The ship was a workhorse of a vessel. Still massive against the size of the mortals that crewed its decks and toiled inside its cavernous bulk but a minor class in the grand scheme of things.
It held the name "The Eye of the Storm" and it was a bulk carrier of mining minerals. It had a processing facility grafted to its under belly so in transit from the asteroid belts or the larger mineral rich planets in the outer belt, it could turn rock and gas into usable materials for the vast factories on Imperio prime. The hive world was home to billions of souls churning out products for the whole sector. With the coming of the Maladictum the planet had become a baston of the local forces trying to hold back the darkness.
The home grown fleet of non interstellar warships had been supplemented with converted haulers and bulk carriers. In the dire need they had been pressed into service fitted with whatever weapons could be fabriacated, scrounged or salvaged and bolted on to their hulls. They were now pretending to be warships and held station over the planet protected by immovable fortresses in high orbit. The imperial navy had been recalled to help the imdomitus crusade answering the call from the Emperor's Primarch. Robert Gulliman.
The Governor was no delante, with the loss of its regular defenders he had drafted every resource he could reach to defend his domain. The Guard units had gone but the weapon factories remained and the population was armed with fresh guns newly minted from the planets output.
In the wake of the Maledictum Chaos warbands and xenos pirates had raided and blown holes in the defenses only to be hurled back as the hiveworlders fought them time and again.
Then when it seemed there would be no end to the fighting. Task force 886 had arrived carrying the emperors own forces. They had driven the enemy before them and now sat in orbit resuppling from the factories they had come to save.
Feeding those factories with fresh minerals from the outer system was the Eye of the Storm's job. It's lumbering form carted millions of tons of refined ore to the factories of Impero Prime.
The Eye of the storm was on a elliptical orbit from the hive world picking up miners from one of the principle mining colonies on Imperio Secundus and drop them off at a new asteroid facility and collect the minerals for the return journey. The miners had been brought aboard and quartered in the lower decks. Vast crates of equipment had been piled into the hold to be dropped off with their owners.
The Captain sat at his podium and pulled at his lip. This was a routine and boring assignment now the Imperial fleet was here after years of danger filled trips through a pirate infested system desperately trying to resupply the hiveworld for the war effort.
Imperio Secundus was the lesser of the two habitual planets of the Imperio system and had been hit by the renegades and xenos pirates too but had defended themselves with a tanacity no one had expected. While Imperio Prime had born the brunt of the devesating attacks Secundus had managed to get away comparitively lightly. Meaning there was plenty of workers to spread into the areas weakened by constant attacks. Having met the men and women that were being moved the captain had no doubt they could handle themselves. They looked a hard and misbegotten lot.
The control panel at his wrist on the arm of the chair beeped for his attention. The chief engineer needed to speak with him. The captains stabbed the button and the engineers face filled the main view screen.
"Captain! We're under attack. Mutants. Bloody mutants everywhere!" the engineer shouted into the vox. His head was bleeding from a heavy blow. "I've sealed off the main reactor and the control room, but their coming through the bulkhead. Most of the watch is down!"
The captain sat bolt upright and bellowed orders. The bridge was sealed off. General quarters sounded.
"Get me the security commander"! He yelled.
"No response sir"
The captain stabbed the all hands com and spoke into the vox. "All hands we've been boarded, arm yourselves and fight for the emperor".
+++++++++++++++++++++++++++++++++++++++
TO: ADPETUS ASTARTES CRUISER. LABYRINTH’S END.
Captain Octavius Four Four. 3rd Company. Death Tempters.
You are ordered to intercept armed civilian cargo hauler “Eye of the Storm” currently on parabolic system intercept with Imperio Prime.
Vessel has undergone a semi successful mutiny by forces unknown and Engineering, propulsion and lower decks are no longer under the command of its Master. The remaining crew have mounted a defence of the Bridge compartment and have managed to sabotage the defence grid to allow Imperial reinforcements. The “Eye of the Storm” is considered a Level Bravo asset and should be retained in working order for Imperial use.
Once alongside you are to board at your discretion and engage the enemy. Other Imperial vessels are enroute but cannot make boarding intercept unless the Eye of the Storm’s velocity is reduced.
The vessel must not reach Imperio Prime Orbit. If boarding action delayed you are authorised to destroy the Bravo asset.
Intel packet and schematics appended to this vox
Fail not in this Task. Burn the Heretic, Purge the mutant, Kill the Xenos.
Find a good Death and may the Emperor guide your blade.
From:
CHAPTER MASTER LAZARUS FIVE ZERO – DEATH TEMPTERS
++++++++++++++++++++++++++++++++++
Captain Octavius of the 3rd Company, Death Tempters chapter of Astartes walked into the briefing room of the strike cruiser Labyrinth's End and the Space Marine Officers and NCOs gathered there stood and saluted by bringing their arms across their chests banging on their breastplate. All were dressed for combat with the exception of their helms.
The strike cruiser was underway and given the speed at which it had left orbit there was no doubt among these veteran warriors that there was an enemy of the Imperium at hand.
"Marines it seems the governor has a problem with one of his ships. The Captain signalled to one of the ships yeomen to activate the holo field in the centre of the briefing room.
" The Eye of the Storm has sent a distress call. It appears to have been boarded and its engineering spaces taken. The ship is still under power and is on a elipitical orbit that will ram into Imperio Prime in 32 hours unless it is stopped. The Governor has requested that it is not destroyed unless there is no other option. It is a vital part of the system economy that cannot be replaced easily in these trying times. Given the war effort and what approaches we cannot allow the war supplies to be interrupted.
"We will therefore board the Eye ourselves find the enemy and restore imperial control, change its course or if necessary, scuttle the ship. For the Emperor brothers! A good Death awaits."
+++++++++++++++++++++++++++
I've been wanting to kick off the campaign for Imperio with a starting incident. That incident would be the hijacking of a non warp capable bulk freighter.
Scenario and special rules
The Death Tempters are breaching through the boat bay doors on this section. Therefore the areas in front of them will be fairly open. Their deployment zone will be tight and the whole company could not deploy at once. This gives the genestealers the chance to cut them down as they enter. The space marines deployment zone will therefore be a 12" x 9" rectangle on the long edge of the board.
The Genestealers get a large Deployment zone surrounding them.
It won't be an even match though. At the end of their first turn the space marines get to deploy another 1000 odd points provided it can fit in the deployment zone. Any stragglers get pushed back to the next wave and so on.
The 1000 point waves are preset so the Space marines can't adapt to the situation in the boat bay. If they need more anti tank or close combat then they should have thought about that beforehand.
As usual I have house rules in addition to the normal 9th Ed stuff.
Characters may join units and are free to enter or leave them in the command phase provided they are in coherency range at the start of command phase. If they fall out of coherency for some reason they revert to independent characters.
As I have many more Marines than Genestealers. The Xenos will be allowed to recycle units.
When a Non character, non vehicle unit is destroyed the GSC may place the unit back on the board in the reinforcement step of their next movement phase. They must be placed in contact with one of the "doors" to the hanger. All the models must be placed as close as possible to the door in base to base contact with each other. No spreading forwards. Any models that cannot be placed in this manner are destroyed.
Only 1 unit per door may be returned and they must be returned in reverse order of power. I.e lowest power first. So if a Neophyte unit and a Aberrant unit are destroyed and there is only one door free the GSC player must place the Neophytes down.
Hopefully this will keep it nice and narrative with lots of weak units coming back and the occasional big nasty
The GSC may also recycle a unit as above that is 50% understrength at the start of their shooting phase as long as they are outside of 9" of an enemy model and have not used any weapons.
Characters cannot be recycled or returned to the board. The ideas is that the characters are there leading the defence but there isn't an infinite supply of them while there are lots of troops and elites in the surrounding corridors that are directed to the fight.
The GSC would only have so many vehicles in the hanger and wouldn't be able to easily move in replacements. Therefore if a character or vehicle is destroyed it's out of the battle.
Campaign wise there will be others in the subsequent battles.
The Marines can take control of a door by putting a model in contact with it in any phase. They can then declare the action "Hold the Door". The unit cannot shoot while the door is held and while it remains in their control no GSC units can reinforce through it.
If the action is interrupted by close combat or casualties. GSC units can be placed as per the rules stated above.
Given that GSC units are could come back every turn getting a SM unit in contact in their movement phase could be tricky so more likely they will charge and consolidate into the door.
Space Marine Forces
First wave
++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - Iron Hands) [58 PL, 12CP, 990pts] ++
+ Configuration [12CP] +
**Chapter Selector**: Iron Hands
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]
Detachment Command Cost
Game Type: Open
+ HQ [10 PL, 170pts] +
Captain in Gravis Armour [6 PL, 105pts]: Astartes Chainsword, Boltstorm gauntlet, Iron Resolve, Warlord
Primaris Lieutenant [4 PL, 65pts]: Bolt pistol, Frag & Krak grenades, Master-crafted power sword, Power fist
+ Troops [22 PL, 385pts] +
Heavy Intercessor Squad [7 PL, 115pts]: Hellstorm bolt rifle, Hellstorm heavy bolter
. 4x Heavy Intercessor [92pts]: 4x Bolt pistol, 4x Frag & Krak grenades
. Heavy Intercessor Sergeant [23pts]: Bolt pistol, Frag & Krak grenades
Intercessor Squad [5 PL, 90pts]: Bolt rifle
. 4x Intercessor [72pts]: 4x Bolt pistol, 4x Frag & Krak grenades
. Intercessor Sergeant [18pts]: Bolt pistol, Frag & Krak grenades
Tactical Squad [10 PL, 180pts]
. 7x Space Marine [126pts]: 7x Bolt pistol, 7x Boltgun, 7x Frag & Krak grenades
. Space Marine Sergeant [18pts]: Astartes Chainsword, Combi-melta, Frag & Krak grenades
. Space Marine w/Heavy Weapon [18pts]: Bolt pistol, Frag & Krak grenades, Heavy bolter
. Space Marine w/Special Weapon [18pts]: Bolt pistol, Frag & Krak grenades, Plasma gun
+ Elites [18 PL, 320pts] +
Redemptor Dreadnought [10 PL, 185pts]: 2x Fragstorm Grenade Launchers, Heavy Onslaught Gatling Cannon, Icarus Rocket Pod, Onslaught Gatling Cannon, Redemptor Fist
Venerable Dreadnought [8 PL, 135pts]: Assault cannon
. Dreadnought combat weapon w/ storm bolter: Storm bolter
+ Heavy Support [8 PL, 115pts] +
Devastator Squad [8 PL, 115pts]
. Devastator Marine Sergeant [23pts]: Bolt pistol, Boltgun, Frag & Krak grenades
. Devastator Marine w/Heavy Weapon [23pts]: Bolt pistol, Frag & Krak grenades, Heavy bolter
. Devastator Marine w/Heavy Weapon [23pts]: Bolt pistol, Frag & Krak grenades, Heavy bolter
. Devastator Marine w/Heavy Weapon [23pts]: Bolt pistol, Frag & Krak grenades, Plasma cannon
. Devastator Marine w/Heavy Weapon [23pts]: Bolt pistol, Frag & Krak grenades, Plasma cannon
++ Total: [58 PL, 12CP, 990pts] ++
Battalion Detachment Second Wave
+ HQ [9 PL, 145pts] +
Primaris Chaplain [5 PL, 75pts]: Absolver Bolt pistol, Crozius arcanum, Frag & Krak grenades, Litany of Hate (Aura), Warlord
Primaris Techmarine [4 PL, 70pts]: Forge bolter, Frag & Krak grenades, Grav-pistol, Mechadendrite, Omnissian power axe, Servo-arm
+ Troops [27 PL, 475pts] +
Heavy Intercessor Squad [7 PL, 115pts]: Hellstorm bolt rifle, Hellstorm heavy bolter
. 4x Heavy Intercessor [92pts]: 4x Bolt pistol, 4x Frag & Krak grenades
. Heavy Intercessor Sergeant [23pts]: Bolt pistol, Frag & Krak grenades
Intercessor Squad [10 PL, 180pts]: 2x Astartes Grenade Launcher, Bolt rifle
. 9x Intercessor [162pts]: 9x Bolt pistol, 9x Frag & Krak grenades
. Intercessor Sergeant [18pts]: Astartes Chainsword, Bolt pistol, Frag & Krak grenades
Intercessor Squad [5 PL, 90pts]: Bolt rifle
. 4x Intercessor [72pts]: 4x Bolt pistol, 4x Frag & Krak grenades
. Intercessor Sergeant [18pts]: Bolt pistol, Frag & Krak grenades
Tactical Squad [10 PL, 180pts]
. 7x Space Marine [126pts]: 7x Bolt pistol, 7x Boltgun, 7x Frag & Krak grenades
. Space Marine Sergeant [18pts]: Bolt pistol, Boltgun, Frag & Krak grenades
. Space Marine w/Heavy Weapon [18pts]: Bolt pistol, Frag & Krak grenades, Missile launcher
. Space Marine w/Special Weapon [18pts]: Bolt pistol, Flamer, Frag & Krak grenades
+ Elites [28 PL, 425pts] +
Aggressor Squad [12 PL, 150pts]: 2x Flamestorm Gauntlets, 4x Aggressor [120pts], Aggressor Sergeant [30pts]
Ironclad Dreadnought [8 PL, 135pts]: Meltagun, Seismic hammer
. Ironclad combat weapon w/ storm bolter: Storm bolter
Primaris Ancient [4 PL, 70pts]: Bolt pistol, Frag & Krak grenades
Primaris Company Champion [Legends] [4 PL, 70pts]: Master-crafted power sword
++ Total: [64 PL, 1,045pts] ++
The Genstealers. Whatever is in the collection and looks vaguely is going to start in the hanger bar the Patriarch. Narratively he'll be elsewhere. A number of cults have representation on the ship therefore the broodcoven rule only effects the battle not the campaign so characters can be eliminated and another Primus etc can join the fight elsewhere.
++ Battalion Detachment 0CP (Tyranids - Genestealer Cults) [79 PL, 12CP, 1,254pts] ++
Cult Creed: Twisted helix
Game Type: Open
+ HQ [12 PL, 215pts] +
Acolyte Iconward [4 PL, 65pts]: Autopistol, Blasting Charges, Cult Claws
Magus [4 PL, 80pts]: Autopistol, Force stave, Magus Bio-dagger, Power: Might From Beyond, Power: Psychic Stimulus
Primus [4 PL, 70pts]: Cult Bonesword, Scoped Needle Pistol, Toxin Injector Claw, Warlord, Warlord Trait: Shadow Stalker
+ Troops [30 PL, 408pts] +
Acolyte Hybrids [7 PL, 88pts]
. 3x Acolyte Hybrid [27pts]: 3x Autopistol, 3x Blasting Charges, 3x Cult Claws and Knife, 3x Frag Grenades
. Acolyte Hybrid (Heavy Weapon) [14pts]: Blasting Charges, Frag Grenades, Heavy Rock Saw [5pts]
. Acolyte Hybrid (Heavy Weapon) [19pts]: Blasting Charges, Frag Grenades, Heavy Rock Drill [10pts]
. Acolyte Hybrid (Icon) [19pts]: Blasting Charges, Cult Claws and Knife, Cult Icon [10pts], Frag Grenades
. Acolyte Leader [9pts]: Autopistol, Blasting Charges, Cult Claws and Knife, Frag Grenades
Acolyte Hybrids [7 PL, 79pts]
. 2x Acolyte Hybrid [18pts]: 2x Autopistol, 2x Blasting Charges, 2x Cult Claws and Knife, 2x Frag Grenades
. Acolyte Hybrid (Heavy Weapon) [14pts]: Blasting Charges, Frag Grenades, Heavy Rock Saw [5pts]
. Acolyte Hybrid (Heavy Weapon) [19pts]: Blasting Charges, Frag Grenades, Heavy Rock Cutter [10pts]
. Acolyte Hybrid (Icon) [19pts]: Blasting Charges, Cult Claws and Knife, Cult Icon [10pts], Frag Grenades
. Acolyte Leader [9pts]: Autopistol, Blasting Charges, Cult Claws and Knife, Frag Grenades
Neophyte Hybrids [8 PL, 91pts]
. 6x Neophyte Hybrid [36pts]: 6x Autogun, 6x Autopistol, 6x Blasting Charges, 6x Frag Grenades
. Neophyte Hybrid (Grenade) [6pts]: Autopistol, Blasting Charges, Frag Grenades, Grenade Launcher
. Neophyte Hybrid (Icon) [16pts]: Autogun, Autopistol, Blasting Charges, Cult Icon [10pts], Frag Grenades
. Neophyte Hybrid (Mining) [21pts]: Autopistol, Blasting Charges, Frag Grenades, Mining Laser [15pts]
. Neophyte Hybrid (Stubber) [6pts]: Autopistol, Blasting Charges, Frag Grenades, Heavy Stubber
. Neophyte Leader [6pts]: Autopistol, Blasting Charges, Frag Grenades, Power Pick, Web Pistol
Neophyte Hybrids [4 PL, 60pts]
. 9x Neophyte Hybrid (Shotgun) [54pts]: 9x Autopistol, 9x Blasting Charges, 9x Cult Shotgun, 9x Frag Grenades
. Neophyte Leader [6pts]: Autogun, Autopistol, Blasting Charges, Frag Grenades
Neophyte Hybrids [4 PL, 90pts]
. 7x Neophyte Hybrid [42pts]: 7x Autogun, 7x Autopistol, 7x Blasting Charges, 7x Frag Grenades
. Neophyte Hybrid (Mining) [21pts]: Autopistol, Blasting Charges, Frag Grenades, Mining Laser [15pts]
. Neophyte Hybrid (Seismic) [21pts]: Autopistol, Blasting Charges, Frag Grenades, Seismic Cannon [15pts]
. Neophyte Leader [6pts]: Autogun, Autopistol, Blasting Charges, Frag Grenades
+ Elites [28 PL, 461pts] +
Aberrants [15 PL, 189pts]
. 6x Aberrant [162pts]: 6x Heavy Power Weapon
. Aberrant Hypermorph [27pts]: Heavy Improvised Weapon, Hypermorph Tail
Clamavus [3 PL, 45pts]: Autopistol
Hybrid Metamorphs [7 PL, 157pts]
. 8x Hybrid Metamorph (Hand Flamer) [120pts]: 8x Blasting Charges, 8x Frag Grenades, 8x Hand Flamer [24pts], 8x Metamorph Mutations
. Hybrid Metamorph (Icon) [22pts]: Blasting Charges, Cult Icon [10pts], Frag Grenades, Metamorph Mutations
. Metamorph Leader [15pts]: Blasting Charges, Cult Lash Whip, Frag Grenades, Hand Flamer [3pts]
Purestrain Genestealers [3 PL, 70pts]
. 5x Purestrain Genestealer [70pts]: 5x Cult Claws and Talons
+ Fast Attack [4 PL, 80pts]
. Achilles Ridgerunner [4 PL, 80pts]: Flare Launcher, Heavy Mining Laser, 2x Heavy Stubber
+ Dedicated Transport [5 PL, 90pts] +
Goliath Truck [5 PL, 90pts]: Heavy Stubber, Twin Autocannon
++ Total: [79 PL, 12CP, 1,254pts] ++
Deployment
The Genestealers go first laying down their counters
Door number one. The fuel storage door.
Door number two. The hanger access door.
Door number three. The maintenance corridor access
Space marines pack into their deployment
Space Marines turn 1 12CP
Command phase
The venerable dread pops Wisdom of the ancients to re roll wound rolls of one.
Movement phase
For movement everyone moves out of the deployment area to give maximum space to the second wave. Heavy intercessors led by Srgt Echo One Four and Captain Octavius Four Four look to investigate the blip in the deadend corner to the left hopefully shoot it down and cut the corner by going over the platform in front.
The Tactical combat squad with flamer led by Srgt Indomitus Two Five move sidewise to help their heavy intercessor brothers.
Delta 21 the Redemptor Dreadnought stomps off to go look at whats hiding around the corner to door 1, while Nova 45 the Devestator section walks up behind him looking at the gantry and tower blips for their anti infantry weapons.
Alpha 48 moves forwards to look down the corridor to door 2. The bolt rifle armed intercessors of squad Fox 64 and the second half of Tactical I25 with its heavy bolter move right to close on door 3.
The genstealers come out of the shadows. The Aberrents appear on the left in front of the Captain and his heavies. Their going to be able to walk forwards and charge easily if not taken down.
As expected the gantry and tower blips are shooty Neophytes. A Magos turns up there too. A primus and Neophytes seem to be holding door 2 with a lose combat squad of Hybrids. A ridge runner is parked behind the containers in the centre. A truck full of close combat Metamorphs with flamers looking to do a drive by is parked around the corner to door 1 with a big squad of Acolytes behind it.
Shooting phase
With the big scary close combat monsters being the priority target the squads on the left shoot at the aberrants. The Heavy Intercessors with their higher strength guns manage to drop a couple but the tacticals need to close in for weight of fire.
The Redemptor empties both gatling guns into the monsters and fells the another 3 leaving one on a wound and the boss abberant. The Iron father and captain manage to miss the injured beast.
Leaving an issue. Its a long charge for the Heavy Intercessors and the Captain and if they don't make it they are going to get charged next turn.
The right rear tactical squad fire at the shot gun neophytes killing two with its heavy bolter.
The Intercessors blast into the mining laser squad in front on the gantry and kill 5.
The ven dread shoots the assault cannon at the same squad and kills three. its storm bolter clangs off the squad on the gantry hoping for more but it plinks off the metal sides of the gantry.
The devesttor squad have a shocker. Only able to really see the gantry they open up and miss a lot or fail to wound.
The intercessors fire again using "Rapid fire" strat 2CP to knock down the last two mining lasers on the gantry to hopefully protect the dreadnoughts. Although this was probably a mistake as they will just walk back on next turn.
Charge Phase
With a lucky charge roll the heavy intercessors led by the captain smashed into the last two Abominants trying to wipe them out.
The chunky intercessors managed nothing as expected but the Captain fluffed his wound rolls and only filleted the injured one and took a wound off the hypermorph. The beast hit back and did a wound to one of the intercessors.
The reinforcements pile in behind the first wave ready to turn anything in range into blasted corpses.
The tactical thinking was thus:
The autobolter intercessors line up n the right to shoot down the Genestealers or pump shots into the neophytes on the tower or on the ground floor. Backed up by the hurricane bolter armed ironclad dreadnought and the assault cannon venerable dread shots galore. The LT stood behind them to get some tactical wounds .
The second squad of heavy intercessors went in the centre behind the chaplain champion and Ancient that led the second wave out the door.
The second squad of tacticals with a missile launcher took the left and the longer ranged bolt rifles held the rear.
Genestealers turn one CP 12
The Clamvus let out his techno music and hit the heavy intercessors with the captain so no overwatch action for them. In truth it was the only thing in range
The cult icon war banner moved along the pipe to try and use its effects next turn.
3 models came back to the neophytes on the bridge over door 2 and a single shotgun neophytes got back into the game called to its squad's icon.
The hybrid metamorphs jumped out of the truck and intent on flaming the second wave of space marines before they could get out of the deployment zone. The truck shot out and looked the Redemptor in its occular sensor ready for a ramming run
The ridge runner reversed out of its hiding place and cut in front of Door 2s access way hiding the unit of neophytes so that only the neophytes mining lasers could see round it.
The hybrid acolytes on the right held position hoping for more of an ambush turn two and the shotgun boys moving out of the Genestealers way into cover.
The Pure strain Genestealers did their party trick of advancing (and getting the full six) for a deadly charge on the intercessors and tactical squad.
The big squad of hybrid acolytes near door 1 advanced to use their gene heritage strat to charge. A respectable 4 got them in range of the redemptor dread with their saws.
The cult surge forwards to try and pin the Space marines down to the open area.
Psychic phase
The Magos casts "Might from beyond" at the genestealers and "Smite" at the combat Squad of Fox Six Four a group of five bolt rifle armed Intercessors closest to the tower. A marine takes a wound and complains of a headache.
Shooting Phase
The flamers from the metamorphs only take a single wound off one of the newly arrived tactical marines that was in range behind cover. The Goliath truck pumps everything into the venerable dread to get a cross fire marker on it but the old boy takes no wounds. The Neophytes on the tower pump shots into I99 looking to reduce the targets for the Genestealers and put cross fire markers on the intercessors.
Every mining laser tries to take out the Ven Dread but Alpha Four Eight shows his metal and all the shots bounce. The lighter shots go for the intercessors and the shortwave Mining cannon drops two and the rest manage to kill everyone but Fox Six Four himself.
The Acolyte pistols shoot the Redemptor to very little effect.
Charge phase
The Metamorphs go into the Heavy intercessors and tear apart two leaving the Heavy hailstorm bolter marine on a single wound left.
The Genestealers double charge F64 and the Support combat squad of Indomitus Two Five (Tacticals.). They put one into F64 and 4 into I25-2. The Tacticals fire overwatch and throw a grenade into the Xenos and kill one on its way in. F64 interrupts to fight first and fails to take down his opponent. Despite might from beyond the Genestealers fail to captilise only wounding F64 and a single Marine from I25.
The Truck slams into the Redemptor but does nothing. The techmarine decides to heroically intervene into it rather than the Acolytes that charged the Redemptor from the other side. With the Truck taking it off balance the Acolytes nip in with their mining tools and cut and smash important control wires and joints leaving the Walker in deep trouble on just two wounds left. It smashes back with its fists and takes out three.
The Captain uses his sword and slices the head from the Hypermorph Abominant leaving the Heavy intercessors free the crush the Metamorphs that take 3 losses.
I25 manages to drag down a Genestealer but the Techmaine only manages to put three dents in the truck with its rugged construction despite spending a command point
Delta two-one stomped out of the boarding ramp at full tilt leading the charge of the Death Tempters into the cavernous boat bay hanger.
Its gatling cannons locked onto the high threat target assigned from its Captain and unleashed the full fury of the rotatory cannons. Missiles from its anti aircraft pod where utilised in ground attack mode to strike the hulking xenos beasts that had infested this imperium ship. Target designations blipped out of existence as the Dreadnought's cognitators confirmed the kills and updated the Astartes battlenet.
As Delta two one swung looking for the next priority target a mining truck sprung to life and accelerated towards the boarding ramp and the still compacted company of marines behind him. Xenos filth jumped from the rear of the vehicle before it could pick up too much speed. It could only accelerate so fast so its top speed would be minimal but its mass alone would be a devastating hit to the infantry charging forwards.
Delta 21 took a solid step forwards planted itself in the trucks path and widening its reach with its Redemptor power fist crackling with energy. The truck barrelled forwards and the Redemptor seemed to catch the speeding vehicle against its armoured hull. Metal met metal and the Dreadnought's massive bulk was pushed back sparks flying from ts feet as it was ground backwards by the force of the impact. The truck was stopped dead. Its ignition died as the driver must have slipped from the controls.
Thus distracted from their approach the xenos mutants managed to close with Delta 21 and began attacking him with mining equipment. Tools that could smash and tear rocks apart skidded and sparked against adimantium and steel. Vital sensors were cut from the Dreadnought's data net. Reeling from the attack the power fist seized and grabbed the creatures buzzing around it and threw them across the boat bay.
The Iron Father of 3rd Company slammed into the truck beside him. His servo arm tore a welded metal plate from the drivers window and the Heavy bolter mount on his shoulder opened up at point blank range into the driver compartment.
But for Delta two one as its sesnsors flickered and failed the Dreadnought's attacks became wild like a punch drunk heavy weight in the ring with feather weight combatants. One of the mutants got close enough to clip the hydraulic rod from its leg mount making the machine drop to one knee as the mechanism failed to hold the weight of the thrashing Dreadnought and it fell away from the the cheering Xenos who thought they had slain the Ancient brother.
Behind him, the tactical net updated and as one, in mechanical precision, the lead squads raised their bolters.
Marine turn 2 - 6CP
The techmarine heals a wound on the Redemptor which stumbles back out of combat taking the Techmarine with him.
The Captain O44 and Heavies from Echo One Four One back up against the wall to let the tactial squads in front of them get Clean Shots at the Metamorphs. As do F64 and I25-2 with the Genestealers. With just one model left F64 moves into the lee of the Ven Dread A48 as it steps up to the tower. I want this hero Srgt to live but he needs to move forward out the way. I25-2 scuttle to the right looking to get in position for overwatch next turn while the assault elements move up on door 3. The Genestealers don’t take to this and use “Cut them down” 1CP to rip one marine apart as he limps away.
The Auto Bolt rifle Intercessors G53 move over to the right behind where I25-2 had been standing and level their machine bolters.
The newly arrived Ironclad V54 stomps forward and parks between the truck and genestealers looking to fire on the stealers and charge the truck and hopefully blow the ridge runner away with its hunter killer missiles.
I25-1 (the Srgt Combat squad of Tacticals) moves up under the power building gantry to chuck their firepower into the metamorphs. Kilo Seven Six the New larger tacticals with the missile launcher also move looking to get behind them and into the Acolytes.
The other half of the Heavy Intercessors (Echo One Four - two) move up behind the Redemptor and the Champion surges forwards to charge the Acolytes.
The Ancient, Chaplain and LT all move closer to the Genestealers looking to make sure they don’t survive the Ironclads wrath.
LT and chaplain fire first as it's their only target and fail to kill any Genestealers.
The ironclad fires it's hunters at the ridge runner and takes it down to one wound.
It turns and hoses down the Genestealers with the flamer and hurricane bolter killing just two leaving the Characters a fun charge.
The assault bolter squad go full auto on the neophytes on the tower with thirty shots and kill them all
The venerable dread fires at the gantry neophytes and kills three.
The devestator squad try to split fire between the Clamavus and the neophytes on the gantry and only put two wounds on the Clamavus. They are going to get a censor for this if they aren't careful.
The newly arrived heavy intercessors fire at the gantry neophytes and leave just the seismic cannon alive.
The bolt rifles fail to hit anything.
The tactical squads flame the hybrid acolytes and the metamorphs. Mass reactive rounds killing those that escaped the flames and one acolyte remains.
The bolt rifle intercessors in the centre use the 2CP strat Rapid Fire again to try and finish the pesky last Neophyte on the gantry and finally pick him off. Four rounds hit home and the gantry is finally clear.
The charge and fight phase.
The Ven Dread goes into the ridgerunner to finish it off.
The LT takes on the last Genestealer and Squad G53 (auto bolt rifles) charge too to get behind it and get some movement.
The Ironclad throws itself at the Golaith truck.
The Company Champion takes on the last Acolyte and the tacticals use the same trick to get some extra movement.
Starting with the LT, the Genestealer gets cut down allowing G53 and the boss to move forward to pressure door three and the maintenance corridor next turn.
The company champ easily cuts down the Acolyte and everyone takes a step forward.
The ironclad raises its seismic hammer and slams the truck just twice but its enough even with the damage reduction to destroy it. Unfortunately the Techmarine sees it too late that it is filled with demolition charges.
"rigged to blow" for 1 CP detonates the truck and in the centre of the space marine lines it explodes!
The Redemptor is brought to its knees again with just two wounds remaining.
The Techmarine is wounded.
The Devestators lose a plasma gunner.
The Intercessors lose one and another is wounded.
The Ironclad takes two.
The Tacticals with their extra movement lose 2 as one was already wounded.
Finally the Heavy Intercessors behind the Redemptor takes a wound.
Victus 54 stood motionless in front of the boarding ramp waiting for the charge. Ironclad Dreadnoughts were built to attack the strongest fortifications and pre planning had anticipated that the rebellious miners might have managed to barricade the boat bays exits and delays the company's advance.
To that end Victus five four was stood to advance in the second wave.
The first wave would provide initial shock and develop a fire base and the second wave would advance beyond it into whatever improvised defences they had managed to muster.
The ramp dropped and the marines charged forwards.
Alpha four eight the company's venerable dreadnought was leading the charge using his knowledge of a thousand battlefields to ensure victory. Delta two one the primaries Redemptor dreadnoughts was supporting the Captain with it's superior firepower. Victus was to attack anything that those mighty war machines could not immediately break.
Victus walked out into a storm of fire. Light arms rounds flew towards the ramp entrance and the marines dismounting into the boat bay.
Warning sensors identified fast moving xenos creatures attacking the right flank. Victus stomped forward and its torso angled right. Hurricane bolters entered peak effective range as intercessors fell back from their fire base position to clear the sights of those behind. Victus's bolters engaged launching explosive rounds as a solid wall that shredded the lead creatures. The flamer under his powerfist pumped burning prometheam incinerating the those that followed.
A small technical vehicle pulled out from behind storage containers and used a large mining weapon against the Venerable dreadnought leading the advance on door two. Fortunately the beam glanced off the heavy armour.
Victus lit the target with its targeting beacon and fired the Hunter killer missiles on its shoulder mounts. The missiles spiralled up towards the ceiling before plunging down onto the light buggy engulfing it in flame. Alpha four eight smashed its flaming wreckage aside and continued its advance.
A heav
Genestealers turn 2
Such devastation to our brave forces by the dogs of the imperium. Good job there's more where they came from.
The cult icon charged out of cover to try and slow the tac marines down. If it can stay alive till the marine turn the tac marines will be stuck there while the rest of the breaching force catches up.
Likewise the shotgun armed neophytes close on the auto bolt rifles to plug the gap forcing them to be shot clear . The acolytes continue hiding behind the tower waiting for next turn to pounce.
The stubber armed Neophytes that were killed from the tower pop out of door 1. Genestealers pop out of door two and the seismic cannon neophytes from the gantry come out on door 3. The stubbers are hoping to put a crossfire marker on the venerable dread to allow the mining lasers to hit better.
The magos tries to smite the dread and gets blocked by the newly arrived librarian. The magos then tries might from beyond on the Genestealers but suffers perils of the warp and is now floating on a single wound.
Just a single autobolter marine falls from the shotgun and flamer blasts.
The Dreadnought is out of range of the Neophytes autoguns on door 1 so only the heavy stubbers clank into it to get the cross fire marker and either miss or fail to wound. Bit of a mistake there as I was expecting the autoguns to be in a range.
The mining lasers have their go and hit once but the Dread is tougher than a bunch of rocks and keeps going.
The charge phase
The ideal would be for the Neophytes and Genestealers to charge the dread holding it up for a turn and allowing another unit to reinforce behind them. With only 5 attacks the Dread isn't getting through the bodies.
The shotguns will stay out. The auto bolters can probably clear them out but they then can't do their movement shenanigans. All going well the marines won't clear the cheap units and the heavy close combat units can get back into the fight.
The door 2 Neophytes make it into the dread but the Genestealers roll a 3 and get stuck coming through the door.
The Iconward goes into the tactical marines and claws one down. The srgt steps up and knocks him to the ground with his power fist and then finishes him as he lies stunned.
Unsurprisingly the Neophytes don't mange to do anything to the Dreadnought and in return it turn three into a pulp.
Marines turn 3
The Tech marine manages to get the redemptor back on its feet returning 3 wounds. This places the Dread back in it's middle bracket.
Everything that can advance and fire advances along with the assault intercessors that aren't getting into combat otherwise.
The shotgun Neophytes standing in the way are a pain. The Autobolter squad could hold fire and charge them but that wouldn't get them that far.
Instead they advance and jump onto the platform to the left of the Neophytes giving space for the advancing Aggressors behind. Those Aggressors mange a mighty 6 and find themselves in range with their flamestorm gauntlets.
The tac marines on the right close in on door 1. Weapons ready to shoot the mutants in the way.
The ironclad moves to rapid fire range of the Pure strain Genestealers on door 2 where he can get his flamer and hurricane bolters to best use.
The company champion moves behind the ironclad so the troops behind can get through as he nurses his wounds.
The Redemptor dread after the tech marine patches him up limps into the centre where he can see both doors 1 and 2 to give some fire support.
The assault intercessors on the left advance forwards to take the corner the tac marines just left.
The Captain runs around the platform to try and get back in the fight and another big roll gets him in line with the assault intercessors.
The heavy intercessors that were with the Captain jump onto the platform to overlook the fight and line up shots on the Clamavus.
The Chaplain and the Ancient split, with the chaplain heading for the Venerable dread and combat while the Ancient heads for the auto bolters and the mass of infantry where his inspiring presence will do the most good.
F65 Also heads forwards looking to support the Chapter's Venerable machine rather than cower in cover.
The Librarian follows as far as he can after the Chaplain. Looking to blast a few Neophytes off the Dread with warp fire.
The Heavy bolter Combat squad of I25-2 stays still to cover the access to door 3 and pump shots in if needed.
The Apocathary moves up to the Champion and gives him a plaster and a cold compress and he feels much better and completely healed.
Psychic Phase
The librarian blasts a Neophyte off the dread with smite that the magos cannot stop.
Shooting phase
The aggressors open up with their flamestorm gauntlets. 10D6 yeilds 32 auto hits and after the screams die down the shotgun Neophytes are nothing but burnt embers.
The Ironclad manages to clear three pure strains off of Door 2.
The tac marines manage to kill all but three of the door one neophytes and ready themselves for the charge.
The Heavy intercessors on the platform annihilate the Clamavus hiding behind the pipework with their S5 rifes.
The Devestators fire up at the Magos and destroy the gantry he was standing on plugging him down the the cargo deck. Whatever curse they were under seems to have lifted.
With the tech marine clinging onto his back trying to get the ammo feed back into his underslung Gatling gun. The Redemptor turns and finishes off the Pure strain Genestealers on door 2 with his heavy onslaught cannon.
I25-2's heavy bolter takes two of the hiding acolytes now visable thanks to the shotgun neophytes being ash.
Three of the auto bolt rifles can see the acolytes and fire in and manage to drop two more.
The charge phase
The chaplain goes whirling into the Neophytes taunting the Primus to intervene but the Xenos chieftain holds his ground.
F65 manages to go into the other side.
The tac marines charge door 1 and knockdown the remaining Neophytes.
The Chaplain busy shouting insults at the Primus fails to wound a single bug boy which is a very poor show. F65 Also fails bring anything down allowing the Neophytes another free shot at The Venerable dread but fail again to hurt it. Finally the Dreadnought rips and tears once more leaving just the Leader and his power pick remaining.
With two turns left it's going to be touch and go whether the Death tempters can secure all the exits. Door one is secure and the Dreads might be able to get through door two depending what comes out of it next. Door three is going to be interesting. The GSC can't survive the shear firepower on that flank but they can block the way with two waves of Neophyte bodies
Genestealers turn 3
The acolyte leader makes a dash for the LT on the right.
The neophytes move out of the corridor.
The Primus comes out to play and lines up the chaplain.
More Neophytes go into the corridor from door 3 armed with shotguns and all the special weapons left .
5 pure strains come out of door two looking to take on the characters.
The Primus opens the shooting with his needle pistol but the Chaplain:s armour hold firm.
The neophytes seismic cannon takes out two marines through struts of the platform hitting their legs. The rest just misses though.
The acolyte leader charges the LT. The Primus goes into the chaplain and Genestealers don't fluff their charge this time and hit the dread the Srgt and the Chaplain. The dread fires overwatch to no avail.
In the fight phase the Primus goes first and manages to score two wounds on the chaplain.
The Dreadnought interrupts 2CP but only manages to fell a single Genestealers after rolling 4 ones to wound. This does remove the stealer on Srgt F64.
The Genestealers in return smash 7 wounds on the dread leaving it in a lot of trouble.
The acolyte does two wounds to the LT who even though he tried really hard to fail his wound rolls gets one through to take it out.
Space Marine Turn 4
Nfnf
Victus 54 the Ironclad dreadnought stomps around the crates and rushes Door 2 blocking the entrance to further reinforcements with his bulk.
Sergeant F65 and the Venerable dreadnought A48 step back from the Genestealers as the Redemptor Delta 21 follows Victus around the crates and levels its rotatory Gatling cannons at the Xenos.
The Librarian and heavy intercessors manoeuvre forwards looking to get a better angle on the Genestealers from behind.
The Autorifle intercessors jump down off their platform and form up ready to charge through the corridor entrance and into the massed ranks hiding behind it blocking their way to Door 3.
The Aggressors move up over the burnt remains of their previous targets and prepare to clear the way for the intercessors.
The tactical squad move over to the closed door leading to the back of the corridor as Assault intercessors advance up to leap frog them into the corridor. If the Autorifle intercessors fail to get the job done this turn the Astartes chainswords can fall onto the next turn without mercy.
The Librarian takes down another genestealer and the Heavy intercessors deal the knockout blow from their bolters.
The flamestorm gauntlets once again end the neophytes dreams of seeing the star children liberate them from their hated oppressors. Those autobolters that can see fire at the neophytes holding the door andtake down a few more. It will be a 6 inch charge.
The intercessors pile in behind their shots. The Neophtyes try an overwatch but only do a wound as their heavy weapons fail to strike.
With the charge bonus extra AP from the Assault doctrine and their belief in the Emperor the Neophtyes are cleared away.
The Hanger is taken! The fight back against the xenos has begun.
Aftermath.
The space marines have achieved victory and casualties are surprisingly light. The Redemptor and Venerable Dreadnought are extremely dented after all those close calls. F65's ten man squad is down to five after having spearheaded the attack and the company champion is covered in bandages.
The chaplain is also looking a bit bashful after a shocker of a game. Missing his chance to hero the Genestealers and the Primus was a bad day. Only the venerable dreadnought "stepping" in front of those attacks saved his behind.
All the Dreadnoughts took heavy damage and were lucky to come out