Have the power packs and anything else that was taken from their camp placed in an otherwise-empty room under constant guard, and see about acquiring a priest. Or more than one, if possible.
Take care of our reports.
Check on the Commissar-General, see how long he will take to recover.
The scouts should search the pass and the area around for anything of note, particularly raised positions in the canyon walls that are not accessible from the parts of the valley the enemy will have access to.
(( We can't afford to divide our forces mate, we need to use the trench lines and fall back positions. Putting me outside that is suicide for them. ))
Contact the fleet in orbit, inform them of the death of the world eater, the destruction of the AA emplacement and request additional forces and supplies be assigned to us, priority on veteran infantry, engineers and bloodied guardsmen.
Contact the base we're defending and request additional supplies of ammunition for guns and artillery.
Spend the next 2 days drilling all soldiers in massed fire drills not already trained, have those already trained assist with the training. Drill the engineers if we have enough time.
You feel weary, but know there is much left for you to do as you take a seat behind the desk and call in Shamus, your current adjutant and one of the surviving troopers of your personal guard. You order him to set up a comm link to the fleet in orbit above Salix, when he's done with that you order him to see that the salvaged powerpacks are stored in a separate empty room and that a trooper is to be on guard duty outside the room at all times. As he takes his leave you turn your attention to the comm-link,
"This is Colonel Castronova of the Volgar 3rd Siege, me and my men just took out an enemy AA battery not far from the mouth of the Pass of the Martyr, while there we encountered a World Eater Marine. I'd like to request additional forces, and supplies since I believe the forces against us are far more then we originally bargained for."A burst of static issues from the comm-link, before reconnecting, as the officer on the other end replies you hear the vague thump of weaponry being fired,
"I'm sorry but we can dispatch no more forces or supplies to Salix, Lord General Militant Wulfric's orders, Salix Command out."
With that the static resumes, and you throw the receiver across the room where it bounces off the wall and clatters to the floor no worse for the wear. At that moment you hear a small chuckle before a voice picks up behind you,
"I can never get over how tough those things are, I've threw so many of them against everything from solid rock to tanks and only once has one broken, and that was just because the thing got shot by some rebel bastard back on Palix."
You turn around to find Kalman standing there, his side heavily bandaged with some points of blood beginning to show on the outside, however the Commissar's cap is lying on the hololithic display and for the first time you see the metal plate that covers half the man's head. When he notices you staring at that he speaks up,
"I got this back on Palix, same fething rebel sniper that destroyed the Master-vox, I felt the bullet hit me and knew it was bad but I had to lead the men in the charge against the rebel forces that had dug themselves in at the upper levels of the hive. There I was with a massive trench cut through my head by a sniper's bullet, bleeding out everywhere, but I knew the men wouldn't hold if I sent them to charge on their own, so I took the lead.
It was that action that got me this post, so now I can pass my 'wisdom' on to others, Mordecai I know many commanders who think a battle should be lead from the rear but I'm of the singular belief that that way of leading is wrong. My mentor once said to me 'If we are to send hundreds, thousands and more of men to their deaths what right do we have to sit at the back, safe from all dangers while those we commanded march through to hell and the Emperor's embrace.
If you lead Kalman, stand at the forefront so that your men may lay their lives in your hands and lay yours in theirs, in this way you inspire bravery in your men and develop a trust that no other method could forge.'
Anyway that is all I have to say, I came here to tell you I should be recovered by tomorrow but the medics inform me I won't be back to my full strength for at least a week without proper facilities."
With that the Commissar excuses himself, and leaves you to the mass of reports on your desk, you delve into them right away ignoring the exhaustion and gnawing desire to sleep as best you can. Most of the reports are lists and tallies on the exact amount of supplies you have, you believe that with the current supplies you could keep up a constant fight for two days at most before supplies began to get scarce, and that is if nothing goes wrong with the artillery or their munitions. The rest of the reports detail the amount of building supplies left, your food supplies, medical supplies, and the current medical staff your regiment has, though all of them are from your homeworld so you can't expect all to much from them.
With the reports handled you contact the
Salix Major installation about any munitions or supplies they can spare, the conversation is fairly short and by the end you have a promise that a few trucks will arrive the next day to deliver what they can spare. With that done, exhaustion gets the better of you and you head off to sleep in your quarters.
You are roused early in the morning of your second day on Salix, the news that greets you is good for the most part, the survivors of the downed dropship had arrived with four basilisks and one of the infantry squads that had been accompanying the ship. Coming out of your bunker to greet them you find the third trench line had been finished and the second begun during the night, the progress amazes you and the overall good news raises your soldiers spirits.
...
Later in the day as you check the hololithic display you are informed of a few shelves, and raised areas in the canyon that can be reached from your side, but not the approach or at least not until they are some ways past the shelves. They also report that no signs of the enemy's advance have been seen in the canyon and with that you are left to decide on the plans for the rest of the day.
Possessions:
M35 M-Galaxy Short pattern Lasgun
Standard Issue Bayonet
Superb Longsword
Flak Armor
Standard Trooper Combat Webbing [Three Frag Grenades]
Regiment Relationship: Somewhat Liked.
Skills:
Competent Leadership
Competent Swordsmanship
Average Thrower
Average Marksmanship
Terrible Technical Aptitude
------------...D........-------------
------------.D...D....D--------------
------------...E....D..--------------
------------E.........E--------------
-----------#__+___+__#---------------
---------|.............--------------
----------...............------------
----------#_..+...+__#--------------
---------|............---------------
----------...........----------------
----------............|--------------
------------............-------------
------------.............------------
-----------..............|-----------
----------..............-------------
---------|............---------------
Key
- = Canyon Wall
| = Canyon Shelf
. = Ground
D = Dropships
_ = Trench
+ = Bunker
E = Artillery Emplacements
# = Redoubts
Info:
Third Trench
Flakboard Reinforced Earthen Walls
Rear Left Artillery Emplacement
4 Basilisks
Low Sandbag Walls
Plascrete Munition Cellars
Rear Right Artillery Emplacement
4 Basilisks
Front Left Artillery Emplacement
5 Heavy Mortars
5 Centaurs
Low Sandbag Walls
Front Right Artillery Emplacement
4 Heavy Mortars
4 Centaurs
Low Sandbag Walls
Left Redoubt
Flakboard Reinforced Earthen Walls
Barbed Wire [Surrounds the outside of the Redoubt on the side facing south]
Tunnel Entrance [Unfinished]
Six Gun Emplacements [Empty]
Right Redoubt
Flakboard Reinforced Earthen Walls
Barbed Wire [Surrounds the outside of the Redoubt on the side facing south]
Tunnel Entrance [Unfinished]
Six Gun Emplacements [Empty]
Left Bunker
Plascrete Structure
Gun Emplacement [Empty]
Temporary Command Center
Officer Sleeping Quarters
Right Bunker
Plascrete Structure
Gun Emplacement [Empty]
Temporary Armoury
Kitchen
Second Trench Line
Flakboard Reinforced Earthen Walls
Left Redoubt
Flakboard Reinforced Earthen Walls
Barbed Wire [Surrounds the outside of the Redoubt on the side facing south]
Tunnel Entrance [Unfinished]
Six Gun Emplacements [Empty]
Right Redoubt
Flakboard Reinforced Earthen Walls
Barbed Wire [Surrounds the outside of the Redoubt on the side facing south]
Tunnel Entrance [Unfinished]
Six Gun Emplacements [Empty]
Left Bunker
Rockcrete Structure
Gun Emplacement [Empty]
Makeshift Barracks
Right Bunker
Rockcrete Structure
Gun Emplacement [Empty]
Makeshift Barracks
Note: All squads of the Volgar 3rd have Excellent Melee Weapons. The 1st & 2nd Infantry Battalion are trained for effective massed fire.
Command Battalion
Morale: Excellent
Skill: Veteran
Commissar-General Kalman [Garm Pattern Bolt Pistol, Chainsword, Heavily Wounded, Frag Grenades (1/1)]
Cadet Commissar Malkom [M35 M-Galaxy Short pattern Lasgun, Bayonet, Frag Grenades (1/1)]
Stormtrooper Squad [Hotshot Lasguns, Carapace Armor, Melta Bombs (0/1), Veterans]
Command Chimera [Heavy Bolter, Medium Armor, Field HQ, Capacity: 0/2]
Personal Guard [Hotshot Lasguns, Carapace Armor, Half Strength, Frag Grenades (0/1), Krak Grenades (0/1)]
Veteran Infantry Squads [Hotshot Lasguns, Flak Armor, Frag Grenades (0/1), Krak Grenades (0/1)]
Scout Battalion
Morale: Excellent
Skill: Bloodied
Captain Ralph 'Old Ironside' [Long-las, Flak Armor, Camo-Cloak]
4 Scout Units [Long-Las, Leather Armor, Camo-Cloaks, Motorized (Bikes), Frag Grenades (1/1)]
1st Infantry Battalion
Morale: Excellent
Skill: Bloodied
7 Infantry Squads [Lasguns, Flak Armor, Frag Grenades (1/1)]
Infantry Squads [Lasguns, Flak Armor, Frag Grenades (0/1)]
10 Infantry Squads [Lasguns, Leather Armor, Frag Grenades (1/1)]
2 Anti-Tank Squads [Missile Launcher, Flak Armor, Krak Grenades (1/1)
3 Heavy Weapons Squads [Autocannons, Leather Armor, Frag Grenades (1/1)]
2nd Infantry Battalion
Morale: Excellent
Skill: Bloodied
7 Infantry Squads [Lasguns, Flak Armor, Frag Grenades (1/1)]
2 Infantry Squads [Lasguns, Flak Armor, Frag Grenades (0/1)]
Infantry Squads [Lasguns, Flak Armor, Half Strength, Frag Grenades (0/1)]
10 Infantry Squads [Lasguns, Leather Armor, Frag Grenades (1/1)]
2 Anti-Tank Squads [Missile Launcher, Flak Armor, Krak Grenades (1/1)]
3 Heavy Weapons Squads [Autocannons, Leather Armor, Frag Grenades (1/1)]
Heavy Weapons Battalion
Morale: Excellent
Skill: Bloodied
10 Infantry Squads [Lasguns, Flak Armor, Frag Grenades (1/1)]
2 Infantry Squads [Lasguns, Leather Armor, Frag Grenades (1/1)]
8 Heavy Weapons Squads [Autocannons, Flak Armor, Frag Grenades (1/1)]
4 Anti-Tank Squads [Missile Launcher, Leather Armor, Krak Grenades (1/1)]
Engineer Battalion
Morale: Excellent
Skill: Green
18 Engineer Squads [Entrenching Tools, Construction Units, Lasguns, Leather Armor]
4 Trojan Support Vehicles [Supply Vehicle, Towing Vehicle, Very Light Armor]
Artillery Battalion
Morale: Excellent
Skill: Green
8 Basilisks [Earthshaker Cannon, Medium Armor, Slow]
9 Centaurs [Heavy Stubber, Light Armor, Artillery Tow, Capacity: 0/1]
9 Heavy Mortars [Immobile, Artillery, Emplacements]
2 Hyrda Flak Tanks [Twin-linked Autocannons, Medium Armor, Anti-Air]
Skill: Bloodied
7 Infantry Squads [Lasguns, Flak Armor, Frag Grenades (1/1)]
3 Infantry Squads [Lasguns, Leather Armor, Frag Grenades (1/1)]
Medical Staff
Chief Medic Halmin [Laspistol, Experienced]
11 Field Medics [Lasguns, Green]
25 Orderlies [Laspistols, Green]