Ashen Shores [AMT Ground Situation]   Posted by Terradyne.Group: 0
 GM, 155 posts
Sat 17 Oct 2015
at 20:32
Ashen Shores [AMT Ground Situation]
With the enemy making planetfall, the ground situation has become more relevant. Though they are some distance away from the colony, and there is a line of defence between them and the colony's shield perimeter, it will not take long for them to cross the distance between themselves and the core colony once this has been destroyed.

Mobile forces must make up the difference. While the fleet in orbit is engaged, they will be unable to support their ground forces, but intermittent strikes may occur, whether by design or simple accident. In addition, there are surely many thousand more troops above ready to be deployed to the surface. Some have been successfully interdicted by antiaerospace defences, but they cannot hold back the flood completely.

So far, approximately three hundred Chaos Legionnaires have landed, and about fifty thousand regular troops. They are reasonably well armed, seemingly comparable to a regular Imperial Guard unit - though this is of course poorly armed compared to your own forces. They may have other tools to even the odds, of course, and you should likely be wary of them.

The current ground situation is as follows:
Roderick Schilling
 player, 11 posts
Sat 17 Oct 2015
at 23:24
Ashen Shores [AMT Ground Situation]
"Give me the details." Roderick Schilling said, as he stood at attention on his command platform, dozens of military staff members on the floor below him observing their consoles and work stations.

Along with the verbal reports from his subordinates, his personal console was fed a constant stream of data and tactical projections, courtesy of artificial intelligences working in the background.

Fifty thousand troops, of comparatively low quality. Given the nature of the enemy, there could very well be some highly unpredictable and dangerous elements hidden within. But for now, fifty thousand was more than manageable, it could have been infinitely worse, after all.

The most significant threat was most likely the enemy space marines. In the field they were merely dangerous, but should they get into an urban field of combat or one of the fortresses, well, there was a brand new debris field in the system now that aptly demonstrated the potential results.

"Begin scout drone deployment." Came the order. "Keep an eye on those Space Marines, I don't want to lose sight of a single one. Have the northern fortress commence bombardment of the company closest to them, once they got eyes on the enemy."

Activity increased as his orders were relayed, though it was only the beginning. "Hyperion Wing 2 and 4, prepare for launch. Your targets for this attack run are being relayed." With a few presses on his command console and a verbal command, the coordinates for the southernmost and eastermost Space Marine landings transmitted to the flight commanders. "Try to give the main force a wide berth, we don't have a good reading on what the enemy has for AA. Good hunting."

With that done, he turned his attention towards the aforementioned main force, quickly formulating a plan. "Have all heavy gauss artillery begin bombardment of the enemy force. 1st and 2nd Mechanized divisions, begin deployment, along with-"

Roderick continued to list off units to be deployed, along with the overall battleplan. The main force might not be formidable, but it was not to be ignored. On the other hand, he saw no reason to engage it in a pitch battle either. Along with the two Mechanized divisions would be two units of LORD, MORD and a single HORD. In theory, this would be enough to crush their opponents into unrecognizable paste.

Instead however, hit and run was the order of the day. Each of the units involved would strike at a flank or rear, hitting as hard as they could while providing targeting data for the long range artillery, and then pull back to do it again somewhere else before pulling all the way back to resupply. The LORDS, lacking in heavy firepower, would utilize their stealth modules to harass the enemy as much as possible. There would be no rest for the invaders.

-Have Fort II begin bombarding the Space Marine closest to them, and have Fort I begin bombarding the main force.
-Deploy 2 Hyperion units, one to each of the other Space Marine companies, avoiding contact with the rest of the enemy force as much as possible for the moment.
-Deploy 2 Mechanized divisions, 2 LORD units, 2 MORD units and one HORD unit to conduct hit and run strikes against the main force, and generally harass them. Pull back and reassess the situation if something like a major daemonic summoning should occur.
-Keep an eye out for further enemy landings, as that could drastically change the tactical situation.
-Missile launchers should continue to fire at orbital targets.
 GM, 156 posts
Tue 20 Oct 2015
at 00:19
Ashen Shores [AMT Ground Situation]
The scout drones are dispatched, scanning the areas they pass over with sensors both basic and advanced. Some flit around enemy positions, while others are a little more circumspect, and hunt for any foes that are attempting to go unnoticed. Not all are safe, however, the enemy sniping a few with unnatural accuracy, leaving you with patches with less than perfect coverage. Of course, even that can tell you something - most notably that they have at least one entity capable of performing such a feat present there.

The first fort begins its attack, sending a steady stream of fire at the enemy, slugs of ferromagnetic alloy hurled dozens of kilometres to strike with explosive force. For every shot they fire at the ground, a laser-blast or missile sets forth to interdict orbit, another shot at a capital ship or an incoming landing craft.

They crash to the ground amongst poorly protected ground troops, fanaticism and faith little match for mass-driver rounds. Dozens die as the first shots fall, the rest scattering as best as they can. With patchy information on their positions and only limited orbital coverage, your bombardment is not as effective as it could be. Still, thousands die as they march forwards up the plains, while many more disperse into the forest, their command structure unable to hold things together during an intense bombardment.

Their vehicles press onwards, but they are no less vulnerable to your weapons than their infantry counterparts - indeed, being larger targets they are more vulnerable to continuous bombardment, especially as they are unable to seek cover, and their primitive armour is little defence against the slugs that impact it, coring almost all in a single direct shot.

The second fort is less effective, however, the gauss artillery largely intended to engage heavier targets than Space Marines. While it inflicts some casualties, they move forwards in unpredictable fashions, taking advantage of centuries of battlefield experience to ingrain responses to artillery fire, and so sustain few casualties from even an extended bombardment.

The Hyperion wings acknowledge their orders, and lift off from their bases. In moments they pass the sound barrier, their engines forcing them ever-faster as they head towards the enemy positions. Each wing is cautious in their attacks, using their antigrav systems to prevent them from making wide sweeps, while trying to simultaneously maintain an evasive posture as they attack.

It is mostly successful, and they pour fire into the enemy Space Marine deployments. Each one dead is an immeasurable loss to the enemy, and one that they cannot readily replace. Even your own technology would find it hard to create them in any number, and their abilities with such are far behind your own - to state nothing of their mindset.

Still, they prove themselves as adept as they claim to be in avoiding the worst of the initial strikes, a few of the more heavily armed amongst them returning fire with missile launchers. They do not possess the firepower to do more than minor damage, however. The more dangerous amongst them seem to by the psykers, for a bolt from one brought down a Hyperion in a single blast...before he was peppered with heavy missiles, rendering his corpse a thin cloud of dissociate atoms.

The heavier divisions set out as quickly as they can, though loading onto the air transports takes longer than you might like, and transit on a safe vector to the combat zone - not to mention one that is less likely to be attacked by orbital fire or errant fighters - is a difficult and time-consuming task.

Nevertheless they arrive, positioned around the enemy as best as can be, before moving in to attack. Tireless robotic forces and humans augmented by power-armour clash with cultists with plate that barely qualifies as an impedance to their weapons, while the enemy have firearms that were archaic long before you originally left Earth.

Already split by artillery fire, disorientated and disorganised, they are easy prey for hit and run attacks. Your heavy tanks fly past at high speed, their antigravity drives giving them both speed and manoeuvrability when dealing with the enemy, making them ideally suited to this role. With no terrain issues to consider, they can engage and disengage at will, and the moment their shields are threatened, withdraw to recharge.

The attack continues as your infantry moves in, shielded robots and power-armoured humans blasting the cultists with plasma-fire as they move in and out of the cover of the forests. Quick sorties against enemies are simple enough to complete, and they suffer little in the way of damage against an enemy more used to fighting foes of their own calibre. Even their vehicles are of little threat for now, trying vainly to shoot down your heavier vehicles.

The stealth LORDs are a surprise to the enemy, not seeming to expect the largely invisible robots to assault them, and especially not while they are occupied by other things. Though the machines are far closer in capability to the foes they fight, they possess a fairly significant advantage in their invisibility. The casualties they inflict are significant for their general capabilities, for all that they take a few in return.

Not everything goes your way, however, as another set of drop pods slams into the inland sea to the north of the colony. Poorly aimed it may have been, but the pods avoided all normal defences to drop into the relatively shallow water, and their occupants are likely not overly impeded by the conditions they find themselves in.

In addition to this, another wave of enemy dropships makes its way through the orbital curtain. A large number are shot down on the way, either by your own ships or ground-based defences, but enough make it through to disgorge another screaming horde of cultists and daemons. Another thirty thousand drop in this group, though they seem even less organised than the first, their apparent leader likely having been taken out on the way down.

[Map Pending]

[Casualties inflicted:]
[53 Space Marines]
[18,0000 Cultists]
Roderick Schilling
 player, 12 posts
Fri 23 Oct 2015
at 23:41
Ashen Shores [AMT Ground Situation]
Situation currently being acted upon:

He should have figured that the Space Marines would not be so easily impeded by long range artillery barrages. Still, there was little to be gained by lamenting over what had been gained through hindsight. Acting quickly, he ordered a unit of MORD and HORD to deploy to defend the northern fortress. While the volume of fire against the space marines would intensify the closer they got, he wasn't about to take any unnecessary chances on the battlefield, especially against a type of opponent that had shown itself to be more than resilient.

He then turned his attention to the new group of enemies that had landed east of the mountain range. Ordering the long range guns of the southern fortress to redirect their fire towards this new group, he also scheduled the deployment of a third Hyperion wing, along with another HORD, two MORDs and two LORDs.

The intent was to start breaking them apart just like the first group had been, and ruin any attempt at organization. Orders were given to units already in the field as well. Elements of the HORD unit currently close to the 8000-strong enemy unit were diverted to help intercept the Space Marines to the north, to prevent them from linking up with friendly forces. The Infantry and LORDs were ordered to keep going as they have been.

The Infantry unit to the south was given orders to have parts of it's forces stand their ground, and act as a distraction for the force advancing on them, while simultaneously having the bulk of their forces redeploy and attack their flank. The heavy/tank units close to the 14,000 strong enemy unit was ordered to attempt a similar maneuver.

For the southern Space Marine force, he ordered another unit of MORD and LORD to deploy ahead of them, hoping to perhaps interdict them some more. The Hyperions alone were clearly not doing enough for the moment.

And of course, there was the most difficult complication that had popped up at the moment: The Space Marines that had so inconveniently managed to deploy north of the colony. With no major fortifications blocking their path, there was only one option, to deploy more troops.

Another Mechanized infantry division was deployed, along with a HORD unit and yet another unit of MORD, and a Hyperion wing. There was no place for half measures here.

Finally, he ordered three regular Velite equipped divisions to deploy into the field against the regular enemy troops. While there was little in the way of dedicated transport for them, their equipment should make them excellent for skirmishing against the enemy.

-Deploy HORD and MORD to the northern fortress to interdict space marines.
-Deploy 1 HORD, 2 MORD and 2 HORD + Hyperions against newly landed force, and have artillery retarget to them. Focus on splitting them apart and prevent them from organizing properly.
-Have some elements from HORD units redeploy to fight the northern/eastern space marines.
-Have the southern infantry unit perform a flanking maneuver against the enemy force advancing towards them.
-Have the heavy/tank assets to their west do the same against the force close to them.
-Have another unit of HORD and MORD unit deploy against the southermost unit of space marines to interdict their progress.
-Deploy another unit of HORD, MORD, LORD against the space marines north of the colony, along with a mechanized infantry division and another Hyperion wing.
-Deploy 3 divisions of Velites to the field against the regular enemies.
Allister Cheng
 player, 67 posts
Sun 25 Oct 2015
at 08:27
Ashen Shores [AMT Ground Situation]
As Schilling gave his orders, the map updated with new intel from Alisters people.
 GM, 167 posts
Fri 30 Oct 2015
at 21:08
Ashen Shores [AMT Ground Situation]
As ordered, the forces are dispatched, or have their instructions revised to take into account the evolving situation.

With multiple divisions deployed to engage the newly-landed forces, you still possess numerical superiority. Combined with your far superior equipment and vehicles, you also have a considerable material advantage as well.

Already under fire from your artillery, the addition of more than their own number in robotic forces is more than they can take, and so they waver and break under the assault. With multiple advances into the several square kilometres of the landing zone, the enemy soon finds themselves split by nigh-impenetrable vehicles, adamantium-armoured behemoths floating on an antigravity cushion.

Their own engines of destruction, captured Imperial hardware or pieced together by the mad minds of those within the Eye of Terror, are pathetic in comparison, armour melting before the blue-white beams of plasma that play over them. It is almost too easy to cut their forces to ribbons, and to scatter the bulk of their unprotected, under-equipped infantry forces. With your ultra-mobile armoured forces and the tough infantry that follows, you have a shock army that surpasses almost any that your records contain - proportionally.

Their already split counterparts to the south are in a worse situation to begin with. Though your forces do not outnumber them in the same way, they are still far more powerful, and considerably better coordinated than the botched planetary assault that the enemy is attempting.

As the forward elements maintain fire and the others go silent, moving to a flanking position, the enemy is left unaware of your orders - though the slackening of fire gives them a clue that something is happening, they lack the necessary coordination or training for a coherent response. And so where they could do damage either way - by countering the flanking attack, or charging the much-weakened distraction group in bulk - instead, they do both, or neither, and so waste their potency upon the shields of their attackers.

Without the heavy weapons to penetrate them, or the coordinated fire required to bring those shields down, the miniaturised void-shields of your infantry robots are capable of resisting the vast majority of their fire, and what little gets through simply digs into the upper layers of the armour beneath.

Faced with an implacable foe, robbed of armour support and with anything capable of assaulting them with heavier fire being systematically destroyed, the remainder break and run, trying to escape the killing zone.

Thousands of Velites are sortied, setting forth as fast as their jump-packs will move them. Without advanced transport, they are limited in speed, and will take several hours to engage most of the enemies, but should prove extremely useful once they arrive.


With the immediate zones dealt with, more forces sortie from the colony, moving northwards to counter the new enemy drop. Slowed by their descent into the water, and unable to move through the liquid as fast as they could on the ground, only a few have spread onto the waterfront by the time your own troops begin to arrive. They move as fast as they can, dodging incoming plasma-fire with every bit of posthuman dexterity they possess.

The remainder - the majority - are far less lucky. Inhibited by the medium they find themselves within, most are easy prey for your weapons. The water abates their effects, but to weapons designed to destroy heavy tanks, it makes little difference.

With multiple divisions moving in to engage what is left of the enemy, the few runners should be tracked down shortly; they could not make a direct line for the colony without running through the horde facing them, and that would be a quick death, even to Astartes.

The others, however, are far less easily dealt with. A large number of projections pass into your command centre, sent by Intelligence to counter the unconventional threat that you face.

Tracking based on intermittent data, projections based on optimal paths through the defences made with what the enemy can be reasonably expected to intuit from any observations. Multiple potential attack vectors for dealing with them, and ambush points to attempt to maximise the effect of the attack.

Altogether, a reasonably good set of plans.

The orders are issued and forces dispatched, ready to engage them. But time passes, and the enemy does not encounter them. An alarm from the fort makes you realise a few moments too late that their projections were wrong. The enemy didn't do what you'd think they should - the tactically sound option - but instead, whether through single-mindedness or predicting your own response, they carried on straight into the jaws of the fortress itself.

With sensor coverage so generally patchy, and their own surprisingly stealthy approach, the firs that you know of their assault is when one of the outermost guns is taken out by a sonic pulse. The rest charge towards the fortress, moving faster than anyone their size has any right to.

The forces dropped in to engage them are left some distance away, and while able to reposition, by the time that they do the enemy will likely be much closer to the core of the fortress. If the antiorbital guns are destroyed, then your defences against further landings will be severely strained.

As for the rest, you have temporarily lost track of them. The scout drones return to a search pattern to locate them, but the errors in understanding whatever demented processes make up the minds of your enemies has made following them an impossibility for the immediate future.


In addition to these attacks, a number of enemies have landed on the other main continent of this world, and are currently attacking the native Eldar population. They are not as well-equipped as those that are facing you, but they are still a threat.
Roderick Schilling
 player, 13 posts
Thu 12 Nov 2015
at 02:02
Ashen Shores [AMT Ground Situation]
- Have a MORD unit begin to be teleported to the northern fortress to reinforce it. Have the forces stationed closest to the fort begin to double back to deal with the Space Marines as well.

-Keep looking for the Space Marines who we've lost track of with scout drones and the Hyperions. For the southernmost force, focus on possible routes that lead towards either the colony or the nearest fortress. Deploy LORD units (one division in total) in/around the areas they might be in to assist in the search.

-Have the forces deployed against the Space Marines to the north of the colony re-deploy to cover the southern fortress (for now). Leave a small portion as a 'clean up force' to take out any stragglers.

-Should the Space Marines be discovered, deploy the aforementioned troops to counter them in the case of the southern force. In the case of the other one, deploy a MORD to their approximate location.

-Have half of the Cyborg-commando unit start to deploy to the Northern fortress, to help clear out the Space Marines. The rest are to remain on standby in the southern fortress.

-Other forces: Seize upon the current status of the enemy main force to destroy them in detail. Deploy another division of LORD as well for this purpose. Also keep a lookout for Space Marines. Begin pulling out the Mechanized infantry units and let robots and (eventually) Velites do the cleanup.
 GM, 170 posts
Sat 14 Nov 2015
at 01:20
Ashen Shores [AMT Ground Situation]
With the fight in orbit demonstrably lost, and only the cleanup left, a number of the enemy's remaining fighters have broken orbit and headed into the atmosphere. With no more troop ships, these are the last of the enemy's forces that can assist their ground assets. If they had been deployed earlier, then they would have been of greater help, but they seemed far too interested in dueling with your own fighters, or facing down capital vessels to try.

A few dozen of the bestial craft fly into the atmosphere. Some share aspects of draconic creatures, others slightly more conventional designs. But all are of a primitive cast, created of slimy, angular plates and poorly-riveted steel. Only whatever psychic tricks are used to reinforce them keep them in any way competitive.

They swoop in to engage your own aircraft, leaving the lower-flying tanks alone for now, their numbers not enough to fight both simultaneously. With the distraction of daemonically-infused cannon fire and laser bolts striking their shields, the Hyperion flyers have to break off their own tasks to defend themselves, circling the battlefield, occasionally slipping into and out of skirmishes with the enemy. They lose numbers at a faster rate than you, but even still, occasionally a Hyperion drops from the sky, crashing into the ground in flames.

Without your ground-based antiaerospace assets, the situation would be far worse. And so the enemy assaulting them must be destroyed. With a crack and a flash, a hundred upgraded MORDs teleport in, each plated in the heaviest armour you can produce.

As they re-orientate themselves to face the enemy, the foes decide that striking at static fortifications and heavy-duty bunker doors is a far less interesting thing to do than to fight their new adversaries, and so they turn to engage them instead.

The robots put up a surprisingly good fight, their evolved programming proving an obstacle to the enemy when combined with their shields, armoured shells and heavy weapons. Not an even match, but one that is far closer than most other troops that you can readily field in number.

And for each one that slows to engage, that Marine is made a target for a defensive gun. With so many in overlapping formations, each one can cover the rest. The enemy displays preternatural agility, writhing and twisting to avoid inbound fire, but even they are unable to dodge it all, and so their numbers start to drop. With few humans present - and none within the immediate combat zone - there are only artificial intelligences to scare, and they know no fear.

Not all of the marines are found by your sweeps, nor do they engage your forces. But they cannot hide forever from your sensors. Even with their speed, they do not outpace your heavy vehicles, and especially not your aircraft. To traverse the last sections without notice would be nigh-impossible, and it is only their distance - and the battles still raging on the ground and in the sky - that keeps them from being discovered.

Still, you have forces on the ground, and the enemy seems to display poor judgement on occasion. They will make a mistake, sooner or later.

With the Marines distracted, or units trailing them, trying to find them, your heavier forces wheel around to engage. Those that set up in the wrong position are only minutes away, but those minutes could have been fatal for the fortress. Now, with defenders pinning them down, and more readying to deploy, they have the time to catch up to them and engage.

With the larger, heavier forces paradoxically arriving sooner, they drop in on the enemy and unleash massive amounts of firepower. Perhaps later than anticipated, they have nonetheless achieved their goal. With your newest cybernetic assets deployed as well to assist, soon the enemy find themselves not just on the back foot, but with an incipient massacre.

They do not break, not conventionally, but soon find themselves suffering losses beyond anyone's tolerance. Those that are unwilling to retreat find themselves dead in short order, leaving only the more sensible ones to pull back into the mountains, away from the worst of the threats that they face, in hopes of finding some cover from the onslaught.

"Permission to follow, sir?" queries the leader of your Cybernetic commando unit.


With the enemy disorganised, reinforcements prevented and the worst of their heavy assets stymied, you now only have to clear up this wave. As your robotic forces push forwards, skilled, yet coldly implacable, your human forces slowly pull back. The slaughter commences with thousands more enemies being roasted by plasma fire, or torn to pieces by dozens of laser bolts. It is an unpleasant end, but there is no true negotiation or surrender with such people; only death.

Faced with light robots pouring rapid fire into them, medium ones with far heavier weapons, and tanks with firepower to level settlements in a single sweep, the enemy fall apart almost totally, and within the hour, only scattered bands remain. Every vehicle spotted is accounted for, as is over eighty percent of their landing force. The rest are trying to hide, but it is quite unlikely that they will last for long, especially against a concerted search.
Roderick Schilling
 player, 14 posts
Wed 25 Nov 2015
at 00:08
Ashen Shores [AMT Ground Situation]
"Permission granted." Schilling said. "Don't let any of those bastards escape."

With that done, he turned his attentions towards the rest of the battle. Or rather, what was left of it. There was no enemy army left to fight, merely groups of scattered, disorganized and poorly equipped stragglers with not even the most minute hopes of attaining anything resembling a conventional military victory. Even so, leaving them alone was probably not a good idea.

Most of the units that had been fighting up until this point were ordered to pull out, with the exception of the LORD units. The LORD units already in the field were to redeploy and begin cleanup duty, hunting down what remained of the enemy, with another LORD unit being added to the taskforce. No heavy assets would be required here.
 GM, 172 posts
Wed 25 Nov 2015
at 01:44
Ashen Shores [AMT Ground Situation]
Your forces pursue them into the mountains, deeper and deeper into the grey hills. Up snow-capped peaks and down valleys, the Astartes run, trying to reach the far side and the colony beyond, having abandoned the idea of breaking your skyward defences, and now moving on to their true purpose here; to destroy and defile.

But they meet their match in your forces. Not as well trained, but better equipped and organised, they meet either one against many, or as a small group. Few last more than the initial barrage of plasma bolts, burnt to a crisp in seconds by incredibly accurate fire. Those few that do try to engage, but are met with numbers they simply cannot deal with, and fall to them before they can do more than superficial damage.

Within a few hours, no more can be found roaming the mountain range - although you cannot be certain that all are dead. Several have fallen into deep crevasses, or have been caught in cave-collapses, and their physiologies are stronger by far than any normal human. It would be best to keep a weather eye on the situation for years to come, in case any did survive to cause trouble.

With luck, if they did, they will be as blunt and as simple-minded as they have been here. If they are, then they will not be a difficult foe to root out. Much as their brethren have, for they charge from the forest as one, dozens of legionnaires vaulting forth to engage the heavy tanks beyond, only to discover - to their dismay - that the vehicles can fly, and that their conventional weapons are of almost no use. Even those few with jump-packs find it hard to engage, being cored by highly-accurate laser fire.

And with the tanks hovering overhead and precious few places to run, they die under a barrage of heavy-weapons fire, saturating the ground until it is ash, and the trees burnt to cinders. None escape alive.

The rest of their forces are much the same, numbers substituting for skill in ensuring the survival of a few. As they flee into the deep forest, most are cut down in moments, some few being pursued and caught, while a few dozen flee ever further and deeper.

With so few, they are of little threat; little more than a nuisance to even the most basic of your forces. Yet they must still be searched out, for they serve the Enemy, and are a weakness to be exploited. In the days to come, they will surely be hunted down, but for now they seem to have somehow escaped.

But there is little time for a truly comprehensive search, as the next wave approaches. The Orks may land, or they may not. Where and how remain unknown, for there are many options, but the worst look likely, should they make it past the fleet. Even a single Rok impacting would be a catastrophe; more would be devastating.

And so the rest remain on alert, standing by to respond to any enemy landing.
Allister Cheng
 player, 68 posts
Thu 3 Dec 2015
at 19:16
Ashen Shores [AMT Ground Situation]
As the situation was brought under control, Federal Intelligence took charge of the recon drones to search for any Astartes or otherChaos followers that had gone to ground.

With some luck, their heavy Warp contamination would work against them and allow the sensors to at least approximate their position for a more thorough search.

As the drones swarmed out, the heavier variants ill-suited for recon began the laborous process of gathering up the remains of the invasion forces. No one wanted to risk any Chaos contaminants seeping into the local ecosystem and eventually their food supplies.

This was one of the situation where everyone was glad that they had drones to do the dangerous work. Not only the corruption was a danger, but unspent ordenance, enemies playing dead and the sheer horror of hundreds of thousands of corpses being thrown into piles for disposa.

In orbit, another battle was to be waged. The enemy achieved access to the minds of large parts of the fleet, and boarded a vessel. It was now time to search for any surprises left behind.
 GM, 174 posts
Sun 6 Dec 2015
at 11:38
Ashen Shores [AMT Ground Situation]
You search for the enemy, low-flying drones combined with heavier platforms, sweeping the areas with both active and passive sensors, searching for the enemy. Leaves whisper as each slides through the forest, probing every crevice and crack they can find.

The area they have to search is quite large, however, and for every moment they take to search more thoroughly, the enemy manages to move further away. A number fled from your forces, and you know the rough positions of many, but not well enough to track them down with ease.

Still, you locate a number of cultists, and a half-dozen Astartes. There cannot be many left, but any that remain are either too good at hiding, or are - somehow - transparent to your sensors.

If there is one saving grace, however, it is that your colony is too self-contained to allow easy infiltration, especially with the improved security mechanisms employed in recent years. The cultists are distinctive enough, and the Marines are far more so. They should be spotted and dealt with fairly easily.

The contaminated material is quite a lot easier to deal with, as it doesn't move on its own accord. Thousands of tons of material litters the ground - corpses, vehicles, tainted equipment - and each is collected and removed to a safer location, lifted into space to prevent planetary contamination. While you probably haven't got everything - the size of some of the fragments and their dispersal patterns suggests that - you have at least retrieved most of it.

The wreckage in space is another matter, however, with millions of tons of highly tainted metal spinning in close orbit around the world, atmospheric drag already slowly moving pieces inwards, collisions building and forcing it to spread. Within several months pieces will start to rain down from the lowest orbitals, thousands of tons of tainted matter released into the atmosphere and water supply. It will need to be dealt with, and will certainly require a large amount of effort to do so.

However you may have fared elsewhere, your sweep of the fleet's personnel has been thorough and likely impossible to bypass. Everyone present has been screened by every method you have at your disposal, and even though it has taken some time to complete.

What you have found has been surprisingly good news, as although the enemy held sway over their minds for a brief period, it was both a lighter touch than thought, and through a considerable amount of defences. The number of aberrant thoughts left are minimal, and only a few of the crew have been touched so badly as to necessitate their removal from service. And even then, with careful treatment and observation, they should eventually be able to return to service.

The boarded cruiser has little in the way of issues, barring the corrupted bodies of those Legionnaires that attacked it, and the equipment they carried. A quick sweep with a teleporter moved them without requiring direct physical contact, and any ensuring corruption, and with a few swapped panels, it is returned for repairs.