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Men sleep, weaken - break. Tyranids do not. You push onwards, through a darkened sky, the dawn coming behind you.

It is, indeed, very dramatic as you spew fire from your instrument, and spray sound about with abandon. The modifications are not as effective as a dedicated cannon, to be sure - but that is hardly the point in this case.

You stamp across the landscape, crushing the enemy underfoot by the hundred. Every attempt to board is met by a bursts of flame, by pinpricks of light or kinetic shot.

Behind you come your tanks, your infantry - two million strong and each one almost impossibly tough and powerful by local standards. Heavily armoured and heavily armed they push forwards, a wedge through the enemy lines slowly expanding outwards across a carpet of dead Tyranids.

The ground made wet with the ichor of your foes; broken claws and sightless eyes marking your passage, the enemy crushed underfoot, under tread.

Ahead, a group of a dozen towering Bio-Titans head for you at high speed, along with the greater part of the remaining forces here.

Behind, the Imperial troops seem uncertain what to do - to charge across the desolate landscape, or to take what respite they can.

And the rest of our forces to follow suit. Charging ahead will be costly for little gain. Far better to let the 'Nids to pay the price.

Within seconds, the artillery starts deploying cluster smart-mines ahead of the Tyranids charge while the Thallax rapidly build earthen fortifications.

Little help against the heavier weapons, but against fleshborers it was useful enough. The perhaps greatest asset right now were our snipers.

The Titans were too big to hide, so being stealthy on scans was an absurd notion anyways. But that meant they had a fairly easy time picking out the Tyranids Synapse Creatures and generally more dangerous strains and calculate targeting solutions until the main mass came within effective range.

When they entered the designated killzone, the simultaneous death of most of the synapse creatures towards the front should disrupt them long enough to allow the Thallax and tanks to cause disproportionate damage.

If they got through anyway, they still had the plasma flamers and melee bots to hold them off and fall back to the recovering Guardsmen.

That left me and my Titans to deal with the enemies big critters. Specifically, set them up to get hosed down by the Stormdrake and see if anything neat was intact enough to mount over his fireplace.

Still, there was no reason not to cheat. Which is why a few tanks with lascannons were on call to shoot the legs out from under them.

A shell slides into place from its rack, and a moment later a tremendous boom splits the landscape, a shockwave that passes across you - picked up and repeated by your amplifiers, pushing dust away.

The shell crosses the distance to the Bio-Titans in moments, and you see it strike one great and spidery one, hitting slightly off-centre, but crippling the beast and leaving it limping across the landscape.

We look good to go, sir. Fortifications go up as best as you can - built of impacted earth and the bodies of your foes - and your war-machines dig in.

Tanks moved hull-down, Thallax into position where they cannot be targeted by the few Tyranid long-range weapons. Your Titans behind the lines, where their void-shields catch the barrage directed at them - and allows them to strike back at any foe too dangerous.

The vast organisms advance swiftly - although not sufficiently so to miss the minefield detonating as the front rank runs over it. The Hive-mind here, bereft of its ships, is not so intelligent it can forsee things - although the wave of Termagants that are sent forwards shows some kind of intellect.

The loss of a number of synapse creatures shows, though - the front ranks become ragged, uncertain. A few groups wander, or go stationary without orders.

It slows their advance - and allows the Bio-Titans to take the lead, under fire all the time from heavy laser and plasma fire - and the mighty macrocannon of your Stormdrake.

The enemy creatures are tough, large and armed heavily - you see the bio-plasma splash from your shields, watch them drop precipitously with a concerned eye.

But they are too far away to easily strike from - while the gun that you snipe them with was built for orbital fire.

It cuts them down, one at a time, until there is little left of their number. You do not escape without damage, however - no matter how much the orbital strikes have hurt them, or cut down their numbers, they are not without danger - and so their acidic plasmas spill onto your Titans and those below, scoring deep holes in armour - or eradicating some of the lesser thing that you have, turning them into steaming pools of ruined metals.

You fight, but it is not quite enough. The enemy is relentless, pushing onwards through your fire. Against prepared defences they would be less dangerous, but against your hurried ones they can push onwards and move into melee range.

Plasma-flamers light up the early day with bursts of bright flame, setting bodies and moving Tyranids alight at once, while dedicated melee combatants hold them back, while ranged forces and armoured vehicles pound anything heavy and dangerous.

Artillery rains upon them - not only yours, but the thudding of Basilisks firing their Earthshaker cannons at the horde, cutting down dozens with each hit.

Slowly you attrit the foe; but it is not quite swift enough. The enemy advance, and you must retreat only slightly slower, pulling back long enough to keep your ranged forces attacking them - for they can do so on the move - while your melee forces engage them as they come close.

Pulling them onwards, one step at a time, is a strategy that buys you time and distance - two things of great value to your forces.

And your Titans have been cutting a swathe through the rear of the horde. If you have timed things right, then events should conspire to give you a break not far from the Guard lines - and as you approach it, the enemy numbers become thinner, their heavy forces reduced.

It gives you the opportunity to go on a counter-offensive, to recover your destroyed machines and push back to the barricades.

The enemy army is under control - almost three quarters of it is dead, and the rest throws itself against your barricades. There are, however, spawning pools some distance ahead.

Taking them out will take some time, if you are to do so without excessive collateral damage, for they are widespread and surprisingly resilient - largely as they are the microorganisms within the pool more than anything else, and are difficult to kill in their entirety.

We will leave ' Thallax and their support to assist you in cleanup operations of the spawning Pools. Another quarter million will move to support the Abyssal Plains until we broke the enemies back at the Ridge.

Emperor willing, we will end this within the next few days. Time would tell if it was the right decision. You don't entirely want to calculate exactly how many likely die in the crossing - while you doubt there are many Tyranids even slightly alive there, they don't need to be so to be somewhat dangerous.

Crossing the land to engage the enemy the battle continues - but with several brief bombardments cutting the flow of reinforcements and allowing the forces to advance, victory looks extremely likely in that sector.

In the others, things are not quite so good. The Abyssal plains are kept at bay by breaking the crust of the lava - and ensuring that crossing it is a messy and unpleasant death for the tyranids.

It will not last forever, however - and so the quarter of a million troops you dispatch are viewed almost as a gift from the Emperor, no matter the slight distrust for the Mechanicus amongst the Guard and the PDF.

While they lack the forces to eradicate the enemy, the number of foes being cut down increases considerably with the Guard able to concentrate on the smaller foes, and your Thallax on the larger.

It holds the foe back, driving them away from the edge just a little further. With luck, things will hold for long enough to ensure victory.

Compared to your tanks they are massive - many thousands of tons compared to a hundred - and have to be handled with care, for an ill-balanced load could slow things at best - or cause the entire thing to crash to the ground at the worst.

Your practices are good, of course - it merely limits how swiftly you can redeploy your forces. Moving to the Phobic Ridge is a quick process for your lighter troops, as you come in overhead.

The enemy assails the mountains - and the massive volcanic ridge - with heavy bio-forms and bio-titans alike.

The ground is irregular, old lava-flows and active vents alike producing a treacherous terrain. For the Tyranids it is not so terrible - but for heavy vehicles it may be a problem.

You can, of course, attempt to land within the fortress - which is large enough to take a number of craft dropping in at once, intended for heavy cargo-lifters.

Otherwise you could deploy your forces on the nearby ash plains and assault the Tyranids from the flank. No reason to get cocky now.

And as previous tyrannic Wars showed, the Tyranids are not stupid beasts. Risking the Titans and their heavy armor on bad terrain was just asking for trouble.

Combined with a low-level showering of volcanic bombs from above, your control of the skies - while not absolute - is fairly significant.

They charge again and again at the walls - the pile below growing unpleasantly large, as if they might seek to breach them by simple attrition.

Burrowing might be an option - if the ground underneath were not threaded through with magma-tubes and slowly cooling lava. The ridge itself is high enough that they cannot breach it - even a Titan could not swiftly reach atop it - and the fortifications above are large enough to make it a troublesome endeavour, their void-shields enough to hold back long-range barrage.

There is little surprise that the Tyranids might assault here first - for all of their seeming mindlessness, they have an effective strategic insight that is obscured by the sheer number of foes.

Most lack the overview or the intellect necessary to cut through this noise to dissect the heart of their strategy - but you do not. It is why their behaviour seems unusual.

They continue to assault the front of the fortress - even if it must be destroyed - to little effect. While they can perhaps ignore the casualties required to gradually build a mound to the top of the walls - and swiftly overrun the defenders - it is quite a wasteful solution.

This is why you start to check around for other signs of attack - seismic disturbances, other prongs of assault.

The terrain makes such difficult , but not necessarily impossible. As your forces move into place within the fortress - at once subject to suspicion and a kind of quiet relief - you find signs of something - a squad of unusual bioforms some distance away.

What they are planning you don't know, but from what access you have to Imperial records, they are Zoanthropes - and as such, psychic.

Their intentions are at this time unclear - but they are clearly gathering in numbers for some purpose. The second oddity that you find are a number of claw-marks on a wall.

This in itself is not unusual - flying Tyranids have attempted to breach the walls a number of times.

But the size, the shape and the position make them different - coming from behind the fortress, closer to one of the volcanoes - where the fliers would have difficult venturing.

All the while you are setting up the enemy continues to assault the forces - only the occasional flier getting through, and inflicting more than minor damage or losses.

Compared to the Green Sea, your losses are nonexistent - five, so far, for over ten thousand enemies dispatched. On a hunch, I have the sensors do a sweep of the area.

And my suspicion is proven correct. Several Lictors got into the base and killed a few Guards. They are now on the way towards the shield generators.

With those gone, the psychic artillery they assembled outside should be able to crack the walls. None of that.

With a thought, I link into the local commanders channel while relaying the data to my own people. The Hivemind positioned several Zoanthropes a distance away.

I assume they are waiting for the shields to fall before unleashing their power. I'm already moving to intercept.

I'd do it myself but I've got a defensive line to organise. Couldn't hit the broad side of a-" - Suiting action to words, several snipers with line of sight turn around, take aim, and fire at the unaware Lictors while a contingent of Thallax hurry to secure the generators.

At the same time, a whole artillery battery starts bombarding the Zoanthropes position just to be thorough. A sudden increase in the amount of heavy artillery is not something it had planned for, nor a significant improvement in intelligence gathering and strategic decision-making.

With a considerably improved understanding of how the enemy works - even if it is only a relatively cursory one - you are able to identify threats that those without proper information cannot.

The Lictors are invisible and move in comparative silence for something quite so large and aggressive - a human might miss it against a broken background, or in mild cover.

The simple fact of being heavily overcast and clouded by ash means that it is difficult to see them - to any eyes not your own.

Your robots have the capability to sort through large volumes of space, and with their network, to quickly narrow down where something is and is not.

Soon enough you have them fully pinned down - four Lictors, close to the shields themselves. You cannot be certain that you have found them all, for the enemy is quite effective at utilising them, but certainly any others will have great difficulty in using them to their fullest extent with you present.

The exposed ones are met by a barrage of long-range fire, taking them by surprise - they moved with stealth, not for their own safety, and it means their end quickly - each one taken out by multiple strikes to their skull and spine, before additional hits ensure they are not going to get back up.

Your Thallax move up to surround the generators - one of the main things keeping this fortress safe from the enemy - while your artillery pounds the enemy positions.

The Zoanthropes fall relatively quickly - whatever armour and psychic shielding little match for heavy munitions delivered to them with guided precision - and for each one that falls the enemy becomes more agitated overall.

While several of their number escape, melting back into the horde you have managed to remove the chance of any kind of focused psychic artillery from the battle.

The enemy, you think, grows more desperate - their Bio-Titans move up in number, heading for you in a single attack. What they intend to accomplish you cannot say, but they move with speed and strength, ignoring most of the fire directed at them for the moment.

Your own Titans are ready to deploy - but would find being placed within the fortress difficult and confining - and only one or two might actually fit.

It's safe enough that it can concentrate fully on bombarding the enemy Titans. We land the Reavers and their support as close as possible to pin down the Bio-Titans for the Stormdrake.

As the behemoth strides out the edifice shakes - until the machine comes to a halt and the lander dusts off - not daring to use its full drives so close to the comparatively weak troops on the ground.

The Stormdrake moves into position, sets up - sights the foe and starts bombarding. Reloaded mid-flight - its limited ammunition supply one of the major drawbacks of the design - the machine uses data from spotters and ranging shots to aim and fire at your foes.

Each shell is massive - the size of a small vehicle - and projected across the distance with force enough to embed it in whatever it strikes.

The enemy does not have Void Shields - but they do have clouds of spores and biological weapons - as well as heavy armour.

Against some weapons this might be enough - but the cut-down macrocannon on the siege titan is enough to overcome the worst of their defences, and even when it misses or is struck from the sky early, the sudden burst of light and sound is enough to hurt them regardless.

Your others drop closeby - under fire from the Tyranids all the while, gouts of Bio-plasma catching shields while parasite-weapons unleash their load upon them.

You watch as their shields are damaged by the enemy - and as smaller, yet still dangerous organisms attempt to climb and clamber up the craft.

Dangerous to do - and more than a few are slain by swift movement of mechanisms on the way - but they lash and cut at everything in their path, and your machines begin to suffer for it.

The rending claws of a Genestealer can open Terminator armour - with time, they can cut through even the plate on a Titan.

Even as the enemy carve at the legs of your war-machines, however, their guns are turned on the Bio-Titans - the enemy is forced to choose between the fortress and the landed Titans - and have to pick the latter, else they simply be wiped out by heavy fire to their rear.

Weakened, slower, but hardly out your Titans unleash laser and plasma fire upon them, or the stream of fire that comes from a flamer or mega-bolter.

Potent weapons all - and a match for the armoured hide of the enemy. You watch as their skins try and close around the holes - before they are struck by a continuous stream of lesser firepower, artillery and tank fire - or pinpoint accurate machine support.

The enemy are damaged, injured - and slowly driven back. Cauldrons of lava are dropped on the foe from the battlements - having been drawn up from a magma-chamber under the fortress, while the Titans slowly take damage from their unwelcome passengers.

Every attempt to fully evict them fails - and the foe always seems to have more, no matter how many are crushed underfoot. The battle does not go poorly , but your titans are in an exposed position.

The enemy's superheavies are in a far worse one, however - two have already fallen, and the rest are dangerously injured. Those should at least thin the herd.

Then move in some dropships with infantry for the synapses in the Titans to direct. We are liable to lose the lot of them, but better replaceable infantry bots than the Titans.

If the Tyranids are sufficiently distracted, see if we can't land some troops on the ash planes as initially proposed and do that flanking maneuver.

Perhaps not as storied as the Basilisk, and certainly not as widespread, but the simplicity of that design is at once its strength and undoing.

It can operate in almost any environment and be repaired swiftly and easily. Its Earthshaker cannon is more than enough for most purposes it is put to, and in some respects it is the equivalent - or even slightly better - than your own.

In terms of versatility they are badly outmatched, however, unable to field the precision and guided munitions that yours can, move at the same speed or aim and fire quite so accurately.

And so it is that they turn towards your Titans. The first group fire, hurling fragmentary rounds across the gap, set to detonate before the shields.

They drop not far from it, a cloud of smoke and shrapnel spreading out - much of it caught on the shields, but parts making it through to clatter against the hull or dig deep into the enemy.

The artillery fires again and again, hurling the light shells on an evolving pattern as they try to eradicate the last of the enemy from their surface.

You could have them drop the shields so that the weapons are that much more effective - but that would probably be far worse in how much damage could be done by the enemy.

Instead, you do what you can, stripping the enemy a small group at a time. Once you finish, the machines' legs look as though they have been mauled, but are intact enough - though allowing anything more than slight damage seems inadvisable.

You survive, however, and the enemy ahead suffers greatly for it. Heavy macrocannon shells cast as colossal fragmentation bombs strike the main lines, cutting down vast swathes of the enemy as they strike, while your own guns join in with the thunder from the fortress.

The ground rumbles, the volcanoes trembling as if tensing for an eruption - although only smoke and rains of ash come at this time, casting even more of a pall across the battlefield.

The enemy seek to push forwards there, while also moving up towards your Titans - recognising the threat and their comparatively unsupported nature.

That, of course, is soon to change - dropships finally sweep in and deposit hundreds of infantry robots to guard them on the ground. Not enough to deal with a dedicated swarm, but enough to pick off any that remain nearby - and to clear any that get through the heavy guns of your steel behemoths.

You cut them down by the thousand; by the tens of thousands, yet there always seem to be more - an endless tide that seeks to crush you under weight of numbers where its attempts at tactical assaults have not worked.

Instead, the foe relies on its numbers, its strategic acumen. Against the Imperium, such might be enough - even in its much reduced state.

Against you, who have stronger units and a more complete chain of command and production infrastructure, it is not. The foe withers and dies with every fallen bioform, leaving a growing pile of dead Tyranids at the base of the ridge.

The bio-titans feed as best as they can, trying to keep themselves alive and intact - but they are weaker things than they were before, and under a barrage of heavy fire even they fall.

The enemy has lost their heavy attack capabilities, but still do not relent. They number in the millions, and charge without care for life or limb - only victory.

To defeat them, you must surely slay them to the last. Without their Titans, they are far more vulnerable to our own Engines. We do not let pride and glory blind us.

We are content to let the Tyranids break themselves upon our defences. But eventually, they will realize that victory is not possible and try to scatter.

To sow chaos or reinforce the other theatres. Something unacceptable. Difficult to avoid without suffering excessive casualties of our own.

But unlike the Imperium, we can redeploy fast enough to hurt them and box them in. Once again, Dropships scream through the air, dodging the bioforms that managed to avoid the air defences so far as best they could and depositing our most mobile troops to the rear and flanks of the swarm.

For now, they will lay low. But if the Tyranids try to make a break for it, they are to bog them down for the main force to deliver the finishing blow.

It is a reminder of just how little each individual matters to them - like a cell, or an organelle within such. The swarm moves as a group, and turns towards your Titans with a thirst for destruction - knowing their role in the destruction of the others, and their contributions here.

If sheer size alone did not tell them how dangerous they are, the simple fact of their constant barrage of the horde is simple enough.

They swarm towards them, trying to at least cut down these forces that they might slice off your heaviest assets. The movement is quick, beyond your ability to easily respond to as a strategic whole - but each Titan has the wherewithal to pull back on their own accord, allowing you to walk artillery fire across the horde while the rest of your line pounds them in the flank.

Their forces are cut down by the hundred - warriors, synapse creatures and more besides. Though they have outplanned you strategically - and swarm swiftly towards the Titans - you outfight them on an individual level.

Even the heavy Carnifexes are not a match for extensive bombardment, no matter how tough and strong they are.

But it is when an artillery strike stuns the swarm as a whole that you realise what to do. More fire on it - the Basilisks, your own, the Stormdrake.

All deliver a punch to that point - and the Hive Tyrant falls. The swarm falls apart in coherence, losing fine control - and from that single point you see lava start to bubble up, slowly spilling out into the enemy.

Their coherency gone, their numbers dropping and their reinforcements curtailed - the enemy are dangerous, to be sure, but no longer the threat that they once were.

Anti-personnel shells keep them away from the Titans, but they have had to retreat once again outside the combat zone, and will take a brief period to reassert their presence, should you choose to do so.

Without support, they would die a death by a thousand cuts. Without Titans of their own and the fortifications, they could let the Tyranids exhaust themselves on the defences and the Stormdrake.

A horde chases them onwards, fulfilling their last given orders by the hive-mind, before its local presence collapsed. The enemy are not wholly mindless, but they act on instinct - thrown back by the disruption to more animalistic responses.

They charge on, even as their numbers are whittled down. Roaring Carnifexes, chattering smaller creatures and Warriors sliding onwards at high speed - all of them gradually cut down, reduced by heavy fire.

With the Titans safeguarded - if out of the battle - you have the rest of the enemy to deal with. Their reinforcements left somewhat undirected, trying to get around the minor eruption going on, the enemies that you face for now are reducing in number by the minute.

Heavy guns slam into them as they scale the cliffs, while lighter ones rake across them, weakening them and slaying the smallest amongst them.

The endless tide is not yet stemmed - but is slowed. Your Stormdrake pounds into it, macrocannon shells slotting into position and being sent down into the enemy as swiftly as they can be loaded.

Their detonates mark the deaths of thousandss, while others that of tens or hundreds. The enemy is slowly reduced, their numbers degrading, their tactics devolving.

You cut them down, slay them until only a few remain - and the fortress is, more or less safe. Or at least as safe as anywhere guarding cities upon a ridge and a dozen volcanoes can be, as the endlessly falling lava reminds you.

As it clatters down into the field ahead you already see some of the Tyranids being covered by it - to be swept underground and compressed into some layer of foulness to be found a million years from now, perhaps.

Maybe you'll even uncover it then. The enemy here are depleted, of course - only one major battle-site remains. But the spawning pools for this group are still intact - and they will recover in time.

Collecting back into a more coherent whole here will take time, and it is something that you exploit as best as you can. Your troops are somewhat better equipped to operate in a volcanic environment, and so they push from the fortress out into the battlefield, taking one step at a time towards the distant spawning pools.

A hundred miles away from the battle-line you have to wade through tens of thousands more straggling enemies, created by the mindless processes of the enemy, spawned like white blood cells from an animal.

For now, at least, they are disorganised. Lesser creatures control some of the horde, but they cannot coordinate well enough and certainly do not have the tactical or strategic acumen to face an equivalent force of solid metal and ranged power.

You skirt the edges of the enemy, cutting them down from the peak of the trench they march through. Only the greatest of them are a threat - and they no longer have any bio-titans, or anything quite so large and potent, leaving their options limited.

It takes time to go through them, but you gradually push them back, leaving only thin groups of stragglers and infighting behind you - while ahead lies the towering fleshy pillars and pools that marks the enemy's subversion of the world, its corruption of the biosphere and its ultimate purpose here.

The foe is persistent - but its nests are neither resilient or aggressive, and offer no resistance as they are purged by fire and destruction, by heavy artillery and mines.

Perhaps you have not destroyed them utterly, but as your forces search around, gathering samples and checking things over, you know that you have managed to set them back immeasurably.

Provided the place is watched, and any resurgence dealt with, you expect that you have the situation resolved. Hundreds of thousands of creatures are there, but held back by the nature of the lava-flows, either cut off by them or striding across the thin crust rather than face the defensive lines, using them as a form of battering ram of molten rock.

It is effective, in its own way, but dangerous - they are just as vulnerable to the things that they use as a human would be; at such a temperature, there is comparatively little difference in effect.

Orbital scans show that the enemy is losing coherence, however - likely as you have eradicated much of its synaptic network here.

It is uncertain what effect this will have in the longer-term, though - they may well stabilise and continue, or collapse to utter anarchy.

This time without the Titans that return to their cradles for repairs. The terrain being unsuited to heavy armor doesn't help either, so a lot of our tanks will be of limited utility too.

One of the drawbacks of the political situation, to be sure. The new hovertank designs would have laughed at a triviality like the ground being made of lava.

Barring cooling complications, of course. They had yet to figure out how to make thermodynamics behave like they want it to. Hopefully they'd finish quickly.

The Outriders should be returning with news soon enough. Then they'd know where to send relief forces.

Instead, they default either to screeching and insane attacks or a curious resource-conservation. In the absence of any heavy creatures, however, this does not serve them as well as it could.

Indeed, their positions are untenable - the PDF pounding them with artillery and what vehicles they can bring to bear, breaking up the lava and forcing it to spread.

The enemy are in open spaces, behind burnt jungle - and as such are easy targets for your own guns. Flypasts by airborne drones break them up further - and beyond that it is mostly just cleanup.

The enemy does not make it easy, but neither do they even try to attack in any coherent fashion. Though it takes days to track them all down, it is enough to eradicate the majority of the remaining Tyranids on this planet.

Congratulations are many - and you receive invitations to meet and dine with the high nobility of the world to celebrate your victory, should you so choose.

The people swear an eternal friendship to the Mechanicus for your aid in this matter, which may or may not be particularly desirable.

The news coming in from your scouts, however, puts a damper on your victory here. The three worlds are under siege, to be sure - Etrat under heavy attack by a fleet more than twice the size of this one here - either being larger than previously known, or worse, having received reinforcements.

The defences are faltering, to be sure, and you cannot say how much longer the world will last for. Ysin is having an easier time of it - their attack fleet is being repulsed, being only half the size of this one.

It will be a costly victory, but it should be one nonetheless. Hahllas, however, is the worst. Not because of the size of the fleet - indeed, it is no different to this one - but because it has to little defences, bar what can be spared from the more developed worlds.

The Navy could not justify using the full force of their fleet to do so, and the world is as such now coming under the rapid onset of a full-scale Tyranid assault.

As such, with the risk of replicating additional Tyranid hive-ships from the abundant biosphere - and to deny them any genetic data from the Deathworld, the Navy has authorised an Exterminatus upon the world, to be carried out by Cyclonic torpedo strike.

They have asked that you assist in escorting the cruiser to its launch site and defending it until the deed is done.

However, for the sake of honesty, I must state that while these troops are of the Adeptus Mechanicus, our swift arrival is due to the Adeptus Heraldus, recently founded by She Who Inherited The God-Emperors Divinity, Empress Naurum, as a replacement of the defunct Adeptus Telepathica.

I'm sure you all have many questions, and in time, they will be answered. In the meantime, take heart in the knowledge that the Emperor has not left Mankind, but guides us in the flesh once more, even if in a different shape.

The Heraldus - despite not even being technically founded yet - are attributed the greatest part of the glory, although you expect the locals to focus more on the Mechanicus as those supposedly fighting and dying.

Certainly they will transfer at least some of their gratitude towards them, however - and more if the Mechanicus dispatched here with them are a Domain-aligned faction.

The existence of the Empress, however, is by far the strangest one. The loss of the Emperor was a grievous wound to their psyches, and the Warding Emperor cult has not made it so far yet, nor penetrated the popular discourse.

They stand adrift - but latch to your mentioning of the new Empress as a divine sign, and you as divinely-ordained saviours sent from her to drive the xeno from their world.

Your swift - and effective - assault against them has certainly entrenched such in their mind, although you wonder what seeing the Mechanicus as the primary fist of the Empress might do to their own beliefs.

Regardless, you leave a world wounded in body - but somewhat healed in spirit. Ysin was the only bright spot in this mess, against all expectations.

Etrat was expected to be under heavy assault, and as I expected, also the best defended. But it was still losing.

Slower, but losing nonetheless. And if it fell, it could cripple the entire sector. It wasn't a difficult decision. Everything they brought was sent to Etrat.

That left the request for Hahllas utter annihilation. I could see the strategic calculus and agreed. It still left an ashen taste to just kill off an entire loyal world.

Or whatever the Tyranids have left of it. Given the census data of the place, it's unlikely that many, if any at all, are left alive given the Tyranids explosive growth rate in that environment.

The problem was, he could deliver these torpedos much easier than a ponderous, week long journey from the systems edge and braving the Hiveships in orbit.

He could wrap it up in minutes and leave most ships at Etrat. It was certainly worth asking. While I agree on principle, we are hard enough pressed over Etrat that I can't spare many vessels, and too few would risk defeat in detail, if not complete mission failure.

However, my ships have advanced tactical jump capabilities, allowing me to deliver the Cyclonic Warheads directly to the target without giving the Xenos even time to react.

But for that, the devices would need to be installed in one of my Lunars, as only they possess the required torpedo launchers.

Of course, you are welcome to send minders along for the devices. Would you consent to this? Here, he is deathly serious.

You speak, and he listens. And finally, he nods. The torpedo must be delivered, and Hahllas released from its xenos-driven torment.

We shall cover the exchange, for the Xeno mind that rules these beasts shall surely endeavour to end such a threat to itself. This mission cannot fail; we have no more to spare, and for the foe to gain the biomass of that world would surely be a loss to all within this sector; the enemy shall surely replenish their losses and continue.

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