I'm slightly disappointed that Rooks didn't win but I'm happy enough to go with Slamu's in the end, though it could have done with orders for our warbirds, staran knights and martial artists.
Sorry there is not more but this is as far as I got tonight so I figured I would post it.
Orc Fight
Plan Ground Anvil:
- Ruby Arrows are to garrison the Arena
- Night Faring Gem to be garrisoned by a Volcanic and a Tidal legion (to see if either offer any particular advantage in the coming fight, this is a doctrinal experiment)
- Volcanic legion in Hlass to supplement garrison
- Jungle legions seeded around the area to help plug leakers
- PDF & standard legions act as a noose to constrict and contain ork forces
- Storm and QRF outside the quarantine as insurance in case the orks land elsewhere on Tokat
- Skyremes to descend into atmosphere to act as fire support at general's discretion
- objective is to use the ships to herd the orks to land where they were inclined to anyway, use the Arena as an anvil and our overwhelming force as a hammer to shatter the orks
Gobz Knob, Nobz Gob, and Krak of Doom approach Tokat.
Gobz Knob, Nobz Gob roll 10 dice. Krak of Doom rolls 8 dice.
Krak of Doom possesses a Tracta. Will be easier for it to Ram, but also easier to shoot with Torpedo.
Does Krak of Doom ram Night Faring Gem (20% chance) 56,88,83 = Gobz Knob goes for Tokati landing, other two ram Gem.
Krak of Doom starts launching fight-bombas for attack run on Night Faring Gem. 4 Momentum
Rolls: 5 successes vs unopposed. Hanger is 5 up.
Ramshackle Ork craft spewing smoke and what might as well be "Smoke" move through the system for heading straight for Tokat. Shox communicators come on line with shouts from the Orks ships and smallcraft until one loud voice shouts them down from the Rok.
"I da Boss Nargle of the Krak of Doom. That's a roight proppa Rok you got der. Plan Shplan. I see ya soon!"
The connection cuts and soon the Savant monitoring the Scrying crystal reports the Krak of Doom is launching smallcraft, apparently to attack us. After a bit more consultation with lorestones and arcane instruments the Savant declares an energy field is surrounding the Krak of Doom. Its an attractive field. Speculative purpose is to make it easier for the Rok to ram things. But it will also give our torpedoes an advantage to hit as it draws them to the Rok.
Gobz Knob maneuvers to "land" on Tokat at chosen location. 10 Momentum.
Tokitae, Keiko, Tsuux maneuver to Broadside against Nobz Gob. 5 momentum
Roll: 6 successes vs 3 successes (aurichim) 3 up.
Nobz Gob maneuvers to ram Night Faring Gem. 7 Momentum
Night Faring Gem levels Implosion Broadside on Nobz Gob. 5 Momentum.
Krak of Doom performs Strikecraft mission. 1 momentum left
Night Faring Gem prepares a Torpedo Salvo against Krak of Doom. 4 Momentum
Roll: 5 Successes vs 5 successes. No progress either side.
Lord Gem's Roll: 5 success vs 2 successes. 3 Momentum gained for Lord Gems crystal attack.
One of the ork vessels makes its way towards the planet positioning to land where we expected them all to go. Its not going smoothly as Aurichim take pot shots with spears of light.
The other vessel positions themselves to ram the Night Faring Gem and the three Skyremes move into attack position to drive it off, since the plan calls to try to force the ships onto the planet.
Fighters from the Krak of Doom make no progress past the beams of fire emitting from hundreds of fire lances from the redoubt. Explosions of dying fighters and the sparks as their dakka impact the Essence Battle of the redoubt throw off targeting scanners for the torpedoes and they are no closer to firing a half hour later.
Gobz Knob maneuvers to "land" on Tokat at chosen location. 3/10 Momentum.
Tokitae, Keiko, Tsuux maneuver to Broadside against Nobz Gob.
Nobz Gob maneuvers to ram Night Faring Gem. 1/7 Momentum
Roll: 3 Successes vs 3 successes (Night Faring Gem Implosion Bow). No change
Skyreme position for broadside: 6, 8, 5 vs 4,0, 4 (Nobz Gob): 3 up, 12 up, 2 up
Krak of Doom maneuvers to ram Night Faring Gem. 1/4 Momentum. (Discounted by Tracta)
Night Faring Gem prepares a Torpedo Salvo against Krak of Doom. 4 Momentum
Roll: 2 Successes vs 9 successes. Night Faring is 7 up.
Lord Gem's Roll: 5 success vs 2 successes. 6 Momentum gained for Lord Gems crystal attack.
Things go even worse for Gobz Knob when it gets close enough that Aurichim have started looking for a way in to board the ramshackle vessel themselves.
A brutal series of maneuvers follows for the next thirty minutes as Night Faring Gems takes pot shots at the Nobz Gob with Implosion bows and the three skyreme aggressively maneuver around it. Keiko finds itself perfectly positioned to lay into the ork vessels rear.
Krak of Doom assumes position to ram the redoubt itself, which leaves it open for the targeting engrams on the Night Faring Gem to lock on.
Gobz Knob maneuvers to "land" on Tokat at chosen location. 3/10 Momentum.
Roll: 5 successes vs 2 successes (aurichim) 6/10 Landing
Nobz Gob maneuvers to ram Night Faring Gem.1/ 7 Momentum
Tokitae, Keiko, Tsuux maneuver to Broadside against Nobz Gob.
Keiko Broadside: 5 vs 3. Hit! Nobz Gob Shields down!
Tokitae and Tsuux Position: 9 , 5 vs 3. Tokitae: 12 up, Keiko: 7 up, Tsuux: 5 up.
Krak of Doom maneuvers to ram Night Faring Gem. 1/4 Momentum. (Discounted by Tracta)
Night Faring Gem prepares a Torpedo Salvo against Krak of Doom. Cost 4 Momentum
Roll: 6 Successes vs 7 successes. Night Faring is 3 up and fires torpedoes. Krak of Doom shields are down.
Lord Gem's Roll: 5 success vs 4 successes. Lord Gems crystal attack failed. 1 up
Gobz Knob finds an opening through the swirling patterns of Aurichim and gets closer to a Landing run.
Implosion spheres from Night Faring Gem are getting closer to hitting it and maneuvering around all the skyreme both leaves it out of position for its ramming attempt but also taking a rain of blows from Keiko which cause a torrent of coruscating green light which drops the Ork equivalent of an Essence Battlement and leaves the other two skyships will positioned to deliver their own blows.
Night Faring Gem gets its torpedo salvo off and the Ork Rok does its best to shoot them down but the station has such a large salvo it cannot get them all at enough hit the Rok to bring down its power field in a wave of green lightning and greener explosions tearing hunks of poorly bolted on machinery from the asteroid base material.
The Gemlord himself flings a wave of crystal darts at the rok but they end up intercepted by remaining fighter craft. Mostly by them finding themselves in the way of one crystal dart or another.
Gobz Knob maneuvers to "land" on Tokat at chosen location. 6/10 Momentum.
Roll: 5 successes vs 5 successes (aurichim) 6/10 Landing; no change Nobz Gob maneuvers to ram Night Faring Gem.1/ 7 Momentum
Roll: 3 Successes vs 3 successes (Night Faring Gem Implosion Bow). 1/7 Ram; 4/5 Implosion Broadside Tokitae, Keiko, Tsuux maneuver to Broadside against Nobz Gob.
Broadside: 3 vs 10, 9, 5 Hit! Nobz Gob Shields down! Tokitae: 7 up, Keiko: 2 up, Tsuux: 0 up.
Nobz Gob armor destroyed. Now at -2 Krak of Doom maneuvers to ram Night Faring Gem. 1/4 Momentum. (Discounted by Tracta) Night Faring Gem prepares a Torpedo Salvo against Krak of Doom. Cost 4 Momentum
Roll: 4 Successes vs 2 successes. +2 momemtum to Krak of Doom. 3 up
Lord Gem's Roll: 4 success vs 2 successes. Lord Gems makes no progress
Gobz Knob progress landing is stalled by Aurichim but their progress on boarding is also stalled as gretchin start poking simple gunz out of ports and fire upon them.
All three Skyreme coordinate to savage Nobz Gob with a brutal assault with an array of essence cannons, lightning ballista, and implosion bows rake across the ships bolted on armor plating.
It is pulling off the ramming attempt and heading for Tokat now.
Krak of Doom has almost achieved position for its Ramming attempt.
Gobz Knob maneuvers to "land" on Tokat at chosen location. 6/10 Momentum.
Roll: 4 successes vs 2 successes (aurichim) 8/10 Landing Nobz Gob maneuvers to "land" on Tokat at chosen location. 1/10 Momentum.
Roll: 2 successes vs 2 successes (aurichim) 1/10 Landing Tokitae, Keiko, Tsuux maneuver to land unopposed. 6/10 Momentum Krak of Doom maneuvers to ram Night Faring Gem. 3/4 Momentum. (Discounted by Tracta) Night Faring Gem prepares a Torpedo Salvo against Krak of Doom. 0/4 Momentum
Roll: 5 Successes vs 3 successes. 5/4 momentum
Lord Gem's Roll: 5 success vs 6 successes. Lord Gems crystal attack 1/5 momentum
Nobz Gobz races for the "safety" of the planet and per orders the skyreme trio let it go, preparing to act as actual landers themselves if needed. Gobz Knob makes some progress with the Aurichim and gets closer to landing.
Krak of Doom has started its attack run and the commander grins, knowing she will let it pass. The Orks were impressed by a small, half-finished prototype. She had faith they would defeat their invasion even on their own. With the Gemlords assistance it shouldn't even be a question.
Gobz Knob maneuvers to "land" on Tokat at chosen location. 8/10 Momentum.
Roll: 6 successes vs 2 successes (aurichim) Landing next turn. Nobz Gob maneuvers to "land" on Tokat at chosen location. 1/10 Momentum.
Roll: 3 successes vs 2 successes (aurichim) 2/10 Landing Tokitae, Keiko, Tsuux maneuver to land unopposed. Landing Next turn. Krak of Doom maneuvers to ram Night Faring Gem.
Roll: 4 Successes vs 1 successes. Krak of Doom rams Night Faring Gem, two damage to both. NFG is only to shields and could not hurt the Redoubt past the shields anyway. Krak of Doom is -1 if it matters.
Lord Gem's Roll: 4 success vs 6 successes. Lord Gems crystal attack 3/5 momentum
The Gobz Knob breaks free of the Aurichim cordon after two and half hours and will land within the next fifteen or so minutes. Our Skyreme fleet have successfully descended and will be in position to support ground units within a similar timescale.
With a thunderous roar and a bone rattle impact the Krak of Doom collides against the Essence Battlements, damaging them, while dealing great damage to itself. It than physically forces its way through but due to the Gemlord can do no damage to the actual structure of the Redoubt. Sheetmetal Towers raise from the Rok to act as boarding tunnels connecting the two and streams of orks start to flood in. Its estimated the four towers will allow about 22 orks onto the station every second.
Gobz Knob disgorging its crew. 1/5 completed. Nobz Gob maneuvers to "land" on Tokat at chosen location. 1/10 Momentum.
Roll: 3 successes vs 2 successes (aurichim) 3/10 Landing Tokitae, Keiko, Tsuux maneuver to land unopposed. Landed, loading 1/1 each Krak of Doom boards Night Faring Gem. 4 boarding 26/30 still on KoD
Volcano Legion: 8 on board NFG
Does defend city or fortress bonus count.. yes. Does mountainous terrain bonus count on asteroid fort…. I will say yes but only on Forts like these, not for ships.
Orks rolls are +1 for a level of swarm, level of swarm bonus reduced by Recanter equipped legion. Ork rolls against Volcano are -1 for defending bonus, -1 for terrain bonus, -3 for attacking supernaturally defended ground (2.5 rounding up because my system is using a single d10 instead of a pool of them)
Thus orks attacking Volcano need to roll a ten on a ten sided dice to kill a volcano unit but Volcano units succeed in killing orks on a 6 or better on a d10.
Tidal Legion: 8 on Board NFG
Does attacking a city or fortress bonus count.. I will say yes because it's a Rok. Most ships will not count. Shore/riverside terrain bonus does NOT count.
Orks rolls are +1 for a level of swarm, level of swarm bonus reduced by Recanter equipped legion. Ork Rolls against Tidal are unchanged.
Thus Tidal units counter boarding will kill orks units on 5 or better on a d10. Orks will kill Tidal units on a 6 or better
4 Boarding Towers mean orks can only attack with 4 units per turn which will face the Volcano unit. You can also counter board with 4 units of Tidal Legions as well per turn or save them as back up if Volcano dies.
Little Beam arranged to be on the Night Faring Gem somehow. He is boarding the Krak now to attempt to face the Boss of this force. His first positioning check will be next turn.
The first Ork ship landed with a resounding thud roughly 3500 kilometers from the Fortress-Arena (a bit further away than expected) and hundreds of orks started streaming out the ship, setting up the first crude defenses around the vessel. Its estimated it will take 2 hours for the ship to empty where it will have 100,000 orks (10 units). Every sign indicates they will move on the Fortress Arena than. We will not know how fast they can move until we see how many vehicles they brought.
Your skyships are on the "ground" loading up chosen units to move swiftly into position. By now each is loaded with 600 individuals (which with standard legions or variants is 1 unit). These skyships can move 225 kilometers per hour. You can draw Standard or Jungle Legions from 500 kilometers away from the landed vessel and move them closer. Or other units from further away. They will take about a half hour to unload so make sure to be at least 50 kilometers from the enemy. IF you want to do this. Skyships on their own can launch spoiling attacks on the unloading ship and slow its unloading slightly, or attack the ork troops themselves once they move out from the Ork ship.
Your generals bring up the idea of waiting until most of the orks move off and using the ships and the boarded units to clear out the ork ship in three hours or so.
Otherwise you have approximately 200 Standard Legion Units, 40 Jungle legions units, and 100 planetary guard units spread out in a several hundred kilometer wide containment corridor around the expected marching path of the Orks and the arena itself is Guarded by 200 units of Tokati bound orks and 50 units of Red Arrows.
Red Arrows can move about 350 kilometers a day.
QRF has two units worth (coming from Hlass and Luthe) that can make it to the Ork ship in 20 hours, similar times for anywhere on ork path if started immediately. 3 more units can make it in 40 hours.
Orks are estimated to move 60-100 kilometers per day unless they are "speed freaks"
Default action is Tidal will counterboard while Volcano holds the line on the Redoubt and stockpiles are authorized.
Default on ground is skyships land troops to clear out the vessel once the ork horde moves on and everyone else just waits the days it will take the orks to march on the fortress. Skyships probably do something similar to second ship if they get the chance.
I just wanted to give people a chance to change things before part 2.
I don't think we should use any offensive stockpiles. We are already winning this, plus we have a bunch of disposable ork mooks as well. Doubt they'd do any damage we can't fix quickly. Otherwise default plan seems fine.
Feels like a waste to use them when we don't really need to.
Damn Little Beam smuggling your self on to the NFG. I'm not sure how much foresight it took for him to know to be there. Well, we might as well have the Tidals follow in his wake and secure the Krak, no reason not to acquire more interesting (if ramshackle) pieces of ork teknology. As for the use of stockpiles, offensive or otherwise, we should be able to replace them easily by dedicating the Atelier to producing them for a few turns. However I would say we should only use them offensively for the boarding of the Krak. I want us to get as much new Ork teknology as we can get.
I don't think we should use any offensive stockpiles. We are already winning this, plus we have a bunch of disposable ork mooks as well. Doubt they'd do any damage we can't fix quickly. Otherwise default plan seems fine.
Feels like a waste to use them when we don't really need to.
I'm alright to let the Tidal counterboard while Volcano holds the line and break open the stockpiles, and for an attack on the grounded ork vessel to proceed once their main force moves out. Skyship use I'm debating, and Little Beam I'm torn between him sneaking onboard in, like, a cargo crate or something or just inviting himself aboard and no one thought to ask if he was allowed.
So, lessons learned thus far; Volcano troops are pretty good troops to garrison a for like the Night Faring Gem, we probably can stand to invest more in our hanger operations, maneuvering rolls are going to be important (thus getting our ships that elite training is a good idea), might want to consider investing in some elemental options for boarding operations ("help, someone shot a torpedo of smoke and metal elementals at us and me and all my ork friends are getting krumped! woe are we!"),
[ ] Improved Warbirds: Feathersteel existed near the elemental pole of Air as a natural ore. Lacking an Elemental pole though we have done without. The metal on these wings somehow has the same properties through alchemical means. By copying this procedure we believe we can improve our Warbird design. Pterok breed dice replaced with Raptok. AP Needed: 2. DC: 40. Success Needed: 6. Reward: Unlock Improved Warbirds
[ ] Warbirds: Mass producing these light skyships is still beyond our magitechnology limits, but with the support facilities in flight towers we can start producing them at least. Warbirds are exquisitely built, with each feather and joint perfectly mimicking those of a living bird. These vehicles are made from a variety of magical metals with bright gemstone eyes. The metals are all colored vivid blues, greens, reds, blacks and purples. Warbirds are all highly visible and were meant to inspire fear and awe in those they were used to attack. Warbirds are controlled with a combination of leg movements, weight shifting, built in reins and verbal commands. AP Needed 2. DC 25. AP needed: 12/20. Reward: +8 squadrons of 25 Warbirds is available. Flawless Workshop success may apply but cannot support project. Atelier Manse may supply at most half total needed successes for the project. (if you want me to revert to one squadron at a time just say so)
[ ] Pilot Training: Using the Control Spire of Relza and divine tutelage to guide our existing pilots through Relza's elite training. They will gain improved skill and even more, experience in using their Warbirds. AP Needed: 2. DC: 40. Success Needed: 5. Reward: First ten Squadrons of Warbird Pilots gain elite status. This grants +2 dice to their rolls (this does not help the momentum gathering rolls of their hangers). AP may also come from Pterok Breed AP.
So, this is basically to make sure that our air cover in-atmosphere and near-orbit are top-notch. This should help opposed landings and generally harrass things attacking Tokat or Night-Faring Gem.
[ ] Swift Riders: With access to elemental cores we can start building swift riders [hover bikes] for Raptok scouts. 25 per legion should be simple enough. AP needed 2. DC: 20. Success Needed 0/12. Reward: Each of your 40 legions is equipped with 25 swift riders to act as land based high speed scouts and response teams.
This I'm wondering if it would unlock something like a Chimera we could attach to a Legion that would help with strategic mobility. I like being able to outpace my enemies, and being able to run rings around them is even better. Also, @StarJaunter would a sorcerous project to enchant the roads between major settlements to, say, 'speed a convoy marching along it who sings the proper prayers to the road-god and make them tireless' be an appropriate sorcerous working project? Something similar is used as an example in 3e's descriptions for how they work, and I figured even outside of wartime this might help accelerate the local Order-Conferring Trade Pattern or something.
Unrelated, but under the assumption that the Rok isn't destroyed by the end of the battle, could we have it be absorbed by the Night Faring Gem? I think narratively it makes sense that it's large enough to allow for an extra slot of space, and I'd like to use it to reinforce the rest of the station (to take advantage of how the Gemlord can heal things, keep it fighting for as long as possible).
Maybe, keep in mind that if you had the Ruby Arrows on the Redoubt you would have 50 units against the orks 30. Never mind what you did with the other half of the available space.
If by some unholy means you got a full Legion of Naval Phalanx units and had all 5,000 on the redoubt it would be 200 units (at least for boarding/counter boarding. They lose alot of value outside the voidship environment)
Of course space marines would be even more but when would you have 5,000 space marines standing on the same space station?
To be fair, Dragon Kings are a lot more willing to go on suicide missions as long as they are sufficiently glorious. The issue is having troops of high enough quality that the amount you can shove in a boarding torpedo make a difference. Elementals Auxilia maybe. Naval Phalanx definitely do. Also Torpedo missions usually land one or two units on a ship that might have 10 or more depending on its boarding protection. IE its not going to capture it, but it might accomplish a mission like assassinate the captain, damage a component, or if you have a way to get off like teleporters recover an artifact/intelligence asset.
This I'm wondering if it would unlock something like a Chimera we could attach to a Legion that would help with strategic mobility. I like being able to outpace my enemies, and being able to run rings around them is even better.
The swift bikes are a magitech version of the Clawstriders. If you fully upgrade the Clawstriders you basically do not need hoverbikes. I was contemplating removing the option.
Storm Host Legions basically are the unit designed to do this. You can potentially upgrade them or create a unique 'mechanized' legion if you gain something appropriate either unlocking through your mad science type research or getting something like a Chimera hull and reverse engineering it. The Exalted version is called a Battle Carrier but again you need to unlock it with the Mad Science project. If you do you get an option to upgrade storm legions or design a new legion that leans on the APC-alike vehicle.
Note your current Windslave tech is limited to 65 kph/40mph so
[other hosts get their own upgrades, like Tidal might get a siege strider and Jungle legions might need some form of stealth tech to upgrade.]
would a sorcerous project to enchant the roads between major settlements to, say, 'speed a convoy marching along it who sings the proper prayers to the road-god and make them tireless' be an appropriate sorcerous working project?
You could. Those were definitely built in the First Age that would have been. The Deliberative even had a god that managed traffic and gave more clearance and blessings to those with emergency status or override authority. They could even run simple magic buses that ran off the ambient essence in the road instead of needing hearthstones or essence using crew.
The issue is what good would it do the Dragon King Ream? You have a worldwide subway system that uses 150 mph trains and flying vehicles for emergencies out of the service zone.
Even if they imagined needing improved logistics, they would build it underground, not on the surface. Unless you ally with humans or some other race that would benefit from such things? And yes projects like that would have come up if you made such an ally.
I think narratively it makes sense that it's large enough to allow for an extra slot of space, and I'd like to use it to reinforce the rest of the station (to take advantage of how the Gemlord can heal things, keep it fighting for as long as possible).
Narratively the NFG will definitely eat the Krak of Doom. Mechanically at most this will recover any damage and eliminate cost of repairs, not that there is any damage yet. You lost 2 of your 5 Essence battlement levels, no other damage yet.
It'd cost even more to repair damages from the margin of victory. We don't exactly take stockpile actions for the stockpiles, they're mainly a place to dump excess productivity for a rainy day
It'd cost even more to repair damages from the margin of victory. We don't exactly take stockpile actions for the stockpiles, they're mainly a place to dump excess productivity for a rainy day
It sounds like the NFG will fix itself and more from the spoils of war as OP said. Surface wise, I'm not sure but hopefully just the Ork manse will be damaged. We just need weigh the possible repair costs vs refilling any used stockpiles. I just think the latter might outweigh the former.
It sounds like the NFG will fix itself and more from the spoils of war as OP said. Surface wise, I'm not sure but hopefully just the Ork manse will be damaged. We just need weigh the possible repair costs vs refilling any used stockpiles. I just think the latter might outweigh the former.
Less repair and more the costs of training replacement soldiers. Stockpiles either enhance how dangerous your troops are for standard ones or prevent botches and halve deaths for the grace ones.
Grace would be most used in this situation as the Tidal forces are out numbered and need everything they can to stay alive.
However a stockpile effects a whole legion. So Tidal and Volcano would be one each. Well two standard for Tidal cause of their drawback, but even they only need one grace stockpile to halve losses.
I am still playing around with the exact effect of stockpiles but at this point am thinking about making it a reroll based on its supposed might boost. IE the unit could choose re-roll on a 1-5 since the standard stockpile gives +5 might vs orks. Which in this situation means they could reroll all their failed dice.
Primordial Stockpiles might seem excessive against normal foes but primordial forces often had bonuses to only be hurt on a natural ten so allowing re-rolls on anything that didn't come up ten was critical. Against lesser foes where that is not needed Primordial Stockpiles will probably allow multiple re-rolls if dice fail again.
At least this is what I am looking at now. This combat is my test run of new ground/boarding combat rules to help me handle bigger combats without getting bogged down or becoming so vague I might as well not roll dice.
If the stockpiles are used for rerolls and to prevent botches instead of a just a damage bonus or some other exotic weaponry, I'm all for using them then.
Gobz Knob disgorging its crew. 2/5 completed. Nobz Gob maneuvers to "land" on Tokat at chosen location
Roll: 2 successes vs 1 successes (aurichim) 4/10 Landing Tokitae, Keiko, Tsuux ready and loaded to move on Gobz Nob. Krak of Doom boards Night Faring Gem. 4 boarding 26/30 still on KoD
Stockpiles authorized! -3 Standard Stockpiles. -2 Grace Stockpiles
Ork Attacker Rolls: 2, 4, 7, 7 No Kills
Volcano Rolls: 3 reroll 7, 3 reroll 8, 8, 10 Four units of Orks killed
Tidal Rolls: 4 re-roll 8, 8, 8, 9 four units of Orks killed
Ork Defender Rolls: 2, 3, 5, 10 one Tidal killed. Grace checked past… survived.
Little Beam arranged to be on the Night Faring Gem somehow. He is boarding the Krak now to attempt to face the Boss of this force. His first positioning check will be next turn.
Little Beam Positioning check: 1 + 2(elite) + 1 (ignores survival) – 1 (Orks ignore survival) = 3 no progress
The landed vessel continues to disgorge orks and there are now 40,000 milling about. The other vessel manages to make scant progress towards landing due to the damage it took and continuing Aurichim spoiling attacks.
On the Night Faring Gem things heat up dramatically as 40,000 screaming boyz cross the boarding ramps only to meet the fearsome wall of defense that is the Volcano Legion protecting something just within their purview. Worse. The Gemlord himself steps in and turns the environment against the orks as soon as they step foot on the Redoubt. This spoils many Ork charges and leaves the orks open to counter attack. Which they get promptly due to released stockpiles making firedust and its variants as well as ork specific poisons and fungicides available to the legion. Over the course of 30 minutes 40,000 boyz fall and no Dragon Kings join them.
Tidal legion takes advantage of a break in the action to send half their soldiers across the boarding ramps to counter-board the Krak of Doom. Things immediately become harder for them as they lack the support of the Gemlord on the Krak. With access to stockpiles they kill just as many orks. While they take some losses the use of prayer strips provides succor and salvation to enough wounded to keep all the units on their feet, although one wing is hanging on by a thread as 252 Dragon Kings are unable to keep going due to being wounded enough (or dead enough) that Prayer strips cannot get them moving again.
Little Beam moves in with the Tidal Legion but swiftly breaks off to look for this Boss Nargle. Dozens of Orks die in his wake but he is unfamiliar with the lay out and unable to find his way to Nargle without some dedicated searching.
Gobz Knob disgorging its crew. 3/5 completed. Nobz Gob maneuvers to "land" on Tokat at chosen location
Roll: 4 successes vs 2 successes (aurichim) 6/10 Landing Tokitae, Keiko, Tsuux ready and loaded to move on Gobz Nob. Krak of Doom boards Night Faring Gem. 4 boarding 18/30 still on KoD
Ork Attacker Rolls: 1, 1, 4, 8 No Kills
Volcano Rolls: 1 reroll 1, 2 reroll 7, 6, 7 three units of Orks killed, one still extant
4 More tidal Board!
Tidal Rolls: 5, 7, 7, 8, 8, 8, 9 8 units of Orks killed
Ork Defender Rolls: 1, 2, 3, 3, 4, 5, 5, 5 No Kills
Little Beam arranged to be on the Night Faring Gem somehow. He is boarding the Krak now to attempt to face the Boss of this force. His first positioning check will be next turn.
Little Beam Positioning check: 5 + 2(elite) + 1 (ignores survival) – 1 (Orks ignore survival) = 6 position achieved
The damaged ork ship makes still more progress shaking off the Aurichim and the landed disgorges even more orks.
On the Night Faring Gem the attackers still haven't managed to bring down more than a handful of Dragon Kings although a clever Nob manages to keep enough Orks around to remain a threat.
The Other half of the Tidal Legion marches across the Boarding Ram and joins the previous group in a grand melee that the Orks, prepared to board as they were, are helpless to resist (well helpless by Dragon King Standards at least).
All the dead orks clear a path for Little Beam and he will get his Encounter with Boss Nargle soon.
Gobz Knob disgorging its crew. 4/5 completed. Nobz Gob maneuvers to "land" on Tokat at chosen location
Roll: 7 successes vs 2 successes (aurichim) Landing Complete! Tokitae, Keiko, Tsuux ready and loaded to move on Gobz Nob. Krak of Doom boards Night Faring Gem. 5 boarding 3/30 still on KoD
Little Beam arranged to be on the Night Faring Gem somehow. He is boarding the Krak now to attempt to face the Boss of this force. His first positioning check will be next turn.
Little Beam Positioning check: 4 + 1(elite) = 5, wounded but not killed, -1 next turn.
The wounded ship in orbit manages to completely slip the Aurichim cordon by blowing off a hunk of itself the size of a Skyreme which both throws off the Aurichim and radically changes its velocity and position allowing it to come in for landing.
Continued savage fighting on the Night Faring Gem side of the Boarding Ram sees the clever Nob lead a group of screaming orks deep into the Volcano lines, injuring hundreds of dragon kings and leaveing well over a hundred crippled or dead Dragon Kings.
The whole Tidal Legion now on the Krak runs havoc over the few remaining defenders. The cornered defenders actually put up a better fight and bring down almost 200 Dragon Kings with severed limbs or caved skulls.
Little Beam finds Nargle and assaults his Nob Body guard, seeking to duel with him. Nargle taunts him, taking pot shots with a weapon producing a beam comparable to (but smaller than) a Lightning Ballista. By the time the bodyguard is cleared out Little Beam is wounded and Nargle seems all to ready and eager to face him with a blade composed of a smoking engine moving a chain woven with ork teef around to do more damage.
Gobz Knob disgorging its crew. 5/5 completed. Nobz Gob disgorging its crew ¼ completed. Tokitae, Keiko, Tsuux ready and loaded to move on Gobz Nob.
Krak of Doom cleared out.
150+180+252 = 582 casualty check. 291 dead and 291 needing medical attention.
Little Beam arranged to be on the Night Faring Gem somehow. He is boarding the Krak now to attempt to face the Boss of this force. His first positioning check will be next turn.
Little Beam Positioning check: 6 + 1(elite) -1 (wound) = 6, wounded but not killed, another -1 next turn.
The dead on the stationed are counted at 291 and over 300 will need extensive medical treatments, either LTR Spheres or extensive convalesce to recover. 300,000 Orks died on the Rok.
Little Beam and Nargle face off and Little Beam exerts his martial arts to the utmost, but is held back by his wound from finishing off Nargle and he takes another wound, slowing him further.
Gobz Knob disgorging its crew. 5/5 completed. Nobz Gob disgorging its crew 2/4 completed. Tokitae, Keiko, Tsuux ready and loaded to move on Gobz Nob. Krak of Doom cleared out.
Little Beam arranged to be on the Night Faring Gem somehow. He is boarding the Krak now to attempt to face the Boss of this force. His first positioning check will be next turn.
Dragon King Warriors stand by as the badly wounded Little Beam continues to duel the Warboss. After nearly an hour of battle Little Beam disarms Nargle of his Zzap Gun but leaves himself open and losses a limb to the Chain-Choppa. Before any can react Nargle backswings and "kills" Little Beam. All stare in shock as Little Beam dissolves into golden light and thus fail to react when Nargle pulls a lever and causes two halves of a spherical pod to slam closed around him and a giant piston jettisons him into space. His pod moves quickly and wildly evasively managing to avoid the surprised point defense of the Night Faring Gem until his pod SOMEHOW enters the wyld and leaves the system with a message stating he will be back with "Moar Boyz"
The void of the Tokati system is our once more and the planet has about 180,000 orks on it, several weeks march from their probable goal.
Yeah Little Beam rolled for shit. There were re-rolls involved in his actions and they either rolled the same thing again or in one case went from 5 to six. It was pretty surprising how bad he did compared to how well some of your Fighting unit rolls went.
Bonus though. He can't complain that summoning him was was needless when he got his ass kicked.