The Ghosts of Retribution have arrived at the Artoria system to find it being pillaged by Chaos Raiders.In this session we will resolve the space combat before making planetfall and dealing with whatever chaos forces remain on the planet.Pic related is your starting positions. Forces you control are the Battle Barge Aspera Dominus and Strike Cruiser Pax Sepulchrum on the right edge. And the Imperial Navy Sword Frigate Squadron on the upper edge.Enemy forces, controlled by Skargan, is the lone Hecate-class Cruiser above Artoria. Scans show that the ship is remaining in place to pick up transport shuttles from the surface, and will make good their escape after all three have returned (after 3 turns).Chat: https://client02.chat.mibbit.com/?channel=%23RisingSons&server=irc.Rizon.netShip stats in next post.
Rules are straight from Battlefleet Gothic, slightly tweaked for d100. Leadership tests are roll under. For shooting, d100s are used in place of d6s but with targets adjusted to maintain probabilities.The routine will be: You post what special orders and movements you want, and the intent of your shooting phase. As well as rolling for special orders.I will then post the map with your movements to confirm it's all correct, then consult the gunnery tables and tell you how many dice to shoot with etc.Then you will roll for your shooting, and tell me what actions you wish to take in the ordnance phase.Aspera DominusType/Hits: Battleship/12. Speed: 20. Turn:1/8. Shields: 4. Armour: 85+. Turrets: 4. Leadership: 87Weapon - Range/Speed - Strength - ArPort Weapons Battery - 45 - 12 - LeftStarboard Weapons Battery - 45 - 12 - RightProw Torpedoes - 30 - 6 - FrontDorsal Bombardment Cannon - 30 - 8 - Front/Left/RightProw Launch Bays - 20 (Thunderhawks), 30(fighters) - 1 Squadron Thunderhawks, 2 Squadrons Fighters - N/ANotes: Cannot use Come to New Heading special order.Pax SepulchrumType/Hits: Cruiser/6. Speed: 25. Turn:1/4. Shields: 1. Armour: 85+. Turrets: 2. Leadership: 79.Weapon - Range/Speed - Strength - ArcPort Weapons Battery - 30 - 4 - LeftStarboard Weapons Battery - 30 - 4 - RightDorsal Bombardment Cannon - 30 - 3 - Front/Left/RightProw Launch Bays - 20 (Thunderhawks) - 2 Squadrons - N/ASword-class FrigateType/Hits: Escort/1. Speed: 25. Turn:1/4. Shields: 1. Armour: 65+. Turrets: 2.Weapon - Range/Speed - Strength - ArcWeapons Battery - 30 - 4 - Front/Left/Rightcont...
Hecate-class Cruiser (Mark of Nurgle)Type/Hits: Cruiser/9. Speed: 25. Turn:1/4. Shields: 2. Armour: 65+. Turrets: 3. Leadership: 72Weapon - Range/Speed - Strength - ArcPort Launch Bay - 30(fighters), 20(bombers) - 2 squadrons - N/AStarboard Launch Bay - 30(fighters), 20(bombers) - 2 squadrons - N/ADorsal Lance Batteries - 60 - 2 - left/front/rightPort Weapons Batteries - 45 - 4 - LeftStarboard Weapons Batteries - 45 - 4 - RightProw Weapons Batteries - 45 - 6 - left/front/rightNotes: Mark of Nurgle means this ship cannot be boarded.>>39220076Addendum: The sword-class frigate squadron has a leadership of 58Opening turn is for the Imperials. Please give movements and roll for special orders.
>>39220211Fleet Master Copernicon to all vessels. "We are the Emperor's wraith. Let none stand before us and survive."Aspera: ahead 20 + All Ahead FullPax: ahead 25 + All Ahead FullSword Squadron: ahead 25 + All Ahead FullAs I understand it, even at maximum move with special orders we can't hit those asteroids with Aspera or Pax.
>>39220366Captain Amber of Amber Squadron approves your orders. "Ave Imperator my Lord, let us crush the heretical dogs!"Captain Amber's ship is the one highlighted.Please roll 3d100 for your special orders, and give the order in which they are given. You may reroll 1 failure due to the Fleet Master's expertise.For each successful check, please roll 4d6 for the additional movement.
Rolled 74, 67, 50 = 191 (3d100)>>39220366I believe LD rolls are called for.Aspera, Pax, Squadron
Rolled 6, 4, 2, 6 = 18 (4d6)>>39220489Aspera's extra move
Rolled 1, 5, 6, 6 = 18 (4d6)>>39220489Pax extra move
Rolled 4, 6, 2, 1 = 13 (4d6)>>39220489Amber Squadron AAF
>>39220683>>39220590>>39220561>>39220489All movements made, including all ahead full.Do you want to make any ordnance actions? If not it is Chaos' turn.
Imperial rats are regrouping or counterattack. Give sign to the brothers on the ground, their forces are too strong or us to fight here... May the maggots feast on their eyes forever, dammit!NEW ORDERS ARE HERE, YOU FILTH! BACK TO YOUR POSTS!Turn the vessel 40^ westward, so that we'd almost face the asteroid field. Prepare the guns, standby!
>>39220753end Imperial turn
>>39220777Let me confirm this as the path chosen by the Great One.
Rolled 96 (1d100)>>39220777>>39220833Turn made. Please approve.To clarify. Hecate is in HIGH ORBIT and not moving as it waits for transports to come from the surface. Therefore it counts as stationary but may still turn.If no ordnance is to be launched, then it's the Imperial turn!Rolling to see if allies show up. On 1-20 they do....
>>39220884>>39220833CHAOS VISIONS ARE MORE CLEAR NOW! Change the bloody orders, we now turn 45 x2 times until we are facing that Imperial squadron and open fire on it! Come to a New Heading special action approved by the priests of the temple of Ruin! Rhaaargh!!!And then - UNLEASH THE PAIN! Use dorsal and side guns, make them DIE!
Rolled 45 (1d100)>>39221084ROLL FOR THE ROLL GOD!
>>39220884Aspera: Ahead 20. Possible All Ahead Full (will judge after move)Pax: Ahead 25. (possible special orders)Amber Squadron: Ahead 25 (possible special orders)
>>39221100>>39221100Movement amended. You may fire upon the sword squadron with your dorsal lances, at halved strength from the doubled movement.Roll 1d100. Successful hit on a 51+Imperials:To your horror, the upcoming 'asteroid fields' that seemed to interfere with both the enemy's escape route and your own attack are revealed to be the drifting debris of Artoria's system defence fleet.A thousand vox ghosts echo over the comms as you pass by. But you know that none could have survived this long in whatever life boats or isolated pockets of atmosphere they took refuge in.
>>39221177forgot the picture
Rolled 88 (1d100)>>39221177ALL GUNS! FIRE! FIRE!! FIRE!!!
>>39221126These orders will be amended due to map changes.
>>39221235A mighty beam of energy slams into Captain Amber's prow, collapsing the vessel's lone shield. His vessel itself suffers no lasting damage but Amber knows he's exposed to the enemy."Milord I hope you know what you're doing! We don't have the tonnage to take them on alone!"
>>39221199New orders due to map changes.Aspera: 15 ahead, turn to clear the bottom edge of the planet (something around 10-25 degrees, I think?) Ahead 5 on new course.Pax: Ahead 25.Amber Squadron: Turn to parallel Enemy ship's heading. Ahead 25. Amber Leader to turn slightly harder so that the 3rd vessel is nearest the Chaos ship. (Screen the commander!)Possible special orders
>>39221235>>39221368HIT! Hit, by the Gods! Thank you, oh Unholy Ones, we shall make you proud!RELOAD! Tear of the skin from the backs of the slaves if you need to, but we need the batteries charged and guns loaded for next salvo! NOW!
>>39221405Confirm movement?Give orders.
Rolled 60 (1d100)>>39221476Aspera has turned a bit too far for my tastes. Skim that planet icon! (if it can't be represented easily, please just remember the heading intent)Special orders:(Pax looks like it will clear the planet to me, please confirm.)Pax: All Ahead Full.
Rolled 3, 3, 4, 2 = 12 (4d6)>>39221567No other special orders.Pax's extra move
>>39221689Confirm new headings?Any ordnance?
>>39221743Pax will launch Thunderhawks and deploy them at a 10-o'clock position. Shielding them from the enemy vessel but positioning them for an intercept of any enemy attack craft.Other than that, end Imperial turn.
Rolled 41 (1d100)>>39221743Well, scum, it seems we are getting surrounded! We still have a third of our brothers left on the ground... Should we just leave them? [Chaosite loyalty check, 66% that they will not wait or the rest]
>>39221867>surroundedCalling Meta. None of the Astartes vessels should be visible to that Chaos ship's augurs due to blind spot of planet.>:(
>>39221867Poor bastards will have to fight their own way out. Well, we might return after them... OR NOT, hawhawhawhaw! ORDERS!Turn starboard 45*, full move along the edge of the asteroid cluster, open full fire on the enemy squadron!Let's make them pay for betraying the Warmaster! Down with the False Emperor!
>>39221898>71>82>52Those were the rolls for the set up of the battle, iirc. And you do fight Chaos Space Marines who actually happen to use witchery from time to time. Auspex ain't the best thing in town since M31, m8. Come to the dark side, we have visions!
>>39221928>>39221801Movements made.Hecate rolls 2d100 for it's dorsal lances each requiring 51+.2d100 Weapons Battery rolls each requiring 66+.Does Amber Squadron with to Brace for Impact?If so roll it's leadership.
>>39222174aaand forgot pic again.
Rolled 25 (1d100)>>39222174Brace for Impact!
Rolled 54, 5, 20, 49 = 128 (4d100)>>39222174For Death! For Ruin!For Destruction!For the Warmaster![first 2d100 - dorsal lances]Let the CANNONS ROAR!
>>39222318The cannons roar....But do little else. The shield of Amber Tertius flickers and dies but little more than cosmetic damage is inflicted on the ship itself.
>>39222399Well, let us at least then kill some Thunderhawks! Release our fighters to intercept them!
>>392225062 squadrons of fighters move to intercept the thunderhawks!How do thunderhawks move in this ordnance phase?Then it's Imperial turn!
>>39222637Thunderhawk squadrons enter Low Orbit and make contact with Imperial Resistance! The battle has begun, and the Emperor's Might resonates within our bombardment cannons!"All Imperial Forces this is the Ghosts of Retribution. Those that oppose Humanity shall be cleansed from this world and the universe! Report status and targets for orbital bombardment!"Requesting: range of Amber squadron to Enemy vesselAspera to gravity well of world
>>39222798Thunderhawks enter atmosphere.Amber squadron is 40-45cm away from the HecateAspera Dominus is 5cm away from the planet's gravity well.
>>39222830Aspera: Ahead, into Planet's Gravity Well and descend to Low Orbit!Pax: Ahead 10, turn 45 to starboard (should clear planet, let me see where I end up with that and adjust accordingly if needed. Goal is to move minimum distance needed to turn and line up to clear the planet & then debris!)Amber Squadron: turn to move just behind the Enemy Cruiser. Then Ahead 25. Prepare to deliver the Emperor's Fury!
>>39222637Also, was that 2 squadrons of fighters or did Chaos want all 4? I'd be fine with allowing a correction to the blob.
>>39223075>>39223003Done. Confirm movement, gib special orders, gib shooting orders.
>>39223125Pax is still in the planet's gravity well, correct?Turn the needed degrees toward the planet to bring Enemy Vessel into Pax's Port Arc. (Believing we're in weapons range.)Confirm ranges of Pax & Amber Squadron and prepare to fire!
>>39223222Pax's turn is based on the understanding that we're in gravity well and thus get a free 0-45 degree turn at end of move TOWARD THE PLANET.
>>39223222Ranges confirmed!Amber Squadron firing 12 WB's at Hecate moving abeam. 4d100 needing 66+!Pax firing 3 BCs and 4 WBs at Hecate moving away. 2d100 needing 51+ and 2d100 needing 66+!
Rolled 72, 75, 57, 11 = 215 (4d100)>>39223311"Amber Leader to Amber Squadron! Let them feel our contempt!"
Rolled 70, 41, 29, 61 = 201 (4d100)>>39223311"For Prothera and Corax! Pax Sepulchrum, sending the enemy to their graves!"BCs, then WBs
>>39223378>>39223424The fearless men and women of Amber Squadron tear away the heretic vessels shields, leaving it wide open for one of the Pax Sepulchrum's mighty bombardment shells.1 point of damage done, roll to see if it's a crit. For a bombardment cannon, it's critical on 51+
Rolled 68 (1d100)>>39223475Rolling for Righteous Fury!
Rolled 6, 6 = 12 (2d6)>>39223498Massive explosions shudder through the Hecate's rear as the melta warhead finds a critical system...
Rolled 3 (1d6)>>39223522Disaster strikes the heretic vessel!A chain reaction of massive explosions shatter through the length of the vessel as bulkheads shear and collapse.
>>39223550The Hecate loses 3 more hit points, reducing it to 5 overall!Skargan is occupied, so I will post his planned movement and actions in a moment.
Imperial Ordinance Phase:Aspera launches all fighter wings to provide cover for the Thunder Hawks. (intercept positions vs enemy fighters) They remain in Low Orbit.
Rolled 49 (1d100)>>39219998rolling for our reinforcement
Rolled 63, 67, 22 = 152 (3d100)>>39223744Silent Guardians remain en route.>>39223590The Hecate seems to rethink it's plans of abandonment, turning back towards the planet. Meanwhile that cluster of fighters moves to defend a small augur blip you soon realise must be there transport shuttles. Trying to attack the shuttle now would be like trying to find a needle in a haystack.Meanwhile the Pax is in range and the bloodthirsty scions of chaos unleash what they can. 1 Lance shot (51+) and 2 weapons battery shots (86+).
>>39223837The Pax Sepulchrum's lone void shield collapses with a thunderous crack, but the macrocannon shells that follow do little but aesthetic damage to the Strike Cruiser's obscenely thick armour.Imperial turn.
Rolled 30 (1d100)>>39223966Will our fearless reinforcement make it this time?say "fourth turn, chance for allies 1-40"
>>39223966"Amber Squadron, Amber Leader. They're fleeing! Tally-ho!"Aspera: [Orbital Bombardment Intensifies]Pax: Ahead minimum movement to turn 45 to Port and clear the asteroid field and then minimum movement to bring us into the Enemy's Aft Arc.Amber Squadron: Turn 45 degrees to face [Left of Map], Move until Amber Leader is directly behind enemy ship.
>>39224001Your Silent Guardian reinforcements appear from behind a nearby asteroid field. Almost as if they were waiting for the enemy ship to be almost-crippled before acting...
>>39224096Confirm movement?Pax is 20cm away from Hecate. Amber Squadron is within 15cm away.
>>39224293I assume you fire upon the heretic?12 WBs from Amber Squadron, within 15cm and firing at a ship moving away. That's 8d100 needing 66+.4 WBs and 3 BCs from Pax, through blast markers at a ship moving away. That's 1d100 needing 51+ and 1d100 needing 66+.
Rolled 64, 35, 72, 37, 54, 59, 37, 13 = 371 (8d100)>>39224343"Amber Squadron, fire at will!"
Rolled 59, 36 = 95 (2d100)>>39224354WB, then BC for Pax
>>39224354>>39224376The absolute torrent of fire lashing at the Hecate only manages to tear away one of it's 2 shields.The heretics dare to think they might actually survive this, something they did not expect after the disastrous bulkhead collapse.Resolving CSM turn...
>>39224434The Hecate runs as fast as it's drives will take it!Imperial turn!
Rolled 35, 60, 91, 35 = 221 (4d100)>>39224486apologies, it is in range of the silent guardian cruisers that have just appeared and fires upon any loyalists it can see.2d100 for lances, 2d100 for weapons batteries.
Rolled 3 (1d100)>>39224525The heretics manage to tear away one of your ally's shields and hit even deeper!Silent Guardian Strike Cruiser loses 1 hitpoint, receives critical damage on 86+...
>>39224486Aspera: [Is the Maker of Rules in low orbit]Pax: Ahead 10, turn 45, forward... 10? Should keep it in Aft Arc and in range.Amber Squadron: Turn to pursue. Ahead 20cm.Hail the Silent Guardians. Are they acting independently? The enemy vessel must be stopped so that we can contain the threat.
Rolled 37, 57 = 94 (2d100)>>39224571"We understand. Moving to intercept enemy vessel."Both Silent guardian cruisers are now within 30cm and can fire their bombardment cannons at the moving abeam cruiser. I am rolling 2d100 for their shots.You meanwhile may roll 2d100 for the Pax's Bombardment Cannons (51+). 2d100 for the Pax's weapons batteries (66+).Amber squadron rolls 6d100 for it's weapons batteries (66+).
>>39224756Move Amber Squadron their last 5cm. Forgot the enemy is a 25cm move cruiser and want them getting maximum firepower.No other movement corrections.
>>39224821Captain Amber gets nice and close.Amber Squadron now rolls 8d100 for their weapons battery shots needing 66+.
Rolled 73, 17, 93, 99, 18, 56, 39, 88 = 483 (8d100)>>39224838"For the Emperor!"Amber Squadron firing.
Rolled 39, 44, 38 = 121 (3d100)>>39224862That would be... 4 hits, 3 getting past shields?Rolling for Righteous Fury!
Rolled 73, 62, 4, 91 = 230 (4d100)>>39224756Bombardment cannon's followed by weapon batteries for Pax.
Rolled 6, 1, 5, 3 = 15 (4d6)>>39224930>>39224862>>39224756The massive weight of fire upon the sorely outnumbered vessel proves too great, stripping away it's shields and inflicting a further 6 points of damage. Reducing the Hecate to -1 hitpoints.Two rolls for catastrophic damage. 2d6 then 2d6.
>>392250046+1 = 7 = Burning Hulk5+3 = 8 = Burning HulkIt seems the Emperor wants to burn every heretic very thoroughly.The Hecate has been reduced to a Blazing Hulk. What few traitors remain alive shall not last long.Pax Sepulchrum and Amber Squadron share kill: Traitor Hecate-class Heavy Cruiser.Ave Imperator.
>>39225096Amber Squadron shall delegate at least 1 vessel to monitor the hulk from a safe distance. (edge of weapons range) and ensure that the hulk is not allowed to drift into the void once it ceases burning. A vessel that may be tainted can not be allowed to vanish and potentially bring further destruction.
Rolled 4, 2 = 6 (2d6)>>39225213"Understood milord"Rolling to see if the blazing hulk explodes or fizzles out.
>>39225308After drifting just a little further out, the flames that cover the Hecate are extinguished.Whether this means it simply ran out of combustibles or some survivors on the hulk managed to bring them under control, only exploration could tell...Meanwhile the ship you assigned to keep an eye on it can now get close enough to halt the ship's momentum. It will stay around the edge of the system until you decide what to do with it.
>>39225096This is Chapter Master [...] on board the Battlebarge Aspera Dominus of the Ghosts of Retribution.Well met Silent Guardians.I want to thank you for heeding my call andI sincerly hope, the emperor protected you, and you only suffered minor damage. If we can assist, please let us know. Although my suspicion, that the traitors attack one of the forbidden worlds was wrong, they attacked the realm of the emperor and payed the price for that. The situation on the ground is currently unknown, we have dispatched thunderhawks to search for imperial forces and civilians. We would be glad, if you assist us in bringing this world back to the imperial realm.Furthermore a couple of transports were trying to board the traitorous vessel and are currently hiding from our righteous wrath. I don't even want to imagine the horrors they may still bear inside.The emperor protects.
>>39225339Double up to a pair of Swords. No one is to set foot upon that hulk and if it shows signs of life it is to be fired upon once more. Stay in her blind spot.Fire upon any shuttle/small craft that approaches unless the pickets can visually see it launch from a GoR vessel.Once Pax and the Silent Guardians Strike Cruisers arrive in low orbit, Aspera shall exit low orbit and send fighter squadrons out to hunt down enemy shuttles and fighters in orbit.Thunderhawks will base from Strike Cruisers when able to.
>>39225484Why don't we just blow the ship up?
>>39225545Even a hulk marked by Chaos may prove to have something useful to the Imperium. Due to the fact that many of them are older and tech has generally degraded. Famous examples from the Gothic War would be the battlecruiser Imperius gaining a salvaged targeting matrix from a chaos ship it hulked in the opening attacks of the war.Until the wreck is confirmed to be a daemonic plague ship, there is a chance to better the Imperium by purifying potential salvage.
>>39225618Good point let's just hope the dice gods are merciful