[X] They attempt to address the various issues as much as they can. (Locked Skald Action next turn)
After a decade in the Lostix Sector, you weren't expecting what to come home to, but it wasn't to the fact you had been promoted to Chapter Master in your absence. In any case, an even ten years had been more than enough time for 2nd Company and the veterans of the Iron Sentinels' 1st Company to perform a thorough reconnaissance of the Lostix Sector.
The current state of the Lostix Sector wasn't as bad as feared. Despite its abandonment by the Imperium, humanity within the sector hadn't completely collapsed even if its might had been much reduced. A good number of Imperial worlds are still surviving and a few are doing well enough to form fledgling petty empires within their local sub-sectors. There is even a semi-thriving interstellar trade going on.
The most notable example is the Forge World Tithran as while it is no longer the power house it once was, the forge world is still surviving. In exchange for foodstuff and raw materials needed to survive, Tithran provides the output of its manufactorums and shipyards. Tithran is something of a safe haven within the Lostix Sector, where interstellar traders can go for repairs and supplies and safety from the assorted threats of the modern Lostix Sector.
The forge world of the Lostix Sector isn't doing nearly as well as Gravemula fell into xenos hands over a thousand years ago, the alien warriors overrunning the tech-guard and slaughtering the tech-priests. Unfortunately, all of what you know of Gravemula's current status is second-hand. As one of the prized jewels of the Carbin Court, you didn't want to risk the destruction of the
Storm of Vengeance by getting too close.
The presence of Chaos is surprisingly limited in the Lostix Sector with the Archenemy having a fairly light presence. While there are a few sub-sectors and many more worlds under the thrall of the Ruinous Powers, it is clear that the main threat of the Lostix Sector is the alien not the heretic.
In that regard, the Ur'Iso Reclamation was the strongest and most feared though their presence was limited to the primary warp routes. Rather than try and control the whole Lostix Sector, the Ur'Iso have focused on dominating the stable warp channels that are the lifeblood of the sector, building several large space stations at key points. Thanks to their dominance, all other powers or independents in the Lostix Sector must either take slower routes or risk running into an Ur'Iso patrol.
Both you and Captain Kare of the Iron Sentinels avoided that. With how much of a known factor the Ur'Iso Reclamation is, it would be too little reward for too much risk.
The Lostix Sector also has the ever present greenskin menace. There is no grand Ork empire, just a collection of petty greenskin empires with the largest controlling an entire sub-sector while the smallest have yet to reach beyond a single world. Part of this is regular cullings by the other powers of the Lostix Sector, none of them desiring to deal with an Ork Waaagh if they can help it.
Of those other three powers, the Carbin Court is the strongest, primarily due to its degree of unity and centralisation compared to the Elinik Houses and Orark Hives. The Carbin are a tall, hulking mammal species that lives in a strict hierarchy with a Chancellor commanding a vast number of Legions. You and the rest of 2nd Company have clashed with a few of their patrols and outposts. In terms of physical ability, they are closer to an Astartes or Ork Nob than a regular human, something made practically fearsome by how numerous the Carbin are.
Thanks to their bulky strength, the Carbin wear unpowered heavy armour that is comparable to Imperial Carapace Armour or Tau Combat Armour. Additionally, the Carbin soldiers effectively wield heavy weapons as standard issue. Combined with your apothecary reporting that almost all of the slain Carbin have been clones, it projects a worrying picture of the Carbin Court's military strength. Especially since they have control of a former forge world.
The only positive aspects of the situation is that their dominion over Gravemula is currently contested by one of the Orark Hives and the weakness of their fleet. Compared to the might of their Legions, the Carbin warships are lacking. Bulky and plain, the Carbin have attempted and failed to translate their strength into the void. While not truly weak, the Carbin warships focus too much on heavy armour and firepower at the expense of speed and agility, leaving them with a fleet that is easily outrun and outmanoeuvred.
The strength of the Elinik Houses and Orark Hives are harder to estimate due to the fact that both xenos species are highly decentralised. The Elinik have never fully recovered since their King and homeworld were slain and destroyed in the Great Crusade while Orark Hives seem to periodically create new hives as part of their life cycle.
From your raids against a few of the smaller hives, the Orark seem to be a monogendered insectoid species with multiple subtypes. Said subtypes consist of a human-sized civilian, human-sized soldier, an ogryn-sized elite soldier and an ogryn-sized leader. Said leader subtype also acts the egg layers, producing more Orarks through you haven't been able to tell if they produce a set amount of different subtypes or if the egg layers chooses what sort of egg they are laying. Another notable point is that both you and the Iron Sentinels have encountered a psyker variant of each Orark subtype though what the means if anything eludes you.
The Orark aren't notable special in ground warfare apart from an apparent monofocus on infantry. While you have fought some Orark armoured and aerial forces, every enemy vehicle had originally been constructed by another species. While the Orark are certainly willing to use scavenged vehicles, you have yet to see any they built themselves.
It is a similar situation in the void. You have fought and destroyed a handful of Orark voidships and like their vehicles, all of them had originally been constructed by another species. And quite honestly, you get the impression that the Orark saw their scavenged vessels more as transports than warships, regardless of the hull's origin purpose.
This desire to scavenge seems to be a major part of the Orark psyche as their planetary hives have all been located in the abandoned structures of other species. You aren't sure what that means, but it seems to be a notable aspect of the Orark Hives.
The last of the major xenos powers in the Lostix Sector is the Elinik Houses. Originally encountered during the Great Crusade, the relatively low threat of the Elinik combined with being on the very edge of the Imperium means that they have always been a low priority. Especially since they have yet to regain their old power as there has been no new Elinik King since their homeworld was subjected to Exterminatus during the Great Crusade.
The Elinik are a reptilian species that are roughly equal to humanity in terms of height, strength and most characteristics. Their most distinguishing feature is the fact they have four arms, the second set growing in during the Elinik's late childhood. Their modern society is a nomadic and feudal with a multitude of independent fleets that regularly make stops on planets to resupply on foodstuff and raw materials.
You have clashed with a few of the minor Elinik Houses to get a better understanding of them. Noble rank seems to be based on the size of their biggest warship along with how many warships they have. The lowest Lords will only have one or two escorts under them, but their Princes will each have at least one battleship. The Elinik are divided up into dozens of different Houses at the minimum, all of varying size and strength. According to what intel you have been able to acquire from the enemy cogitators, there are nine Royal Houses, each one with at least one battleship.
In terms of military ability, the Elinik pirate and raid and never conquering. Whenever they invade a planet, it is always for a limited amount of time before they leave regardless of the outcome. Their army is correspondingly built for this purpose, being fast and mobile to swiftly overwhelm the defences before withdrawing with ill-gotten gains.
The Elinik navy is vast, decentralised and primitive. Part of why their species has survived so long is due to the effort it would take to hunt down all of them. Their technology, while voidfaring, is beneath that of the Imperium and their warships are no match for their Imperial counterparts. The Elinik appear to try and compensate for their deficiency via looted components, regularly using weapons, armour and other parts from the voidships of other species.
***
As the warp storm abates and the tumultuous currents calm, news from beyond the Asgardia Sector begins to flow in. The Ur'Iso Reclamation's incursion into the Imperium has seemed to have reached a new status quo as the fighting has reportedly died down for the most part. Unsurprising since it comes after a decade of bloody battles and costly fighting and both sides must have exhausted their regional forces for now.
In the Prismur Sector, your cousins in the Carmine Talons are able to give accurate information as their 2nd Company remained in the fight even as their losses mounted. When the warp storm broke out, the toils and stress of the Ur'Iso war and its losses reached its climax on the Primsur Sector.
Seeing the apparent weakness of the Imperium and dreading the prospect of being attacked by the Ur'Iso with the Imperium helpless to defend them, several PDF forces fell to Chaos. Trusting that the power of the Archenemy would protect them where the Golden Throne could not, these minor rebellions disrupted the logistics of the war effort against the Ur'Iso Reclamation.
In the end, the Sons of Dorn would deal with their threat with one of their companies arriving in the Prismur Sector shortly after the first of the rebellions began. Despite their pretentious name, these Imperial Fist successors proved somewhat worthy of bearing as within a few years, they had crushed the assorted uprisings albeit at the cost of losing over half of their brothers.
Meanwhile the war in the void had turned against the Imperium as the Imperial Navy suffered heavy losses with little to show for it. A handful of
Dagger-class Galleys were destroyed in exchange for losing a battlecruiser, several cruisers and over two dozen escorts. The only saving grace is the valiant sacrifices of the Imperial Guard held the line on the ground despite enemy superiority in the void. Their ranks stiffened by Astartes allies, millions of Guardsmens gave their lives in the name of the Emperor while Space Marine losses reached the triple digits.
Over the past few years, things would come to a head in the Prismur Sector as more Imperial reinforcements flowed in. Rather than continue to fight in the contested sub-sectors, the leadership of the Imperial war effort withdrew their forces and focused on containment. A series of brutal void battles between the Adeptus Astartes and the decimated Battlefleet Prismur against the Ur'Iso Reclamation would see the advance of the xenos contained.
Yet the costs would continue to mount for the Angels of Death, especially for your loyalist brethren. While most Chapters involved didn't lose more than a squad or two's worth of brothers at worst, two exceptions stood out for the sacrifices they had to make against the Ur'Iso.
The first would be the battered Sons of Dorns would lose their strike cruiser with little more than a squad's worth of brothers escaping aboard the Flesh Tearers' battle barge. Yet their casualties would pale before what your once brothers would sustain. According to the classified reports shared with you by the Carmine Talons, Storm Avenger losses were immense.
The Battle Barge
Storm of Redemption was destroyed in a mutual kill against a
Greatsword-class Dreadnought, the Astartes battleship being sacrificed to take out the xenos battleship. Fierce void battles would also see the destruction of a strike cruiser, a vanguard cruiser and just over a dozen escorts along with over a hundred battle-brothers falling to the xenos in boarding actions.
Yet in the end, the Ur'Iso Recalmation suffered just as badly. In addition to the
Greatsword, they lost a pair of
Longsword-class Galleons, a trio of
Shortsword-class Carracks and half a dozen
Dagger-class Galleys. Not to mention a multitude of transports that were intercepted and eliminated before they could land on more Imperial worlds.
In the Mundi Sector, things went far more costly for the Imperium and better for the Ur'Iso Reclamation. During the years of the warp storm, things were especially on the back foot for the Imperium as they took catastrophic losses. The sort of losses that would could match the full might of a lesser crusade.
Demoralised by the might of the Ur'Iso Reclamation, there were multiple large scale defections amongst the Imperial Guard and Imperial Navy. A double digit number of Imperial Guard regiments gave into the temptations of Chaos, embracing the Ruinous Powers in exchange for false promises of salvation. Meanwhile, multiple warships of Battlefleet Mundi mutinied against Holy Terra with a few turning their coat to the Archenemy while most resorted to a more mundane manner of piracy.
Caught between the relentless advance of the Ur'Iso and traitors within their ranks, the Imperial did poorly. The loyalist Imperial Guard and Imperial Navy forces were crushed by the Ur'Iso as the xenos took full advantage of the newly created gaps in the Imperial frontlines.
The Adeptus Astartes did just as poorly as their mortal allies with the only saving grace being that none of them fell to the allure of Chaos. Yet they still lost over a dozen warships, including multiple strike cruisers, and several hundred Space Marines died in the Emperor's name.
The entirety of the Black Templar crusade was destroyed while the Angels Vermillion and the Blood Dragons saw their deployed companies wiped out. The Sable Knights, Crimson Paladins and Novamarines each lost over half a company while with the exception of the Red Talons, every other Chapter involved lost at least a squad's worth of brothers.
These devastation losses proved disastrous for the Imperial war effort as the Ur'Iso Reclamation swept across the Mundi Sub-Sector. A full fifth of the sector either fell into xenos hands or became a contested battleground as the forces of Imperium and Ur'Iso fought each other for control. The silver lining is that the Ur'Iso did sustain some losses in the process with the confirmed kills of three capital ships and several escorts.
Over the past few years, the situation would eventually stabilise into a new status quo as the Ur'Iso Recalmation's advanced petered out with the xenos focusing more on securing their current conquests than claiming more. Fighting broke out in a handful of new sub-sectors, but compared to prior years, it was mild. Countless guardsmen fell in battle while Astartes losses still reached into the triple digits, but barely more than a company's worth of Space Marines died while no strike cruisers were lost.
In the end, the Ur'Iso offensive was blunted by Battlefleet Mundi, supported by the fearsome navy of your loyalist kin. The agents of Gabriella von Grom report that the Battle of Palastla is being heralded as a great victory with an Ur'Iso Dreadnought being destroyed after a Imperial Navy battleship and two Storm Avenger battle barges caught it in a crossfire. Other Ur'Iso losses include one of their Galleons and a handful of Galleys.
After a decade and a half of fighting, it looks like the bulk of the fighting is over and it is hard to say if the Imperium won or lost. On the one hand, they managed to blunt the advance of the Ur'Iso Reclamation and put an end to its offence. On the other hand, a quarter of the Mundi Sector is under xenos control, either fully or partially along with a fifth of the Prismur Sector. Dozens of capital ships were lost in the fighting by the Imperial Navy while more than a Chapter's worth of Astartes were slain. On top of all that, hundreds of Imperial Guard regiments were lost and just as many were non-combat operational by casualties, leaving gaps in the Imperium's defences elsewhere.
The only question now is what the gathered forces of the Imperium will do now. Will they launch a renewed offensive against the Ur'Iso? Will they divert to their original target of the Asgardia Sector? Will they disperse to reinforce other warfronts across the galaxy? An important question considering the potential impact on the Asgardia Sept and the rest of the Greater Good Coalition.
***
In the Damocles Sector where the Tau Empire lies, your brothers found no significant trouble. The 3rd Chapter Fleet patrolled the trade routes of the Tau Empire without incident with no hostile warships seeking to prey upon the supply lines of your xenos allies. Meanwhile the 11th Company performed some basic raids against the regional greenskin strongholds.
So far, Captain Viggo and his battle-brothers had only struck at minor holdings. They wiped out isolated outposts and unimportant asteroid bases. In the grand scheme of things, it didn't mean much, but it would limit the slow encroachment of Ork presence in the neighbouring systems. And it did so without riling up the xenos with the promise of a good fight, something important considering the current situation in the Jericho Reach.
***
The Jericho Reach was ablaze. While the Tau Empire had slowly exerted their dominance across the region over the past two centuries, the relative prosperity they had brought would be challenged. Foes around outside and within the region would fall upon it from Chaos to Orks to the Ur'Iso.
To the south, a massive invasion force of the Ur'Iso Reclamation struck at the border of the Greater Good Coalition. With a trio of
Greatsword-class Dreadnoughts leading the way, the xenos had sent a score of lesser capital ships along with over four dozen escorts to assault several worlds, including the fledgling Forge World Skapula. Thankfully, Amenophis IV was spared the attention of the Ur'Iso though a couple of its neighbouring systems found themselves underattack.
Caught by surprise and their reserves sent northern to the fighting around the Hadex Anomaly, the defending Fire Warriors and Tech-Guard forces were swiftly put on the backfoot. While no world had completely fallen, their defenders were being battered and unless something changed, it would only be a matter of time before the Ur'Iso established a foothold in the Jericho Reach.
The exception was Skapula. While the local forces of the Mechanica Sororitas were struggling to hold off the invading swarms of Ur'Iso machine-soldiers, the battle-brothers of 15th Company came to the aid of the would-be forge world. Partially due to the strategic value of Skapula and partially because they weren't going to let the xenos conquer a place where so many fallen Storm Avengers had died taking and protecting.
The
Eternal Tempest and her escorts drove off the Ur'Iso fleet by eliminating one of their
Longsword-class Galleons along with half a dozen
Dagger-class Galleys. Spooked by the unexpected losses, the surviving invasion fleet fled rather than risk further losses against 15th Company.
On the ground, Captain Sundri and his veterans engaged in a series of lightning raids that crippled the invading Ur'Iso army. Ur'Iso Knights are a notable target and as 15th Company eliminated more and more of the invading leadership, the offensive collapsed in on itself. The majority of the surviving Ur'Iso ground forces escape with their fleeing fleet and the remaining pockets of resistance should be within the Mechanica Sororitas' ability to crush.
In the north, the Ruinous Powers proved uncontent to simply wait for the Greater Good Coalition to attack them, instead bringing the fight to their foes. Led by the corsair-warlords of Khazant, the legions of the Stigmartus have sallied forth, their unruly look belying their discipline and organisation. Supporting them is a warband of the Death Guard, numbering over two hundred Traitor Marines while the Hell Forge Samech provides them with wargear, supplies and daemon engines.
Yet all of that would have been manageable if it wasn't for the Bloodscorn Hammers arriving. Once the Blood Hammers Chapter, these Sons of Sanguinius turned their backs on both the Imperium of Man and the God-Emperor for unknown ignoble reasons. Now they revere Chaos Undivided with a minority of their brethren embracing the Blood God. Still several hundred strong with mostly uncorrupted gene-seed and experienced apothecaries, the true danger of the Bloodscorn Hammers lies in the fact they have recently corrupted and absorbed another Blood Angels Successor Chapter.
The Tears Sanguine are a fatalistic sort with the belief that since death is inevitable, the most important thing is to make yours a worthwhile and meaningful one. Relatively young at barely over a millenia old, the Tears Sanguine had a successful history until their homeworld was recently infested by a mutant cult. These cultists proved to be especially hard to wipe out as their mutations were unusually infectious and consistent.
Before the Tears Sanguine could finish dealing with the situation, the Ordo Hereticus got involved, demanding to investigate the Chapter and its homeworld. With secrets to hide, the Tears Sanguine did their best to deter and delay the Inquisition whilst sending messages to the Blood Angels and the eldest of the 9th Legion's Successor Chapters.
In the end, the Inquisition didn't wait for other Sons of Sanguinius to intervene, declaring the Tears Sanguine to be Excommunicate Traitoris and assembling a task force headed by the Black Templars and Adepta Sororitas to exterminate them. Only for the old allies and brothers to the Tears Sanguine, the Blood Hammers to come to their aid.
Destroying the Inquisitorial task force, the Blood Hammers extended an open hand to the surviving Tears Sanguine to join with them. A few Tears Sanguine remained loyal to the God-Emperor and were murdered by their traitorous kin. Others remained loyal and were able to make a desperate escape. But the majority of the Tears Sanguine, bitter from the actions of the Imperium and the lack of aid from loyalists Sons of Sanguinius, accepted the offer to join the Blood Hammer.
Now the Bloodscorn Hammers are two Chapters strong with the caveat that a few hundred of their number are freshly promoted neophytes. Even then, they have a couple hundred veterans, over a thousand experienced battle-brothers and a fleet that would be considered impressively large by the standards of most Chapters. The Bloodscorn Hammers have set their sights on the Tau Empire to purge the xenos, descending upon the Jericho Reach in force.
All of this you learnt from the 3rd Company of the Tears Sanguine, the survivors of which managed to escape their traitorous brethren and flee to the Asgardia Sector aboard their strike cruiser. Now Captain Moros of the Tears Sanguine requests safe haven for him and his brothers from both the Bloodscorn Hammers and the Imperium of Man, at least until their status within Imperial space is resolved. Despite everything, Captain Moros holds out hope that Chapter Master Dante of the Blood Angels will be able to sort things out and Chapter Master Aphalin of the Carmine Talons has sent an astropathic message stating that he has already sent a company on a courier mission to Baal.
What to do with Captain Moros and the Tears Sanguine 3rd Company?
[ ] Let them stay in the Asgardia Sector.
[ ] Let them stay in the Asgardia Sector and provide them with some aid.
Costs 10 PP in Wargear, 10 Indomitus-pattern Terminator Armour, 5 Castaferrum-pattern Dreadnought Chassis, 10 Rhinos, 5 Predator Destructor
[ ] Let them stay in the Asgardia Sector and provide them with plenty of aid.
Costs 20 PP in Wargear, 20 Indomitus-pattern Terminator Armour, 5 Castaferrum-pattern Dreadnought Chassis, 5 Contemptor-pattern Dreadnought Chassis, 10 Rhinos, 5 Predator Destructor, 5 Predator Baal, 1 Land Raider Phobos.
Meanwhile several worlds in the Jericho Reach have turned into battlezones as the forces of the Greater Good Coalition clash against the Stigmartus and their Traitor Marine allies. On the worlds of Iatos and Delphos, the fledgling colonies are besieged not only by the heretics of the Stigmartus, but by the Astartes of the Death Guard and Bloodscorn Hammers.
It could have easily been disastrous if it wasn't for the void dominance of the Storm Avengers. With two battle barges and three strike cruisers along with all of their escorts, the warships of the Storm Avengers did an excellent job of holding the Chaos fleets at bay. While only a handful of enemy escorts and transports were destroyed, many more Chaos warships were damaged before being driven off, including multiple enemy capital ships.
Yet despite the best efforts of the Storm Avengers and the Tau Protection Fleet, multiple Chaos forces were able to land on both Delphos and Iatos. Dozens of Death Guard and over a hundred Bloodscorn Hammers successfully made it to the surface on Iatos and Delphos respectively along with entire regiments of the Stigmartus on both planets. Supported by the brothers of 9th Company, the Fire Warriors have been able to hold the line, partially due to their own valour and partially due to the lack of interest from the Chaos Space Marines.
Rather than fully support the Stigmartus in wiping out the Tau settlements, both the Death Guard and the Bloodscorn Hammers have proven more interested in the Gollard Mountains of both worlds. More concerningly, the Dark Mechanicus have also begun to eye the Gollard Mountains, attempting to land forces on both Delphos and Iatos.
Yet it wasn't only Iatos and Delphos that would be attacked by the Archenemy. The Feudal World Karbera, the Hive World Parino Secondus and the Death World Kaziana would also fall under siege from the Stigmartus and the Bloodscorn Hammers. And not only did they have to fear the Heretics, but also the Xenos as the forces of Waaagh! Deffshokk fell upon them.
Drawn to the Jericho Reach by the promise of a good fight, Warboss Deffshokk and his greenskin horde went to the fierce fighting between Chaos and the Greater Good Coalition, turning the conflict into a three-way brawl.
Of the three worlds, Kaziana fared best. The entrenched Fire Warriors didn't receive any Space Marines reinforcements from either 4th Company or 5th Company, but they proved to not need it. While the Sigmartus and Orks both landed on the Death World, the Tau simply had to hide behind their fortifications and let the local environment to the work. Within a year of landing, any invasion force would be broken between the lethal wildlife and plantlife along with the deadly weather.
Unfortunately, neither Karbera nor Parino Secondus had the fearsome natural defences of Kaziana. Only recently having begun to industrialise with Tau aid, the locals of Karbera were unable to put up a serious threat, leaving it up to the Fire Warriors of the Tau Empire and the battle-brothers of 4th Company to defend them. Something made much easier by the fact that their foes were perfectly happy to kill each other.
The warships of Waaagh! Deffshokk ran into the Stigmartus invasion fleet, leading to a mighty space battle which saw an Ork victory with the majority of the Stigmartus transports destroyed. The greenskins attempted to make a landing, the
Light of Guilliman led a detachment of the Tau Protection Fleet in fending off the Ork warships. The surviving xenos quickly lose their nerve, deciding to join the main Ork fleet at Parino Secondus with their remaining ships.
Unfortunately, 4th Company was unable to pursue the fleeing greenskins before they could regroup with Warboss Deffshokk. While the Stigmartus had been fended off albeit by the xenos rather than faithful, the Bloodscorn Hammers had managed to land a couple of companies on the surface of Karbera. Now the Traitor Marines have been fighting a guerrilla war against the planet's defenders to unknown ends.
Parino Secondus would turn out to be the place where some of the most serious fighting would take place. Warboss Deffshokk personally led the attack here while multiple Stigmartus regiments successfully made landfall with heavy support from the Bloodscorn.
Even with the support of 5th Company, the Tau defensive lines have only been able to hold because the majority of the surviving population had been evacuated in years prior to the invasion. With most of the human populace relocated to more self-sustaining worlds with higher quality of life, Parino Secondus has only a shadow of its population at its height.
The heavy fighting has consistently seen the defenders pull back rather than fight over worthless land. Instead, the Tau have done their best to bait their foes into attacking each other. While the Stigmartus and Bloodscorn Hammers are resistant to such tactics, the Orks were fairly easy to trick into attacking the Ruinous Powers. Especially since the Chaos forces standing their ground rather than retreating like the Tau left the greenskins deciding that the 'spiky gitz' made for a better fight.
That said, the Archenemy was able to make some headway on their invasion of Parino Secondus. With the Bloodscorn Hammers leading the way, the Stigmartus were able to secure one of the abandoned hives. Now they use the towering metropolis as their centre of operations on Parino Secondus, a headquarters where off-world reinforcements can land in relative safety and their battered forces can withdraw to recover after a hard battle.
In the orbit above Parino Secondus, the large fleet of Warboss Deffshokk holds dominance with even the Storm Avengers conceding the field. The
Shield of Asgardia has been harassing both the heretic and xenos alike while the Stigmartus continuously try to land more ground forces with support from the Bloodscorn Hammer, but none have been able to break the greenskin blockade.
7 Battle-Brothers are killed. 7 Gene-Seed Recovered. (4th Company)
10 Battle-Brothers are killed. 9 Gene-Seed Recovered. (5th Company)
6 Battle-Brothers are killed. 6 Gene-Seed Recovered. (9th Company)
***
This is a long update with about 5k words and covers everything going on outside the Asgardia Sector this turn. You get to hear about Stefan's exploration of the Lostix Sector while the Imperial-Ur'Iso war dies down and the Jericho Reach is set on fire.
Also some semi-friendly marines show up and you get to decide how much you are going to help them by. In case anyone is wondering, all of the stuff you can potentially give to Captain Moros and his company are already in your armour so it won't directly cut into any of next turn's PP.
And speaking of the next turn, I'm planning to go on a hiatus once I have posted Turn 25. This is because I'll be doing Camp NaNoWriMo for April and will be focusing on writing a story for that, something I'll do by putting my existing projects on hiatus for the month.
Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to.