5): Tzeetch is explictly impossable to guess what he's getting.....I suspect we might NEVER know what his buff is....but I suspect he will turn it on us if its a person/deamon/agent of some kind.
the weird thing is that since he already exists its going to be less of a "suddenly I existed" thing and more of a "bizarre surge of power from a ritual that might not even exist in this timeline"
I just realized that part of the conditions required for tzeetch's birth could very well be people expecting it to happen D:
its sort of a "can't exist unless you belive in it" but applied to a entity that can cross time/space/dimension from realitys that already believe in him and thus resulting in a self-affirming un-truth.
if the intention is to get his word as to its canon-ness in embers-verse, why would we know if its true (IE: canon here)? if we don't, then he can't/won't tell us.
Grábakr War Part Ten: The Second Line Buckles
T=35:18:00-49:18:00
You decided to put Marshal Rakes in charge of your main defensive line and to provide him with a mix of all of your non-power armoured forces to hold the line with along with Master of Sanctity Horatius Cocles, whose skill and oratory should help keep your forces morale up. You will personally lead a force built around your most elite forces to counter any Tyranid breakthroughs including both Xavier and Jacob,while Chapter Master Julius will be tasked with countering the Tyranid infiltrators, using the majority of his Astartes as well as Eldar stealth experts and several divisions of Battle Psykers, Jane and Sir Pellinore will be tasked with aiding this force. Finally you will have Lord Marshal Hrothgar lead the Imperial Trust Titan hunters and the Companions of Varen against any Tyranid Bio-Titans which are deployed, a task in which they will make full use of Archmagos Biologis Maximal's anti-Titan Poison.
The Tyranid assault on the Hvergelmir Prime Fortress consisted of the normal waves of Genestealers backed up by a mix of larger and even more deadly bioforms. Between your entrenched defences and massed artillery, which included the devastating Ordinatus Grábakr Marshal Rakes was easily able to hold the line against the main assault, though he was aided in this by the fact that massive thoughthey were the Tryanids numbers were less then expected due to the diversion of Synapse to the fleet. As the Tyranids advanced they deployed a range of deadly new bioforms to the front line, including a large number of heavily enhanced infiltrators, some of which can take out entire squads of Astartes swiftly and single-handedly. They also deployed a major force of Bio-Titans, supported by some unknown Superheavies that seemed to fulfill a similar role as your Testudo Guardian Tanks and provided an unfortunate amount of protection to their charges from your long range artillery. Even with Ridcully's warning this push was able to overwhelming the first wave of Titan-Hunters and cause a breach in your outer defences, one that you had to deploy your elites. Despite the breach being closed and the breakthrough force being overwhelmed the damage done to your defences can not be fully repaired, and will create a vulnerability against future waves. In the void the Tyranids concentrated a greater portion of their synaptic power on the Hive Ships, allowing them to hold out for longer against Autarch Landeer's ferocious harassment. Due to this they suffered only lost a quartet of Hive Ships over the week, well under a tenth of their number.
Naval Harassment
Eldar d100=97+100(skill)+20(Technology)+171(Martial)+10(Seers)+20(caution)+50(Eldar)+20(defences)+50(numbers)=538
Tyranid Defence d100=43+119(skill)+199(Synaptic Network)-10(landing)=351
Name
Type
Loses
Hive Ship
Battleship
3.74
Maw Hive Ship
Battleship
0.78
Scourges
Fighter-Bomber
1,931
Name
Type
Loses
Aconite
Frigate
9.19
Hellebore
Frigate
18.39
Hemlock
Destroyer
60.61
Nightshade
Destroyer
60.61
Shadowhunter
Destroyer
20.20
Wraithship
Light Cruiser
20.75
Dragonship
Cruiser
10.58
Eclipse
Cruiser
10.58
Phoenix
Battleship
0.22
Eagle
Bomber
388
Darkstar
Fighter
416
The second week of the siege of the Hvergelmir Prime Fortress started off like the third but then a terrifying new bioform made its presence known on multiple battlefronts, often by attempting to destroy the keystones of the defences. This new bioform, dubbed the Broodlord Alpha, combines the physical capabilities of a Genestealer Broodlord with the Psychic power of an Alpha-level Psyker, power that is mostly channeled into boosting its already formidable abilities. The result is a lightning fast, incredibly tough killing machine able to wipe out an Astartes Company in a matter of minutes. Marshal Rakes only managed to escape his hunter after the sacrifice of the entire Lifeguard Regiment assigned to guard him, while Master of Sanctity Horatius Cocles was only able to slay his foe after receiving enough damage to kill even him twice over, with only his healing potions being enough to keep him moving. Despite the utter terror that Broodlord Alphas were capable of as infiltrators they failed to have a major impact as they could have as infiltrators, in large part due to Jane hunting down and killing two as well as the one that attempted to kill her. Despite this the attempt on Chapter Master Julius' life was nearly successful, and he was put into a coma by the wounds inflicted on him. Once more the Bio-Titans proved to be the greatest threat, pushing a whole though your defences and smashing massive numbers of your Titan Hunting forces, including almost four entire courts of Knight-Titans. Once more you led your elites out to close the breach and pushed the Tyranids back to the walls, despite the best efforts of the Broodlord Alphas who once more proved to not be a match for a rampaging Oakheart.
General Defence
Tyranids d100=86+27(Synapse)+30(Troop Quality)+30(unending numbers)+10(Broodlord Alphas)=183
Imperial d100=39+65(Martial)+10(Seers)+50(Defences)+30(Poison)+5(Heroes)+20(Ordinatus Grábakr)-45(breach)-10(infiltration)+10(secure)+5(Counter Attack)=179
Marshal Rakes survival roll (DC 125) d100=73+26(stats and traits)+10(Lifeguard)+20(Seers)=104: Survive, lose lifeguard
Master of Sanctity Horatius Cocles survival roll (DC 150) d100=61+90(stats and traits)+20(Seers)=171: Survive, 2 mortal wounds Defences Compromised. lose 40 Militia armies, lose 20 Regular Armies, lose 11 Elite Armies
Infiltration
Tyranids d100=60+27(Synapse)+50(Troop Quality)+5(numbers)+50(Broodlord Alphas)=192
Imperial d100=15+70(Martial)+20(Seers)+25(Defences)+7(Poison)+45(quality)+25(Heroes)-2(breach)-5(under pressure)-10(General out)=190
Chapter Master Julius survival roll (DC 150) d100=80+50(stats and traits)+20(Seers)=150: Wounded, out of action for rest of campaign
Jane survival roll (DC 150) d100=98+84(stats and traits)+20(Seers)=202: Win, +20 to roll
Sir Pellinore survival roll (DC 150) d100=77+62(stats and traits)+20(Seers)=159: Survive Defences Compromised. lose 5 Eldar Warhosts, lose 17 Astartes Companies, lose 76 Battle Psyker Regiments
Bio-Titan Push
Tyranids d100=100+27(Synapse)+30(Troop Quality)+15(unending numbers)+75(Bio-Titans)+20(Broodlord Alphas)=267: Critical Success (yes really)
Imperial d100=73+55(Martial)+10(Seers)+50(Defences)+50(Poison)+20(Titan Hunters)-5(breach)+10(secure)=263
Lord Marshal Hrothgar survival roll (DC 150) d100=76+58(stats and traits)+20(Seers)=154: Survive Major Breach. lose 15.2 Fellsword Regiments, lose 37.8 Northern Sentinel Regiments, lose 360 Knight-Titan Maniples
Breakthrough Counter
Imperial d100=94+90(Martial)+20(Seers)+12(Defences)+30(Poison)+5(Heroes)+45(quality)=306
Tyranids d100=89+27(Synapse)+50(Troop Quality)+30(unending numbers)+50(Bio-Titans)+20(Broodlord Alphas)=266
Governor Rotbart survival roll (DC 125) d100=96+44(stats and traits)+10(Lifeguard)+20(Seers)=150: Survive
Xavier survival roll (DC 150) d100=90+84(stats and traits)+20(Seers)=194: Survive
Jacob survival roll (DC 150) d100=63+109(stats and traits)+20(Seers)=202: Win, +20 to roll Breach Closed. lose 2.5 Power Armoured Armies, lose 12 Wraith Legions, lose 84 Superheavy Regiments, lose 48 Battle Psyker Regiments, lose 2 Thunder Warriors Regiments
Naval Harassment
Eldar d100=74+100(skill)+20(Technology)+171(Martial)+10(Seers)+20(caution)+50(Eldar)+20(defences)+50(numbers)=525
Tyranid Defence d100=26+119(skill)+199(Synaptic Network)-10(landing)=334
Name
Type
Loses
Hive Ship
Battleship
3.14
Maw Hive Ship
Battleship
0.70
Scourges
Fighter-Bomber
1,235
Name
Type
Loses
Aconite
Frigate
8.54
Hellebore
Frigate
17.08
Hemlock
Destroyer
56.00
Nightshade
Destroyer
56.00
Shadowhunter
Destroyer
18.67
Wraithship
Light Cruiser
18.73
Dragonship
Cruiser
8.73
Eclipse
Cruiser
8.73
Phoenix
Battleship
0.20
Eagle
Bomber
374
Darkstar
Fighter
344
While you were able to close the main breach several more minor breaches were opened that will need to be closed if you are to hold the line, a task that will be made more challenging by the Tyranids recent adaptions making them immune to your last anti-Synapse poison. You will need to deploy a major force from your reserves to properly secure the walls, a force that pretty much has to be drawn from the Eldar. In the void Autarch Landeer took out another four of the boosted Tyranid Hive Ships, exchanging each for an entire squadron of his cruisers. Thankfully as the week draws to an end Eldar reinforcements arrive from Gilznabrun, massively increasing Autarch Landeer's numbers. With the additional numbers he believes that he should be able to gain control of the void within two more weeks at the most using current strategies, or half that if he is willing to sacrifice his Ghostships and have them close.
[] Continue as things are- Gain control of the Void within around two weeks, very low losses
[] Deploy Ghostships in close- Gain control of the Void within around a week, very low losses except to Ghostships which will suffer very heavy losses.
choose as many forces to take part in your general defence as you want, casualties will be taken from among the fores deployed
Marshal Rakes
[] Militia- While not as good as your regulars the best regiments of the Hvergelmir make up a good forty percent of your forces and are not a major liability. -10 quality Currant
[] Regulars- Most of the professional forces you have access to are Regulars drawn from the Midgardian Iron Guard and similar formations, they are decent soldiers and can be trusted to hold the line, most of the time. +0 quality Currant
[] Grenadiers - A full sixth of your forces are drawn from elite formations such as the Avernite PDF and the Midgaridan Chosen, these units can be counted on to hold even when the odds are against them. +10 quality Currant [] Power Armoured Grenadiers - Most of your remaining forces your forces are drawn from those elite formations equipped with power armour such as the Svartalfar Guard and the Avernite Helltroopers, while you lack the numbers to sustain many losses from these units they have the skill and equipment to hold to lines when all seems lost. +20 qualityInsufficient numbers
choose as many forces to take part in your general defence as you want, casualties will be taken from among the fores deployed
[] Select new General in charge of this aspect of the war
[] Regulars- Most of the professional forces you have access to are Regulars drawn from the Midgardian Iron Guard and similar formations, they are decent soldiers and can be trusted at least spot infiltrators before dying, usually. -10 quality
[] Grenadiers - A full sixth of your forces are drawn from elite formations such as the Avernite PDF and the Midgaridan Chosen, these units have the skill to be a threat to infiltrating groups, and the numbers to cover all approaches. -5 quality
[] Power Armoured Grenadiers - Most of your remaining forces your forces are drawn from those elite formations equipped with power armour such as the Svartalfar Guard and the Avernite Helltroopers, these formations can be trusted to fight off the deadly Tryanid infiltration units without needing overwhelming numbers. +0 quality
[] Psykers- The psychic senses of your Battle Psykers are invaluable in spotting the Tyranid infiltrators, though they lack the numbers to be the main combat arm in this. +10 quality Currant
[] Astartes- Astartes are some of the few forces that can match the Tyranid infiltrators in their preferred environment and come out victorious, and you have thousands of them to deploy. +15 quality Currant
[] Eldar- Eldar Rangers and Striking Scorpions are some of the most deadly stealth troops that you have access to, and Wraithguard as some of your best guards. Between their numbers, skills and psychic powers these forces are your best counter to infiltrators, and could possibly counter the infiltration by themselves. +25 quality Currant
choose which forces you will use to counter any breakthroughs by the Tyranids
[Governor Rotbart
[] Grenadiers - A full sixth of your forces are drawn from elite formations such as the Avernite PDF and the Midgaridan Chosen, these units have the skill to matter in this fight and the numbers to keep fighting. -5 quality
[] Power Armoured Grenadiers - Most of your remaining forces your forces are drawn from those elite formations equipped with power armour such as the Svartalfar Guard and the Avernite Helltroopers, these formations will be able to push back the Tyranids, most of the time. +0 quality Currant
[] Psykers- The concentrated combat pwoer of your Battle Psyker Regiemnts and Psychic might of your Choirs could prove essential in countering enemy breakthoughs. +5 quality Currant
[] Astartes- Astartes are near unmatched when it comes to proviing force concentration, essential for this type of fight. +15 quality
[] Eldar- Since the rise of the Ynnari ELdar have become one of the most powerful forces in the galaxy man for man, with their Wraith Legions able to slay almsot any foe. +20 quality Currant
[] Deploy Imperial Trust Superheavies- The Imperial Trust has a decent number of superheavy vehicles in this fight, of which the Knight-Titans of the Aesir are the most numerous. While you lack the numbers to suffer heavy losses a push by a concentrated force of Superheavies is near unstoppable Currant
[] Deploy Eldar Superheavies- The Eldar have a decent number of superheavy vehicles in this fight, including a full Titan Legion. These is your most pwoerful heavy combat force and can be trusted to crush anything you set them on.
[] Heroes (write in which)- Your handful of heroes each represent a irreplaceable asset that when deployed correctly can turn the tide of a battle
Lord Marshal Hrothgar
[] Use Bio-Titan Poison- The poison that Archmagos Biologis Maximal developed will allow your regular forces to take out the Bio-Titans without to much trouble, though as soon as it is deployed the Hive Fleet will begin working on adaptions to counter it.
[] Deploy Imperial Trust Titan Hunters- A mix of Fellswords, Northern Sentinels and Knight-Titans should be enough to take out the Bio-Titans, though not without losses. Currant
[] Deploy Eldar Titan Hunters- A mix of Fire Dragons, Eldar Titans and Wraiths with D-Cannons should be able to easily dispatch the Bio-Titans, though not losing some of your most powerful forces.
[] Write in
[] Deploy Eldar Infantry- The Eldar Infantry are some of your most deadly forces, and would be able to shore up the defences despite their low numbers. +15 quality
[] Deploy Eldar Titans- Eldar Titans are some of the most advanced of their type, and will be able to deverstate the incoming Tyranids allowing your current forces to regain control of the walls. +30 quality
General 1: Adapted for General 2: In use for 20 days, no adaptions noted General 3-6: Unused Genestealer 1: Adapted for Genestealer 2: In use for 20 days, no adaptions noted Genestealer 3: Unused Synaptic 1: Adapted for Synaptic 2: Adapted for Bio-Titan 1: In use for 20 days, no adaptions noted
[] Use new poison as soon as Tyranids adapt Current
[] Save poisons for when they are needed
Hvergelmir Prime Fortress (36,000km2)
This area contains all forces not tasked to other areas, must deploy at least 90 armies elsewhere
4 Hives- Can easily fit 80 armies, can fit 800 armies when overcrowded
21 Clear Land
21 Minefields
3 Fortifications- Can easily fit 0.6 armies, can fit 3 armies when overcrowded
10 Advanced Fortifications- Can easily fit 2 armies, can fit 10 armies when overcrowded
12 AA Batteries
9 Advanced AA Batteries
9 Theater Shields
16 Orbital Defence Silos
Generals: Governor Rotbart, Chapter Master Julius, Marshall Tychon Rakes, General Aleksander Andreassen Heroes: Master of Sanctity Horatius Cocles, Grandmaster Xavier, Elite Primaris Ophelia Jameson, Jane Oakheart, Jacob Oakheart, Sir Pellinore, The Companions of Varen, Lord Marshall Hrothgar of the Aesir, Archmagos Prime Sahr Elites: 45 Courts of Knight-Titans, 10 Vargarain Guard First Companies, 85 Vargarain Guard Companies, 4 Vargarain Guard Scout Companies, 1.3Thunder Warrior Regiments, 44 Blood Dragons Companies, Ordinatus Grábakr, 100 Eldar Titans, 20 Hosts of Vaul (25 super heavy vehicles each), 90 Aspect Hosts (10k strong), 9 Ranger Hosts (10k strong), 180 Wraith Legions (1 million strong) Regulars: 37 Power Armored Grenadiers Corps, 400 Grenadiers Corps, 132 Guard Armies Militia: 121 Militia Siege Infantry Armies Psykers: 3 Primaris Execution Forces, 80 Psyker Choirs, 1,521 Battle Psyker Regiments, 10 Seer Councils, 148 Warlock Conclaves, 50 Spiritseer Gatherings
0/4 Leviathan Super Hive Ships- Command Battleship generalists able to preform well in every form of combat, Synaptic Nodes.
36/100 Hive Ships- Battleship generalists able to preform well in every form of combat, Synaptic Nodes. 17/37 Maw Hive Ships- Battleships designed for boarding operations, deadly to heavy targets, Synaptic Nodes.
0/58 Tyranid Cruiser Squadrons- Cruiser generalists able to preform well in every form of combat, some have hidden Synaptic Nodes (Ridcully has identified). 0/28 Tyranid Maw Cruiser Squadrons- Cruisers designed for boarding operations, deadly to heavy targets, some have hidden Synaptic Nodes (Ridcully has identified). 0/42 Tyranid Light Cruiser Squadrons- Light Cruiser generalists able to preform well in every form of combat. 0/30 Tyranid Maw Light Cruiser Squadrons- Light Cruisers designed for boarding operations, deadly to heavy targets.
0/90 Tyranid FrigateSquadrons- Heavy Escort generalists able to preform well in every form of combat. 0/82 Tyranid Maw FrigateSquadrons- Heavy Escort designed for boarding operations, deadly to cruisers.
6/9 Eldar Battleships- Incredibly fast battleships with powerful weapons and decent defences, best at harassment but can brawl if they have to. 14/29 Eldar Ghostship Squadrons (entirely wraith ships with heavy armour and naval D-Cannons)- Incredibly fast heavy with terrifying short ranged weapons and tough defences, can actually take on the Tyranids in short range but die fast if they do. 58/145 Eldar Cruiser Squadrons- Incredibly fast cruisers with powerful weapons and decent defences, best at harassment but can brawl if they have to. 40/85 Eldar Light Cruiser Squadrons- Blindingly fast light cruisers with powerful weapons and weak defences, entirely harassment vessels. 95/140 Eldar Escort Flotillas - Blindingly fast escorts with powerful weapons and decent defences, best at harassment but can brawl if they have to.
0/127 Defence Stations- Very tough well armed super-capital defences 0/127 Heavy Weapon Platform Squadrons- well armed tough capital defences 0/127 Orbital Weapon Platform Flotillas- well armed escort defences 0/63 Defence Monitor Flotillas- slow but well armed and tough escorts
Ouch. At least the fleet arrival roll worked in our favor.
At this point we pretty much have to just shove everything into the defense.
The only question is which void option do we go with? We can't afford to hold the ground much longer, as it seems the Tyranids have started to get desperate and are throwing out their heaviest hitters, ones that I suspect are incredibly expensive for them to make.
[] Deploy Ghostships in close- Gain control of the Void within around a week, very low losses except to Ghostships which will suffer very heavy losses.
This is why we prioritized the Maw Ships. With those two Nat 100s on the Nid side we're not going to handle Week 4 with anything resembling grace.
Yeah, looking at this again I'm with Shard. We're going to start losing heros if we make it to week four, particularly if the dice keep up these ridiculous rolls.