"Why in the name of the empire does this backwater planet have everything we deserve and should have." -A young Lezoan noble to his father upon hearing the planet of Éirex
"Who ever thought a planet could hold off the hounds of Goge Vandire for so long must of been a missed pyker, I would have never though that a Emerald planet know for drink and trade brought Vandire's assault to a grinding halt."- attributed to an unknown Cadian Officer
Éirex is a civilised world of the imperium well know and well loved for its location in the sector as a trading hub for most of the sector because of its location because of its importance it is usually not needed for tithes other then capital which is collects in droves from the trading fees, as well as their local spirts. It's a planet known for its rolling green hills, lush bogs, and craggy coasts. Its landscape is covered in forests, ancient stone circles, and sweeping grasslands, making it a place of stark contrasts. With Different Clans making their own version of the most known amasec the planet makes, Uisce a spirit that you will most likely find in any drink cabinet from the highest nobility to the Bars of the Underhives it is well know.
But what it is also known for is the planet's hate with a certain faction within the Imperium the Ecclesiarchy. During the reign of Goge Vandire, the Ecclesiarchy sought to consolidate its power across the Imperium, using its influence to suppress worlds that did not fully submit to the Emperor's divine will. Éirex, with its independent spirit, became one of the primary targets for Ecclesiastical control. Vandire, in his bid for supremacy and greed, sent his Brides of the Emperor and The Frateris Templar to crush the planet's resistance and force it into submission, enforcing the worship of the Emperor in a way that felt foreign and oppressive to the locals. The result was widespread resentment, as the Ecclesiarchy imposed harsh religious laws, destroyed local shrines and temples dedicated to the Emperor and the planet's saints, and replaced them with oppressive acts of zealotry. already fiercely resistant to outside interference, fought back bitterly. The resistance was led by the High King along with PDF and militia and Éirex Imperial Guard stationed home who felt that their ancient faith in the Emperor and traditions had been insulted. The Ecclesiarchy's forces, while vast and numerous, faced a strong and determined populace. Despite their efforts, the Ecclesiarchy's presence was never fully established on Éirex, and after Vandire's death and the fall of his reign of terror, the planet reclaimed much of its autonomy and it ever-loving hate of the Adeptus Ministorum.
Local Government
The Rulership of the planet is headed by the High King along with the Clans of Éirex execute the laws of the Imperium and the Edicts of the Solar Lord.
Imperial Guard Regiment
The Éirexian Cuirassiers
• Éirexian Cuirassiers are primarily known for their light infantry tactics, relying on mobility and knowledge of local terrain rather than heavy armor or overwhelming firepower. Drawing inspiration from tinge lessons learned formbattles and guerilla warfare tactics against Vandire's mobs, they excel in ambushing, hit-and-run tactics, and defending narrow passes or heavily wooded areas.
• They are often deployed as shock troops or advanced scouts, utilizing heavy artillery support and small, highly mobile squads of infantry, which allows them to control key strategic positions in the midst of the chaos of war.
Regimental History:
The Éirexian Cuirassiers were founded after the planet Éirex's resistance to Ecclesiarchy attempts at conquest in the aftermath of the Goge Vandire era. The planet's militia, made up of self-sufficient and fiercely independent clans, coalesced into a formal fighting force after repelling the Ecclesiarchal forces. While the Ecclesiarchy never fully took control, they left behind a legacy of resistance that shaped the Éirexian military culture.
The regiment quickly gained a reputation as hardened warriors who fought with passion and conviction. Their unconventional tactics earned them a place in numerous theaters of war, where they became famous for their ability to turn their environment into a deadly weapon. However, they remain distrustful of Imperial bureaucrats and commanders, preferring to maintain autonomy in their operations.
Regimental Uniform:
• Headgear: The Éirexian Cuirassiers wear distinctive green berets or felt hats adorned with local regimental insignia or shamrocks. They often wear goggles or weathered cloaks due to the harsh conditions of different worlds they campaigned on.
• Armor: They favor light flak armor that allows for maximum mobility in difficult terrain. The armor is often painted in forest green with accents of darker shades to blend into the natural environment. Some veteran soldiers may even wear patchwork armor, adding personal touches from past battles (like scrap metal or trophies).
• Weapons: The regiment's standard weapon is the lasgun, but they are known for using a variety of shotguns and grenade launchers for close-quarters combat. Many of their tanks and artillery pieces are modified with locally sourced materials.
• Insignia: The regiment's insignia features a stylized shamrock with a celtic knotwork design, reflecting both their homeworld and their fierce pride in their heritage.
Tactics and Combat Style:
• Ambushes and Guerilla Warfare: The Éirexian Cuirassiers excel at hit-and-run tactics, using the terrain to their advantage—whether that's a dense forest, a swamp, or a narrow pass. They often set up traps and ambushes for any advancing enemy, taking advantage of both their homeworld's environment and the element of surprise.
• Trench and Urban Warfare: Their history of resistance to the Ecclesiarchy made them experts at defensive warfare. The Éirexian Cuirassiers are skilled at turning even the most unassuming areas into heavily defended positions, employing extensive use of foxholes, trenches, and barricades. They are especially adept at urban combat, leveraging local knowledge to win battles in cities and towns.
• Heavy Artillery Support: While they are light infantry at heart, the Cuirassiers make extensive use of field artillery, including Basilisks and Griffon Mortars, often setting up firebases in rugged areas, hidden behind cliffs or ravines. Their artillery is highly mobile, allowing them to rain destruction down on the enemy while keeping a safe distance.
• Diverse Combat Units: The regiment frequently incorporates rough riders for rapid strikes, or specialized squads equipped with meltaguns and flamers for clearing out entrenched enemy positions. The Cuirassiers also have a reputation for using sniper teams and specialist scouts to target high-priority enemy commanders or leaders, further throwing their enemies into disarray.
Regimental Personality and Culture:
• Pride and Rebellious Spirit: The Éirexian Cuirassiers have a deep pride in their culture, often referring to themselves as the "Sons and Daughters of Éire." They have a reputation for being independent, stubborn, and uncompromising, but also deeply loyal to one another and their planet. They despise external authority, preferring to rely on their instincts and battle-hardened judgment rather than obeying Imperial high command without question.
• Revelry and the 'Fighting Spirit': Much like Irish soldiers throughout history, the Cuirassiers value camaraderie and the "fighting spirit" more than anything else. They are known to engage in songs, drinking, and storytellingaround campfires after battles, drawing on their history of rebellion and their natural inclination for socializing. This is often seen as a way to bond with comrades and to honor their fallen brothers.
• Undying Loyalty to Homeworld: Despite their rebellious streak, the Éirexian Cuirassiers are fanatically loyal to their homeworld of Éirex. They will fight to the death to protect the independence and freedom of their people and are quick to turn against any external forces that threaten their way of life. This deep connection to their planet is often seen in their brutal resistance to any enemies, especially the forces of the Ecclesiarchy.
Notable Figures:
• Colonel Fergus "The Iron Wolf" O'Leary: A veteran of countless battles, O'Leary is known for his unyielding leadership and his ability to motivate his troops. His legendary battles, particularly against the forces of the Ecclesiarchy, are celebrated in song and story.
• Sergeant Eileen "Banshee" O'Rourke: A fearless sniper who gained fame for eliminating high-ranking enemy commanders with her long-lasrifle. Her name is whispered by enemies, who believe her to be a ghost, stalking them in the shadows.
Trivia
-Ever since the invasion of Vandire forces the planet have nickname for the adepta sororitas as the "Black and Tans" due to the time of the Emperors Brides having Black power armour and the Tan of the purity seals and scriptures they mounted on their armour.
End
God I had the worst writers block when I started this but thankfully this week it was flowing but now it is done my little version of Ireland in Warhammer 40k went through some ideations when working this tell me if I made a spelling error
But other then that cheers
If it's ok with you I would like to use this style for future regiment planets that I create, and I'm also planning on doing a few rewrites on some of my planets to.
If it's ok with you I would like to use this style for future regiment planets that I create, and I'm also planning on doing a few rewrites on some of my planets to.
"Trust nothing that isn't breathing." – Acronian saying about the Black Devils
"You think that was impressive I once fought and killed a Black Devil with nothing but a Knife" – Colonel Giocondo Lento of the Acronian 15th after killing Ork Warboss BugKlaw
"Silent as Night, Silent as Death"- Creed of the Acronian Shadowclaws.
Overview:
Discovered in 931.M30 by a small Solar Auxilia scout fleet, Acronix quickly joined the imperium, seeing it as a way to connect to the rest of humanity. The planet was largely unremarkable aside from its most important natural resource, a mineral called Suonoium. This resource is what caused Acronix to become the target of a company of Iron Warriors during the Heresy, however the Acronix PDF ended the invasion quickly by drawing a group of Black Devils to the Iron Warriors landing site causing the entire traitor force to be wiped out.
Acronix is a primarily Mountainous Planet with the entire atmosphere being covered in a thick black cloud lair that prevents any light to pass through keeping the planet in a state of eternal darkness, the only light sources come from both the artificial sources made by the human inhabitants and much of the planet's flora which glows in the dark. Almost the entire planet's population resides in the planets' 54 domed cities that are scattered all over the planet, these cities are not to the size of a hive city, but the defenses can be comparable to them.
Acronix's primary resource of note is Suonoium a mineral that can absorb sound and when refined can make anything it is made of almost completely sound absorbent allowing for something as big as a tank to be as stealthy as a mouse. However, Suonoium is very difficult to refine, if not refined properly the mineral could detonate covering the area in a lethal radiation that will dissipate within an hour but can kill a normal human in seconds. Along with the fact that mining the minerals is not easy either due to the black devils attacking anything that comes near Suonoium deposits, because of this every single miner is trained in the use of las weaponry and mining teams are always accompanied by a squad of the Acronix PDF. Despite the high level of security on average 80% of the mining teams that are sent out don't come back, and it's common for those that do return to the cities to be missing a limb at best.
In Acronix's Southern Hemisphere there is a ruined factory complex from the Dark Age of Technology in which contained several hundred suits of a Prototype stealth power armor however the factory can't make new suits, so it's used to manufacture new parts for damaged ones. These stealth suits have been made using a combination of Suonoium and other more mundane materials. In terms of capabilities, they can be piloted by normal unaugmented humans and have much stronger physical capabilities when compared to the power armor of the sisters of battle, but they are weaker than Astartes power armor. The most important feature of these suits is the fact that they have some of the best stealth capabilities in the imperium with the fact that they are completely sound absorbent, and they can turn completely invisible. Due to their Relic status and the fact they can't make more of them only the most veteran members of the Acronix PDF, Imperial guard, and governors' bodyguards are given the honor of wearing one of these suits. The relic status of these suits has also put the people of Acronix at odds with the Mechanicus, on multiple occasions the Tech priest of the machine cult have come to Acronix in order to take the suits to be studied however a combination of the feud between Smilnay and Milan, as well as the already dangerous environment of their homeworld the people of Acronix have always prevented the mechanicus from taking the suits.
The main reason for Acronix's classification as a death world is the Black Devils, a race of semi-sentient shapeshifting xenos native to the planet. These xenos can shapeshift their limps into blades that are strong enough to tear through ceramite, along with being capable of shifting into nonliving objects no matter how big or small, this allows them to hide in plain sight to ambush their prey. Black Devils have no eyes and see through a form of echo location. The Black Devils always make their nests near or in caves of Suonoium Its believed that the radiation that the mineral gives off in its unrefined state helps with their reproductive cycle.
-Acronian Shadowclaws: The Imperial Guard regiment raised on Acronix the Shadowclaws thanks to the conditions of there homeworld have become masters of stealth warfare being able to not be seen unless they want to be. They often go behind enemy line to cause as much chaos as the can by conducting hit and run raids, assassinations, sabotage, terror campaigns, and scouting as needed. Regiments of the shadowclaws are also very fluid in their command structure being able to be split off into multiple demi regiments when behind enemy lines and still act efficiently despite not always being in contact with the regimental command. Acronian guardsmen also have a tendicay to try and out do one another during campaigns through competitions like who can get the most kills, or who can kill the highest-ranking enemy, which has led to many Acronian regiments to keep competition boards to keep the competition grounded. The standard Shadowclaw uniform consists of a full body suit of Acronian pattern flak armor, and a black trench coat, higher ranking and more veteran guardsmen can get the option of equipping a camoline cloak instead of a trench coat.
-Notables of the Acronian Shadowclaws:
Colonel Giocondo Lento: A lead from the front style commander, he is well liked by his men and hated by the quartermasters due to the fact he often fights so hard that he must get his flak armor completely replaced after every fight. Also has a tendency of going for the riskiest kills like dueling an Ork with one hand or purposefully wearing an eyepatch to make a fight more "challenging". His regiment has a Deadpool going to see what will finally do him in, the pool is currently at 4 million thrones.
Corporal Umberto Savolini: Despite being a pyromaniac and a drunkard of the highest order, Umberto is one of the greatest explosive experts of any Acronian regiment. Surprisingly despit his only weapons being a grenade launcher, a sack full of explosive charges, and a knife, Umberto is also one of the stealthiest guardsmen in his regiment. His preferred tactic is sneaking into any enemies' base plant the largest number of explosives that he can get to a safe distance then enjoy a bottle of Krasnoye Pivo as he watches the fireworks.
Trivia:
Aside from the Black Devils the fauna of Acronix includes creatures like Muffle Goats, and Razorwings although most of these creatures keep to themselves unlike the Black Devils.
The destruction of a relic stealth suit has one sentence: being locked out in the wilderness covered in bells.
The people of Acronix have a surprisingly rich art culture with many paintings and sculptures being highly sought after by many nobles in the ultima segmentum
Acronix's Tithe consists only of shipments of Suonoium, and the raising and equipping of regiments of Acronian Shadowclaws for the Imperial Guard
Inquisitor {REDACTED}, Directed a shipment of Suonoium to each of the assassinorum temples
Authors Note: @ThunderOwl so i decided to do a rewrite of my first planet guide and i think it turned out a bit better, let me know if there is anything i should change.
Hopefully we can quickly deal with the word bearers without to much loses that we need in the fight in yerma our number of escorts is equal but we have more fire power in Cruisers and tonnage
Hopefully we can quickly deal with the word bearers without to much loses that we need in the fight in yerma our number of escorts is equal but we have more fire power in Cruisers and tonnage
I did some math and Tarraco was probably around 69-70 years old when he died (he was a lieutenant for 59 years and the implantation process begins from 10-14 years old)
Space Commander: Master of the Fleet Hostilius (Unorthodox: At the Start of each phase, roll a 1d6. On a 5 your flagship gains +10 to it´s attack roll, on a 6 you disable the enemy commander trait during that or the next round, depending on the initiative)
Ships:
-Battle Barge Fear of Judgement
–Speed: 40
–Hull Points: 500/500 HP
–Shield Points: 500/500 HP
–Shield Regen: 1d125 per phase
–Attack: 1d50+50+5
-Sword-Class Frigate Necessary Discrepancy:
–Speed: 75
–Hull points: 100/100 HP
–Shields: 100/100 SP
–Shields: 1d20 per phase
–Attack rolls: 1d50+20+5
Angels Crusader:
Space Commander: Serf Shipmaster (None)
Ships:
-Gladius-class Escort Fanaticism
–Speed: 75
–Hull Points: 100/100 HP
–Shield Points: 50/50 SP
–Shield Regen: 1d12 per phase
–Attack: 1d50+10+5
-Gladius-class Escort Willfulness
–Speed: 75
–Hull Points: 100/100 HP
–Shield Points: 50/50 SP
–Shield Regen: 1d12 per phase
–Attack: 1d50+10+5
Blazing Wardens:
Space Commander: 4th Captain Danai Kraiputra (Wild: When your flagship destroys an enemy vessel, give +20 to your next attack
Ships:
-Strike Cruiser Bulwark of Fire
–Speed: 50
–Hull Points= 200/200HP
–Shield Points= 200/200SP
–Shield Regen= 1d25 per phase
–Attack: 1d50+30+5
Imperial Navy
Space Commander: Admiral Konishi Niwa (Devious: At the start of each phase, roll a 1d10. If you roll a 9 or 10, apply a penalty to enemy ships in the next phase.)
Ships:
-Retribution-Class Battleship Glory of Martyrdom:
–Speed: 20
–Hull points: 600/600 HP
–Shields: 300/300 SP
–Shield regen: 1d100 per phase
–Attack rolls: 1d50+50
-Lunar-Class Cruiser Hand of the Righteous
–Speed: 30
–Hull Points: 200/200 HP
–Shield Points: 100/100 SP
-Shield Regen: 1d20 per phase
-Attack rolls: 1d50+40
Space Commander: Canoness Siobhan (Vicious: If your attack roll is superior to three fourths of the possible damage, you roll a second attack at half the damage made.)
Space Commander: Dark Apostle Keorzis the Condemned (Undivided Praise: If the flagship attack roll results in a 66, 77, 88, or 99, trigger additional effects)
Ships:
Battle Barge Unrelenting Zeal
-Speed: 40
-Hull Points: 436/500 HP
-Shield Points: 0/500 HP
-Shield Regen: 1d125 per phase
-Attack: 1d50+50+5
Tresh Malaro hears the increasing beat of the Unrelenting Zeal's bridge, the veins that had long replaced the power cables under the floor and walls pumping blood instead of power into the cogitators of the vessel. The beat steadies again as it completes the translation, the ever-changing colors and sounds of the Warp fading away to reveal the dull, black void of the Materium. The sound is loud and clear amidst the silent bridge, accompanied only by the faint hum of power armor and the raspy, irregular breathing of the crew, fused to their station decades ago, only removed once they die to be replaced by some of the mortals from the bowels of the old Battle-Barge. As such, Malaro hears the question directed at him without issue.
"What is the order of battle of the Corpse-Emperor lap-dogs, Coryphaus?" Malaro opens and closes his Lightning Claws with a snarl, with only the years of comradeship between him and Keorzis preventing him from lashing out against his brother, who had been staring straight into the Warp through the long voyage.
"One Battle-Barge, a Strike Cruiser and three Escorts from three different Chapters of our wretched cousins, an Inquisitorial Cruiser, a Mechanicus Cruiser, A Light Cruiser from the Sisters of Battle and a Battleship, Three Cruisers and Four Escorts from the Imperial Navy." Reports Thresh after a brief glance to the tactical display. "Both the Battle-Barge and one of the escorts belong to the bastards that defeated us on Wudang." Anger blooms in his hearts, the corners of his vision turning red as he thinks of the thrice-cursed bastards who were responsible for their current predicament.
Keorzis turns around and faces him, his face showing a tranquil expression that contrasts with Malaro's rictus of fury. He takes his own look at the hololith, raising a pale blond eyebrow at the information it relays to them. "Their Battle-Barge is the same model as the Unrelenting Faith. Interesting isn't it Coryphaus?"
"I care not for it." Grumbles Thresh. "And stop calling me by that title, for it holds no worth." Keorzis shrugs, and Malaro barely restrains the urge to scream at him, disbelieving of how his brother can stomach their situation with acceptance.
Their return to Sicarius after their defeat in Wudang had not been a glorious one. The Dark Council had not looked kindly upon their failure, and with Suir Mathal and Buroghaz dead, the latter of whom had been well regarded amongst his peers for some reason that the son of Lorgar could not fathom, the responsibility of the defeat had fallen upon them. Malaro had expected to be put to death on the spot, his body and soul offered to the Gods as penance, but the Dark Council had thought differently. They had ordered themselves to atone for their disgrace by striking out against the Chapter that defeated them, to triumph against them or perish in the attempt. Keorzis took the trials that would raise him to a Dark Apostle of the Host, and once he emerged after a few weeks he had succeeded, an Accursed Crozius at his hip as he came out of the Basilica of the Word and named him Coryphaus.
Then he had revealed the forces they had for the task, and Malaro understood that this was not a true task, but an execution. They knew through sorcerous mean that the craven sons of the Ravenlord had mustered a great force of fellow Corpse-Worshippers to fight a warband of White Scars descendants that had casted aside their oaths to the Tyrant of Terra, even if it was only in exclusive worship of Tzeentch instead of the true plurality of the Primordial Truth. Triumphing over their assembled fleet required a great deal of vessels and brothers, ones that they lacked. The Dark Council has seen fit to grant them two Strike Cruisers and eight Escorts, but the marine manning them are chaff, the broken and shattered remnants of other hosts whose leaders had fallen into battle. They could not prevail in this situation, and it was clear to him that they weren't expected to.
"Perhaps you should return back to our brothers, Malaro." Suggests the Dark Apostle. "I doubt that we will have the opportunity to board their own vessels, and I know well how much you disdain space engagements."
Keorzis knows him well indeed. Malaro has always found space battles to be impersonal and distant in a way that true battle is not. Distant flashes of light and microscopic points in the black expanse that fight and die in complete silence, so unlike the sound and movement of a true battle. The screams and shouts, the thundering of guns and the glint of blades, spilt blood and broken bodies mingling on the ground, cowards and heroes alike falling under the grip of his claws. Still, he shakes his head and scowls. "If we are to die I will meet my demise head on, not cowering in the dark bowels of our Battle-Barge." Keorzis ignores the morose comment as he gives orders to the rest of the fleet, already moving towards the assembled ships of the Loyalists.
Initiative: Idolator Raider 1-Idolator Raider 2-Idolator Raider 3-Idolator Raider 4-Idolator Raider 5-Idolator Raider 6-Idolator Raider 7-Idolator Raider 8-Necessary Discrepancy-Willfulness-Fanaticism-Dauntless-Undying-Cold Vengeance-Relentless Pursuit-Clamoribus Damnatorum-Liturgy of Blood-Bulwark of Fire-Blessing of the Cog-Eternal Vigil-Unrelenting Zeal-Fear of Judgement-Saint Scathach's Grace-Hand of the Righteous-Treachery's Doom-Owed Retribution-Glory of Martyrdom
Idolator Raider 1 attacks Saint Scathach's Grace
1d50+25= 12+25=37
Saint Scathach's Grace Shields reduced to 113/150 SP
Idolator Raider 2 attacks Saint Scathach's Grace
1d50+25= 9+25=34
Saint Scathach's Grace Shields reduced to 79/150 SP
Idolator Raider 3 attacks Saint Scathach's Grace
1d50+25= 28+25=53
Saint Scathach's Grace Shields reduced to 26/150 SP
Idolator Raider 4 attacks Saint Scathach's Grace
1d50+25= 10+25=35
Saint Scathach's Grace Shields disabled. Hull reduced to 141/150 HP
Idolator Raider 5 attacks Saint Scathach's Grace
1d50+25= 13+25=38
Saint Scathach's Grace Hull reduced to 103/150 HP
Idolator Raider 6 attacks Saint Scathach's Grace
1d50+25= 29+25=54
Saint Scathach's Grace Hull reduced to 49/150 HP
1d4=2 Gunnery Deck Crippled. Attack reduced by half.
Idolator Raider 7 attacks Saint Scathach's Grace
1d50+25= 7+25= 32
Saint Scathach's Grace Hull reduced to 17/150 HP
Idolator Raider 8 attacks Saint Scathach's Grace
1d50+25= 11+25=36
Siobhan Agility roll 4d10 (SC 2)= 2, 1, 10, 5= 1 Success
Sisters of Battle Agility roll 3d10= 2, 9, 10= 3 Successes
Saint Scathach's Grace Destroyed. Canoness Siobhan Slain, most Sister forces evacuate to the Glory of Martyrdom.
Glory of Martyrdom attacks Idolator Raider 6
1d50+50=34+50= 84
Idolator Raider 6 Shields Disabled. Hull reduced to 21/75 HP
1d4=1 Fires on deck. Roll 1d15 of damage at the start of your next phase.
Successes needed for Imperial Victory: 40
Successes needed for 64th Host Victory: 30
Navy Fury Interceptors 1 roll 2d10= 2, 3= 0 Successes
Navy Fury Interceptors 2 roll 2d10= 5, 6= 1 Success
Navy Fury Interceptors 3 roll 2d10= 6, 2= 1 Success
Navy Fury Interceptors 4 roll 2d10= 2, 10= 2 Successes
Mechanicus Fury Interceptors 1 roll 2d10= 5, 9= 1 Success
Mechanicus Fury Interceptors 2 roll 2d10= 6, 7= 2 Successes
Mechanicus Fury Interceptors 3 roll 2d10= 6. 1= 0 Successes, Critical Failure
Successes needed increased by 1 Mechanicus Fury Interceptors 4 roll 2d10= 8, 10= 3 Successes, Critical Success
Successes needed reduced by 1
Helldrakes roll 6d10= 3, 8, 4, 8, 4, 5= 2 Successes
Thunderhawk roll 4d10= 8, 6, 1, 9= 2 Successes
Swiftdeath Fighters 1 roll 2d10= 7, 2= 1 Success
Swiftdeath Fighters 2 roll 2d10= 2, 9= 1 Success
Swiftdeath Fighters 3 roll 2d10= 6, 3= 1 Success
Swiftdeath Fighters 4 roll 2d10= 9, 8= 2 Successes
Imperials= 11/40
64th Hosts= 9/30
Their escorts move forward, rushing towards the enemy battleline with alacrity, macrocannons already firing at their intended target. The cruiser of the Sisters of Battle is easily identifiable, a scan of the Unrelenting Zeal advanced sensors revealing on the hololith overwrought decorations of gold, the hull completely covered in symbols of the Corpse-God faith. All of it had clear basis on the creed that Blessed Lorgar had penned when he was still snared in the false image that he had proyected before the Urizen had grasped the truths of the Immaterium, something that never failed to anger the native of Sicarius. So the smile that graces his lips is genuine as his escorts pummel the ship into oblivion, the pretty decoration and worthless tokens of devotion shattering and falling under the arms of the Gods faithful. They don't even have the time to retaliate before the overwhelming firepower levied against them overpowers the void shields, carving apart the hull like teeth sinking into flesh. Only the bare carcass of the cruiser's internal structure remains, and Malaro takes comfort in knowing that when he faces the Gods after his demise, the Sororitas will have preceded him.
Then the enemy retaliates, taking advantage of the overextension of the Idolators. The lighter ships are valued by their speed and firepower, not their hardiness, and Malaro isn't surprised when he sees them die one by one as the face volley upon volley of macrocannons and lance batteries. By the time the Unrelenting Zeal and its accompanying Strike Cruisers are in shooting range, the majority of the escorts have fallen, their lives spent in service of the Primordial Truth. The vessels manned by the sons of Lorgar shifted their attention to the Cruiser manned by the Imperium's ignorant witch-hunters, another hated target due to their constant suppression of the righteous worship of Chaos. The Cruiser comes under fire from Bombardment Cannons and Macrocannons, but it still holds, even if a last volley from the Battle Barge batteries leaves the cruiser of the Ordos undefended against further assault.
"It is wondrous to see the unbelievers die, isn't it?" Comments Malaro, the satisfaction of watching Imperials die briefly overcoming his feelings about this suicide mission.
"It is." Agrees Keorzis, his even tone and placid expression at odds with that same agreement. "But we must ensure that more of them meet that same fate."
Initiative: Idolator Raider 6-Idolator Raider 7-Idolator Raider 8-Necessary Discrepancy-Willfulness-Fanaticism-Dauntless-Undying-Cold Vengeance-Relentless Pursuit-Clamoribus Damnatorum-Liturgy of Blood-Bulwark of Fire-Blessing of the Cog-Eternal Vigil-Unrelenting Zeal-Fear of Judgement-Hand of the Righteous-Treachery's Doom-Owed Retribution-Glory of Martyrdom
1d15= 5 Idolator Raider 6 Hull reduced to 15/75 HP
1d15= 7 Idolator Raider 6 Shields at 7/30 SP
Idolator Raider 6 attacks Eternal Vigil
1d50+25= 43+25=68
Eternal Vigil Hull reduced to 102/175 HP
Idolator Raider 7 attacks Eternal Vigil
1d50+25= 18+25= 43
Eternal Vigil Hull reduced to 59/175 HP
1d4=2 Gunnery Deck Crippled. Attack reduced by half
Idolator Raider 8 attacks Eternal Vigil
1d50+25= 37+25= 62
Seras Westenra roll 2d10 (SC 2)= 10, 2= 2 Successes
Inquisitorial forces roll 3d10= 7, 4, 5= 1 Success
Eternal Vigil Destroyed. Interrogator Westenra and a small part of her forces evacuate to the Fear of Judgement
1d25=18 Clamoribus Damnatorum Shields at 144/200SP
Clamoribus Damnatorum attacks Blessings of the Cog
1d50+30+5= 44+30+5= 79
Blessings of the Cog Shields reduced to 146/225 SP
1d25=18 Liturgy of blood Shields at 189/200SP
Liturgy of Blood attacks Blessings of the Cog
1d50+30+5= 32+30+5= 67
Blessings of the Cog Shields reduced to 79/225 SP
1d75= 36 Blessings of the Cog Shields at 115/225 SP
Blessing of the Cog attacks Unrelenting Zeal
1d50+30+5=22+30+5= 57
Unrelenting Zeal Shields reduced to 443/500 SP
1d125=12 Unrelenting Zeal Shields at 455/500 SP
Unrelenting Zeal attacks Blessing of the Cog
1d50+50+5= 42+50+5= 97
Blessings of the Cog Shields reduced to 28/225 SP
Fear of Judgement attacks Clamoribus Damnatorum
1d50+50+5+10= 50+50+5+10= 115
Clamoribus Damnatorum Shields at 29/200SP
Hand of the Righteous attacks Idolator Raider 8
1d50+20= 40+40= 80
Idolator Raider 8 Destroyed
Treachery's Doom attacks Clamoribus Damnatorum
1d50+20= 20+40= 60
Clamoribus Damnatorum Shields disabled. Hull reduced to 169/200 HP
Owed Retribution attacks Clamoribus Damnatorum
1d50+20= 48+45= 93
Clamoribus Damnatorum Hull reduced to 76/200 HP
1d4=1 Structural fires. Roll 1d40 of damage at the start of each phase.
Glory of Martyrdom attacks Clamoribus Damnatorum
1d50+50=24+50= 74
Clamoribus Damnatorum Hull reduced to 2/200 HP
Dogfight:
Navy Fury Interceptors 1 roll 2d10= 6, 9= 0 Successes
Navy Fury Interceptors 2 roll 2d10= 4, 8= 1 Success
Navy Fury Interceptors 3 roll 2d10= 10, 7= 3 Successes, Critical Success
Successes needed reduced by 1 Navy Fury Interceptors 4 roll 2d10= 1, 1= 0 Successes, Critical Failure
Successes needed increased by by 2
Mechanicus Fury Interceptors 1 roll 2d10= 7, 6= 2 Successes
Mechanicus Fury Interceptors 2 roll 2d10= 1, 9= 0 Successes
Mechanicus Fury Interceptors 3 roll 2d10= 2. 4= 0 Successes
Mechanicus Fury Interceptors 4 roll 2d10= 5, 10= 2 Successes
Helldrakes roll 6d10= 5, 10, 1, 2, 1, 2= 3 Successes
Thunderhawk roll 4d10= 9, 9, 7, 9= 4 Successes
Swiftdeath Fighters 1 roll 2d10= 7, 6= 2 Successes
Swiftdeath Fighters 2 roll 2d10= 1, 3= 0 Success, Critical Failure
Successes needed increased by 1 Swiftdeath Fighters 3 roll 2d10= 2, 3= 0 Success
Swiftdeath Fighters 4 roll 2d10= 2, 2= 0 Successes
Imperials= 11+8=19/41
64th Host= 9+9=18/31
The rest of their Escorts fall, even as they finish off the Inquisitorial Cruiser. Then the enemy forces focus their attention on the Clamoribus Damnatorum. The Strike Cruiser had been the flagship of the 109th Host, until a Tyranid Splinter fleet had caught the Host off-guard as they converted the planet of Olta Yema, killing the Dark Apostle and most of the officers, with only two coteries escaping aboard the Strike Cruiser. It is a fine vessel, but it can't endure the wrath of two Battleships and their attendant fleets. The proud cruiser, with a story of centuries of service to the Gods and Blessed Lorgar ever since it had been assembled on the Eye of Terror was reduced to a barely functioning wreck, its hull so pierced and battered that the weakest munition could destroy it with ease.
Malaro watches with some interest as an enemy Interceptor flies a few dozen meters away from the bridge, an extremely close distance in space combat, before one of the Heldrakes slams into its cockpit, claws of warped metal tearing through the flimsy protection that kept the crew separated from the void before a his maw opens and breathes fire inside. As the daemonic engine uses the now scorched remains as a jumping point to take flight again a harsh, growly voice comes out of the fleshy growth that used to be the Battle-Barge vox-casters.
"Dark Apostle, the ritual is ready to begin." Malaro frowns as he recognizes the voice as that of Dadasig, a Master of Possession that had joined their host just before they had left Sicarius. Malaro, while respectful of the favour the Sorcerer must have enjoyed to call so easily upon the favoured servants of the Gods, did not trust his newfound brother. Unlike every other Son of Lorgar in the host, Dadasig had not been ordered to join in order to atone for his failures, instead having chosen to join this seemingly suicidal task out of his own volition. That was compounded by the smirk that was always plastered on his tattooed face, as if he knew a jest that nobody else could see and found it amusing.
"Then begin Dadasig." The flat voice of the Dark Apostle acquired a rapturous tint, and Malaro watched as he spreads his arm wide, the dramatic gesture at odds with both the situation and the quiet volume of his words. "Show the faithless the majesty of the True Gods by the hands of their favoured servants."
A second later, the Warp screamed.
Dadasig Willpower Roll 6+1(First Heretics)+2(Desperate Sacrifices)=9d10 (SC 5+1(Space to Space)= SC 6)= 8, 8, 7, 2, 10, 8, 6, 8, 7= 9 Successes
Number of targets 1d4= 3
Targets 3d14= 9, 1, 10
Strength 3d100= 10, 32, 88 Allegiances 3d4= 3, 3, 2, Khorne demands their blood.
Daemons summoned aboard the Necessary Discrepancy, Blessing of the Cog and Fear of Judgement.
Initiative: Necessary Discrepancy-Willfulness-Fanaticism-Dauntless-Undying-Cold Vengeance-Relentless Pursuit-Clamoribus Damnatorum-Liturgy of Blood-Bulwark of Fire-Blessing of the Cog-Unrelenting Zeal-Fear of Judgement-Hand of the Righteous-Treachery's Doom-Owed Retribution-Glory of Martyrdom
Blessing of the Cog attacks Unrelenting Zeal
1d50+30+5=31+30+5= 66
Unrelenting Zeal Shields reduced to 283/500 SP
1d125=119 Unrelenting Zeal Shields at 402/500 SP
Unrelenting Zeal attacks Bulwark of Fire
1d50+50+5= 34+50+5= 89
Bulwark of Fire Shields reduced to 111/200 SP
Fear of Judgement attacks Liturgy of Blood
1d50+50+5= 16+50+5= 71
Liturgy of Blood Shields at 6/200SP
Hand of the Righteous attacks Unrelenting Zeal
1d50+20= 22+40= 62
Unrelenting Zeal Shields reduced to 340/500 SP
Treachery's Doom attacks Liturgy of Blood
1d50+20= 9+40= 49
Liturgy of Blood Shields disabled. Hull reduced to 157/200 HP
While you can readily admit that you are not the most able of commanders when it comes to void warfare and its complexities, that was always Vithal Irash's area of expertise back in the Legion, even someone completely untrained could see that you are winning this battle. With one of the Word Bearers Strike Cruisers destroyed by an errant shot of one of the Angels Crusader Escorts, the remaining cruiser and the Battle-Barge that they had faced in Wudang slowly but surely being grinded to dust by the guns of the Imperial Forces. You had not expected to see the Word Bearers that escaped their well-deserved deaths on the Shrine-World again, but you find great satisfaction in having the opportunity to bring it to them once more.
You have never liked the Word Bearers. You had respected the Imperial Heralds, even if you found the zealous enthusiasm for their appointed task slightly off-putting, but the complete change in outlook after their Primarch was found had soured any positive feelings you might have had on them. The Emperor had been explicitly clear in that he wasn't a god, the Imperial Truth as a whole left no doubt for interpretation about the fact that there were no gods and the main purpose of the XVIIth Legion was precisely to destroy all religious temples, texts and priests in accordance with the Imperial Truth. And yet, when Lorgar Aurelian had been found, loudly proclaiming that drivel about the Emperor being a divine being, none had disputed him, or attempted to convince him of the error of his ways, or even reminded him of what the duty of his legion was. Instead, they had whole-heartedly converted to his creed, flaunting their complete disregard of the Emperor's decree, His wishes and the duty he had entrusted to them. When you heard of their chastisement in Monarchia, you thought that they had gotten off lightly, and the circumstances had proven you right. They had eagerly cast aside their loyalties, stabbing in the back Loyal Legions during the Dropsite Massacre, and shifting their object of worship from the Emperor to the Chaos Gods. Having now faced personally the forces of Chaos, it beggars disbelief how anyone could find those things worthy of devotion, and it bolsters your commitment to destroy those traitors once and for all.
As the other Traitor Cruiser falters under the sustained assault of the Navy, Marcius turns towards you. "You may leave if you wish to do so Chapter Master." He says with a satisfied, vicious grin. "The doom of the traitorous filth is close at hand."
You look at him for a second before nodding. "Then I will do so. Contact me if there is a sudden shift in circumstances." With those words you turn around and leave the bridge, your Honour Guard trailing behind you. You trust your Master of the Fleet to carry on battle, and you have other duties to attend to. While the engagement had turned squarely in your favor, it had not been without losses among your allies. Perhaps driven by the fervent hatred of the Emperor, you traitorous cousins had immediately targeted Saint Scathach's Grace. While most of the Sororitas had been able to evacuate to the Glory of Martyrdom, Canoness Siobhan had not been amidst those who had. With all of her subordinate Palatines of Yerma, it would take some time until their chain of command could be re-established, but that isn't something for you to get involved with. What it is is the presence of Interrogator Westenra aboard you flagship, where she and what remained of her forces had taken refuge after the destruction of their own Cruiser, and so you will make use of the occasion to discuss certain matters, pertaining both to the campaign and her master's efforts against Mitsuhide.
You walk towards the rooms you have enabled for the agents of the Ordo Hereticus to live in, your path crossing with that of multiple serfs, all of which give you only hurried greetings as they move with haste to complete their various duties. You can hear Alesios grumbling about the lack of respect towards you, but you prefer your serfs focused on your duties rather than distracted in offering you courtesies. As you reach the deck where the quarters are located, you meet Falce, the Master of Sanctity engaged in discussion with a man clad in the raiment of a priest. The priest bows while making the sign of the Aquila before turning back, and Falce addresses you. "Greetings Chapter Master, what brings you here?"
"There are topics I must discuss with Interrogator Westenra." You reply, before you point with your chin at the retreating form of the priest. "What did the ship confessor want?"
"Nothing of great importance." Reassure you Falce. "Patriarch Hus asked me for a second opinion about his next sermon for his flock."
"It is not my place to question you Master of Sanctity, but should you concern yourself with such trifles?" Asks Dupont. You don't chastise him for the question, but the way Pugio's head shifts to look at him indicates that he might do so later.
Falce isn't bothered by his inquiry. "It isn't needed." He concedes readily. "But there is no harm in helping people when I am able to do so. In fact, I've found…"
Whatever he has found goes unheard, for a familiar, disquieting sensation echoes through your mind and nerves. You have felt it before, in this very ship even if it was lesser in intensity than before. When it had precluded the presence of daemons after the failure of the Gellar Field. Blood pounds in your temples as your mind recalls the desperate fighting, the butchery, the horde of laughing pink and whining blue things charging at you, the fires of the warp burning flesh and metal alike. You don't notice your breath becoming hurried as adrenaline pumps your veins, the red slipping into the corner of your vision, your body shaking in anger and your hands tightening around the haft of your chainglaive as one of them presses the activation rune, bringing your weapon to life with a promethium-fueled roar.
At least not until someone grabs your wrists. You almost smash your forehead into whoever has done so until his voice registers in your ears. "Chapter Master!!" Your mind snaps back into focus, and you see that is Falce, his bare face looking at you with concern as his grip on your wrists tightens. You switch off the weapon as your will imposes itself against the surge of unnatural wrath, upon which Falce releases you and you take a look around, revealing that your Honour Guard also had issues controlling the surge of induced fury. Most of them hold their unsheathed weapons in a dead grip, your hud revealing their increased heart-beat, and there is a dent on the nearest wall where Thrax has punched it. You barely have time to take this in before the deck erupts into an orgy of violence, the nearby serfs and armsmen tearing themselves apart in a frenzy,, with some of them launching themselves at you and your brothers. Without hesitation you and your brothers fire upon them, a shot from your Volkite Serpenta burning through four men as it impacts them.
You feel the borders of reality growing thinner, and a purple, jagged portal opens twenty meters away, in the intersection between two of the main corridors of the deck. Daemons pour out of it, humanoid red figures with horns, leering bestial faces and black jagged blades accompanied by canine creatures of leathery red skin with black flaps near their heads, spiky growths across their bodies and razor sharp claws and teeth. They spread out immediately, charging at everything with a pulse with their hateful battlecry.
"Fall back! We will regroup with the Interrogator and her forces!" You order immediately. You and your brothers begin a fighting retreat as the daemonic horde rushes you, pitting you immediately in a clash of blades. You holster your Serpenta as you thrust your chainglaive one-handed at one of the Bloodletters, smashing through a hasty attempt at a parry, and piercing his head. You shift then to a two-handed grip, deflecting a slash from another Bloodletter before beheading him with your riposte. A flesh-hound lunges at Thrax, who catches it in mid-air before throwing him back at the mass of Daemons and crushing with a stomp the skull of a second Flesh hound that had attempted to bite his shin. Mezei and Martellus clear the way of your retreat, your Chapter Ancient holding the Chapter Banner high as he lashes out with his power sword while the younger Luctusian laughs as he carves both daemons and maddened mortals with his chainsword in one hand and his combat knife on the other. The floor grows slick with blood from humans and daemons, the latter of which coming in far greater quantities than their bodies could possibly hold, and soon it reaches your ankles, staining the blue ceramite with red.
"More Daemons to the left!" Shouts Lepidus in warning as he bashes in the face of an armsmen with the butt of his bolter. Alesios and Lubomir shift to deal with the new threat, the Terran keeping the Khornate abominations back with cleaving sweeps of his blade while the Luctusian stops the foe from overwhelming him with precise shots of his gun. Still, you're moving slowly, the press of daemons and foes grinding you down with sheer numbers. If the Daemons and crazed serfs were working in concert you would be undoubtedly overpowered in short order, but the blood-thirsty nature of the Lord of Skulls makes the ones once sworn to your chapter lash out against everyone and everything, causing confusion but curtailing their threat as a foe.
The walk towards the Interrogator's quarters, which would only take a scant few minutes in regular circumstances, lasts half an hour of constant, non-stop fighting. It is not only a fight against foes in the Material plane, but also a struggle against the influence of the Warp, that eldritch need to shed blood until your own is drained. When you reach them you and your brothers are completely covered in blood, weapons slathered with gore and the daemonic forces hot on your heels. The arrival to your destination grants you no respite, for not only are the daemons already there, but most of the Inquisitorial forces that had escaped the Eternal Vigil's destruction had succumbed to the fell influence of the Warp. Of Interrogator Westenra there is no sight, and only the Veterans that you lent to Harker remain in control of their beings. Your pursuers catch with you again, and even with more Astartes at your disposal the direness of the situation does not abate.
Your eyes briefly move away from the Flesh Hound that you are bisecting when a palpable presence of bloodlust and hate catches your attention. At first sight it looks like just another Bloodletter, if one dressed in an ornate armored skirt of brass and shoulderguards of Eldar skulls, but the battle-honed instincts that you have developed in your centuries of service, warn you that this one is far more dangerous than the others. Your Master of Sanctity lacks your instincts, and so engages the new arrival without hesitation. With a frenzied roar the Daemon blocks the downward slice of the Fate Denied, putting both swords in a bind before shifting his blade with a swift movement, disrupting your brother guard and carving deep into his flank, overpowering his Rosarium and spilling his vitae. Falce's legs fail him and he falls to his knees, but before his opponent can kill him Dupont intervenes, forcing the Daemon back with a lightning-quick series of blows which the Daemon blocks or avoids. While your Chapter Champion engages it, Pugio drags the wounded chaplain into the circle that you and your Honor Guard have formed to resist the onslaught.
You join Bertrand in his offensive, lounging high while he swipes low, but the Daemon ducks under his attack and parries yours. He lets go of his two-handed sword with one hand to point it at Dupont and four Bloodletters immediately engage the Braicamese, leaving the Daemonic Leader and you alone while he fends them off.
"Ņ̶͚͕̰͆ǫ̶͎̈́̋̈́ ̶̙̝̰̈́͋͆̓m̶̠͇̯͒͋̔o̴̫͒͊̾ͅr̷̨͙̼̓̔͝ȩ̶̛̱͔̼̰͑̇͐̈́ ̶̞̗̼͈̿̏í̵̪̃̉͊̽ͅn̷̬͔̭̩̩̂̒̾͘t̴̥̐̿̎̀̏e̴̬̭̱̖̓̉͛͘r̸͍̤͖͇̣͗v̷̢̭͇̀è̶̢̻̝̖̑̑͗ń̸̯̩͓͜ͅt̸̩͈͂̔i̵͈̮̦̽̋͘͠ǒ̷̧̺̙͜n̵̙̫͕̻͎̏s̶̛̩̝̀̓͜,̸͓͔̥̈́ ̷̢̘̅n̵̛͚̦̖̄̇̇̕o̴͎̕ ̵̰̐̓͗̐̉m̷̞͓͙̬̻̔̇̀o̶͕͆r̷͓̖͇͛ę̴̛̞̲͙̋͒ ̷̳͍̬̺̔͒͆ì̸͎́ņ̷̩̪͔̓͒t̷̥̦̥̾̎͛̕ë̶̩́̌̽̆r̵̢͓̣̠͝ṛ̴̌u̸͕̜͌͊́͘p̸̘̪̅̃͜͜t̸̢͎̩̺̥̊͋͝ȉ̷̼̀ȏ̴͓̯͇͖́̒̄̚ņ̴͈̅̄̌̑̓s̶̨̥͕̜͖̋̿̌͐̕,̸̞̣͒̉͆̋̅ ̶̡̡͈̫͎̃ǹ̴̢̩̼o̴̟̳͌̈́̐͝͝ ̵̛̬͓̲̑͜m̴̐̈͋̚ͅo̷̭̰̻̟̅̀͆̋̿r̸͈̠̞͋̈́̉é̵̘͆͝ ̵̡͙̼̻̓̽̏͝d̸͎͉̝̈̒̈́ǐ̸̧̺̙s̸̜͕͒̌t̸̮̦̞̓ṛ̶̙̺̉͌̌́͜ä̷͎̣́̇c̵͓̫̰̳͌̍t̵͚̋i̸̯̤͚̊̈́̊̓̾o̸̪̿n̶͙̝̤̤̙͛s!̸̱̒̓̉̄̀ ̶̢̤̳͋!̶͚͕̩̏̈́̌́͒͊͗̎͊͒͑̇ ̸̡̼̙͇͙̘̋̓̄̽̑͂̉͝͝" Its voice is the sound of maddened battle-cries across countless battlefields, a roar of anticipation and fury given thought and meaning. "̷̞̭̹̖͗͋I̷͎͇͗̉̓́ ̸̛̥̔̾a̸̭̩̭̣͊͐̊͒m̸̯̘̲̿ ̴̢̢̝͉͍͐̊͌̐K̵͚̟̬͈̣͊͌͊͋̈́r̶̫̼̊̈ỡ̴̪͕̜ṃ̵̡̯́n̵͙̹͕̱̅͜ṷ̸̤̽̓̿̚n̴̡͍̬̿̈̈̈d̶̝̠͇̐͛̋͋̓͜ ̵͍͚̜͚̳̈̕t̸̜̤̜͈̹̓͗h̸̞̫̭͈̋͜ě̶̺͓́̕͠ ̸̦̟̠́V̴̞͕̭̪̜̿̌̚ȩ̴̭̙̹̿i̷͇̪̦̰̪̚ǹ̴̡̬̙͇̲-̶̡͈̤̳̦͌̃S̷̬̞͖̎ḩ̴̬́͊̎̿̊r̸̠͉͔̩̀͑̈́́̑e̷͔̥̓̍d̵̻̼̗̎̽d̴̩̺̈́͑ẹ̴͙͔͉̍̈́̂r̵͒͋ͅ,̵̢̃͑ ̴̙̱̗͇͐͐̔B̸̼̄̕ḷ̸̨͈͇̋̎̔̋̚͜o̵̝͍̕ö̶̝̮͎̫́̈́̓̽d̵̻̋m̶̼͎̼͉͂̎͌́͒ả̸̜̔s̴͇̝͌ţ̷̜̱͔͑̏̾è̶̤̹͍r̷̨̥̱̓̀͝ ̷̢̙͋̉͝ṍ̵̮͍̓̋̕͜ḟ̴̳̝̜͇̇ ̶̧̛͎̭͊͠͠K̵̗̣̭̏̕̕͘͝ḥ̴̅̇̒o̸̺͂͐r̶̘̻̙̓n̴̨̛̬͉̥̩͘ë̴̙́́̊͝,̵̡̤͇̙̮̿͐ ̶̣̬̦̓a̴̢͚͑̏̇͂̐n̸̛̘̘̭͓̦͆̑͗̅d̴͍̅͗ ̸̧͔̗̙̎̇ẗ̴̛̥͈̥̩́̍̅͌͜ĥ̵͉̐͘ẻ̸̛̖̱̤͈̞̓̂ ̴̱͉͍̲͍͑͒L̶͎̲̲̀͝ö̷͙̬ṟ̸͈̠̋̕͜͜͝d̴͇̝̻̰̃͝ ̸̛͔͔̿̽͆͜o̵̜͕͛̎̏f̶̛̤̕ ̷͇̫̆̀͛B̴̺͉́͐̀͝a̸͙̠͍̭̞̿t̴͎͔̥͔̆̓̓͆͂t̵̩̟̜̿̉͠͠l̷̪̖͇͊̅͜e̵̛͖̻͐̿ ̴̡̲̮̖̤̏̿͝h̵̭͓̓̓̋̃̇ͅà̸̫̘̤̋͑̅̈s̶̼̱̙̪͑͘͜ ̵̠̠͂͝l̴̥̙̈́̈́ǒ̴̫̻̰̼n̸͍̄͠g̶̡̻͕̀̓̉̀̕ ̴̧̢̺͇̿͜a̴̰̺͑̌̑͋͝w̵͉̯̘͆̄̕ȁ̷͕̹̼̐͌͘͝i̶̲͉͍̘͗̐̅̃t̴̤͇͂̈̋e̷̢̜̻͆̊̈́̉̅d̸͉̬̜͗͠ ̸͔̻̿f̷̞̉̓̅ö̴̟̟́̈́͘͝ͅr̴̥̱̿̔͝͝ ̸̡̮̰̦̇̄̂y̷̜̺̰̥̘͂ȍ̶̘͎̻̳̊̿̅̃ů̷̻͈̔r̶̛͓͐̀͝ͅ ̷̖͉̒͑̄͐S̸͎̮̐̕k̷̝̯͐̏̔͛̕ȕ̵̯̖̳̅̈́l̷̢̛̙͚̄͝l̸̳̎͒́̕͜ͅ,̴̜̔́̑̌͘ ̵̹͖̰̬̓́Ș̴̦̮̗̎́e̷̩̳̼͚̘͐͝v̷̱͓̿̒e̷͔̿̽̀͌̾r̵͉̺͒͑͐̔͋ų̷̗̯̬̈͂͗͠s̷̪̿̅̀!̸̗̖̊"
It takes you a moment to discern the meaning of its words, both from the noise around you and the corruption of the voice, but when you do you rev the chainglaive, your gaze cold with loathing. "You won't be the one to deliver it."
The Bloodmaster howls as he swings towards him.
—-----
Spatha stirs in his coffin, awareness coming with infinite slowness as his mind is pulled from the dreamless sleep of his entombment. His feelings are mixed about waking up, both eager at the promise of stimuli and the challenge of battle and dreading the ever-present reminder of his condition. As the neural pathways of his mind connect with the mechanism of his Dreadnought, the sensors in the chassis start feeding him data about his surroundings. As his mind processes the data, Spatha's first thought is that the vault of the Fear of Judgement is much livelier than usual.
"The Devastators have gone insane!"
"The whole crew has gone insane, keep on firing!"
"Begone Daemons, the God-Emperor abhors you!"
"Techmarine Noricum, when are the Dreadnoughts going to awaken? We need heavy support now!!"
"If the Omnissiahs wills it, it should be about….Now!"
The visual feed turns on, and the last remains of drowsiness fade as the oldest dreadnought of the Mist Shrikes, which he is well aware that isn't as impressive as it sounds, fully takes in on his surroundings. He is greeted by an unexpected scene of battle, one of the squads of the 2nd Company defending the hall from a mix of Daemons and frenzied serfs while Noricum from the 2nd interacts with the cogitator. He hears the grinding of gears of Domitian's frame stirring beside him, and focuses his pic-feed on Noricum. "You seem busy brothers, but would you be so kind as to explain what is going on?"
One of the marines with a Shroudwolf cloak answers as he struggles to reload a bolter without half his hand. "Multiple small Warp Rifts have opened aboard the vessel! Most of the crew and both of our Devastators Squads have gone insane, and the Necessary Discrepancy managed to report that they are also under assault!"
The first Chapter Champion lets out a spread of burning promethium from the Flamer integrated in his Power Claw before answering, clearing space from his brothers as he ignites frenzied armsmen and Flesh Hounds. "Then we have a Daemonic infestation to clear. Follow me little brothers!"
Spatha stomps forward, marching at a slower speed than he could if he was a mortal but with a ponderous step towards the mass of foes that assails them. Recalling the training sessions he had undertaken with his brothers in the Honor Guard, he wastes no effort in making his attacks precise or swift. He smashes the press of bodies like a battering ram, his bulk of adamantium and ceramite crushing bodies under its weight as his claw grabs a Bloodletter and crushes him under his grip, his atrophied hand closing inside his casket at the same time his claw does.
"Your kind has no place in this reality!" Shouts Domitian behind him, the fast bangs of his autocannon firing mixing with the woosh of his Flamer. "The God-Emperor demands your doom!"
Behind them the Tactical squad rallies, covering the two Dreadnoughts flanks as the war-walkers lay waste to all that stand against them. The serfs would face a dire challenge even if they were in full control of their faculties, but reduced as they are to base aggression, they can only bang their fists and knives against their hulls uselessly as they put them down. The daemons are far more dangerous, and so the two interred warriors of the Mist Shrike work in tandem against them, Domitian thinning their numbers at a distance and Spatha smashing anything that gets too close.
"We should link up with Captain Pluvia!" Shouts Noricum after removing his Omnissiah Axe from the chest of a Bloodletter.
"What about the Chapter Master?" Inquires Domitian. "Do we know of his location?"
"Negative! Last we heard he had departed the bridge, but…!" The marine who had been answering is cut off when another marine tackles him, both of them landing on the ground as the attacker attempts to plunge his combat blade under his armpit.
"Return to your senses Radovan! You're better than this!!" Pleads the marine as he struggles to defend himself. The attacker's only response is a wordless roar of fury as he redoubles his efforts to slay him. The Devastator lacks a helmet, showing bloodshot eyes clouded by rage, his features twisted into the feral grimace of a beast. Spatha grabs him in one smooth movement and without pause or hesitation he crushes his torso as if it was a tin can, the maddened marine dying in a spray of shards of ceramite and pulped gore.
Spatha has never been more grateful about that feeling of detachment that exists between him and his coffin, as it allows him to put aside the thought that he has just killed one of his brothers as he continues fighting. They advance swiftly, and as they come close to one of the batteries of the Battle-Barge they hear the sound of gunfire, including the distinctive high-pitched sound of a volkite firing. When they reached his position they found the Captain of the Second Company, the rest of his command squad and an Assault squad fending off a huge numbers of daemons, led by Daemon Engine that resembles an oversized tick, limbs of twisted, blood-rusted metal digging into the floor with sharpened talons to keep standing a body of red and brass plates, its pincer like claws seizing an Assault marine between them and cutting him in half with a terrible snap.
"It's been a long time since I crushed a bug!!" Spatha's vox-casters boom, catching the attention of the Blood Slaughterer, who turns towards him with a chittering sound more organic than its composition should allow. It rushes towards him, uncaring of the Flesh Hounds it tramples underneath its steps, but before he can reach him the entombed Mist Shrike opens fire with his Grav-cannon. Spatha had never been a particularly accurate marksmen, but the size of his target and the properties of his weapon makes it hard to miss. The beam comes out of the muzzle with a rumbling bass, the effects immediate as it impacts the Daemon Engine. It's metallic exoesqueleton crumbles under its own weight, the armored plates turning into sharpened knives that shred the insides of the engine, blood gushing from a myriad of wounds as it dies with a shrill whine, an engine of daemonic destruction reduced to flattened scrap against the deck. In the time that it takes for the thing to die the rest of the marines secure the area through the killing of everything hostile. Emilianus approaches them, the paint in his armor scratched by countless lines of weapons that had tried and failed to punch through.
"Well done awakening our Dreadnoughts Noricum." Pluvia congratulates the Techmarine, taking a hand off his Volkite Charger to clap him in the shoulder. "We would have been in great trouble without their intervention."
Before Noricum can answer, Spatha interrupts him. "Your Dreadnoughts are glad to be of assistance." Emilianus looks up towards him and Spatha laments both that the other man's helmet hides his expression and that his facial muscles have atrophied and he can't smirk at him. "Although this is not the most tactical location to fight in."
"While the serfs losing their mind makes it almost impossible to maneuver the ship properly, the greater automation of our weaponry in contrast to that of the Imperial Navy allowed me to assign two squads to keep manning them." Explain Pluvia. "Not effectively and not quickly, but they can fire. We had to protect them from harm for that to be possible however."
"Then when should we go next Captain?" Inquires Domitian.
"Hostilius voxed me in, reporting that the bridge is clear. He was assaulted by some manner of Bloodletter of far greater skill than the more common ones, but he managed to slay it. He also informed me that the Chapter Master and his Honour Guard went to the Inquisitorial Quarters to speak with the Interrogator." As soon as Emilianus finishes his reply, the two Dreadnoughts start marching in that direction, soon followed by their living brothers.
The fighting as they advance towards the Chapter Master supposed position is as fierce as it was before, but even with the confusion and frenzied infighting of the mortals aboard and the literal otherworldly savagery of the Daemons, the Astartes constantly proved that there was a reason as to why they had been the chosen tool of conquest of the Emperor during the Great Crusade. As the group spearheaded by Spatha and Domitian links up with other scattered marines they find ample proof of that, each scattered member of the 2nd Company fighting like a hero of antiquity against all comers.
It takes them more than an hour to reach their intended destination, only for their assistance to be no longer needed when they do reach it. Almost buried under the corpses of their slain foes stand the veterans and Honor Guards of the chapter. Their appearance reflects the heavy fighting they had been engaged under, armors drenched in blood and gore, guns with smoking barrels and empty magazines and chainweapons with teeth dull and bent out of shape. But their backs are straight and their postures ready for combat, as they move towards the last remaining source of fighting in the chamber.
In a far-off corner of the chamber, a red jagged blade seemingly forged in the depths of an ancient depiction of hell clashes against a chainglaive forged with the knowledge and skill from a bygone golden age. The scene seems as if pulled from an Imperial Cathedral, an Angel of Death fighting against a Daemon of war and bloodshed, the latter fighting with roars and shouts and the former in complete silence. The assembled marine move to intervene on his behalf, but before they can do so it ends. The Daemon slashes with his two-handed sword at the marines arm, but the veteran Son of Curze binds it with his own blade and pushes it to the floor, before unsheathing his knife, closing the distance, and slicing the Bloodmasters throat in one smooth motion, with a speed far beyond that of everyone in the room.
"Y̸̻͈̩͙̫̙̗̲̹͖̜͉̰͂̓̌͆̾̄̈́̔̉͊̌̉̏͜o̷̧̘̫̖̦͒̑ȕ̵̢̨̗͈͔͖̟̥̥͈̝͉͐̔̔͛̑̿͒̓͆̕͜r̴̝̙̎̇̂ ̴̧͚̬͍̝̜̼͕͍̭̆s̷̨̧̢̨̻͍̗̤͈̬̜̰̻̻͔͖̾͂̽͆̈͊̄ͅk̸͔̰͖͙̻̺̱̦̳̽̊͒̀̃̀̐̽͐̌̽̓̕u̸̡̫͇̘̜̯̰̳̙͖̿͆̐̏ͅͅl̶̨̧̢̮̤̥̩̻̪̼̬͉͈̗̼̦͂́̋̿͂̈́̐̈́̄͌̽͝͝͠͠l̴̏̈́̄͗̔̈̌͆̋̓̍̉̌̈́͂͜͜͝ ̸̼̳̩̺̪̇̓̇̾͌̈̈̓̔̉̏͝͝ë̸̪͈̲̤̥͎̝͍͚̝̖̹̣͆͋̊̐̍̾́̆̈́̈̓̾͝a̷̫̭̜͇̪̰̯̜̪̙͍͚̿̏̿̄̐̅̇̂̎͠͝r̸̢̨̺̯͈̠̠̻̤̤͓͆͑̄̈́̉͝n̷̢̮̟͚͈͖̤̩̖̯̱̺̊̾̾͜͝ŝ̵̟̦̃̿̂͆̿͗̑͒̄̓̅̌́͘͝͝ ̵̯̤̼͈̦͉̯̓͆͋̀̂́͐̋͑̐͒̈́͒̕̚͜͝a̶̰̠̱̱̲̲͘ ̶̛̳̞̮͇̹͋̽̑̄͂͐̀̿͌̈͊͐̚͝͝h̸͓̠̭̦̉͜ͅi̵͔̬̻̦̯̬͇̯͈͐g̸̢̢̣̘̯̠̖̦͖̪͇͔̔̈̓̉͗̍̃͘̕̚͝h̷̜͍͐́̿͗̇̀͐̈̐̌̔̕͜͝͝e̶͈͙͎̗̠̝͇̪͉͙͍͂̇͌̓͌r̴̨̛̛̫̹̙̥͙͚̹̣̺̘̳͇̼̅͛̄̋̀̈́̿̈͗̉͆̕̚͠ ̴̢̥̱̫͙̭̰̬̯̏̈́̓̅̑͊p̴̛̯̙͚͈͈̳̜̭̌́̔͛̄͆̅͒ḷ̷̡̦͇̥̲͇̦̰̿ͅą̷̛̛̦̲̪͍̳̟̼͙͖̻͈̪͕̋͌͆͆͑̌̚͘c̷̫̟̘̮̤̄̈́̾̔̎͂͋̅̆e̸̢͔̳̺͈͎̩͈̙̜͑́̆̋̇̑͐̋̄̆̎͐̍̕͘ ̷̧̡̼̘̪̲̼̄̔̌͐ǐ̶̛̠̝̙͆́͝n̷̡̡͉̘̮̬̒͊̿͒̅̊̀̈̾͊̂̀̽͠͝ ̵̡̛͈͓͈͉̬̙̘͒̔̋͒̿͒t̴̡̛̻̤̣̩̯̹̟͈̰̬̃̈͒̃̓̿͛̾̚ḥ̶̡̳̖̱͓̃̑͂̎e̷̢͕̙̻͉͙̘̱͚͙͍̹̬̪͒̃̔͆͗̍̋̓́̔̉̇̈́̐̓́ ̷̞̼͗̃T̶̨̢̛͓̩̯͇̖͕̟̘͕̝͇̦̀̊̍͛̆̓̂͋̚͜͠h̸̛̛̳̰̣͕̱͎͖́̍͊͑͛̆̈́̓́̏̍͂̕͝͝r̶̘̣͍̙̔͆̆́ǫ̸̪̟̭͔͚͗̈́́̓͋̈̕ṉ̵̢̡̯͈͇̟͇͚̜̤͇̖́̃̉̃̌͑̃̎̿͑̅̅̇̈́͂̕͝ͅę̵̣͉͖̲̪̼̼̰̣̩̏̋̐̾.̷̧̨͎̹̖̣̘̘̭̖͓̲̱̟͍̂̈́̈́̌́̾͂́̋̑́̍̌̽͘͝ͅ ̷̙̪̮̰̭͖̲̦͉̬͈̙̺̠̀̑̈́̑̌̍͜͜ͅ" The thing whispers as it falls. "Ẃ̸͖̯̗̞̜̬̩̦̜̰̲̺͍͍͚̗̳̍͗̈̓͝ę̸̦̤̪͖͎̯̦͕̤͖͇̏ͅͅ ̷̢̛̫̹͔͚̥͔̩͔̩͓͖͗͂̏̄̉͘͘͝͝w̴̨̤͓̔͂̇͒̋̉̉͐͝͝͠ḭ̵̛̭̱̫̼̣̲͇̖̬̪̠̻͕͉̙͆̂͗̇͆̉̊̚͘̕͝l̶̤͈̹͊͂͜l̴̨͉̼̖̦̬̱͍̟̯̈́͛̾̒̉̽̽̌̏́́͊͘̕ ̴̨̛͕̱̝̣̜̹̝̝̺͕͆̉͛̓̅̕ş̸͖̝̖̙͙͎̂̄̾͊͂͊̋̈́̑ę̸̞̲̩̮͖̝̾̾͊͒͆e̵̞̩͊ ̵̨̜̱̲̙͉̝̘̜͖͚̜͖̳̰̩͊͂̉͊͊͒̿̑̓̾̏͑́͛̀̓̚͜h̷̡̬͕̞͎̳͖͈̝͔͗͐̉̍̕ō̸̞̖̝̖̖̲̙̃̊̈́̀͘w̸͚̐͌̏̆̒̐ ̸̩̂͂̔̊̊̋͂̒̽͂̈́̏̈͗͘̕̚h̷̨̢̰͖̲̹̗͉͕͇̜̺͓̥͛͂͊̔̆̚ͅi̷̢̹͙̹̣̦̼̇̒̓̈́͊͑̈́̑̕͝͝g̸̡̟̗̭̜̬͒̓̓̄͛̎̄̆̈́͝h̸͚̰̄̐̍͐͊͗̆̂̆̃͒̑͛̅̕͠ ̷̗̞̿̌̓̄i̸͕͋̏̐͌̌͋̀̄͊͗̅͌̊͠t̸͎̯̟̪̱̰̘̣͛͐̇͌̊ ̶̨̨̞͕̳͕͍̬̲͍̮͕͕̼͍̼͂̓̓̎͜r̸̨̬̥̩̦̱̘̰̆̐̔͜ḙ̸̙̜͙͛̽̃̓̌̈́͘à̷̢̞̹͔̲̤̰̅̅͐̽̃̂̏͌̀͌̆́͌͊͐c̵̜͎̗͉̞̜̘̠͔̍̈́̋̓̓͜͜ḧ̶̛͍̱͇͕̗́̈̏̍͂̎͐̉̎͒͒́̿́̀͠e̸̡̢̥̬͓̥̮̯̒̉̓̀̀̀́͘s̷͎̰͎͔̥̼̿̊͑̎̽̽̐̃̋̏̆̇̚ͅ ̴̻̖̯̝̮̞͙̣͖̑̓̌̓̃̂̌͌̒̅́͆͛̚̚͠ò̸͙̉̾̐͌̎̈́̈́̇̎͌̃̔͑͆̕̚ṉ̷̂͛̾̅̿̏̕͘ç̸̡̢̜̠͖͙̥̗̣̝̞̙̉̆ḛ̶̡͖̺͎͔̀̿ ̴̛̖̥͕͎̹̠͓̦̹́̓̃̓̇i̸̛̜̫̫̟̞̪̞̹̿̔́̈́͝͝ͅt̴̼̻̘͛͒͝ ̴̢̙͎̺̺̮̻̽̊͐i̸͎̟͎̱͉͖̻͙̒̏̔̑͗̏̐̀s̷̢̢̢̛̗̘̘̺̬͚͆̂͑͂͗͘ ̶̭̮̯͙̖͚̤̯̳̤̜̗̟̔̎̀́͂͗͌͆͘̕͜͜͝f̵̺̳͍̖̖͈̙̳͎̞̉̆̔̈́̅̊̿̋̿̈́̂̂̚ͅi̵̧̩̞̲̦̲̣̲͓͓̦̫̩̘͙̠̪̔̈̄̄̉̓̄̈́͛͋͊̈́̍̀͝ṉ̷̛̄͌̒̐̇̒̍͆̀̈́̏͠͝͝ą̷̻̤͇͙͓̲̦̖͋̐̎͛͌͒̑͘̕l̵̡̰̼͇̬͇̪͍̭̖͙͈̽̽̓͛̊̂̆̐͋̔̑̚ͅl̴̟̰̰̹̭̺͊͆̅͌͂̀̽͑͌̕̕͝͠ͅy̷̡̹̙̤̤̤̝̻̎̓̍̈͂̌̀͂̂̀̌̚͜͜͜͠͠ ̶̛̫́̍̚c̷̯͉̤̱̦͖̟͙̻͔̙̲͖̘͉̔̐͑̔̊̎́͒͗̍̓͜ͅo̷̩͈͑̉̒͆͋͛l̷̯͔̬̱̯̈̄̐̉̃̌̆̿̎̔͒͛̾̏̍̈́̕l̶̢̹͈̓́̌͘è̴̼̦̙͉̩͓̹c̵̨̯̞͓̐̐͗͜t̸͓́̈̓͝é̴͈͉̙́̔̍̃̂̈̓̉̅̚͝d̷̳͓̻͛̈́́̍͗͊́̑̕͝͝.̴̗̿̎̀͋̏̂͆"
It stills, sword falling from its clawed fingers, and Chapter Master Severus turns towards them, the ragged remains of his cloak stuck to his armor due to the blood that dampens it.
Initiative: Necessary Discrepancy-Willfulness-Fanaticism-Dauntless-Undying-Cold Vengeance-Relentless Pursuit-Liturgy of Blood-Bulwark of Fire-Blessing of the Cog-Unrelenting Zeal-Fear of Judgement-Hand of the Righteous-Treachery's Doom-Owed Retribution-Glory of Martyrdom
1d25=6 Bulwark of Fire Shields at 117/200 SP
Bulwark of Fire attacks Unrelenting Zeal
1d50+30+5= 34+30+5= 69
Unrelenting Zeal Hull reduced to 421/500 HP
Mechanicus Shipmaster roll 3d10 (SC 5)= 3, 7, 1= 0 Successes
Blessing of the Cog attacks Unrelenting Zeal
1d50+30+5= 7+30+5= 42
Unrelenting Zeal Hull reduced to 379/500 SP
Initiative: 64th Host Strikecraft-Willfulness-Fanaticism-Dauntless-Undying-Cold Vengeance-Relentless Pursuit-Bulwark of Fire-Blessing of the Cog-Unrelenting Zeal-Fear of Judgement-Hand of the Righteous-Treachery's Doom-Owed Retribution-Glory of Martyrdom
The bridge of the Fear of Judgement sports the damage it took during the Daemons attack. While the remains of the Daemonic Horde had eventually disappeared, the same had not occurred with either the mortals they had broken nor the damages they had caused. The floor was streaked with blood trails from dragging corpses to the ships incinerators, gouges from blades and bolt holes littered the area and the hololith had been reduced to a sparking ruin when Hostilius had clashed with one of the Sacred Executioners of the Khornates, grabbed it by the back of the head and repeatedly smashed it against the machine until it was banished. Still, around it gather Hostilius, Pluvia, Codicier Polikhat, his Command Squad and yourself.
"We've won the battle." You commence, your gaze travelling through the grim faces of everyone present. "Now we need to look back and make a headcount of what has been the cost of such victory. Hostilius?"
Your Master of the Fleet scowl deepens as he makes his report, his hands digging into the broken hololith. "While the Necessary Discrepancy and the Fear of Judgement have suffered little damage due to enemy fire, the cowardly witchery of the Word Bearers have both exterminated the mortal crews and reduced our role in the void engagement to glorified point defences." You can understand the dissatisfaction. Both ships have only been barely able to keep the gun batteries going, but couldn't make any maneuver apart from that to contribute to the Word Bearer host eventual destruction.
"I am surprised the rest of the fleet didn't decide to attempt a boarding." Comments Polikhat, visibly resisting the urge to scratch the vicious warp burns that scorched his face and armor. While his pyromantic arts have reaped a brutal toll among the servants of Khorne, one of the Executioners managed to endure long enough to pounce on him before disappearing, scarring him with his own warpfire. "A battle-barge of the same class as our own is a mighty price on its own, and that without including the two Strike Cruisers."
"Both our vessels and the Mechanicus Cruiser were fighting active Warp breaches, so according to Admiral Konishi and Captain Kraiputra it wasn't worth giving the traitors more time to enact more surprises." You explain, relaying the information that both leaders have given you during a short vox-call after the conclusion of the battle. "Speaking of which, Admiral Konishi has graciously offered to give us a tithe of crewmen to replace our serfs."
Marcius' expression twists in a manner akin to someone receiving a stab wound. "It rankles me to admit it, but we have to accept it. The Necessary Discrepancy armsmen didn't succumb to the foulness of the Warp, but it's crew complement did, and Lieutenant Cataegis had been forced to vent most of the crew compartments to the void after they had succumbed to a Nurglite-based malady."
"I am sorry to report that our own casualties aren't much better." States Apothecary Anodynon, his raspy voice sounding more worn than usual. "While both Lieutenant Cataegis and Master of Sanctity Falce are bound to make a full recovery, the number of actual fatalities is steeper than we expected, especially among the Devastators."
You frown at the last part. "The surviving Devastators, can they be trusted?" You ask Chaplain Jaronski. You will not allow the taint of the Chapter to seize your brothers, and if you must kill them to prevent it, then you will be doing them a kindness.
"Those that survived are cleared, Chapter Masters." Replies the faithful Chaplain of the 2nd. "They were those that managed to resist the maddening influence of the Daemons, only to be then beset and injured by those who couldn't." You hold his gaze for a long second before nodding. If that is his judgement you will trust it, but still remain vigilant.
"What concerns me are the deaths amongst our allies, Chapter Master." Points out Pluvia. "The Canoness of the Order of the Throned Spear went down with her ship, the Mechanicus complement was under assault and the forces Inquisitor Harker gathered are all but gone."
"I will worry about Harker." You reply, visibly soothing your Captain's worries judging by the relaxation of his posture. In truth, only the Veterans you lend your "patron" are still alive. The forces that survived the destruction of the Eternal Vigil fell to corruption and while Interrogator Westenra didn't, she didn't survived being pummeled into the ground by two rampaging Ogryns. "As for the others, most of the Sororitas forces were aboard the other ships in their possession, and it is almost assured that one of the three Palatines present will take command in the meantime. Lastly, while the Mechanicus is as secretive as ever, the incursion they faced was of lesser severity than ours, and their Master of Skitarii has strenuously assured me that the casualty percentage is "well within acceptable parameters", whatever that may be."
At the end of your explanation, Pluvia exchanges an uneasy glance with his Company Ancient before speaking up. "Even so, this isn't an auspicious start to the campaign Chapter Master."
Your gaze hardens as you look at your 2nd Captain square in the eye, which he doesn't back away from. "We didn't enter this campaign with the expectation that it would be easy, Pluvia. The Arch-Enemy is cunning, ruthless and has no measure of self-preservation or rationality. Nevertheless it must be fought and the only thing we can do is learn from its actions and work towards countering them or preventing them in the future."
Emilianus looks like he is about to say something else, but he reconsiders it and merely nods his assent. It is Hostilius who speaks instead. "As you say Chapter Master. We will begin translation towards Yerma in 4 hours."
"Good. Take your time to see to your duties and prepare for the next phase of the campaign. Dismissed." The rest of the officers vacate the bridge. Hostilius makes to stay, but a brief shake of your head prompts him to follow. Once they've all left you take a deep breath and smash the already broken hololith. In the beginning of the breach, you suspect that you would have succumbed to the influence of the Immaterium if it weren't for Falce, and it tears at your insides. Your brothers trust you, count on you to lead them well, with wisdom and intelligence, and you would have proven lesser than most of them. You will be better, you swear to yourself, both for them and for the duties you swore to carry out millenia ago.
You know that the campaign will test that commitment.
-64th Host completely eradicated.
-Crews of the Fear of Judgement and Necessary Discrepancy butchered, +5 attack bonus for those ships lost for the duration of the campaign.
-27 Marines Slain, 44 Progenoids recovered.
Q.M Notes: As you can see, kinda of a beefy chapter when it comes to rolls. Good news is with the other part already rolled, it should come much sooner. As always, feel free to point out any mistake you might find and hope you enjoy it, have a nice evening.
We lost 3 cruisers (SoB, =I= and Navy) for a Barge, 2 cruisers and 8 escorts. If it wasn't for the boarding it would have been an almost clean victory.
that was a spectacular ammount of ones.
in any case is corruption an inmidiate lost or could they fight it off later?
also i really fucking hate chaos, the whole system can only sustain itself because it's infectious corruption. there must be a way to ward againts rituals.
It is not too bad. Assuming we win the other space combat without grevious losses, we should be on track. It is going to be costly, yes, but we are hitting the equivalent of a Chapter Homeworld. It was always going to be costly.