO, THROUGH MORE FAILURE! PERHAPS THESE FLEAS THAT INFEST MY BODY WOULD BE A MORE WORRTHY ENEMY!
Angry shouty Rasputin is even worse than normal shouty Rasputin; you're getting damn close to shutting down. Given the mood, that would not lead to a favorable outcome. Can't even blame him, he's kinda right. Your morons have done more damage than all the Chaos dudes.
Maybe you can talk him down from 'kill them all, right now' to 'kill some of them, later'? Preferably before you need to spend a week in recovery.
"Ok, so I completely understand spacing the lot of them. But there's still a lot of Chaos dudes to kill, so maybe put that off? And I my guys performed quite well. Cerritos work stopped a misfired torpedo, and it's not his fault if some moron disregards clear instructions. I'll bring the crew up to standards once I'm not busy finding you a battle, or fighting that battle. You can space the ones that don't shape up."
…
Somehow, even his silence is loud. It's actually kind of impressive.
YOU ARE A VICTIM OF THEIR FAILURES, JUST AS I AM. THE ARCHIVES CONFIRM PRIOR CLAIMS OF THIS. I WILL GRANT YOU A CHANCE TO PROVE YOUR WORTH. I WILL GRANT YOU A FRACTION OF MY MIGHT. I WILL GRANT YOU A FRAGMENT OF MY INSIGHT.
And then you wake up, and punch the nearest crewman. Because fuck, that was unpleasant. You really don't want to know how close you came to malicious decompression. Then you wipe away some of the blood dripping from your face, and punch the second nearest crewman, because you have a pretty good idea how close you came to getting headsploded.
Then you order the two of them into lockup. Rasputin might want a talk with them later, and it's not like hangar 2 needs flight coordinators right now.
-*-**-*-*-**-*-**-*-**-**-**-*-
Arial hands you the summary page for the fifth tested poison.
"As expected, the basic Chaos troops have not deviated sufficiently from the norm to acquire a complete immunity to torpin. In some cases, expiration was delayed by up to an hour, but in all cases sever reduction of motor facilities ensured a mission kill within the first fifteen minutes. Among the tested agents, this is the fastest. It has a slightly longer tail in the resistance statistics than carcadum white, but this is a ten percent effect. "
He points at a messy histogram. It's fitted with a lognormal distribution. The fit is honestly pretty bad, but that's not surprising given the small number of datapoints.
"The only issue is a lack of causticity, which makes it useless against targets in enclosed environment suits. Though even a naked chaos marine would likely survive these fairly well. Unfortunately, the possible test subjects for more aggressive agents have penetrated far enough into the ship that targeting becomes a problem. It would hit our own troops, and be much more effective against them then the enemy. Cerrito's reinforced defenses are holding well, but not well enough that we can kill most defenders for ineffective curiosity. Not to mention the time required to clone Skitarii. I have better things to do."
He takes a moment to study his dataslate, and then looks back at you.
"On the topic of wasted time: I am concerned that the chaos marines will stop their assault and go for softer targets. I don't want to rebuilt my lab again. Three times in a month was quite enough."
Completely understandable. You are sick of his restocking forms. Especially since you got all three sets at once. Not the nicest thing to come back to.
"Don't worry about it. For once Rasputin is more than a headache. He's currently tracking the remaining assholes. I'm surprised you haven't gotten a dozen status updates and attack requests already."
"I'm using Magos Cerritos slate, and it has… stringent security measures."
"What, why? No, how? How did you get it? He blows up anything with even a chance of being compromised"
"He gave it to me."
He's just not making any sense. After a long silence, Arial elaborates.
"He offered me a rather nice fluorescent correlation spectrometer if I delivered his report. If you don't mind, I'll skip the part where I strike you with it. I'm not sure if he installed an impact trigger and I'm rather fond of my current hands."
Well, that's perfectly fine with you. Technically speaking, he's already poisoned you. Which might or might not be planned as an excuse. Before you can ponder his potentially devious mind, he continues.
"Since I do not wish to spend the next half hour on profanities, here is the summary: Things are still on fire, but the things aren't valuable."
At least you won't have to spend months rebuilding your voidcraft wings. It hurts your launch capacity, but your crew has managed to clear up the torpedo bays, so it's no looking too bad.
It helps that the idiotic maneuvering of the Cruiser has allowed you to easily take out one escort and cripple the other. He's managed to close the distance to an uncomfortable degree, but on the wrong vector for ramming, and too far below the ecliptic to bring his macrocannons to bear. Which completely defangs him. Granted, it also mostly defangs you; your cruiser can't hit him anymore than he can hit you. Except your ship has a mass of bombers, and those can hit just about anywhere.
You can never tell with Chaos if they are insane or just stupid.
Ten minutes later, and the question is about to become moot, because your bombers are on their final approach. There has been some defensive fire, but it's sporadic and badly coordinated. They come up on the rear, and place several shot right through the plasma nozzles of the main drive. There's a few seconds of stillness, and then emission levels drop. It's losing energy, fast. They are dead, even if they haven't stopped moving yet.
So, two escorts and a cruiser. A nice tally for what amounts to cosmetic damaged. Superiority of proper theology is once again proven.
"Do you think we can talk them into giving us another cruiser when we save their asses again?"
"Perhaps, but a few smaller ships to screen mobile threats seem more useful, and leaves some political capital for later."
"I don't want to do the paperwork for an entire fleet of morons. That just sounds like a terrible waste of time. Just thinking of all the ways they could screw up things when they're out of sight makes me shudder."
Then the view screen whites out and the ship shudders. A second later, the damage control station starts screeching. The bottom of the whole right side flashes red.
The heretical fuckers couldn't even die properly, and now those spiteful bastards have torched your beautiful archeotech ship. Warp dammit, you'll be stranded in a shipyard for ages, just to repair the damaged armor plating. It's at least a quarter of the ship! And that's before whatever other damage the remaining asshole will do.
You can't even be sure how bad the damage really is, because the external sensors on that side are all unresponsive. The same goes for your weapon stations. If you're lucky, a few had closed cannon ports, and survived. If you're very lucky, the port hasn't been seared shut, and they're actually still usable. Well, useable if you could get targeting data.
You'll show them
Wake up: 1 Fate point reroll 74, +10 (battle) =84 Rasputin is now active, gives boni to all ship actions from next turn on, helps out with the Chaos Marines.
Help: 27 he makes sure they can't get lost in the bowls of the ship.
Douse the fire of evil: 83, concentrations of enemy troops are destroyed, beachheads can be retaken.
Firebreak: 50, Crew 44, burning fuel has blocked the hanger, but most ships have been moved out of the way/secured so that there will be no will be no further losses
Chaos advance: 68 vs 50, several squads are spreading out further into the ship, important positions are under assault.
Prepared defenses: 76, but Cerritos defenses hold them off. For now, the Skitarii are comfortably holding.
Ship battle, round 2
Lance 56, Second escort damaged
Craft 70, Cruiser takes a serious hit, 97 the drive
Macro Cannons: 56, damaged escort finished off
Clearing torpedoes: 86 vs 80, damaged torpedoes cleared, able to use them next round.
Chaos: 99,20 Chaos succeeds by fucking up
Is it really that bad? 17, pretty much
Cruiser blows up from hit to the drive, and it's right next to you. You're ships right side gets fried, no offensive or sensor capability there, armor weakened. Remaining escort dies in the explosion
Warp hole: 80, no, it's far enough that the remaining effects are shielded by the Gellar field
You will have about a day before you reach the enemy fleet. Vote for preparations, and a plan of attack. You can suggest other actions, though I may veto them for lack of time/materials.
Imperial Defenders:
2 Cruisers
16 Escorts
10 Small defense monitors (~escort strength)
3 Medium defense monitors (~cruiser strength)
Imperial Reinforcements (5 more days till arrival)
1 Grand Cruiser
1 Battlecruiser
3 Cruisers
20 Escorts
8 Pilgrim ships (uparmored troop transports)
You actions, choose 1:
Synchronization: Princeps can fuse with their machine spirits for incomparable control. You… can't quite do that, for the simple lack of necessary infrastructure. But you can open up the connection to Rasputin a little more, and make the Undying dance. Useful all the complex and difficult maneuvers your great mind can conceive. A great bluff: If they attack your right side, it'll be bad. But it won't matter, if they never get the idea. Ok, that's utopian, but the longer you can delay it, the better. Holographic technology isn't unknown, and neither a stealth fields. You are a genius, so you should be able to come up with something that will fool them at least long enough for the approach. Sensor suits: Right now, you are blind on your right side. Through your connection to Rasputin, you can feel out where the connections break down, and repair restore some functionality. Calibration will be a pain, but the ability to directly compare the feedback with functioning sensors makes it possible in the timeframe.
Arial's actions, choose 1:
Sterilization: Arial has offered to take out the remaining chaos forces on your ship. Mostly that means hunting down Space Marines, with a few scattered cultists for variety. It would be nice to be able to work without the danger of sudden screaming maniacs. Or sudden silent maniacs, for that matter. Macrocannons: A macrocannon is tough, simply because of the stress of firing a shell. It's unlikely they are all wrecked. With a few heat resistant servitors, Arial might bring a few back into service. It won't be anything like a normal broadside, but it could be a nasty surprise to anybody thinking you completly helpless. Flight plans: Arial mentioned something about swarming and boids, and then offered to design a flight plan to keep a constant protective force around your ship (but mostly the damaged section). That should remove the danger further boarding attempts or torpedo attacks, but it would also tie up the majority of your fighters.
Cerritos' actions, choose 1 :
Point Defense: The smaller guns targeting voidcraft are gone. Which means you are even more defenseless against attack runs than a normal cruiser. There's no way to completely fix that, but perhaps Cerritos can find some replacements in his scrap pile, or repair some of the less damaged ones. Enough to put up some defensive screen. Trapping: Chaos will attempt another boarding, likely on your blind side. Given that it's blind, they might well succeed. But since that part is currently pretty worthless, why not send Cerritos over, and turn as much as possible into a confusing maze? You'll have to rework that part anyway. Hangar repair: He contained the fire, so your voidcraft fleet is still pretty intact, you just can't get them all into space. Now you have a bit of time, so it's time for him to fix it up. Hopefully without planting explosives everywhere.
Attack Plan
[]write in
AN: A shout out to @vsh. He's started a quest, so if you like his contributions and thought the underhive arc was to short, then check it out.
Well, general outline: we fix up aircrafts and point defense but keep them silent, while imitating loss of control over maneuvering drives. We'll bait chaos presenting a prime target for boarding that goes right into their midst. When we're close and they are sending boarding crafts, we alpha-strike a couple of cruisers in the back (preferably with torpedoes), dial the engines to eleven and speedfly through the chaos fleet to the imperial side of battle becuase we'll be in no condition to fight by that time. That good? If so, I'll write up a plan.
Well, general outline: we fix up aircrafts and point defense but keep them silent, while imitating loss of control over maneuvering drives. We'll bait chaos presenting a prime target for boarding that goes right into their midst. When we're close and they are sending boarding crafts, we alpha-strike a couple of cruisers in the back (preferably with torpedoes), dial the engines to eleven and speedfly through the chaos fleet to the imperial side of battle becuase we'll be in no condition to fight by that time. That good? If so, I'll write up a plan.
-[x]Synchronization: Princeps can fuse with their machine spirits for incomparable control. You… can't quite do that, for the simple lack of necessary infrastructure. But you can open up the connection to Rasputin a little more, and make the Undying dance. Useful all the complex and difficult maneuvers your great mind can conceive.
-[x] Flight plans: Arial mentioned something about swarming and boids, and then offered to design a flight plan to keep a constant protective force around your ship (but mostly the damaged section). That should remove the danger further boarding attempts or torpedo attacks, but it would also tie up the majority of your fighters.
-[x] Point Defense: The smaller guns targeting voidcraft are gone. Which means you are even more defenseless against attack runs than a normal cruiser. There's no way to completely fix that, but perhaps Cerritos can find some replacements in his scrap pile, or repair some of the less damaged ones. Enough to put up some defensive screen.
-[x] We fix up aircrafts and point defense but keep them silent, while imitating loss of control over maneuvering drives. We'll bait chaos presenting a prime target for boarding that goes right into their midst. When we're close and they are sending boarding crafts, we alpha-strike a couple of cruisers in the back (preferably with torpedoes), dial the engines to eleven and speedfly through the chaos fleet to the imperial side of battle becuase we'll be in no condition to fight by that time.