DM Alexander Kilcoyne's Rogue Trader (Warpstorm Trilogy) (Inactive)

Game Master Alexander Kilcoyne

“Greenskins detected massing in System Designate 035-1D4-3Y. Based on proximity, most likely target calculated to be Damaris.”

Astropathic report, Naval light cruiser Aegis

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The Tyr Dynasty-

Profit Factor- 19 (formerly 34; 15 invested)

Flagship- Aeternus

Senior Officers & Commanders-

First Officer- Iago Elias Mckie, Ship's Confessor- Casimir Nacht

Enginseer Prime- Varius Kavro, Master at Arms- Ludicus Marleno

Warp Guide- Trien, High Factotum- Ioneyse Patronius

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Player Cheat Sheets-

Combat Actions

Ship Combat Actions

Warp Navigation

Acquisition

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Notable NPC Gallery

Governor Kapak

General Remi Dante

Rogue Trader Jeremiah Blitz

Rogue Trader Lady Elizabeth Orleans

Lord Captain Sylvia Locke

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The Invasion!

Damaris City Map

Forsellis System Map


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Your Humble Narrator

As the Lord-Captain Tyr had previously discussed, the key to defending Damaris was space superiority. But it was common knowledge that an Ork force will almost never be truly held off in space. By limiting the amount of landing craft, whatever they might be, that reach the surface of the planet and directing them to land outside of the city of Damaris and be unable to assault the inner city, the Lord-Captain proposed the defence of eight key sections, to which you are advised by the members of the Defence Council to position the ground forces.

1. "Damaris City Walls (Plains West)"
2. "Damaris City Walls (Forge North)"
3. "Damaris City Walls (Main South)"
4. "Damaris City Walls (Sphinx East)"

5. "Outer Industrial Infrastructure"
6. "Outer Planetary Infrastructure"
7. "Shard’s Forge and Manufactoria"
8. "Levy Bunkers and Outposts"

With the troop dispositions now made available to you, it is clear that General Dante and your other allies have not made every single unit available to you. Dante is keeping back the bare minimum necessary to man key stations upon the wall and its clear that the brunt of the assault is inevitably going to be on those walls. While the outer infrastructure holds little strategic value and has very little intrinsic defense, Shard's Forge is utterly critical to the war effort. Exposed as it is upon an island, it is nevertheless highly defensible and Shard has kept back some units of Skitarri Tech-Guard despite making much of his forces available to you n order to provide it with a bare level of defense.

Situated outside the city on a walled island, the Forge of the Adeptus Mechanicus provides much of Damaris City’s technology and manufacturing base. The Master of the Forge, Magos Shard, has hundreds of Skitarii Tech–guard to oversee the defence of his domain. Keeping the Forge intact is vital for the planet’s defences as the main power reactor for the entire Damaris settlement is located in the Forge. Though the settlement has various backup generatoria and power systems, these haven’t been tested since their placement and only provide power to a small area. Should the Forge fall, the city and surrounding locations will be without power, shutting down the defence laser emplacements and other vital systems; leaving the walls, in particular, vastly reduced in defensive capability.

Situated around the main settlements and countryside, the Levy has established numerous bunkers and outposts in anticipation of an attack. Each of these bunkers is equipped with firing ports and turrets for heavy weapons, and has enough food and supplies to sustain a platoon of troops for several weeks if need be. Each bunker and outpost is connected to the city and to one another by a network of underground tunnels constructed centuries ago. This system allows the Levy defenders to move troops from one location to the next without exposing themselves to the enemy. Valuable as fortifiable defensive positions in of themselves, the bunkers and outposts would serve to sap the strength of forces assaulting the walls, providing easy flank lines and opportunities to mow down hundreds of Orks and their ilk.

Available Forces-

With the reports and various scans made of the forces available to the defence, Yosarni began to slowly recount and list the available troops and ships- placing them as transparent tokens upon the interactive holo-map embedded into the war table.

Lady Orleans-

Lady Orleans brings her ship, Starweaver, and its compliment of House Troops. In addition, she directs Jeremiah Blitz and his formidable cruiser, Ordained Destiny, along with his compliment of House Troops.

• 2 Companies of House Troops

Orleans and Blitz can each contribute one company of roughly two hundred House Troops to the defence. These soldiers are loyal, well-trained veterans, and equipped on the same level as the Levy. However, they are light infantry without heavy armour or anti-tank weapons, and cannot hold positions unaided for long.

• 4 Companies of Mustered Armsmen (three from Orleans, one from Blitz)

Mustered Armsmen: Orleans and Blitz are willing to dispatch several thousand crew to the surface to aid in the conflict. Poorly armed and armoured, these men are not trained to fight a ground war, and their attrition is likely to be high.

• The Starweaver: Space Unit

Elizabeth’s ship is a Tempest-class Strike Frigate. Although it is a relatively small vessel compared to Blitz’s Ordained Destiny, Elizabeth uses her ship with cunning and skill. In addition, the Starweaver is equipped and trained for war in a way that the gilded and ostentatious Ordained Destiny is not, which makes it far more effective in combat than its size would suggest.

• The Ordained Destiny: Space Unit

Blitz’s vessel is a cruiser, but its combat effectiveness was significantly reduced before Blitz got his hands on it. The massive statues that run the length of the vessel and the gilt hull look extremely impressive, but make the ship harder to manoeuvre and weaker in a straight fight. In addition, Blitz is likely to be tentative when committing his ship to combat, avoiding situations likely to see him killed.

Captain Locke-

While Elizabeth Orleans and Jeremiah Blitz provide ships and troops, and General Dante provides a generous amount of planetary defence force troops, Captain Locke provides her ship, Aegis, and herself— a formidable tactician trained by the best Imperial Navy instructors. The Aegis is a capital ship–of–the–line and has won many battles and honours. In addition, Captain Locke is also very capable of commanding and deploying a fleet of ships; something the Dynasty admittedly has little experience in.

• The Aegis: Space Unit

A Dauntless Light Cruiser, Locke’s vessel is an Imperial Navy warship through and through, and combined with her decades of tactical training is easily the most dangerous warship in Damaris.

• 1 Platoon of Storm Troopers (from the 8th Calixian Storm Trooper Company)

There are less than 40 of these highly-trained veterans under Locke’s command, but their effectiveness should not be understated. They are equipped with Valkyrie Assault Carriers with two Vulture Gunships for support, and if tasked with offensive raids and attacks they can do a great deal of damage. They should not be committed to operations alone, however.

General Dante-

General Dante commands the Damaris planetary defence force. In addition, there are numerous bunkers and outposts that have been established over the centuries to ensure the safety of Damaris City and Kapak Memorial Spaceport; each of which is outfitted with various defences of their own. As the Levy consists of thousands of troops and armour, the amount directed by the Tyr Dynasty is not the total military strength. The main reason for this is that General Dante needs to ensure that the other settlements across the planet are protected and that his myriad bunkers and outposts are manned. In addition, troops must man and maintain the various anti–aircraft weapons and defence laser stations scattered across the globe, and ensure that supply lines and reserves are maintained. While he knows that the Orks will strike for Damaris City and the surrounding area (since it is both the seat of government and the largest population centre), he has an obligation to protect the lives and families of those living elsewhere on the planet.

• 8 Infantry Battalions (four each from the 1st Damaris Highland Levy Regiment and 2nd Damaris Highland Levy Regiment)

Each of these regiments consists of roughly four thousand soldiers, with some light armour and artillery support. They are trained and equipped to the level of the Imperial Guard, and have the numbers to absorb heavy casualties. The 3rd and 4th Darmarin Levy regiments have been deployed to defend the walls and outer settlements of the planet, and are not available to deploy.

• 2 Armoured Tank Companies (from the Sphinx Heavy Guards)

The Sphinx Heavy Guards is Damaris’ only tank unit. Equipped with a core of forty Leman Russ pattern tanks and supported by eight Demolishers and a dozen Sentinels, it is Damaris’ only real option for offensive attacks, and likely wasted in defensive operations.

• 2 Armoured Artillery Companies (from the Highland Wardens)

This is Damaris’ sole concession to mobile artillery, as the planet has had little need of it until now. The Wardens are equipped with twenty Basilisk Tanks mounting the fearsome long-ranged Earthshaker cannons, and have three Griffons with short-range mortars. They are ideal in combination with a strong infantry force for the purposes of defence.

• 4 Damaris System Defence Vessels

Transport vessels with some macrocannons and no warp capability, the system ships of Damaris are no match for true warships, and best used in supporting roles only.

• The Bulwark

The Bulwark is extremely powerful and deadly. However, because it is an orbital installation and cannot move under its own power, it must wait for enemy ships to come within range of its guns. Therefore, its effectiveness for the defence is limited.

Additional Forces-

From Marshal Solaria Thrace-

• 2 Magistratum Enforcer Cadres

Magistratum officers are hardly equipped to fight a full-scale war, but armed with shotguns, riot shields, and a small number of heavy stubbers, they can give a good accounting for themselves in urban locations.

• 1 Magistratum Suppression Cadre

The Suppression Cadre is a small unit intended for riot suppression and operations against armed cults. It is equipped with Rhino and Repressor tanks, giving it a surprisingly powerful punch. Like other Magistratum units, it is best deployed to defend urban areas.

From Tech-Priest Hadron Shard-

• 2 Skitarii Cohorts

Shard only has two companies of these fearsome warriors at his disposal, but their augmented frames and powerful Mechanicus weaponry means they are quite effective in all situations.

Will repost map tomorrow, ran out of time.

Dark Archive

By the power of Greyskull...

Navis is both impressed and garners a growing sense of unease as the sheer weight, size and capability of the forces under the dynasty's command are sprawled out. They have this... yet are terrified of what will come...

Musing out loud he refers to notes as he mumbles over the map and splay of units. "The Forge and Bunkers... key to both fortifying the walls and providing relief to those mustered upon them... but our profit will be lessened if we cannot preserve as much of the industry as we might..."

For ease of reference - this is what our PF bought as well:
1. A company of mercenaries are being rapidly dispatched to Damaris. Their cost is 2PF; massively increased from the standard rate due to the time constraints, short notice and risk.
2. Opening the cargo bay of the Aeternus and providing some needed munitions, particularly torpedo's, will allow an increase in the firepower and combat capability of Damaris' armoured tank and armoured artillery companies, for a cost of 4PF.
3. Spending vast money on Damaris industry, you will be able to pull vast amounts of workers away from agriculture and into industry to boost production. This will translate to stronger defences on all of Damaris' outer walls, for a cost of 4PF.
4. For a cost of 5PF, you plan to invest a great deal of time and money into producing orbital mines; something Damaris does not traditionally have the facilities to create. This will give you an edge in space battles to follow.

"And above, the bulwark - ponderous but impressive... we need find means to channel as much of the Xenos fleet into its guns..."


WS- 31, BS- 46, S- 38, T- 43, Ag- 38, Int- 40, Per- 40, WP- 44, Fel- 40, Wounds 12/12, FP 4/4, Insanity 13, Corruption 0, AP- 6

The Commander frowns and rubs his chin as he reads the reports.

We've said this before, but the goal is to focus what Ork ships do land into places we can control. They don't care about traps, feints, or tactics. These Orks are looking for a fight. War is the goal for them. They tend to be unpredictable because they'll do suicidal things to get into a fight. Keep that in mind, and we may not be caught unawares.

Iago looks over the void resources they have and his frown deepens.

Ork ships tend to be difficult to destroy. My guess is that we'll need to concentrate fire in order to take them down rather than hope they'll be deterred by a bit of damage. The goal will be to draw them into the firing arc of the Bulwark. We may be able to accomplish this through baiting them. But the Aeternus has an alternative. Our Torpedoes can do a significant amount of damage, but beyond that they also serve another tactical advantage. With proper aim, and a bit of luck, we may be able to convince some of them to alter their path into far more firepower than we can bring to bear otherwise. Then again, they may simply ignore them and plow through. Only time will tell.

I'd like to keep these System Defense Ships back initially and use them as relief when and if our main forces need to repair and resupply. Captain Locke may have other ideas, we shall see.

Turning to the ground forces he sighs and runs a hand through his silver hair,

Mr. Yosarni, if we had to contribute to the ground forces on the planet, how many soldiers would we be able to bring?

He turns to Ludicus, Mr. Marleno, I'd like you to be our leader on the ground. Form a squad of your best men for a security detail. Take control where you are needed and coordinate with General Dante.

Feel free to name the guys in the security squad. If they survive this war we can start giving them better equipment, some personality, and be sad when they inevitably die.

I believe our strategy on the ground should be similar to in the Void. We have several units that excel when attacking. We cannot fortify everything well. But we can fortify some areas very well. Well enough to handle things on their own, while leaving others vulnerable. If we can keep those areas in range of our counter-attacking forces, they can respond if any of those areas are attacked. Orks, being Orks, may still attack the over-fortified areas. But they should hold. And if they attack where we are weak, we will be ready to support those areas. They key will be making sure the speed of our response is sufficient enough to prevent a breech. He looks around the room. Assessments? Mr. Kavro, what is the state of this city's infrastructure? What do we need to do to keep everything running?

The Commander sighs and leans over the table. Mr. Trien, once we organize our Void defenses with Captain Locke I'd like you to work out how best to find out more about this system. If we have time, I'd like to do a quick scan of the nearby planets and satellites, whether moons or otherwise. Ask the other Navigators what they know. Perhaps the pilots assigned to the System Defense ships. I want to know every trick we may be able to use in this system. Places to hide, places to run to or from. Anything that could be of use.

He picks up a report in his mechanical hand, scans it, then returns it to the table.

It's going to be a long day. He nods and looks around the room. His scowl gone but his demeanor still grim. Let's get to it.

I'll post more about specifics once we get the map.


WS- 41, BS- 28, S- 42, T- 41, Ag- 31, Int- 39, Per- 26, WP- 42, Fel- 46, Wounds 12/15, FP 0/2, Awareness: 6/16(sight) Reasonable Commissar

"I have been doing an extensive patrol around the outer perimeters, and I have a few suggestions Captain-Militant if I may?"

Ludicus begins to point out the bottlenecks that he had spotted the day before, the areas where a team of snipers would have the best effect, as well as a few none-essential buildings that could be mined and either used as a big hit to the force or collapsed to create even more hinder for the orc's advance.

"I noticed that the troops moral is generally high, and equipment is in good condition.
The lack of experience may be a problem, so I would suggest that we detail a few competent men to include in the command structure on hand, so that there are someone to step up in each sector if things begins to go wrong.
We should also make sure there is a clear command structure so that if a section is cut off, that section can function independently until contact can be re-established."

"Those are my initial thoughts..."


WS 41, BS 44, S 40, T 39, Ag 34, Int 46, Per 36, WP 38, Fel 28, Wounds 12/12, FP 4/4, Insanity 2, Corruption 0, AP 5 all

response may require edits following map

Kavro looks about the company while thinking of the many stages of the coming war. It is strange for Lord-Captain Tyr to depart so ubruptly, especially on the eve of the engagement with so much at stake. The personal reasons aside, it seems that all Rogue Traders have a major flaw, pride. Hopefully Iago will not let it cloud his judgment...

Hearing Iago's question, he pauses for a moment then replies. "The city is well laid out as a burgeoning metropolitan. It's strong exterior walls create a firm defensive position on its exterior, though if breached there is a great deal of open expanse for the Orks to run rampant through. Regardless of such details the key to the city, and the planet's survival, is the Forge. Just as each major organ plays a vital part to the function of the human form, so too does the Forge play a key role. Yet it is not simply a single organ: it supplies power to both the walls' defenses and much of the city, is the major source for munitions production, and the key location for the maintenance of the planets siege engines. When it comes to war, the Forge is this city's heart, veins, lungs and kidney. I understand Hadron Shard has held a small contingent of Skitarii in reserve to protect it, but it will undoubtedly require more forces to ensure its stability. It must be protected at all costs."

Dark Archive

With a wry smile "And of course appearances must be maintained. We would curry no favors allowing Orlean's or Blitz's crew to be slaughtered in the thick of fighting... and similarly would sap morale for other troops as they bled and died."


S: 31 BS: 37 WS: 34 T: 46 Ag: 35 Int: 45 Per: 37 Wp: 53 Fel: 33, Wounds 10/10, Fate 5/5, Insanity 5, Corruption 10, AP 4 (all slots)

Trien nods at Iago's instructions.

"I will speak to the other navigators, see what they know. In terms of the space battle, I can think of an additional tactic. If we could hide the bulk of our fleet somewhere, we could wait until the majority of the orkish fleet passes us then engage from behind. Since they are far more armoured on the front this would case us to deal maximum damage.

Trien took a second to think, then added

This would however mean that more orks would more likely land, but we have to put the Mustered Armsmen to work somehow. We could place them Levy bunkers to slow down the advance as much as possible.


Your Humble Narrator

Navis went on to create a data-slate consisting of the full roster of forces and specifically, he detailed to the other senior officers of House Tyr the mercenary company that was rapidly arriving to Damaris, with the mercenary's hefty fees being financed by the dynasty. They were known as the "The Gelt-Guns" and they hailed from the closest Hive world outside the Koronus Expanse. They had something of a dubious reputation but simple grunt infantry work was their main forte, essentially lacking enough specialization to be of use in other roles. They were also the only mercenary company close enough to answer the call- and even the formidable negotiator Navis Yosarni could not bring the price down much in what was essentially a captive market.

• 1 Mercenary Company "The Gelt-Guns"

A notoriously mismatched group of around two thousand mercenaries (many ex street toughs hailing from a nearby Hive world) answered House Tyr's hasty call for forces in time to help defend Damaris- with a mixture of solid projectile weapons, and an abundance of heavy stubbers. With mismatched weapons and little discipline or loyalty, they bring additional firepower to the fray for their fee but cannot be trusted to defend a location alone. Ideally, these troops are best placed in a supporting role beside troops made of sterner stuff. Their numbers and the weight of their primarily automatic and semi automatic weapons will (hopefully) take its toll on the massed Ork attacks.

All forces listed for your convenience in the "Campaign Info" tab.

In addition to the eight key locations to defend (assuming that none of the walls were to fall- if even one wall was compromised, an undefended inner city could be swiftly overrun), House Tyr was keenly aware that offensive operations would help to turn the tide. Whatever landing craft and bases the Orks set up on Damaris, mashing through the main battle with tanks, storm troopers and infantry would potentially pay dividends by sending the Ork's into retreat and disarray, even if only temporary. Such offensive operations would also reassure the people and perhaps have a chance of giving them something that felt like a true victory.

In addition to the locations detailed on the map, you may assign troops to Offensive Operations. Not a true location, per se, Offensive Operations represents units being detailed to strike back against Ork positions, conduct spoiler assaults, raids and destroying landing craft; details of how the Ork's planned to put troops upon the planet's surface are not available with current intel but tough landing craft is a near-certainty based on any lore of the foul Ork Xenos.

With the forces listed, the dynasty turned their attention to the map and began to discuss troop deployment. The defense council, likely Reynolds in particular, would have their own ideas, priorities and advice to give. While none of the defense council were present at this initial planning phase, the Tyr Dynasty would need to present their deployment plan for the scrutiny of the other Council members.

Damaris City Map

Map added to links for the campaign- always at the top of the screen.

The senior officers of House Tyr also represented some of the finest talent in the Imperium, even if their potential was even greater than they yet knew. In addition to their overarching plans, each would have their chance to use their wide pool of skills in leadership, strategy, lore, charm, commerce and other, less noble talents in order to contribute directly to the war effort in ways few people had the position, authority and talent to do so.

You can personally, during every phase of the war, test an appropriate skill (you can be inventive!) to bolster the defences of a single location. Alternatively, you can help to restore the fighting form of a particular unit by reducing its losses, perhaps by personally supervising medicare to treat wounded officers rapidly back to health or utilize knowledge of tech-use to repair tanks or artillery in a mechanized unit. Examples of this (successful rolls!) from the book (which by no means are you limited to) include-

• Command: Through leadership and personal inspiration, the Explorer takes charge of a location, issuing orders, directing troops, and giving instructions to subordinates. Even when he returns to the Command Bunker, he leaves a well-oiled military machine in his wake.

• Charm: The Explorer boosts morale with his charisma, wit, and personal bravery, inspiring those around him to ever-greater feats of bravery.

• Scholastic Lore (Tactica Imperialis): The Explorer is a brilliant strategic thinker, considering every contingency, coordinating forces and arranging events with such precision that when the greenskins attack, they simply act out the moves in a performance the Explorer directed long before they arrived.

• Forbidden Lore (Xenos): Knowing the habits of the vile alien, the Explorer instructs the soldiers under his authority to set traps and ambushes that anticipate their instinctual behaviour, ensuring the Orks’ very nature is their undoing.

• Commerce: An army fights on its stomach and by the number of las-clips it possesses. The Explorer sets up clear supply lines, depots, and stockpiles of arms, ammo, and armour, so that when the battle begins, the soldiers present want for nothing.

• Tech-Use: The Explorer sets up defences using arcane war-systems such as automated Tarantula sentry turrets, minefields, jamming beacons, and localised void shields.

You have the tools. Begin the planning phase.


WS- 31, BS- 46, S- 38, T- 43, Ag- 38, Int- 40, Per- 40, WP- 44, Fel- 40, Wounds 12/12, FP 4/4, Insanity 13, Corruption 0, AP- 6

These "Gelt-Guns" will have to do. Mr. Yosarni, if it becomes necessary, how many men can we muster from the Aeternus? At some point, they may need more bodies on the ground than we need in the Void. We should make preparations for this even if they are never needed.

Is there any way to predict where we may get hit the hardest? I assume given we're dealing with Orks it's difficult, or impossible, but is there a way we can work on forcing them to land/crash in certain areas? Or at least encourage this? If it is possible:

Common Lore (War) +10, TN50: 1d100 ⇒ 15 Success, 3 extra Degrees.
Forbidden Lore (Xenos), TN40: 1d100 ⇒ 35 Success.

Iago surveys the map weighing the options.
1d4 ⇒ 2 North.
1d4 ⇒ 2 Hrm...apparently north really wants to be undefended.
1d4 ⇒ 1 And, West. Yay, for choosing who dies randomly.

Given the layout, there doesn't seem to be any obvious walls to build up or leave less defended. I suggest the North...and West...wall for less troops. Those are closest to where we'll have a significant amount of troops and we'll be counterattacking with our armored cavalry and storm troopers.

My intial thought is to keep the Magistratum units in the Inner Planetary and Industrial areas. Hopefully, if the West and North walls fall, they can hold out in those areas long enough for reinforcements. Otherwise, we'll be completely overrun.

Two questions before I give my recommendations as to where to actually send troops: First, Do the groups have to stay together? i.e. If we place the "2 Companies of House Troops", do both Companies have to be placed in one spot, or are we allowed to mix up the groups? Second, for "urban" areas for the Magistratum units, do the "Infrastructure" areas count as urban (either outer or inner)? Or does it matter? (It seemed, from the description, that they might be not suited to man the walls, for example.)

Dark Archive

Taking Iago's dismissive tone as a partial affront Yosarni raises an eyebrow and retorts "Have to do?... Perhaps the First Officer will remold his disdain when he has chance to witness what carnage massed fire of heavy stubbers can muster from an entrenched defensive position."

"Any troop we form from our own crew would be of limited affect... it will likely be necessary to see at least a portion deployed if only for the affect upon morale and to match Blitz and Orleans for committment... but I would not see them anywhere but behind walls."

Querying Iago's next choice Navis helpfully points out "The Northern wall is the tendril that joins Shard's forge to the city... perhaps I misheard your intent to let that be least defended? I am confident that Varius would agree that intent is not wise."


WS- 31, BS- 46, S- 38, T- 43, Ag- 38, Int- 40, Per- 40, WP- 44, Fel- 40, Wounds 12/12, FP 4/4, Insanity 13, Corruption 0, AP- 6

Iago frowns and his scowl deepens, I understand tempers are short, but you misunderstand my tone, Mr. Yosarni. I'm sure these mercenaries will do their part. Against Orks, more soldiers will always be better. and I would have hoped to get more. However, I understand the constraints you were under. You did more than a fine job. More than any of us could have expected.

Obviously annoyed, Iago presses on, But perhaps I wasn't delicate enough for you, Mr. Yosarni. You'll just have to get over it. I don't have time to coddle any Officers, and we don't have time to read insults into discussion of basic strategy. Save it for the Defense Council. I'm sure there will be plenty of Ego and Pride present to fill the entire hall.

He leans over the map again, As to the North wall, that is exactly my plan. I expect that either the Orks will attack the places we put the most troops, hoping for a fight, or that they will attack this very wall, because it is nearly undefended. It is the closest to several other areas that we will have massed troops. If it is attacked, we will have troops nearby to push back. Also, we will have our Armoured Cavalry and Storm Troopers ready to counter-assault. Drawn them in, strike back.

If they do not attack there, but attack the Forge, or the Bunkers and Outposts, our counter-assault troops will still be within reach. We cannot afford to cover all the walls evenly. The South and East walls are not close enough to other important areas to keep extra troops nearby. So they will have to hold on their own. Also, we can keep the Ministratum troops inside the walls, in the Inner Infrastructure areas. If the Orks breach the walls, we'll have to hope those troops hold them in the streets. Then we can push back and retake the walls. If either the South or East wall is breached, the Orks will be in the heart of the city. We won't survive that.

The Commander sighs and leans back, As our Lord-Captain is so fond of saying, Sacrifice is part of War.


WS- 41, BS- 28, S- 42, T- 41, Ag- 31, Int- 39, Per- 26, WP- 42, Fel- 46, Wounds 12/15, FP 0/2, Awareness: 6/16(sight) Reasonable Commissar

"Orc's do have a tendency to go for the bigger targets first, so such a strategy might indeed work.
If they strike at our massed troops, we can co-ordinate the efforts from there, but if they strike at the wall, we may be able to leave a few surprises there as well, soften them a little before surrounding them."

"One thing I would like to add is that we should have a clear line of retreat, battles are often fought in waves, so regrouping can and often WILL be essential.
We should mark a few places to use as hubs and gathering points.
They should not be too valuable as it is possible we will have to abandon them and go for secondary locations if things goes against us in the initial attack."

Dark Archive

Iago clearly being happy to weave insults and degradation into his own words but unwilling to hear it returned to him, Yosarni is instead blunt and businesslike in his reply.

"The ground outside the walls to the North, East and South are choked with buildings. Once the xenos are among those they will be entrenched and we will lose the ability to focus fire upon them.
If the North falls, not only will the Forge be cut off... but the Starport may very well follow. If you allow the Xenos into those buildings to entrench... the war is lost.
Ill advised as I think your tactic to be - but the West or the direction of the Levy Bunkers would be more suited to the gambit?"

"The Western wall is backed by plains which leave the xenos nowhere to fortify as they are either mowed down by a fusillade of fire or open to a flanking attack from within the streets of the Outer Industrial Infrastructure.
The levy bunkers give mobility and hardening to defenders stationed there... and if their strength could be masked with camoflage of one sort or another, then the xenos could be drawn thick upon the ground before hell opens it's gates upon them."


WS- 31, BS- 46, S- 38, T- 43, Ag- 38, Int- 40, Per- 40, WP- 44, Fel- 40, Wounds 12/12, FP 4/4, Insanity 13, Corruption 0, AP- 6

Iago sighs, Mr. Yosarni, I think you may need to step back and clear your head. Obviously something is bothering you. My plan has always included the Western wall. In fact, I said just that. The North and Western walls should be left less defended. And we should concentrate the troops dedicated to defending walls on the South and East walls. Those will need to hold on their own, with little to no reinforcements.

Iago leans back and looks at Navis thoughtfully, What's wrong Mr. Yosarni? Speak plainly. There must be something else going on here. You see insults where there are none, and ignore compliments as if they do not come. You are obviously distracted, and not listening clearly. Something I've never known you to do.

The Commander crosses his arms, So...what is it truly bothering you?

I realize that I rolled randomly to determine the West and North walls up above, but Iago didn't. Also, in my opinion at least, it turns out those might be good choices. Certainly I, and by all appearances, Iago too, am willing to be convinced otherwise. Normally I wouldn't post something like this out-of-character, but I thought it worth explaining why I rolled a 1d4 a couple times up above since it might not have been obvious.

Dark Archive

The issue is twofold:
1. AK has been explicit in stating the criticality of the forge. Re read his opening at the top of the page, if the Forge falls we die. You want to leave that part of the walls open-ish, letting the xenos cut the forge off from us. With all due respect it's an idiotic idea only reinforced by the fact you picked it randomly and are now attempting to back-justify it.
2. Passive aggressive aside, you're not showing any open-ness to debate or others ideas. It definitely reads to me as 'I chose this idea at random and now this is the only thing we're doing'.

I repeat, leaving the North anything other than well defended is a stupid decision both IC and OOC. Go ahead and do your weak wall gambit if you like... Just do it on a different part of the defenses.
Either you as a player and character are listening or we may as well skip this bit and random roll every decision just like you did here


WS 41, BS 44, S 40, T 39, Ag 34, Int 46, Per 36, WP 38, Fel 28, Wounds 12/12, FP 4/4, Insanity 2, Corruption 0, AP 5 all

Varius was busy computing the possibilities of various configurations of their forces while the others argued. Why can't they take the time to calmly, rationally analyze the elements and abilities of each unit and location, then determine where best to strategically place them. They sound like...

Firmly and in an amplified mechanical voice, "Gentlemen, given the nature of the conflict before us, I would advise we conduct ourselves with a bit more decorum than was presented by the Defense Council when we first arrived on this planet. The Lord-Captain named Iago as his heir, and I will follow him as such, but I will speak my mind on the matter. It is imperative that the Forge not be cut off. It provides both massive munitions production that will keep us supplied during the Orks' siege, and be assured it will be a siege, and also is the primary source of power for the entire city. Separation from the Forge will not only cost us the unit of Skitarii that are held in reserve there, but also deprive us of the supplies need to survive, and most importantly steal all the power from the rest of the city - industrial, residential, otherewise. No more manufactorums producing anything, no more wall-mounted defense systems, no lighting, no heat, pump systems fail eliminating running water. Comms limited to battery-powered units, which will die after a short time. Simply put, we lose. No, we must protect both the Forge and its connection to the city - the Northern walls."

After a pause, "Now, let us assess where each unit of troops could best serve us."


WS- 31, BS- 46, S- 38, T- 43, Ag- 38, Int- 40, Per- 40, WP- 44, Fel- 40, Wounds 12/12, FP 4/4, Insanity 13, Corruption 0, AP- 6

Iago sighs, and looks to Trien, I apologize, you spoke before. I believe your plan, to ambush them, might have merit. Discuss this with the other Navigators. I'll present it to Captain Locke. I fear we may not be able to allow more Orks to land, but perhaps she will see a way to use the tactic anyway.

He turns back to the map with a scowl, With all due respect, Mr. Kavro, you and Mr. Yosarni have your skills, but war is where Mr. Marleno and I are well practiced. I understand that you do not see our strategy, but I shall try to explain it...again. He says with a sigh.

First, the facts before us are this: We cannot afford to defend every area equally. If we do so, the Orks will choose where they attack and we will be reacting. This, we cannot afford.

Second, The Levy, the Forge, the Outer Planetary Infrastructure, and the North Wall are all close to each other. The South Wall and Industrial Infrastructure are in proximity. The East and West walls are not particularly far, but not close to anything.

My proposal is not to let the North Wall fall. It is to place counter-attacking units, reinforcing units, within reach of four different areas. The North wall and the three areas beyond that wall. If we leave the wall less defended, we will be able to reinforce the three other places. I propose that we reinforce the South and Eat wall to a degree that we know they will hold because they won't be getting reinforcements. Unless you have some miracle that will transport our couter-attacking troops anywhere as we react to the Ork forces? He pauses only a moment, No? If tanks were faster, I suppose. But no, they will need to be near where we plan to use them.

So, if the Orks attack the North Wall, we will have units ready and waiting to attack back. If they break through even before those units can arrive they will be in the Inner Infrastructure only. They won't be directly in our heart, unlike if they broke through the South or East wall. If we put Magistratum troops in that Infrastructure, even better. However, if the Orks decide not to attack that wall. Instead, attacking the Forge, or Levy, or even Infrastructure, our couter-attacking forces will be nearby.

I believe we can also leave the West wall less defended if we can place our Tanks and Stormtroopers in a place that can get there quick enough. This is less sure, but I trust that you can calculate an estimation on arrival time and risk assessment, Mr. Kavro. The same holds true about the Infrastructure behind, however.

As for the Forge, I have certainly never thought to leave it undefended. In fact, I agree we should send significant troops to defend it. I understand the danger of it being cut off, but I don't intend on letting any area of the city fall. If any Wall falls, the Orks will overrun this city. If the Levy, or Infrastructure is destroyed, this city will take centuries to rebuild.

The plan isn't to let the North Wall fall. Far from it. Now is it clear? Let us move on and decide just what forces to put where. To be more specific, I propose that we place only one Damaris Infantry Battalion to reinforce what is already on the North Wall. I believe this will also suffice for the West Wall, but again, we need to know if we'd be able to reinforce that area fast enough, while staying within striking range of the Forge and Levy. Mr. Kavro, you are familiar with the Skitarii and their abilities. Where are they used best?

Iago looks around the room and waits for the others to respond.

Common Lore (War) TN50: 1d100 ⇒ 2 Success, with 4 extra degrees.

As Iago does not have Scholastic Lore (Tacticae), I don't know what the reduction would be for Common Lore (War). Up until Arduous (-40) he still gets a success.


Your Humble Narrator

You are able to form companies by sacrificing crew population on your ship but your star ship is likely to be just as crucial to the defense as ground troops, if not more so. Its also likely to take both direct damage and attrition.

You can split the companies etc.- if there are two of something you can split them, i.e. the tanks, house companies etc.

The Magistratum are ideally suited to inner city locations which doesn't include Outer Infrastructure.

Once you have a full deployment, Ludicus can make a Scholastic Lore (Tactica Imperialis) roll to assess its defensive potential.

Deployment is actually "set" per phase. I might allow a difficult command check to make one hasty redeployment but once the Xenos start pressing on the city your not in a position to change your orders until theres a lull in the fighting (aka the next phase). I will allow a few modifications to your plan on Day 1 of the invasion once you have a slightly better idea of what you are up against.

Please note the levy bunkers and outposts are an abstract location, not limited to the east wall.

Iago:

Everything you have heard about Ork tactics in war suggests there isn't a single wall they won't assault. However, you surmise that the infrastructure [i[outside[/i] the walls will attract them to make their heaviest assaults on the East and South walls, with a sizable force also assaulting the West.

Ultimately, you lack the intel to assess much beyond that.

Also note every location has its own defense score so leaving a given wall unmanned isn't the same as having it undefended (half of the PDf infantry have been held back and spread out to man the walls as per the information detailed above).


WS- 31, BS- 46, S- 38, T- 43, Ag- 38, Int- 40, Per- 40, WP- 44, Fel- 40, Wounds 12/12, FP 4/4, Insanity 13, Corruption 0, AP- 6
DM Alexander Kilcoyne wrote:
You are able to form companies by sacrificing crew population on your ship but your star ship is likely to be just as crucial to the defense as ground troops, if not more so. Its also likely to take both direct damage and attrition.

Fair enough. Is it possible to look into how to make that work, but not use it until later? Perhaps if the fight is going well in space, but not well on the ground? I'm certain Iago would have no way of knowing if that's possible (hence why he asked about it.)

Quote:
Please note the levy bunkers and outposts are an abstract location, not limited to the east wall.

I did not realize that. Alright, that makes a little bit of difference, though I still think the plan is sound.

Quote:
Also note every location has its own defense score so leaving a given wall unmanned isn't the same as having it undefended (half of the PDf infantry have been held back and spread out to man the walls as per the information detailed above).

I'll also, further note, that Iago hasn't ever said he wanted to leave any places *undefended*, just overloading some places and leaving others less defended. (I was taking into account that Dante wouldn't let us leave any place undefended and had reserved units for those places already, if that wasn't already clear). Though with things being *set*, I assume you mean that counter-attacking forces won't be able to shift on the fly. Which is fair enough, I wasn't sure how well that would work with our limited mobility and the size of the city. In which case, I still think leaving one unit of infantry on the north and west walls (along with what's already there) seems to be the best plan. It's a lot of bodies, but if we're going to be able to shift at all, I'd rather limit the amount of places that we have to shift to or from. And, apparently, Iago's little bit of knowledge backs that up.

Oh, with that said, what can "offensive" units do? Is there any obvious place that we should be using them? I'm guessing Ludicus would have a much better idea on that score than Iago. :)

Cool. I think that answers all of my questions. I have kind of a rough idea where I think troops should go, but I'd prefer to hear from everyone. And really, beside overloading the Forge, South, and East Walls, I don't have a particularly strong opinion on where specific units should go. Maybe artillery on the South and East walls? Mercs to go in the Forge with a mix of other infantry? We have eight battalions of Damaris infantry and eight places to defend. That seems like a decent starting position unless someone has an idea?

On a separate note, I'd like to apologize for all of the extra discussion and ooc stuff going on. It's just complicated and I wanted to make sure everything was clear to me. Hopefully it helped out some others as well.


S: 31 BS: 37 WS: 34 T: 46 Ag: 35 Int: 45 Per: 37 Wp: 53 Fel: 33, Wounds 10/10, Fate 5/5, Insanity 5, Corruption 10, AP 4 (all slots)

Trien nods at Iago

I think whilst the fight on the ground will be very important, I think we don't want to rush over the space battle. After all the more Orkish ships we can destroy, the weaker their invasion will be.

Trien looks around at the gathered members

I think whilst the forge is very important, we must be wary not to commit too hard there. Keeping the forge up is extremely helpful for the city defence, but if we have our forces too weak on the city walls due to overcommiting to the forge then we somewhat defeat the point of holding the forge in the first place.

Trien spends a few moment surveying the map

I am not a military tactician, far from it, however it strikes me that if we can have a significant force situated in the levies, we can weaken the attacks on all points across the walls, thereby making even lightly defended locations easier to hold. I suggest we commit the storm troopers and gelt guns to the levies, and perhaps a unit of Skitarii as well. I would also consider placing more troops in the levies but I am concious of manning our walls too lightly and would like other peoples opinions on the matter.

Trien is also going to try and get a map of the space around the planet if possible


WS- 41, BS- 28, S- 42, T- 41, Ag- 31, Int- 39, Per- 26, WP- 42, Fel- 46, Wounds 12/15, FP 0/2, Awareness: 6/16(sight) Reasonable Commissar

Ludicus clears his throat noisily before speaking.
"Arguing like this might seem counter productive, but it is good to get it out of the way so when the time comes we can focus on the big picture.
Moreover, any argument for OR against a strategy here will come up in the main council.
If anyone CAN think of an objection it should be voiced, because we may have to justify it to the others as well as to ourselves."

Maybe a little hamfisted for diplomacy, but sometimes the bluff soldier bit works.

Scholastic Lore (Tactica Imperialis)(Int 40):1d100 ⇒ 21


WS- 31, BS- 46, S- 38, T- 43, Ag- 38, Int- 40, Per- 40, WP- 44, Fel- 40, Wounds 12/12, FP 4/4, Insanity 13, Corruption 0, AP- 6

Iago's usual scowl breaks into what could be described as a smile,

Agreed. I apologize for sounding so frustrated. I was up most of the night with the Lord-Captain. I understand the reservations. And it's good to hear them now.

The Commander looks up at Trien, Our strategy in the Void will be highly dependent on what we learn about this system. Commander Reynolds and Lord-Captain Locke know it well. I believe our best plan of action there is to coordinate with them. We should present your idea and see if it's workable with what else we have. Whatever plan is decided upon, the main goal will be to push, or draw, the Ork ships into line with the Bulwark.

He nods at Trien's suggestions, The Gelt-Guns and Skitarii seem like a fine choice. I'd prefer to keep the Storm Troopers on attack.

He frowns and looks over the map, We have eight Battalions of Damaris Infantry, and eight separate locations to hold. I suggest we place a Battalion in each area. In line with Trien's suggestion, I believe we should assign the Gelt-Guns to the Levy and Outposts. Perhaps one cohort of the Skitarii...and the House Troops of Lady Orleans. He pauses and looks around, then continues. We have four units of Mustered Armsmen. I suggest we put one each on the South and East Walls, along with Artillery in both places. That should give us a mix of bodies and firepower enough to hold off just about anything the Orks throw at those walls.

He looks over the map again, I believe we should place the other two units of Armsmen within the Infrastructure. The areas are of little strategic value, so I don't expect them to be attacked heavily. Given how spread out the areas are, a large amount of soldiers will be better used than a small number more highly trained.

That leaves Lord-Captain Blitz's House Troops, and a unit of Skitarii to join the Battalion at the Forge. Along with the unit already there, as well as it's defensive position, I believe that will hold. Which brings us to the Storm Troopers and Armored Tank Companies. I believe we should use these as counter-attacking forces. They are our fastest moving units, by far, and should be used aggressively. If General Dante is open to it, I'd like you, Mr. Marleno, to take personal command of these units and strike where necessary to blunt the Ork invasion. Find their leaders. Strike them, and kill them.

Last, I'd like to keep the Magistratum forces within the wall. If the fighting goes against us on any wall, we can push them forward to relieve units, or reinforce areas. But I'd prefer to keep them back during the initial assault. We have no idea how long this war will last. Weeks at least...perhaps even months. If we knew the scale of the enemy, I'd hold back even more and rotate forces to keep them fresh. But since we do not... I do not think this feasible.

The Commander rubs his face, What do you think? Mr. Kavro, is there a better place to use the Skitarii? He looks around again, Do you think any on the council will object to specifically where their troops are deployed? And if so, what objections might arise? Do you think the Rogue Traders have an interest in protecting any specific areas?

To clarify, here's my recommendation on troop placement:
1. "Damaris City Walls (Plains West)": One Infantry Battalion (Damaris)
2. "Damaris City Walls (Forge North)": One Infantry Battalion {Damaris)
3. "Damaris City Walls (Main South)": One Infantry Battalion (Damaris), One Company of Mustered Armsmen (Lady Orleans), One Armoured Artillery Company (Highland Wardens)
4. "Damaris City Walls (Sphinx East)": One Infantry Battalion (Damaris), One Company of Mustered Armsmen (Lady Orleans), One Armoured Artillery Company (Highland Wardens)

5. "Outer Industrial Infrastructure": One Infantry Battalion (Damaris), One Company of Mustered Armsmen (Lady Orleans)
6. "Outer Planetary Infrastructure": One Infantry Battalion (Damaris), One Company of Mustered Armsmen (Blitz)
7. "Shard’s Forge and Manufactoria": One Infantry Battalion (Damaris), One Company of House Troops (Blitz), One Cohort of Skitarii
8. "Levy Bunkers and Outposts": One Infantry Battalion (Damaris), One Company of House Troops (Lady Orleans), One Cohort of Skitarii, The Gelt-Guns

"Offensive Operations": Two Armoured Tank Companies (Sphinx Heavy Guards), Platoon of Storm Troopers (8th Calixian Storm Trooper Company), and Ludicus Marleno (a unit unto himself!)

"Inner Industrial Infrastructure": One Magistratum Enforcer Cadre, One Magistratum Suppression Cadre
"Outer Planetary Infrastructure": One Magistratum Enforcer Cadre


S: 31 BS: 37 WS: 34 T: 46 Ag: 35 Int: 45 Per: 37 Wp: 53 Fel: 33, Wounds 10/10, Fate 5/5, Insanity 5, Corruption 10, AP 4 (all slots)

I'm happy with that plan if everyone else is


WS 41, BS 44, S 40, T 39, Ag 34, Int 46, Per 36, WP 38, Fel 28, Wounds 12/12, FP 4/4, Insanity 2, Corruption 0, AP 5 all

Kavro listens to Iago rant arrogantly for a moment. "You forget my purpose Commander. It is true that on the Aeturnus I serve as Enginseer Prime, yet I was bred as one of the Venatorii - the elite successors to the noble Skitarii. I am a being of war that by some strange circumstance was blessed by the Machine-God with enhanced cognitive capacities and thus was redistributed into esoteric role of an Explorator. I understand war quite well, though perhaps not to the tactical level of you and Master Marleno. That said, I understand the impact power has... on everything, and I have keenly witnessed what happens to a population deprived of it and its many uses. If the Forge falls, all the integrated defenses of the city walls will fail as well. Our ability to communicate with our ships in orbit will fail. Our ability to coordinate a defense will fail. So yes, for the sake of our tactical advantage as defenders, I would prefer we defend the Forge and it's connection to the city appropriately."

As the last monotone word echoes out of his integrated vox-caster, his brow twitches. Aggression? Anger? Hmmm, it would seem the Commander's words have stimulated an emotional response. Do I now speak in haste? Lost in this internal analysis, the Commander's proposed distribution of troops takes several moments for the techpriest to process. As he hears the well-planned formations, he looks back up.

"Indeed, that sounds like a strong distribution of troops as a whole, yet I have three concerns. First, the Outer Infrastructures are a smattering of civilian buildings that offer neither defensibility nor strategic value. They will be easily overrun by any substantial incursion of Orks, cutting off valuable defense forces stationed there in the process. I would advocate that we reduce our forces in these locations to allow for the bolstering of more strategic points. Second, I agree that given the force deployed to the Forge the North Wall can be lighter manned, but as the walls are the core of the city's defense we should move a unit from the Levy Bunkers to the West Wall. Third, we are holding a sizeable amount of armor in reserve as a strike force, yet the storm troopers accompanying the armor number less than 40 men, making the armor itself susceptible to infantry counterattack. Pairing a battalion of our infantry would help reduce this risk during offensive engagements."

Logic(INT:45): 1d100 ⇒ 36
the below only applies if my Logic above is sound in AK's perspective; otherwise disregard the below

Pausing briefly, "These are my recommendations based upon as statistical analysis of defensive operations against Orks and other horde-like invasion forces."


WS- 31, BS- 46, S- 38, T- 43, Ag- 38, Int- 40, Per- 40, WP- 44, Fel- 40, Wounds 12/12, FP 4/4, Insanity 13, Corruption 0, AP- 6

The Commander narrows his eyes and looks questioningly at the Explorator. No one is questioning your skill in battle, Mr. Kavro. Your opinion as to the importance of the Forge has been noted. And, as you can see, we are, so far, planning to devote a significant amount of forces there.

What is going on? Varius sees offense where none is intended. The Lord-Captain has been too soft on us all if tempers can rise from simple discussion and pointing out areas of expertise. This will not do. We cannot function if we cannot trust each other. Though I suspect, in War, we will learn more respect for one another.

Iago nods and crosses his arms as Varius suggests changes.

My initial thought was as yours concerning the Infrastructure. However, while they are of little strategic value in the War, they have value to Damaris if it survives. I'm unsure if the Council will agree to leave them with so few troops. But perhaps...if we pull the Mustered Guardsmen from those two areas, we could put one on the West Wall. what do you propose with the other? Reserves? Mr. Marleno, what do you think?

As for our assault units, you assessment is sound. We could send Lady Orleans' House Troops. The Skitarii would have the same problem as the Storm Troopers, and I expect that the Gelt-Guns will be better in bunkers on defense.


WS- 41, BS- 28, S- 42, T- 41, Ag- 31, Int- 39, Per- 26, WP- 42, Fel- 46, Wounds 12/15, FP 0/2, Awareness: 6/16(sight) Reasonable Commissar

Ludicus is busy studying the maps and at first does not hear being addressed, when he does he looks up and begins to stroke his carefully sculpted beard.

"I am considering all the angles Captain-militant, please give me a few moments longer to give my own recommendation.
It is not an easy thing protecting an area so large and so lacking in defensive thinking."

"It is rather like trying to protect a fine crystal glass by wrapping it in armour.
The armour won't really do much good because the glass is so fragile it may break even as the armour holds."

"I am trying to see if it would be feasible to place one unit INSIDE the infrastructure as ambush troops, hitting them hard should the xeno filth be able to break through the units meant to keep them out..."


WS 43 BS 39 S (3)2 T (3)1 Ag (3)6 Int (4)0 Per (3)5 WP (3)3 Fel (4)7 Wounds 10/10 FP 3/5 Insanity 6 Corruption 2 AP 6 (All)

It is good to be back.

I agree with the post attributing to Silas the doctrine that space superiority is the key to defending Damaris.

this is just to dot the thread while i get up to speed.

Metagaming-wise I dont wanna split the party we may need the party's full roster of skills for whatever challenges we may face.


S: 31 BS: 37 WS: 34 T: 46 Ag: 35 Int: 45 Per: 37 Wp: 53 Fel: 33, Wounds 10/10, Fate 5/5, Insanity 5, Corruption 10, AP 4 (all slots)

Trien pushes his mask up slightly, it was uncomfortable at the best of times and now with the tension and the musky room sweat was dripping down his nose and mixing with the raw skin where the mask came into contact with his face.

He glared around the table and pointed an accusing finger at Varius [b] I do not contest your logic, however logic applied without adequate knowledge is worse than useless. The units in the levy bunkers would be extremely mobile and as such would not be swept out of their positions, and in fact would hamper the approaching enemy considerably. I would suggest that we put MORE units into this area, as it would reduce the pressure upon all sections of our defence.

Just to clarify (although I'm sure everyone is aware), I'm just arguing in character :), I just like the idea of the large amount of tension in our group in a high pressure situation and our RT is gone (for the moment at least) and our characters are not sure if he's coming back.

Also, I'm going to roll my first acquisition now. I'm going for a best mono greatsword, rolling under 22 (+0 scarce, +30 negligible, craftmasnship best -30 and then 8 higher PF due to our seneschals rolls, then -5 because of getting mono + greatsword as combined acquisition).

Acquisition: 1d100 ⇒ 7


Your Humble Narrator

Note Ludicus' roll was by far the most appropriate and carried the greatest + to the type of roll; thus he ended up with more degrees of success than either Iago or Kavro.

The two military men and the Venatorii continued to discuss the plans for a time, placing representations of the proposed deployment upon the holo-map that had been generated for their use. Without knowing the full extent of the Ork forces, they were to some extent theory-crafting a solid defence that could allow for last minute changes without an area being overrun. Each of them agreed on many points, but it was ultimately Ludicus' keen sense of strategy and tactics that began to dominate the planning phase, in the man's rather unassuming way.

Forgive me if it sound's like i'm spoon-feeding you the following; its actually just the result of some ridiculously good rolls.

The setup they scrutinized was as thus-

1. "Damaris City Walls (Plains West)": One Infantry Battalion (Damaris)
2. "Damaris City Walls (Forge North)": One Infantry Battalion (Damaris)
3. "Damaris City Walls (Main South)": One Infantry Battalion (Damaris), One Company of Mustered Armsmen (Lady Orleans), One Armoured Artillery Company (Highland Wardens)
4. "Damaris City Walls (Sphinx East)": One Infantry Battalion (Damaris), One Company of Mustered Armsmen (Lady Orleans), One Armoured Artillery Company (Highland Wardens)

5. "Outer Industrial Infrastructure": One Infantry Battalion (Damaris), One Company of Mustered Armsmen (Lady Orleans)
6. "Outer Planetary Infrastructure": One Infantry Battalion (Damaris), One Company of Mustered Armsmen (Blitz)
7. "Shard’s Forge and Manufactoria": One Infantry Battalion (Damaris), One Company of House Troops (Blitz), One Cohort of Skitarii
8. "Levy Bunkers and Outposts": One Infantry Battalion (Damaris), One Company of House Troops (Lady Orleans), One Cohort of Skitarii, The Gelt-Guns

"Offensive Operations": Two Armoured Tank Companies (Sphinx Heavy Guards), Platoon of Storm Troopers (8th Calixian Storm Trooper Company), and Ludicus Marleno (a unit unto himself!)

"Inner Industrial Infrastructure": One Magistratum Enforcer Cadre, One Magistratum Suppression Cadre
"Inner Planetary Infrastructure": One Magistratum Enforcer Cadre

In summary, the three were confident that every location had the potential to hold against an initial assault. The wall that would likely be the easiest to pull a unit from and deploy elsewhere with minimal effect would likely be the southern wall; Ludicus judged the forces there to be excessive in number. In addition, the west wall was the most likely to be hard-pressed in the defence; although the forces deployed there seem to be numerous enough that it would likely scatter the initial Ork assault with minimal losses.

The two areas of largest concern where Shard's Forge and Offensive Operations. The former had more infantry there than it could likely meaningfully support and as the Forge Island was essentially the most defensible location upon the entire planet other than the Command Bunker underneath Damaris' Palace. While offensive operations were likely to be successful with the tank force and Storm Troopers, as Varius had pointed out it could certainly use more infantry. As a final aside, Ludicus noted that the amount of men in the Levy Bunkers was most likely excessive, although he did stress the importance of other, more disciplined infantry fighting alongside the mercenaries.

___________________________________________________________________________

While most at the table debated the infantry deployment, Trien (and possibly some others) mused over the space formations and galaxy maps, the Navigator himself frequently wandering over to a small table set aside for him; with a large, ornate silver bowl filled with raw meat; the insides of the bowl likely ruined by the dripping blood of freshly slaughtered animals. The bowl had been refilled once already and one of the villa servants kept a keen eye on its volume, stood respectfully to one side and waiting to quickly have the next bowl brought in when it was necessary.

Forsellis System Map

The Forsellis System was all but surrounded by ice fields, a treacherous, ever-shifting expanse of ice asteroids the size of moons that ring the system like a wall. Warp Navigation would be the only way in; or a truly legendary pilot. The Ork's themselves were fully capable of warp travel, so the defence was not as formidable as it sounded. The ice fields, known colloquially as The Frozen Reaches, remain largely unexplored due to their treacherous gravity tides and the ever-shifting ice. What little is known about them revolves around the super-massive gas giant Skadi that broods at the outer limits of the Reaches, holding close any secrets it may possess.

Damaris itself was the only habitable planet and the fleet would essentially circle Damaris in order to prevent the Ork's from landing with as much strength as the force could muster. The three planets orbiting close to Forsellis are known as the Burning Ones; Ignus, Aestus, and Aduro. These small, lifeless rocks have been blasted clean by the immense heat and radiation produced by Forsellis. They have trace atmospheres made of toxic gasses and where their surfaces aren’t parched, super-hot deserts, they are covered in seas of molten lead and copper.

While they have been surveyed from space numerous times, few people have bothered to set foot on their hostile surfaces. It is assumed that they are rich in precious ores and other resources, but the cost and danger of extracting them from the planets has kept the Burning Ones largely unexploited. For now, Damaris is content to mine its own surface. However, if an enterprising individual or organization came along with the Thrones and technology to mine the worlds, it might be worth a great deal.

Standing at the edges of the Forsellis System like a wall millions of kilometres thick is the treacherous ice field known as The Frozen Reaches. A dangerous, ship-crushing maze of vicious gravity tides and numerous other navigational hazards, the Reaches are largely unexplored and assumed to be uninhabited. Composed of countless ice boulders ranging in size from a few inches to hundreds of kilometres across, the Reaches stretch to the limit of sight in every direction, the ice glittering in the wan blue light of the distant star like precious stones on black velvet. What lies hidden in that cold fastness remains a mystery, as even the brave sailors of Damaris’ Flotilla refuse to take their patrol ships in for a survey. Those who have entered the Reaches and returned to tell the tale, mainly Rogue Traders, pirates, and madmen, report only one item of interest, the massive gas-giant Skadi.

Hidden deep within the ice fields of the Frozen Reaches lies the mysterious planet called Skadi, a super-massive gas giant more than one hundred thousand kilometres across. Those who have seen the reclusive planet say it’s a dark cobalt-blue colour that seems to glow with a mellow internal luminescence. Some report vast multi-hued rings, others a constellation of moons of varying size, and still others say it doesn’t exist at all. Despite the varied reports, what all agree on is that the mysterious planet is almost willfully erratic, never in the same place twice, is nearly impossible to reach, and quite possibly an open gate into the Warp. The truth is difficult to separate from rumour when it comes to Damaris’ retiring neighbour, as no more than a handful of men have actually seen it with their own eyes and lived to tell the tale.

Silas, at no point are you split up. In addition to the main, somewhat abstract war you will be performing mandatory and optional missions as a group together; as well as meeting the first wave of the space battle on your ship!

__________________________________________________________________________

Silas:

You are well on your way to meet your old enemy for the duel when your ship receives an message via its apprentice Astropath.

The message details that your rival has been held up by "unanticipated difficulties" and that the duel would have to be postponed "assuming the dynasty lives through what is coming to Damaris". You are assured that "he will be watching".

I'll introduce you a little later in the current game day, no posting IC until I do please.


WS- 31, BS- 46, S- 38, T- 43, Ag- 38, Int- 40, Per- 40, WP- 44, Fel- 40, Wounds 12/12, FP 4/4, Insanity 13, Corruption 0, AP- 6

The Commander follows along with Ludicus' assessment with crossed arms and his usual scowl.

We're almost there. Play your part. Push them for their best...it is the only way.

His left hand rubs his jaw as his metallic one lays flat on the table. Iago leans over the map one last time, tapping the Forge, Mr. Marleno, if the Forge will have a hard time using so much infantry, and it will remain adequately protected, shall we move Blitz' House Troops to the West Wall? He then taps several points indicating the Levy Bunkers, As to the Levy, if the forces there are excessive as it stands, perhaps we can move Lady Orleans' House Troops to our offensive strike. That will add infantry on that front, and still leave more disciplined troops alongside the Gelt-Guns.

The Commander nods in approval, It looks good. I'll leave the final details to you and we'll present it to the Council.

---

The Commander considers the map of the Void with a critical eye.

We need to know more about these Burning Ones. If there are unexpected gravity wells, or other phenomena that we can use to our benefit. Either to trap the enemy or evade. If we have the time, we should scan the nearest areas of the Frozen Reach. I'd hate to have any of our ships caught out of position, but we need to know where we can escape, or draw the enemy to.

He taps a dataslate, Mr. Kavro, what do you think of the System Defense ships? I'm hesitant to commit them fully to our fight. If they aren't cautious, I believe they'll only get in the way and be quickly destroyed by a random Ork vessel. My recommendation to Locke will be to have two support her Aegis and keep smaller craft from her Cruiser. I'd like to leave other two near Damaris to bombard anything that does make it to the ground.

I'll be staying on the Aeternus to coordinate our defense from the Void. But we will need Officers on the ground. He scans the group, waiting.

You mentioned the ability to use "Orbital Bombardment". Does that mean we assign a ship to attacking an "area" of the ground? Or is it a general, "attack the ork horde" kind of thing? As for individual, is "Lend expertise to the space battle" appropriate? Or does it need to be more specific?


Your Humble Narrator

You wouldn't get to use that ship for space on that phase essentially, as it will be in low orbit providing orbital bombardment. You pick a location and drastically reduce the numbers of the Ork's in that particular place (can also be used to assist Offensive Operations) (on my end, equating to added strength). System ships are not particularly good at this as their macrocannons are quite weak. They are about half as effective as any of the named vessels in this capacity.

"Lend expertise to the space battle" is a bit too generic. "Iago will provide provide tactical assessment throughout the battles in space, using his keen expertise with the augurs in order to predict enemy movements" would be a fluffed out version of using your Scrutiny skill to contribute.

Note the system ships are equivalent to Raider class vessels, with no warp engines. They are light ships, but likely able to hold their own against Ork vessels of a similar size.


WS- 31, BS- 46, S- 38, T- 43, Ag- 38, Int- 40, Per- 40, WP- 44, Fel- 40, Wounds 12/12, FP 4/4, Insanity 13, Corruption 0, AP- 6

Sounds good. I still think using the System ships for some bombardment might be useful early on. It'll keep them out of the main fighting and less chance of losing them. Unless it looks like we'll need all the help we can get in space. Then, of course, I'd rethink that. But being able to rotate System Ships into the fight, while keeping some out might be our only chance for some relief forces.

"Iago will provide provide tactical assessment throughout the battles in space, using his keen expertise with the augurs in order to predict enemy movements" - That sounds perfect as long as you don't mind me straight up stealing it.

Raider class should be perfect for close support of our two Cruisers. The Ordained Destiny will especially need protection from faster moving ships unless Blitz turns out to be way better at Voidship combat than I expect. Not that I expect him to be especially bad, just that Cruisers tend to need support, and his being less combat capable than a normal cruiser will probably need more. If we do decide to use all the System Defense ships in the main combat, I'd suggest we assign at least one each to protecting the two Cruisers from fast attack ships trying to out-maneuver them.


Your Humble Narrator

You may delay declaring your individual action for now, but do bear in mind I will need it after your initial space battle in order to narrate Phase 1 of the invasion. I have actions for Iago so far and I think, Trien. My next post here will be rather long so might take a couple of days to write, please bear with me!


WS- 41, BS- 28, S- 42, T- 41, Ag- 31, Int- 39, Per- 26, WP- 42, Fel- 46, Wounds 12/15, FP 0/2, Awareness: 6/16(sight) Reasonable Commissar

Ludicus, most likely missing the feel of being in the thick of it, will be taking personal charge of an area of fighting.
It would make sense to do it at the outer industrial zone, since he was inspecting there.


WS 43 BS 39 S (3)2 T (3)1 Ag (3)6 Int (4)0 Per (3)5 WP (3)3 Fel (4)7 Wounds 10/10 FP 3/5 Insanity 6 Corruption 2 AP 6 (All)

As a matter of strategy, I think we need to deny the Orks a foothold on the planet. Hence, we should destroy their ships before they can hit planetfall. Overlapping fields of fire are essential, I think.


S: 31 BS: 37 WS: 34 T: 46 Ag: 35 Int: 45 Per: 37 Wp: 53 Fel: 33, Wounds 10/10, Fate 5/5, Insanity 5, Corruption 10, AP 4 (all slots)

By the sounds of it we're not doing a proper space battle. It's very much like "this is how strong our force is, this is how strong their force is, roll to work out how much each side loses" so more like CIV fight than total war fight.

And Alex, yes I'm going to be using Forbidden Lore: Navigators, Warp to try and lead a bunch of orks into the warp and ditch them in a warpstorm or the like


Your Humble Narrator

After a day of intense planning and a lot of arguments between themselves, the senior officers of House Tyr prepared themselves to prepare their deployment plans to the rest of the Defence Council.

Iago had brought a familiar face to the now-familiar war table in the villa- Casimir Nacht. The noble-born was an incredibly popular officer and since being somewhat sidelined by Irena Tyr's sudden presence at Silas Tyr's side, rumours said that he had not been idle in this time. The man was said to have gathered incredible support from the crew of the Aeternus.

Navis Yosarni was notably absent from the briefing- yet again. His protegee Ioneyse Patronius smoothly apologized on his behalf and seemed to have been fully briefed on the matters brought before her. Sensing an opportunity to win an ally upon hearing of Trien's request for a fine melee weapon, she had personally negotiated for the acquisition of a beautiful, mono-edged greatsword to be released from the Museum of Warfare upon Damaris and for it to be treated for its potency to be vastly brought up to modern standards. She seemed to have every inch the head for Commerce that Yosarni had and brought a variety of other skills to the table.

Musing over their plans and getting to know the new senior officer stand-ins, the shock at the table was audible when Silas Tyr burst through the doors, only a day after his sudden departure.

Silas Tyr Only:

Please post.

You have tasked your sister to investigate your old enemy; to put a name to this rival Rogue Trader that seeks to swallow your house.

In OOC terms she is out of the game.


WS 41, BS 44, S 40, T 39, Ag 34, Int 46, Per 36, WP 38, Fel 28, Wounds 12/12, FP 4/4, Insanity 2, Corruption 0, AP 5 all

Trade(armourer or tech-use): 1d100 ⇒ 10
passed with 3 degrees of success

Kavro listens intently as the Commander comes back to a more reasoned approach. He heeds my advice, wise choice... Looking down at the Void map alongside Iago, he browses through several files on the dataslate in his hand. Reviewing the armaments and capabilities of the vessels presented to them, he offers his conclusion.

"While an orbital bombardment may be a useful offensive tool in later stages of the Ork's assault, at this point it would be most prudent to amass all interstellar firepower and direct it at the Ork force to prevent as much from making planetfall as possible. Ships brought to bear above the planet will definitely be utilized in the engagement, whereas ships dedicated to ground support may serve little purpose if they end up committed to sectors where the landing forces are minimal. Now, if this siege stretches on, as it is likely to do, then I believe bringing our capital ships, rather than the minor vessels, to bear against the landing forces will then serve us best. But that day is still long away."

AK said that space is one 'zone', so I don't think we actually need to commit ships to defending each other.


WS- 31, BS- 46, S- 38, T- 43, Ag- 38, Int- 40, Per- 40, WP- 44, Fel- 40, Wounds 12/12, FP 4/4, Insanity 13, Corruption 0, AP- 6

Sorry if it wasn't clear. Almost everything Iago has said about strategy in the void is essentially fluff. I just wanted to make it clear that he's as concerned about our strategy there as he is on the ground conflict.


WS 43 BS 39 S (3)2 T (3)1 Ag (3)6 Int (4)0 Per (3)5 WP (3)3 Fel (4)7 Wounds 10/10 FP 3/5 Insanity 6 Corruption 2 AP 6 (All)

"Gentlemen, I take it that the planning is going smoothly... and I see new faces. Please introduce yourselves."

Meanwhile will look at the disposition of forces if there's some sort of map on display. His tactica imperialis knowledge should help. Scholastic Lore (Tactica Imperialis) 1d100 ⇒ 8 3 degrees of success!!!


Casimir bows slightly, speaking with an even tone. "Casimir Nacht, sir. I've actually been the highest ranking member of the Ecclesiarchy aboard ship for quite some time. You just may be more accustomed to dealing with your sibling."


"Ioneyse Patronius, sir. I am here on behalf of Navis Yosarni. I have under his training for quite some time now and he feels that I am ready to begin taking on more important responsibilities."


WS 43 BS 39 S (3)2 T (3)1 Ag (3)6 Int (4)0 Per (3)5 WP (3)3 Fel (4)7 Wounds 10/10 FP 3/5 Insanity 6 Corruption 2 AP 6 (All)

"Welcome, Casimir and Ioneyse, I am pleased to see you here. We will be seeing more of each other in the days to follow, as you are now part of... the inner circle. There are no secrets nor censure when it comes to expressing your opinions on the matter at hand and know that I value your input."

AK, kindly note the 3-degrees of success on the Tactica Imperialis roll in my last post."

Silas moves to the nearest decanter, "Might I offer you some amasec? It's quite excellent, you know."


Your Humble Narrator

Looking over the battlefield plan to defend Damaris City, with the information available, Silas deemed it to be completely solid. His senior officers grasp of tactics and strategy was most impressive and the distribution of troops allowed for a strong, flexible defense; with enough troops assigned to the tank divisions to pack a punch in offensive operations.


WS- 41, BS- 28, S- 42, T- 41, Ag- 31, Int- 39, Per- 26, WP- 42, Fel- 46, Wounds 12/15, FP 0/2, Awareness: 6/16(sight) Reasonable Commissar

The master at arms quickly hides a wry smile behind a feigned cough, unable to completely hide his mirth.

That's the lord captain militant, always quick for any excuse to have a drink.


WS- 31, BS- 46, S- 38, T- 43, Ag- 38, Int- 40, Per- 40, WP- 44, Fel- 40, Wounds 12/12, FP 4/4, Insanity 13, Corruption 0, AP- 6

Welcome, Lord-Captain. I see your mission went well. Glad to have you back.

Iago straightens and taps the dataslate in front of him, closing out the report he was reading, and places the slate to the side.


WS 43 BS 39 S (3)2 T (3)1 Ag (3)6 Int (4)0 Per (3)5 WP (3)3 Fel (4)7 Wounds 10/10 FP 3/5 Insanity 6 Corruption 2 AP 6 (All)

"It is good to be back, Commander."

"Ludicus, you old dog, thirsty?" Silas offers a goblet of amasec.

He then looks at the map.

"I have seen the troop disposition and I concur with your assessments. Though I do not relish a ground war, if we can end it in space. But that is a fool's wish when dealing with orks."


WS- 41, BS- 28, S- 42, T- 41, Ag- 31, Int- 39, Per- 26, WP- 42, Fel- 46, Wounds 12/15, FP 0/2, Awareness: 6/16(sight) Reasonable Commissar

Ludicus takes the goblet with a slight smile and a nod.
"Welcome back lord captain militant, I am pleased to see that you will be joining the...festivities."

Taking a sip from the goblet and relishing the gentle burn of the fine vintage, Ludicus relaxes just a touch.
"If all goes well, and emperor willing it shall, I shall be able to add a trophy to my wall once this is over.
I intend to fill one wall with captured weapons, and the another one with weapons I will use."


WS 43 BS 39 S (3)2 T (3)1 Ag (3)6 Int (4)0 Per (3)5 WP (3)3 Fel (4)7 Wounds 10/10 FP 3/5 Insanity 6 Corruption 2 AP 6 (All)

"Your optimism reassures me, Ludicus. But we will not have any stuffed orks onboard. Do I make myself clear?" says Silas in mock seriousness.


WS- 41, BS- 28, S- 42, T- 41, Ag- 31, Int- 39, Per- 26, WP- 42, Fel- 46, Wounds 12/15, FP 0/2, Awareness: 6/16(sight) Reasonable Commissar

"You mean aside from the three already in the trophy room lord captain militant? To be honest, at least one of them is beginning to look a touch scruffy and could do with a replacement..."

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