Novels2Search

Chapter 24 Senus

(Senus-system:)

-Voria (Death World)= 13.745.710.540 [0 Resources] (0,0)

-Lotinus (Dead World)= 0 [0 Resources]

-Kedrides (Dead World)= 0 [0 Resources]

-Thoinia (Dead World)= 0 [0 Resources]

Arriving in Senus your Fleet is greeted with the remains of the Systems Fleet, that present themselves in the form of Five expansive Debris-fields that drift through the Systems core. Giving them a once over you leave the Debris-fields for later and begin your evaluation of Senus and the Interplanetary Nuclear-war between Voria and Lotinus, as well as its aftermath. It became obvious that the war brought Senus and its Two under normal circumstances impregnable Hive Worlds to its knees, with the Population of Lotinus being thoroughly annihilated and Vorias itself not faring much better, being severely crippled by radiation and brought down to its last Three Hives.

With the Administration and Government laying shattered from the war, and Gang-wars taking place on every Level, the subjugation of the Hives was no longer a question of which Tactics could be used, but how much strength your Armies were allowed to employ to restore order. Following the allowance to use all necessary force, the Troops were successful in pushing the Gangs out of the Residential-areas, and continued to push them into Dead-ends and Ambush-points, that is until the Engineer-squads and their Flamethrowers made their appearance, and ended the farce of a battle.

(Senus-system:)

-Voria (Death World)= 13.745.710.540 [10.996.568.432 Resources] (0,8)

-Lotinus (Dead World)= 0 [0 Resources]

-Kedrides (Dead World)= 0 [0 Resources]

-Thoinia (Dead World)= 0 [0 Resources]

Vorias was in a terrible state, and even with the successful Invasion it was clear to all that restoring order on the Planet wouldn't be enough for Voria to crawl its way back to a state of Self-sufficiency. If one considers how drenched in radiation the Planet was even the most basic maintenance of the Hives alone would require countless Lives to be sacrificed. To solve problems of this nature large-scale restructuring of the Hives will be needed, beginning with the most important process of evacuating and sealing of the Outer-districts.

You could be reading stolen content. Head to the original site for the genuine story.

To prepare the Hives for the coming Reconstruction-efforts you send the Tech-priests that came with your Fleet out to construct or where it is possible to move the necessary Facilities deep into the former Underhive, where the radiation has yet to reach. With the Population of Voria taking the first steps towards rebuilding their home, and the Tech-priests not directly involved creating more and more Servitors, one could discern a few changes in the Atmosphere, with the most prominent being the returning of an everyday life mentality.

Following the successful completion of the resettlement, and finishing of the Emergency-repairs, a Troop of several Hundred Heavy-transports escorted by a dozen Knights, manned with Two-Thousand Tech-priests and their Skitarii entourage began making their way through the Ruins of Voria. With the reassurance from Magos Explorator Usiel that the Treasures of Voria would all be recovered, you leave the Hive with the realization that even without your help all Knowledge would be saved. So instead of searching for the STC's yourself you decide to make your way through the Wasteland, and take care of any possible Cultists that managed to flee.

STC Search: (Every found STC increases Planetary Efficiency by 1%)

=48 STCs

(Senus-system:)

-Voria (Death World)= 13.745.710.540 [17.594.509.491 Resources] (1,28)

-Lotinus (Dead World)= 0 [0 Resources]

-Kedrides (Dead World)= 0 [0 Resources]

-Thoinia (Dead World)= 0 [0 Resources]

The Hideout that sheltered the Cultist.

After Two Days of travel you reach the first Hideout, where you were able to confirm that the Occupants were indeed the Cultists you were looking for. Judging from the number of Patrols, their organization and the state of their Equipment it was clear that they are the Remnants of one of the more important Cults. The Followers of the Blooded Hand, or more precisely what was left of the Cult, amounted to less than Three-Hundred Members equipped with Hazard-suits and Lasguns.

Compared to the other Groups you passed by in your Hunt, the Group of Cultists is a rather small bunch, but seeing as Cults tend to grow still one that could not be allowed to exist. You didn't need much time to think about your next action, ignoring the Patrols you make your way towards the Main-entrance, killing the Six Guards outside swiftly you begin searching for someone that might have useful Information concerning the interior of the Facility.

Still, before you can get your hands on such a Person you will have to get rid of the Guards Standing in the Corridor just behind the Entrance, taking control of the Door and Gun-turrets on the other end of the Corridor you do just that. Eight of the Cultists fall in the first moments of confusion, followed by Six more dying while running for the Main-entrance, with the last Six Guards meeting their end shortly after opening the Door for you.

Burning the Bodies you make your way to the next section, a Hall serving as Dormitory for about Forty of the Cultists. Given their number just leaving them be, might be problematic for when you make your way out, and seeing as they are sleeping soundly while ignoring the screams next Door you have a hard time finding the incentive to even give the option a chance.

(roll3)

Hearing the Alarm go off meant that setting the Room on Fire shortened your time to succeed quite a bit, and given that you still don't have the complete Layout of the Bunker you will have to finish off the remaining Cultists before they try to escape again. On the other hand with the Gun-turrets at the Entrance still under your control any returning Patrols should get shredded, meaning that the way out for anyone you find will be open.

You brute force your way through the next Two Corridors as well as their Headquarters, leaving behind scorched Walls and Sixty Piles of Ash. Closing in on the Shrine of Khorne at the center of the Facility, you break open the Door to the sight of a hastily put together Ritual. Leaping forward you position yourself between the last two Kids and the Cultists, after Four Waves of One High-Priest and Twenty or so Pieces of Cannon-fodder each the Bunker became quiet.