Could we get an informational post that includes details of the units we have; range, weapon damages, amount of things like grenades, skills, speed, etc.?
While I do get the frustration of not having the all that specific information immediately, listing it all out would basically end up me just lifting and copying all the tables from Codex Astra Militarum. I think that'd be copyright infringement if I just posted the entire section.
While I do get the frustration of not having the all that specific information immediately, listing it all out would basically end up me just lifting and copying all the tables from Codex Astra Militarum. I think that'd be copyright infringement if I just posted the entire section.
Movement yes, I've added that to your squad listing. But not weapons because that just unfortunately ends back to the issue of the list being quite extensive. Because there's a lot of weapons.
[X] Plan: Brave And in Cover
-[X] Breach Cover (2 CP). Let's see how well the tuber practice went. A target enemy does not gain Cover saves until the end of the Shooting phase.
-[X] Take Cover (1 CP). All Troopers, hit the dirt! A targeted unit gains a +1 Cover save until end of Shooting phase.
-[X] To the Last (1 CP). Prove yourself worthy of the pin, Sergeant. An infantry squad may roll using a d3 instead of d6 in the Morale phase.
-[X] Fate Point (1 CP). Sometimes, the gods are amused. Reroll a friendly dice roll.
-[X] Indomitable Bravery (2 CP).The time to run is gone, now is the time to stand. A unit automatically pass a morale test. Must be activated before a morale test.
Command squad with two Veteran squads start from the middle, with the aim to rush through the middle passage and take the middle objective asap, while the Sentinel takes advantage of its mobility starting from far left and taking the left side passage (to not clutter the middle) to start moving to the middle objective, where it also gets quickly to the position to attack Delta enemy. Reinforcement rolls are always unreliable, so starting with two Veterans so that we can have them move to take the left and right objectives.
For Stratagems, since we have only 3 CP prioritizing cheap ones as well as those that help with morale since we'll be having squads working away from Nero, as well as making sure we have protection if we get attacked while crossing open terrain and can counter enemy in cover, since there is lot of it.
[X] Plan: Brave And in Cover
-[X] Breach Cover (2 CP). Let's see how well the tuber practice went. A target enemy does not gain Cover saves until the end of the Shooting phase.
-[X] Take Cover (1 CP). All Troopers, hit the dirt! A targeted unit gains a +1 Cover save until end of Shooting phase.
-[X] To the Last (1 CP). Prove yourself worthy of the pin, Sergeant. An infantry squad may roll using a d3 instead of d6 in the Morale phase.
-[X] Fate Point (1 CP). Sometimes, the gods are amused. Reroll a friendly dice roll.
-[X] Indomitable Bravery (2 CP).The time to run is gone, now is the time to stand. A unit automatically pass a morale test. Must be activated before a morale test.
There was a final update from the Lieutenant General before Fifth Battalion departed. "Be careful out there. The Penitents are reporting that this fortress gives them a very bad feeling, and I'm inclined to trust them with its odd features."
"So do I," you agreed immediately, then squared your shoulders. "But nothing to it other than to take it. We're heading out now!" You barked while shrugging on your officer jacket and snatching up your helmet wig. Walking out of the command tent, you made your final equipment check and was satisfied to see everything in order.
Next, you tapped at your comm-bead. "Ghost-3, do you read me?"
"Ghost-3 here." There was movement from the camp's edge where the Scout Sentinel stomped, the pilot warming up the leg servos. "We're ready for orders."
"Good." You raised an arm and pointed in the general direction of the fortress. "I want you heading ahead and scouting the enemy position. Strictly observation duty only, avoid engagement if you can. Just make sure we're not about to walk into a killing field, and I'll be happy."
"Understood, ma'am. Heading out now!" The machine tensed up, then bounded forward in a powerful leap to achieve maximum speed already. Hopefully he knew better than to maintain such pace when nearing the enemy. You nodded, then turned about to walk over to your assembled squads. Minutes later, and Fifth Battalion was leaving the camp on a battle march.
The hastily appointed rebel strategist sharply glanced up when the runner came in and winced when their neck protested. "What now?" He snarled, hand reaching to try and soothe that blasted itch again. "Have we driven those Imperial bastards back yet?"
"N-no sir!" The rebel soldier shook their head and jabbed at the rough map of the fortress on the table. "We're holding, but all fronts are urgently requesting reinforcements as soon as possible. A few are insisting that we fall back to a second defensive line to shrink our front."
"Absolutely not," he snapped back, the back of his neck growing warm. "The outer defenses should suffice and any failure to hold is on your part. Tell them to dig in and hold, or die doing so in the name of our freedom!"
They hesitated before slowly nodding. "I'll tell the others. What about reinforcements?" They dared, unsure about the twitching strategist before them. "Can I at least tell them we'll find some somewhere?"
"Of course they're coming, just as soon as everybody listens and does their job!" He roared and the runner immediately fled, making it out before his hand could twitch towards his sidearm. The former second in command sucked in a deep breath and hung his head, hands reaching up to cup where the spine met the head. It was too much, being thrust into command so suddenly when their leader died in that stupid and pointless raid on those generators. Why had they needed so much power anyway-
Suddenly the man's head snapped up and he stiffly rose up. Mechanically, he walked over to one of the inert side consoles in the room, some ancient and forgotten system in the fortress that responded to nothing. He put his hand on the machine now and stilled for a moment. Then his body began to shake and convulse when a small metal beetle neatly ripped itself out of his neck and nimbly scurried down the arm to land on the surface.
Its body pulsed weakly in a final burst of harvested bio-electricity before becoming inert, toppling down to join the twitching human on the floor. There was nobody to help either, or to observe the faintest orange glow coming from the online terminal.
Corporal Seltz sighed, the noise echoing about in the pilot cabin of his vehicle, and eyed the crumbling wall again. Age hadn't been kind to the fortress and more than a few parts were about ready to fall apart. He was sure that a good krak missile would be all that was needed to knock down some choice parts of the defenses in front of him, and his steed was loaded with plenty of them. But he held fire and stayed out of sight, per his current commanding officer's orders.
Almost as if summoned by the very thought, the comm system cackled to life. "Ghost Squadron, we are in position and are in need of a distraction. Do you think you can provide?"
The pilot grinned, ignoring the pained throbbing of his scarred flesh beneath the gas mask. "This is Ghost-3, copy. Firing for effect!" His hand grabbed the joystick while the other tapped the safety runes for his weapon systems. Outside, the missile launcher's flaps opened and the box of explosives craned to acquire an angle on the target. Then it fired.
The rockets screamed through the air and slammed into the ancient material, blowing clean chunks out and littering the ground below with rubble. Hopefully that would provide the advancing infantry some time to get into cover while the defenders panicked and trained their guns on the already moving Sentinel. All their shots hit only the dirt kicked up in the wake of the vehicle's rapid locomotion, eventually culminating in total silence while the rebels craned their heads about, looking to see if they could see the scout that had hit them so.
Then they realized too late there were figures advancing through the dust kicked up in the wake of the Sentinel. With a roar, Fifth Battalion broke through the cloud and began their assault on the surprised defenders. "For the Emperor!"
"For noble Scintillia!" You shouted and pointed your power sword. "Forwards!"
- Breach Cover (2 CP). Let's see how well the tuber practice went. A target enemy does not gain Cover saves until the end of the Shooting phase.
- To the Last (1 CP). Prove yourself worthy of the pin, Sergeant. An infantry squad may roll using a d3 instead of d6 in the Morale phase.
- Take Cover (1 CP). All Troopers, hit the dirt! A targeted unit gains a +1 Cover save until end of Shooting phase.
- Indomitable Bravery (2 CP). The time to run is gone, now is the time to stand. A unit automatically pass a morale test. Must be activated before a morale test.
- Fate Point (1 CP). Sometimes, the gods are amused. Reroll a friendly dice roll.
- Note that since cover and line of sight looks to be way more important on this map, your squad behavior will matter a lot for deciding on your position. So try your best and figure out when to press on or when to withdraw.
- The Missile Launcher has a nasty range of 48", which is pretty much almost the entire map. If the Sentinel can draw line of sight, they can whack it. But do consider it is a Heavy weapon, which means that if the unit moves they suffer a -1 to shooting. It's better than the old version of the rule, trust me.
There was a final update from the Lieutenant General before Fifth Battalion departed. "Be careful out there. The Penitents are reporting that this fortress gives them a very bad feeling, and I'm inclined to trust them with its odd features."
Suddenly the man's head snapped up and he stiffly rose up. Mechanically, he walked over to one of the inert side consoles in the room, some ancient and forgotten system in the fortress that responded to nothing. He put his hand on the machine now and stilled for a moment. Then his body began to shake and convulse when a small metal beetle neatly ripped itself out of his neck and nimbly scurried down the arm to land on the surface.
Its body pulsed weakly in a final burst of harvested bio-electricity before becoming inert, toppling down to join the twitching human on the floor. There was nobody to help either, or to observe the faintest orange glow coming from the online terminal.
- Note that since cover and line of sight looks to be way more important on this map, your squad behavior will matter a lot for deciding on your position. So try your best and figure out when to press on or when to withdraw.
- The Missile Launcher has a nasty range of 48", which is pretty much almost the entire map. If the Sentinel can draw line of sight, they can whack it. But do consider it is a Heavy weapon, which means that if the unit moves they suffer a -1 to shooting. It's better than the old version of the rule, trust me.
It can be both depending on the situation/circumstances at hand. It's to prioritize unit safety over dealing damage, which would include deciding to forgo shooting to get out of danger or falling back from an enemy charge. Basically expect low risk in exchange for only a few attacks.
Ghost holds the position and starts pummeling Delta (the heavy stubber squad) in hopes of taking it out asap, while the infantry concentrates on getting to the cover around the middle objective quickly.
Ghost holds the position and starts pummeling Delta (the heavy stubber squad) in hopes of taking it out asap, while the infantry concentrates on getting to the cover around the middle objective quickly.
On a side note, there is the Voice of Command ability "Move, move, move!" which grants infantry bonus movement. Though given the distance to the middle, you probably wouldn't be able to close that in one go. It also requires locking the units into only movement without bonus shooting, so definitely a human wave tactic there.
It's been mentioned that the 59th Moebian definitely have them in their lineup if you're interested, and you've seen how working with other units could give you temporary access to other armies.
Power source detected. Rune of activation triggered. Cogitator Unit 1014 booting...
Activation successful. Noosphere connection established. This unit is ready to serve to Omnissiah.
ALERT: Energy spike detected on Otra Prime. Initiating cross referencing...radiation levels approximately match to data record present in Case: Silva Tenebris.
ERROR: Insufficient clearance. Cogitator Unit 1014 does not possess the requisite blessings to access further information. Terminating process.
WARNING: Otra Prime tithe earmarked for blessed voidship weapon manufactory in Prisilon Sector. Loss of raw material categorized as dereliction of duty. Attempting resolution calculations...
Chance of successful suppression with present Imperial forces: LOW
Chance of successful suppression with additional Imperial forces: HIGH. Beginning search subroutine for matching force.
ERROR: No additional Imperial forces within acceptable travel distance. Reassessing. New successful resolution chance...LOW
Chance of successful suppression with Mechanicus forces: HIGH
Acceptable outcome determined. RECOMMENDATION: Deployment of Mechanicus assets. Beginning search subroutine for matching force.
Criteria: "Prisilon Sector- OTRA PRIME" AND "Archmagos"
ERROR: Null value return.
Criteria: "Prisilon Sector- OTRA PRIME" AND "Magos"
ALERT: Energy spike detected on Otra Prime. Initiating cross referencing...radiation levels approximately match to data record present in Case: Silva Tenebris.