Monday, March 10, 2025

Shadow War on Fort Sparcos escalates

By 03.025M42, Fort Sparcos, a once-formidable Chaos stronghold, had become a battleground of multiple factions, each vying for dominance in the increasingly unstable region. Federal special forces, primarily composed of elite League of Votann Hearthkyn, had refused to abandon their efforts to infiltrate the fortress. Their repeated incursions had kept Chaos forces on the defensive, but their latest assault was met with a dire revelation—the Death Guard, who had been struggling to hold the fort, had accidentally awakened a Necron tomb buried beneath the installation.

A Chaotic Warzone

As the Necrons emerged, the situation deteriorated further when a force of Black Templars arrived, their presence linked to General Van Dorn’s wider operations in the Zadoc subsector. Sent to reconnoitre the system and assess enemy strength, the Templars instead found themselves drawn into a brutal four-way battle.

The fighting inside Fort Sparcos was fierce and unrelenting. The Necrons, despite being outnumbered, weathered the combined assault of both the Black Templars and the Death Guard, proving their resilience and cutting down scores of warriors from both factions. The Death Guard, unwilling to relinquish their hold over the fort, committed their corrupted Astartes to the slaughter, while the Templars, undaunted, sought to purge both xenos and traitors alike.

Curiously, the Votann forces remained largely unscathed, despite being active participants in the battle. Whether this was due to sheer luck, advanced tactical manoeuvres, or something else entirely remains a mystery, but their effectiveness in direct combat was questionable at best. They failed to make significant gains, though they did manage to carve out a small foothold within the fortress.

A Pyrrhic Victory for Chaos

When the battle finally subsided, Chaos had emerged as the nominal victor. The Death Guard, despite suffering substantial casualties, had managed to reassert control over key sections of the Labyrinthine complex. The Necrons and the Votann retained isolated bridgeheads within the fortress, but neither faction had managed to dislodge the Chaos forces entirely.

The Black Templars, despite their zealous assault, were ultimately forced to retreat, unable to establish a foothold against the overwhelming tide of enemies. Their withdrawal marked a significant setback for Imperial operations in the region, as Van Dorn’s strategy for the Zadoc subsector now faced a growing and unpredictable threat at Fort Sparcos.

For now, Chaos remained in control, but Fort Sparcos was no longer the secure bastion it once was. With Necron, Votann, and even Ork warbands contesting sections of the installation, it seemed inevitable that the fortress would continue to be a battleground for some time to come.

Tau Base on Garmenes lost

At the beginning of 03.025M42, the Tau colony world of Garmenes came under a sudden and overwhelming assault from Hive Fleet Poseidon, a massive Tyranid splinter fleet that surged through the void with terrifying speed. The Tau defenders, already stretched thin due to ongoing conflicts in the Rifts of Hecate, were caught completely off guard. Within days, their defensive lines began to collapse under the sheer weight of the swarm, as Poseidon’s bioforms relentlessly pushed them back from their strongholds and shattered their once-secure bastions.

As the Tau fought desperately to stem the tide of Tyranid monstrosities, a new threat emerged—the Emperor’s Children. The traitorous warriors of Slaanesh, ever drawn to excess and opportunity, descended upon the war-ravaged world, not to defend it, but to loot and sow further destruction. They raided Tau bases, stealing technology, weaponry, and valuable resources, while slaughtering both the defenders and any surviving civilians.

With the Tau forces already struggling to hold back the Tyranids, the sudden appearance of the Chaos warbands turned an already dire situation into a total catastrophe. Unable to counter two relentless enemies at once, the Tau lines crumbled, and their retreat quickly turned into a panicked evacuation.

By 1203.025M42, any Tau who could escape had already fled, abandoning Garmenes to its fate. The Emperor’s Children withdrew as well, having taken all they could from the shattered Tau infrastructure. With no meaningful resistance left, the Tyranids began the inevitable process of consuming the world, stripping it of all organic matter to fuel the hive fleet’s continued advance.

The fall of Garmenes marked the complete collapse of the Tau expedition into the Rifts of Hecate. What had once been an ambitious expansion effort had now turned into a desperate retreat. The remnants of the surviving Tau forces fled back towards Echo Reach, carrying with them a dire warning—the Hadron Expansion Sphere itself could now be in grave danger. 

Hylas: Benger reclaimed by the Imperium

By 03.025M42, the Imperium’s counteroffensive on Hylas had gained significant momentum under General Van Dorn, pushing the Tau-Federal alliance back towards their original landing zones. The battle for the city of Benger became a critical engagement in this campaign, as Imperial forces sought to break the Alliance’s hold over their last strategic bastions.

At the forefront of the Imperial advance was the Angels of Vengeance, a successor chapter of the Dark Angels, who launched a ferocious assault on the city against the well-prepared Tau defenders under Commander Sla’uta. The Tau’s advanced firepower and defensive fortifications inflicted grievous losses on the Astartes, with entire squads cut down before reaching their objectives.

Despite these losses, the Angels of Vengeance fought with relentless fury, determined to break the Tau resistance. Close-quarters combat within the ruins of Benger turned into a bloodbath, with the Astartes forcing their way through Tau defensive lines at crippling cost. The losses among the Angels of Vengeance were severe, including the deaths of both their Chapter Master and their Chaplain, struck down by precision railgun fire and pulse bombardments.

However, the Tau also paid a steep price. Their commander, Sla’uta, was slain in the fighting, and a Stormsurge battlesuit, a key component of the city’s defence, was destroyed. With their leadership crippled and their lines collapsing, the Tau and their Federal allies were forced into a full retreat, abandoning Benger to the advancing Imperial forces.

By 1003_025M42, General Van Dorn had nearly cleared the Tau-Federal invasion from Hylas. With the loss of Benger, the alliance forces were now pushed back to their original landing zones, where their situation had become increasingly precarious. The Imperium now held the strategic upper hand, surrounding the city and cutting off supply lines, making the final collapse of the Tau position on Hylas inevitable.

Despite suffering horrific casualties, the Imperial victory at Benger marked the beginning of the end for the Tau incursion. Whether the Alliance could muster a final counterattack or would be forced to evacuate entirely remained to be seen, but one thing was clear—the Imperium had turned the tide on Hylas.

Friday, March 07, 2025

Rifts of Hecate: Current Situation


Tyranids land on Calthingum

By 03.025M42, the war-torn world of Calthingum became the latest battlefield to fall to the insatiable hunger of the Tyranids. While Chaos had long held sway over the system, bolstered by the nearby Daemon World of Fecus Major, the arrival of the xenos swarm proved to be a disaster for the Emperor’s Children, who found themselves utterly unprepared for the ferocity and speed of the attack.

The Tyranid invasion came without warning, descending upon Calthingum in a storm of chitin and claw. The Emperor’s Children, entrenched in their pleasure-warped fortresses, had been expecting raids from the Orks or the forces of the Imperium, but the arrival of the Hive Fleet caught them completely off guard.

Before the traitor marines could even properly marshal a defence, the Tyranids closed the distance with terrifying speed, overwhelming gun emplacements, Chaos warbands, and defensive redoubts in a matter of hours. The Emperor’s Children, masters of excess and ranged slaughter, were wholly unprepared for a war where their enemies refused to give them space to fight.

In the ensuing battle, the Tyranids tore through the Chaos lines with relentless fury. The close-quarters combat favoured the xenos, whose monstrous creatures and swarming gaunts ripped apart traitor Astartes before they could react. The decadent warriors of Slaanesh, typically reveling in drawn-out, sadistic battles, were instead subjected to a swift and brutal massacre. As hive beasts and warrior forms shredded the corrupted marines limb from limb, the Emperor’s Children quickly realised that no amount of excess-fuelled pleasure in battle could counter the raw biological efficiency of the Hive Mind.

With their forces in disarray and no time to mount an effective counterattack, the Emperor’s Children were forced to retreat, abandoning vast sections of their once-fortified world. By the beginning of 03.025M42, the defensive infrastructure of Calthingum lay in ruins, and the remnants of the Chaos forces were scattered and broken.

Though the Daemon World of Fecus Major still loomed nearby, it was clear that Calthingum had already been lost. Unless Chaos could muster a decisive intervention, the Tyranids would soon consume the planet entirely, adding yet another world to the ever-growing biomass of the Hive 

Drukhari Raids Sow Chaos in the Hadron Expanse

By 025M42, the war-torn Hadron Expanse had become a chaotic battleground where multiple factions vied for dominance. The forces of Chaos, the Orks, the Tyranids, and the Tau were all locked in bitter struggles across the region. Yet even as these factions clashed, another player emerged from the shadows to exploit the turmoil — the Drukhari.

The Kabalite warlords of Commorragh had long viewed the Expanse as a hunting ground, preying upon weakened forces and vulnerable outposts for slaves, resources, and sheer sport. Their latest raids struck with brutal precision, sowing further discord among the already embattled forces.

The Sacking of Calthingum
The first major raid struck the Chaos-held world of Calthingum, where the Emperor’s Children were engaged in a desperate struggle against an ever-growing Ork WAAAGH! and the relentless tide of the Tyranid hive fleets. The Drukhari, striking with lightning speed and lethal efficiency, launched a devastating outflanking assault, catching the Emperor’s Children off guard as they attempted to hold back the xenos hordes.

With their superior speed and advanced weaponry, the Drukhari decimated the Chaos forces, slaughtering warbands in precision strikes before withdrawing into the void with captives and plunder. The raid left the Emperor’s Children reeling, their defences shattered at a crucial moment, allowing both Orks and Tyranids to overrun key positions.

The Devastation of Garmenes
Meanwhile, the Tau war effort on Garmenes was already strained as they fought desperately to hold the line against the Tyranid swarms. The arrival of the Drukhari only made matters worse. The Dark Eldar struck at the Tau command infrastructure, crippling their ability to coordinate their defensive operations. Key supply depots, communication hubs, and shield generators were obliterated in a series of rapid hit-and-run assaults.

With their defensive networks in disarray, the Tau forces were left vulnerable to the encroaching Tyranids, whose relentless advance now seemed all but unstoppable.

The Mystery of the Drukhari’s Intentions
As the aftermath of these raids unfolded, Imperial, Tau and Chaos strategists alike began to ask an unsettling question: why were the Drukhari effectively aiding the Tyranids?

While the Dark Eldar cared little for the fate of other factions, their actions appeared to be deliberately weakening the strongest opposition to the Hive Fleets. Some speculated, however implausibly, that certain Kabals had struck hidden bargains with the Tyranids, offering easy victories in exchange for a steady supply of captives. Others theorised that the Drukhari simply saw the Hadron Expanse as an abundant hunting ground, and the collapse of structured resistance only made their raids easier.

Regardless of their motives, one thing was certain—the Rifts of Hecate and the wider Hadron Expanse remained prime hunting territory for the raiders of Commorragh. With so many forces already locked in brutal, grinding wars, the Drukhari would continue to strike from the shadows, taking what they pleased and vanishing before any meaningful counterattack could be mustered.

Malkaor’s Offensive: The Purging of Chaos on Zadoc

By 02.025M42, the Tau war effort in the Zadoc subsector was experiencing increasing strain. The Imperial resurgence, led by General Van Dorn, and the unexpected durability of the Chaos warbands on Zadoc itself had stalled the Tau-Federal Expansion Sphere. In response to these setbacks, the Ethereal High Command dispatched Commander Malkaor, a renowned strategist and master of rapid warfare, to Zadoc to restore momentum to the campaign.

Upon his arrival, Malkaor wasted no time in assessing the situation. While the Tau still held their bridgehead on the planet, their position was tenuous. The forces of Chaos, though fractured, were well-entrenched and threatened to turn the conflict into a prolonged attritional war. Malkaor rejected stagnation, opting instead for a decisive and fast-moving offensive, aimed at sweeping Chaos from the region in a single, devastating strike.

Malkaor’s forces struck south from the Tau stronghold at Chettalo, executing a meticulously planned Mont’ka (Killing Blow) manoeuvre. The Chaos warbands, still overconfident from their recent engagements, were caught completely off guard by the sheer speed and precision of the attack.

The Tau assault was spearheaded by mechanised Hunter Cadres, supported by Hammerhead gunships, Crisis Battlesuits, and a devastating barrage of artillery and air support. The cultist hordes and traitor militia were annihilated in the opening moments of the battle, their poorly organised defences obliterated under pinpoint railgun fire and withering pulse barrages. The more elite Chaos warbands, including a strong force of traitor Astartes, attempted to regroup, but Malkaor’s fluid battlefield command ensured that no Chaos force was allowed to consolidate its position.

With their forces in complete disarray, the Chaos armies collapsed, suffering catastrophic losses. The Tau advanced rapidly, sweeping southward and capturing key cities in quick succession. Within days, the strategic settlements of Antolovi and Guion had fallen, and Tau forces stood poised to claim the entirety of the southern continent.

The battle had been a masterclass in Tau warfare, demonstrating the effectiveness of speed, precision, and overwhelming firepower against an enemy reliant on brute strength and attrition. Commander Malkaor’s victory shattered the Chaos presence on Zadoc, solidifying the Tau foothold and allowing the Federacy to redirect resources elsewhere.

However, while the forces of Chaos had been broken, the Imperium remained entrenched. With the Dark Angels continuing their guerrilla war on New Cerberex, and Van Dorn’s offensive gaining traction, Malkaor’s success, though significant, was only one part of a far greater war, a war that was still far from over.

The Battle of the Harian Mesa: Securing the Imperial Corridor

As the Mordecai campaign entered 025M42, General Kutuzov sought to eliminate a persistent Chaos salient that threatened the cohesion of Imperial positions between Menoria Hive and Westosa Hive. The Death Guard, entrenched within the harsh and treacherous Harian Mesa, had been using the region as a staging ground for raids and counterattacks, disrupting Imperial supply lines and preventing a secure link between the two key hive cities. Kutuzov's objective was clear; drive the traitors from the mesa and establish an unbroken Imperial stronghold.

The offensive was launched with multiple regiments of Astra Militarum, primarily composed of mechanised infantry and heavy armour units. However, the nature of the Harian Mesa—a rugged expanse of crumbling ridges, rocky canyons, and deep dust traps, made large-scale mechanised movement slow and arduous. The Death Guard, well-adapted to prolonged attritional warfare, took full advantage of the environment, using ambush tactics, entrenched fortifications, and chemical bombardments to grind down the advancing Imperial forces.

The fighting was brutal. The Death Guards' resilience, combined with the Mesa’s difficult terrain, led to massive equipment losses on both sides. Tanks, transports, and artillery pieces were destroyed in droves, reduced to smouldering wrecks by precision fire, airborne plagues, or simply breaking down in the harsh landscape. The Imperial Guard, however, maintained their greatest advantage; sheer numbers. Where the Death Guard relied on heavily armed and armoured formations, the Imperium could replace its losses far more effectively, with wave after wave of infantry pushing forward despite horrific casualties.

While the Death Guard defenders inflicted staggering losses, the Imperial war machine proved inexhaustible. The sheer volume of infantry assaults, combined with constant artillery bombardments, eventually overwhelmed the Chaos forces, forcing them into a disorderly retreat. With their vehicles destroyed and their fortified positions overrun, the Plague Marines were unable to hold their ground, and Imperial forces systematically cleared the mesa, securing vital high ground and pushing Chaos remnants into the surrounding wastes.

By the end of the battle, the Harian Mesa had been fully taken, eliminating the Chaos salient that had so long threatened the Imperial corridor. At last, Menoria Hive and Westosa Hive were securely joined, forming a continuous and defensible Imperial sector in the heart of Mordecai Primaris.

With the Harian Mesa pacified, General Kutuzov and Imperial High Command were left with a difficult strategic choice. While their sector was now secure, it was surrounded on all sides by the hostile wastelands of Mordecai, with any further advance requiring long and vulnerable supply lines. The remaining Chaos strongholds - particularly the remaining hive cities of the planet - stood deep in the deserts, meaning any future offensive would be costly and logistically complex.

For now, the Imperium had secured a key victory, but the war on Mordecai was far from over. The next decision could determine the fate of the entire campaign.

The Battle for Fort Sparcos: A Shadow War Bloodbath

As the shadow war of 025M42 raged across the Aleph Sector, the contested fortress of Fort Sparcos became the site of a brutal three-way engagement between the Leagues of Votann, the Ork Kommandos, and the Chaos-aligned defenders. Once a formidable Imperial bastion, Fort Sparcos had long since fallen into Chaos control, its walls now defended by cultist forces entrenched deep within the fort’s labyrinthine corridors and crumbling battlements. However, as war engulfed the sector, multiple factions sought to seize the stronghold for themselves, recognising its strategic value.

The Leagues of Votann, determined to secure a foothold on the world, deployed elite Hearthkyn warriors into the ruins of the fortress, their armoured columns pushing through enemy resistance with methodical precision. However, their incursion was unexpectedly disrupted by the arrival of a massive Ork force, led not by a traditional warband, but by an elite Kommando strike force. The greenskins, far from the reckless, brutish warriors often associated with their kind, had instead deployed in small, highly disciplined units, moving through the shadows with uncharacteristic stealth.

As the Orks infiltrated the fortress, their advance threw both the Votann and the Chaos defenders into disarray. The cultist forces, already struggling to maintain control, were overwhelmed by the sudden Ork assault, their lines breaking under the pressure. While the Hearthkyn warriors continued their push deeper into the stronghold, they soon found themselves caught between Chaos resistance and the ever-growing Ork incursion, forcing them into a desperate defensive battle to hold their position.

What followed was an absolute bloodbath, as operatives from all three factions engaged in a brutal close-quarters struggle within the ruined corridors of Fort Sparcos. The Votann warriors, disciplined and unwavering, fought fiercely but were gradually forced back, unable to establish a stable foothold amidst the constant fighting. Meanwhile, the Chaos cultists, already suffering heavy losses, found themselves pushed into retreat, their once-secure fortress slipping from their grasp as the Orks advanced.

The decisive moment came as the Ork Kommandos, employing unorthodox tactics and sheer tenacity, began a slow but unstoppable infiltration of the fortress’s most vital positions. Where other Orks might have charged headlong into battle, the Kommandos moved unseen, eliminating key defenders with silent takedowns before launching a final overwhelming assault. Their relentless stealth tactics and precise ambushes proved devastating, slowly choking the remaining resistance out of the fortress.

By the time the battle had ended, Fort Sparcos was firmly in Ork hands. The Chaos cultists had been driven out, their forces shattered, while the Votann warriors, recognising the futility of further conflict, had no choice but to withdraw. Despite their heavy losses, the Kommandos had secured their prize, demonstrating that even among the greenskins, there were those who relied on cunning as much as brute strength.

The fate of Fort Sparcos was now uncertain. While it remained under Ork control, whether the wider Waaagh! would take interest in it, or if the Votann or Chaos forces would attempt to reclaim it, was yet to be seen. However, for now, the Kommandos had proven that the shadow war of the Aleph Sector was theirs to fight—and win.

Monday, February 10, 2025

Special Operations in the Aleph Sector: 01.025M42

While the major warzones of the Aleph Sector remained embroiled in large-scale conflicts, the shadow war of special operations and clandestine engagements continued unabated into 025M42. Across multiple contested worlds, elite forces from various factions vied for control in brutal, close-quarters skirmishes that often proved as decisive as the grand campaigns raging elsewhere.


On Gamador, the Necrons launched a series of infiltration operations aimed at disrupting the T’au foothold on the world. Their silent advance into the depths of the Hasmakep Tomb Complex went largely undetected at first, until T’au forces encountered sudden disruptions in their supply chains and communications networks, indicative of a hidden enemy operating within the tunnels beneath them.

Recognising the deadly underground threat, the T’au called upon their Votann allies, the Kin of the Leagues of Votann, to assist in the ensuing vicious tunnel warfare. The Hearthkyn warriors, hardened by centuries of subterranean conflict, fought with determination, deploying advanced scanning technology and methodical fire discipline to counter the Necron infiltration teams.

However, the Necrons' advance proved difficult to halt. Their superior knowledge of the tomb complex, combined with their reanimation protocols, allowed them to overwhelm the Votann forces in several key areas. By the end of the campaign, the Necrons had successfully driven the Votann from critical sections of Hasmakep, weakening the T’au-Federal grip on the planet and threatening their strategic positions.

Meanwhile, on Hylas Reach, the Federacy found itself engaged in an intense battle against Ork Kommandos, who had infiltrated the station’s interior and begun raiding vital installations. As expected, the arrival of Votann Hearthkyn warriors had only increased the Orks’ interest in the station, as the brutal xenos relished the chance to test themselves against these stubborn and well-armed warriors.

The Votann kill teams, unwilling to tolerate the Ork menace, launched a ruthless clearance operation. Fighting room by room, they methodically pushed the Kommandos back, but the greenskins proved tenacious, forcing every engagement to the death. Despite their disciplined assault, the Hearthkyn found themselves in need of additional firepower to secure the final sections of the station.

At a crucial moment, Kroot Mercenaries arrived to reinforce the Votann effort, proving invaluable in the close-quarters combat against the Ork infiltrators. In one pivotal confrontation, a Kroot pistolier, renowned for his lightning-fast reflexes, executed a quick-draw kill, neutralising a key Ork leader just in time to secure a vital control terminal. This moment allowed the Federacy forces to lock out the remaining Ork Kommandos, effectively sealing off the key sectors of Hylas Reach from further greenskin incursions. With the station firmly under Alliance control, the Federacy had won an important victory in the shadow war of the Aleph Sector, ensuring Hylas Reach would serve as a critical staging ground for future operations.

While the larger wars in the Perseus Deeps, Hadron Expanse, and Zadoc Subsector continued to dominate military strategy, these small-scale but significant battles shaped the strategic landscape in ways few outside the elite circles of command could fully appreciate. Whether it was the Necrons chipping away at the T’au foothold on Gamador, or the Votann and Kroot working together to secure Hylas Reach, the shadow war of special operations remained a decisive theatre of conflict in 025M42.

New Cerberex: Dark Angels continue breakout

By early 025M42, the once dominant position of the T’au Empire in the Mabb Nebula had begun to unravel. Just a year prior, the T’au had been poised to establish a Zadoc Expansion Sphere, having secured New Cerberex, launched an invasion of Hylas, and maintained a tense but stable front against Chaos on Zadoc itself. However, as the war expanded across the Zadoc Subsector, it became clear that the T’au and their Federal allies were overextended.

While the T’au had defeated the Imperial fleet and enforced a blockade within the Mabb Nebula their grip on the subsector was not absolute. Astartes fleets, refusing to engage in pitched battles, continued to operate freely, slipping past T’au naval patrols to deploy reinforcements and supplies. The T’au and their allies simply lacked the naval coverage to maintain control over three major war zones simultaneously—the Perseus Deeps, the Hadron Expanse, and the Zadoc Subsector. Seizing upon this weakness, General Van Dorn, now commanding the Imperial war effort in the Zadoc subsector, exploited the overstretched enemy. His offensive on Hylas forced the T’au-Federal alliance to divert precious resources, further weakening their defensive hold over New Cerberex.

Despite the T’au’s claim of having secured New Cerberex, they had never eliminated the Dark Angels or breached their fortress monastery on Mount Bone. Recognising the fragility of the T’au position, the Dark Angels Chapter launched a devastating assault in 01.025M42, striking from their stronghold on Deathwing Ridge. With speed and precision, the Astartes descended upon T’au defensive positions at Vincennes and Albert, their rapid-strike doctrine overwhelming the surprised defenders. The T’au attempted a counter-offensive, but their forces were soon bottled up in Albert, unable to manoeuvre effectively against the fast-moving Space Marine formations. With their defences shattered, the T’au were unable to prevent the fall of Vincennes, a vital settlement that cut their forces in two.

Despite this setback, the T’au still controlled the key strategic locations on New Cerberex, including New Feducia, New Grasx, and the spaceport, but the notion that the world had been fully integrated into the T’au Empire was crumbling. The Dark Angels’ lightning assault proved that the Imperium could still contest the world, and the illusion of T’au security was shattered. Now, the T’au-Federal alliance found itself fighting on two major fronts in the Zadoc subsector—against Van Dorn’s renewed offensive on Hylas and the Dark Angels’ resurgence on New Cerberex. With the war effort stretching their resources thin, the T’au’s grand ambitions in the Zadoc Expansion Sphere were beginning to collapse under Imperial pressure.

Mordecai: The Battle for south east Westosa

As 025.M42 dawned, the war for Mordecai Primaris remained a brutal and attritional struggle, with the Imperial Guard working tirelessly to secure key positions in the ongoing campaign against the forces of Chaos. After weeks of consolidation, the Imperium had successfully established a critical supply corridor between Menoria and Westosa, a lifeline that allowed General Kutuzov’s forces to stabilise their southern front. However, a significant Death Guard formation still lurked on the outskirts of Westosa, posing a severe threat to the Imperial flank.

Recognising the need for decisive action, the Hammers of the Emperor—a Primaris Adeptus Astartes Chapter—launched an offensive to eradicate the entrenched Death Guard elements and ensure the security of the Imperial advance.

The Hammers of the Emperor initiated their attack with characteristic speed and aggression, deploying armoured transports to rapidly close the distance with the enemy. Understanding the dangers of prolonged engagement against the Death Guard’s infamous resilience, the Chapter sought to use shock and momentum to overwhelm the traitors before they could fully react.

Upon reaching the outer defences, however, the Loyalist Astartes quickly discovered that their foe was more entrenched than expected. The Death Guard, their corrupted power armour bloated with the blessings of Nurgle, absorbed tremendous punishment and fought with unrelenting tenacity. Even under sustained bolter fire and the devastating impact of Primaris bladework, the Plague Marines refused to yield easily.

The battle descended into gruesome, close-quarters combat, with Loyalist and Traitor Astartes clashing amid the ruins of Westosa’s outer districts. The stench of decay and corruption filled the air as the Hammers of the Emperor fought through toxic clouds unleashed by their foe, cutting down diseased monstrosities in relentless waves. Yet for every Death Guard warrior felled, another fought on, seemingly immune to pain or fatigue.

Despite the difficulty of the engagement, the Primaris Marines methodically pushed the traitors back, securing key fortifications and clearing large sections of the battlefield. However, their advance stalled when they encountered the Death Guard Terminators, led by a Chaos Lord of Nurgle. These elite warriors, heavily armoured and wreathed in foul warp energies, proved nearly impervious to conventional weaponry, shrugging off bolter fire and even sustained plasma barrages.

Realising that continuing the engagement risked unacceptable casualties, the Hammers of the Emperor consolidated their gains and withdrew to more defensible positions. The Death Guard Terminators and their Chaos Lord remained undefeated, holding onto a portion of the battlefield just south of the Harian Mesa, but the main body of the traitor force had been obliterated.

While not an overwhelming victory, the engagement successfully removed the immediate Death Guard threat from Westosa’s outskirts, securing the Imperial southern flank and allowing General Kutuzov to refocus his offensive as 025.M42 began. The war for Mordecai Primaris continued, but the Imperium had struck another blow in its long and bloody struggle to reclaim the world from Chaos.

Saturday, December 14, 2024

Special operations lead to four way clash on Sulidaan

Sulidaan, a desolate and uninhabited world, had remained shrouded in mystery since its initial cataloguing in M36 by an Adeptus Mechanicus explorator fleet. Identified as a dead world with xenos ruins of indeterminate origin, it was long ignored by the Imperium. In the tumultuous 41st Millennium, however, the ruins were confirmed to belong to the Necron Harakhty Dynasty, which stirred to life during their awakening. Sulidaan became a dormant but significant waypoint in the broader conflict for dominance in the Perseus Deeps.

In 024.M42, General Veers spearheaded a massive Imperial Crusade to secure the left flank of the Imperial advance into the Perseus Deeps. The campaign targeted three key worlds: Enaloth, Gamordal, and Sulidaan, with the goal of solidifying control over vital warp routes. While the initial conquest of Enaloth was swift, the campaign faltered amidst protracted battles on Gamordal, forcing Veers to redirect his attention.

Deeming Sulidaan a potential threat and needing critical intelligence, Veers dispatched scouting forces from the Aleph Wardens Regiment. These seasoned guardsmen were tasked with investigating the Necron site known as the Obelisk of the Silent Veil, a towering and ominous structure that dominated the planet's surface.

The Aleph Wardens landed near the Obelisk and found Sulidaan's surface eerily quiet, with no sign of active Necron forces. Their cautious advance into the tomb complex, however, quickly revealed Sulidaan's deadly secrets. Deep within the catacombs, the Imperial kill team encountered unexpected resistance: the Death Guard, foul agents of Nurgle, had also come to Sulidaan, drawn by the promise of untapped Necron technology and ancient power. As the two factions manoeuvred through the ancient corridors, their clash triggered a response from the tomb's dormant defenders. The Necrons awakened swiftly, dispatching their Canoptek constructs and Immortals to purge all trespassers. The Death Guard, though formidable, were almost entirely annihilated by the Necron onslaught, their bloated forms no match for the unrelenting firepower of the tomb's defences.

Just as the Aleph Wardens prepared to engage the Necrons, the situation grew even more perilous. A troupe of Aeldari Harlequins emerged from the shadows, their arrival as sudden as it was theatrical. Their motives were clear: to prevent any faction—Imperial, Necron, or Chaos—from exploiting the tomb's secrets. Despite their agility and esoteric weaponry, the Harlequins struggled against the combined might of the Necron defenders, the scattered remnants of the Death Guard, and the disciplined firepower of the Imperial agents. Recognising their disadvantage, the Harlequins retreated, leaving the remaining combatants to face the Necron tomb's automated defences alone.

With the Harlequins gone and the Death Guard eradicated, the Aleph Wardens found themselves isolated against the Necron forces. Understanding the overwhelming strength of the tomb complex and having gathered sufficient intelligence, the squad commander made the prudent decision to retreat. The Imperium now had confirmation that Sulidaan remained a formidable Necron bastion, its defences unbroken and its tomb world ready to respond to any perceived threat.

The events on Sulidaan revealed much about the world’s strategic significance. Not only did the Necron Harakhty Dynasty maintain a stronghold here, but the presence of the Death Guard suggested that Chaos forces were also probing the region for opportunities to exploit. The intervention of the Harlequins, while ultimately ineffective, underscored the galaxy-spanning ramifications of Sulidaan’s ancient secrets.

For General Veers, the skirmish served as a disappointing reminder of the challenges facing the Crusade. Sulidaan remained firmly under Necron control, its tomb complex bristling with defences, and the forces of Chaos and the Aeldari posed additional threats to any future Imperial attempts to claim the world. The battle for the Perseus Deeps was far from over, and Sulidaan stood as a silent testament to the dangers lurking in the shadows of the ancient galaxy.

Mordecai Primaris: Imperial sectors reunited again

The gruelling war for Mordecai Primaris saw no respite in late 12.024M42, as the Imperium sought to consolidate its fragmented holdings on the beleaguered world. After a series of costly setbacks, whispers of discontent grew louder within Imperial Command, with some questioning the strategy of General Kutuzov, the commander overseeing the campaign. Despite the criticism, Kutuzov remained steadfast in his vision: the hive cities of Westosa and Menoria must be united.

Kutuzov understood that securing the territory between the two hives was essential for creating a consolidated bridgehead. This would provide the Imperium with a stronghold from which to launch further offensives into Chaos-held territory. The reunification of Westosa and Menoria would be symbolic of Imperial resilience and a practical step toward reclaiming Mordecai Primaris.

Determined to execute his plan, Kutuzov committed his Questoris Knights to the offensive. These colossal war machines, assigned to his forces by the Adeptus Mechanicus, proved instrumental in the next phase of the campaign. The Knights advanced across the plains between Westosa and Menoria, targeting entrenched Word Bearers positions and their heretical warbands.

The flat terrain proved advantageous to the Imperial Knights, whose firepower and close combat capabilities devastated the Chaos defenders. The Word Bearers, despite their fanatical resistance, were unable to stand against the combined might of the Knights' relentless assaults and the supporting firepower of Kutuzov's ground forces. The battle culminated in a rout, with Chaos forces retreating in disarray, leaving the Imperium in control of the critical region.

By the end of 12.024M42, Kutuzov had achieved his immediate goal. For the third time in the campaign, the Imperium held the land between Westosa and Menoria, reuniting the two hive cities and establishing a unified sector of Imperial control. The success bolstered morale among the beleaguered Imperial defenders and silenced some of Kutuzov’s detractors—at least temporarily.

However, the victory was tempered by the harsh realities of war on Mordecai Primaris. The tenuous gains could only be sustained if the Imperium managed to fortify the newly reclaimed lands and repel inevitable Chaos counterattacks. The Word Bearers, driven by their unholy devotion to the Ruinous Powers, had proven time and again their ability to regroup and strike back with devastating force.

As the year drew to a close, the Imperium stood at a crossroads on Mordecai Primaris. The reconnection of Westosa and Menoria was a significant achievement, but it remained to be seen whether Kutuzov’s forces could capitalise on this hard-fought victory or if the war would once again descend into stalemate and attrition. For now, the bridgehead stood firm, a fragile bulwark of hope in a world steeped in Chaos.

Gamordal: Another setback for Veers

In the 42nd Millennium, Gamador had been identified by General Veers’ Crusade as a vital target in the Imperium's campaign to reclaim the Perseus Deeps. The planet’s position on key warp routes, coupled with its ancient infrastructure, made it an essential foothold in the region. However, despite the allocation of immense strategic resources, the campaign faltered. The Imperial Guard, alongside Adeptus Mechanicus cohorts, found themselves mired in an unyielding conflict against an implacable Necron foe.

By late 024.M42, the situation for the Imperium had grown increasingly dire. The capital city of Gamador, a once-thriving metropolis now reduced to a hollowed ruin, had been reached by Veer's crusade in 011.024M42. Its towering spires were repurposed for defensive emplacements, and its streets were fortified with trenchworks and barricades. Yet beneath the city’s foundations, the ancient Necron tomb complex stirred with malevolent purpose.

In 12.024.M42, the Necrons launched a devastating counteroffensive. Led by a coalition of Overlords and Crypteks, the Necron assault overwhelmed Imperial positions with precision and overwhelming firepower. Monolithic constructs and phalanxes of Immortals advanced relentlessly, supported by Canoptek constructs that scoured the ruins of Imperial resistance.

Recognising the severity of the situation, the Imperium called upon the Adeptus Custodes, deploying a detachment of the Emperor’s golden warriors to spearhead the defence of the city. Their arrival reinvigorated the beleaguered defenders, and for a time, the Custodes held back the Necron tide through their unmatched martial skill and unshakable resolve. Yet the sheer weight of Necron forces proved insurmountable.

The Custodes and their allies were subjected to withering fire from gauss weaponry and the inexorable advance of Necron war machines. Their sacrifices allowed for an orderly retreat of key Imperial forces, but it was clear that the city could no longer be held.

By the end of 024.M42, the capital city was firmly back in Necron hands. The loss marked a humiliating blow for Veers’ Crusade and a grim reminder of the Necron dynasty’s unyielding strength. The tomb world of Gamador remained a bastion of Necron dominance, its surface once again returned to their cold and unyielding control.

The failure to retake Gamador quickly underscored the immense challenge of fighting the Necrons: an enemy immune to fear, tireless in war, and unrelenting in their quest to reclaim their ancient empire. For the Imperium, the defeat was a bitter reminder of the cost of underestimating such a foe, and the sacrifices of the Custodes and countless guardsmen would serve as a sombre footnote in the history of this relentless campaign

Zadoc: World Eaters lead the charge

After over a year of stalemate, the war on Zadoc was reignited in 12.024M42 with a devastating Chaos offensive led by the Word Bearers and their newly arrived allies, the World Eaters. The Tau occupation of the planet, part of their broader expansion efforts, had stalled in 024M42 due to severe resource constraints. The Tau-Federacy alliance, stretched thin by simultaneous campaigns in the Mabb Nebula and the Hadron Expanse, was unable to sustain the logistical and military demands required to maintain their foothold on Zadoc.

In the Tau High Command, disagreements over the prioritisation of their Fourth and Fifth Sphere expansions created further delays. With resources diverted elsewhere, the campaign on Zadoc languished, leaving the planet in a tenuous stalemate throughout 024M42.

The arrival of the World Eaters in 01.012M42 dramatically altered the balance of power. Chaos forces on Zadoc, previously limited to scattered chaos warbands and local cultist militias, were reinvigorated by the World Eaters' ferocity and leadership. The offensive was spearheaded by a daemonic projection of Angron, the Daemon Primarch of the World Eaters, whose presence struck terror into the hearts of the Tau defenders. Angron's arrival was pivotal. The Storm Surges, which had previously dominated the battlefield and stymied Chaos advances, were no match for the Primarch's sheer power. Angron tore through their ranks, shattering key Tau defensive positions and leaving their forces in disarray.

The Chaos assault swept through Tau-held territory, reclaiming swathes of land for the Ruinous Powers. The Word Bearers, emboldened by Angron’s presence, capitalised on the momentum provided by the World Eaters. They rallied their cultist armies and deployed artillery to bombard Tau positions relentlessly. The offensive culminated in Chaos forces advancing perilously close to Chettalo, the largest Tau-controlled city on Zadoc. Though the momentum of the attack waned after Angron was banished back to the Warp, the Chaos artillery now had Chettalo’s suburbs within range, launching intermittent bombardments and further destabilizing the Tau hold on the planet.

The renewed Chaos offensive inflicted significant losses on the Tau and left their position on Zadoc increasingly precarious. However, with Angron no longer present, the Chaos forces lacked the cohesion and overwhelming power to press their advantage further. For the Tau-Federacy alliance, the setback on Zadoc was yet another symptom of their overextended resources and fractured strategic priorities. While the Tau retained control of Chettalo and several key strongholds, their inability to adequately reinforce their position left them vulnerable to further Chaos incursions.

Meanwhile, for the forces of Chaos, the offensive demonstrated the continued potency of the World Eaters, whose brutal tactics and daemonic leadership gave them a decisive edge in combat. The war on Zadoc, once stagnant, was now a furnace of blood and fire, threatening to spiral into even greater carnage as both sides scrambled to adapt to the changing tide.

Hylas: Van Dorn's Winter Offensive

In 12.024M42, General Van Dorn initiated a decisive winter offensive on Hylas in a bid to reclaim lost ground from the Tau and turn the tide of the conflict. Drawing on an unprecedented level of coordination among Imperial forces, Van Dorn assembled a formidable coalition of the Novgorod Guard, Questoris Knights, Dark Angels, and Grey Knights. This multifaceted operation aimed to dismantle the Tau’s grip on the region and deliver a crippling blow to their command structure.

The Diversionary Assault on New Cerberex
The operation began with a diversionary strike led by the Dark Angels. Stationed at their fortress-monastery on New Cerberex, the Dark Angels launched a ferocious assault into Tau positions, drawing significant xenos forces away from the primary Imperial effort on Hylas. This manoeuvre proved highly effective, forcing the Tau to divert resources and creating an opening for the main offensive.

The Assault on West Hallen
With Tau attention divided, the Questoris Knights and Novgorod Guard surged out from their prepared positions in the rugged terrain of West Hallen. The towering Questoris Knights laid down devastating firepower, dismantling Tau fortifications and neutralising defensive strongpoints with methodical precision.

Once the Tau positions were sufficiently degraded, the Novgorod Guard, bolstered by Hellhammer super-heavy tanks, advanced. Their armoured columns closed the gap, delivering a thunderous cavalry charge that smashed into the Tau lines. The charge overwhelmed key Tau units, including Broadsides and Crisis Suits, whose advanced weaponry and mobility were insufficient to stem the tide of Imperial armour and infantry.

Grey Knights Strike at the Heart
While the ground forces dominated the battlefield, the Grey Knights undertook a daring deep strike into the Tau rear echelon. Teleporting directly into the heart of Tau-controlled territory, the elite astartes sought to decapitate the xenos command structure.

Under the leadership of a Grey Knights Librarian, the strike force unleashed devastating psychic powers, annihilating the Tau high command and throwing their forces into disarray. Reports indicate that Inquisitorial agents accompanied the Grey Knights during this raid, though their precise role remains unclear. Their apparent lack of significant contribution has since raised questions within the Imperial hierarchy.

The Liberation of Desmond and Finlay
The coordinated attacks succeeded in reclaiming the cities of Desmond and Finlay, critical urban centres that had been under Tau control. The Tau, reeling from the loss of their command infrastructure and unable to regroup effectively, were forced to retreat to Benger, their final stronghold on Hylas.

Strategic Consequences
Van Dorn’s winter offensive was a resounding success, securing vital territory and delivering a severe blow to Tau forces on Hylas. The operation highlighted the effectiveness of Imperial unity and combined arms tactics, with each element of the coalition playing a crucial role in the victory.

However, the campaign also exposed lingering challenges. The Tau retained control of the orbital space lanes, preserving their strategic advantage in the wider conflict. Additionally, questions surrounding the role and efficacy of the Inquisition during the operation remain a point of contention among Imperial command.

Aftermath
By mid-12.024M42, the Imperium had regained the initiative on Hylas, with the Tau on the defensive and their forces confined to Benger. While the war was far from over, Van Dorn’s offensive marked a turning point, demonstrating that even in the face of advanced xenos technology, the Imperium’s resolve and coordinated might could achieve significant victories.

Wednesday, December 04, 2024

Tyranids rampage on Helos Majoris

In the wake of the Blood Angels’ defeat at the hands of Hive Fleet Poseidon, General Maximus was left with few options to contain the Tyranid threat on Helos Majoris. With elite forces depleted and reinforcements from Sector Command delayed, the general turned to the Novgorod Guard, a regiment known for its resilience and sheer weight of firepower.

Maximus’ plan was straightforward: use the big guns of the Novgorod to blunt the Tyranid advance and drive the xenos back into the hinterlands, buying time for reinforcements to arrive. However, the execution of this strategy revealed glaring weaknesses in the Imperial forces.

The Novgorod Deployment

The Novgorod regiments deployed to Helos Majoris were equipped with reserve stockpiles, including older-model Leman Russ tanks, aging Hydra flak tanks, and artillery pieces that, while functional, lacked the reliability and advanced targeting systems of newer equipment. Infantry were similarly hampered by aging lasguns and inadequate supplies, including ammunition and rations ill-suited for a protracted engagement against Tyranid hordes.

Despite these limitations, the Novgorod forces established fortified positions around key outposts, supported by heavy artillery batteries and tank formations. Initial engagements were promising, as volleys of coordinated fire cut down waves of smaller Tyranid bioforms, and the first xenos assaults were repelled with heavy losses to the enemy.

The Tyranid Counterattack

The tide turned when larger bioforms—including Carnifexes, Trygons, and Tyrannofexes—joined the fray. These monstrous creatures absorbed immense amounts of firepower while spearheading relentless charges against the Novgorod gunlines. The reserve equipment of the Guard, effective against infantry and lighter vehicles, proved inadequate against the durability and sheer strength of these Tyranid organisms.

The Imperial armoured units managed to hold for a time, their Leman Russ tanks destroying multiple bioforms with concentrated fire. However, as the Tyranids closed the distance, these tanks were overwhelmed by toxic sprays, acid projectiles, and living ammunition that bypassed their armour. Imperial artillery was silenced as bioforms breached the rear lines, while infantry positions were overrun by Hormagaunts and Genestealers.

The Collapse

The xenos advance was relentless, and Novgorod casualties mounted rapidly. At least one outlying base was completely destroyed by swarms of Tyranid bioforms, while another suffered critical damage, leaving it vulnerable to further attacks. Surviving units were forced into a disorganised retreat, abandoning artillery pieces and vehicles to the encroaching Tyranid swarm.

The Imperial Strategica, analysing the unfolding disaster, predicted that at the current rate of attrition, Helos Majoris would fall within three months. Without reinforcements, the planet’s vital bases and settlements would be consumed by the Hive Fleet, and the Imperium would lose a critical foothold in the Rifts of Hecate.

A Growing Crisis

The failure of the Novgorod counteroffensive marked a grim chapter in the defense of Helos Majoris. General Maximus, already under scrutiny for his handling of the Tyranid threat, now faced mounting pressure from Imperial High Command to produce results. The deployment of reserve forces, while necessary, underscored the logistical challenges and lack of preparedness facing the Imperium in the Eastern Fringe.

As Hive Fleet Poseidon continued its inexorable advance, it became clear that only a bold and innovative strategy—or a significant influx of reinforcements—could prevent the planet’s complete annihilation. Helos Majoris stood on the brink, its fate hanging precariously in the balance.

Grey Knights decapitate Tau command on Hylas

As 012.024M42 dawned, the Imperial forces on Hylas, under the command of General Van Dorn, were teetering on the brink. With the Tau Empire pressing their offensive and the Imperium struggling to maintain its foothold in East Hallen, the situation seemed increasingly dire. However, unexpected reinforcements arrived in the form of the Grey Knights, whose ongoing mission against the forces of Chaos in the Zadoc subsector had brought them near the embattled world.

Recognising the strategic importance of holding Hylas, the Grey Knights agreed to assist Van Dorn, albeit temporarily. Their intervention proved decisive in halting the Tau advance and buying the Imperium precious time to reorganize and reinforce their defensive lines.

A small but elite detachment of Grey Knights, equipped with their potent psychic abilities and sacred wargear, launched a lightning-fast raid deep into Tau-controlled territory. Their objective was clear: disrupt the Tau chain of command and eliminate critical assets, destabilizing the xenos offensive long enough for the Imperial forces to regroup.

The raid was executed with surgical precision. Guided by divination rites and combat telemetry, the Grey Knights bypassed Tau defenses, targeting key HQ units and advanced support platforms. Their psychic might and close combat prowess overwhelmed the Tau defenders, who struggled to adapt to the unexpected and brutal assault.

The highlight of the raid came during an engagement with a Tau Stormsurge, one of the xenos’ most formidable heavy battlesuits. The Captain of the Custodes, accompanying the Grey Knights as part of his sacred oath, personally led a charge into the massive war machine. His Guardian Spear, imbued with the Emperor’s light, pierced the Stormsurge’s armor and crippled its core systems, reducing the towering construct to smoldering wreckage.

This act of valor not only showcased the Custodes’ unmatched skill but also struck a demoralizing blow to the Tau, who relied heavily on their advanced war machines to dominate the battlefield.

With their HQ units disrupted and their heavy firepower diminished, the Tau were forced to pull back from their positions, abandoning key gains in East Hallen. This withdrawal allowed the Imperial Guard to fortify their lines, reinforcing the critical region and stalling the Tau advance.

While the Grey Knights departed soon after to continue their mission against the Ruinous Powers, their intervention on Hylas left a profound impact. General Van Dorn used the reprieve to regroup his forces, bolster supply lines, and prepare for the next stage of the campaign.

Chaos: Balance of Power shifts to the Death Guard

The Struggle for Kendrenec: The Ascendancy of Nurgle in the Aleph Sector

By the end of 12.024M42, the Chaos war effort in the Aleph Sector had entered a state of disarray. The once-cohesive campaigns orchestrated by the Emerald Serpent had faltered, their influence waning as their leader’s grasp on power slipped. Meanwhile, the withdrawal of Warsmith Stahl and his Iron Warriors from the region left a strategic vacuum that the remaining warbands sought to exploit for their own gain. This fragmentation reached its zenith on Kendrenec, the de facto capital of Chaos forces in the sector, as two rival powers vied for dominance: the Death Guard, champions of Nurgle, and the World Eaters, devoted to Khorne.

The Battle for Kendrenec

The conflict erupted in the ruins of Kendrenec’s once-mighty fortresses, where the World Eaters, led by Lord Invocatus, sought to assert their mastery through sheer martial supremacy. The Death Guard, under the command of Typhus, countered with unyielding resilience and devastating firepower. The stakes were clear—whoever emerged victorious would claim the title of Master of Chaos in the sector and dictate the future of the war against the Imperium.

The battle was heralded by the dramatic intervention of Angron, the Daemon Primarch of the World Eaters, whose wrath knew no bounds. The daemon lord launched the assault with terrifying fury, obliterating a Death Guard War Dog in a single devastating blow. His rampage, however, was short-lived. The relentless firepower of the Death Guard’s daemon engines and corrupted artillery overwhelmed even Angron’s considerable might, banishing him back to the warp. Despite their Primarch’s fall, the World Eaters fought on, undeterred and frenzied by Khorne’s unquenchable thirst for blood.

The Turning Tide

The battle raged with savage intensity. The World Eaters unleashed their most devastating war engines, including a mighty Lord of Skulls, whose infernal power laid waste to the Death Guard lines. However, the slow, methodical firepower of Nurgle’s followers proved decisive. Plagueburst Crawlers, Blightlords, and daemon engines blanketed the battlefield with pestilence and destruction, grinding down the berserkers’ reckless assaults. Even as Lord Invocatus led a final, frenzied charge that drove Typhus from the field, the World Eaters found themselves unable to break the Death Guard’s implacable defense.

The climactic moment came when the Lord of Skulls, a towering avatar of Khorne’s fury, was destroyed in a hail of corrosive plague missiles and blighted energy. Its fall marked the turning point of the battle, as the remaining Khornate forces faltered under the relentless attrition of Nurgle’s chosen.

The Aftermath

With their forces shattered and Angron absent, the World Eaters were forced to retreat, leaving the Death Guard in undisputed control of Kendrenec. Though Typhus had been driven from the field, the victory cemented Nurgle’s supremacy over the Chaos forces in the Aleph Sector. From this point forward, the war against the Imperium would be waged according to the Grandfather’s inscrutable designs.

The battle for Kendrenec marked a turning point in the sector’s chaotic struggle. The disorganized warbands of Chaos began to align, however tenuously, under the banner of Nurgle. The House of Eschar, the Blighted Host, and other Nurgle-aligned factions now took their place as the dominant forces in the sector, preparing for a protracted and insidious war against the Imperium. For the Imperium, the defeat of Khorne’s champions only heralded a new, more methodical and attritional threat, as the Death Guard and their allies began consolidating their power with the grim patience of their patron.

Imperial Agents removed from Ork Fort Aerin

In 10.024M42, the Imperium succeeded in establishing a precarious foothold on the contested world of Aerin, a planet plagued by an entrenched ork presence. The initial Imperial assessment deemed the orks as uncoordinated and disorganized, leading to a strategic decision to rely on small elite forces rather than deploying the overwhelming manpower and firepower typical of the Astra Militarum. The Deathwatch, specialists in xenos eradication, were selected to spearhead operations against the orks’ heavily fortified base.

The Deathwatch’s mission was straightforward: infiltrate the ork stronghold, neutralize key defenses, and pave the way for follow-up extermination campaigns. Confidence was high, as the Deathwatch had carried out similar operations with success across the Imperium. However, their assumptions about the orks’ lack of organization were quickly proven disastrously wrong.

Upon breaching the fortress’ outer perimeter, the Deathwatch encountered fierce resistance in the form of well-coordinated ork kill teams. These greenskin squads demonstrated an uncharacteristic level of tactical discipline, using chokepoints, ambush tactics, and overwhelming firepower to stymie the elite space marines. Heavy losses were sustained as the Deathwatch squads fought to extricate themselves from the ork-infested corridors.

The unexpectedly high level of resistance forced the Deathwatch to withdraw from the fortress. Their reconnaissance revealed the ork base to be far more formidable than anticipated, with reinforced structures, kill zones, and a high concentration of ork warbands under a capable warboss. The Imperial presence on Aerin, centered around a small forward operating base, was deemed untenable without significant reinforcements. As a result, the foothold was abandoned shortly thereafter.

The failed assault on the ork fortress presented a significant setback for the Imperium on Aerin. Without the ability to deploy significant Astra Militarum forces or Titans to batter the fortress into submission, the Imperium was left scrambling for an alternative approach. The Deathwatch, though bloodied, provided vital intelligence on the ork forces, but their reports painted a grim picture: the greenskins were more organized and dangerous than previously thought.

Imperial Offensive on Gamordal

As the Perseus Deeps Crusade continued into 012.024M42, General Veers sought to restore momentum following the loss of the Southrine Mines to a Necron counteroffensive. Criticised for his earlier setbacks and faced with a crucial strategic need to secure the world of Gamordal, Veers planned an aggressive operation to break the Necron hold on the planet.

On 0212.024M42, the Imperial Guard launched a massive armoured assault spearheaded by the Novgorod Regiments, supported by numerous Leman Russ battle tanks, mechanised infantry, and mobile artillery. The strategy aimed to shatter the Necron defensive lines north of Southrine and exploit any breaches to seize key locations, including Port Primaris, a vital hub for supply lines, and the Southrine mines themselves.

The Imperial armoured columns surged forward in a relentless blitzkrieg. The Necron defenders, primarily composed of Warriors, Immortals, and a scattering of Lychguard units supported by a Monolith, were initially caught off guard by the sheer speed and ferocity of the assault. While the Lychguard and Monolith proved formidable in close combat and in weathering heavy fire, they lacked the mobility to counter the rapid strikes of the Imperial armour.

After breaking through the Necron lines, the Novgorod regiments exploited their advantage with precision. Imperial tanks manoeuvred to encircle the Necron positions, cutting off retreat paths and isolating key defensive strongpoints. By 0312.024M42, the Guard had overwhelmed the defenders at Port Primaris, securing the strategically vital location. The Southrine mines were also retaken, ensuring access to their valuable resources and denying the Necrons their use.

The Necrons mounted several counterattacks, with Lychguard phalanxes attempting to push back the encroaching armour. However, the volume of fire from battle tanks, supported by Basilisk artillery and Valkyrie-deployed Storm Troopers, steadily wore them down. The Monolith’s gauss flux arcs wreaked havoc on one Novgorod armoured battalion, but the machine’s eventual destruction by concentrated Vanquisher cannon fire broke the back of the Necron resistance.

With the Necron forces reeling, the Imperial offensive pushed further into the heart of Gamordal, targeting the outskirts of the capital city. Here, the dense urban terrain slowed the advance, forcing the armour to pause and consolidate their gains. Nonetheless, the swift and decisive victories in the Southrine region restored momentum to the campaign and silenced many of Veers’ critics.

By the end of the first week of 12.024M42, the Imperial forces had secured key objectives, regained control of critical infrastructure, and inflicted significant losses on the Necron defenders. The success of the operation brought the Crusade back on schedule, renewing confidence in Veers' leadership. However, the Necron threat on Gamordal remained far from neutralized, and the Imperium prepared for the next phase of the campaign, knowing that the Necrons' resilience and capacity for sudden counterstrikes could not be underestimated.

Saturday, November 30, 2024

Tyranid offensive on Helos Majoris

On Helos Majoris, a key Imperial base in the Rifts of Hecate, the hope that the tyranid threat was now over was dashed in late 11.024M42. Despite the apparent success of Admiral Gorshkov’s orbital bombardment in temporarily scattering the Tyranid forces of Hive Fleet Poseidon, the xenos menace proved far from defeated. Emerging from the hinterlands of the planet, vast swarms of Tyranids launched a renewed assault, besieging Imperial settlements and military installations with unrelenting ferocity.

By late 11.024M42, the Tyranids had surrounded Helos Prime, the planet’s largest city and key strategic hub for the Imperial war effort in the region. Recognising the importance of holding this stronghold, the Blood Angels Chapter deployed to the planet to spearhead the defense. Under the command of Captain Arceus, the Blood Angels initiated a counterstrike aimed at decapitating the Tyranid invasion by eliminating their hive node synapse creatures, the psychic linchpins of the xenos swarm.

To bolster their efforts, the Blood Angels were supported by an elite Vindicare Assassin, whose mission was to target and eliminate the most dangerous Tyranid bioforms leading the assault.

The Blood Angels engaged the Tyranid swarm on the open plains outside Helos Prime, seeking to prevent the xenos from reaching the city’s defensive walls. Their strategy centered on precision strikes to disrupt the hive mind’s cohesion by eliminating the Tyranid Warriors, Zoanthropes, and other synapse creatures directing the swarm.

Initially, the Blood Angels’ assault met with success. Tactical squads and Baal Predators cut through the lesser Tyranid bioforms with disciplined fire, while Death Company marines tore into the xenos with chainswords and bolt pistols. The Vindicare Assassin, hidden within the ruins of a nearby manufactorum, delivered a stunning blow to the Tyranid hierarchy by eliminating a Swarmlord, its perfect shot piercing the bioform’s thick carapace and destroying its brain in an instant.

Yet, the death of the Swarmlord did little to halt the swarm. Driven by an instinctive hunger, the Tyranids adapted quickly, surging forward in overwhelming numbers. Even without centralised guidance, the sheer mass of Hormagaunts, Carnifexes, and other monstrous creatures soon overwhelmed the Blood Angels’ positions.

Despite their superior training and equipment, the Blood Angels could not hold back the tide. Tyranid Gargoyles descended from the skies, ripping apart devastator squads, while ground forces encircled and annihilated the Blood Angels’ vanguard. Captain Arceus personally led a desperate charge into the heart of the swarm, cutting down dozens of xenos before being struck down by a Tyrannofex’s acid spray.

The Vindicare Assassin, despite eliminating several more synapse creatures, was eventually overrun when his position was discovered by a Lictor. The assassin’s death marked the final turning point in the battle, as the remaining Blood Angels were engulfed and slaughtered by the swarm.

By the end of the engagement, the Blood Angels had been annihilated, and the Tyranids advanced to within striking distance of Helos Prime. While the city’s defences held for the time being, the loss of the Blood Angels and the failure to disrupt the hive mind’s coordination left the Imperium on Helos Majoris in a perilous position.

The battle demonstrated the true scale of the threat posed by Hive Fleet Poseidon. Even in the face of orbital bombardments and elite Astartes forces, the Tyranids displayed their infamous adaptability and relentless hunger. With Helos Majoris once again under siege, General Maximus was forced to acknowledge the inadequacy of his initial assessments. The survival of the Imperium’s presence in the Rifts of Hecate now hinged on reinforcements and the development of a more cohesive strategy to combat the xenos menace.

Monday, November 25, 2024

Eccentric ork attack on Haven thwarted by Dark Angels

The ongoing conflict on Haven had been largely overshadowed by the mounting Tyranid threat in the Rifts of Hecate, leaving the Imperial forces under General Maximus to assume that the Orks posed no immediate danger. This assumption was grounded in reports from Imperial intelligence, which suggested that the greenskins were not preparing for any major offensive. However, signs of increased activity in Ork-held territories, particularly experiments with new weaponry, hinted at the unpredictable nature of their war machine.

Ork Tinkering and the Emergence of Squig Bombs

By late 11.024M42, scattered reconnaissance and intercepted vox chatter indicated that the Orks were testing unstable and highly volatile explosive devices. These weapons, crudely constructed but devastatingly effective, appeared to be undergoing rapid development. Disturbingly, it became clear that the Orks were combining these explosives with their infamous “squigs,” creating suicidal living bombs that could unleash chaos on a battlefield.

While General Maximus focused his attention on the Tyranids at Heloris Majoris, the Dark Angels Chapter took decisive action to address this looming threat. On 2311.024M42, they launched a surgical strike deep into Ork-held territory on Haven, aiming to destroy the greenskins’ workshops and eliminate as many Orks as possible to forestall a potential assault.

The Dark Angels’ Assault

The Dark Angels descended upon the Ork lines with their characteristic precision, striking at dawn with tactical squads and supporting elements of the Ravenwing. Their initial assault targeted the heart of the Ork encampment, where crude workshops belched smoke and the unmistakable sounds of squig pens mingled with the booming echoes of detonations.

The Orks, caught off guard but never unwilling to fight, rallied in response, and a chaotic battle unfolded. The greenskins unleashed their new squig bombs in an attempt to counter the disciplined Astartes. These living explosives, crudely strapped with volatile charges, scuttled wildly across the battlefield, detonating at random and causing havoc among both Ork and Dark Angel lines.

Despite the unpredictable and destructive nature of these weapons, the Dark Angels maintained their discipline. Tactical marines formed tight firing lines, cutting down the charging squigs before they could reach their targets. Meanwhile, the Ravenwing outflanked the Orks, targeting key workshops with precision strikes and setting their crude structures ablaze.

The Aftermath

After hours of fierce combat, the Orks were forced to retreat, abandoning their experimental arsenal and fleeing into the surrounding wilderness. The Dark Angels systematically destroyed the remaining squig pens, explosive caches, and workshops, ensuring that the greenskins’ new weapons would not pose a threat in the near future.

The raid was a significant victory for the Imperium on Haven, as the Orks’ nascent offensive capability was decisively curtailed. However, the battle also underscored the relentless ingenuity of the greenskins, whose ability to improvise new and unpredictable weapons continued to challenge Imperial forces across the sector.

Veers crusade suffers setback on Gamordal

In the Perseus Deeps Crusade, General Veers’ campaign on Gamordal suffered a significant reversal as the Necron defenders launched a fierce counterattack against the Imperium’s foothold on the world. The assault, concentrated on the critical mining facilities near the city of Southrine, forced the Imperial invasion force to retreat under relentless pressure from the xenos.

The Necron Counteroffensive

Initially, Gamordal had been assessed by Imperial strategists as only weakly defended, its tomb complexes believed to hold a minor Necron presence. However, in late 11.024M42, it became clear that the ancient xenos  had underestimated neither the threat posed by the Imperial invasion nor the importance of the mines near Southrine. These facilities, vital for both material extraction and planetary control, became the focal point of the Necrons’ response.

The Necron forces, emerging in great numbers from previously dormant tombs, overwhelmed the Imperial Guard garrison units stationed at the mines. Their precise and methodical attacks were bolstered by swarms of Canoptek constructs, legions of Immortals, and Lychguard phalanxes. Despite the resistance of the Imperial forces, the Necrons’ relentless advance pushed the Imperium onto the back foot.

Custodes’ Failure to Hold

Recognizing the dire situation, General Veers ordered the deployment of a small detachment of Adeptus Custodes, elite warriors tasked with holding the line against the xenos tide. The Custodes, led by Shield-Captain Velorius, struck hard at the advancing Necrons, targeting their commanders and command protocols with precise force.

However, the Necrons proved highly resilient. The Custodes found themselves outnumbered and outmaneuvered by a foe that simply reanimated itself after every engagement. Canoptek Reanimators and Crypteks restored damaged Necron forces, rendering the Custodes’ valor insufficient to halt the assault. The mines fell after a grueling two-day battle, with heavy losses on the Imperial side.

Retreat to Southrine

The loss of the mines compelled the remaining Imperial forces to retreat to the urban defenses of Southrine. The city, already strained by weeks of war, now faced a Necron siege as the xenos forces advanced methodically, encircling the Imperial defenders. Supplies dwindled, and morale among the Astra Militarum sank as the reality of their enemy’s resilience became apparent.

Strategic and Political Fallout

The setback at the mines raised serious questions about General Veers’ leadership and the Crusade’s overall planning. The intelligence failure regarding Gamordal’s defenses sparked outrage among high-ranking officials within the Crusade command. Many questioned whether Veers had underestimated the Necrons or had been too hasty in pursuing an offensive against a world of such strategic complexity.

For the Imperium, the retreat to Southrine marked a major challenge to its efforts in the Perseus Deeps. With the mining assets lost and their foothold reduced to a besieged city, the Imperium’s ability to press forward on Gamordal was now severely constrained.