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We pick off where we left off in the last thread
>>
>>4308075
You decide to reform and properly integrate the geno-warriors into the PDF

Made up of feudal war-levies, organized primarily by the noble houses they owe fealty to, rather than a more practical military structure, most of them still use chain weapons, and primitive armor, ranging in quality from flak-grade to carapace grade.

Mostly trained in highly ceremonial fighting and the use of melee weapons, they are many warriors who have not truly adapted to their new circumstances.

The defeat of the geno-lords fighters in the tournament and the success and experience of the mercenaries contracted to your uncle has reinforced the need in many of their more forward thinking leaders to adopt some of the more modern weapons and tactics favored by the Imperium.
>>
>>4308075
Thread 1 http://suptg.thisisnotatrueending.com/qstarchive/4153696/
Thread 2 http://suptg.thisisnotatrueending.com/qstarchive/4185783/
Thread 3
http://suptg.thisisnotatrueending.com/qstarchive/4222471/
Thread 4
http://suptg.thisisnotatrueending.com/qstarchive/4271854/
>>
>>4308095
There are many ideas on how to properly use these genetically enhanced warriors

Their lords propose folding them into regimental strength units, under officers from the traditional geno-lord houses, preserving most of their old structure, while adapting into a more standardized unit structure.

Your mercenaries, household troops and the mountain realm leaders think they should be integrated into the greater armed forces, mixed in with non-augmented troops from other places. This can combined later with augmenting large portions of your troops.

Either way, you intend to allow the geno-troops to try out and attempt to join elite units same as everyone else, while not giving them any preferential treatment.

A. Follow the Gene-Lords plan, and form them into units lead by the old Geno-Lords
B. Integrate them into the wider forces
C. Other(Write-in)
>>
>>4308110
>B. Integrate them into the wider forces
>you intend to allow the geno-troops to try out and attempt to join elite units same as everyone else, while not giving them any preferential treatment.
Let's see how this works. First. Run some drills.
>>
>>4308110
A.

1 probationary regiment of Geno Lords volunteers willing to be trained by Astra Militarum guidance.

Allow up to 2 regiments created under Geno Lord administration. Which is to say only send two regiments worth of cargo of basic munitions and equipment to the administration.
>>
>>4308266
This
>>
>>4308165
Supporting this, better to have a lot of average regiments than a few strong ones.
>>
>>4308165
I guess this?
>>
>>4308110
A. theyre their own elite unit, dont we want to make a more 'standard' Cadia pattern armed forces? Everything seems so chaotic and unorganized, I propose they're their own 'shock corps' that allow them to be and feel special as well as segregate to allow tensions to not escalate.
>>
>>4308110
>A. Follow the Gene-Lords plan, and form them into units lead by the old Geno-Lords
>>
>>4308110
>A. Follow the Gene-Lords plan, and form them into units lead by the old Geno-Lords
>+ The first regiments will be trained and commanded by the mercs with the GenoLord to comand as 2ic until their first engagement after which command will be handed fully to Tue genolords and they can then decide what traditions and aspects should be kept and what not after they see what the imperial baseline operations look like.
>>
>>4308588
>>4308500
>>4308437
>>4308281
>>4308266
You allow them to stay in segregated units, reorganized into a more standardized regiment.

You initially set up a probationary set up, only having a few regiments to start under heavy guidance and oversight from the former Imperial Guard mercenary officers under your command.

This process takes several months to get agreement on and to set up the new regiments. With them doing some training as new units.

You then receive word that the two Iconoclast destroyers have finished repairs and have now been crewed and are doing their maiden voyage to the Halon system, along with the Blade of Avarice.

We are now ready to launch the assault on the pirate base.

Before we do so we should name our modified Iconoclast destroyers, as they have been purified and given new purpose.

The name of the first ship will also be the class name, while the second ship can have any name but preferably something related to the class name.

What should the class and name of the ships be?

A. Guardian-Class, Guardian, Sentinel
B. Other(Write-in)
>>
>>4308688
>B. Other(Write-in)
Spear class, Spear, Glaive
>>
>>4308688
B.

Iconoclast-Auxilia
Spatha
Messer
>>
>>4308688
Guardian-Class Redemption
The Guardian-Class Acolytes Wrath.
>>
>>4308709
Im going to make an executive decision and use this, to keep things moving, we will have the chance to christen another new class if we refit and repair any of the former Infidel raiders

The repaired and purified Iconoclast destroyers are christened the Spear-class

The two ships will now be known as Spear and Glaive, with future ships of the class following the pattern, being named after other polearm weapons

You now have the forces gathered to launch an assault on the pirate base.

Data from the Eidolian sentinel array your uncle controls has corroborated information from the captured pirates you have interrogated, giving you an extremely small area to search for the base.

The Karelians have already arrived in the area and are lying in wait for any pirate activity until you get in position.

The cavernous holds of the Bold Venture are filled with supplies and equipment, as well as the men of the void trooper regiment along with a half dozen of your infantry regiments, including two of the newly formed Geno-regiments.
>>
>>4309064
>killing heretics soon
>>
>>4309064
Imperial order of battle
The Bold Venture- Conquest-Class Star Galleon
Special-Hangar bay carrying 4 squadrons of strike craft
The Blade of Avarice- Conquest-Class Star Galleon(U)
Special weapon- Nova Cannon
The Fiery Hand- Lunar Class Heavy Cruiser
Special equipment- Advanced Sensor array
Vengeance of Gondar- Lunar Class Heavy Cruiser (U)
Edessa- Sword Class Frigate(Destroyer)
Spear- Spear Class Destroyer
Glaive- Spear Class Destroyer
Sange- Cobra class destroyer(Hunter-killer)
Yasha- Cobra class destroyer(Hunter-killer)

Allied order of Battle
Karelian Heavy Cruiser
Karelian Destroyer
Karelian Destroyer
>>
>>4309064
>>4309069
Although your fleet has been in the area for more than three days, no sign of the pirates has been found, its only after a lucky find, by the two dedicated Auspex officers, constantly reviewing patterns in the almost arcane workings of the etheric scanning systems.

A small pattern of energy emissions was detected repeating every few minutes from a location a few thousand miles into a debris field located in a highly acidic gas cloud that forms one of the natural barriers of the corronid straits....

A focused sweep of the area reveals emissions and faint signals that are clearly non-natural.....

You announce to the fleet you have found the hidden pirate base and that the hunt is on...

The Karelians have been forwarded a data packet over the long-range vox indicating the location of the base, which they will approach from a different direction, to keep separated from your fleet, and also to catch any pirates who attempt to escape as the noose tightens around them....

The Fiery Hand is tasked with keeping its full sensor suite targeted on the location of the base, looking for signs of activity as the fleet moves toward it....

A. Have your ships lead the charge, we have no fear of pirate scum
B. Let the Karelians lead the charge, if there is a trap they will spring it
C. Coordinate closely with the Karelians to ensure you arrive at the base around the same time
D. Other(Write-in)
>>
>>4309089
Probe the defenses by firing a volley of torpedoes and lasers.
>>
>>4309089
C. Coordinate closely with the Karelians to ensure you arrive at the base around the same time
>>
>>4309089
>C. Coordinate closely with the Karelians to ensure you arrive at the base around the same time
>>
>>4309110
Do you remember if we swore our crew to secrecy about the xeno co-operation, or if we just gotta pretend to chase them away with our weapon batteries?
>>
>>4309208
Swore the bridge crew.
>>
>>4309213
>>4309208
This correct, basically senior/bridge officers in the fleet know. You are confident you can trust them. Although if in inquisitor comes around and pushes hard and specifically there are no guarantees. There aren’t really guarantees in the imperium
>>
>>4309224
Then we'll need to have the Karelians go first. They'll encounter the traps or at least fire the first salvo into the enemy fleet if there is trouble, then bail as soon as they see us. We'll make sure they're rewarded properly. There's just too many human eyes on all of this. Can we get a secret message out to them?
>>
>>4309242
Yes but your communication officer will know
>>
>>4309274
Oh how about we tell the communications officer to tell the Karelians they better scram before we blow holes through their ships.
>>
>>4309069
So did uncle let us keep the Cobras or are they still his?
>>
File: 1550125549128.jpg (58 KB, 700x897)
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>>4309341
Those were his cobras to begin with. Why would he ever give those to us?
I feel like we should get the guy a gift. He's been a great uncle.
>>
>>4309089
C. Coordinate closely with the Karelians to ensure you arrive at the base around the same time
>>
>>4309089
>C. Coordinate closely with the Karelians to ensure you arrive at the base around the same time
>>
>>4309353
>>4309341
They are uncles, as far as you know he isnt planning on giving you any more ships, after all hes given you two already plus let you use his semi-heretical shipyard for cheap to rebuild and repair some of your ships
>>
>>4309649
>>4309556
>>4309110
You decide to contact them in secret to approach the base around the same time, ensuring no pirates escape and that the pirates are forced to defend against attacks from two directions
>>
>>4309738
Scans from the fiery hand detect a dozen ships moored at the hidden base, with only half of them having any kind of energy readings.

Unfortunately as the your fleet approaches there is a flurry of activity as the pirates detect your arrival...

What should we do?

A. Open up with long range weapons and try to destroy them before they can get organized
B. Close in with your ships, we want to try to capture their assets as intact as possible
C. Other(write-in)
>>
File: asteroid base.jpg (73 KB, 1280x665)
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>>4309740
Pic related of asteroid base, ignore the ship in the picture and imagine, cables mooring ships to the base, with the ports filled with shuttles, men and supplies
>>
>>4309740
Enemy strength seems to be a grand cruiser of ancient design, along with the two light cruisers and 3 escorts, the rest appear to be freighters and are not operating
>>
>>4309740
>A. Open up with long range weapons and try to destroy them before they can get organized
>B. Close in with your ships, we want to try to capture their assets as intact as possible
To soften them up before we can send the strike crafts in. Order a vox cast to em tell them to surrender or have their shit pushed in.
Spread the attack between the grand cruiser, light cruiser, and escorts. Try to heavily damage but not outright destroy.
>>
>>4309740
>A. Open up with long range weapons and try to destroy them before they can get organized
>>
>>4309740
B. Close in with your ships, we want to try to capture their assets as intact as possible
These are Chaos Ships there strength is long range fire, so lets close in
>>
>>4309656
They did not have the (U) behind them.
>>
>>4309740
>A. Open up with long range weapons and try to destroy them before they can get organized

in the 41st millennium there is only caution
>>
>>4309740
C. Nova Cannon the biggest ship cluster to bring down void shielding to intimidate teleport boarding actions to the command decks of the enemy ships.

With that action we immediately disable the majority of the stationed fleet. The ships that are to be contested by the boarding parties will be out of the fight due to their inactivity and the colors the ships bare will not be targeted by the pirate forces. By doing so we start off with a reduction of enemy ships defending the asteroid base but we have a reduction of a total amount of use-able armsmen for our ships.

This way we will have control of the ships without the rest of the armsmen knowing, and be it pirates opportune will chance of a rebellion within the ship's voidsmen and deck gangs. The enemy crew will less likely oppose a valid sanctuary in the coming destruction. If organization is their weakness then let it be their downfall.
>>
>>4310470
>>4310477
>to intimidate teleport boarding actions to the command decks of the enemy ships.
To prevent boarding actions against us, or so we can commit boarding actions to them? From what little I know, boarding actions require those teleporter locator devices which are also installed within Terminator Power Armor. The Teleporters, boarding strike boats, and boarding missiles usually can only be done when their void shields are done. If The Nova cannons isn't enough to outright destroy their grand cruiser, but can still bring down it's void shields then I'll support this.

It helps that the only exits are situated on our side, and the opposite that's current;y occupied by the aliens.
>>
>>4310408
My bad
>>
>>4310477
>>4310484
Also FYI the only ship in our fleet right now with a teleporter is the Blade of Avarice, teleporters are super rare and valuable in 40k, if we end up with another teleporter during the whole game we will be lucky
>>
>>4310638
I had no idea. I suppose we'll have to settle on using the Bold Venture as a boarding shuttle boat.
>>
>>4310477
supporting this. scare, boarding party, then spook em with a vox call to collectively surrender.
>>
I guess for boarding to be more effective in the future we have to have some ships that can be carriers, battle carriers, or some other vessel that have Launch Bays.
>>
>>4310801
We could possibly do that if we modify some of our ships.

If we're unfortunate enough to have the Inquisition come knocking on our door steps, and they learn about our relationship with the xenos, would it be a believable lie to say we were building up a rapport so we can crush them when their guard is down?
>>
>>4310824
>We could possibly do that if we modify some of our ships.
Only two of our ships can in their class changes and one of them is not fixed yet. Boarding torpedoes is an alternative option but it's less precise and deals less of an impact then real plasma warheads. The majority of our boarding actions so far were post battle or exploratory.

>If we're unfortunate enough to have the Inquisition come knocking on our door steps
You don't know how long I have been waiting for that to happen.
>>
>>4311295
>You don't know how long I have been waiting for that to happen.
I take it you have something planned?
>>
Rolled 66 + 30 (1d100 + 30)

>>4309754
>>4309930
>>4310431
>>4310484
>>4310477
Leading with the nova cannon, and following up with a barrage of your long range weapons into the clustered enemy fleet, you attempt to break the pirates will to fight you....

(due to our overwhelming advantage in fleet strength and firepower, im doing a single roll check for this attack)

Difficulty threshold 60
Long-range shooting 60

Bonus to roll 30
Rogue Trader command bonus +20
Overwhelming firepower +10
>>
>>4311476
With your ships assigned different targets the enemy fleet is shredded, most of their ships still moored to the base....

One of the enemy escorts was vaporized, likely from a hit to its ammunition stores or a reactor explosion, damaging the escort next to it, which as also hit by shots from the barrage, hulking it entirely.

The third escort, apart from the two was crippled but is still showing some energy readings.

The two light cruisers were both hulked, designed to use their speed and long-range weapons to defeat enemies, their shields were quickly overwhelmed after a few hits, with their relatively light cruiser armor failing shortly afterwards...

The Grand Cruiser still stands after a glancing hit from the nova cannon and several shots of heavy laser and macrocannon fire, damaged but still capable of putting up a fight....

You follow up this devastating blow with a wide-range vox communication, demanding the pirates surrender, offering them their lives if they give up right now....

This works with the lone surviving escort which agrees to surrender, however the Grand Cruiser responds with silence, and wildly innacurate barrage from its remaining weapons batteries towards your fleet.....
>>
>>4311487
The grand cruiser's shields have mostly failed and most weapons have been disabled, we could have the fleet finish them off, or deploy boarders to seize it for ourselves

A. Deploy boarders
B. Finish them, lets not take any chances
C. Other(Write-in)
>>
>>4311487
>A. Deploy boarders
Time to wipe out the minted boarding team with their experimental weapons. Ten guns. A hundred shot between the ten of them. Not enough for the entire boarding action so hopefully we armed them with lasguns and bolters.
>>
>>4311469
Half of our fleet are heretical ships.
Xeno slave labor.
Withholding a Gene Seed.
>>
>>4311570
I mean the iconiclasts we can probably get away with, but the hunter killers will probably need major credits. The battle cruiser should be fine.

The geneseeds we'll hide away, or if the inquisitor finds them we can say we were hoping to give them to them as a suprise parting gift. If the risk is too great to gold onto we can always sell then to our uncle, or ask if he could hold onto then.

The alien slave labor is another issue however. I think we could maybe forcefully coerce some nobles of the mountain realm into a campaign against xenos that put them in some form of danger. We could also rework the xenos to death and tell them the shut up.
>>
>>4311570
>>4311618
You guys got votes for this
>>
>>4311810
>A. Deploy boarders
I think some prefer to lurk
>>
>>4311864
supporting
>>
>>4311490
>A. Deploy boarders
I wonder why anons are always posting plans and deliberating but never voting.
>>
>>4311490
A.

Considering the census of the current condition of the pirate fleet we are going to have the advantage of mobility that only little time can sustain.
>>
>>4311497
>>4311864
>>4311917
>>4312042
>>4312228
You have your destroyers move in close to the crippled grand cruiser to provide covering fire and suppress the handful of weapons batteries still operating on the stricken warship.

The infantry regiments you brought, are getting geared up and prepped for boarding operations, with the shuttles doing engine checks and fuel checks as they wait for the signal to start.

The void regiment, are specialized for this role but you brought 4 regular infantry regiments and 2 of your newly formed geno-regiments

One of the companies of the void regiment, under the most trusted company captain, has issued their squad marksmen the experimental rifles.

The void regiment is equipped with Karelian bought carapace grade armor and bolters, along with some of your special and rare weapons

The geno-warriors use home-made carapace grade armor, and simple void suits over them, wielding lasguns, shotguns, chainweapons and non-issued swords and handguns while the standard infantry regiments are armed with lasguns, bayonets and combat knifes, outfitted in standard flak armor with a void suit over it.

A. Deploy one of the newly formed Geno-regiments to seize the ship
B. Deploy the void regiment to seize the ship
C. Deploy one of the standard infantry regiments to seize the ship
D. Other(Write-in)

The remaining regiments will be saved for reinforcements and for the assault on the base.
>>
>>4312800
>B. Deploy the void regiment to seize the ship
>>
>>4312800
>B. Deploy the void regiment
Haha bolter go brrr
>>
>>4312800
>B. Deploy the void regiment to seize the ship
We need that ship on lock down, in addition to the combat data.
>>
>>4312800
B.
>>
Rolled 28 + 30 (1d100 + 30)

>>4312833
>>4312843
>>4312845
>>4312995
You decide to deploy the void regiment to seize the ship from the pirates....

Difficulty threshold 60
Vicious Pirates

Bonuses 30
Void Specialty +10
Elite regiment +20
>>
File: void troops.jpg (246 KB, 1032x809)
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246 KB JPG
>>4313045
58, result failure

The first real assault by the void regiment is a disaster, as the original plan called for 6 breaches in the enemy ship, done using explosives and cutting torches.

The mission started off badly, with one of the shuttles having to turn around due to engine troubles, while the rest of the ships continued the mission.

Several of the assault teams encountered vicious resistance from the moment they breached, fighting diciplined entrenched pirate troops, in void sealed suits, who seemed to be using pre-sighted fields of fire, drawing your men into kill-zones to devastating results...

2 of the breaches found some mild success, making their way a few hundred feet into the ship without facing resistance, but have held position in light of the fate of the rest of assault troops.

The three companies that encountered resistance have already taken over 50% casualties....

A, Have the rest of the void regiment reinforce the succesful breaches, failure will not be tolerated
B. Have another regiment take a shot at breaching in new spots and gaining a foothold in the ship.
C. Withdraw your men and have the fleet slag the ship
D. Withdraw your men and ask the Karelians to try to board it and seize it
E. Other(Write-in)
>>
>>4313074
So we are boarding one ship instead of multiple ships?
>>
>>4313087
Yes just the grand cruiser at this time
>>
>>4313074
Live or die, we're still gonna use that footage. Clipping out parts where the experiental arms were used we could use this for training practice examples.

>D. Withdraw your men and ask the Karelians to try to board it and seize it
I'd like to see how they fight. Any none too important humans they capture are theirs.
>>
>>4313118
I would feel better about our chances if we had the void regiment assist instead of having them withdraw, but I'm all for cutting our losses
>>
>>4313074
>A, Have the rest of the void regiment reinforce the succesful breaches, failure will not be tolerated
Can we have the aliens work their way in from the other sidem
>>
>>4313074
>D. Withdraw your men and ask the Karelians to try to board it and seize it
>>
>A, Have the rest of the void regiment reinforce the succesful breaches, failure will not be tolerated
>>
>A, Have the rest of the void regiment reinforce the succesful breaches, failure will not be tolerated
>>
>>4313074
>>4313099
B.

Based on the scale of the ship and the battle report, I doubt we have encountered any subsystems in the ship. Most of the fighting is taking place, in what seems to be the sections of bulkheads between stations, which is the ship's skeleton. We cannot funnel in additional troops with entry points that hold no tactical value and stopped by many doors and stations. The entire ship must be boarded to destroy the functions of it's weapons, engines, command and control and security, and by doing so we have to treat the ship itself as a map of a battlefield as a choice to conquer or a choice to completely destroy before the battlefield escalates into a tactical nightmare. The easier option will be to break apart the ship in bombardment, but the scale of damage will not be .

A Grand Cruiser would be a bonus, but think of them as Dreadnoughts. They are slower but have more armor than a Battlecruiser but no greater firepower or mobility to a later Battleship. The only Grand Cruisers I would hold value are broadside lances or launch bays
>>
>>4313695
Then what if we make careful shots int9 its hull to void its interiors, taking extra care to avoid anything that'll make it go critical?
>>
>>4313764
That's what option B is for, launching troop to different areas. The problem about boarding is it's always bottle-necked and if a perimeter is not made the actual breach becomes the killzone.
>>
>>4313074

B. Have another regiment take a shot at breaching in new spots and gaining a foothold in the ship.

Overwhelm these devils
>>
Rolled 23 + 30 (1d100 + 30)

>>4313183
>>4313345
>>4313615
You order the shuttles refueled and the rest of the regiment to join their comrades in the successful breaches, with the all 6 heavy shuttles up and running, the plan is to reinforce each breach with 3 companies each, with the savaged companies being temporarily reformed into a single over strength regiment....

Difficulty threshold 60
Vicious Pirates

Bonuses 30
Void Specialty +10
Elite regiment +20
>>
>>4313975
The two breaches are reinforced properly, but it seems the pirates were lying in wait, allowing the regiment to deploy fully into the outer corridors before springing their trap, with several hidden remote-triggered bombs going off amongst your troops. The pirate troops also once again demonstrate skill and dicipline as infantrymen, constantly putting pressure on your men, despite taking casualties, while shooting accurately and making good use of cover.

Part of the reason for their superior skill and dicipline is quickly revealed, as several pict-captures from squad-leader suits reveal light blue power-armor clad warriors leading the enemy troops, while not fighting much themselves, they seem to be skilled in small unit tactics....

The void regiment has taken heavy casualties with the entire unit now at around 50% strength. The surviving officers, lead by Captain Stefan Blackwood, a distant cousin of yours believe they can hold position, but could also cover an orderly withdrawal from the ship...

A. Pull them back, we have spilt enough blood for this ship, we will slag it with the fleet and be done with this
B. Pull them back, but launch a fresh assault with another regiment elsewhere on the ship
C. Keep them in place, and use a fresh regiment to launch an assault elsewhere on the ship
D. Pull back our men and let the Karelians attempt to seize the ship
E. Other(Write-in)
>>
C. Keep them in place, and use a fresh regiment to launch an assault elsewhere on the ship
>>
>>4313989
>C. Keep them in place, and use a fresh regiment to launch an assault elsewhere on the ship
>>
>>4313989

>C. Keep them in place, and use a fresh regiment to launch an assault elsewhere on the ship

They dug in deeper than an alabama tick!
>>
Rolled 88 (1d100)

>>4314000
>>4314006
>>4314109
You order Captain Blackwood to have his men hold position as you send another regiment to make an assault at new breach points

Difficulty threshold 50
Vicious Pirates +60
Spread thin -10

No roll bonuses
>>
>>4314151
Finally.
Savaltion cums.
>>
>>4314151
You give one of the regular infantry regiments a shot, and they make surprising progress, hitting several of the less desirable breaching points but encountering weaker resistance than the previous assaults, as it seems perhaps the enemy has placed their best troops against the void regiment.

The pirates opposing the first infantry regiment seem to be less skilled, and led by men barely old enough to serve as junior officers, allowing the 1st to make quick work of them. It doesn’t take longer before the 1st has made it to the interior decks, and are now breaching the heavy bulkhead blast doors to a likely auxiliary bridge control room.

A. Continue the assault
B. Time to cut our losses
>>
>>4314172
>A. Continue the assault

FOR *CLAPS* THE *CLAPS* EMPEROR *CLAPS*

and properly watch out for tactical nukes and the like
>>
File: 1589160499791.jpg (74 KB, 1159x989)
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>>4314172
>A. Continue the assault
>CLAP ALL THE ASSES
>>
>>4314172
We getting that combat data right?
>>
>>4314278
The void regiment has been collecting it from the firefights they have been having, and ensuring to collect the rifles if any of then carrying them were killed or wounded. We could also equip them to other troops or deploy the void regiment to the assault on the asteroid base of enough of them survive
>>
>>4314306
Can the auspex and sensor array on The Fiery Hand scan the various escorts, the light cruisers, the grand cruiser, and the asteroid base for signs of civilian activity?
>>
>>4314172
>A. Continue the assault
>>
>>4314172
A

Finally some progress.
>>
>>4314172
>A. Continue the assault

WE SHALL FASHION THEIR SHIP TO BE THEIR CATACOMBS BROTHERS
>>
>>4314400

indeed
>>
>>4314307
While it cannot tell the specific presence of weapons, you detect sings of activity and energy readings indicate machinery and men working
>>
Rolled 51, 37 = 88 (2d100)

>>4314400
>>4314364
>>4314336
>>4314188
>>4314176
Void regiment

Difficulty threshold 60
Vicious pirates 60

Bonuses +30
Void specialty +10
Elite regiment +20

First infantry regiment

Difficulty threshold 50
Vicious Pirates 60
Spread thin -10

No bonuses
>>
>>4316016
Void regiment
51+30=81 success

First infantry regiment
38+0= 38 failure
>>
>>4316018
>Void regiment
>51+30=81 success

Fucking finally
>>
>>4316112
But the infantry tho
>>
>>4316116
Acceptable casualties
>>
>>4316116
>>4316515

It could just mean the troops did not have the tools to break the door, which can also be considered a failure.
>>
>>4316018
The men of the void regiment, while they have generally maintained a defensive stance, have at times attempted to probe the pirate defenders for any weakness and to wear them down through sheer exhaustion, whether it was through these strategies or from the enemy redeploying troops is unknown, but one of the probing squads pressing its attack managed a breakthrough, which was quickly exploited by the rest of the regiment, flanking a large number of pirate defenders and allowing a push deeper into the ship, where they find themselves encountering weaker resistance and getting close to the command bridge, their original target.

The first infantry are not so lucky, as they blast the heavy bulkhead blast door open, they are met by a well prepared defence, losing dozens of men in the opening moments, they are forced to hunker down under any cover and chokepoint they can find as the enemy leads a powerful counter attack against them....

The attack has seen the void regiment severely weakened and the first regiment is getting bled badly, shall we continue the assault?

A. Keep going, we have gone to far to quit now
B. Cut our losses and have the Karelians take a shot
C. Cut our losses and have the fleet finish off the crippled grand cruiser
D. Other(Write-in)
>>
>>4316834
A. Keep going, we have gone to far to quit now
>>
>>4316834
>A. Keep going, we have gone to far to quit now

>Sunk cost fallacy, let's go
>>
>>4316834
>A. Keep going, we have gone to far to quit now
>>
Rolled 85, 73 = 158 (2d100)

>>4316845
>>4316847
>>4316870
You order you troops to press on with the assault on the pirate ship...


Void regiment

Difficulty threshold 60
Vicious pirates 60

Bonuses +30
Void specialty +10
Elite regiment +20

First infantry regiment

Difficulty threshold 50
Vicious Pirates 60
Spread thin -10

No bonuses
>>
>>4316907
The void regiment and first infantry both experience success, defending against enemy counter attacks while counter attacking themselves.

The enemy forces seem to thinning out, likely losses from attrition against your troops, as they have inflicted over 400 casualties on your men, and based on reports from your officers, your men have done even more damage to their forces. Large ships tend to have a fair sized contingent of naval infantry, but its rare to find more than a few thousand on a ship. Pirates are also not accustomed to fighting elite void troops and professional soldiers, more focused on attacking defenseless freighters and fighting half-scared crewmembers who can barely fight....

With this knowledge, you have received reports that the first infantry have broken through into the depths of the ship and have begun to secure the engineering decks, where the ships propulsion and power sources lie, giving us a major advantage in controlling the ship.

The void regiment makes for the command bridge, and after fighting their way through several corridors have finally made it to command deck, where they are faced with heavy blast doors..
>>
Rolled 58, 47 = 105 (2d100)

>>4316917
Void regiment

Difficulty threshold 60
Vicious pirates 60

Bonuses +30
Void specialty +10
Elite regiment +20

First infantry regiment

Difficulty threshold 50
Vicious Pirates 60
Spread thin -10

No bonuses
>>
Rolled 16, 70 = 86 (2d100)

>>4316920
The void regiment finds the defenses prepared on the command deck, but faces numerically few enemy troops, with only less than 200 enemies engaging the void regiment, however they are led by the handful of enemy astartes, who continue to rally the pirate troops....

Fortunately your men are well trained and well equipped, with better weapons and armor than the pirate troops.

Voidtrooper marksmen, armed with experimental rifles, take advantage of their extreme accuracy and armor piercing to kill enemy leaders and to even slay two astartes warriors, with the plasma pulse rounds able to penetrate power armor around 50% of the time.

The bolt rifles also take a heavy toll on the enemy, as the battle has demonstrated their firepower advantage, with the void regiment holding their own or winning in most situations despite being badly outnumbered from the start.

The void regiment is able to fight their way to the doors of the command bridge itself...

The first infantry have a rougher time of it, as the normally docile, and usually enslaved lower decks go relatively quietly, as their fate doesnt change much, regardless of who owns the ship. However the below decks crewmen seem to have been whipped into a frenzy, swamping the engineering deck with bodies, as unarmed or barely armed emaciated, pale, weak workers attempt to swarm your men in endless human wave attacks.

The first infantry, not prepared for this, were spread thin and an entire company was wiped out, their weapons and gear being stolen, forcing the regiment to fall back to a defensive position....
>>
>>4316926
The seizing of the bridge goes poorly, as the void regiment fights a full squad of well equipped enemy astartes as well as a company strength force of pirates, who are able to inflict high casualties on your men, killing dozens in a devastating counter attack, your men faltering in close combat against astartes in the confines of the ship corridors, with what you presume to be the enemy leader, a large astartes with twin lightning claws, cutting a blood swath through your men, wiping out 2 squads himself

Below decks, the first infantry have finally crushed the frenzied crewmen, killing them in the thousands and eventually cowing them into submission. It doesnt take long before the regiment is declaring the engineering decks secured, with your men in control of the gellar field generator, reactors and power control....

A techpriest has been brought onboard to take control of the enemy engineering section.

It has been suggested to shut down power to the enemy life support system on the command deck, which will kill any men not in a void suit....

Our wounded and anyone with compromised suits will have to be evacuated but you have been told it can be done within an hour....

A. Shut off life support
B. Keep it on
C. Other(Write-in)
>>
>>4316936
>A. Shut off life support

After the wounded are evacuated.
>>
>>4316936
Are you implying we have wounded in the command Deck? Can they be evacuated? How much of the void regiment is left?
>>
>>4317000
They have now taken 600 casualties. Yes a strongpoint has been set up on the command check where the senior officers of the regiment, supplies and wounded have been gathered together
>>
>>4317003
Yes they can be moved to another deck or off the ship entirely. Being in the strongpoint on the command point is more of them being in a temporary aid station, as they never were going to stay there for more than a few hours. We are essentially just moving up the timetable for moving them
>>
>>4317003
......if they're all in the command deck, why not have out men move away like by 1 room, leave proximity and triggered explosives, then have some ship fire into the deck?
>>
>>4317022
That could work, and you can put it as a write-in, blowing up the command bridge will be very expensive to fix
>>
>>4317067
More expensive than hulking a grand cruiser? That's my write in.
>>
>>4316936
The problem is blocking the ventilation of the command deck is impossible because it's no longer isolated. This would have worked if the doors were not blasted open.
>>
>>4316936
C

Impose a warning throughout the ship not part of the command and engineering decks for immediate life support shutdown.
Maximize Gellar Field
Offer a prayer to The Emperor

This is the only way to make use of engineering, and the elimination of any reserves and crew of the ship and deny tributes to dark gods. All of our reserves can withdraw and reroute to take the bridge.

If pirates do not choose penance, their only choice is death.
>>
>>4317279
+1
If some do choose penance, it would save on costs for finding and recruiting new crew.
>>
>>4317371
These are pirates under Alpha legion control. It might be better to offer them the emperors peace instead. The gellar field is a good idea. Perhaps throw in another regiment before flipping the field on.
>>
>>4317385
The point of that action is to isolate and eliminate without any troop involvement, by doing so all reserves are on the command deck.
>>
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>>4317371
>If some do choose penance, it would save on costs for finding and recruiting new crew

It's not going to be easy for them if to be absolved is never a choice.
>>
>>4317409
Anything affiliated with the Alpha Legion is bad news. Who knows how many of them have been turned into sleeper agents It would honestly be better to round up any survivors that are too cultist like or suspected as such, and sell them to the aliens for a profit. If they aren't agent's then their punishment will be eternal servitude under aliens. if they are splinter agents then they will be giving the aliens a harder time, instead of us.
>>
>>4317521

I believe if they have a means to escape they would, otherwise if they managed to escape or know of our plans to buy time, we could just overload the reactor to scuttle the ship yet to be identified.

Grand Cruisers to me are not as valuable as Battlecruisers.
>>
>>4317643
That's not the point of a sleeper agent. The point of a sleeper agent is to infiltrate without anyone the wiser. Any one of these pirates could be a sleeper agent waiting to cause havoc and we wouldnt know about it. That's how the Hydra rolls.
>scuttling the ship
It would better to kill everyone on the ship then to skuttle it. Hulking the cruiser would be a major blunder to our naval potential.
>>
>>4317643
A grand cruiser ain't a battle cruiser but it's still pretty valuable
>>
>>4317812
>Any one of these pirates could be a sleeper agent waiting to cause havoc and we wouldn't know about it.

If we didn't know then there would not be heavy resistance.
>>
Honestly, kill the entire crew. Purge it
>>
>>4317279
Can you briefly explain what maximizing the Gellar field would do in this situation? Just want to make sure I understand what your asking
>>
>>4318712
To prevent daemonic possesion and summoning. With Chaos, human lives are the most valued currency. If the plan proceeds we will kill over 100k worth of humans, on a Chaos ship. To scale that is about 20 Regiments lost in minutes.
>>
>>4318759
I've got no fucking clue if we've already killed a majority of the 100k crew, but the alphas dont swing that way.....their pirates and cultists however I'm not too sure about.
>>
>>4318853
>I've got no fucking clue if we've already killed a majority of the 100k crew

The point was we didn't, otherwise we would not be this close in taking the ship intact.
>>
>>4318712
What would happen if you activates a cellar field on a war tainted chaos ship?
>>
>>4318759
>>4317371
>>4317279
You put out an encrypted vox transmission with your orders, pulling back your men to sealed areas, and evacuating all wounded off the stricken grand cruiser. You have any ships move away from the grand cruiser as well.

It takes just a few moments to power on the gellar field generator, and deactivate life support to most of the ship, killing anyone not wearing a void suit almost instantly....
>>
Rolled 51 + 10 (1d100 + 10)

>>4320684
The first infantry have continued to secure the egineering control stations, while the void regiment, depleted now, makes a final push for the bridge command center

Difficulty 40
Vicious pirates +60
Depleted number -20

Bonuses 10
Void Specialty +10
Elite regiment +20
Depleted -20
>>
>>4320709
The 350 remaining effective troops of the void regiment quickly rush the command bridge. They encounter little resistance but are forced to walk past a grim reminder of what faced them before, as hundreds of frozen suffocated corpses lay all over the deck, strewn mainly in strong cover positions, their weapons laying uselessly by them, providing them no protection in exposure from the void....

Your force makes quick work of the remaining defenders, a dozen astartes backed by maybe thrice their number in suited pirates.

While they fight back ferociously killing dozens of your men, sheer numbers and overwhelming firepower from your troops is enough to crush them, with bolters being the standard issue weapon in the regiment, along with a handful of plasma guns and meltaguns, and finally the experiment rifles.

After a brutal 30 minute firefight you receive a transmission from Captain Blackwood that the bridge has been secured.

The 2nd infantry regiment is assigned to secure the ship, and mop up any resistance, while the void regiment and the first are effectively retired to your reserves, having been mauled in the fight for the Grand Cruiser.

With the enemy fleet eliminated and the void around the base secured, its time to storm the enemy base itself.

All attempts at communication have failed, as it seems they are unwilling to surrender at this time, meaning we can either blast the base to bits, or seize it, as it does have a small shipyard and is situated in a good strategic location.

The 3rd and 4th infantry regiments are ready to deploy along with the 1st and 2nd geno regiments. Alternatively you could let the Karelians spearhead this one, as you are now well aware of the butcher's bill to seize ships and stations that are well manned and well defended....

A. Deploy an infantry regiment in the first wave
B. Deploy a geno regiment in the first wave
C. Ask the karelians to lead the charge
D. Have the fleet bombard the asteroid base, until its no more
E. Other(Write-in)
>>
>>4320750
>D. Have the fleet bombard the asteroid base, until its no more

We can make a new one, I'm done with this place.
>>
>>4320750
>E. Other(Write-in)
If there are any weapons batteries on the base, have them disabled via macro-cannon. Board the various pirate cargo ships and interrogate the few pirates asking which part of the base houses goods, barracks, captives, and other valuable assets. We'll figure this out and fire upon the section with the most hostile personnel, and away from any prisoner hab blocks.

>>4320759
Lets not get too trigger happy. We got them where we want them, and they know it.
>>
>>4320750
>C. Ask the karelians to lead the charge
Let's see how they do in combat against pirates and astartes. We've lost enough of our own men already.
>>
>>4320750
C. Ask the Karelians
>>
>>4321152
Scratch that, I'll go with
>>4320775
>>
>>4320750
>D. Have the fleet bombard the asteroid base, until its no more.

No more bullshit. I have a feeling that trying to be clever will bite us in the ass. Kill em all, let the Emperor sort them out. We've gotten enough salvage and loot already.
>>
>>4321507
But if we don't have to hulk the whole base, we could cut them into segments and ship them off. Perhaps to sell, or as an additional space station to our system.
>>
>>4321521
You ever play one of those roguelites/likes where you're presented with a really risky situation for a high potential payout and there's a clever sounding option that seems to mitigate the risk somewhat so you take that option but it results in an outcome that is either lame and/or backfires terribly?

This whole situation reeks of the kind of scenario game designers use to punish player greed. Bear in mind these aren't your garden variety pirates we're dealing with; they're sneeky breeky and are lead by Alpha-Legion style Astartes.

I'm calling it now: trying to take the station is going to royally fuck us over. They'll probably self destruct the place once we've commited the maximum number of troops. Trying to selectively bombard it will just give the pirates more time to hatch somekind of scheme that will cause us grief down the line. Sending the aliens in to take it will just end with them twisting our arms to get all the good loot or slapping us with somekind of debt if the pirates really do spring a trap.

Whatever payout you THINK we're gonna get from taking the station is probably not worth the headache.

Then again I could be overthinking this, maybe the station really is ours for the taking but for reasons I've laid out above, I'd rather not take that chance.
>>
>>4321557
You could have a point, but I think there's at least some merit had to interrogating the remaining pirates docked and under house arrest in their ships.
>>
>>4321557
Yes however our choices are limited unless otherwise. Anything that has the interest of conflict is determined by dice. The details are filled later by the results of the dice roll.

To completely take away the reward after all the risk had been determined is not a good way to create a story.
>>
>>4320775
>>4321165
I’ve decided to go with this for now since this is basically gathering more information.

You question the pirates you have captured and manage to wring some information out of them.

While they were all under the same organization even the pirate officers have been kept in the dark about the details and timing of the planned operation. Although based on your interrogations it seems the alpha legionaries were planning to destabilize the region by cutting off and disrupting shipping, and having spies and agents forment unrest on dozens of planets.

To that purpose the pirates had been directed to intercept arms, fuel and food shipments going through the straits.

The pirates indicate that the main hangar bays contain mainly shuttles and equipment for unloading supplies.

Apparently the base is mostly composed of storage spaces, where they have been hoarding food fuel and arms. It’s also indicated that there is a part of the base that only the astartes and their most trusted agents are allowed to access.
>>
>>4321895
The base is staffed mostly by support and logistics personnel, who focus on collecting and distributing supplies, as well as repairs, refits, refueling, and rearming of the ships that make use of the base.

The pirate officers estimate around 2000 staff total, with at most a few hundred security troops, as the astartes are respected and feared. He estimates another 20 in the base.

He has also given a very basic outline of the facility, but aside from the hangars it’s all buried deep in the steroid making a surgical strike by our ships weapons impractical.
>>
>>4321907
>>4321895
Based on this information and other things the pirates have said, you have reason to believe the astartes will order the supplies and any information stored on the base to be destroyed to deny it to your forces if they believe they will overrun. There is reason to believe they may have started already, meaning that if you are going to launch an assault you should do it now.

A. Deploy an infantry regiment in the first wave
B. Deploy a geno regiment in the first wave
C. Ask the karelians to lead the charge
D. Have the fleet bombard the asteroid base, until its no more
E. Other(Write-in)
>>
>>4321911
>A. Deploy an infantry regiment in the first wave
>>
>>4321911
>E. Other(Write-in)
Have the Karelians lead the charge, followed up with a platoon of our troops. If >>4321557 is right about the aliens twisting our arm for a better rewards, then all their getting will be some of the fuel, food, and supplies. Maybe even some nonessential heretics. If they try to twist our arm they should remember that we're the ones with the larger wall of space guns.

I dont know much about the karelians, beyond the fact they have ships and are capable of producing carapace grade armors, probably future armaments (because space ships) and I think cybernetics. If we amass a large enough fleet, we might be able to "deal" with them if we know what we're working with. In the first thread it was expressed how we didn't have much intelligence on the alien beyond the fact they traded and did the occasional piracy (the less reputable among their race) within Imperial territory. What I want is combat data and visuals of them in combat. We should also have the Firey Hand identify the armaments (and a tech priest on hand to point things out) of what exactly they have at their disposal for their ships.

Tl;dr send the aliens, followed up by some of our guys with discrete cameras if could be done.
>>
>>4321953
I'm convinced enough to tentatively support this, but I say follow up with the geno regiment. Yes we want the xenos to take the brunt of the resistance, and yes we want to see what they're capable of, but we also don't want to fuck around. If we're committing to taking the base we should be ready to follow up with our own guys if it looks like the karelians are getting worn down.
>>
>>4321974
Fair enough.
>>
>>4321911
>C. Ask the karelians to lead the charge
>>
>>4321988
>>4321974
>>4321929
>>4321953
You decide to ask the karelians to lead the first assault on the asteroid base, as you have already paid a high price in blood spilled and you wish to gather some intelligence on Karelian forces.

You signal them over a highly encrypted vox channel and they agree to spearhead the assault, having brought two regiment strength units for the task.

To your surprise the first wave will not be karelians but ferusian mercenaries, as it’s explained to you that sometimes ferusian clan chiefs allow their warriors to road independently or fight as mercenaries. These particular warriors are from an exiled clan.

You do your best to coordinate with them, as you have the 1st Geno regiment set to quickly reinforce if the assault goes well. You don’t inform the karelians that your squad leaders have pict recorders in their helmets, which are used after battles for training, intelligence and propaganda purposes.
>>
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>>4322105
ferusian and karelians. This day has just been that much more productive. fuck you inquisitorial chuckle fucks. We ain't no heretics!
Ask karelians if they have info on these ferusian. Is our knowledge of their people as lacking as our know how of the karelians?
>>
>>4322163
Are knowledge on both races is very limited, that being said the inquisition is the imperiums main intelligence apparatus and is not keen on sharing or making knowledge public, so it’s possible they know more than we do about the Xenos. Our only knowledge is based on a combination of propaganda, the rumors and knowledge of imperium merchants house Blackwood deals with, and our own limited dealings with them
>>
Rolled 14 + 30 (1d100 + 30)

>>4322105
Difficulty threshold 60
Vicious pirates 60

Bonuses 30
Ferusian ferocity +10
Veterans +20
>>
>>4322251
Using pict recorders on your assault shuttles, waiting a short distance away from the hangar, you still can get a view of the assault.

Massive Ferusian warriors, outfitted with carapace grade armor, and what looks to be automatic shotguns, large caliber automatic stubguns and semi-automatic grenade launchers burst from a Ferusian dropship onto the hangar bay into a well prepared defense position, with only a handful of warriors surviving long enough to make it to cover from the first few dropships. As the battle wears on the Ferusians slowly but surely gain a foothold in the hangar bay, after taking heavy losses, seemingly inflicting only light casualties on the defenders so far...

Shall we reinforce them? Or perhaps have the Karelians do it?

A. Send in the 1st geno-regiment as reinforcements
B. Ask the Karelians to deploy more troops
C. Other(Write-in)
>>
>>4322274
>C. Other(Write-in)
A & B. We will overwhelm them with numbers
>>
Rolled 12 (1d20)

>>4322340

Rolling for rabbit related shenanigans
>>
>>4322370
What do you mean?
>>
>>4322470
Sorry, I was running my own quest and accidently posted in the wrong thread. Please ignore/hide/report it.
>>
>>4322274
>A. Send in the 1st geno-regiment as reinforcements
>>
>>4322274
A. Send in the 1st geno-regiment as reinforcements
>>
>>4322552
>>4322555
when we funna get some video of the pig aliens fighting?
>>
>>4322611
We Duke Nukem now.
>>
>>4322274
Supporting: >>4322340

I see what's going on here. The Karelians know we want them to take the bulk of the casualties so they're deploying their expendable mercs first which are promptly getting rekht.

In other circumstances we might want to engage in a bit of brinkmanship to make sure we're not risking as much but I'm paranoid about what the sneaky astartes will get up to if we drag this out. So let's cut the crap and strike together, hopefully the aliens will be more willing to press the enemy once they see we're not waiting for them to do all the heavy lifting. (And the Ferusians have gained a foothold, so in a way the Karelians have already done a bit of heavy lifting.)

>>4322675
This siege is taking forever.Time to stop pissing around and get this show on the road.
>>
Rolled 33 + 40 (1d100 + 40)

>>4323263
>>4322340
>>4322552
>>4322555
You decide to coordinate with the Karelians timing their second wave, with the first geno-regiment

Difficulty threshold 60
Vicious pirates 60

Bonuses
Geno warriors +10
Karelian marines +10
Overwhelming numbers +20
>>
>>4323528
The assault begins with Karelians focusing on the right side of the hangar bay and the geno-warriors focusing the left side.

On cue the surviving Ferusians begin to provide covering fire as the assault shuttles disgorge their troops onto to the hangar deck

Armed with shotguns, grenade launcher, and some kind of plasma rifle, the Karelian marines are able to quickly lay down suppressing fire as many of their troops rush for cover, your geno-warriors, still a new untested unit, quickly adopt a similar tactic....

Over the next 10 minutes, the process of landing troops continues, and several companies worth of marines and geno-warriors have gathered in cover.

On coordinated orders all the allied troops break cover and open fire on the defenders, as some of the geno-warriors and Ferusians charge them with melee weapons...

This assault devastates the defenders, forcing them to retreat into the corridors of the base, the astartes managing a fighting retreat, covering the rest of their men, as they pull back, allowing to kill several of them from sheer volume of fire....

Your men chase the defenders until they split up down the corridor, based on your intellligence one path goes to the storage areas, while the other goes into the restricted area only the astartes and their agents could go, both side supposedly hold prisoners, with common prisoners held in an empty storage bay, while the high-level and high value prisoners help in the astartes part of the base.

It seems unlikely you can overwhelm the defenders in both positions at the same time, so you will have to focus most of the troops on one which will it be?

A. Focus on the storage area first
B. Focus on the astartes area first
>>
>>4323539

>B. Focus on the astartes area first

We cannot have unknown elements in this operation. We could be looking at a tactical nuclear device, hidden cruiser, or even a manifesting demon of sorts. Purge it with flames brothers.
>>
>>4323539
B. Focus on the astartes area first
>>
>>4323539
>B. Focus on the astartes area first
Now this worries me. "while the high-level and high value prisoners help in the astartes part of the base." As in, they've been manipulated/force indoctrinated to help them? Because that would be worse then slavery.
>>
>>4323683
That was a typo I meant held the high level guys are being held in the more secure and secretive part of the base
>>
>>4323539
>B. Focus on the astartes area first
>>
>>4323539
B.

I will support the growing initiative. The enemy that has not made a tactical withdraw is no doubt routed, as they left their elites behind.
>>
>>4323689
Do we have anymore regiment among our own people and our alien "allies?" If we do then perhaps we can send some more people to the commoners section.
>>
>>4323539
Sorry guys should have a couple posts later today/this evening
>>
>>4325093
>>4324332
>>4323683
>>4323678
>>4323671
Your men push on to secure the astartes part of the base, sweeping aside the handful of defenders in a series of short vicious firefights....

Your men are able to quickly gun down the surviving astartes, as they are distracted, using their bolters to destroy every console, and data storage device, and its also clear they have set fire to rooms full of various things, looking to be scrolls, documents, disguises....

The astartes section of the station is large than you were led to believe and it takes your troops several long minutes to comb through it and put out the fires and kill any enemy troops hiding out.

Your men arrive in the prisoner section just in time to stop one the astartes from executing all the prisoners, as its clear he started less than a minute before your men arrived....

He is quickly gunned down but before he kills several more prisoners.

With the astartes section secured, you have men go over to the other side and secure that as well, where they find massive stores of food, fuel and weapons, including what appears to a cache of Imperial guard gear to equip a small army, although they also set fires to these as well, destroying much of the equipment, and other supplies, the common prisoners also all died in the fires.

However you have reason to believe the asteroid base has finally been secured after so much blood was spilled.
>>
>>4328232
>(PARTIAL) MISSION SUCCESS!
>>
>>4328232
tbf, maybe we should hav had voted to space the portion of the station that belonged to the comers, food, and fuel. Sure the people there would had died but they would've died anyways. the void would prevent fires, preserve the foods (freezing cold of space) and the equipment wouldn't be on fire.
If there's anything left that can be saved in that part of the station, can we turn of the air to cut off the air for the fires, or depressurize that section of the station?

For the part of the station that we did prioritize, beyond the prisoners did we manage to save anything else? What about their starters armory? If they were already in the process of wiping all their data I'm sure they probably did the same for their power armor, but perhaps we can harvest the marine's corpses. Sift through their implants and armor's data to see if there was anything of value. If anything I'm sure our uncle would like more geneseed samples. Anyone against giving the geneseeds to dearest uncle?

>However you have reason to believe the asteroid base has finally been secured after so much blood was spilled.
We should probably hold a vigil after the station is secured and we go back to Halon Primarius with our ships and loot, sans some of our escorts for a few months in on the chance some returning pirates didn't get the memo that the base has been captured. I don't know, maybe after a year we can alert sector command of our achievement and offer them up the station for browny points.

For the immediate future we'll figure out what salvage could be saved and how we're gonna pay our alien dudes. They didn't lose any ships and only lost some of their own infantry units. I don't think 40k has examples on how much you should pay, so somewhere between 5-10k? Whatever our governor boy thinks.
Screen the prisoners and interrogate them for whatever they might know happened here, who did what, who the Astartes talked to the most among them, if they took isolated some of the prisoners away from the others.
>>
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>>4328232
>disguises....

I mean what is going to disguise a hulking big man with need of a dermatologist?

>>4328386
>maybe we should hav had voted to space the portion of the station
It was not an option provided as we did not have access to the station's command and control room for a strategic advantage. We killed a lot of people this day, and if the author had it their way the prisoners would have already been executed before the station was boarded. Warehouses are not loading bays, so they may be part of a centralized life support system instead of a local airlock system. Realistically everyone on that station would be asphyxiated before the flames would be snuffed out if not internal hemorrhaging to heart failure from the vacuum decompression.

That is a real fate turning consequence to prioritize life over material.

>For the immediate future we'll figure out what salvage could be saved and how we're gonna pay our alien dudes.

We already paid them beforehand.
>>
>>4328531
>pic related
You'd be suprised with how little they'd need.

>We already paid them beforehand.
We did? When and with what?
>>
The Bold Venture (Galleon)
The Fiery Hand (Heavy Cruiser)
The Edessa (Swordclass Frigate)
The Spear and Glaive (spear class escorts)
2 hulked infidel raiders
1 hulked battlecruiser
A damaged grand cruiser of ancient design
1 entirely hulled escort
1 damaged escort
2 hulled light cruisers
"the rest appear to be freighters and are not operating" or what I assume amounts to about 6 or more civilian or merchant class ships.

Can we consult with our turned pirate crews and ask them if any one of the cargo / merchant ships belonged to that one fake merchant ship that jumped away, after we jumped those two initial escorts?
>>
>>4328600
>We already paid them beforehand.
>We did? When and with what?

I think it was less payment and more calling in a favour. During our last trade deal with the Ayys we mentioned the pirate operation and they said the pirates were hurting their business too and to call them if ever needed help wrecking pirate shit, which we did.
>>
>>4328652
and that 1 Iconoclast destroyer.
We have a fuck ton of ships. Most are hulks but the potential is still there. Holy shit.
....Now I'm really fucking worried. What if QM sends a fleet of tyranids after us? Maybe we should check in on that one infested planet again.
>>
>>4328232
Can we trade in the Alpha Legion corpses (and their geneseeds) to pur uncle and his buddy in exchange for another discount for a few out these ships, or maybe some equipment to make cybernetics? I imagine some of our men that didnt die outright had lost limbs in the conflict, in addition to some veterans among of Geno and normal military. I reclassified the 1 Alpha Legionary we encountered on the first pair of ships, that group of roughly twelve or so on the grand cruisers we boarded, and I think there were plus twenty on the station.

Are any of the weapons and equipment on the Astartes we've killed repairable? If no then what facilities do we need? If we cant repair them then can we just give them to our uncle?

What is the process used to make the heavy class carapace armor? How does it stack against other carapace pattern if scaled down to normal human sizes?
>>
We should offer the gene seed stock for a agreement on join or shared genetic research and development, mostly focusing on making Not!astartes.
>>
>>4328813
You mean more so than we're already involved? Could work.

>>4328232
Hey speaking of our cousin being a part of the elite Void Regiment, did he undergo the geno procedure as well?
>>
>>4329021
He's a distant cousin, and to your knowledge he has not undergone the gene procedure.

The void regiment was open to all volunteers, of which the best were selected, geno or non-geno.

You could have your distant cousin elevated for his service, either through a promotion, or given the geno procedure.

Keep in mind that many of the cadet branches of house blackwood serve as lower and middle management in your Uncles organization, and that staff structure has continued in your own.
>>
>>4328531
The alpha legion is known for its use of disguises trickery, and extensive use of spies and other agents.
>>
>>4328232
With the station secured, its come time to tally the butcher's bill with your casualties coming up to 1400, with 700 dead and 700 wounded, half of which will never be able to serve as soldiers again.

The 1st(and only) void regiment is going to be out of the line up for at least a few months, until replacements can be trained and integrated into the unit, along with the 1st infantry, the 1st geno-regiment took fairly light casualties, losing less than 100 men, and should be ready to fight again soon.

The Karelians looks like they lost between 400-500 in the assault on the base, with most of the casualties on their Ferusian mercenaries
>>
>>4328750
Heavy carapace gives a level of protection, between carapace and power armor, however it cannot be properly scaled to regular human size, as its not powered, and it requires a high level of strength to use properly
>>
>>4329583
As far as the loot found. despite the fire and attempt to destroy their supplies, some material remains intact, with the first being sealed rations enough to feed the crew of the Bold Venture for a day, along with A squadron of leman russ tanks, and a few companies worth of lasguns, flak armor and grenades.

You also find 20,000 in thrones, the coins slightly blackened by the fires, but intact otherwise.

In the astartes section of the base, you find many things of interest, as your men were able to save some of the documents from the fires.

It appears the astartes took over this base some time ago with designs on the entire region of space, codenamed Operation Spectrum.

It seems they had color coded each phase of the plan, only getting about half way through based on what your men found currently on phase green, which the details of were destroyed, this followed phase white, and yellow, and would have been followed with blue, red and black.

You only uncovered details of yellow and black with the rest unfortunately lost to the fires.

Yellow constituted raiding shipping and spreading fear to cripple the economies and governments along the frontier

While Black describes using planetary militias, presumably formed in previous stages of the plans, to assist them in overthrowing regional governments and creating a chaotic pirate state of of the patchwork of frontier sectors that make up our region, known as the Darian Reach.
>>
>>4329614
In addition to the documentation on their operations, your men also find, disguises, and paperwork to support a range of fake identities, impersonating a range of personnell, from local planetary government figures, to officials from the adeptus terra, inquisition and administratum, ecclessiarchy and munistorum.

There is also a torture chamber, with implements ranging from traditional tools, to advanced neuro-link technology, rare and advanced in the Imperium.

Kept in cells near the torture chamber there are a dozen surviving prisoners, most notably several nobles belonging to Governor's houses. merchant captains, and a man who claims he is a acoylte of an Inquisitor Theryn....
>>
>>4329623
However now that you have tallied what has been taken, we must see to dealing with our allies. Your Uncle has asked to take control of the base as his payment, as its an excellent strategic location, along one of the biggest trade routes in this corner of the Imperium.

A. Hand over control of the station to him
B. Let him own it, but ask for a minority share in the station's ownership(persuade roll)
C. Tell him that your men bled for it, and that this station belongs to you now(-1 relations Uncle)
D. Other(Write-in)
>>
>>4329628
B. Let him own it, but ask for a minority share in the station's ownership(persuade roll)
>>
>>4329628
>B. Let him own it, but ask for a minority share in the station's ownership(persuade roll)
>>
>>4329583
>half of which will never be able to serve as soldiers again.
Until we buy prosthetic creation facilities. Let's tell our boys not to be so glum. Give us a few years and they'll be whole again.

>There is also a torture chamber, with implements ranging from traditional tools, to advanced neuro-link technology, rare and advanced in the Imperium.
Keeping that.

>It seems they had color coded each phase of the plan, only getting about half way through based on what your men found currently on phase green
What phase green the beginning plan or mid way one? If they only managed to destroy green, then perhaps there's enough for us to work with so we can foil their efforts.

>D. Other(Write-in)
I'm fine with uncle owning it. Owning it would entale having to maintain the defend it, and our Uncle as it is now is more resourceful than us. The most I personally think we should ask for is some place to rest for our crew and some fuel to refuel.

Ask uncle iif he's gonna tell sector command about it, or is this gonna remain hush hush. Also is he and his friend interested in the Astartes bodies?
>>
>>4329758
*maintain and defend it

>>4329628
>>
This is going to sound really fucking weird, but can we collect the teeth of all the dead pirates and Astartes? Maybe we could save them for a rainy day in case we need to bribe some orks?
>>
>>4330111
Orks only trade in ork teeth. Humie teef is too puny.
>>
>>4328652
>>4328726

That's not going to happen. A hive fleet will not come to worlds without Genestealer infestation, which at this point of time is unlikely to happen do to our Space Station screening, and prevention of xeno biogist related research. Our growing collection of Calixis Sector ships is able to outmatch most Bio ship vanguards in small scale combat. It's a lot easier before they make planet fall.
>>
>>4330733
> without Genestealer infestation

http://suptg.thisisnotatrueending.com/qstarchive/4222471/
>During the deal you receive an astropathic message from the Fiery Hand, indicating that the hulk has dissapeared. While they have not gotten close as to not alert the Governor of the Acheron system, they have listened in on communications for several days and not picked up anything strange, except for a newly prominent vox station, praising the hard working people of Acheron and the cult of the Red Hand.....

I was referring to these guys. They have me worried.
>>
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>>4329623
>In addition to the documentation on their operations, your men also find, disguises, and paperwork to support a range of fake identities, impersonating a range of personnell, from local planetary government figures, to officials from the adeptus terra, inquisition and administratum, ecclessiarchy and munistorum.

>Kept in cells near the torture chamber there are a dozen surviving prisoners, most notably several nobles belonging to Governor's houses. merchant captains, and a man who claims he is a acoylte of an Inquisitor Theryn....

I smell
*Snifffffff*
an adventure
>>
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>>4330744
Tyranids don't have anything to navigate warp travel with. The hulked ship warping out would be an act of mercy from the Dark Gods, or The Emperor. It's fate forever unknown unless it appears again. In fact it would be more dangerous to have the ship remain in the sub-sector as a more advanced creature yet found can act as a synapse beacon to the hive mind.
>>
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>>4329628

We don't have a large enough fleet to, oppose, our biggest benefactor so far. We do have the ground to negotiate our demands with formations of Regiments, colluding with Karelian assistance, and maintaining Naval tactical supremacy of a second Heroic Victory. To say we, who found the pirate base in the first place, dismantled their strength, get nothing? The sands of time will tell once the last grain falls to expose what remains.

D.
Uncle gets monetization of trade goods, and we will have stewardship of the base.
Which is to say our faction is the one that will handle the expense of the base operation, while Uncles' Conglomerate gets an additional income source. In this position we still control the trade goods themselves in both opportunity and demand. The growing fleet of warships we took will provide the additional security of piracy prevention, and by doing so have rights to, interdict solicit behavior.

The end result is more choice of trade goods to buy or sell, and a feet rally point. The price is additional revenue generation without loss of standing.
>>
>>4330763
>The hulked ship warping out would be an act of mercy from the Dark Gods, or The Emperor.
The giant space hulk already warped out
What worried me are the chunks of hilk that made planet fall that probably had bunches of tyranids, genestealers, and body snatchers in them. The fact that the planet didn't respond to as mu of our vox messages, and the fact there was a public cult kinda confirms that.
>>
>>4330820
So uncle will get any trade benefits on trade done at the outposts, tariffs, and roll fed's while we get supervising or taking care of the station?

>In this position we still control the trade goods themselves in both opportunity and demand.
What like so we can get an idea of what people are transporting through the station so we can barter and market better, or advertise to passerbyers what we have for sale at our planet?
>>
>>4331259
>>4330820
This is basically a more detailed version of asking for a minority ownership

We can hash the details out later but he basically wants to turn it into a major stopping point along the shipping routes. Based on the few conversations you’ve had with him he envisions a mix between space Las Vegas and Singapore. Of course it would take a great deal of time and investment to make it so.
>>
>>4331142
>>4330763
>>4330744
I intend to close the loop on the Acheron system in this thread or the next
>>
>>4329758
Phase green was the third of six phases. We have no detail on it, only yellow which wa a phase 2 and black which was phase 6, the rest of the documents were destroyed in the fire
>>
>>4331313
>he envisions a mix between space Las Vegas and Singapore
You has me at Las Vegas. IM IN.

>>4331325
How were the phase documents arranged? Were they in separate areas or all in the same room when we found them? I dont want these dead Astartes to try and purposefully put us on a wild goose chase.

Oh hey yeah....well fuck an inquisitorial acolyte. ....he uh.... he didnt see us with the xenos did he? Because we have a very good reason for that I swear.
>>
>>4331447
No the prisoners have received food and medical attention but have been kept in the prison area for the time being. Unless someone tells them or they are shown some proof of what happened they will not be aware of xeno involvement
>>
>>4331447
It doesn’t appear the documents were organized to deceive us, but then again we are dealing with an organization known for trickery
>>
>>4331505
What does our uncle think we should do with it? Peruse trail? Give to sector command? Nothing?
>>
>>4331313
Option B seems to be the same path result but the details of the reward will not be in our control, and we will have to roll to succeed. This can range from minor tribute injections or tenate use of a single dock. As a reward for a two operation campaign that we financed, it seems low to get the last scraps that remain unclaimed from the buffet.
>>
>>4331563
the details of the reward can be negotiated if he agrees to you given part ownership. Also your uncle is family, so you will be given some sort of basing/docking rights, at this point its more of a discussion on developing the station, whos going to pay for it, how much and how much of the revenue are you going to get out of it
>>
>>4331447
>inquisitorial acolyte

To be out this far is most likely Ordo Xeno. They dont judge heresy, only alien corruption and behavior among purity and alien technology and culture among radicals. They determine if xeno strains is beneficial or harmful to humanity or a world loss due to Xeno corruption. The least extreme of the Inquisition and unlikely to press the big button.
>>
>>4331581
Why do we have to roll a persuasion check?
>>
>>4331596
sometimes you have to ask if you want people to give you the good stuff, it will be relatively low difficulty threshold though
>>
>>4331596
tbf we get to keep all the ships from the battles. That's good enough in my book, but I wouldn't be against more. Still, we got a good haul from all of this.

I take it the aliens will take their leave? Did we get the combat date for the aliens and the pulse rifles? Lets hand them over to our uncle before he leaves.
>>
>>4331620
We need to settle dealing with them after we finish with uncle
>>
>>4329652
>>4329690
>>4330820
>>4331563
You take dinner with your uncle in the wardroom aboard the Blade of Avarice. While unsurprised after seeing it dozens of times, the amount of wealth on display in the room is very impressive, with many things lined with gold, jewels and other precious minerals. Priceless pieces of art adorn the walls. Where as wardrooms on most ships is rather spartan, simple tables, with simple chairs designed for the ship's officers to eat a quick and nutritious meal, rather than a lavish dining area, on par with the fanciest restaraunts like the one on the Blade of Avarice.

You talk about the success of the operation and the things you found on the station, as well as the inevitable conversation about the spoils of victory.
>>
Rolled 90 + 20 (1d100 + 20)

>>4331637
"Jakob, I know we are family but I need recoup my investment in this venture, as it cost a small fortune to fix the damage done to the Avarice, and I diverted several of my ships from other operations to help you here"

"I name my price to be ownership of this base, which as it stands now, will be a money sink for the forseeable future"

"I do have a great vision for this place, as a resting place for all of the merchants and other ships travelling through the warp lanes, offering them all manner of vices, as well as other business opportunities here."

"Uncle, I think I deserve, a piece of the action, my men died for this station, plus I can serve as an investor, as you said before this place will be a money sink. I can provide supplies, security and cash to help get things started what do you say?"

Difficulty threshold 40
Rogue trader 80
Reasonable deal -20
Family -20

Bonuses 20
Rogue trader background +20
>>
>>4331653
"Well My Lord" he says with a slight teasing in his voice
"I think we can work something out here, how about a 25% share, plus I can give you first chance of refusal on any food supply, fuel supply and security contracts, maybe even give some work for your miners and builders, with hollowing out some of these asteroids"
>>
>>4331660
Accept this?

A. Yes
B. No
>>
>>4331660
>A. Yes
A done deal. A 25% share plus all the hulked ships? What's not to like.
>>
>>4331663
>A. Yes
>>
>>4331663
Yes
>>
>>4331663
>>4331660
Try and do some haggling to see if we can up those numbers?

This is after all an initial offer. Have to be a proper businessman, and it could have very well one of our ships more heavily damaged.
>>
>>4331698
Asking for anymore would be exceedingly greedy. We're family and we're all about hospitality and fairness with one another, but there's only so much we should reach for. Despite the need to shill several hundred thousand thrones to repair all the damaged and hulked ships, those are still potential naval assets in our pocket. We probably have one of the largest fleets in this side of the sub-sector at this point. The fact he's offering up a 25% share (not a small amount), in addition to the bit of passive revenue that comes with that, construction & mining contracts for our guilds, and several contracts, all this is pretty damn generous in my opinion.

Keep in mind you can't expect people to do things for free for you all the time. Our uncle risked his fleet to help us and took some damage for it. Is it so wrong to deny him a space station when we get all these ships? He could had asked for the cruisers instead for payment.
>>
>>4331685
>>4331694
>>4331697
You decide to accept the deal, you can hash out the more specific details later

Now comes the issue of dealing with Karelians

While technically we can get away with not giving them anything and owing them a favor, we can expect to call in sometime, we could also pay them off. They want 100,000 thrones to pay for their mercenaries, fuel, and the blood spilt by their men.

They would also accept the grand cruiser.

A. Owe them a favor for later
B. Give them the grand cruiser
C. Give them 100,000 thrones
D. Threaten them to leave immediately and give them nothing (-3 relations Karelians)
E. Other(Write-in)
>>
>>4331791
What about that discount?
>>
>>4331791
>C. Give them 100,000 thrones
I think we had 205k thrones before all of this, plus there's the 20k we found on the station. That leaves us with 125k if we pay them in cash. That still leaves us enough to either repair two of the escorts, or spend it on further developing Halon.

>The Karelians looks like they lost between 400-500 in the assault on the base, with most of the casualties on their Ferusian mercenaries
Of course with us having some Rogue Trader in our blood we can try to negotiation a more reasonable payment. If a 100k yearly military contract is worth that much, then this one time thing shouldn't cost too much, unless the Karelians traveled exceptionally far. 50-75k?
>>
>>4331826
+1 to negotiation

otherwise

>A. Owe them a favor for later
>>
>>4331791
>C. Give them 100,000 thrones
We could haggle but it runs the risk of pissing them off, 100k is a bit steep for the amount of work they put in compared to us, but keeping good relations and the cruiser without owing them a favor seems worth it to me.
>>
>>4331819
What discount?
>>
>>4331885
The friendship discount. We're at relationship level 2 or 3 with them right?

I'm wondering if one of these days they'll ask us for help to repel an alien force threatening them. It would be a good opportunity to gauge their reach on their claimed sections of the universe, in addition to taking alien vessels for our uncle and friend to research. Bonus points if we manage to score Tau vessels. Depending on how Tau ship crew defend their ships, and if we manage to board one, we could flood it with nerve gas?
>>
>>4331791
>>4331819

Even if we paid them now. I don't think their demand warrants a years worth of action for such a small mercenary group. If they don't have additional conditions for that price, it might as well be having the next harvest raided.

C.
Give them their money. If they don't represent themselves properly the next time then they will get what they deserve as payment by other means.
>>
>>4331892
I checked and basically out of the existing package arranged by the merchants, we got a free warship and red phones. It's not exactly a discount but a bonus.
>>
>>4331819
>>4331844
>>4331856
>>4331885
I have a morally questionable plan: what if we sell all the pirates to offset to costs of paying them?
>>
>>4332672
Oh yeah, the " demand for slaves" part.
>>
>>4332732
Because how many of these pirates can we honestly trust? Do we trust any of them enough to continue operating the ships without flying off?
>>
>>4332752

Negative on that. How many of these guys would be infiltrators for chaos?

Sell their asses and be done.
>>
>>4333333
>>4333333
Oh maybe we should interrogate normal, and use the torture chamber on a select few if we think we can get anything out of them. We should also see if they had anything of worth in their holds, maybe prisoners they were going to transport? Maybe theres one or two people we might want to keep, but beyond that we're probably gonna sell the really traitorous and heretical ones off.

On a different topic, Ship. We have a sexy number of space faring death machines, but not enough people to pilot them. We're gonna need to home grow some more people, and possibly hire on additional crews to man even more. Perhaps, once we gift our recent Planetary Govenor friend (the one with the nobles we saved and specialized in carapace armor and tanks) with a ship, he would be gracious enough to offer up any excess willing citizens to live on our planet and pilot some of our ships. Each ships worth of pirates aught to net us anywhere between 10 to 20k, depending on if its 1 throne per crew member.

Speaking of pirates, should we keep the pirate crew we didnt kill? Not the prisoners, I mean the pirates from the very first merchant ship we claimed

>333333
Of fucking sweet you lucky bastard.
>>
>>4333374

Why not approach the sector Battlefleet about taking a few ships off our hands? They pay us, better still, put a naval waystation in our system (um, protection? Long term economic growth? We build a shipyard, and do repairs/maint for them for profit?), and we get to use the station to maintain our naval PDF. Just keep a few of the ships for expeditions....
>>
>>4333640
We could do that, but that's probably worth the same and selling the hulked ships to an Admech so they can repair it themselves and sell it back to the Navy or use it themselves.

What even is a Naval Waystation? Is that like the bigger version of the space station we have that can have multiple star ships docked in it? Might be worth giving them a hulk and a few of the Merchant ships. We should totally still keep the two battlcruisers.

Should we buy a Star Fortress?
>>
>>4333743

A naval waystation is an administrative designation, not a model or class. It's basically a base that naval vessels on patrol would stop over at for refueling, rearming, some repairs, recreation. A star fortress would do nicely.

The idea is that it would boost imperial navy presence in our system, and if we build a shipyard, we're pretty much guaranteed to have a clientele for when we aren't repairing our own ships, or merchant vessels. At the same time, that shipyard could be used to modify our existing vessels.

I'm worried about keeping a fleet for two reasons: One, the administratum views a large number of warp capable naval vessels as a seccessionist risk (vindicare assassin, anyone?), in case an uppity governor decides he doesn't like paying tithes, or wants to start raiding neighbors. Vessels are expensive, after all, and military vessels can't exactly carry cargo to offset that cost.

Two, having a fleet like that divides our focus.

The only thing I can say against having a naval waystation Is that it makes the system a more viable target in the event of a Black Crusade or WAAAGH! but we are going to be attacked anyway in that case. You weigh the advantages of increased constant protection and a big middle finger to pirates (great for trade) vs increased possiblity of that kind of attack.

A particularly creative governor with foresight would buy a series of small scout vessels, and decide to maintain reconnaissance of nearby systems. Come to think of it, that would be a great way of getting useful commercial data for trade as well....
>>
>>4333891
So throw the idea of a Naval Waystation with sector or subsector command, throw a couple of ships their way, acquire a Star Fortress, and use some of our escorts to scout out neighboring systems everyone once in a while. Now this is a play I can get behind. Out of the ships we should give them, I think the two glaive class ships, and maybe 3 of the merchant ships after selling off the bulk of the pirates (while keeping some important ones).

This is my idea on what we should do as a kind of goal from top to bottom, assuming nothing world ending happens. You got any better ideas?

>While uncle Blackwood is here, put in an order for a cybernetics manufactorum production set up (assuming a cool 50k) so we can get all our crippled soldiers some much earned cybernetics, including veterans.

>If uncle is ok with it, notify command that the pirate base has been dealt with, and trade should be safer for some sweet sweet loyalty clout (should we tell them the alpha legion was involved?). In addition, throw the idea of a Naval Waystation with sector or subsector command, and also throw some ships their way (the glaives and some merchant ships. Maybe even one of the hulked light cruisers.

>Give/sell astartes corpses and all implants involved in them to uncle in exchange for another round of discount ship repairs. A different type of geneseed, in addition to all the implants of an astartes and several "relatively intact" astates corpses might be worth a pretty penny for autopsy studies. If he's satisfied with that arrangement then we might have enough to affordable repair one or both of the battle cruisers, or the light cruisers.

>After the Karelians leave, we interview/torture pirates to determine loyalty levels to the Imperium, plus psyker brain screening in case of Sleep agents

>Contact the Karelians and sell pirates we don't want to them as slaves and maybe there might be some excess so we earn extra thrones from the transaction

>Use excess cash to repair and retrofit one of the escorts to be less heretical so we can trade it to the Governor bro in exchange for some carapace armor and whatever carapace patterns he's got, maybe an armor making facility if he has a spare, in addition to settlers and space crew people. Tanks too, plus some munitions.

>Utilize all the combat data for a better training regiment and equipment to produce better guardsmen, in addition to invest in a Star Fortress. Those things are Warp capable.
>>
>>4331791
>C

>>4331907
Supporting this version of C. I think it's worth paying them in full to make sure there is no debt between us, but we also make it clear that we were under the impression that having the pirate threat eliminated was supposed to be it's own reward and that next time we want any "price" for their help to be negotiated before hand.
>>
>>4333374
>>4333640
>>4333743
>>4333891
>>4333972

We will choose the next options that are provided.
>>
>>4334352

Indeed we never got a price from the merchants, and they arranged the contract. To be forced to pay afterwards without knowing the details is never good business.
>>
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>>4334355
It's something to debate about until the next few posts.

>>4334360
>This is going down in the book of grudges
>>
>>4333972

This is a sweet plan. Love the cybernetics plant and the improved training. I have one caution and two refinements for your consideration

1) (the caution) Not telling sector command that Alpha Legion was involved might earn the ire of the Munitorium, plus it keeps them from redeploying forces to patrol to keep an eye on things (free naval protection)...

...but if we do so, the is no effing way the Ordo Malleus will let us sell chaos tainted geneseed to Uncle. Our duties as Governor MAY require us to notify them anyways, but we might be able to cut a deal with the Mechanicus. Hand them over to the Mechanicus (some Magos Biologis may have fun), get a cybernetics plant for it, and CC in the Inquisition on the email. Not our problem? PLUS, if we do tell people about the Alpha Legion it boosts our case for the naval waystation. (Refinement 1)

2) If we keep the merchant vessels (the ones that can be operated profitably), we get to be a trading house for the neighboring systems, setting up trade routes to serve our development needs, something that a rogue trader would definitely be able to do. SWAGMONEYY. Boosts to growth, further justification for the waystation and possible shipyard for us and the Navy and repairs for profit. (Refinement 2)

Play this right and we could be looking at sustained explosive growth as trade assures a ready market for every export we have plus government cheese for the foreseeable future, and our tech base takes a massive jump. Next thing we'll be investing in is orbital defense lasers and void shields for the capitol, lol.

Cyborged geno-warrior bolter-armed heavy infantry regiments anyone? :D
>>
>>4334466
https://warhammer40k.fandom.com/wiki/Alpha_Legion
>Legion Gene-Seed
>Unlike the other Traitor Legions that reside in the Eye of Terror, the Alpha Legion's gene-seed is not plagued by the warping influence of Chaos, though there is still evidence of mutation in their gene-seed. It is unknown if there was such a problem with their gene-seed prior to the Horus Heresy; if so, it was kept concealed.
>It would not be surprising if the Legion did such a thing, due to their predilection for secrecy. During one well-documented battle during the Gothic War known as the Lethe Ambush, Alpha Legionaries that were mutated were observed hiding their warped body parts, not out of any sense of shame, but as a form of subterfuge. They would only reveal their mutations once they were upon their enemies, adding shock and revulsion to their horrified enemies.

1.) I guess we don't mention the part about the Alpha legion to command and just say it was pirates, and tell uncle to be careful if interested.

2.) sounds reasonable

>Cyborged geno-warrior bolter-armed heavy infantry regiments anyone? :D
I wouldn't be against it. It would certainly give actual Astartes a run for their money.
>>
>>4334466

(Con't)

So, here is how I see it going down.

>Trade gene seed/bodies to mechanicus for a new cybernetics factory. Inform inquisition after the fact.

>Repair vessels at Uncle's station. Possibly pay market rates, but avoid Inquisitorial wrath from selling tainted geneseed.

>Inform sector command of the pirate problem, that we solved the pirate problem, here are some free new vessels, and pretty please put in a waystation. Acquire star fortress? (While us owning the space station would be best, the imperial Navy may decide they want one that is owned themselves. That doesn't matter. What matters is that our system is heavily patrolled, and that we sell them stuff)

>Pay Karellians, they leave

>Sort out pirates. Sell untrustworthy, keep trustworthy, turn bad eggs over to Inquisition.

>Refit vessel, gift/trade to Governor bro.

>With waystation established, pirates broken, uncle's station in full swing, put our merchant vessels to work and make money. Recon (ideally, small 200 man vessels) nearby systems to forewarn as needed. Use uncle's station to handle the trade deals we really don't want on our planet.
>>
>>4334519

I did not know this about the geneseed. I withdraw my objection. Tell Uncle to be careful, lol.
>>
>>4334522
Wouldnt the mechanicus ask us where we got the seeds from?

>avoid Inquisitorial wrath from selling tainted geneseed.
Wouldnt we be more likely to avoid inquisitorial wrath by selling them to his friend (who is technically a heretek) than another magos?

If we give away vessels, what should we give?

>turn bad eggs over to Inquisition
Would they not spill the beans about us dealing with their Alpha legion bosses, then wouldnt the Inquisition go directly to us and ask what we did with the bodies?
>>
>>4334578

Not so worried about the mechanicus, because the Inquisition has worked with them in the past on studying chaos related stuff - as the Inquisition will be informed, they can't accuse us of not doing our duty. On the other hand, if we were to sell it through illegal channels, and were found out, it would basically be a death sentence. In any case, because the Alpha Legion stuff wasn't contaminated, I no longer see a risk. Fine to sell it to uncle.

As far as turning the pirate criminals over to the Inquisition, the same logic applied. If we were going to admit to them that we were selling tainted geneseed, then there's no risk in giving them pirates as well. If we're not going to give the geneseed to the "official" groups, no reason to give the pirates to them then. Sell them.
>>
>>4334578

(Con't)

As far as vessels go, I believe another poster had some ideas.
>>
>>4334613
We're already at risk of death by dealing with our uncle. If we're doing our imperial duty then why not just give the seeds to the Inquisition? They're not called the inquisition for nothing.
>>
>>4334578
>Wouldnt the mechanicus ask us where we got the seeds from?

They would be more interested in where we got our ships from, and the heat would be on the tech priests that serve on those ships.
>>
>>4331791
Sorry guys should have an update this afternoon. However I am going out of town for the long weekend so the next posts after today will be Sunday or Monday
>>
>>4334665
Depending on the tech priest they might be more interested in the ships, but keep in mind that techpriests, at least not all of them see machines as mechanical things. There are factions and divisions in the mechanicus that research into organic and chemical matters. That being said their interests arent solely in machines, and bringing them something as advanced and and kept secret as a chapter's geneseed would bring up a lot of questions. They're just not going to ask "hey this is gonna be excellent research material, but this is very shady. Where did you even get these? You have to kill Astartes to get implants like these."
There also the additional implants and the astartesp corpse which would prove to be academically valuable to study as a whole, and again the whole threat of the Inquisition action on is kind of a mute point, because how are they going to dub us a heretic when we can just dump the corpses on our uncle right now and have them ferry the bodies onto his ship, with the excuse of saying something like "yeah we're gonna yeet them into the sun or a mass incinerator."
>>
>>4335008
I mean the escort ships themselves are tech heresy. They were not made in any Imperial shipyard and the mechanicus group that makes them are are part of the Admech's shadow war.
>>
>>4335361
Then we give them a light cruisers and sell the seeds to uncle's faction, because if the mechanicus finds traces of warp fuckery in the seeds they're gonna have some big questions for us.
>>
>>4335390

I don't think the mechanicus cares. I think they just enjoy having new toys to play with... It wouldn't be the first time they've fucked around with tech that they shouldn't. I think the INQUISITION cares quite a lot.
>>
>>4335497
Assuming the Mechanicus doesnt care would be a grave mistake. If you're worried about the Inquisition then then best and safest choice would be to sell the seeds to uncle, or destroy them.
>>
>>4331826
>>4331856
>>4331907
You decide to pay off the Karelians, even if they did overcharge you a bit for this, as you want to maintain good relations.

Now comes to the issue of the pirates, you captured tens of thousands of them, mostly slaves and low-level crewmen working below decks on the Grand Cruiser, along with smaller crews from the freighters, and some of the logistics and support staff at the base.

There are several options to deal with, you have manpower issues for your fleet, and could use experienced men accustomed to the hard life of a voidsmen, on the other hand, these men through in their lot with pirates......

You could also sell them into slavery to the Karelians, in many a crueler fate than simply executing them...

Mind you that this just goes for the common crewmen, the officers have already been taken away for interrogation and can be handed over to the inquistion, the navy or killed on the spot.

A. Grant them amnesty in exchange for service, the pirates will be broken up and forced to integrate with your other crews, so they will be a small minority on each ship, and making sure the boatswains know who they are, where they be shown no mercy and kept strict watch on
B. Kill them all, they are too much risk to be allowed to live
C. Sell them to the Karelians (+20,000 thrones)
D. Other(Write-in)
>>
>>4333743
>>4333891
>>4333972
On a naval waystation, you dont have much of a relationship with the navy yourself, but your uncle has some connections, with retired naval officers and crew one of his main recruiting pools for his fleet.

A naval way station would require building a strong relationship with local naval commanders. It also would have some trade-offs, as the navy is very protecting over its role as the protector of the warp lanes and anti-piracy work. They typically don't like Rogue Traders much unless they are looking for a job, as the navy does not like other people controlling warships.

The sector battlefleet, and the nearby sector battlefleets, have also been stripped of much of their strength to join conflicts elsewhere in the Imperium, as protection of the north east frontier is not a political or military priority to Terra at this point.
>>
>>4335556
>A. Grant them amnesty in exchange for service, the pirates will be broken up and forced to integrate with your other crews, so they will be a small minority on each ship, and making sure the boatswains know who they are, where they be shown no mercy and kept strict watch on
>>
>>4335565
>>4333743
>>4333891
>>4335565
To continue on this issue, we have already committed some heresies of various severity, which would either require us to cover up very well, or clean up our act, as bringing the Navy into our space will draw more attention to our extremely large PDF fleet(especially for the size of our economy and population) and other activities.

On star forts, they are extremely rare, a better option is to acquire/upgrade a space station into a fortress, which is somethign that can be done over time.
>>
>>4335556
>D. Other(Write-in)
Interview them.
>>
>>4335556
I still can't believe you suckers payed full price for their assistance for mostly doing nothing.

>A. Grant them amnesty in exchange for service, the pirates will be broken up and forced to integrate with your other crews, so they will be a small minority on each ship, and making sure the boatswains know who they are, where they be A. Grant them amnesty in exchange for service, the pirates will be broken up and forced to integrate with your other crews, so they will be a small minority on each ship, and making sure the boatswains know who they are, where they be
>>
>>4335556
>you captured tens of thousands of them, mostly slaves and low-level crewmen working below decks on the Grand Cruiser

Didn't we kill all of them though?
>>
>>4335556
>B. Kill them all, they are too much risk to be allowed to live

No so friendly reminder that they may have Hydra sleeper agents.
>>
>>4335952
Oh that's true. If that's the case then I would rather we sell them off.

>>4335556
I want to sell the slaves.
>>
>>4335556

Class of GC?
>>
>>4335952
>Hydra sleeper agents

Hail Hydra mkay.
>>
>>4335556

>Sell them off.
>>
>>4335990
>Hail Hydra mkay.

Kay...

>>4335952
You know what? On second thought the risk is probably negligible. It's not like a handful of skilled sleeper agents can play the long game and work their way up to screw us over in a few threads time...

>Changing vote to option A.
>>
>>4336123
They can. That's kind of how sleeper agents work.
>>
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>>4336123
>>4336205
>>
>>4335556
>C. Sell them to the Karelians (+20,000 thrones)
>>
>>4336317
Well that's the thing. Alpha legionaries are wack. They're all about misdirection and subterfuge arent they?
>>
>>4335983
Avenger class
>>
>>4338100
So another round of sending these nobles off to their people?
What're the odds they could had been brainwashed too? It would be so damn convenient, but its might not be likely due to the resources they would sacrifice to trick someone like us to returning brainwashed people to their homes, unless that's what they planned before we got here. Damn the alpha legion.
>>
>>4338100
when is the next post
>>
>>4340594
Tonight
>>
https://warhammer40k.fandom.com/wiki/Gene-Seed
How do geneseeds work? Are they a specific implant, cells, or organs needed to make a space marine, or a group of organs? Do we have what we need to make space marines?
>>
>>4336605
>>4336093
>>4335967
You decide to sell them off to the Karelians, who agree. Some of the pirates try to resist when they find out their grim fate, and a small number are killed but the rest are compliant as they are chained together and shuffled off under guard onto the Karelian ships.

The Karelians are quick to turn around and pay you the in thrones, returning a few of the chests you paid them with initially. You quietly pray to the emperor for forgiveness, but while they are humans, they also traitors and criminals who fought against everything the Imperium stands for. They face a grim fate of being worked to death as a hard laborer, or forced to fight in the gladiatorial arenas on Antioch Station, or sold to the pleasure houses on Antioch....
>>
>>4340778
>https://warhammer40k.fandom.com/wiki/Gene-Seed

My understanding is that its the genetic material to make a space marine, some organs are grown using the gene seed separately and are implanted in, while other parts grow in the aspirant after some genetic material has been implanted.

We would need strong male children to implant into, some special equipment, gene-seed material and a specialist who knows how to implant it
>>
>>4340905
With the prisoners dealt with its now time to deal with the people we freed from the pirates.

Sending them back would likely curry favor, but we could charge for our services alternatively to bring them back. There is also a security concern, as some of the neural implant technology in the torture room has been examined and more detail, a looks like devices could easily be implanted into someones brain, and used for all sorts of nefarious purposes.

However merchants, nobles and Inquisitorial agents would not appreciate having our men poke through their brains either.

A. Allow them to contact someone and send them home on one of your Uncle's Merchant ships(+1 relations with Reacher lords)
B. Request a contribution to the anti-piracy campaign in exchange for their immediate release +50,000 thrones
C. Have them interrogated and checked for any neural implants placed by the alpha legion
D. Other(Write-in)
>>
>>4340924
C. Have them interrogated and checked for any neural implants placed by the alpha legion
>>
>>4340924
>D. Other(Write-in)
>Use Rogue trader skills to convince then to willingly under go examination. Make a note to inform their factions of emotional tinkering by the marine's part.
Ask for consent. Considering what we have found in the torture chamber, and the possible machinations of those renegade space marines, they could had things done to them and not even remember. For the good of their worlds and orders it cant hurt to examine their bodies. Think of it like a free medical examination, except you get booze instead of lolipops.
>>
>>4340966
>8Xj2RFtt
Agreed
>>
>>4340966
Supporting
>>
>>4340924
>curry favor

This has gotten 100% more delicious.

>>4340966
D. check for cerebral scarring of the scalp and other magnetic related interference. The chair will not be needed to sort out. It would be faster if Augmenticist priests can do the screening instead of the torture chair.
>>
>>4341894
If there's a means to hide scarring then that could prove to be a problem. The inperium give some of their assassins some drugs that allow for flesh molding. Maybe a bit of everything?
>>
>>4341914
That is why magnetic interference and screened by a professional.
>>
Rolled 100 + 20 (1d100 + 20)

>>4340966
>>4341544
>>4341894

Difficulty threshold 70
Invasion of privacy +20
High ranking members of Imperial society +50

Bonus 20
Rogue trader persuasion bonus
>>
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>>4342967
PRAISE TO THE MOTHERFUCKING EMPEROR OF MOTHERFUCKING MANKIND
>>
>>4342967
IN HIS NAME!!!!!!!
>>
>>4342967
Knowing full well that your suggestion may not go over well, you ply the former pirate prisoners with fine meal and drink on the old pirate base before putting it to them

"Now Lords and Ladies, and agents of the Inquisition, I know that the last months have been difficult for you to say the least"

"I prefer to see such difficulties as tests of faith by the God-Emperor himself, and as part of that I ask that you suffer one more time to ensure the safety of your family, friends and the Imperium itself"

"We will need to subject you to several devices to ensure the renegades who once held you have not harmed you in some unknown way, we will put you under to ensure the process is quick and harmless for you"

There is some grumbling, particularly by the merchant captains, who are considered peerage lords of the Imperium, technically equal in rank to you or your uncle(legally at least), but the inquisitorial agent convinces them to submit to the examination, and volunteers to go first...

You have a techpriest biologis, a member of Magos Dressagians sect perform the operation...

Unfortunately he makes some interesting discoveries...

The Inquisitorial agent, has had a neural control chip planted on his spinal column at the base of his skull, making it virtually impossible to safely remove, in addition a small but powerful explosive has been found inserted deep inside his organs, capable of clearing a small room.

The others carry strange scars on their necks and skulls but show no sign of anything directly implanted.

We will need to decide what to do with the agent, along with the others, but first lets talk about the agent.

A. Give him a lethal dose of sedatives and pretend we never him if anyone asks
B. Attempt to operate to remove the chip and the bomb(requires dice roll)
C. Wake him up and ask him what he wants to do
D. Wake him up, and do not tell him what you found, allow him to return home
E. Other(Write-in)
>>
>>4342988
>E. Other(Write-in)
Ask Magos Dressagians to tell us more about the control chip and explosive, and see if there is a way to safely deactivate them. If they can't be removed with our current tools and skills, then disabling them will have to do. I want his opinions on this. If those Alpha Legion Astartes were able to insert them using the facilities here, then we should have the tools to remove them. The only issue is of personal skill to do it safely. Before we wake up the acolyte if we have the time. I want to say apply an emp to the neural chip, but the explosives in his organs could have dead mens triggers in them should the neural chip be disabled. That is only a hypotheses unfortunately.

So first examine the implants. If we get nothing new then wake up the almost inquisitor and tell him we have urgent news for him, but we have to try something out in case the neural chips are activated by any key words or anything he sees or has a timer in it.
If we go with B, would Magos Dressagians do it? What's the bonus and difficulty?

Did we clear out the space marine corpses?
>>
>>4343003
The space marine corpses have been cleared out, and are in secure storage on the Venture
>>
What if we removed the organs and shot em out into space really quickly, and put new ones into him asap?
>>
>>4343046
I am speechless. How would yo go about that exactly?
That is the most mad idea I've had heard, but I am now very curious about it's potential.

>>4343022
In theory, can we modify a conversion field or or like shield generator to contain the explosives within each implanted organ while disabling the neural chips, have them detonate harmlessly, then replace the destroyed organs with fresh ones before they bleed out to death?
>>
>>4342988


> Ask Magos If the scars are consistent with some kind of forcible brainwashing?
>>
>>4343053
Make some cuts for machines to move in and clam the organs in spaceship clad reinforced metal, then simultaneously had all the organs with the implants in them cut and shot out of tubes into space on rocket assisted and magnetically accelerated pneumatic vacuum tubes, and hopefully it will pass through out of the room and into space or far away from the room we are operating on the guy on before it explodes. Then we stuff him with new or robotic organs before he bleeds to death and patch him up.
>>
>>4343327
If we have the available tools, and the magos was super on board or had his own input on the idea to make it better, then yeah lets do it.
>>
>>4342988
>C. Wake him up and ask him what he wants to do
>>
>>4343046
>>4343327

The organ you are talking about would be the cerebral vertebrae, and by doing so would literally rip out his spine. It is to say from that point of the body that has the most nerve endings that carry autonomous functions such as breathing and heart function. The complication would be permanently on a ventilator or blood pump if not a complete lose of sensation from the neck down.
>>
>>4342988

B.

Because I want to see what happens.
>>
>>4344743
I hadn't considered the spine to be an organ before all this. That leaves some complications.
>>
>>4344783
There's a very good chance he could die, and possibly kill Magos Dressagians if he doesn't have a conversion field on his person.
>>
>>4345058
There's a very good choice that he is not a real inquisitor but we are just going to have to find out later. There are more than one Magos.
>>
>>4345109
>There's a very good choice
You mean very good chance?
There's no reason for why he would ever lie, and he probably wouldn't be in the VIP section of the station if he wasn't an inquisitor's acolyte. Yes, we probably have a couple of magos we could contact, but we shouldn't treat them so disposable like "yeah I got a couple more of these guys on pay roll. If he dies I'll get another."
His inquisitor teacher probably has the personnel and equipment to do the surgery, or at the least we won't be liable for surgery failures should the implants detonate.
>>
>>4345128
Doing the surgery opens the door.
Sending the dude away closes the door.
>>
>>4345176
what do you mean by this? You're saying something without actually saying anything.
>>
>>4344743
Its the future, we have the technology!

>>4345058
I was thinking he'd do surgery with remote control arms from another room and use servo skulls and pictocams to help guide him to watch, or he can be behind a transparent blast shield .
>>
>>4343078
He is not familiar with advanced psychological brainwashing as the mechanicus uses machines to replace and implant directly for mind control rather than non-invasive techniques.

The other prisoners brainwaves do not show any obvious signs of manipulation or change

>>4343003
50/50 chance of success. The tech priest is not accustomed to making sure the subject, err patient survives
>>
>>4343003
He believes that tampering or deactivation of the chip will likely set off the explosive
>>
>>4345058
>>4345109
This isn’t the magos himself, it’s one of his followers, he is a low-level specialist tech priest
>>
>>4345878
My vote is to tell the acolyte he's fine "FOR NOW," but get to checking everyone else for implants. While we send the Astartes bodies away or give them to uncle, we'll see if we can send an astropathic message to his Inquisitor.
>>
>>4342988
>C. Wake him up and ask him what he wants to do

If he's willing to risk removal we can always put him back under again. Besides, maybe the Inquisition can handle this better.
>>
>>4345878
>C. Wake him up and ask him what he wants to do
Preferable from another room over incase his implants want to prematurely explode.

I have a feeling that picking this choice will increase the odds of the Inquisition paying our humble little system a visit. Since uncle has shown no interest in the alpha corpses I suggest we dump them all in a stasis box, wrap it with a nice red bow, and gift them to the Inquisition for study.

We'll get a +1 or hopefully a +2 with the Inquisition, a +1 relations with Reacher lords, and wont be held liable for accidental 50/50 civilian deaths.
>>
Rolled 91 (1d100)

>>4346250
>>4346028
>>4343667
You have the young inquisitorial agent woken up, it takes the better part of the day for the drugs to wear off, and the grogginess to leave the man's eyes.

You solemnly give him the grim news, he responds asking for a voice recorder as well as an autoquill and some ink, to record a message for his master. He then asks for you to perform the operation, even with its 50/50 chance of success....

The techpriest sets up a makeshift surgery room in a room deep in the base, with heavy bulkheads on each side, protected by a holy refractor amulet in case of explosion. Unfortunately there is no great way to protect the young inquisitorial agent against the explosion.

Difficulty threshold 50
Difficult operation 50

Bonuses none
>>
>>4346566
Prayers to the God-Emperor pay off, as the operation is a success, with the chip and explosive removed from the agent.

After recovering fully, he quickly asks to take his leave, requesting passage to a local hiveworld where he can make contact with this master....

Seeing, as you can hardly hold an inquisitorial agent, you grant him passage on one of your uncles merchant ships, hoping that your good turn reflects well on you...

Now with the agent dealt with you must decide what to do with the other prisoners.

The techpriest can find nothing wrong with them, but you suspect they have been subjected to some type of mind control, unfortunately prisoner records were destroyed by the enemy before the base was taken, leaving detective work and speculation as our only answers.

A. Hold the prisoners indefinitely, they cannot be trusted
B. Send them home(+1 relations with the lords of the reach)
C. Other(Write-in)
>>
>>4346577
>C. Other(Write-in)
Perform the surgery to double check all of them. We succeed on convincing them earlier I think.
>>
>>4346577
B. Send them home(+1 relations with the lords of the reach)

Advise the people we're sending them to what's up
>>
>>4346589
I'll support this if we also show them the bombs and neural chips. If we warn them, they'll probably take precautions. If anything it'll at least excuse us of any repercussions if they're not careful with how they handle their kidnapped people.
>>
>>4346617
>>4346583
These guys just had weird scars the agent was the o my one with the bomb and the chip
>>
>>4346639
Are you saying me have x-ray machines that can detect if there were any implants in their bodies or not, as opposed to the inquisitorial agent? If we haven't checked the bodies for implants, we should. If we have then we'll send them off with a reminder with a warming to their people.

>"Hey pleb. Your guy got kidnapped by alpha legion guys and there's a good chance that they might had been forcible indoctrinated into sleeper agents. Here's your friend back. Don't fuck this up or it's your own head on the line."
>>
>>4346648
we already checked for implants and the like and didnt find anything
>>
>>4346577

>Send communiques to the Ordo Hereticus/Mars and inform them of the risk, ask for pointers on how to screen for a brainwashed agent. Add scans of brains.
>>
>>4347027
Let's not do that so soon. Perhaps we should consult with out magos.
>>
>>4346648
That was what we already did before the surgery.
>>
>>4346577
>B. Send them home(+1 relations with the lords of the reach)
Warn the planetary governors that these guys may be compromised beforehand.
>>
>>4347628
>>4346589
You decide to send the former prisoners home, as you can hold them no longer, and cannot find any proof they were compromised.

+1 relations with Reach lords

You instruct your uncles merchant captains to give the local Governor or senior most official a sealed letter from you, indicating that the person was a former prisoner of pirates, and that they may be compromised by means unknown to you.
>>
>>4348471
Finally you need to decide what to do with the astartes corpses. Your uncle has advised you that Magos Dressagian would pay good money for them, but you also may want to give them to the Inquisition, as the agent you released will surely report their presence on the station....

A. Hand them all over to Magos Dressagian(200,000 thrones)
B. Hand half to Dressagian(100,000 thrones) and half to the Inquisition
C. Hand all of them over to the Inquistion
D. Other(Write-in)
>>
>>4348471
>as you can hold them no longer, and cannot find any proof they were compromised.
LIES! I FUCKING CALL LIES! Their location of imprisonment, in addition to their similar scars are proof enough for fucks sake!

>and that they may be compromised by means unknown to you.
>"might be"
Fuck you letter, and fuck you alpha legion! They are! Just doing BLAM them. Fucking reverse indoctrinate them.

>B. Hand half to Dressagian(100,000 thrones) and half to the Inquisition
He wasn't there for the grand cruisers, so we could say some were hulked or vaporized in the fighting. At least we break even.
>>
>>4348483
>B. Hand half to Dressagian(100,000 thrones) and half to the Inquisition
>>
>>4348483
B
>>
>>4348516
>>4348509
>>4348498
You elect to hand over half of the corpses along with their gear and power armor to each party, keeping the Inquisitions part in a sealed highly secured storage room, for if/when they come calling, which is virtually inevitable as the presence of renegade/chaos space marines has been confirmed.

With the immediate aftermath of the capture of the asteroid base taken care of, you can now shift your focus back to the Halon system.

Your absence while noted, has not stopped the booming economy and population of your system.

You have 245k in cash and some opportunities to develop your realm, what do you want to focus on

A. Halon Primaris
B. Halon Secundus
C. Orbital assets
D. Other(Write-in)
>>
>>4348579
can we keep the corpses in some stasis fields so they don't rot?

>D. Other(Write-in)
Visit the other govenor and see if we can trade some ships for goods. I want to produce better grade Carapace armor for the genowarriors.
>>
>>4348579
>A. Halon Primaris
>>
>>4348579
when's the next thread?

Would it be a good/bad idea to throw in a bunch of hab blocks and agri-blocks in our moon so we can home grow some voiid born?
>>
>>4348579
>B. Halon Secundus
How old are we now? 35?
>>
>>4348614
>home grow some voiid born?

Void Born is just a term of a person born in the vastness of the void. They are the residences of larger warships or flotilla.
>>
>>4348614
Probably Sunday
>>
>>4348614
It wouldn’t necessarily be a good way to produce voidborn and it would be a massive undertaking in time, money and resources. The main reason to do it is if primaris was getting overpopulated or no longer environmentally capable of sustaining human life
>>
>>4348958
I’ll have to check I think that’s about right though
>>
>>4349491
We are more likely to establish some sort of special base there, either for military defense purposes, or possibly an industrial or research faciiity that needs to be kept isolated for security or secrecy reasons
>>
>>4348602
What do you have planned for Primaris?

>>4348958
What do you have planned for Secundus?
>>
>>4348601
I’m gonna cover this in its own post about dealing with the hulked ships and our now oversized fleet for our size
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>>4348579
Secundus



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