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Fleet Information

  * Led by Aldrich Isengrund and is the Stellar Fleet Flagship.

  ** Monitor ship, not Warp-capable.

  OTHER FLEETS (A-Z):

  Karrad Vall has sixteen vessels of his own, four of which are cruisers, and they're pounding the (12) boarded vessels in their berths. (c0262)

  Aldrich Issengrund's Battle Plans (c0263):

  There are sixteen Chaos vessels and forty-nine Imperial vessels in the Footfall system. Twenty Imperial vessels are pinned down in Footfall by treachery: seven from Battlefleet Koronus, five from Tithe-Fleet Calixis, five merchants and two pilgrims. One Imperial vessel is subject to boarding assaults 150 million kilometres from Footfall. My combined fleet of twenty-eight Imperial vessels is thirty AU from Footfall.

  I split my fleet into three parts: eleven support vessels, fourteen fast vessels, and three capital ships. The fast vessels, three light cruisers and eleven escorts, are led by Leith Madara. The capital vessels, two Lunar-Class cruisers and one Exorcist grand cruiser, are commanded by Calligos Winterscale. The eleven support ships are supervised by Alpia.

  I am directing the whole fleet, not from the bridge of Torchbearer, but from the Warp Sextant tank. I will be using the Novis Coven link and my soul bond with all the psykers in Stellar Fleet SOL to maintain near instant communications across the system and cast Navigator spells at long range.

  The fast ships are sent on ahead, accelerating at four gravities. The light cruisers, Distant Sun, Red Knoll, and Petitor Veritas immediately flare their antimatter boosts, creeping up to five gravities over thirty minutes before slowing down again, and continue to do so every eight hours. During the boost, the escorts, four Adders, two Swords, two Falchions, a Turbulent, a Claymore, and a Tempest, slowly fall behind, then catch up while the engines of the light cruisers cool down.

  Meanwhile, the Emperor's Vow launches 4,000 of its 5,000 strike craft, mostly Fury Interceptors with a few squadrons of Starhawk Bombers. 400 of my own strike-craft guard are the final line of defence. They're escorting a massive fleet of 500 shuttles, heading for the station at 20 gravities, with an arrival time of 3.5 days. Praise the Machine-God for artificial gravity and inertial dampeners!

  The Exorcist-Class is the smallest and slowest of the grand cruisers. Calligos has modified his so it's as fast as the Repulsive-Class grand cruiser at 2.4 gravities. I'm hoping the speed increase will be enough to sell the deception, or at least muddy the waters enough that Karrad Vall doesn't realise we have another 1,000 strike craft in reserve on Emperor's Vow, let alone the strike craft hiding on Petitor Veritas or the support ships. I need to make it look like they have a chance to out-number me.

  We also launch 100 Arvus Lighters and other low-quality shuttles, pushing them into the interceptor screen led by the Exorcist's strike-craft. The intention is to make our actions appear like a desperate assault, and we've pressed every light craft we have into service.

  This relief force is a mix of Space Marines in their Thunderhawks, and the equivalent of 2.33 regiments of Heralds, taking a third each from my Void Assault regiment, two Mechanised Infantry regiments, and four light infantry regiments. I have something else planned for the Battle Automata and Penal regiments. Penitents fill every shuttle, not stuffed with Heralds, occupying the shuttles that are normally assigned to my vessels, rather than their own assigned shuttles. The shuttles normally available to the Penitents are too slow to be useful for this assault.

  Behind the huge force of shuttles are my stealthy strike craft, the Sagitta, Macross, and Vitrum, their launch and signatures thoughtfully disguised by the huge fleet of shuttles and strike craft burning with all their power straight for Footfall. They follow behind, cloaked by my spell, A Cloud in the Warp and their Empyrean Mantles. There are 1,500 of them, and they're guarding another 250 hidden shuttles.

  Reina Benetek and two Ortelius Navigators are on my private shuttle in the centre of the hidden strike group, acting as a focus for the spell and hiding my strike-craft from enemy Navigators and Warp Witches attempting to locate hidden vessels with Void Watcher, a powerful divination spell.

  With these layered deceptions, I hope to imply that the fast void ships are travelling at maximum speed. Most light cruisers max out at 4 gravities sustained acceleration, and escorts at 4.5 gravities. To Karrad Vall, it will appear as if he remains where he is. Once my shuttles arrive to relieve the Imperial vessels stuck at Footfall, he'll get pinned between my fast vessels, Battlefleet Koronus, and Tithe-Fleet Calixis in less than 7.8 days.

  So long as my fast vessels continue to make 'full speed' towards Karrad Vall's fleet, as far as he can tell, he has less than nineteen hours to disengage from the Mass Conveyor Spear of Commerce and flee the system without being caught. The best he could do was blow up Spear of Commerce and retreat, abandoning his troops on Footfall. This will make him look weak, as that's a failure condition for his raid, as blowing up your capture target is, at best, petty denial.

  However, if he departs immediately and goes for my fast fleet, it will appear to him that he has a chance to not only defeat my fleet in detail, but also near guarantee his escape as my capital ships are about the same speed as his. Some delaying actions by his escorts would be enough for his own capital ships to pull ahead and escape, leaving his escorts to catch up, and my own fast vessels shattered and useless.

  So long as his casualties remain minimal, he'd also have a chance of capturing my cruisers before the other Imperial fleets can catch up. Two cruisers and a grand cruiser are a far greater prize than a Mass Conveyor, and it would be the perfect way for him to recover his so-called honour. If his imagination is really wild, he might even dream of turning around with his new prizes and nabbing Battlefleet Koronus and Tithe-Fleet Calixis, too.

  If it does go badly for me, he'd still never get past my Dark Age of Technology security before the other Imperial fleets catch up, but he doesn't know that. He'll assume they're filled with poorly armed voidsmen and menials.

  What he doesn't know is that if he decides to flee immediately anyway, not only will I catch him with my stealthy strike craft, but Distant Sun and Red Knoll are both capable of six gravities sustained acceleration, and the Adders are even faster at 7.6 gravities.

  If he doesn't turn around to defeat my extra fast void ships, his whole fleet will get pummelled by my vessels for at least fourteen and a half hours before they reach the Mandeville Point. They'd have to contend with teleporting Heralds and Marines every time their shields slipped, too. If he does turn around, they can dash away and keep harassing him until the rest of my fleet catches up.

  The only flaw with my plan is that it relies on my enemy being smart enough to seize it. I won't get all his vessels if he flees immediately. There's no way two light cruisers and four escorts can take down a Hades-Class heavy cruiser, a Carnage-Class cruiser, a Devastation-Class cruiser, a Murder-Class cruiser and their twelve escorts in fourteen and a half hours.

  I'd likely disable 40-60% of their escorts, and the cruisers would be going fast enough at that point that it wouldn't matter if their engines get crippled by strike-craft. They'd still reach the Mandeville point before the rest of my fleet could catch up. I'd have more confidence in nailing at least one cruiser if Distant Sun and Red Knoll had all their shuttles and could repeatedly board a cruiser, but all their shuttles will be at Footfall at that point, supporting my troops with holds stuffed full of supplies and workshops.

  I am left with one option: stirring the pot. With a rising sense of embarrassment, I prep some aggressive Machine-Spirits for upload to both Footfall and Karrad Vall's fleet and record a message.

  "Attention, all Imperial forces. This is Magus Explorator Aldrich Issengrund of Stellar Fleet SOL and its allies: Inquisitors Hamiz and Horthstien. Rogue Trader Calligos Winterscale. Ephrine Stern, Adepta Sorritas, Order of the Valorous Heart. Force Commander Odhran of the Barghest Space Marine Chapter, and Imperial Saint, Alpia Issengrund. Hold fast. Help is coming. By the Grace of the Emperor of Mankind and the miracles of the Machine-God, the traitor Karrad Vall and his rebel scum are commanded to surrender and die. Ave Imperator!"

  There, that should sound sufficiently righteous and uncompromising to rile up the cultists. It pairs well with my 'reckless' fleet actions. I command my message to repeat every 15 minutes on all vox channels at high volume, regardless of whether the casters are muted or turned off. The intervening time will be filled with battle hymns sung by Alpia. Each fifteen-minute interval will be followed by a brief ETA of the relief force.

  Unless the enemy destroys their vox casters, my message should gum up the traitors' communications for several hours, until they can purge it from their systems. I pray that my super chunni message will bring hope to all Imperial forces, too, and that it will only permanently commandeer a single channel for the Imperial forces. It might even be enough to get the more neutral parties to contribute. No one likes to be seen fighting poorly when the Inquisition and Space Marines are coming right for you.

  Five hours later, I get confirmation that Karrad Vall has ceased his assault on Spear of Commerce. He hasn't given up on sneaking away with his prize, though, as vast swarms of stolen shuttles are disgorged from Footfall and head to the scarred Mass Conveyor. Just where is he getting all these troops from?

  A day later, Karrad Vall empties his Devastation-Class cruiser of its Swiftdeath Fighters and Doomfire Bombers to intercept my shuttles. He also supplements his 3,000 strike craft with another 2,520 strike craft from his other vessels, conveniently drawing off what I hope is most of, possibly all, the close support for his fleet.

  He outnumbers my visible combined strike craft and shuttles by 1,520 units, and only has one carrier, so I am confident he has less than a thousand strike craft guarding his fleet, and that's assuming he packs as many into his ships as I like to do. I do not like the implications of his manufacturing capabilities if he has managed to do so.

  I've committed 1500 of my 1907 strike craft to hiding, and as the enemy creeps towards my own forces, I have a few hours to decide how to play this. While they could tip the numbers in the upcoming engagement, that isn't the trap they're there to spring. These hidden strike craft are also guarding another 250 shuttles, which are also discreetly following the main force.

  "My people. You ride into battle upon the grand mechanisms of the Machine-God. It matters not that the traitors' fire shall fall like rain, for you are armoured in knowledge, assembled by your skilled hands and guided by your steady minds. As the Great Enemy screams its worthless hate into the void, take courage in the might of your true flesh and the aim of the Machine-Spirits. In this moment of your valiant charge, I pray for you:

  "We praise you and thank you, O Holy Emperor, the Almighty guardian of mankind, for the love and compassion you have for humanity. We thank you for the gift of salvation you bestow on your fearful children.

  We beg you, O Emperor, to save those who follow the evil ones and that their hearts will be opened to the truth of their eternal life.

  "O, final arbiter of love and peace, I plead with You to offer protection to all Your holy messengers in the void.

  I pray that they are protected from the hatred of others.

  I ask that Your Most Holy Word be spread quickly all over the galaxy.

  Protect your messengers from flame, blades, and lies.

  Protect their families and cover them with your grace, at all times, so that the hellish rebukes we bring to traitors and xenos are heeded with contrite and humble hearts.

  We pray that their tattered souls and tarnished hearts return to you in their last moments, their sins and alien minds cleansed by your grace and the withering flames of our blessed guns.

  Ave Imperator.

  "My people. May your efforts return you home, victorious and whole in heart and body. Issengrund out." (c0263)

  From their final approach, I observe that the opposing (Karrad Vall's) Swiftdeath Fighters and Doomfire Bombers intend to attempt a single pass rather than risk a dogfight against an unknown foe. They might not know what my shuttles and strike craft are, but they will be able to detect their size and mass and know that they don't match known Imperial void craft. Given that I've been blasting Karrad Vall's forces with a message declaring that I'm a Magos Explorator, this first strike is a test. (c0264)

  ...

  The numbers flow into my mind, unheeded by my opinion of their results. Karrad Vall has lost 44% of his strike craft.

  My own losses are a lot lighter at 17%. I want to be happy about this. I really do. It's a spectacular result.

  Karrad Vall's assault was not without success, however. His strike craft focused everything they had on the largest craft in my relief force. The Class-3 D-POTs have taken a beating. They might be tough, but over 5,520 strike craft is a lot of firepower, enough to bring down a cruiser, let alone the equivalent of a flying Titan.

  I sent sixteen Class-3 D-POTs with the relief force. Thirteen remain. Two held Penitents, the other Mechanised Infantry. Decades of training, a Planetary Governor's ransom worth of resources, and thousands of young lives cut short without a chance to go down fighting. (c0264)

  * Led by Unknown

  ** Monitor ship, not Warp-capable.

  * Led by Lyre Hamiz

  * Led by Unknown

  * Led by Domelch de Búrca, Commodore of Marwolv.

  ** Monitor ship, not Warp-capable.

  * Led by Unknown and intended to travel at sub-light speeds between worlds with new ZFR Horizon Accelerator Engines.

  Royal Road is the home of this novel. Visit there to read the original and support the author.

  * Led by Rogue Trader David Modren

  * Led by Rogue Trader Calligos Winterscale

  * Led by Eire Lobhdain

  * Led by Quaani Saade Rey'a'Nor with Remembrancer Thorfinn Ursus

  ** Monitor ship, not Warp-capable.

  Sitting in my cosy office, I continue my final review, enjoying the feeling of accomplishment as I see how far I have come. The anticipation of how far we have yet to go also fills me with excitement. The images of endless voidships and the restoration of Humanity carry me away with dreams of hope and progress, the lack of which has ground me down during my time at SR-651.

  The original intention behind my voidship selection was to form a partial cruiser strike group with one cruiser, one light cruiser, and four escorts. Really, it should be four light cruisers per cruiser with four escorts per light cruiser, for a total of sixteen escorts per cruiser strike group. We don't have enough vessels for that, though.

  In theory, pairing everything in fours means that each group should be able to beat one vessel of the next size up. A light cruiser strike group, that's four escorts and one light cruiser, can fight off a cruiser and vice versa. It is loosely based on the volume of each void ship class.

  For example, each Lathe Class light cruiser is worth seven point three Sword Class frigates, and a Lunar Class frigate is worth twenty-two point two Sword Class frigates. The goal is to have at least half the volume in the smaller vessels relative to the larger ones.

  There is an odd contrast in Imperial ship design in that one needs the largest vessel possible to make it worth travelling through the Warp, abusing the tyranny of volume to ferry the most people and cargo from each harrowing voyage. Not only that, but larger vessels are far more self-sufficient, so if you run into trouble, you're far more likely to have a solution on board.

  On the other hand, smaller vessels let you field more guns and strike craft for fewer resources as surface area multiplies at a different rate than volume. Even if smaller ships don't have the same level of firepower, shields, and armour, you can rotate and manoeuvre your vessels to either take down a far larger vessel or to easily escape.

  Much of this theory goes out of the window if you come across a carrier-configured battleship, as its massive volume lets it field thousands of strike craft, battering down any number of smaller, faster vessels as it pleases. So long as a carrier doesn't run headlong into a gun-heavy battleship. These titanic behemoths can pound a carrier into scrap before the carrier's strike craft have a chance to wear down its dozen cubic kilometres or more of armour, plasma, and metal.

  One also has to consider the sheer number of crew. Anything cruiser-size or larger likely has at least a quarter million crew, not including servitors, civilians, or Imperial Guard detachments. Compared to the fifteen thousand crew on a Sword Class frigate, large vessels like the Lunar can keep sending boarding crews at smaller vessels until they are overwhelmed without significantly impacting their own performance.

  This mess of design philosophy and counter-reliant combat is why I put so much emphasis on strike craft and CIWS, such as micro-laser grids, on my vessels. I also stuff them full of dedicated combatants, like Heralds, and as many automated internal defences as I can. The goal is to balance my groups so that each group is the equivalent of both a carrier and a gunship.

  Rather than specialising and risking the wrong solution, I rely on my superior technology and crew training to secure victory. This is why I am so cautious around the other factions, as all of them vastly outnumber me.

  My tech advantage can carry the day in small-scale conflicts. It isn't going to help me if any of them really gun for my stuff in vast numbers, a strategy that Abbisine quickly noticed in her analysis.

  Avoiding attention and hiding my best technology as best I can is why I had no intention of taking Iron Crane or my Moth Class vessels anywhere near an Imperial-dominant sector, such as Calixis. I still have no intention of bringing Iron Crane anywhere near the Lathe Worlds and other Mechanicus heavy systems.

  Sure, Abbisine has visited Iron Crane, but it's one thing for the Mechanicus to have some footage of a mobile ship yard in a system far from their seat of power and quite another to dangle a newly built, Dark Age of Technology mobile shipyard over three Forge Worlds that think they're as awesome as Mars. I have relented upon taking the Moth-Class vessels, however. (c0252)

  The base Population of void ships is based on the Adder-Class of 15,000 crew.

  Total crew is calculated based on void ship volume, with the base volume equal to the Sword-Class (0.108km3), the Imperium's most standardised warship.

  Civilians make up 30% of the total crew. Servitors are set at 30% of the total crew.

  Void ships are not a perfect rectangle. As such, most vessels are given a modifier of *0.75 to their total volume. This affects crew, civilian, and Servitor numbers. The modifier is arbitrary and not an accurate representation of a void ship's actual shape. It's better than treating them all as a box, though. Ship images are taken into account when choosing the modifier.

  Aeronautica and Stellar Corps numbers are added separately and are not based on ship volume or crew numbers.

  Only vessels directly owned by Aldrich have had their Population and void craft numbers calculated. Void craft numbers were based on their hangar volume. Total hangars were calculated as a percentage of ship volume. One hangar was set at 3 million cubic metres, with approximately 25% of the space left empty for manoeuvres. Each vessel has a different number of hangars, depending on the regiments and void craft it carries. Exact numbers have not been included in this document.

  Stellar Fleet MANI, which includes Iron Crane, hasn't been calculated because Aldrich won't see it for decades.

  A typical crew consists of five watches. Three are active on an 8-hour rotation. One watch is on leave. One watch is in training.

  All non-training crews work on a 12-day-on, 4-day-off schedule. 3 months of every 15 are spent as part of a training crew.

  Void Ships

  Torchbearer: Lunar Class cruiser.

  Size: 5*0.8*0.8= 3.2km3 // 3.2*0.75= 2.4km3 // 2.4/0.108= 22.2 Sword Class Frigates.

  Total Population (approximate): 552,232 Humans. 101,100 Servitors. 21,600 Battle Automata. 615 strike craft. 186 armed shuttles. 54 mobile workshops.

  Crew: 15,000*22.2= 552,232 // Civilians: 333,000*0.3= 99,900 // Servitors: 333,000*0.3= 99,900 // Heralds: 77,328 // Battle Automata: 21,600 // Herald Servitors: 1200 // Bodyguards: 1,344 // Aeronautica (strike craft): (15*128)+(60*16)+(540*4)= 5,040 // Aeronautica (shuttles): (4*128)+(15*16)+(45*4)= 932 // Aeronautica (magos): (1*128)= 128 // Aeronautica (Heralds): (2*128)+(36*16)+(84*4)= 1168 // Aeronautica (mobile workshops): 54*16= 800 // Aeronautica (total) 5,040+932+128+1168+864= 8,132. (Additional watches and training crews) 8,132*5= 40,660.

  (333,000+99,900+77,328+1,344+40,660)

  Distant Sun: Lathe Class light cruiser

  Size: 4.2*0.5*0.5= 1.05km3 // 1.05*0.75= 0.7875km3 // 0.7875/0.108= 7.3 Sword Class Frigates.

  Total Population (approximate): 186,080 Humans. 33,150 Servitors. 3000 Battle Automata. 300 strike craft. 48 shuttles. 12 mobile workshops.

  Crew: 15,000*7.3= 109,500 // Civilians: 109,500*0.3= 32,850 // Servitors: 109,500*0.3= 32,850 // Heralds: 30,300 // Battle Automata: 3,000 // Herald Servitors: 300 // Aeronautica (strike craft): (60*16)+(240*4)= 1,920 // Aeronautica (shuttles): (2*128)+(5*16)+(15*4)= 396 // Aeronautica (Heralds): (1*128)+(6*16)+(24*4)= 320 // Aeronautica (mobile workshops): 12*16= 192 // Aeronautica (total) 1920+396+320+192= 2,646. (Additional watches and training crews)2,686*5= 13,430.

  (109,500+32,850+30,300+13,430)

  Erudition's Howl: Adder Class escort carrier

  1.6*0.3*0.3= 0.144km3 // 0.144*0.75= 0.108km3 //

  Total Population (approximate): 29,896 Humans. 4,500 Servitors. 155 strike craft. 23 shuttles.

  Crew: 15,000 // Civilians: 15,000*0.3= 4,500 // Servitors: 15,000*0.3= 4,500 // Heralds: 336 // Aeronautica (strike craft): (5*128)+(30*16)+(120*4)= 1,600 // Aeronautica (shuttles): (2*128)+(5*16)+(15*4)= 396 // Aeronautica (Heralds): (1*16)= 16 // Aeronautica (total) 1,600+396+16= 1,996. (Additional watches and training crews)2,012*5= 10,060.

  (15,000+4,500+336+10,060)

  Red Wasp: Adder-Class escort carrier, same as Erudition's Howl.

  Delta Sting: Adder-Class escort carrier, same as Erudition's Howl.

  Sol Faithful: Adder-Class escort carrier, same as Erudition's Howl.

  Ortelius Libertas: Carrack-Class transport

  Size: 2.1*0.4*0.4= 0.336km3 // 0.336*0.75= 0.252km3 // 0.252/0.108= 2.34 Sword Class Frigates.

  Total Population (approximate): 180,910 Humans. 11,730 Servitors. 90 strike craft. 188 shuttles.

  Crew: 15,000*2.34= 35,100 // Civilians: 35,100*0.3= 10,530 // Servitors: 35,100*0.3= 10,530 // Heralds: 121,200 // Herald Servitors: 1200 // Aeronautica (strike craft): (15*16)+(75*4)= 540 // Aeronautica (shuttles): (4*128)+(15*16)+(45*4)= 932 // Aeronautica (Heralds): (4*128)+(24*16)+(96*4)= 1,280 // Aeronautica (mobile workshops): 4*16= 64 // Aeronautica (total)= 540+932+1280+64= 2,816. (Additional watches and training crews) 2,816*5= 14,080.

  (35,100+10,530+121,200+14,080)

  Ortelius Licencia: Carrack-Class transport, same as Ortelius Libertas

  Hazy Meditations: Moth Class factory escort

  1.6*0.3*0.3= 0.144km3 // 0.144*0.75= 0.108km3

  Total Population (approximate): 22,996 Humans. 4500 Servitors. 48 strike craft. 43 shuttles.

  Crew: 15,000 // Civilians: 15,000*0.3= 4,500 // Servitors: 15,000*0.3= 4,500 // Heralds: 336 // Aeronautica (strike craft): (15*16)+(60*4)= 480 // Aeronautica (shuttles): (2*128)+(10*16)+(30*4)= 536 // Aeronautica (Heralds): (1*16)= 16 // Aeronautica (total)480+536+16=632. (Additional watches and training crews) 632*5=3,160.

  (15,000+4,500+336+3,160)

  Voracious Light: Moth Class factory escort, same as Hazy Meditations.

  Lunar Lion: Moth Class factory escort, same as Hazy Meditations.

  Last Breath: Moth Class factory escort, same as Hazy Meditations.

  Stellar Fleet Sol total population of Humans (does not include Heralds, does include Aeronautica): (552,232*1) +(186,080*1) +(29,896*4) +(180,910*2) +(22,996*4)= 1,311,700

  Stellar Fleet Sol total Heralds: (77,328*1) +(30,300*1) +(336*4) + (121,200*2) +(336*4)= 352,716

  Stellar Fleet Sol total population of Servitors: (76,125*1) +(18,778*1) +(4,500*4) +(5,923*2) +(4,500*4)= 142,749

  Stellar Fleet Sol total population of Battle Automata: (21,600*1)= 21,600

  Stellar Fleet Sol total number of Strike Craft: (615*1) +(300*1) +(155*4) +(90*2) +(48*4)= 1,907

  Stellar Fleet Sol total number of Shuttles: (186*1) +(48*1) +(23*4) +(188*2) +(43*4)= 874

  Stellar Fleet Sol total number of Mobile Workshops: (54*1) +(12*1)= 66

  Total number of voidcraft: 1,907+874+66= 2,847

  Company Types:

  Battle Automata Company: 36 Heralds per company and 300 Automata. 34 Acolytes, two commissioned officers (Tech-Priest minimum). 3 IFVs (2 Chimaera-E, one command variant). Automata are typically armoured Janus Pattern Servitors, Assault Pattern Cyber Mastiffs, or Blink Pattern Cyber Mastiffs. He also has an unpiloted Vanguard Armour variant, not just Servitors and Mastiffs.

  20 squads of 15 automata each led by one Herald. 2 teams of 5 Cybersmiths. 6 officers.

  While Aldrich's mechanical troops can also be Kataphrons or Castellan Class automata, Aldrich does not currently have the Castellan STC, nor does he like to use Kataphrons, as their production rate is unreliable due to the requirement of a 'violent soul'.

  Despite the superior strength and firepower of more traditional mechanicus robots, Aldrich prefers the improved agility and intelligence of his own designs. Their humanoid construction means they can use the same armour, weapons, and shuttles as his infantry. They also use the same production and maintenance facilities as his labour Servitors and other logistical systems. These multiple conveniences have significant space and administration savings.

  Line Infantry Company: 336 Heralds per company. 20 squads of 15 Heralds (conscripts or acolytes), six commissioned officers (Tech Adept minimum), five special weapon teams of 6 Heralds. 12 IFVs (8 Chimaera-E, 4 Crassus-E), six armoured trucks, 15 messenger bikes. 26 logistics pattern Cyber Mastiffs.

  Command Company: 336 Heralds per company. 20 squads of 15, 36 commissioned officers (Tech Adept minimum). 12 IFVs, command variants (8 Chimaera-E, 4 Crassus-E), six armoured trucks, 15 messenger bikes. 26 logistics pattern Cyber Mastiffs.

  Logistics Company: 336 Heralds per company. 20 squads of 15 heralds. 6 Commissioned officers (Tech-Adept minimum). 24 IFVs (18 Chimaera-E 6 Crassus-E), 12 armoured trucks, 6 armoured trucks, 15 messenger bikes. 26 logistics pattern Cyber Mastiffs.

  Engineering Company: 336 Heralds per company. 20 squads of 15 Tech Adepts. 30 tech priests, 6 Commissioned officers (Battle Smith minimum). 24 IFVs (18 Chimaera-E 6 Crassus-E), 12 armoured trucks, 15 messenger bikes, two mobile workshops. 26 logistics pattern Cyber Mastiffs.

  Servitor Company: 36 Heralds per company and 300 Servitors. 34 Tech-Adepts and 2 Commissioned Officers (Tech Priest minimum). 5 IFVs (4 Chimaera-E, one command variant).

  Armour company: 336 Heralds per company. 8 Armour per squadron, six squadrons per company, 3 Heralds per Armour. (48 armour, 144 Heralds). 10 squads of 15 Heralds (150). 6 special weapon teams (36). 6 Commissioned officers (Tech-Priest minimum). 12 IFVs (8 Chimaera-E, 4 Crassus-E). 16 logistics pattern Cyber Mastiffs. Armour can be Leman Russ-E, Basilisk-E, or Hydra-E.

  Reconnaissance Company: 336 Heralds per company. 20 squads of fifteen Heralds, six commissioned officers (Tech Adept minimum), 5 Ruby Owl class stealth vehicles (2 pilots & 4 Tech-Priests per team). 12 IFVs (8 Chimaera-E, 4 Crassus-E), 12 armoured trucks, 60 messenger bikes. 20 logistics pattern Cyber Mastiffs.

  Light Infantry Company: 336 Heralds, Imperial, or penal infantry. 20 squads of 15 soldiers, six commissioned officers (Tech Adept minimum), five special weapon teams of 6 heralds. 12 IFVs (8 Chimaera-E, 4 Crassus-E), six armoured trucks, 15 messenger bikes. 26 logistics pattern Cyber Mastiffs.

  Penitent Light Infantry Company: 336 Penitents, Imperial. 330 lightly armoured melee/ pistol infantry. 6 elected officers. 24 armoured trucks, 15 messenger bikes.

  Penitent Combined Logistics and Command Company: 336 Penitents, Imperial. 330 armed labourers. 35 elected officers. 1 Herald liaison. 30 armoured trucks, six armoured command cars, 15 messenger bikes.

  Mastiff Riders (special): 336 Heralds per company. 25 squads of 12 Assault Pattern Cyber Mastiff riders. 5 squads of Blink Pattern Cyber Mastiff riders. Six commissioned officers (Tech Adept minimum).

  Power Armour Company (special): 336 Heralds per company. 25 squads of 12 rogue pattern power armour Heralds. (Acolyte minimum). 5 teleport strike teams (Warforged minimum). 6 commissioned officers (Battle Smith minimum). 12 IFVs (12 Rhinos), six armoured trucks, one mobile workshop. 12 hover bikes.

  Vanguard Armour Company (special): 336 Heralds per company. 1 Vanguard Armour and five power armoured Heralds per Vanguard Armour squad. 20 squads of 15 Heralds (300). 5 Vanguard Armour squads (30). 6 commissioned officers (Tech-Priest minimum). 12 IFVs (8 Chimaera-E, 4 Crassus-E), six armoured trucks, 12 messenger bikes. 20 logistics pattern Cyber Mastiffs. 1 mobile workshop.

  Close Protection Company (Bodyguards): 336 Heralds per company. 20 squads of 12 power armoured Heralds (Acolyte minimum). 3 squads of twelve Assault Pattern Cyber Mastiff riders. 2 squads of twelve Blink Pattern Cyber Mastiff riders. 4 teleport strike teams of 6(Warforged minimum). 1 squad of 12 noosphere operatives. 12 IFVs (12 Rhinos), six armoured trucks, one mobile workshop. 12 hover bikes.

  Psy-Errant Armiger Company (psyker war walkers): 261 Heralds per company, 75 Automata per company. 1 Vanguard Armour and five power armoured Heralds per Vanguard Armour squad. 3 Armiger Pattern Knights (psyker pilots), 6 Vanguard Armour squads (36) (psyker pilots). 15 squads of Assault Pattern Cyber Mastiff riders (180). Six commissioned officers (Battle Smith minimum). 5 Servitor Squads. 6 special weapons teams (36). 1 mobile workshop. 1 command pattern Chimaera-E. 30 armoured hover bikes.

  Military Police Company: 336 MPs. 6 squads of line infantry (Herald equivalent). 4 squads of light infantry (Herald equivalent). 4 squads of 12 power armoured Heralds (Acolyte minimum). 2 squads of twelve Assault Pattern Cyber Mastiff riders. 1 squad of twelve Blink Pattern Cyber Mastiff riders. 1 teleport strike team (Warforged minimum). 2 Vanguard Armour squads. 2 Ruby Owl stealth teams. 4 squads of 12 noosphere operatives. 4 reconnaissance teams of 6 operatives. 4 IFVs (Rhinos). 12 hover bikes. 12 hover bikes with sidecars.

  Logistics Pattern Cyber Mastiffs are chest height. Assault and Blink pattern Cyber Mastiffs are as big as a warhorse. The E variants of armoured vehicles are based on the Leman Russ-E technology. They fully enclose the crew, have autoloaders for all weapons, and are protected from missiles and infantry-scale ordinance by lasguns.

  The armoured trucks and messenger bikes are also hybrid vehicles.

  A mobile workshop is a modified Class 2 D-POT. It contains fabricators and other advanced manufacturing technology optimised for the repair and maintenance of all Herald Wargear. The Aeronautica provides crew and does not factor into Herald numbers.

  Ruby Owl Class stealth vehicles are the mechanical owls with ruby feathers from Aldrich's STC.

  Regiment Types

  Each regiment has 10 Battalions. Each Battalion has ten companies, of which one is always a command company, and one is always a logistics company.

  Each regiment will have at least one engineering company, one Servitor company, and one reconnaissance company. This leaves 77 companies for regimental customisation.

  Most Regiments have 1 Class 3 D-POT, 6 Class 2 D-POTs, and 24 Class 1 D-POTs assigned to it. With a proper spaceport, they can deploy 30 companies (out of 100) and up to 166 Leman Russ-sized vehicles in one go. Without a spaceport, they are limited to 12 companies and 96 cars per flight.

  A Class 3 D-POT can transport 6720 passengers (2 battalions/ 20 companies) and up to 70 Leman Russ-sized tanks. It can alter the number of vehicle decks to accommodate larger vehicles, up to Warhound Titans (15m tall). Class 3 D-POTs require a spaceport/ reinforced runway. Wingspan 120, length 156, height 40. Vitrum variant: 120*156*20.

  A Class 2 D-POT holds 336 passengers and eight Leman Russ-sized vehicles, or two Crassus. Wingspan 60m, Length 78m, height 20. Macross variant: 60*78*10.

  A Class 1 D-POT holds 56 passengers and two Leman Russ-sized vehicles—30 m wingspan, 39m long, 12m high. Sagita variant: 30*39*6.

  Class 1 and Class 2 D-POTs do not require a spaceport to operate.

  Void Assault regiment: Primary role is to sabotage and attack enemy voidships and space stations. Their secondary role is to defend Stellar Fleet vessels. Infantry heavy regiment. 12 Battle Automata Companies, 40 line infantry companies, 10 command companies, 10 logistics companies, 1 Servitor company, two engineering companies, one reconnaissance company, 4 Vanguard Armour companies, 20 power armour companies.

  Void assault regiments have a different D-POT configuration. Rather than 1/6/24, they have 24 class 2 D-POTs and 36 class 1 D-POTs. This lets them deploy up to 30% of their companies per an attack run on an enemy vessel or installation, regardless of local infrastructure.

  Between the large number of power armour companies and shuttles, the void assault regiment is the most expensive and elite Herald force available to Aldrich, with a disproportionate number of Warforged among its ranks. It is more than capable of matching a Chapter of Space Marines or any other elite force.

  29,700 Heralds, 3600 automata, and 300 Servitors per regiment.

  Battle Automata Regiment: Primary role is assaulting fortified positions. Their secondary role is to increase the number of allied regiments, thereby reducing casualties. 50 Battle Automata companies, 10 command companies, 10 logistics companies, three engineering companies, 2 Servitor companies, one reconnaissance company, 20 armour companies, two power armour companies, two vanguard armour companies.

  The Battle Automata regiment is Aldrich's equivalent of the Legio Cybernetica. If drowning an enemy in humanoid robots in an all-out assault, or harassing them with invisible, teleporting cyber mastiffs, is required, this is the regimen for that.

  17,328 Heralds, 15,000 automata, and 600 Servitors per Battle Automata regiment

  Mechanised Infantry regiment: Primary role is rapid deployment and the creation of fortified positions. Their secondary role is to hold territory and harass enemy forces from a position of strength. 10 Battle Automata companies, 30 line infantry companies, 10 logistics companies, 10 command companies, five reconnaissance companies, 20 armour companies, 4 Mastiff rider companies, four vanguard armour companies, four power armour companies. 2 Engineering Companies, 1 Servitor Company

  The Mechanised Infantry regiment is Aldrich's equivalent of the Tempestus Scions. It is a general-purpose regiment and good at holding territory. If Aldrich is unsure about the requirements, this regimen should be deployed. It has significantly more power armour available than it did at its original inception on Marwolv.

  30,300 Heralds, 3000 Automata, 300 Servitors per Mechanised Infantry Regiment

  Light Infantry regiment: Primary role is to supplement allied regiments to reduce casualties. Their secondary role is to create diversionary attacks on enemy positions. Light infantry regiments typically consist of penal light infantry companies or individuals who are yet to integrate into the Stellar Fleet. If it is a penal regiment, the command, logistics, armour, and reconnaissance companies are always proper Heralds in good standing. 65 Light Infantry companies, 10 logistics companies, 10 command companies, eight armour companies, four reconnaissance companies, and 2 Engineering companies. 1 Servitor Company.

  33,600 Heralds and 300 Servitors per Light Infantry Regiment

  Armour Regiment: The Stellar Fleet currently lacks an armour regiment, as there is little need for one in space.

  Penitent Regiment: The penitent regiments are volunteers who wish to accompany Saint Alpia into battle. They are lightly equipped with second-hand armour, laspistols, and sabres issued by the Stellar Fleet. They're still the finest clothes and weapons these people have ever owned. The few nobles and overseers among their ranks act as 'elected' officers. Alpia pays for the penitents to be fed soylent viridans. Aldrich supplies basic medicines, clothes, and hygiene products. They do not receive a stipend. Data slates were given to the officers. This largess is intended to reduce riots, theft, and disease, rather than any kindness on Aldrich's part. He does not like the penitents. There are ten Herald liaisons per regiment.

  90 Penitent Light Infantry companies. 5 Logistics and 5 Command companies per Regiment

  33,600 Light Infantry and 10 Heralds per regiment. No Servitors.

  Heralds (Void Assault): 29,700 // 3600 automata // 300 Servitors per VA regiment // 2 Engineering companies, 4 Vanguard Armour, 20 Power Armour (28 mobile workshops). One regiment, carried by Torchbearer.

  Heralds (Battle Automata): 17,328 // 15,000 automata // 600 Servitors per BA regiment // 3 Engineering companies, 2 Vanguard Armour, 2 Power Armour (10 mobile workshops). One regiment, carried by Torchbearer.

  Heralds (Mechanised Infantry): 30,300 // Automata: 3000 // Servitors: 300 // 2 Engineering companies, 4 Vanguard Armour, 4 Power Armour (12 mobile workshops). One regiment, carried by Torchbearer. One regiment, held by Distant Sun.

  Heralds (Light Infantry): 30,300 // Servitors: 300 // 2 Engineering companies (4 mobile workshops). 2 regiments carried by Ortelius Libertas. 2 regiments carried by Ortelius Licencia.

  Heralds (Penal Light Infantry): 30,300 // Servitors: 300 // 2 Engineering companies, (4 mobile workshops). 2 regiments carried by Ortelius Libertas. 2 regiments carried by Ortelius Licencia.

  Heralds (shuttles): 1 Class 3 D-POT // 6 class 2 D-POTs // 24 class one D-POTs per regiment

  Heralds (shuttles Void Assault): 24 class 2 D-POTs // 36 class 1 D-POTs per regiment.

  Additional shuttles:

  Engineering Company (mobile workshop): 2 Class 2 D-POTs

  Vanguard Armour Company (mobile workshop): 1 Class 2 D-POT

  Bodyguard Company (mobile workshop): 1 Class 2 D-POT

  Power Armour Company (mobile workshop): 1 Class 2 D-POT

  Total regiments: 1 void assault regiment (29,700 Heralds, 3600 automata, and 300 Servitors), 1 Battle Automata regiment (17,328 Heralds, 15,000 automata, and 600 Servitors), two mechanised infantry regiments (30,300 Heralds, 3000 Automata, 300 Servitors), four light infantry regiments (33,600), four light infantry penal regiments (33,600). 8 line companies (336). 4 bodyguard companies. 10 penitent auxiliary regiments 336,000.

  Source Chapter: "(c9999)"

  Please leave a review, share your thoughts in a comment, or send me a note with any suggestions you may have.

  Thank you for reading.

  Brian

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