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File: Sector_Deus_Map.jpg (262 KB, 1544x1000)
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+Log III/VII: Hard Contact+
+Date: 008.376.M41+
+Location: Battle Barge Aspera Dominus, Stranx, Sector Deus

While the battle on Kruun continues to rage on, we turn our attention rimward, towards the Subsector Mortis, heart of the Styrian Triarchy.

There, Second Crusade Army approaches Stranx with a vital mission - securing the entry into Styrian inner worlds. Retribution-class battleship Alexios Komnenos leads the assault force, carrying a large portion of your Chapter and also a significant force of 1,500,000 troops.

+Target: Planet Stranx
+Status: Triarchy's colony (developing)
+Population: 2 million
+Geograph: Stranx is mostly a desert of crystalline rocks. Deep canyons cut into the planet's crust. There are scattered crimson fungi, some of which are edible, but most are highly poisonous, unless processed. Known for rakkak's, giant many-segmented scaly creatures slide along, crushing everything in their path. According to rumours, they track down their prey using their psychic powers. The air is thin.
+Civilisation: Imperial frontier level technology, most of the population is concentrated in Stranxburg (est. pop. 900,000), the rest are scattered across the planet
+Expected resistance potential: Minimal. Military age population is around 700,000 individuals in total mobilisation scenario, maybe 50,000 of them are professional soldiers, giving Second Crusade Army an advantage of 30 to 1.

Course of Action: Shock and Awe - rapid entry into system, followed by rapid burn to the planet. Stranxburg will be bombarded from the orbit, after 12 hours, an estimated time for most dust to settle, a million troops to be landed to pacify the rest of the population. Drakkon Ursus advocates for this plan of action. Estimated time for the initial operation to conclude: 4 weeks.

Please select the name of the operation.

Please roll:
- d100 for the naval manoeuvres. [roll under 92]
- d100 for orbital bombardment [roll under 85]
- d100 for pacification efforts [contested roll, 75 vs 30]
>>
>>4621024
Hi Skargan!

Is this
>>4594351
Relevant?
>>
>>4621024
>d100 for pacification efforts [contested roll, 75 vs 30]
>>
Rolled 64 (1d100)

>>4621026
Indeed, thanks for pointing out. You can use this roll for any of the above tests.

Rolling: Planetary resistance.
>>
Rolled 14 (1d100)

>>4621030
>>
Rolled 81 (1d100)

>>4621024
Use the 5 for Naval Manoeuvres.

I am rolling
>- d100 for orbital bombardment [roll under 85]
>>
>>4621033
Naval manoeuvres are a complete success - not only you arrive in Stranx before enemy realises your plans, but you also catch two of their cargo freighters, almost completely unguarded, while they are trying to evacuate the planetary ruling class. After your wolfpacks destroy their escorts, you are left with a choice.

+Choice: Cargo transports+
A) Let them go, they will spread panic and fear
B) Destroy them, even unarmed enemy is an enemy
C) Board them and claim any valuables onboard

Roll d100 after choosing.

>>4621033
Orbital bombardment is a success - while it turns out to be more destructive, than originally intended, the result is a complete and devastating victory. You estimate that in the initial volley some 300,000 people were killed and the center of Stranxburg has been destroyed.

>>4621032
>>4621031
The pacification efforts can be hardly called that. After the orbital bombardment flattened all the major resistance centres, no new command structured arose in their place. Most of the enemy soldiers themselves seek out your temporary bases, offering their surrender in exchange for food and medical attention, these men prefer to be your prisoners, rather than to die in the irradiated wasteland.

Optional decision: Create Volunteer Battalions
Some of your senior officers note, that this quick victory in Stranx could be used to recruit some of the prisoners of war into your war effort. High Strategist Dracon Ursus himself notes, that the meatgrinder on Kruun has caused you to commit a quarter of your force (1,000,000 troops) before even reaching the Styrian inner planets.
A) No, creation of battalions is a risk we should not take
B) Yes, create the battalions, but only to serve in logistics and as manual labour, no weapons
C) Yes, create the battalions based on penal legion model, we shall utilise them as cannon fodder
D) Yes, create the battalions and offer them redemption through combat - hard duties, but humane conditions

Roll d100 after making the choice.
>>
>>4621049
C) Board them and claim any valuables onboard
There's probably a greater daemon on board with out luck but let's try.
>D) Yes, create the battalions and offer them redemption through combat - hard duties, but humane conditions
No greater chance in life than dying for the Emperor.
>>
>>4621049
Voting for
>C) Board them and claim any valuables onboard
But most importantly, prisoners for interrogation. This is the ruling class.

and

>D) Yes, create the battalions and offer them redemption through combat - hard duties, but humane conditions
I think it would seriously damage the Styrians' morale to see Mortis inhabitants joining the Imperial already. Thoughts?


As for the name of the invasion, how about Operation Thunderstruck.
>>
>>4621062
>how about Operation Thunderstruck.
https://www.youtube.com/watch?v=e4Ao-iNPPUc
>>
>>4621057
>>4621062
>C) Board them and claim any valuables onboard
What if the transports are bait, waiting for us to board them, meanwhile they are rigged to blow
>>
>>4621049
board transports and investigate them
then rig them with well bombs and tell a skeleton crew to fly home asking the triachy to surrender.

explode when usefull
>>
>>4621071
Good idea.

If we can get some kinds of security codes off the ruling elite captives those could allow the rigged ships to get deeper into triarchy docks before booming.
>>
Rolled 14 (1d100)

>>4621049
>Roll d100 after choosing.
>>
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Rolled 91 (1d100)

>>4621049
Rolling for redemption battalions.
>>
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>>4621081
Welcome to the Quest
>>
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Now that Stranx has been pacified, you seem to have a secure beach-head inside the Styrian space. No doubt, sooner or later, a counter-attack will be coming. What is the next course of action?


+Next target+
A) Split the Second Crusade Army into two subgroups and attack in pincer movement, targeting Movrodia and Serakis simultaneously.
B) Concentrate the force and storm Brohmidae, taking it will open a direct line of attack on Styria itself!
C) Now is the time to slow down, fortify in Stranx and wait for the enemy counter-attack.
D) Sneak attack - while enemies will be fortifying their next line of defence, take the fastest ships and attack with a Space Marine spearhead one of their three core worlds - Styria, Neveron or Loxomod. While you most likely won't take it, you could destroy their leadership and sow chaos that could save years of fighting and millions of lives!
>>
>>4621073
>>4621071
>>4621065
>>4621062
>>4621078
The capture of cargo transporters is a wise decision, onboard you find not only a selection of valuable paintings, archeotech and precious metals, but also manage to capture a valuable captive (roll d3):
1) Member of the Assembly of the Styrian Triarchy
2) Styrian Governor's daughter
3) Styrian Bahal'din'Murr priestess

+Wealth+
Roll: 2d20

>>4621057
>>4621062
>>4621081
You decide to grant the lost souls a chance to join the Emperor's light once more through trial by combat. Unfortunately, in light of the traumatic orbital bombardment and the low initial planetary population, creation of the Volunteer Battalions is more symbolic than actually useful. You manage to recruit only 1d10 thousand volunteers. It's more than nothing, but it will not tip any scales in this crusade. Maybe, if you would capture more planets with bigger populations, this could still work.
>>
>>4621086
E) Go against their naval bases
>>
Rolled 3 (1d3)

>>4621092
> valuable captive (roll d3):

rolin
>You decide to grant the lost souls a chance to join the Emperor's light once more through trial by combat. Unfortunately, in light of the traumatic orbital bombardment and the low initial planetary population, creation of the Volunteer Battalions is more symbolic than actually useful. You manage to recruit only 1d10 thousand volunteers. It's more than nothing, but it will not tip any scales in this crusade. Maybe, if you would capture more planets with bigger populations, this could still work.
>>
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Rolled 14, 2 = 16 (2d20)

>>4621086
>B) Concentrate the force and storm Brohmidae, taking it will open a direct line of attack on Styria itself!
I'm in support of this but we should ensure we're using our naval superiority to keep the flanks guarded.

Perhaps we can use D'Anger and other Rogue Traders (and independents) to keep us informed of the Styrians' movement? Rogue Traders that are able to move more freely around the deeper regions of Mortis can be a useful asset if they ambush Styrian convoys and stymie their logistics. It's rare that such Rogue Traders and/or chartists would get the chance to enact such legitimate piracy.

Furthermore it is now the time to make a general call-to-arms across the entire Sector. Imperial Guard, AdMech, Knight Houses, and other independent forces (mercenaries, rogue traders etc) are welcome to pledge their forces to the crusade to win favour and glory.
These kinds of independents can have esoteric and useful warriors at their disposal. If they're powerful enough they could have their own small armies. Their reward is their conquest and if we gather enough of them they could be pointed at Serakis and/or Movrodia as well. Some great General or Noble among them could win themselves the Governorship of the planet etc. if they take the capital. Strong incentive for joining in.

I feel like a marine decapitation strike on the styrian core is something to do afterwards, when the styrian defences are a bit more depleted and committed at the battle line itself.

Also
>+Wealth+
>Roll: 2d20
Rolling
>>
Rolled 15 (1d100)

>>4621085
Thanks I hope to not fuck this up!
>>4621086
I am in favour of going for Brohmidae, I wouldn't fear about a counter attack since their naval assets are diminished and we should take a more offensive approach.
Also rolling for the number of volunteers.
>>
Rolled 3 (1d10)

>>4621092
oops meants to roll 1d10
>>
>>4621092
>You manage to recruit only 1d10 thousand volunteers. It's more than nothing, but it will not tip any scales in this crusade. Maybe, if you would capture more planets with bigger populations, this could still work.
We can use them for propaganda purposes to get the besieged population to see the light of the Emperor in our service.
>>
>>4621086
>B) Concentrate the force and storm Brohmidae, taking it will open a direct line of attack on Styria itself!
Even if we can't go for Syria directly, it will force them to respond on our terms. Let's just not get surrounded and cut off.
>>
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>>4621097
Satharia is a priestess of the heretical cult that permeates Styrian society - she's a worshipper of the mysterious two-faced god Bahal'din'Murr. She is reserved, yet cooperative. You suspect, that she might be able to enlighten you on the structure of their society and religion, however it is unlikely that she has any military secrets. You could also use her as a bargaining chip in any future negotiations.

>>4621098
Wealth gained: 16

Ursus smiles openly surprised, for the first time in months.
>These are great ideas, Chapter Master. Indeed, we should issue an open call - our surprise advantage worked perfectly, but I am afraid we have all but used it up. I expect much harder fights than we had so far. We are on the threshold of the Styrian inner empire.

+Crisade call+
Roll d100
Target: 75
Optional:
- Promise Iure Bello-Regnum (+50) - if any warlords under your command would conquer planets by their own power, they are given them as their own realms
- Promise Ecclesiastic Absolution (+20) - if any criminals, sinners or minor heretics would seek to repent by serving in the Crusade, you promise that Ecclesiarchy shall absolve them of their sins
- Promise Iure Aurum (+15) - all crusaders are permitted to loot planets and vessels of the Triarchy for three days after they are taken

+Warlords+
Every degree of success on the above test will grant you 1 Warlord point.
1 - 3 points = Pilgrim armies and individual Rogue Traders join the Crusade
4 - 6 points = Planetary armies, Knight Houses and Adeptus Mechanicus will join the crusade
7 points = Major ally -I- joins
8 points = Major ally -II- joins
9+ points = Major ally -III- joins
>>
>>4621122
>Satharia is a priestess of the heretical cult that permeates Styrian society - she's a worshipper of the mysterious two-faced god Bahal'din'Murr. She is reserved, yet cooperative. You suspect, that she might be able to enlighten you on the structure of their society and religion, however it is unlikely that she has any military secrets. You could also use her as a bargaining chip in any future negotiations.
Let's get a quick rundown on their heresy.
>- Promise Ecclesiastic Absolution (+20) - if any criminals, sinners or minor heretics would seek to repent by serving in the Crusade, you promise that Ecclesiarchy shall absolve them of their sins
Also this, possibly looting as well if others think it necessary, but I'd rather not give up the possibility to give out planets to those loyal to big E (and us).
>>
>>4621122
>- Promise Iure Bello-Regnum (+50) - if any warlords under your command would conquer planets by their own power, they are given them as their own realms
Is there a way to amend this to state that they are govern governorship of the planet but are still under the Imperium and Administratum? Like most Imperial Worlds. I understand this would reduce the bonus.

>- Promise Iure Aurum (+15) - all crusaders are permitted to loot planets and vessels of the Triarchy for three days after they are taken
In favour of this. Single exception that items of overwhelming Imperial significance should be exchanged to the Imperium for adequate financial compensation. No running off with STCs or ancient weather cathedrals lol

>- Promise Ecclesiastic Absolution (+20) - if any criminals, sinners or minor heretics would seek to repent by serving in the Crusade, you promise that Ecclesiarchy shall absolve them of their sins
Is this something we can even promise? I'd say Engel has the say-so on this.
>>
>>4621100
>>4621103
3000 strong Volunteer Battalion reports to you. They still wear Styrian uniforms, but instead of the twin-faced god, their insignia's have been replaced with the defiant Imperial Aquila. They give a collective oath to seek forgiveness for their sins, which shall not be granted as long as Styrian Triarchy stands. These men are few, but they are the best of the lot, they will fight hard.

+Styrian reaction+
Your spies report movement on the Styrian side.

Counter-preparations: 46% (rushed preparations ongoing)
Intelligence: Aware of the battle on Kruun, aware that Stranx is either besieged or taken
Expected actions: There is a naval concentration in Merceria, as reported by D'Anger. High Priests from all planets are being summoned to Loxomod.
>>
>>4621122
>- Promise Iure Aurum (+15) - all crusaders are permitted to loot planets and vessels of the Triarchy for three days after they are taken
STRONGLY against that.
do not let our normal soldiers loot enemy religious cult artifacts and stuff, who knows what kind of weird ideas they get or voices in their head etc etc
>>
>>4621139
Agree. I didn't think about that.
>>
>>4621122
>Promise Ecclesiastic Absolution (+20) - if any criminals, sinners or minor heretics would seek to repent by serving in the Crusade, you promise that Ecclesiarchy shall absolve them of their sins.
I am in favour of this because it has no drawbacks that I can see, unlike the other options.
>>
>>4621132
A Styrian naval concentration over Merceria, which is a technically independant world.

Looks like maybe the Styrian Fleet is trying to join together with local independants/mercenaries to bolster their fleet before attacking us?

>High Priests from all planets are being summoned to Loxomod.
If any rogue traders / independents are operating in styrian space, the ships carrying these High Priests would be very juicy targets. Bringing us captive High Priests would be a great deed.
>>
>>4621130
>Is there a way to amend this to state that they are govern governorship of the planet but are still under the Imperium and Administratum? Like most Imperial Worlds. I understand this would reduce the bonus.
Do not give away worlds to random people.
We can fight harder and give them away to people aligned with us instead.
>>
>>4621130
>Is there a way to amend this to state that they are govern governorship of the planet but are still under the Imperium and Administratum? Like most Imperial Worlds. I understand this would reduce the bonus.

Obviously all the planets taken would report to their rightful Imperial authority of the Sector Governor. However, if it would be a force of semi-sovereign entity, such as Adeptus Mechanicus, another Chapter or Knight House, they would get the rights equivalent to those of their realm. So no need to fear that some libertarian warlord will take over the planet and declare independence from Imperium completely. However if you choose to exclude all of the above from this right, the bonus will decrease to (+20). Also please note, that Athenian troops under Ursus would also get the right to capture a world for their liege.

>Is this something we can even promise?
You do not have such right, but you are in position to negotiate it. Engel is open to the idea, yet, it would have to be one of the major Ecclesiastic factions to push this idea through and ultimately it would be High Sector Cardinal Astrobelus Kest (yes, same one) who would have to stamp it.
>>
>>4621150
That being the case, I think the consensus is to go for Ecclesiastic Absolution only.

Is Engel able to ask Kest to honour such a thing?
>>
>>4621154
Is gud.
>>
>>4621122
>- Promise Ecclesiastic Absolution (+20) - if any criminals, sinners or minor heretics would seek to repent by serving in the Crusade, you promise that Ecclesiarchy shall absolve them of their sins
>>
>>4621130
I vote to allow Bello regnum
>>
>>4621159
>>4621154
>>4621157
>>4621156
Bello Regnum: 1
Absolution: 4

Only absolution shall be promised for now.

Please roll Chapter Master's Charisma (d100).

Modifiers:
- Crusade against heretics (+10)
- Iron Monk's not invited (-20)
- Past grievances (-15)

You can write him a letter justifying your decision to exclude Iron Monks, this could (not guaranteed) reduce the penalty.
>>
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>Letter to the Iron Monks from the Chapter Master of the Ghosts of Retribution, listing their reasoning for excluding them from the Tirian Crusade,
>circa 368.M41. Colorized.
>>
>>4621167
"Arch-Cardinal Kest,

We have seldom seem eye to eye but the time has come for something we must both agree on. The defeat of the Styrian Triarchy.

I know it must come as a surprise to only be learning of the Styrian Crusade now, when it has been in planning for so many years. I should state that the forward planning for this operation has been strictly between military factions, including your own militant arm - the Sororitas.

Non-military Imperial officials of any kind were not consulted in the interest of keeping the preparations as quiet as possible. The Ecclesiarchy's stirring zeal is one of its finest traits, but hardly the most subtle or unnoticable.

Now that battle has been made, I eagerly invite the noble spirit of the God-Emperor's Ecclesiarchy to support this Crusade against the wicked.

Signed,
[Redacted]"

I feel like he can't refute the argument without trying to claim he is a military leader, which would be an obvious and shocking violation of the decree passive.

What do we think?

>>4621178
Oh shiiiiiiiiit it's CaptainDieter. Long time no see man.
>>
Rolled 8 (1d100)

>>4621178
We missed you, come join.
https://kiwiirc.com/nextclient/irc.rizon.net/#RisingSons
>>4621167
>Please roll Chapter Master's Charisma (d100).
>>
File: HuLL_Serene_Laughter.gif (2.47 MB, 480x480)
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>>4621181
>Rolled 8 (1d100)
>>4621032
>Rolled 14 (1d100)
>>4621078
>Rolled 14 (1d100)

The favoured son of the Dicegods has returned.
>>
>>4621181
>Rolled 8 (1d100) for charisma
>Farseers' face when
>>
>>4621180
While Kest is still not exactly pleased with the fact that he was not consulted on the crusade (which in his view is not just military, but also a spiritual endeavour, he now looks on the whole matter more favourably).

>>4621187
>>4621181
After a long deliberation, Kest announces support to your promise and makes an official proclamation on Tachion Primaris, where he claims that "dying at the walls of Styria is just as blessed and honoured as dying while defending the Golden Throne itself!". Your crusade will receive massive support from both the religious fanatics and hardened criminals seeking redemption.

+Session over+
Next session (most likely this Friday) we will storm Brohmidae.

Thanks for playing!


>>4621178
Nice to see you Dieter!
>>
>>4621196
Thanks Skargan!
>>
Rolled 32 (1d100)

>>4621122
>+Crisade call+
>Roll d100
>Target: 75
>- Promise Ecclesiastic Absolution (+20) - if any criminals, sinners or minor heretics would seek to repent by serving in the Crusade, you promise that Ecclesiarchy shall absolve them of their sins
>>
>>4621529
63 below target. Is that 7 degrees of success since it's in the 7th tenth or 6 because the 7th isn't full?
Would 5 under it be 1 degree of success or none?
#bigquestions
>>
>>4621024

bruh, where did you get the map from. I need to know.
>>
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>>4623069
Hello, fellow Admiral.
I think that one's custom made.
>>
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>>4623069
>>4623370
Hey there Admiral, I am sorry, but yeah, this one was custom made by one of our resident artists.

+++Brohmidae+++

As today I am unfortunately a bit late, we will instead have a short session preparing for the invasion of Brohmidae. As this world has not been set in stone, we will generate it together.

Type of the world: (roll d12)

1. Oceanic
2. Jungle
3. Temperate
4. Barren/Rocky
5. Desert
6. Frozen
7. Storm
8. Swamp
9. Scorched
10. Volcanic
11. Crystalline
12. Toxic/Polluted

Civilisation type: (d9)

1. Hive world
2. Settled world
3. Settled world
4. Settled world
5. Frontier world
6. Frontier world
7. Frontier world
8. Fortress world
9. Manufactorum world

Separate players!
>>
Rolled 2 (1d12)

>>4626707
>Type of the world: (roll d12)
>>
Rolled 2 (1d12)

>>4626707
Hi Skargan!

>Type
>>
Rolled 9 (1d9)

>>4626707
>Civilization type
>>
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>>4626709
>>4626713
Brohmidae, I can't wait for all the trees to start speaking in tongues
>>
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>>4626709
>>4626711
>>4626713

Your decision to expand intelligence efforts has resulted in having a decent insight into the planet. Your spies report that apparently Brohmidae has been a sovereign world that joined Styrian Triarchy under pressure and has been settled a long time before the Styrian heresy and the break-off from the Imperium.

It used to be a [nature] Jungle Manufactorum world, ruled by [title], who submitted to the Triarchy because of [reason]. His current motivation is [motivation].

===Decisions===
+Nature+
Roll d6
1. Peaceful
2. Aggressive
3. Heretical
4. Imperial loyalist
5. Scheming
6. Separatist

+Title+
Player roll with the highest d100 roll will decide the title. Second highest roll will decide the title of the heir (if fits thematically).

+Submission reason+
Roll d7
1. Military threat
2. Bribe
3. Hatred of Imperium
4. Secret plan
5. Misunderstanding
6. Curiosity
7, Your choice


+Motivation+
Roll d6 (two players roll, combined result)
1. Greed
2. Fear
3. Anger
4. Regret
5. Faith
6. Heresy
7. Hedonism
>>
Rolled 4 (1d6)

>>4626724
>===Decisions===
>+Nature+
>Roll d6
>1. Peaceful
>2. Aggressive
>3. Heretical
>4. Imperial loyalist
>5. Scheming
>6. Separatist
4 would be nice
>>
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>>4626729
>Rolled 4 (1d6)
>>
Rolled 2 (1d7)

>>4626724
Rolling for submission reason
>>
Rolled 96 (1d100)

>>4626724
>+Title+
>Player roll with the highest d100 roll will decide the title. Second highest roll will decide the title of the heir (if fits thematically).

Mechano-Lord Eckar Santron. A powerful industrialist who has majority power over the planet thanks to his control of mineral rich moons and asteroids within the system.
>>
Rolled 3 (1d6)

>>4626724
>+Motivation+
>Roll d6 (two players roll, combined result)
First d6
>>
Rolled 2 (1d6)

>>4626724
>Roll d6 (two players roll, combined result)
>>
Rolled 41 (1d100)

>>4626733
>>4626732
Alright I think those three fit well thematically. Now,
>rolling for heir
High-Prince Vixanden Santron, neglected and spiteful as a boy, he nevertheless made up for his abandonment by studying the secrets of ancient tech heresy scavenged from the ruins of which the manufactoria of Brohmidae's cities are built upon.
>>
Rolled 16 (1d100)

>>4626724
>+Title+
>Player roll with the highest d100 roll will decide the title. Second highest roll will decide the title of the heir (if fits thematically).
Duke of the Lower Mines Davidius Santron, strives to impress his father by increasing output from the mines but is held back by a weakness for the abhuman population that is used for menial jobs.
>>
>>4626724
Oh dear
Grantul da Peazmakr makes his appearence?
>>
Rolled 93 (1d100)

>>4626774
someone forgot the roll,
but then some species are not known for their brains
>>
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>>4626774
>>4626776
>>
>>4626724
>Imperial loyalist
>was bribed
>main motivation fear and anger

Sounds like a Zippy to me, Brothers! ('Tis a joke.)
>>
>>4626788
Might have been his ancestor that got bribed or a dynasty his replaced.
>>
+Population+
Brohmidae is major settled world in the Triarchy. While most of the population does not follow the Bahal'din'Murr religion and the old Imperial sentiments linger, a significant part of the population have grown distant from your average Imperial citizen.

Population size: d10 x d10 million people (roll)

Militarisation (d7):
1. 0.5%
2. 1%
3. 1.5%
4. 2%
5. 2.5%
6. 3%
7. 3.5%

>>4626733
A very nice roll, Luigi.
>>4626753
>>4626759
I'll take both of these, as you put them so nicely.
+++
Mechano-Lord Eckar Santron presides over the planet. He is a powerful industrialist who has majority power over the planet thanks to his control of mineral rich moons and asteroids within the system.

He submitted his planet to Styrian dominion after a very generous bribe. However your spies report that he is currently ruled by both fear and anger. He detests his Styrian masters, but is also afraid of them. This could be something you could use when attacking the planet.

High-Prince Vixanden Santron, neglected and spiteful as a boy, he nevertheless made up for his abandonment by studying the secrets of ancient tech heresy scavenged from the ruins of which the manufactoria of Brohmidae's cities are built upon.

Duke of the Lower Mines Davidius Santron is his younger brother, who strives to impress his father by increasing output from the mines but is held back by a weakness for the abhuman population that is used for menial jobs.


Brothers between themselves are... (d5)
1. Brotherly
2. Competitive
3. Indifferent
4. Murderous
5. Scheming

+Manufactorum+
What is Brohmidae famous for?
Three players roll d100

+Highest+
Player with the highest roll decides the primary production - what was the main product making money for the planet. This can be general.

+Lowest+
Player with the lowest roll decides what kind of production this planet excelled at. This has to be specific, for example particular pattern vehicle, cogitator, weapon or machine.

Brohmidae was never granted official sanctioning by the Mechanicus, so it never produced its own machinery (there is no Brohmidae Pattern), but it was quite knowledgeable at copying some of other patterns widespread in the Imperium.
>>
Rolled 8, 3 = 11 (2d10)

>>4626793
>Population size: d10 x d10 million people (roll)
>>
Rolled 2 (1d7)

>>4626793
>Militarisation (d7)
>>
Rolled 4 (1d5)

>>4626793
>Brothers between themselves are
>>
Rolled 81 (1d100)

>>4626793
>What is Brohmidae famous for?
>Three players roll d100
>>
Rolled 58 (1d100)

>>4626793
>What is Brohmidae famous for?
>Three players roll d100
>>
Rolled 16 (1d100)

>>4626793
>famous production
>>
Rolled 37 (1d100)

>>4626793
>What is Brohmidae famous for?
>>
Rolled 97 (1d100)

>>4626793
Rolling for tank production as their specialty.
>>
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+Preparation for the assault on Brohmidae+
With this information, what is your preferred course of action?

a) Direct assault and ground invasion, the population appears to be small enough to conquer in one powerful assault. However jungle will complicate things

b) Secretive strike - send a small force (just a few ships) to drop operatives who will ferment unrest and try to make use of the inner problems in the Santron dynasty

c) Assassination strike - send one fast ship to break through Styrian defences and bomb their palace. If it is successful, planet might immediately surrender

d) Engage in diplomacy and issue an ultimatum to the ruling family
>>
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>>4626813
Correct picture!
>>
>>4626809
>>4626808
>>4626807
>>4626805
I'd say armour, a special silvery ceramite. 1,1 times heavier than the normal stuff, but also 1,25 times sturdier.
To be used in... armoured stuff.
>>
>>4626813
>a) Direct assault and ground invasion, the population appears to be small enough to conquer in one powerful assault. However jungle will complicate things

The Triarchy is likely already marshalling a counter-attack. I don't think we want to sacrifice our momentum.

However our tactics likely also depend on this somewhat
>>4621529
The results of our Crusade call to arms.
>>
>>4626817
>I'd say armour, a special silvery ceramite. 1,1 times heavier than the normal stuff, but also 1,25 times sturdier.
Maybe 1,2. Since 1,25 is a lot.
>>
>>4626813
>With this information, what is your preferred course of action?
Taking into account the fact that the governor is an Imperium loyalist I think any hostile options should be out of the question, even more so because it would set the entirety
of the population against us, so for me it is definitely D). Perhaps it should be something less severe than an ultinatum? We know there a part of the population are loyal imperials
>>
+Expected system defences+
While getting naval intelligence is more complicated, you nonetheless receive preliminary reports on the situation in the system. Expected defence is mainly... (roll d5):

1. A big force of light, fast attack ships hiding in the asteroid belt
2. Mixed force with two capital ships as the core of the force
3. Grid of static defences and mine-fields, defended by two star forts
4. A single flagship has arrived in the system recently. It is rumoured to belong to Styria's champion captain Hidarr Blueshot.
5. Force of medium ships and static defences in the 7 moons of Brohmidae that will play close defence
6.
>>
>>4626813
>d) Engage in diplomacy and issue an ultimatum to the ruling family
We'll make it a rather short one so that there won't be much difference between our ultimatum arriving and our fleet arriving. Promise the governor he can keep his planet if he swears fealty and supports our war efforts.
A bit of population cleansing will be necessary of course, but we can't really do much about that.
>>
Rolled 5 (1d5)

>>4626827
>Expected defence is mainly... (roll d5):
>1. A big force of light, fast attack ships hiding in the asteroid belt
>2. Mixed force with two capital ships as the core of the force
>3. Grid of static defences and mine-fields, defended by two star forts
>4. A single flagship has arrived in the system recently. It is rumoured to belong to Styria's champion captain Hidarr Blueshot.
>5. Force of medium ships and static defences in the 7 moons of Brohmidae that will play close defence
Blueshot`?
>>
>>4626817
Tank or Mecha, which do you lads prefer?

>>4626827
>Expected defence is mainly
>>
>>4626835
>rip roll
>>
>>4626813
>d) Engage in diplomacy and issue an ultimatum to the ruling family
also i recommend blockading them if they are dependend on out of world stuff like food or water.

Or threaten to kill their onplanet food supplies or something via orbital strikes
the reason is simple, it takes a lot of effort and binds forces to occupy and pacify a world and as long as different ways might work it will be both quicker and less costly.

especially if we have to setup a new administration with police and all that.
any resistance we can deal with later should the need arise
>>
>>4626813
C and D combine nicely, I think.
>>
Ok guys, it is getting late, so let us wrap up for today. Once you decide how you will approach the assault on Brohmidae, post here in the thread and next week Luigi shall do the honours (in Battlefleet Gothic system I am told).

+Session over+
>>
>>4626853
Night Skatgan. Glad to have made it in time for this session! See you lads on the flip side!
>>
>>4626853
Thanks Skargan!
archived here:
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Ghosts%20of%20Retribution
>>
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+++ Brohmidae System, Subsector Mortis, Sector Deus, Segmentum Obscurus +++
+++ 220.375.M41 +++

The Invasion of Brohmidae.

The Aspera Dominus tears through the veil of the warp, emerging into realspace on the edges of the Brohmidae system in tandem with dozens of other warships of the Chapter and the Imperial Navy. Within moments Fleet Master Copernicon is relaying detected enemy signatures onto the grand strategy map before the Chapter Master.

Order of Battle:

Ghosts of Retribution:
- Battle Barge Aspera Dominus. Ld90
- Strike Cruiser Pax Sepulchrum. Ld79
- Gladius Squadron Alpha. Ld87
- Gladius Squadton Beta. Ld 84
- Nova Squadron Alpha. Ld79
- Hunter Squadron Alpha. Ld86

Imperial Navy (from top down in the case of duplicates)
- Retribution-class Battleship Alexios Komnenos Ld90
- Orbital Assault Ship Ballaenus. Ld83.
- Dominator-class Cruiser Malleus. Ld83.
- Lunar-class Cruiser Battleborn. Ld83
- Lunar-class Cruiser Haakon. Ld72
- Dauntless-class Light Cruiser Starfury. Ld83
- Dauntless-class Light Cruiser Lord Belisarius. Ld72
- Dauntless-class Light Cruiser Eliminator. Ld72
- 4x Sword-class Frigate Squadrons. Ld58, 83, 72, 42.
- 2x Falchion-class Frigate Squadrons. Ld72 & 58
- 2x Cobra-class Destroyer Sqaudrons. Ld72 & 83


Styrian Forces:
- 2x Styrian Lunar-class Cruiser
- 2x Styrian Dauntless-class Light Cruiser
- 4x Neveron-class Frigate Squadrons
- 3x Sarrakis-class Frigate Squadrons

Four of the moons have orbital lance & weapons battery platforms. Two of them also have torpedo launchers, and the other two have ground-based air bases.

Brohmidae itself has torpedo launchers and an orbital station.

Starship stats can be found here:
https://chapterquest.fandom.com/wiki/Starship_Mechanics
>>
>>4639407

Can I get a confirmation on what ships are carrying ground forces in our fleet and a quick number next to each squadron/ship in this starting config for reference?
>>
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"Alert! Augurs are revealing extensive minefields around the moons of Brohmidae." Copernicon reports. "And orbital defence platforms."

Admiral Amos Hefin aboard the Retribution-class Battleship Alexios Komnenos appears on the comms screen. "Lord Chapter Master, our Orbital Assault Ship Ballaenus will remain at the rear of the force." You know that if the Ballaenus is lost it would be a severe blow to the Crusade, as the mighty vessel facilitates rapid ground assault and invasion from a powerful platform. Meanwhile the Malleus - Alexios Komnenos' faithful wingman - is warming up its potent Nova Cannon for action.

"Enemy fleet is holding position at the defensive line." Copernicon reports. "They're letting us come to them." It's a tempting thought to hand back and bombard the enemy positions from long range, but you know that will only give the Styrian Navy time to respond and outflank you from outside the system.

>>4639425
The vast majority of the initial ground assault force is within the hull of the Ballaenus. The Space Marine forces are mostly within the Aspera Dominus and some within the Pax Sepulchrum. The Sisters of the Order of Bloody Tears are located within their own two assault cruisers.
>>
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Here is a key for the different ship tokens.

As the enemy fleet is holding position, please choose your setup for the assault. You can deploy your fleet anywhere within - roughly speaking - the right hand-half of the map.
>>
>>4639407
Addendum, the Imperial Navy has FIRESTORM class frigates, not Falchion. Apologies
>>
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Fully numbered friendly ships.
>>
Going to have to post movement orders in groups.

Starting with Escort squadrons:

Cobra Squadron 1: 30 straight

All Sword & Firestorms: 25 straight

Cobra 2: 25 straight

Hunter 1 (base-to-base them): 35 straight

Gladius & Nova Squadrons: straight 30
>>
>>4639471
Capitol ships:

Max distance forward.

Which I believe will take us to ordinance phase.
>>
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>>4639471
>>4639477
Movements Made. Please confirm all good.

Correct. Imperial Ordnance Phase.
>>
>>4639484

Cobra Squadron 1: Fire Torps (volley)

Hunter Squadron: Fire Torps (volley)

Aspera & Pax: Launch thunderhawks (waved per ship) Get em hauling ass toward Cobra Squadron 2

Ballaenus: Launch 2 Fighters, 2 Bombers (wave per type) move forward max speed
>>
Posting rules for posterity.
https://www.dropbox.com/s/9b1kqwo9ytod20c/BFGXR%20-%20RULEBOOK.pdf?dl=0
>>
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>>4639490
Approve ordnance?

Need to reload:
Aspera Dominus (thawks)
Pax Sepulchrum
Hunter 1
Ballaenus
Cobra 1
>>
>>4639522
looks good
>>
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>>4639525
Styrian Movements and ordnance made. Confirm Imperial ordnance movements? (torpedoes already moved).

The Styrians mostly maintain their positions in orbit, clearly loathe to move beyond the support of their static defences. However the moon-based air bases have launched waves of bombers, and some fighters moving to head off your torpedoes.

Meanwhile the orbital torpedo launchers are waiting for a better shot. Clearly not wanting to risk reloading failure at a more important moment.

Confirm imperial ordnance movements, then state starship movement.
>>
>>4639550

All Thunderhawks move toward Cobra squadron 1.

Fighters/bombers move ahead full move
>>
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>>4639556
Confirm movements?
State fleet ship movements.
>>
Movement Orders:

Cobras #1: Turn 90, move DOWN

Swords #1 & #2: Minimum Movement.

Firestorms #1: Turn 90 DOWN, Min Movement

Cobras #2: Max move, Turn in-line with the Hangar moon.

Hunters: straight 30

Gladius & Novas: straight 30

Swords #3 & #4: straight 30

Firestorms #2: Minimum movement

Aspera & Strike Cruiser: Min Movement, Turn 45 to face NW corner, remaining movement.

Light Cruisers #1 & 2: Minimum Movement.

Lunar Cruisers: Full movement straight. Turn to put attack craft moon in front arc for torps as needed.

Ballaenus: Full move, turn 45 NW

remaining cap ships, Full move forward.


SPECIAL ORDERS:

Reload Ordinance on ships that launched ord, Highest LD to Lowest.
>>
>>4639581

Correction for Swords #2: Turn 90 DOWN, min move.
>>
>>4639581
>Highest LD to Lowest
SM chain of command:
Aspera Dominus LD90
Pax Sepulchrum LD79
Hunter Squadon LD79

Navy chain
Ballaenus: LD83
Cobra 1 LD72

Roll 3d100 and 2d100.
>>
Rolled 27, 63 = 90 (2d100)

>>4639587
Rolling Navy
>>
Rolled 10, 46, 71 = 127 (3d100)

>>4639587
Rollin the 3d100s.
>>
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>>4639581
>>4639593
>>4639600
All orders passed. All ships reloaded.

Movements made. Please indicate Imperial ordnance movements. ie any attack craft movement and torpedo launches
>>
>>4639629
I would respond, but I don't know the mechanics and I'd rather not fuck this up for y'all. I'll just wait patiently for someone with a better understand of the mechanics to make our move.
>>
>>4639629

Lunars: Fire Torpedoes @ airfield moon.

Hunters: Fire Torpedoes @ airfield moon

Cobras #2: Fire Torpedoes @ hostile not-firestorms NE of airfield moon

All active fighters/bombers: Move toward Cobras #1
>>
>>4639629

Also, is *anything* hostile within range of the nova cannon?
>>
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Rolled 84, 28, 55 = 167 (3d100)

>>4639776
>>4639790
Ordnance movements made. I can confirm nothing is in range of the nova cannon yet.

The enemy fighters intercept your first torpedoes, while their remaining ordnance pushes towards you.

I am rolling for enemy reloads
>Space Station
>Air Base north
>Air Base south
Target 58 for all three.

The Styrians continue to hold position within their defensive positions, their ordnance phase passing with additional movements.

The torpedo movements have been made. Please state your own attack craft movements during the styrian phase.
>>
>>4639820

Uh, how are the ships outside of gravity wells holding position without special orders?
>>
>>4639820

Thunderhawks move NW full move.

Navy fighters/bombers move W full move.
>>
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>>4639845
>>4639852
All ordnance moves made.

*Imperial turn*

Unloaded:
Lunar 1
Lunar 2
Cobra 2

I think I will call it there for updates tonight. However please state your actions for the Imperial turn.

I will continue to make posts and updates through the following days. Once we get into direct-fire range then things will start going down in a big way.
>>
:3
>>
>>4639870

All Imperial Navy Escort squadrons: Turn to W heading where needed, move 25 W

Hunters & Gladius 1: W Full Move

Gladius 2: Turn 45 NW, Clear Asteroid field with min movement possible.

Novas: Turn as needed to avoid Asteroid Field, full move forward to clear asteroid field.

Nova Cannon Cruiser: full move, All Ahead Full

Aspera: Full move, All Ahead Full

Ballaenus: Full move forward, Turn to W heading

All other Imperial Vessels: forward full move.
>>
>>4639910

I guess the battleship will also All Ahead Full

Which means our Special orders for this turn will be...

SM Fleet:
Aspera - AAF
Hunters - Reload Ord

Navy Fleet:
Battleship - AAF
Lunar 1 - Reload Ord
Lunar 2 - Reload Ord
Cobra 2 - Reload Ord

I think these are also in LD order?
>>
>>4639927
SM chain
Aspera LD90
Hunters LD79

Navy chain
Battleship LD90
Domiantor LD83
Lunar 1. LD83
Lunar 2. LD72.
Cobra 2. LD83

Roll 2d100 and 5d100. State the order if you wish it different to how listed here.
>>
Rolled 78, 69, 13, 37, 90 = 287 (5d100)

>>4639933

Rolling for the Navy in listed order. Someone else can handle our boys
>>
Rolled 85, 24 = 109 (2d100)

>>4639933
>2d100
>>
>>4639935
>>4639937
All tests passed except Cobra reloading.

Please roll:
>4d6 for Aspera movement increase.
>4d6 for Battleship movement increase
>4d6 for Dominator movement increase
>>
Rolled 5, 2, 4, 2 = 13 (4d6)

>>4639959
>>4d6 for Aspera movement increase.
>>
Rolled 3, 4, 4, 2, 1, 6, 5, 3 = 28 (8d6)

>>4639959

Navy boys
>>
Rolled 4, 4, 5, 1 = 14 (4d6)

>>4639959
>4d6 for Dominator movement increase
>>
Checking for rule changes in the linked doc.
Few questions for confirmation.

Do any of our allied Cap ships with torpedo launchers have the upgrade that allows them to launch alternate torp types? Or the big boy upgrade that lets them roll the d3 for possible vortex torps? :D

Does our Mechanicus ally ship have the torp bomber upgrade?

And I assume we don't get a Chapter Tactic, which means we get the useless Tactical Flexibility default, since points costs don't matter.
>>
>>4640611
The Aspera Dominus is equipped with boarding torpedoes. The Alexios Komnenos is equipped with short-burn torpedoes.

The Ballaenus is a vast ship and well stocked, and does indeed have torpedo bombers.

Chapter tactic is something I would need to run by Skargan I'm afraid. For now we'll assume not available. Apologies.

Making map movements....
>>
>>4640644

If Alexios Komnenos is equipped with short-burn torps, does it get the full upgrade allowing guided/bombardment as well? Or just hamstrung with just the 1 extra torp type?
>>
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>>4640653
Yes the Alexios is equipped with short-burn, guided torpedoes, and barrage bombs.

Posted fleet movements. Please confirm ordnance movemetns.
>>
>>4640661

Move all Fighters/Thawks NW full movement.

Move Bombers W full movement.

Lunars fire Torps @ enemy light cruiser in orbit of moon (nearest light cruiser) - Adjust angle as needed to avoid friendlies, but they should have clear shots.

Cobra Squadron 1: Torps @ enemy cruiser orbiting planet

Hunters: Torps @ Northern Weapons Platform (moon with hangar)

Alexios Komnenos: Guided Torps @ enemy Torp Station at the 3-station moon in center. (should path thru another station and avoid moon)
>>
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Rolled 100, 23, 88 = 211 (3d100)

>>4640674
>>4640674
Ordnance movements made.

The styrians neutralise what torpedoes they can as a large formation of fighters moves to protect their central moon. You suspect they are extremely wary of your Thunderhawks as repeated hit & run attacks cost the Styrians dearly at the Battle of Vargerod.

*Styrian Turn*
Space Station, Air Base, Air Base reload
LD58 for all.
>>
>>4640719

Did that Fighter wave go thru the minefield/asteroid field, or spend the movement to go around it?

If our fighters have range to intercept the enemy bombers in the north, hit them. If not, move N in front of them.

Bombers Due W, full move.

Thunderhawks, NW full move.
>>
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>>4640723
The Styrians' inexperienced loaders are panicking in their first real action in decades.

Now that you close in, the Styrian fleet starts to move themselves into position to intercept your central push.

Meanwhile your own fighters intercept the Styrians' first wave of bombers.

Ordnance movements made.

*IMPERIAL TURN*

Unloaded:
Retribution battleship.
Lunar 1
Lunar 2
Cobras 1
Cobras 2

Hunters
>>
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>>4640737
THawk movements added
>>
>>4640737

All Imp Navy Escort Squadrons: straight 15

All Imp Navy Caps: straight 20

SOB Ships: Max move, straight

Ballaenus: Straight max move, All Ahead Full

Hunters: 45 to NW heading, min move.

Novas: 90 toward N, max move.

Gladius: Turn to W, Min move.

Strike Cruiser: Turn to W, max move.

Aspera: Max Move, All Ahead Full.

Reload Ord on all ships that need it, order rolls Highest to Lowest LD
>>
>>4640760
IN Chain
Retribution Rld: LD90
Ballaenus AAF: LD83
Lunar 1 Rld: LD83
Cobra 2 Rld: LD83
Lunar 2 Rld: LD72
Cobra 1 Rld: LD72

SM chain:
Aspera AAF: LD90
Hunters Rld: LD79


Roll 6d100 and 2d100
>>
Rolled 34, 50, 35, 62, 12, 44 = 237 (6d100)

>>4640765

Rolling Navy
>>
Rolled 59, 36 = 95 (2d100)

>>4640765
Rollan maroons
>>
Rolled 2, 1, 4, 2 = 9 (4d6)

>>4640767
Ballaenus AAF dice
>>
Rolled 5, 5, 4, 3 = 17 (4d6)

>>4640771
Aspera AAF dice.
>>
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>>4640760
>>4640767
>>4640771
>>4640772
>>4640773
Your crews' battle hardened experience is winning out as your launch bays and torpedo tubes are swiftly reloaded. Meanwhile Forge Master Seran manages to coax an incredible speed from Aspera Dominus' colossal engines, the mighty battle barge surging into the thick of things.

Confirm movements? Then shooting phase if any, and ordnance phase.
>>
>>4640787

Nova Cannon range check. What are my valid targets?
>>
>>4640792
The nearest Sarrakis squadron is within range, as is the northern air base and the Sarrakis squadron just north of it.
>>
>>4640802

Please place the nova cannon template on the nose of the Northern Sarrakis squadron's west-most ship.
>>
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Rolled 281 (1d360)

>>4640807
Template placed.

If you approve roll d3. On 1 or 2 the template scatters 3d6cm at an angle of d360 (my roll) from north.
>>
Rolled 3 (1d3)

>>4640811

Firing.
>>
>>4640815
Roll d6 for the hits suffered by the Sarrakis touching the template centre.
>>
Rolled 4 (1d6)

>>4640815
and d6 damage
>>
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>>4640817
The Malleus' has fought against the chaos invaders from The Grave in Subsector Tyranus for centuries, and her venerable Nova Cannon has struck traitor ships true just as long. She continues her proud legacy as the Nova shell screams across the void and detonates with a blast that illuminates the battlefield with the briefest of second suns, obliterating the Sarrakis frigate in plasma fire as one of its wingmens' shields flares and collapses from the intense plasma wave.

*Imperial ordnance phase*
>>
Ord Phase:

Recall Strike Cruiser Thawks.
Launch new squadrons from Strike Cruiser, full move due West
Bombers & Aspera Thawks: full move West

Launch 2 new fighter squadrons from Ballaenus, full move due West

Launch new wave of Guided torps from Alexios

Lunar 1: launch torps @ light cruiser in moon orbit

Lunar 2: launch torps @ Northmost Sarrakis

Hunters & Cobra 2: launch torps @ Northern planetary Torp station.

Cobra 1: launch torps @ Southern plantary Torp station
>>
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Rolled 96, 54, 25, 50 = 225 (4d100)

>>4640838
Two waves of torpedoes - aimed at the air base - strike the orbital weapons platform first.

Rolling 2d100 x2 for the platforms' 2 turrets against both waves. Requiring 51+
>>
>>4640893
Please roll 4d100 and 6d100 for damage, requiring 86+
>>
Rolled 69, 59, 75, 27 = 230 (4d100)

>>4640893
wave 1
>>
Rolled 24, 93, 2, 13, 24, 20 = 176 (6d100)

>>4640898
Rollin the 6d100.
>>
Rolled 25 (1d100)

>>4640905
rolling for crit
>>
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Rolled 86, 5, 27 = 118 (3d100)

>>4640893
>>4640900
>>4640905
>>4640907
Waves of torpedoes crash against the weapons launcher, but its turret operators manage to stave off complete destruction as one torpedo strikes true and tears a huge gout from the platforms' adamantium structure.

The Styrian fighter wave arrives just too late to help, but expends much of its strength mopping up the remaining torpedoes before they can strike the air base on the ground.

Unloaded:
Alexios
Ballaenus
Lunar 1
Lunar 2
Cobra 1
Cobra 2

SM:
Strike Cruiser
Hunters

*STYRIAN TURN*
Attempting to reload Space Station,Air Base north, Air base south.
>>
Rolled 12, 48 = 60 (2d100)

Styrian laser platforms attempting to shoot incoming torpedo salvoes within their range. (require 86+)
>>
>>4640951
This is why we keep the cogboys around.
>>
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The Styrian Fleet is forced to abandon their defensive positions as wave after wave of torpedoes surge towards them.

The escorts also take a much wider formation due to the nova cannon explosion that has grabbed their attention.

*Imperial Turn*
>>
>>4640961
addendum, please give imperial attack raft movements in styrian phase
>>
>>4640964

Aspera Thawks: NW full move

Bombers: W full move

Strike Cruiser Thawks: full move @ Novas

Fighters: W full move
>>
Rolled 38 (1d100)

>>4640964

In addition:

Guided Torp wave 1 will attempt to change course to engage the western-most Sarrakis of the nearby squadron

LD test to do so.
>>
>>4640971
>>4640976
Confirm ordnance movements?

=Imperial Turn=
Unloaded:
Alexios
Ballaenus
Lunar 1
Lunar 2
Cobra 1
Cobra 2

SM:
Strike Cruiser
Hunters
>>
>>4640990

confirmed. Our turn, then?
>>
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>>4640990
>>4640997
Map updated

Confirmed your turn
>>
>>4641004
Spotted another ordinance error.

Cobra Squadron 2 fired at the Northern PLANETARY torp launcher, their torps are heading south for some reason.
>>
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>>4641008
Corrected
>>
>>4641008

Swords 1: turn 90 N, full move N

Northern Light Cruisers: Min move, Turn 90 N, remaining move N.

Lunar Cruisers: Min Move, Turn 45 NW, remaining move

Sword 2 & Firestorm 1: Turn 45 NW, Full Move

Cobras 1 & 2: Min Movement straight.

Swords 3 & Firestorms 2: Move straight, do not pass Cobras

Swords 4: Same, but to Firestorms 2

Light Cruiser 3: Min movement straight

Hunters & Novas: Turn to face NW as needed, Min movement.

Gladius Squadrons: Turn to face W, Min movement.

Battleship & Nova Cruiser: full move straight

Aspera: Full move, Turn 45 W

Strike Cruiser: Full move straight

SOBs: Full move straight

Ballaenus: Full move straight, AAF
>>
Rolled 61, 31, 88, 88, 6, 49 = 323 (6d100)

>>4641038

Special Orders: Reload Ord except AAF for 1 ship:

Alexios
Ballaenus - AAF
Lunar 1
Lunar 2
Cobra 1
Cobra 2

SM:
Strike Cruiser
Hunters

Rolling Navy
>>
Rolled 87, 9 = 96 (2d100)

>>4641042
>Strike Cruiser
>Hunters
>>
>>4641042
Alexios reloads and Ballaenus moves to all ahead full (roll 4d6) for extra movement.

Unfortunately the sheer frequency of reloading has stretched demands on the crew, and the rest of the imperial ships fail to restock their ordnance bays.
>>
Rolled 5, 5, 5, 5 = 20 (4d6)

>>4641050

"Praise the Emperor and reload the tubes, men! Our work today is not yet done!"
>>
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>>4641038
>>4641055
Movements made.

The enemy's central lunar cruiser is just out of range of the Malleus' nova cannon.
>>
Rolled 1 (1d3)

>>4641075

Nova cannon, target enemy light cruiser to the North.

Right on the stem.
>>
Rolled 56 (1d360)

>>4641081
Roll 3d6 for scatter. I am rolling scatter angle.
>>
Rolled 6, 1, 4 = 11 (3d6)

>>4641083
scatter
>>
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>>4641085
Unfortunately this time the nova cannon scatters away from its target, detonating in the void harmlessly.

Imperial ordnance phase.

Also roll 2d100 (secrets)
>>
Rolled 70, 13 = 83 (2d100)

>>4641094
>Also roll 2d100 (secrets)
>>
Rolled 22, 85 = 107 (2d100)

>>4641094

Lets resolve torp movement and hits, then handle attack craft?
>>
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Rolled 23, 88 = 111 (2d100)

>>4641099
>>4641094
Fleet Master Copernicon cheerfully announces that focused scans on Brohmidae have revealed that the Lunar-class cruiser in orbit is undergoing a significant refit and is only able to move within orbit.

Admiral Hefin's voice crackles across the comms. "Lord Chapter Master, the northern picket is skirting dangerously close to the minefield but still at a safe distance for now. The northern approach to Brohmidae is completely unguarded." He notes curiously.

Dumb torpedo movements made. One salvo strikes the lance platform.

Rolling its turrets. (51+)
>>
Rolled 5, 14, 24, 59, 88 = 190 (5d100)

>>4641176

1 intercepted.

5 torps make their attack rolls
>>
Rolled 92 (1d100)

>>4641180
1 hit

rolling for crit
>>
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Rolled 1, 74 = 75 (2d100)

>>4641180
>>4641184
The torpedoes tear through the lance platform, one of them striking a lucky hit in its energy capacitors that tears the structure apart.

The remaining *FOUR* torpedoes carry on through, heading straight towards the ground positions on the moon.

Rolling their turrets (51+)
>>
Rolled 89, 65, 58 = 212 (3d100)

>>4641192
3 get through.
>>
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>>4641195
The residual torpedoes fall down from the void, the enormous explosives homing in on the air bases' energy signature. A single one of the 200m long torpedoes splits through the bases' thick ferrocrete and plasteel armour, obliterating the facility while the rest of the salvo explodes across the surface, massive explosions erupting across the moon.

State Guided torp and Attack Craft Movements
>>
Rolled 29 (1d100)

>>4641213

Guided Torp volley 1, maintain course.

Guided Torp volley 2: rolling to change course (due W)

Aspera Thawks: NW full move

All other attack craft: W full move
>>
>>4641217
Oh, and more guided torps from the battleship. Shoot em thru the same gap as the others.
>>
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Rolled 6 (1d100)

>>4641221
>>4641217
You make your moves. Confirm?

The Styrian bombers veer north, heading towards your escorts.

The first volley of nine guided torpedoes from Alexios Komnenos strikes the Sarrakis class frigate. I am rolling its turret (51+)
>>
Rolled 48, 85, 77, 40, 93, 35, 16, 50, 31 = 475 (9d100)

>>4641239

The guided torps of wave 2 should turn before they move, not after.

str 9 gonna give it to ya
>>
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>>4641244
The enormous torpedo salvo bathes the frigate in explosions that tear it into several pieces.

*Styrian Turn*
>>
Rolled 52, 87 = 139 (2d100)

>>4641257
The Styrians attempt to reload yet again.
Space Station, Air Base. LD58
>>
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>>4641263
The Styrian fleet keeps moving into position, remaining out of direct fire range.

However their southern bomber wave has reached Cobra Squadron 2. Of the three squadrons in the wave, two focus on the nearest cobra while the third peels off to attempt an attack on the farthest cobra.

Please roll the following turrets

2d100 for southern cobra (1 turret + 1 adjacent ship)

2d100 for northern cobra (1 turret + 1 adjacent ship)
>>
Rolled 7, 70, 47 = 124 (3d100)

>>4641310
Hunter can also support the nearest Cobra.

3d100
>>
Rolled 45, 20 = 65 (2d100)

>>4641310
Northern Cobra
>>
Rolled 3, 6 = 9 (2d6)

>>4641313
>>4641316
The massed turret fire repels one of the squadrons, but the Styrians' gamble has paid off and one squadron manages to conduct a bombing run on each cobra, inflicting d6-1 hits each.
>>
Rolled 39, 90, 46, 29, 93, 84, 46 = 427 (7d100)

>>4641318
2 hits to the northern cobra, 5 hits to the southern.

Rolling in that order, requiring 51+ each.
>>
Rolled 24, 48 = 72 (2d100)

>>4641321
>2d100 for wreck damage
>>
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>>4641327
>>4641321
>>4641318
>>4641316
>>4641313
Plasma bombs erupt across the hulls of the small destroyers, breaching enormous holes in them and buckling their structure, venting atmosphere as the reactor flickers and dies.

Garbled maydays and damage reports from the stricken Cobras sound out across the vox, and the Squadrons' remaining functional Destroyer calls up. "Lord Fleet Commander, Primus and Tertius are stricken and venting, request permission to assist!"

You know that if you give them permission the remaining Cobra will be out of the battle too, but they may yet be able to save the stricken vessels and their crews for the rest of the Crusade.

State if you give permission, and give orders for the imperial attack craft and guided torps during styrian phase.
>>
>>4641345

"Permission granted. The Emperor Protects."

Guided Torps continue course

Aspera Thawks NW full move

Strike Cruiser Thawks W full move

Fighters/Bombers W full move.
>>
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>>4641391
"Thank you my Lord." The Destroyer's Commander replies with sincere gratitude, as the entire squadron holds position and drops out of the battle to manage damage and evacuate crews.

Ordnance movements made.

+Imperial Turn+
Unloaded:
Alexios
Ballaenus
Lunar 1
Lunar 2
Cobra 1

SM:
Strike Cruiser
Hunters
>>
>>4641404

=Northern group=

Light cruisers: Min movement N, Turn W, Move 10 W (check range on closing enemy frigates)

Sword 1: Turn 90 W, move 15 (check range on same)

Lunars: Min movement straight

Sword 2: 20 straight, check range, Turn North

Firestorm 1: Turn N, min move.
= Center =

Cobra 1: Turn 90 N, min movement. Reload Ord.

Sword 3: full move straight, Turn 90 N.

Light Cruiser 3: full move straight.

Firestorms 2: Min move to clear blast markers, straight W

Sword 4 & Gladius Squadrons: Turn 45 SW, Full Move

Novas: Turn W, min move to clear blast markers.

SOBs: Max movement forward.

Battleship, AdMech & Nova Cannon: ahead 20cm

Aspera: Max move straight, All Ahead Full

Strike Cruiser: Full move straight, Turn 45 SW


Hunters: Turn N, min move.
>>
Rolled 81, 89, 95 = 265 (3d100)

>>4641623

For convenience, Astartes fleet Special Orders:

Aspera - AAF
Strike Cruiser - Reload Ord
Hunters - Reload Ord
>>
Rolled 1, 5, 2, 3 = 11 (4d6)

>>4641881
Aspera is the only success extra movement
>>
Rolled 48, 94, 14, 67, 29 = 252 (5d100)

>>4641881

Navy Special Orders:

Alexios (90) - Reload Ord
Ballaenus (83) - Reload Ord
Lunar Battleborn (83) - Reload Ord
Lunar Haakon (72) - Reload Ord
Cobra 1 (72) - Reload Ord
>>
I dont understand the rules, but I'm enjoying the quest so far as a spectator. All I understand is that torpedoes can and will fuck you up.
>>
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Rolled 4 (1d6)

>>4642211
Hi anon, it's based on the Battlefleet Gothic tabletop game. It's a real good game if you're able to give it a try.

>>4641623
>>4641881
>>4641892
>>4641947
Movements all made.

The Imperial Fleet surges ahead, weapons batteries and lance turrets readying themselves for battle. However the overworked ordnance crews are struggling to keep up, and only Alexios Komnenos' veteran crew get their torpedo tubes loaded.

+Imperial Shooting Phase+
I can confirm that the northernmost light cruiser is exactly 30cm from the lead Sarrakis' prow.
While the light cruiser directly south is exactly 30cm from the lead Sarrakis' stern.

Two of the sword frigates are able to hit the rear Sarrakis.

However one frigate has moved within detection range of the minefield. Rolling to see if a mine activates.
>>
>>4642302
Fortunately the relatively small Frigate is undetected by the minefield during its brief flypass.

+Imperial Shooting Phase+
>>
>>4642303
For the record, minefields only test for detection in owner's Ord phase, not enemy.

Do we have the central squadron fully in range?
>>
>>4642356
Central enemy Neveron squadron is in full range of your central north-facing sword squadron.

Only the lead Neveron is in range of the central dauntless' prow lances
>>
>>4642302

I believe light cruiser 1 will bring the trailing hostile frigate into range if it uses the remaining 5cm of movement it has, so lets do that.

No one can Lock On due to failed special orders earlier.

I believe our shooting will go in the following order of shooting will be as follows:

Nova Cannon at enemy Lunar (place on rear arc of vessel)

Sword 1 will fire at Sarrakis squadron

Light Cruiser 1 will fire at the lead if it still remains.

Sword 2 will fire at hopefully the trailing frigate

Light Cruiser 1 will lance whatever is left, if possible.
Light Cruiser 3 will lance the lead Neveron

Then Sword 3 will broadside the squadron.


Let's get some shooting going, boys.
>>
>>4642370

Swords 1 will also use their remaining 5 movement.
>>
Rolled 3 (1d3)

>>4642370

Nova Cannon target locked.

=The Emperor's Judgement is swift=

Firing.
>>
Rolled 6 (1d6)

>>4642377

Damage
>>
Rolled 4, 29, 47, 17 = 97 (4d100)

>>4642381
2 blocked by shields

Lunar is crippled by 4 damage

rolling crits, baby.
>>
>>4642211
Hello anon.
dont be intimidated and start small space battles are only a small part, the rest requires less knowledge and is way easier to participate in. if you want to join, check out the irc channel, luigi, me and others often hang out there
>>
Rolled 37, 9, 50, 73 = 169 (4d100)

>>4642381
>>4642377
The Malleus' skill and experience against the foulest enemies in the Sector around The Grave has given it a lethal accuracy. The nova shell strikes straight and true, stripping away the cruiser's shields and bathing the hull in searing plasma.

The Lunar cruiser braces for impact. Gaining a 51+ save against each of the 4 damage points incurred after shields.
>>
>>4642439
need to pass Ld as well
>>
Rolled 81 (1d100)

>>4642439
LD test against LD72 to see if brace applies.
>>
Rolled 19, 59, 70, 52 = 200 (4d100)

>>4642439
>>4642444
>>4642446


New crit rolls, then?
>>
>>4642439
>>4642444
>>4642446
>>4642448

Still crippled, still no crits.

Somewhere, a cursed founding chapter is struck by terrible fortune.
>>
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>>4642448
>>4642446
>>4642439
>>4642384
>>4642381
Panicking in the face of the brutal strike, the Styrians fail to rally their efforts to manage the damage before plasma and structural damage buckles and shatters the cruisers' entire structure. The staggering bullseye has crippled the 5km long cruiser in an instant, consuming tens of thousands of souls in its conflagration.

>>4642370
Other shooting

Please roll:

>4d100 for Sword Squadron 1 against Sarrakis lead (two frigates in range, Str8 batteries reduced to 4 against closing escorts). Requiring 66+

>3d100 for Dauntless 1's prow lances against Sarrakis lead. Requiring 51+

>4d100 for Sword Squadron 2 against Sarrakis trailing (str8 in range reduced to 4 against closing escort). Requiring 66+

>3d100 for Dauntless 3's prow lances against lead Neveron. Requiring 51+

>6d100 for Sword Squadron 3 against Neveron squadron (Str12 reduced to 6 for closing escorts). Requiring 66+.

Anyone feel free to roll the above, ideally in order.
>>
Rolled 48, 38, 49, 85 = 220 (4d100)

>>4642773

Sword 1 shooting
>>
Rolled 53, 28, 3 = 84 (3d100)

>>4642773
>>3d100 for Dauntless 1's prow lances against Sarrakis lead. Requiring 51+
>>
Rolled 3, 16, 17, 97 = 133 (4d100)

>>4642773
Rollan Sword 2.
>>
Rolled 65, 41, 21 = 127 (3d100)

>>4642773
>>3d100 for Dauntless 3's prow lances against lead Neveron. Requiring 51+
>>
Rolled 54, 88, 67, 17, 16, 27 = 269 (6d100)

>>4642773
Sword 3.
>>
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>>4642813
>>4642825
>2 hits on lead Sarrakis
>>4642828
>1 hit on trailing Sarrakis:
>>4642833
>>4642835
>3 hits on Neverons


The torrent of lances and weapons battery fire take down the Styrian lead ships, stripping away their shields and shattering their hulls. However the secondary targets escape harm, only their shields being torn away.

+Imperial Ordnance Phase+
>>
Rolled 65 (1d100)

>>4642860

Guided Torp wave 1, no changes.

Guided Torp wave 2, turn to hit both frigs to the south (command roll this post)

Aspera Thawks : NW, angle West as needed to prevent frig turning into them

PAX thawks: WEST full

Fighters: WEST full

Bombers: move in front of frigate to north, near as possible without hitting blast marker
>>
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Rolled 53, 1 = 54 (2d100)

>>4642882
Ordance movements made, please approve.

Str6 guided salvo strikes the Crippled Lunar, rolling its turret (first 1d100, needing 51+).

Str9 guided salvo strikes the Sarrakis in the rear. Rolling its turret (second 1d100, needing 51+)

The torpedoes will continue on as well
>>
>>4642902
First salvo reduced. Please roll 5d100 requiring 86+ against Lunar's front armour.

Then roll 9d100 against Sarrakis frigate. Requiring 66+.
>>
Rolled 63, 4, 15, 1, 88 = 171 (5d100)

>>4642904
>Please roll 5d100
>>
Rolled 54, 64, 83, 48, 45, 7, 48, 63, 44 = 456 (9d100)

>>4642904
Die frigate
>>
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Rolled 84, 20 = 104 (2d100)

>>4642908
>>4642910
One torpedo impact on each.

The stricken Lunar suffers yet another impact as a massive explosion tears through its heavily armoured prow.

Meanwhile the small Sarrakis is overwhelmed by the vast battleship-grade torpedo salvo.

Both salvos continue on to additional targets.

Str4 salvo striking Neveron. Rolling its turret (dice 1).

Str8 salvo striking Sarrakus. Rolling its turret (dice 2).
>>
>>4642919
First turret is successful
Roll 3d100 against Neveron. Requiring 66+

Roll 8d100 against Sarrakis. Requiring 66+
>>
Rolled 51, 29, 80 = 160 (3d100)

>>4642922
Rollin Neveron.
>>
Rolled 19, 14, 31, 50, 11, 84, 46, 9 = 264 (8d100)

>>4642922

Die, second frigate!
>>
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>>4642929
>>
>>4642908
>>4642919
Brother hull needs to crit check that lunar hit

>>4642940
Conservation of torpedo salvo
>>
Rolled 78 (1d100)

>>4642942
>>4642919
COME ON LYK ROLL HIGH FOR ONCE
AAAAAAAAAARRRRRRRRGGGHHHHHHHHHHHHHHHHHHHHHHHHHHH
>>
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>>4642927
>>4642929
The Alexios Komnenos' mighty torpedoes cut a bloody swathe through the light Styrian vessels, leaving smouldering ruins in their wake.

+Styrian Turn+
>>
>>4642964
Minor issue spotted.

Wanted the starhawk bombers in front of the surviving frigate, forcing the squadron to turn to avoid them.
>>
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Rolled 18, 74, 64, 41, 95, 8 = 300 (6d100)

>>4642974
Corrected.

Styrians orders in the following order.
Central Neverons Lock-on. LD72
Northern remaining Sarrakis. Special. LD62
Northern Dauntless. Lock-on. LD72.
Air Base. Reload. LD58
Southern Dauntless AAF. LD72.
Southernmost Neverons AAF. LD58.
>>
>>4643003
Apologies that should be lock-on for the *northern* Neverons.
>>
Rolled 88, 99, 7, 30 = 224 (4d100)

>>4643010
>>4643003
The Styrian Fleet makes its movements, setting up the following shots:

>North Dauntless vs Navy Dauntless 1. Prow Lances. 3d100 requiring 51+.
>North Sarrakis vs Navy Dauntless 1. Prow Lance. 1d100 requiring 51+
Rolling 4d100

Cont.
>>
Rolled 71, 79 = 150 (2d100)

>>4643061
>Northern Neverons firing upon Thunderhawk Wave.
Str12 Batteries, reduced to 2 versus ordnance. Requiring 86+.
Rolling 2d100. Lock-on applied so fails can be rerolled.
>>
Rolled 49 (1d100)

>>4643061
Dauntless braces for impact
>>
Rolled 25, 44 = 69 (2d100)

>>4643065
Rerolls
>>
Rolled 90 (1d100)

>>4643067
Ld passed.

Rolling vs 1 hit to hull
>>
Rolled 25, 46, 38, 2 = 111 (4d100)

>>4643068
Central Neverons firing upon central Sword squadron, Str8 batteries firing on closing escorts. 4d100 requiring 66+.

cont.
>>
Rolled 3, 12, 98, 12 = 125 (4d100)

>>4643073
>>
Rolled 71, 96, 25 = 192 (3d100)

>>4643073
Central weapons platforms firing on the imperial bomber wave. Two weapons platforms and one lance platform. Against ordnance they get one roll each, requiring 86+
>>
>>4643073
Hey weegee, missed you my dear fellow of culture and refined taste. (Adriel 4 life)
>>
>>4643078
Can I get a map with enemy movements? Or are they shooting torps?
>>
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Rolled 58, 66, 46, 27, 83, 89 = 369 (6d100)

Map with movements. The orbital platforms have range 60cm
Finally, the entire southern group firing upon those guided torpedoes.

Sarrakis squadron, Str3 batteries reduced to 1d100
Neveron squadron, str9 batteries reduced to 2d100
Dauntless, prow lances 3d100.

6d100. Requiring 86+ to destroy.

This concludes the styrian shooting.
>>
>>4643086
>>4643078
>>4643073
>>4643069
>>4643068
>>4643067
>>4643065
>>4643061
The Styrians' direct firing upon your ship is poorly trained. Lance beams burst through the northern Dauntless' shields and cut into its reinforced prow, but quick measures by the ships' crew ensures that no real damage is inflicted.

Meanwhile the remainder of the Styrians attempt to swat down some of your swarming ordnance overrunning their positions. They force the Starhawk Bombers to scatter and fleet, and shoot down the southern salvo of guided torpedoes. However they are unable to deter your potent Thunderhawk wave despite their best efforts.

+Styrian ordnance phase+
>>
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>>4643113
Map attached
>>
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>>4643114
The Styrians end up expending most of their ordnance trying to down your seemingly unending waves of torpedoes.

The space station deploys fighters. And the southern planetary torpedo launcher launchers a salvo to head off your own.

The lunar cruiser at the planet, as well as the northern planetary torpedo launcher, use their own salvos to eliminate your incoming ones.

Meanwhile the central crippled lunar launches its own diminished salvo to head off the incoming guided salvo.

All dumb torpedo movements made. Please state movements for Imperial attack craft & guided torpedoes.

Styrian Unloaded:
Space Station
Air Base
Lunar (planet)
Lunar (crippled)
Planetary Torp Launcher north
Planetary Torp Launcher south
>>
Rolled 37 (1d100)

>>4643137
Guided Torp full salvo: turn NW enough to avoid hostile torps (This roll for LD)

Aspera thawks: dodge blast markers to strike light cruiser

STRIKE cruiser thawks: move toward southern light cruiser

Fighters: split, both move toward lunar torps
>>
>>4643511

Correction on the guided torps:

I believe they should fit between the incoming torps & the destroyed frigate blast marker.

So let's shoot that gap and give that lunar a nice broadside surprise in our ord phase.
>>
>>4642452
So the Lamenters?
>>
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Rolled 6 (1d100)

>>4643511
>>4643687
Ordnance movements made.

Roling Dauntless' turret against Thunderhawks
>>
Rolled 4, 4, 4 = 12 (3d6)

>>4644234
So that will be 3d6-3 for bomber mode
>>
Rolled 38, 60, 33, 2, 57, 68, 92, 26, 68 = 444 (9d100)

>>4644298

So 9 attacks vs weakest armor

Need 3 successful hits to cripple
>>
Rolled 23, 68, 93 = 184 (3d100)

>>4644302
3 hits vs 66+, target failed to declare brace before rolling turrets.

Target is crippled.

Rolling for crits on 3 hits
>>
>>4644308
That 93 looks like a crit.

Who wants to roll 2d6 for the honors?

An 11 or 12 is a potential kill from more damage
>>
Rolled 1, 5 = 6 (2d6)

>>4644311
>Who wants to roll 2d6 for the honors?
>>
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Rolled 1, 39 = 40 (2d100)

>>4644302
>>4644298
>>4644308
>>4644374
>>4644311
The mighty Thunderhawks swarm across the surface of the Dauntless-class Light Cruiser, shrugging off its scattered, untrained turret fire to deliver powerful plasma bombs. The fragile scout cruiser buckles and breaks under the onslaught, its large thrusters flaming and erupting in explosions.

>3hp damage inflicted
>1 Critical. Rolled 6. Thrusters Damaged (+1 hp damage).

Styrian Dauntless 1 reduced to 2/6 hp. Cannot turn until thrusters repaired.

Rolling their attempt to repair the damage. 86+ required.


=Imperial Turn=
>>
>>4644456

Let's work our way from bottom to top for movement this turn...

The following squadrons are attempting to form a battle line in a rough line below the CURRENT POSITION of FIRESTORM 2's Southern-most ship. Please adjust movement downward as needed to form this line.

Gladius 2: Turn W, 30 move W

Gladius 1: Turn @, 25 move W

Swords 4: move 10, Turn W, move 10?

Novas: Ahead 15

-End that Group-

Strike Cruiser: move 10, Turn W, remaining movement.

SOB ships: Max move, AAF

Alexios & Nova Cruiser: Ahead 20, Turn 45 SW

Ballaenus: Full move forward, Reload Ord.

Aspera: Full move forward

Hunters: Turn W, 30 forward

Swords 3: 15 forward (North), adjust to avoid base-to-base with enemy frigs and get broadside vs their faces.

Firestorms 2: Turn toward enemy frigates near Swords 3, move 15 (shorter to avoid base-base)

Light Cruiser 3: ahead 10, Turn 90 N, Move 10 (move further to clear base-base of enemy if needed)

Cobras 1: Turn W, Move 15. Reload Ord.
>>
>>4644456
>>4644486

Northern group...

Light Cruiser 1: Move 10 W, Turn 90 N, move remaining 10 (due to blast marker)

Light Cruiser 2: Move 10 W, Turn as needed to keep hostile Light Cruiser in front arc.

Both Lunars: Move 20, Turn 45 to face North

Swords 1: Turn SW to end roughly East of the dead frigate, move 15

Swords 2: Turn W, Move 15

Firestorms 2: Turn as needed to move SW Firestorm directly at destroyed frigate Move 15.
>>
>>4644486
>>4644510
Orders:

Two SOB ships AAF (LD72 each)
Ballaenus Reload (LD83)
Cobras Reload (LD72)

State the order they are taken in and roll.
>>
Rolled 81, 78, 55, 74 = 288 (4d100)

>>4644523
Ballaenus
SOB ships
Cobras
>>
Rolled 41, 41 = 82 (2d100)

>>4644523
>>4644533

In addition, Strike Cruiser & Hunters Reload Ord on the Astartes fleet command line.
>>
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>>4644533
The Ballaenus reloads. But the Sororitas ships' crews seem untested in real battle conditions and fail to keep the chain of commands moving.

Unloaded:
Lunar 1
Lunar 2
Cobras

>>4644535
All Astartes ships reloaded.

Movements finalised. Imperial shooting phase.
>>
>>4644539

Lets start off with Nova cannon.

Place on the stem of that Southern Light Cruiser.

We'll follow up with each Lunar up north giving that lone not-firestorm a broadside and then a lance salvo.

And see where we end up with the braced light cruiser giving a reduced broadside to the northern light cruiser.


Other shooting to follow.
>>
Rolled 95 (1d100)

>>4644548
The styrian light cruiser attempts to brace for impact (LD72)

Please roll nova cannon attack. d3. Hit on 3. Scatters on 1o r 2.
>>
Rolled 3 (1d3)

>>4644550

Target morale broken.

Now break their hull.
>>
Rolled 1 (1d3)

>>4644550
Novacaine time.
>>
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>>4644552
The venerable Malleus' skilled nova cannon operators seem incapable of missing.

Roll d6 for damage against the dauntless.
>>
>>4644552
>>4644553

=A split second's hesitation in the faithful is all the Heretic requires to escape with its life.=

Roll the 1d6 damage roll, friend.
>>
Rolled 6 (1d6)

>>4644557

Get Hullposted, Heretics.
>>
>>4644559

>>failed to post my ass, 4chan.


>>4644561
>irc yelling to just roll damage causes max damage


>>4644553
Sorry buddy, what do you want to kill with your own rolls?
>>
Rolled 16, 55, 33, 17, 42 = 163 (5d100)

>>4644561

so uh, 5 crit checks.

Looking for that sweet, sweet 1HKO
>>
>>4644561
>>4644569
>6 damage
>1 absorbed by shield. 5hp inflicted.
>Light cruiser reduced to 1hp
Yet another inexplicable bullseye for the Malleus tears through the light cruisers' lone shield and burning plasma smashes against the hull so hard that entire sections are torn away from the structure. Hull peels away, antennae and augurs disintegrate, and entire chunks of adamantium and plasteel break apart from the capital ship as it is reduced to its very last legs.

>>4644548
Each lunar is firing upon a closing escort. Str 6 weapons batteries and Str 2 lances.

Each Lunar rolls 3d100 for weapons batteries (requiring 66+) and 2d100 for Lances (requiring 51+).
>Roll 2 sets of 5d100. Assuming weapons batteries first in each set.

Braced Dauntless 1 rolls 1d100 against closing northern styrian light cruiser, requiring 66+
>Roll 1d100
>>
Rolled 16, 27, 100, 92, 18 = 253 (5d100)

>>4644578
Leading Lunar
>>
Rolled 38 (1d100)

>>4644584

"Target Eliminated."

Since the Trailing Lunar no longer has a target...

Dauntless 1!
>>
>>4644584
The lone Sarrakis' shields are stripped away under a blistering weapons barrage before a lance beam tears it in two.

>>4644588
The scattered fire is ineffective.

Further shooting orders?
>>
Rolled 34, 9, 29 = 72 (3d100)

>>4644588

A palpable miss.

So we're going to move to Firestorms 1

Lead Firestorm fires at the light cruiser, looks like closing.

So 1d100 for weapons battery, 1 for lance

The other 2 Firestorms will train their weapons batteries on the minefield for lack of other targets. Which is another 1d100. Needs an 86+?

rolling
>>
Rolled 87, 21, 51 = 159 (3d100)

>>4644604


all miss.

Light Cruiser 2 Lances at enemy light cruiser. 51+ on 3d100
>>
Rolled 91 (1d100)

>>4644610

2 hits, 1 to shield. 1 to hull.

crit check.
>>
>>4644610
>>4644613
1 damage inflicted
Crit successful

Roll 2d6 for critical damage
>>
Rolled 1, 4 = 5 (2d6)

>>4644613

Crit
>>
Range Check on Sword 1 vs the enemy not-swords.

Same with Sword 2.
>>
>>4644617
Prow Armament damaged.

The enemy light cruisers' primary armament of prow lances is unusable until repaired, effectively eliminating any threat the crippled capital ship can pose.

Any further shooting orders?
>>
>>4644625

Swords 1 will finish off the light cruiser (8d100?)

Swords 2 will then fire on the Neveron squadron. (6d100?)


Swords 3 will then blast the shit out of the center Neveron squadron
>>
>>4644623
Correct.
Swords 1 roll 8d100

Swords 2 roll 6d100
However note that none of the Sword 2 shots can be allocated against the westmost Frigate as they would have to fire through the blast marker to do so (if you want to attempt this anyway they can only roll 4d100).

Sword 3 rolls 8d100
>>
Rolled 42, 51, 3, 16, 91, 14, 67, 59 = 343 (8d100)

>>4644652

We'll let the western one live... for now.

Rolling Swords 1
>>
Rolled 3, 1 = 4 (2d6)

>>4644655

looks like catastrophic damage roll time...

Come on low rolls...
>>
Rolled 22, 27, 84, 89, 98, 66, 19, 26 = 431 (8d100)

>>4644652
Sword 3.
>>
Rolled 71, 59, 92, 20, 26, 75 = 343 (6d100)

>>4644652
Swords 2, then

66+s
>>
Rolled 38 (1d100)

I think this takes us to Imperial Ord phase...

Aspera launches more thawks due West.

Battleship launches guided torps @ the center moon with 3 remaining orbital defenses

Hunters will launch at the lance station of the same moon


1 fighter intercepts those lunar torps, leaving the other squadron holding station.

Guided torps by the lunar will Ld check (this post) to slap that lunar in the flank)

Strike Cruiser thawks will separate into 2 squadrons and move to block the enemy frigates from moving due East, as close as possible.
>>
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>>4644655
>>4644659
>2 hits
>>4644668
>4 hits
>>4644680
>3 hits

The Styrian Light Cruiser is reduced to a drifting hulk by the weapons barrage.
Meanwhile the central Neverons are swept aside by the central Imperial spearhead and one of the northern Neverons is destroyed while anoter has its shields stripped away.

+Imperial Ordnance Phase+
>>4644711
Actioning, please wait.
>>
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Rolled 5 (1d100)

>>4644711
Ordnance movements made.

Styrian Lunar attempts to brace for impact (LD72)
>>
Rolled 15 (1d100)

>>4644739
Brace successful. Rolling sole turret (2 reduced to 1 for crippled). Requiring 51+. If successful roll 8d100 requiring 66+, If not, roll 9d100 requiring 66+.
>>
Rolled 49, 86, 75, 67, 10, 79, 23, 91, 98 = 578 (9d100)

>>4644739
>>4644741


66+ you say?
>>
Rolled 58, 5, 3, 99, 48, 33 = 246 (6d100)

>>4644743
Along with its wingman, the Malleus, the Alexios Komnenos is reaping a bloody toll on the Styrians with its powerful prow armaments as the massive torpedo salvo smashes into the flank of the lunar cruiser, erupting with plasma explosions across the hull.

6 successful hits. Rolling 6d100 for bracing (each 51+ mitigates a hit).
>>
Rolled 32 (1d100)

>>4644754
>2 hits mitigated
>Lunar reduced to -1 hp
Unfortunately the crew's best efforts are not enough to escape destruction, as powerful plasma torpedoes shatter their cruisers' flank.

Rolling hulking damage.
>>
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>>4644767
The Lunar's hull systems have been severely damaged - most of its weapons components completely destroyed or vented to the void whilst its life support and reactor just barely limp on.

Unable to fight any further, the cruiser can only drift 5cm and attempt to disengage each turn (with a -20 LD modifier).

+Styrian Turn+
>>
Rolled 62, 66, 30, 5 = 163 (4d100)

>>4644793

If that thing can attempt to limp away, I'm crit checking to see if the bridge is smashed.
>>
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Rolled 46, 95, 42, 43, 63, 26 = 315 (6d100)

Styrian movements made

Styrians Attempt the following special orders:

Southern Sarrakis. Lock on LD72
Northern Neveron. Lock on LD72
Southern Neveron. Lock on LD58
Air Base. Reload LD58
Space Station. Reload LD58
Northern weapons platform. Lock on LD58
>>
Rolled 78, 39, 39 = 156 (3d100)

>>4644830
Southern Sarrakis locks-on. All others fail.

Rolling southern light cruiser. Shooting lances at lower thuderhawks (2d100 requiring 86+) and port weapons at upper thunderhawks (1d100 requiring 86+)
>>
Rolled 55, 58, 3, 9 = 125 (4d100)

>>4644830
>>4644835
Fail. Southern Neverons shooting at upper thunderhawks. 4d100 requiring 86+
>>
Rolled 11, 87, 18, 27, 51, 91, 9, 66 = 360 (8d100)

>>4644830
>>4644835
>>4644840
Fail again.

Rolling southern Sarrakis at upper thunderhawks. 3d100 lances requiring 86+ and 1d100 weapons batteries requiring 86+. Rerolls allowed due to lock-on (rolling 8d100 for swiftness as only 1 success is needed).
>>
Rolled 87, 71 = 158 (2d100)

>>4644847
>>4644840
>>4644835
>>4644830
Upper thunderhawk squadron is scattered under the onslaught of lethal ship weapon fire.

The nearest weapons platform and lance platform attempt shots at the lower thunderhawk squadron. 1d100 each requiring 86+
>>
Rolled 24 (1d100)

>>4644855

Resilience or toughness roll
>>
Rolled 34 (1d100)

>>4644871
The weapons platform fire has forced the other squadron to turn away as well.

Meanwhile the northern weapons platform attempts to fire at the central imperial cobras (target priority check LD58)
>>
Rolled 26, 6 = 32 (2d100)

>>4644880
Check passed. Weapons battery str6, firing at closing escorts more than 30cm away.

2d100 requiring 51+.
>>
Rolled 90, 31, 95, 30, 21, 39 = 306 (6d100)

>>4644886
The long range fire is ineffective.

Northern Neverons firing at the nearest Swords. Str8 firing at closing escorts within 15cm.
Rolling 6d100 requiring 66+.

This concludes Styrian shooting phase.
>>
Rolled 71 (1d100)

>>4644894
Those swords brace
>>
>>4644896
Passed. Roll 1d100 requiring 51+ to negate the damage point.
>>
Rolled 25 (1d100)

>>4644896
Live you fuckers
>>
Rolled 87 (1d100)

>>4644899
Rolling hulk status
>>
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Voices scream over the vox as Styrian fire rains down upon the lead Sword-class Frigate. "Taking fire! Shields down-.....hull breached! Losing atmos-...." The transmissions abruptly cease as the entire armoured beak of the Frigate breaks apart and the reactor dies.

+Styrian Ordnance Phase+
>>
Rolled 40, 36, 95, 40, 15, 96, 93, 15 = 430 (8d100)

>>4644922
Eight Imperial frigates are within 30cm of the edge of the minefield.

8d100. Each 86+ spawns a mine.
>>
>>4644945

Minefields count 'ships', and squadrons are counted as a single ship/target for these purposes (like firing)
>>
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>>4644949
>>4644945
Corrected. Only first three rolls taken.

The minefield picks up on the nearby signatures, and a small cluster of the incredibly powerful explosives drifts away from the field towards your vessels.

Meanwhile the central torpedo launcher shoots out a salvo to intercept your own incoming torpedoes.

Please state your attack craft / guided torpedo movements in the styrian ordnance phase.
>>
>>4644958

>Meanwhile the central torpedo launcher shoots out a salvo to intercept your own incoming torpedoes.

uh, those are forced to make a run on *anything* friend or foe that isn't in immediate base contact. Unless they're specialist torps that ignore friendlies (boarding and seeking, iirc?)

Like that weapons platform.

... declaring special torps, or making an attack on a friendly?
>>
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>>4644963
Thank you. Torpedoes now going in valid direction.

Please state your attack craft movements.
>>
Rolled 14, 61 = 75 (2d100)

>>4644958
>>4644975

Remaining fighters intercept those torps

Aspera Thawks: 1 squadron breaks off N full move, remaining 2 squadrons full move W

Guided Torps str 3: roll 1 for LD, Turn as far SW as possible (45 deg)

Guided Torps str 9: roll 2 for LD, Turn SW to intercept the Southern most Sarrakis (putting the front 2 overlapped escorts in their path as well)
>>
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>>4644982
Ordnance movements made.

+Imperial Turn+

Unloaded:
Alexios Komnenos
Lunar 1
Lunar 2
Cobras

Aspera Dominus
Hunters
>>
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>>4644996
Corrected map. Fighters remove torpedoes.
>>
>>4645014

Northern group first, then.

Lunar 1: Min movement. (should be 20+ away from that mine, but in range for broadside.)

Lunar 2: Min movement, Turn 45 NE. Come to New Heading. If passed, Move 10 & Turn 45 East.

Dauntless 2: 20 forward, turn to bring both frigates into front arc.

Dauntless 1: 10 forward, Turn 90 East, 10 East

Sword 2: Turn 90 N, 20 N.

Firestorm 1: Turn 90, move 20

Sword 1: Turn as needed to move W and avoid blast markers. Move 20


On to Central Group:

Sword 3: Turn directly at 1hp defense station. Move 25

Dauntless 3: ahead 10, Turn 90 W, ahead 15

Aspera: Ahead 20, Turn 45 SW

Cobras 1: Ahead 30, Turn 90 S.

Firestorm 2: Forward to clear blast markers, turn 90 SW

Alexios Komnenos: Forward 20

Malleus Ze Nova Cannon: Forward 20

Sword 4 & Gladius Squadrons: Min Movement to advance even with Battleship, Turn 90 S, remainder of minimum movement for turn.

Nova Squadron: Turn 90 S, min movement

Strike Cruiser: Ahead 10, Turn 90 S.

SOBs: Max move, AAF

Mechanicus: Ahead max move
>>
Rolled 87, 20, 76, 49, 97 = 329 (5d100)

>>4645061

Special Orders (correct if not in LD order)

Alexios: Reload Ord

Lunar 1: Lock On Target

Lunar 2: Come to New Heading

SOBs: AAF (x2)
>>
>>4645061

Hunters will make minimum move & Turn South.

Since I forgot about them :D
>>
Rolled 5, 97 = 102 (2d100)

>>4645066

SM command chain:

Aspera & Hunters reload Ord
>>
roll

newfag here, what is this?
is it some kind of warhammer game played with replies on a basket weaving board?
>>
>>4645381
Usually it's a narrative quest about running a chapter, but this is a bit of a special session since it's naval combat, so we're playing it out with the allies and ships we made/conquered over the years in an old warhammer system made specifically for space battles called "Battlefleet Gothic."
The new video games are based on it as well. This battle is a lot less tense than the last one since we had some incredible luck there and managed to cripple the styrian fleet massively. Here we're mostly just cleaning up before we get to conquering their planets.
>>
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>>4645061
>>4645066
>>4645072
>>4645071
Imperial movements made.

Please note that Lunar 1 is not in-range of the enemy neveron frigates. However Dauntless 2 and Sword Squadron 1 is.

+Imperial Shooting Phase+
>>
>>4645430
The lunar wants to shoot the mine.

Declaring NOVA cannon shot. Put it on the western overlapped frigates.
>>
Rolled 2 (1d3)

>>4645462

And rolling to give those overlapped frigates a bad turn.
>>
>>4645464
Another miss.

Rolling scatter angle.
>>
Rolled 77 (1d360)

>>4645465
... herp
>>
>>4645466
Target 62cm away. Roll 3d6 for scatter distance

>>4645462
>The lunar wants to shoot the mine.
Roll 2d100 for port lances, 1d100 for port weapons bats, all requiring 86+.
>>
Rolled 3, 1, 5 = 9 (3d6)

>>4645469
>>
Rolled 43, 30, 6, 27, 68, 76 = 250 (6d100)

>>4645469

As that lunar passed lock on orders, rolling twice for simplification
>>
>>4645430
Can we get dauntless 2 adjusted to keep those frigates just barely in front arc, and the mine in the side arc?

Swords 1 will macrobattery the northern frigates.

Then dauntless 2 will lance them and broadside at the mine for presumably 1
>>
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>>4645488
>>4645482
>>4645466
>>4645464
>>4645488
A rare miss for the Malleus. The nova cannon detonates pre-emptively, bathing the lead frigates in shockwaves and knocking out their shields.

Meanwhile the Lunar broadside is loud but ineffective against the drifting mines.

Swords 1. Firing Str12 batteries @ abeam frigates through blast markers. 2d100 requiring 66+.

Dauntless 2. Prow lances @ frigates. 3d100 requiring 51+.
Dauntless 2. Broadside Str4 batteries @ mine. 1d100 requiring 86+.
>>
Rolled 77, 8 = 85 (2d100)

>>4645576
Swords
>>
Rolled 12, 54, 66, 82 = 214 (4d100)

>>4645576

Dauntless. Lances then mine shot
>>
range checks for further shooting:

Alexios to anything with range 60 lances

Swords 3 shooting vs the 1hp defense station, anything out of range of that check range to minefield to the north.

Dauntless 3 shooting vs the same.

Cobras shooting vs the same.
>>
>>4645594
Alexios is in range of the two nearest frigates in the southern group. However as both as in different squadrons the Alexios can only fire on one. Select which one and roll 3d100 requiring 51+.

The lead frigate of Swords 3 is able to hit the station. 4d100 requiring 86+

Right-hand frigate of Swords 3 is able to hit the minefield. 1d100 requiring 86+.

The Dauntless is able to hit the minefield with its starboard batteries. 1d100 requiring 86+.

Cobras firing at Station. 3d100 requiring 86+.
>>
Rolled 25, 31, 28 = 84 (3d100)

>>4645614

Alexios will engage the little bastard knock-off Firestorm with lances.

Firing.
>>
Rolled 39, 90 = 129 (2d100)

>>4645614

rolling for the 2 minefield shots.
>>
Rolled 48, 100, 85, 17, 65, 47, 74 = 436 (7d100)

>>4645614


Rolling for the Sword, then Cobras vs defense.

If one of the first 4 hits, ignore the 7th roll due to blast marker causing shift.
>>
Rolled 87 (1d100)

I don't believe anything else has shooting in range.

If that is correct, moving to Ord deployment & then movement.

Deployment:

Aspera deploys torps to clear Hunters and at the crippled light cruiser.

Alexios deploys guided torps @ crippled light cruiser

AdMech deploy a wave of 4 marauder torp bombers - Move W 20

Strike Cruiser deploys a wave of 2 thunderhawks - Move W 20

Existing Ord Movements:

Guided Torps (str 9) will move straight, braving the blast markers.

Guided Torps (str 3) will use this post's roll to turn as needed to head @ the weapon platform to its SW

Aspera's lone thawks will move directly at the mine 20

Aspera's paired thawks will move directly West 20
>>
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>>4645617
>>4645618
>>4645622
The Sarrakis somehow manages to avoid the apocalyptic storm of incoming lance beams, while the platforms' thick armour saves it from destruction as its shield is overwhelmed.

Debris is also kicked up around the minefield, hampering its detection capabilities.

=Imperial Ordnance Phase=
>>4645632
actioning
>>
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>>4645632
Ordnance movements made.

Unloaded:
Alexios
Ballaenus
Lunar 1
Lunar 2
Cobras

Aspera Dominus
Strike Cruiser

Roll d100 for the guided torpedoes through the blast markers. On an 86+ they are destroyed prematurely.
>>
Rolled 81 (1d100)

>>4645668


Faith in the Omnissiah's munitions.
>>
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Rolled 46, 21 = 67 (2d100)

>>4645675
The guided torpedoes make it through.

Let's settle the dumb S6 torpedoes striking the styrian weapons platform first.

Rolling its two turrets. Roll a d100 for each of its surviving strength points, requiring 86+ each.
>>
Rolled 1, 42, 93, 91, 80, 60 = 367 (6d100)

>>4645754

Get rekt!
>>
>>4645754
>>4645760

Ahem.

93 and 91. 2 hits vs 2 hull. Get Dead.

Hunted.
>>
Rolled 74, 87 = 161 (2d100)

>>4645806
Two torpedes erupt against the adamantium hull of the weapons platform, breaking it apart.

Nine torpedoes hit the lead Neveron-class frigate down south. I am rolling turrets (reinforced by adjacent sarrakis) requiring 51+
>>
Rolled 72, 96, 62, 82, 80, 52, 34 = 478 (7d100)

>>4645818

2 intercepted.

66+ for a kill
>>
Rolled 76 (1d100)

>>4645818
>>4645824
The turrets shoot down two torpedoes and four of them obliterate the frigate, reducing it to drifting chunks of metal.

Three continue onto the adjacent Sarrakis, rolling its turret requiring 51+.
>>
Rolled 87, 21 = 108 (2d100)

>>4645828
1 more intercepted.

2 left to murder
>>
Rolled 67 (1d100)

>>4645832
>>4645828
The desperate turret gunners manage to down yet another of the enormous salvo, but a torpedo makes it through and strikes the frigate in the midsection, erupting in a giant explosion that ruins the frigate.

The last remaining single torpedo of the squadron carries onto the rear Sarrakis. Rolling its turret requiring 51+
>>
Rolled 98 (1d100)

The final torpedo is swatted down by the desperate Styrian turret gunners.

Rolling a d100 to see if the mine survives through blast markers. On an 86+ it is destroyed.
>>
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>>4645846
The mine is destroyed as it tries to move through debris.


=Styrian Turn=
>>
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Rolled 96, 51, 73, 57, 8 = 285 (5d100)

Their primary battle line shattered and their attempts to muster a counterattack thwarted, the Styrian Fleet scatters and tries to fall back.

Stryian Orders

Air Base Reload: LD58
Space Station Reload LD58
Torpedo launcher reload: LD58
Northern Weapons platform lock-on. LD58
>>
Rolled 46 (1d100)

=Styrian Shooting=

Central lance platform fires at guided torpedoes. 1d100 requring 86+
>>
Rolled 19, 39 = 58 (2d100)

>>4645918
Miss.

Central weapons platform firing at cobras. S6 batteries firing at closing escorts through blast marker. 2d100 requiring 51+.
>>
Rolled 30 (1d100)

Dauntless will brace vs point-blank shooting
>>
Rolled 62, 35, 79, 91 = 267 (4d100)

>>4645921
Misses.

>>4645923
Northern Neveron fires at dauntless. S4 batteries against closing capital ship within 15cm. 4d100 needing 66+.

Successful brace allows 51+ save against each hit incurred past shield.
>>
Rolled 30 (1d100)

>>4645925

1 gets thru.
>>
Rolled 27 (1d100)

>>4645926
Successful hit. Rolling to see if it crits (86+)
>>
>>4645930
The frigate's suicidal attack run collapses the dauntless' shield and causes damage across the vessel's hull macrocannon fire peppering the hull and breaching the metal skin as it damages the light cruiser.

=Styrian Ordnance Phase=

State your attack craft / guided torp movements.
>>
Rolled 83 (1d100)

>>4645935

Torp Bombers 20 W

Aspera paired Thawks: 20 @ crippled lunar

Aspera lone Thawk: 20 @ NE edge of minefield

Str 9 Guided Torps: (this roll) Turn due W

Baby Guided Torps: lol murder the station in your path.
>>
>>4645939

Pax Thawks: 20 W
>>
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Rolled 91, 82, 84, 50 = 307 (4d100)

>>4645939
>>4645942
Ordnance movements made.

S3 guided torpedoes strike the southern weapons Battery. First 2d100 for turrets (51+)

S4 dumb torpedoes strike the northern torpedoe launcher. Second 2d100 for turrets (51+)
>>
Rolled 63, 75, 36, 66 = 240 (4d100)

>>4645947

1st roll is the last guided, remaining for the surviving 'dumb' torps
>>
>>4645947
I dont know what is being rolled, but keep going
TO VICTORY
>>
>>4645953
DEATH DEATH DEATH
KILL KILL KILL
>>
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>>4645947
>>4645951
The torpedoes fail to inflict any lasting damage, with the guided torpedoes shot down to their last while the dumb salvo flies into the minefield and detonates.

=Imperial Turn=

Unloaded:
Alexios
Ballaenus
Lunar 1
Lunar 2
Cobras

Aspera Dominus
Strike Cruiser
>>
>>4645961

northern group:

Lunar 2: ahead 10, Turn 45 W, ahead 10

Lunar 1: ahead 10, Turn 45 E, Ahead 10 (Come to New Heading) attempt to Turn another 45 Due East.

Dauntless 2: ahead 10, Turn 90 W/NW, ahead 10.

Firestorms 1: Turn 90 NW, Move 20

Dauntless 1: Ahead 10, Turn 90 S, Ahead 15.

Swords 2: Turn 90 W, move minimum to place in front of enemy frigate.

Swords 1: Ahead 5, Turn 90 NE, Ahead 10.
>>
>>4645972

Central Group:

Cobras: Turn 45 NW, Move 30.

Swords 3: Turn W, Move 25

Firestorms 2: Turn W, Move 25

Dauntless 3: Ahead 20

Hunters: Turn SW, Ahead 35 - Reload Ord

Alexios: Ahead 15, Turn 45 W, Ahead 5.

Malleus: Ahead 15, Turn 45 W, Ahead 5.

Sword 4: Turn W, Ahead 25

Gladius 1 & 2: Turn W, Ahead 30

Novas: Turn W, Ahead 35

Pax: Ahead 10, Turn W, Ahead 15

SOBs: Ahead max, AAF.

Ballaenus: Full Move Forward, Reload Ord

Aspera: Ahead 15, Turn 45 W, Ahead 5.
>>
Rolled 79, 98, 7, 8, 99, 66 = 357 (6d100)

>>4645972
>>4645996


Navy Order Chain:

Alexios: Reload Ord
Ballaenus: Reload Ord
Lunar 1: Come to New heading
SOBs: AAF
Cobras: Reload Ord
>>
Rolled 33, 54, 68 = 155 (3d100)

>>4646000

And the SM chain for Aspera, Pax & Hunters to Reload Ord
>>
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>>4646004
>>4646000
>>4645996
>>4645972
Imperial movements made.

+Imperial Shooting Phase+
>>
>>4646040

Let's start with shooting at that last northern frigate.

Sword 2 looks to be free of blast markers

Then sword 1 with their 2 ships,

Then firestorm batteries, then the lunar if still alive.
>>
>>4646073
swapped the sword squadron numbers by mistake, but the order should stand.
>>
>>4646073
Two of the frigates in sword squadron 1 can draw an angle on the neveron-class frigate.

Both the frigates in sword squadron 2 can draw an angle.

>Str8 batteries firing at closing escort. 4d100 requiring 66+

>St8 batteries firing at closing escort within 15cm. 6d100 requiring 66+
>>
Rolled 29, 62, 82, 4 = 177 (4d100)

>>4646089
Rolling 4d100
>>
Rolled 69, 8, 87, 68 = 232 (4d100)

>>4646089
>>Str8 batteries firing at closing escort. 4d100 requiring 66+
>>
Rolled 4, 60 = 64 (2d100)

>>4646094
>>4646089
Well + 2 I guess
>>
Rolled 5, 2 = 7 (2d100)

>>4646093
>>4646094

assuming the 2nd roll of 4d100 counts for the first 4 of 6d100.

Probably not needed, but last 2
>>
>>4646093
>>4646094
>>4646098
>2 hits
The lone Neveron Frigate is torn apart under a storm of weapons battery fire.

Further shooting orders?
>>
>>4646107

At 1hp defense platform:

Cobras 1

Light Cruiser 3 Lances

Firestorm 2 Lances

Sword 3 barrage (if needed)
>>
Rolled 96, 71, 16 = 183 (3d100)

>>4646110
>looks like 3d100 for Cobras
>>
Rolled 1, 9, 22, 40, 52, 42 = 166 (6d100)

>>4646110
Rolling lances.
>>
>>4646116
>>4646117

96 and then the 52 finish it off.


Next shooting will be Gladius Squadrons & Nova squadron vs the crippled light cruiser in the south.
>>
>>4646133
Gladius Squadron Alpha. Str12 batteries firing at cruiser moving away. Roll 6d100 requiring 66+

Gladius Squadron Beta, Str 12 batteries firing at cruiser abeam. Roll 4d100 requiring 66+.

Nova squadron firing Str3 Lances and Str6 batteries at cruiser abeam. Roll 3d100 requiring 51+ and 2d100 requiring 66+.
>>
Rolled 80, 6, 93, 39, 50, 89 = 357 (6d100)

>>4646136
Alpha alpha alpha
>>
Rolled 91 (1d100)

>>4646137
Gladius Squadron Alpha's lethally accurate laser battery fire strikes through the limping Dauntless' shields and finishes off its crumbling structure. Rolling hulk status.
>>
>>4646146
The stricken Dauntless erupts in an enormous explosion as powerful lasers from the Gladius-class Frigate 'Vanguard' break through its rear superstructure and cut deep into the Light Cruiser's core, detonating its plasma drive in an explosion that lights up the battlefield.

Further shooting orders?
>>
place Nova cannon template on the SW end of that lead not-firestorm.


Hunter Squadron will fire upon that same squadron after.
>>
>>4646155
Roll 1d3. 1-2 = scatter. 3 = hit
>>
Rolled 2 (1d3)

>>4646155

Nova cannon firing.
>>
Rolled 4, 1 = 5 (2d6)

>>4646172

Scatter distance...
>>
Rolled 154 (1d360)

>>4646180
Angle from north
>>
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>>4646172
>>4646180
>>4646186
Nova cannon scatters, catching the rear Sarrakis and stripping its shield.

Hunters rolling Str3 batteries against abeam escorts. 1d100 requiring 66+. Hit would be applied to lead Sarrakis as it is closest.
>>
Rolled 7 (1d100)

>>4646193
>>
Rolled 99, 11, 25 = 135 (3d100)

>>4646199
miss.

Alexios will target the same squadron with dorsal lances.

3d100 needing 51+
>>
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>>4646200
The rearmost Frigate is finished off by the battleship's massive dorsal lance array.

Further shooting orders?

If not, Imperial Ordnance Phase.
>>
>>4646200

Looks like we've cleared the field of all available shooting.

Ordinance Launches:

Hunters launch torps @ surviving Sarrakis.

Alexios launches normal torps @ southern frigate under the torp station (line should hit blast marker, lance station, and clear moon)

No further new launches.

Aspera lone Thawk avoids blast markers toward Light Cruiser 2

Aspera paired Thawks move @ surviving Sarrakis.

Pax Thawks move @ surviving Sarrakis

Guided torps make no correction.
>>
Rolled 48 (1d100)

>>4646216
Rolling Sarrakis turret against Hunter torps
>>
Rolled 9, 80, 43, 55, 9, 89 = 285 (6d100)

>>4646246

Turret gunners are asleep
Post Torp Rekt Memes!
>>
Rolled 76 (1d100)

>>4646249
The Hunters' close-range salvo ruins the lone Sarrakis.

Rolling Neveron's turret against incoming Str9 guided salvo
>>
Rolled 91, 21, 52, 49, 81, 43, 29, 2 = 368 (8d100)

>>4646253
Rollan the torps in edo thing.
>>
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>>4646263
The Neveron is overwhelmed by the massive torpedo salvo, the Alexios Komnenos adding another hapless Styrian to its colossal list of Battle Honours.

+Styrian Turn+

Calling it there for tonight. Will continue tomorrow.
>>
>>4646274

You forgot the Strike Cruiser Thawks.

and if you wouldn't mind, please move the Marauder bombers 20 West as well.
>>
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Rolled 31, 64 = 95 (2d100)

The remaining Styrian Frigates flee. Those in the path of Alexios' fearsome torpedoes flee into their own minefield (Ld72 check for successful traversal, inc. reroll for escort)

The other frigate zooms down around the moon, seeking cover.
>>
Rolled 51, 82 = 133 (2d100)

>>4647048
Successfully shielded from the torpedoes, the two ships attempt to disengage from the battle within their covered regions.

LD72. +20 bonus for being within celestial features. -10 penalty for nearby enemy ordnance.
>>
Rolled 75 (1d100)

>>4647050
The last remainin Styrian frigates disappear from the battlefield as they shut down. The smouldering, lumbering lunar hulk also attempts to disengage under much more difficult conditions.

Ld72. -50 penalty for status.
>>
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Rolled 4, 26, 53, 87, 78 = 248 (5d100)

>>4647052
Styrian fleet after movements and disengagements.

Styrian Orders:
Air Base Reload. LD58
Space Station Reload. LD58
Torpedo launcher central reload. LD58
Torpedo launcher planet north reload. LD58.
Torpedo launcher planet south reload. LD58
>>
Rolled 68 (1d100)

>>4647056
All successful except planetary torpedo launchers.

=Styrian Shooting Phase=
Only Styrian shooting available is central lance platform against thunderhawk wave. 1d100 requiring 86+
>>
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>>4647057
Miss

=Styrian Ordnance Phase=
The Styrian fleet launches a fresh wave of bombers and two salvos of torpedoes directly towards your Frigate line.

Styrian unloaded:
Air Base
Torp launcher north
Torp launcher south
Torp launcher planetary north
Torp launcher planetary south

State your own ordnance movements. Dumb Alexios Torpedoes that are heading for the lance platform will need to traverse a blast marker before striking the platform. Roll 1d100. On an 86+ the salvo is destroyed.
>>
Rolled 61 (1d100)

>>4647070

dumb torps blast marker roll
>>
Rolled 33 (1d100)

>>4647070

Ordinance Orders:

Aspera Thawk wave @ Lunar hulk

Aspera lone Thawk: move & CAP Light Cruiser 2

Guided Torps by moon: LD test this post to turn SW @ lance platform

Pax Thawks: move toward enemy bomber wave

Marauder Torp Bombers: West 20
>>
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Rolled 92, 10 = 102 (2d100)

>>4647142
Ordnance movements made.

Retributions' Str9 dumb torpedoes strike the lance platform. Rolling their turrets. 2d100 requiring 51+
>>
Rolled 30, 57, 8, 5, 74, 98, 79, 72 = 423 (8d100)

>>4647211
Torps
>>
Rolled 87 (1d100)

>>4647229
Crit check for the 1 hit
>>
>>4647229
>>4647232

1 hit, 1 crit. Crit becomes 1 extra damage vs an escort/defense with less than 3hp

Platform is KO'ed.
>>
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>>4647229
>>4647232
>>4647289
The torpedoes knock out the helpless platform.

+Imperial Turn+
>>
>>4647410

Gladius 1 & Novas: Turn 45 NW, Full move

Gladius 2: Turn 90 S, full move

Strike Cruiser: full move forward, Turn NW

Alexios, Aspera, Malleus: 20 forward

Ballaenus: Full forward

SOBs: Full forward, AAF.

Swords & Dauntless 3: Move into orbit of moon around destroyed defenses. Hold.

Firestorms 2: Turn 45 NW, move 25

Cobras 1: Ahead 30

Lunar 1: Ahead 10, Turn 45 to face East

Dauntless 1: Ahead 20, Turn 90 S

Lunar 2: Ahead 10, Turn 45 SW, ahead 10

Swords 1 & 2: Turn 90 W as needed, ahead 20

Dauntless 2: Ahead 15, Turn due SW


I think that is everything for movement.
>>
>>4647531

Forgot Hunters & Swords 4

Hunters: Turn 90 NW, Move 20

Swords 4: Turn NW, Move 25
>>
Rolled 32, 12, 55, 23, 98, 82 = 302 (6d100)

Special Orders for Navy Chain:

Alexios: Lock On Target

Ballaenus: Reload Ord

Lunar 2: Reload Ord

SOBs: AAF (x2)

Cobras: Reload Ord
>>
Rolled 56 (1d100)

>>4647541

And Astartes. Hunters reload ord
>>
Rolled 6, 6, 4, 2 = 18 (4d6)

>>4647541

AAF
>>
Rolled 67, 62, 58, 16, 12, 95, 8, 28, 99, 39 = 484 (10d100)

>>4647410
rolling to kick all the Styrian nobles in the dicks/cunts as an after siege victory.
>>
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>>4647555
>>4647542
>>4647541
>>4647539
>>4647531
Movements made. Alexios Locked On. Ballaenus, Lunar 2, and Hunters reloaded.

+Imperial Shooting Phase+
>>
Rolled 2 (1d3)

>>4647590

Nova cannon template on the airbasemoon's weapon platform, northern edge. Rolling.

Otherwise, looks like only a range check on the remaining torp station at the central moon with various escorts that can see it around moon.
>>
Rolled 296 (1d360)

>>4647600
nova cannon misses.

rolling scatter direction.
>>
>>4647600
>>4647604
The nova cannon goes harmlessly wide.

Unfortunately none of the frigates are close enough to target the platform. However Alexios Komnenos can draw a bead on the platform with its dorsal lances.

3d100 requiring 51+. Rerolls allowed for lock on.
>>
Rolled 84, 41, 100 = 225 (3d100)

>>4647611

murdering.
>>
Rolled 36 (1d100)

>>4647612

2 hits, 1 to shield. 1 to hull.

rerolling 41 for the kill.
>>
Rolled 97 (1d100)

>>4647612
>>4647614

Reroll fails. Crit Check for the kill.
>>
>>4647620

That would be a kill.


Ordinance Orders:

No new deployments.

Pax Thawks: move @ hostile bombers

Aspera Thawk up north: continue CAP

Aspera Thawk wave in center: split wave, 1 squadron secure crippled lunar; other squadron 20 W

Torp Bombers: 20 W

Guided Torps: no course changes.

and then it looks like we have 2 dumb torp volleys impacting minefields as asteroid fields, placing blast markers that suppress the fields.
>>
>>4647637

Aspera thawk orders assume the crippled lunar has 0 turret value. If not, send both squadrons.
>>
Rolled 24, 43 = 67 (2d100)

>>4647640
>>4647637
Str6 guided torpedo salvo strikes the Styrian lance platform. Rolling its turrets. 2d100 requiring 51+
>>
Rolled 50, 36, 6, 43, 19, 95 = 249 (6d100)

>>4647658
>>4647658
Rollin the 6d100 as requested.
>>
Rolled 77 (1d100)

>>4647673
Rollan for Crittan.
>>
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Rolled 29 (1d100)

>>4647675
>>4647673
>>4647658
The torpedoes damage the platform but aren't enough to put it down.

Meanwhile space marines swarm aboard the stricken Styrian cruiser and the Styrian bombers continue their attack run.

All ordnance movements made.

=Styrian Turn=
Rolling special 1d100
>>
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Rolled 6, 34, 17, 37, 86, 53 = 233 (6d100)

>>4647688
As your ships make it past the line of moons, their augurs sweep the 'dark zones' behind each grey orb that you have thus-far been blind to. Fortunately your scans do not reveal anything you were not already aware of.

"I suppose my fears were unfounded." Admiral Hefin comments. "These Styrians are more foolish than I wagered."

Styrian orders:
North lance platform lock on. LD58
North weapons platform lock on. LD58
Air base reload: LD58
Torp launcher south reload. LD58
Torp launcher planetary north reload. LD58
Torp launcher planetary south reload. LD58
>>
Rolled 52, 61 = 113 (2d100)

>>4647698
With no other targets in range for any Styrian forces, their only shooting is the lance platform and weapons platform firing on the thunderhawks.

Both roll 1d100 requiring 86+ and may reroll failures due to lock-on.
>>
Rolled 46, 52 = 98 (2d100)

>>4647713
Rerolls
>>
>>4647713
>>4647714
The shots fail to discourage the thunderhawks.

=Styrian Ordnance Phase=

The Styrian fighters move to intercept the lone thunderhawk squadron heading for the planet.

Roll d100 resilience save requiring 51+. If passed, then the second styrian fighter squadron will also need to expend itself to remove the thunderhawls.
>>
Rolled 93 (1d100)

>>4647727
Rollin tuff enuff to be real
>>
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>>4647733
Your powerful thunderhawks and their skilled superhumans pilots force the Styrians to expend both squadrons to push you away.

State Imperial ordnance movements (guided torps and attack craft).
>>
>>4647748

Guided Torps turn 45 S, this post's roll

Strike Cruiser thawks intercept enemy bombers.

Aspera Thawks return to ship to prep for next wave.

Torp Bombers move 20 West.
>>
Rolled 64 (1d100)

>>4647760

damned dice.
>>
>>4647760
The thunderhawks remove 2 bomber squadrons. Roll 2d100 for the thunderhawks' resilience save against the bombers. Each 51+ removes another bomber squadron.
>>
Rolled 14, 21 = 35 (2d100)

>>4647784
>>
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>>4647790
Unfortunately the Thunderhawks - already away from their berths for a long time - are forced to withdraw without defeating the bomber wave outright.

=Imperial Turn=

I assume the northern groups will be moving west in general so orders may as well only be focused on the central/southern groups where the Styrian outer defences are still active.
>>
>>4647797

Gladius 2: Min move, Turn W

Hunters: Turn N, max move

Gladius 1 & Novas: move forward to clear moon, Turn W

Sword 4: 20 forward

Aspera: 20 Forward, Turn 45 SW

Alexios: 20 Forward, Turn 45 NW

Malleus: 20 forward, Turn 45 NW

Pax: Forward to clear blast markers due W, Turn 90 SW, remaining movement.

SOBs: Forward max

Mechanicus: Forward max, AAF.

Cobras 1: Turn Due West, move 30.
>>
Rolled 56, 89, 31 = 176 (3d100)

>>4647825

Special Orders Navy:

Alexios Reload Ord
Mechanicus: AAF
Cobras: Reload Ord

Special Orders Astartes:

None.
>>
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>>4647825
>>4647829
Movements made.

Malleus has an angle on the Space Station, at a range of 140cm.
>>
Rolled 3 (1d3)

>>4647849

Please place the nova cannon on the very edge of that fucking space station. Firing!

And Pax will also fire bombardment cannons at the bomber wave.

I believe the battleship and cruiser will also have broadsides at said bomber wave, getting 2 rolls each?

Plus the 3 lances on the battleship.
>>
Rolled 2 (1d6)

>>4647860

Hit.

Damage roll
>>
Rolled 66 (1d100)

>>4647860
The space station will attempt to brace. (LD58)

Also roll 1d100 requiring 51+ for pax bombardment cannons v. bomber squadrons

And 7d100 for Alexios (4 for weapons batteries and 3 for lances) and 2d100 for Malleus. Requirting 86+ each v. bomber squadrons.
>>
Rolled 2, 6, 10, 9, 7, 7, 3, 10, 7, 3 = 64 (10d10)

>>4647873

Bombards, then others.
>>
Rolled 63, 69, 91, 43, 89, 6, 30, 49, 6, 60 = 506 (10d100)

>>4647876


Now with d100s
>>
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Rolled 22, 60 = 82 (2d100)

>>4647878
The desperate bombers are driven away and destoyed under a storm of heavy bombardment cannon and weapons fire of all kinds.

Rolling special.
>>
Rolled 68 (1d100)

That should conclude our shooting.

Deploying fresh Thunderhawks from both Aspera & Pax.

Aspera's move SW

Pax's move W

Torp Bombers move SW

Guided Torps will attempt to turn into the torp platform. rolling LD
>>
>>4647882
>>4647883
With the destruction of their bombers and the nova cannon targeting their space station from long range, the outer defence platforms start de-powering their weapons and sending out desperate calls for surrender and mercy as your guided torpedoes and attack craft approach.

However the defences in orbit of Brohmidae itself remain silent and powered up.

Do you accept the surrender of the outer defences or obliterate them to the last?

For the defences of Brohmidae itself, you can:
>Remain safely out of range and bombard the space station with the nova cannon until it is destroyed. Guaranteed destruction of the station without Imperial losses but may take a longer time and could damage Brohmidae.
>As above, but with torpedoes as well. Fast but almost guaranteed to cause damage to Brohmidae as wayward torpedoes rain down on the planet.
>Close in and assault with direct fire weapons as swiftly as possible. In this case select the task force of ships you wish to use for this assault. They will start 70cm away. Malleus will be able to fire three times before this if it so wishes.
>>
>>4647909
I have no opinion about this one way or another.
>>
>>4647909

Accept their surrender. Dedicate Pax Thunderhawks to secure the airfield moon

Send Astartes Escorts to secure the southern moon.


We'll take the 3rd option for Brohmidae.

Aspera, Alexios, Malleus, Cobras, Hunters and Lunar 1 will form up, head thru the minefield gap to the north of Aspera, and basically swing around that moon to the North. Firestorm 2 & Dauntless 3 will come up behind.

We'll take a fresh 4 squadrons of fighters from the assault transport with us, as the torp bombers will suppress the minefields.
>>
>>4647938
Assuming you want to fire Malleus' cannon, roll 3d3 (assume space station nearest point each time?). Just state if you don't want to fire it.
>>
Rolled 2, 3, 3 = 8 (3d3)

>>4647946

correct. Same shot as last time.
>>
Rolled 230 (1d360)

>>4647950
one miss, rolling scatter angle. please roll 3d6 for distance
>>
Rolled 3, 3, 1 = 7 (3d6)

>>4647950
>>
Rolled 4, 6 = 10 (2d6)

>>4647950


And damage from the hits!
>>
Rolled 61, 8 = 69 (2d100)

>>4647961
2 shields so:
>2dmg
>4dmg
stations' bracing attempts
>>
Rolled 10, 6, 21, 94 = 131 (4d100)

>>4647964
First attempt fails but second attempt succeeds.
Brace saves against 4 damage (need 51+).
>>
Rolled 90, 31, 8, 75, 52 = 256 (5d100)

>>4647965

Crit checking for 5 crits.

first 2 have potential to shut off shields before the 2nd hit and cause 2 more hits.
>>
Rolled 4, 3 = 7 (2d6)

>>4647970

One crit on station crit table
>>
Rolled 41, 47, 42, 87, 4, 16 = 237 (6d100)

>>4647971
Fire sets in after the first 2 hits. Rolling 6d100 to extinguish. Requiring 86+.
>>
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>>4647978
>>4647971
>>4647970
>>4647965
The Nova Cannon shots loosed by the Malleus have yet again struck true and hard far beyond expectations, crippling the station.

Meanwhile the Styrian Lunar has fled to the far side of the planet, still active but trapped. Time will tell what effect it may have as we make contact with the Mechano-Lord of Brohmidae and learn the extent of his supposedly Imperial leanings.

The crippled station and torpedo launchers are virtually unable to muster enough firepower to harm the mighty ships bearing down upon them, so we will end things there.

Thanks for playing. The Battle of Brohmidae was overall quite a loss for the Styrians, who were hampered by some poor initial strategy and lack of protection against enemy torpedoes. While heavily outnumbered they did still manage to take out three Imperial escort craft and damage an imperial light cruiser.

On the other hand, the Styrian forces' back was really broken by just a few incredibly accurate Nova Cannon strikes from the Malleus, which single-handedly crippled half of the Styrians' capital ships in just two shots which doomed the Styrians' efforts early on. The gap in the defences up north also had the potential to be a Styrian ambush set-up, but in the end turned out to be a genuine gap in defences - calling the Styrian strategists' competence into question.

Calling things there for tonight and concluding the naval battle. Next session will be a return to the typical narrative structure of Chapter Quest which I'm sure will be a relief. As always, information on the next session schedule can be found here:
>https://chapterquest.fandom.com/wiki/Next_Session



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