The Second Golloch War~Taking of SEC Idre Anchorage 7

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SEC Idre Anchorage 7.jpg

Battle Details

Type: Battle
Date: 499.009.M31
Sub-Sector:Golloch Cluster
System: Idre System
Planet: SEC Idre Anchorage 7
Victor: Unresolved
Draw:
Influence: 5


Welcome to the Sixth month of the SECOND GOLLOCH WAR


Be sure to check out the SECOND GOLLOCH WAR Facebook page for links to the latest audio companion, scenarios, challenges and battle reports!


Forces:

Loyalists Involved In The Conflict

Army:L-VII-2023

Army:L-I-1179

Army:L-XXXX-1979

Army:L-I-4977

Army:A-MECH-1524

Traitors Involved In The Conflict

Army:L-XIV-4268

Army:L-XIV-1182

Army:L-XII-3140

Army:L-XX-0913

Army:L-XV-5060


History

Crusade

SEC Idre Anchorage 7 is a massive orbital station locked in a geostationary orbit above what is nominally considered the southern pole of the Gas Giant Hestia. The origin of the station is unknown, and so are most of its capacity, even though it is run as a refueling post for star ships passing through the Golloch Cluster. The appearance of the Station itself is no less mysterious, given its vaguely Imperial design, and the fact that no records exists of a station of this magnitude even existing when the 217th Expedition Fleet arrived in the local system adds confusion to the mystery. A station this size would not have gone unnoticed by the IVth and XXth Legion forces exploring the planet around which it is orbiting.

It is there. Plain to see for those who look with closed eyes. The dreamers. The guardians. The Children now walking the stars. The Anchorage is lost to us, yet another one takes its place


Taking of SEC Idre Anchorage 7

Battle Summary

July - Varangian Heresy

Its location as a fuel station on one of the stable space lanes through the Golloch Cluster has made SEC Idre Anchorage 7 a haven for rumors and rogue data. Everything that is worth knowing or brokered for can be found within the echoing halls of the station where the walls themselves, if not the street urchins, seem to record every move, errant glance and word spoken out-of-turn. Disregarding its value as safe harbor and resupply point, the true value of the Idre Anchorage 7 to outsiders presents both the largest reward and most present danger, the power of words.

The empty halls ranging far and wide across the top decks of the Station present a prize worthy of the risk of nominally assaulting the station. The Automata and Data-Servitors “lost” roaming the hangars, empty hab-blocks and storage yards make for easy pickings… And the knowledge here can lead to great reward, or damnation.

No Fleet Commander would be foolish enough to launch a direct attack on a station of this size…


How Do I Take Part?

Setup an Aus30k account for your army, find someone to play and choose a game type from the list below, all of these have been formulated to simulate the fighting on Paradisum Mundi. Once you’ve played your game, upload a skirmish report here!

You can lodge Skirmish Reports for your games here:

(Press the CREATE button to lodge a single Skirmish report, do not modify the name)

Suggested Games

The battles for SEC Idre Anchorage 7 can be played using the mission provided or using standard Crusade army list forces, still using the Centurion restrictions, on a suitable table layout. Battles of Battlefleet Gothic could be fought to control space near the Station using Scenario Four: Surprise Attack(pg.72) and Scenario Seven: Planetary Assault(pg.76) from the Battlefleet Gothic main rulebook. If you choose to play these missions you can either play with the standard BFG rules for Imperial, Space Marine and Non-Blessed Chaos ships or a suitable BFG 30k fan mod.

Mission: Data Collection

Warzone Traits:

Zone Mortalis Special Rules, Reserves, and Night Fighting.

Table Setup:

This mission is played on a 4x4 Zone Mortalis board; The two forces must control the data servitors wandering around SEC Idre Anchorage 7, following the initial assault. This mission uses four data servitors as objectives, or suitable models on a 40mm base. Take turns deploying these, only one can be placed in each quarter of the board and they cannot be within 6” of a table edge or other data servitors. Data servitors cannot be destroyed nor removed from play.

Deployment:

Before the game begins, both sides should divide their forces into two roughly equal groups based on their number of units. They must then decide which of these two forces is to be their spearhead and which is to be the reserve. This represents the larger force moving through the Zone Mortalis without knowledge of enemy contact. The sides roll off, the winner choosing which table edge they wish to be their deployment zone, and deploys the spearhead portion within 6” of their table edge. Their opponent then deploys their spearhead portion within 6” of the opposite table edge.

Primary Objective:

Data Hunt! Capture the roaming Servitors. Each servitor is worth 1 Victory point to whomever controls it. The side with the most Victory points at the end of the game wins.

Secondary Objectives:

Slay the Warlord and Attrition

Game Length:

The game has a variable game length as per a Standard mission.

Wipe-Out! Regardless of any other condition, if at the end of the game your enemy has no units left on the table, you are victorious.

Special Rules:

Wandering Automatons: At the beginning of each player’s turn, the player may move D3 servitors up to 6” in any direction. Roll for this every turn and the servitors may not move into dangerous terrain or off the board as their automatic hazard protocols will not let them.

Cybernetic Control: A model with a cortex controller may elect, once during its controlling player’s turn, to move a data servitor within 18” up to D6” in any direction. The model does not need line of sight to use this ability. The same servitor cannot be moved more than once using this ability

Note:

This mission could alternatively be played as a standard Age of Darkness mission using the Centurion restrictions. This means that the game board can be scaled up to a 6x4, provided that the board is heavily covered with terrain. This would represent engagements going on in larger structures and chambers, such as the cafetorium, loading docks, or major storage yards.



Mission: Investigate the Hesiod

Log resumes:

Panicked crewman: It… The station just materialised out of nowhere!

Astartes: Get a reading on it now! [alarms sound in the background]

Ship Commander: Are we recording the broadcast?

Servitor: Negative.

+++data corrupted+++

On general and legion broadcast:

THIS IS THE HESIOD. We are orbiting the Gas Giant known as Hestia. A space station materialised in orbit three hours [Terran Standard] ago. We are invesi…..

+++data corrupted+++

A note is clutched in the hands of a crewman. It seems to be a manual data entry for the log…

“ We investigated the appearance of the station. No database matches. All attempts to contact or board the station have failed…. Beware the poisoned arrows of Idre. -Ship Commander Oecron”

Forces:

This battle is fought between two forces of up to 1000 points and using the Combatant Zone Mortalis force organisation chart. This is to represent a small force teleporting aboard the Hesiod to examine the derelict frigate. Only reserves with teleportation ability are allowed.

Stratagem points will be generated as per the Zone Mortalis rules.

Available Stratagems:

  • Void Hardened Armour(Infantry)
  • Deep Strike (Teleportation: Terminators and Breachers)

Each Stratagem costs 1 sp and can be taken multiple times.

Warzone Traits:
  • Zone Mortalis Special Rules
  • Catastrophic Damage
  • Cold Void
  • Night Fighting.
Table Setup:

This mission is played on a 4x4 Zone Mortalis board or similar, representing the inside of the frigate Hesiod. The layout of the board should feature a large room, representing the ship bridge; at least 3 corridors leading to the bridge should be included in the layout. In addition, intersecting corridors, secondary control rooms etc. could also be used.

The objective (Ship’s log) is placed in the centre of the bridge. The doors to the bridge are sealed, all other doors are open. Doors can still be affected by rolls on the Catastrophic Damage table each turn.

Deployment:

Before the game begins, each player decides which, if any, of their forces will be in reserve (requires Deep Strike via teleportation). The sides roll off, the winner choosing which table edge they wish to be their deployment zone, and deploys their forces within 6” of their table edge. Their opponent then deploys their army within 6” of the opposite table edge.

Primary Objective:

Ship’s log: The side that controls this objective at the end of the game gains 2 victory points. (If played in a campaign in the area around Hestia, controlling this log could (if the players agree upon it) be beneficial for the victor of this battle when next their army takes to the field.)

Secondary Objectives:

Slay the Warlord and Attrition

Game Length:

The game has a variable game length as per a Standard mission.

Wipe-Out! Regardless of any other condition, if at the end of the game your enemy has no units left on the table, you are victorious.

Special Rules:

The Ship’s log: Place a suitable marker on the bridge. This marker represents the Ship’s log and needs to be escorted to the players deployment zone for extraction. A model in base contact with this marker will be considered as “carrying it” and can transport it 6” per turn. No special movement can be taken while carrying the Ship’s log (e.g. Run, jump move). The model carrying it cannot assault, but can defend themselves if they are charged. If the model moving the objective is killed, it returns to being stationary until another model moves into base contact with it and picks it up. When the marker isn’t being carried it is considered as not being under control of any player.

Note:

This scenario is representing a mission to board, search and extract data on a derelict ship gradually being pulled into the atmosphere of Hestia. The battlefield is treacherous and the gravitational pull is gradually tearing the ship apart. It is a volatile environment and it might at times seem like the ship itself presents the greatest threat to any boarders. Keep this in mind when playing, it is all just for fun!


Skirmish Reports

Skirmishes Added

Skirmish Designation Victor Defeated Faction Victor
The Second Golloch War~Taking of SEC Idre Anchorage 7~1499214684 L-VII-2023 L-XIV-4268 Loyalist
The Second Golloch War~Taking of SEC Idre Anchorage 7~1499471821 Loyalist Traitor Unresolved
The Second Golloch War~Taking of SEC Idre Anchorage 7~1499600910 L-XIV-4268 L-VII-2023 Traitor
The Second Golloch War~Taking of SEC Idre Anchorage 7~1499661127 L-XXXX-1979 L-XIV-1182 Loyalist
The Second Golloch War~Taking of SEC Idre Anchorage 7~1499661174 L-I-1179 L-XII-3140 Loyalist
The Second Golloch War~Taking of SEC Idre Anchorage 7~1499661222 L-I-4977 L-XX-0913 Loyalist
The Second Golloch War~Taking of SEC Idre Anchorage 7~1499661278 L-XIV-1182 L-XX-0913 Traitor
The Second Golloch War~Taking of SEC Idre Anchorage 7~1499661359 L-XXXX-1979 L-XV-5060 Traitor
The Second Golloch War~Taking of SEC Idre Anchorage 7~1499661427 L-XII-3140 L-I-1179 Traitor
The Second Golloch War~Taking of SEC Idre Anchorage 7~1499785783 L-XIV-4268 Suspected Alpha Legion Traitor
The Second Golloch War~Taking of SEC Idre Anchorage 7~1500189744 Suspected Alpha Legion L-XIV-4268 Loyalist
The Second Golloch War~Taking of SEC Idre Anchorage 7~1500189820 Suspected Alpha Legion L-XIV-4268 Loyalist
The Second Golloch War~Taking of SEC Idre Anchorage 7~1500189913 L-XIV-4268 Suspected Alpha Legion Traitor
The Second Golloch War~Taking of SEC Idre Anchorage 7~1500427296 Anchorage Combat Servitors L-XIV-4268 Loyalist
The Second Golloch War~Taking of SEC Idre Anchorage 7~1500427520 Anchorage Combat Servitors L-XIV-4268 Loyalist
The Second Golloch War~Taking of SEC Idre Anchorage 7~1500482199 A-MECH-0853 L-IV-5859 loyalist
The Second Golloch War~Taking of SEC Idre Anchorage 7~1500482287 A-MECH-0853 L-IV-5859 Loyalist
The Second Golloch War~Taking of SEC Idre Anchorage 7~1500482334 L-IV-5859 A-MECH-0853 traitor
The Second Golloch War~Taking of SEC Idre Anchorage 7~1500787968 Suspected Alpha Legion L-XIV-4268 Loyalist
The Second Golloch War~Taking of SEC Idre Anchorage 7~1501142436 A-MECH-4536 Word Bearers Legion Loyalist
The Second Golloch War~Taking of SEC Idre Anchorage 7~1501326111 Suspected Alpha Legion L-XIV-4268 Loyalist



Battle Pictures

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