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===Chaos Campaign=== You play as Word Bearer <strike> Thanos </strike> Malos Vrykan, a particular follower of the Dark Gods who is chosen by a Daemon through a Daemonhost to command the Word Bearers during the 13th Black Crusade. He becomes a Chaos Lord and begins a conquest of the stars to further the plans of the Warmaster. Malos' first major engagement sees you fighting the Ultrasmurfs as you escort your transports through the sector of space you do battle in. After this and conducting sacrifices to Chaos to the suggestions of your subordinate, Malos hatches a plan to engage Imperial forces at Dorsia. The campaign also reveals that Drang really was a traitor, and is serving as a mole for Chaos. Malos highlights how the Imperials will try to hide amongst gas clouds and wreckage to form an ambush. After unfounded doubts by your underlings, you vow to lead the assault personally. You’ll locate and destroy some Imperial ships before the <strike>closeted heretics</strike> Dark Angels show up. They’re led by Korahael, master of the fleet. Their flagship is the Vengeful Justice, and upon IDing this ship an Alpha Legionnaire named Arban Talas offers to capture the ship for you. After your character tries to act as naysayer, he’s convinced to let the Sons of Alpharius Omegon show their magic. Reducing the enemy troop count will get the ship captured, but don’t wait too long to destroy it or damage the ship too much. With the enemy crew of the Strike Cruiser killed, the ship is yours (after compartments are vented into space and shit) and you go on to win the battle. Unfortunately, Talas finishes his purge of the enemy crew only to tell you many Imperial vessels escaped the battle and fled to Admiral Spire’s fleet. You’re fine with this since you want them to spread a message to the wider Imperium of your power. Talas offers his services to you, but [[Dark Apostle]] Arkrist Vane (your Lieutenant practically speaking) points out this is the Alpha Legion and are masters of deception. Fully trusting them is unwise, so keep eyes on them. You’re then suggested to ‘Enlighten’ (read: kill) Admiral Spire at Agripinaa. A pleasant fellow named Threxos Hellbreed berates you for not totally wiping out the Imperials last engagement. You inform him that Lord Admiral Spire is rallying these highly determined defenders, while Inquisitor Darkhammer is getting gud at purging your heretical spies. Hellbreed gives no shits, and demands you to fight Spire ASAP. Vane tells you Hellbreed thinks you’re a potential rival/threat, but to play your cards carefully to overcome Hellbreed. Vane wants you to use Admiral Drang to lure the Inquisitor Darkhammer into a trap. Lord High Admiral Drang says this will be easy, as Darkhammer goes into a frenzy when he smells heresy (so every Inquisitor ever?). He offers to put some expendable spies into the Baleful Night fortress and help ensure word reaches Darkhammer of HERETICS in their midst. This will be in the Ulthor system, where gas clouds can lead to a proper ambush. The ambush goes swimmingly, as Fabricator Cambrius and Darkhammer take the bait as intended when you attack a space station nearby. Their fates are left unknown by the Imperium, and Darkhammer’s soul is ‘sweetmeat’ for Daemons. Serves that dickhead Inquisitor right... Get to the Scarus Sector to have an audience with a Khornate Berserker named Jasul Barass. He’ll scream about how effective his men are as they fight an Ork Warboss named Blitzrippa, but still needs your help. He DEMANDS your assistance, and you reluctantly agree at the suggestion of Vane. This is to get Khorne’s favor and demonstrate your power against these barbaric creatures (pot calling the kettle black). Heretek Heregon is also an new figure. He wants you to complete secondary objectives for a strategic goal. Assassinations and killing troops earlier in the campaign satisfied said strategic goal by weakening the enemy, while destroying orbital platforms under the guise of a siege during a mission against the Eldar will help loosen the enemy grip in the quadrant you’re in. Marines dedicated to a Chaos God will similarly want you to kill troops, spread plagues, or other vile deeds to satisfy the Gods and get rewards. This will occur throughout the campaign. Later on, Vane expresses his concerns of a potential Ork WAAAGH! and the awakening of Ynnead (which could kill Slaanesh and increase the Eldar threat). He wants you to dispose of these threats immediately. The Gods will put your character in brief but brutal agony if you waste your time in stopping these threats. You reach Belis Corona at the request of Vane, who wants to create a dark ritual in near the Ancient One’s corpse for the nefarious purposes of Chaos. You’ll have to fight Captain Tellemark, leader of a Mechanicus fleet who also wants the Ancient One’s corpse. Once the sorcerers complete their ritual, the Ancient One wakes up with a roar. Unfortunately for you, your fleet is completely revealed to the enemy since your souls are like fires in the dark. You’ll have to engage the outskirts of the Tyranid fleet, but your character correctly points out time is running out for his fleet if the Imperials and Tyranids can surround him. Vane claims it’s a test that’ll reward you if you’re worthy. Wolf Lord Engir Krakendoom shows up and is delighted to see both you and the Tyranids are there, since it’ll be a fight worthy of song. Your character has a similar outlook, as such a fight can please the Gods. The plan looks to be working, but Vane’s sorcerers need you to protect the Ancient One so the Tyranid fleet will show up in full. Eventually the Tyranid fleet does arrive. You and Vane are impressed by the Tyranid fleet, but leave so the Imperials and Tyranids will kill each other. You briefly lament about the lives lost but claim those lives have bought you something far greater: potential victory and an edge in the Long War. Shortly after, Drang requests an immediate audience. Vane briefly hypes you up as he threatens Drang before he can send his message. He says that Spire is setting up a refugee fleet in Phonosar response to the new chaos in Belis Corona. He wants to retreat to Nemesis Tessera. Your character is greatly annoyed at Spire’s presence, but Vane sees the chance to seize the refugee ships. Unfortunately, the explanation of his plan is interrupted by a hail for reinforcements from Huron Blackheart. Tyranids are attacking his Blackstone Fortress at the Pallatinos Fault, no thanks to your efforts in Belis Corona. Vane wants you to help Huron, as the Red Corsairs would be in your debt and be a powerful ally. Eventually you do reach him. After a brief exchange of ‘pleasantries’, you get to work fighting the ‘nids. In the time it takes to kill the first wave of ‘nids, Huron successfully scares his warpsmiths into readying the Fortress’ cannon. Unfortunately, the massive beam is not as rape-tastic as advertised. It can’t even one-shot an escort! Luckily, it doesn’t take long to recharge so it’ll still do decently, especially at range. In the time it takes to kill the second wave, the Fortress’ motive power is restored. You’ll need to move it to a specified point with escort. Luckily, your fortress can fire on the move. The Fortress will make a warp jump once reaching this point, and Huron will tank you for helping him. Your character says Huron yet has a role to play in taking the Aegis Ocularis by word of the Dark Gods. Huron complains about Abaddon keeping him at arm’s length and how bad things would be if the Fortress was destroyed. He also pledges aid to your fleet, so long as his men get good loot. After some time, you will reach the refugee fleet. Vane wants you to only kill some vessels while letting the rest escape, so that ‘you will convince the other crews of their fortunate escape, not knowing it was your design’. Weave through massive asteroids to reach the enemy. You’ll need to destroy 5 imperial transports, then infiltrate 3 of them and let them escape. This way, the survivors will think the attack was repelled thanks to the grace of the Emperor. The seeds of a heretical uprising have been planted. After the battle is over, Vane warns that many fleets have died near the Chinchare sector. It’s also mentioned by Vane that the Imperium has deployed the Phalanx. Hellbreed will also continue to berate you for not having killed Spire yet and demand you join him, while Vane whispers that it may be time for someone else besides Spire to get their skull cleaved (hint hint). Finally, a Champion of Nurgle named Maltrius warns you that the Nepheru Dynasty is a threat in the Sentinel Worlds. Aiding him in stopping them requires finding the artifact ‘Chalice of Entropy’, which will help kill the Necrons and get Grand daddy Nurgle’s favor. You’ll have to go to the Nefera system to steal it back from none other than Trollzyn the Infinite. Oh yeah, it's a fucking '''''[[Rage|STEALTH MISSION in this large scale naval game]]. YES. A FUCKING STEALTH SECTION IN A SPACE NAVY GAME. [[FAIL|It is more horrific than you could possibly imagine.]]'' Eventually, you make your way to Nemesis Tessera, facing Spire himself. When you encounter him, your character thinks his crews are tired and still haven’t got reinforcements. Needless to say, you’re eager to take Spire’s corpse as a trophy. Unfortunately, adverse solar activity makes this mission more challenging. Spire realizes he’s outmatched and seeks to fall back to a rally point, but you’re determined to prevent his escape. To make matters even worse for you, Tor Garadon of the Imperial Fists will reinforce Spire with none other than the Phalanx. Hellbreed, who was overly eager to fight Spire, still hasn’t arrived and it’s wondered if he’s leaving you to die. Keep in mind the inherent nature of ships like the Phalanx means the solar flare will not set it on fire, only kill its shields. Aside from the fact you have to fight the Phalanx, you also have to be careful when the storm comes in. This is because the Phalanx could move near a gas cloud you’re hiding in, and you DO NOT want to be close to the Phalanx. Hellbreed finally gets his lazy ass into the battle. His excuse is teaching an Imperial whelp a lesson in slaughter and belittles you for your difficulty against a ‘gilded relic’ like the Phalanx. After calling him out on his bullshit, Hellbreed gets pissed and demands you help him to claim ‘his’ prize that you fought and bled to claim yourself. Vane asks if you’ll let this rather pussified servant of Khorne get away with such bullshit, but before you can act on such desire the Phalanx is saved by plot armor and warp jumps to safety. You tell your ‘allies’ to look upon what your character rightfully calls Hellbreed’s failure. Hellbreed becomes enraged and begins bitching about it's YOUR fault that the Phalanx escaped. Not wanting to hear this insolence, you decide to offer his skull to Khorne and destroy him, which you do. Any of Hellbreed's surviving ships will be subsumed into your own fleet after his death, so focus everything on Hellbreed's ship. Vane mentions yet again how this was all a test by the Gods (that Spire is somehow unknowingly serving) while Hellbreed was found wanting. Your character laments at this defeat and wonders how your disarrayed forces will retake the initiative. Vane points out that great hopes lead to greater despairs, and wants you to wipe out this Imperial and Eldar alliance to show you’re still worthy of the Gods’ blessings. Your character agrees, saying that there is no hope or truth, only the will of Chaos. He also wants to answer the hails of High Visionary Antharek of the Thousand Sons, knowing that servants of Mr. Just as Planned never seek counsel unless there’s something in it for them. Lord High Admiral Drang meanwhile reports that the Eldar and Imperials are threatening your holdings in Scelus, and gathering their strength in Kholan of the Medusa sector. Drang and Vane recommend you strike while the Iron Hands aren’t yet at full strength. You eventually meet Sorcerer Antharek. He states that while Tzeentch is impressed by your manipulation of the Tyranid and Imperial threat in the Aegis Ocularis, the Ancient One’s resurrection could help lead the ‘nids to nom the whole sector. Vane wants another ritual, but Tzeentch has sent Antharek dire omens and says this will only draw more ‘nids. Instead, he wants you to make a big brain gamer move and lure the refugees from earlier to Belial IV where you can ambush the Ancient One and kill the Tyranids in the sector for good. Meanwhile, Barass from earlier will be pleased that you killed the Orks at Harvest. However, the WAAAGH! Isn’t dead yet and killing it requires Barass’ aid, who thinks you should be grateful since he’s sharing ‘his’ victory with you (what is it with the Khornates taking undue credit???). He replies with ‘BLOOD FOR THE BLOOD GOD!’ Which probably means yes. To help take down this WAAAGH!, Vane’s agents have convinced Goresputta, Blitzrippa’s second in command, to turn on him for the right price. Barass, with no knowledge or desire to negotiate, asks why he can’t just take their skulls instead. Knowing this approach didn’t work very well, your character agrees to get lots of Space Titan flesh. To the Nerevian Expanse you go... Meanwhile at Kholan, you finally reach the area where the Imperium and Eldar are cooperating. To your surprise there’s a webway gate unmentioned by Drang, which makes Vane question his loyalty. It’s imperative that you take the control points quickly in this mission, or else you’ll be overwhelmed by the constant stream of Eldar ships coming via the webway gate. The Eldar counter attack will be weak, and simply kill the other ships to win. Cue the victory hype speeches. However, you quickly realize the Eldar must be completely destroyed at the Caliban sector, the very refuge for ‘inconstant and shiftless souls’. At some point you speak to Slaaneshi Warlord Demaroz, dedicated to hunting for Eldar souls. Realizing Slaanesh’s favor is hard to get, you decide to rush to the Medusa sector to help Demaroz stop the alliance before it weakens Slaanesh. You go to Terraq and kill some Eldar, but Demaroz only wants more Eldar kills to save Slaanesh and please him. After this, you learn the Ynnari are going to the Sanctuary system. It’s a dangerous system since many ships have disappeared there, but the fear of the Eldar is too enticing. At Sanctuary, you are tasked with killing the Eldar and getting their souls to Slaanesh. Voidstinger and Irusith of the Dark Eldar still are distrustful, but Yvraine wants all quarrel to cease if they want to win. Spoiler: they won’t. The various Eldar grow increasingly frantic at their losses, while you revel in such slaughter. You’re now tasked with bringing your demon crucible over the Craftworld to let it do its magic (read: murderfucking the Eldar). A pink beam of death does just that, but the pleasure overwhelms your character briefly. Vane expresses concern that you haven't moved ever since the destruction of the craftworld, but you state that you tasted a portion of Slaanesh’s feast. Such memory is fading and you need that sensation again (addiction). You’re blessed by the Dark Prince, and Demaroz pledges his aid to you. Elsewhere, Vane’s agents reveal the Necrons are trying to activate a long buried dolmen gate for reinforcements somewhere. After getting Space Titan flesh in the Neveran Expanse, Gorespitta wants to kill Blitzrippa himself to ensure the loyalty of his boyz. For obvious reasons, you and your subordinates will ensure Gorespitta’s time on top is very short. The battle will take place at Thracian Primaris. The battle starts, and has you fighting Blitzrippa’s various lieutenants as they realize in horror you’re too strong. After killing enough Orks, Blitzrippa summons a now traitorous Gorespitta to attack. The two space hulks start killing each other. You hear the Gorespitta’s reasons for betrayal and angry insults from Blitzrippa, which is mildly entertaining. Gorespitta’s hulk is temporarily allied until Blitzrippa is killed, then you betray an angry Gorespitta as well. Kill him and Khorne will be pleased; your character comments on how he feels Khorne's fury. Jarass also pledges his aid to you. Blood for the Blood God! In the Elorde system, Antharek senses his scheme coming together and a shadow in the warp via genestealer infiltrating the refugees. This is actually good since said shadow will draw the Ancient One in. The Sorcerer also thinks he got a vision where you make a great triumph. Go prove him right in the Tempest of Sorrow. Upon arriving, you hear Admiral Malicor on Mankind’s Valor desperately request reinforcements. Vane relishes in the man’s fear, and you hope for either converts or bounty. You offer Malicor aid in exchange for his loyalty. He initially refuses, but relents after showing that he, not the Corpse-Emperor, can let him live another day. When tyranids come, you remind Malicor that only Chaos can protect him. He eventually starts fully questioning his faith in Big E when he sees your fleet’s power. Eventually Antharek comes to your aid to help face the Ancient One. He puts the pressure on you to win since Tzeentch is watching, and failure would end all his schemes. Be wary of the Psychic Scream, however. With the death of the Ancient One, the shadow in the warp will go away and the ‘nids will go feral. Malicor is swayed to Chaos after seeing your power. Vane senses that Tzeentch favors you. Indeed, you start seeing a glimpse of what Tzeentch sees. Even though Malicor swears loyalty to you (his portrait gets modified slightly to reflect that), your character is caught up in all sorts of alternate futures regarding Malicor. Vane says to trust Tzeentch, and you do just that by accepting Malicor’s service. You finally reach Nefera and fight Trazyn’s forces. The station is heavily guarded which means you’ll need to use local gas clouds to hide. Stay stealthy. Cryptek Sekhnet detects heat signatures so Trazyn deploys probes. Play your cards right and solar interference will be the only thing detected. Next, you’ll need to distract the probes while Maltrius’ ships get the Chalice of Entropy, since only Nurgulite ships can endure the coming battle. The increasing distance of the clouds mean you’ll need a radiation wave to keep you stealthy. The diversion begins as you taunt the necrons while Maltrius’ blightlords get the artifact. Board the space station and then disengage your ships to end the mission. No collection or artifact for Trollzyn. Maltrius feels Nurgle’s blessings, while Vane denounces the soulless Necrons as blasphemous. This Chalice will help you destroy the Dark Throne and the Necron threat in the Lone Star system, and take Maltrius’ spot as Nurgle’s champion. When you get to the Dark Throne, your forces relish at the chances for Nurgle to contaminate many Necrons. However, you’ll need to destroy the defense platforms first. Amarkun the Gatherer spots your attack, and demands Cleorekh deal with you. You must prevent the Necrons from closing the Eye of Terror, a thing Vane deems highly heretical. The size of your fleet convinces Amarkun to break out the tremor cannon, so avoid its pre-sighted bombardments. Once the stations are destroyed, Maltrius begins his assault while his Lieutenant takes command in his absence, named Verinox. Plague Marines will destroy the Tremor Cannon if you can send reinforcements. It goes the same way as any mission against the Dark Throne. Capture zones and deploy reinforcement. Amarkun states that you won’t win since they’re eternal, but you’re here to show Chaos is truly eternal. Maltrius sacrifices his life to complete the ritual and destroy the Dark Throne. Vane remarks how he was true to the last, and that his soul will be reborn by Nurgle as a [[Daemon Prince]] (one could safely assume that dying in order for Nurgle’s Chalice of Entropy to corrupt a DARK THRONE would lead to Daemonhood. If that’s not enough to win Nurgle’s ultimate reward, then he’s not a god worth following!). Hopefully, because that guy was quite a lad. Your character predicts that such an award will happen too if you complete your conquest. Vane detects Nurgle’s blessings within you, and remarks how Nurgle’s plagues will go about killing the supposedly immortal Necrons. You feel Nurgle’s decay on your very breath, which actually sounds gross. In Xersia, Drang has been uncovered by the Imperials and is being hunted. Vane wishes to extract him to uncover any intel he has. Drang is reluctant to leave his ship and he quickly realizes his life is forfeit. 'Rescue' Drang by boarding it until it is an empty hulk, then destroy the pursuing astartes. After the battle, An interrogator from the Emperor’s Children is placed in charge of getting Drang to talk through... certain methods. Drang’s interrogation reveals the existence of a large Ultramarines fleet seeking to fight Abaddon at the Obsidian Depths. You and Vane soon figure out that Roboute Gulliman himself is leading the fleet, and seeks to deliver a decisive blow to Abaddon. You join Abaddon in the middle of battle in order to prove your worth to him. Abaddon wants to keep fighting after the first vanguard fleet is destroyed, but your character wants to deliver vengeance to the Ultrasmurfs on behalf of Lorgar. Abaddon accepts, and promises great rewards if he sees the sons of Lorgar aren't. Guilliman soon arrives and condemns Abaddon as he seeks to have his head. Abaddon in turn curses Guilliman as a relic of a feeble age and wants you to bring Guilliman to him in chains (before withdrawing). In order to win You need to turn the Macragge’s Honor into a drifting hulk. Use Khornate ships and his blessing to make emptying the Ultrasmurf crammed flagship easier. Guilliman is a prisoner and the Macragge’s Honour is a drifting hulk. Guilliman predictably vows vengeance on you once he breaks out, but it won’t change his situation. Abaddon vows to make Guilliman live in agony until pain offers only solace, where Roboute will then be killed. As a reward, Abaddon gives you the Vengeful Spirit, the title ‘Harbinger of the True Faith’, and master of the Aegis Ocularis system. You’re tasked with slaughtering the corpse god’s servants. You’re also ordered by Abaddon to get to the Eidolon sector to fix Hellbreed’s embarrassing mistakes. Abaddon also highlights Astartes sieges in the Sortiarus system, Eldar fuckery in the Drakassi system, and Imperial retribution in the Sicarus system. Saving the Sortiarus system will bring out a grateful Sorcerer Sarnoth, relieved this system won’t suffer like Prospero did. They will make passage through the warp easier for your ships. When you save the Drakassi sector, Berzerker Ghulrak is pissed you stole his kills and potential tributes to Khorne. You claim responsibility, and promise him endless war in exchange for his loyalty. When you save Eidolon, Abaddon congratulates you but advises that Spire is leading a massive force in the Cadian sector, the likes of which has never been seen since the Great Crusade. (Honestly, Roboute should’ve been the final boss but whatever) Killing Spire will let you into Abaddon’s inner circle. You tell Vane to go to Hedax so that the warpsmiths can bring out their finest ships. Go to the Cadian sector to win one final glory for the Warmaster. You remark that only the weak and worthless remain since all the competent Imperials died by your hand. Iron Hands Captain Sind Grolvoch replies that your humiliation will be even greater when you die, while Catallia proclaims the Imperials are the Emperor’s Fury and won’t be denied. Magos Numerian notes your victory chances are highly miscalculated and unlikely. After slaughtering a good portion of their fleet, Spire arrives. Malos wonders if Spire sees how futile his cause is, but Spire doubles down and renews his blood oaths. Captain Tor Garadon brings the Phalanx again, but you taunt the Son of Dorn as he fled last time they met. Conversely, Spire wants all the help he can get, as he only wants your character killed, never mind who does the deed. Grolvoch points out the death of Numerian and the thinning of their ranks. Catallia doesn’t care, and both Grolvoch and Catallia recite their respective war chants. Vrykan notes that the Phalanx is hurting, but Garadon will be ok if the Phalanx dies as a warrior while Vrykan dies a failed traitor. In quite possibly the biggest cucking moment in 40K video games history, he then reveals a massive surprise: a ship named Monarchia Redeemed, a chaotic debasement of the Macragge’s Honour. Even Garadon is filled with sheer horror and dismay, betraying the steely demeanor of the Imperial Fists. Vane leads the Monarchia Redeemed. Spire laments at the death of the Phalanx and Garadon, but stands defiant and wants his fleet to die fighting for the Emperor. Die they do, for when Spire is finally killed, your character claims the spoils of war and the Aegis Occularis. In your moment of triumph, Vane then reveals he always intended to usurp you, and turns the Monarchia Redeemed on your entire fleet. This goes as well as you expect when facing a fleet that bested Admiral Spire and Gulliman. When things go south, Vane blames this sudden betrayal on the whispers of promises by Daemons. He wants forgiveness and vows to serve Malos, but he wisely calls bullshit and tells him he should’ve found another person to use as a catspaw. Before long, Vane and his vessel is wiped out. In the end cutscene, while eating Gulliman, Vrykan notes that after all his arduous service to Abaddon he notes that the Warmaster is a relic of the past that became too prideful, a far cry from the champion of chaos he once was (just like Horus). At the very end, Vrykan challenges Abaddon himself for the title of the Warmaster.
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