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File: Macharius_Charge.png (563 KB, 768x548)
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Today marks the beginning of a new chapter in an already long and illustrious military career. As a Lord General of the Imperial Guard, you have prosecuted many wars, overseen long grinding campaigns against foes both strange and mundane. You have sent millions of men to die all so the God Emperor and his Imperium might yet endure.

You are already a person of power and privilege yet today the High Lords of Terra bestow upon you an honour (and a burden) that scarcely comes once a generation: Command of an Imperial Crusade. Somewhere out in the galactic expanse is a collection of worlds that must be brought into the fold of the Imperium. The High Lords have invested in you the authority to command all branches of the Imperial war machine so that this task may be done.

In front of you is a physical copy of the document signed by the High Lords granting you the title of:

>Roll d100, highest gets to choose MC name and title. (This is generally cosmetic, feel free to throw in a picture.)

>Warmaster [Insert Name], the traditional title dating back to the Great Crusade that founded the Imperium.

>Lord/Lady Solar [Insert Name], an alternate title that is sometimes preferred because of the association of Warmaster with the arch traitor Horus.

…and charging you with the conquest of:

> The Novo Solo Sector, Mid M42, Imperium Nilhus: Leadership of a crusade is supposed to be an honour, yet this feels like a punishment. Unreliable supply/communication lines, limited support from the greater Imperium, possible enemies include: renegades, chaos, orks, aeldari with a slight chance of necrons or tyranids.

>The Byzantium Sector, M41, Segmentum Obscurus: The Gothic Sector’s less famous cousin. Proximity to the Eye of Terror means higher chance of warp shenanigans. Many Imperial sub-factions operating within the vicinity of the Eye so politicking may yield additional support. Possible enemies include: Very high chance of fighting chaos forces and/or daemons with a smattering of necrons, aeldari and orks.

>The Sodalis Sector, M41, Segmentum Ultima: The Wild West-er-East of the Imperium. It’s a big place with lots of semi-isolated colonies and alien ruins. Possible enemies include: High chance of necrons, orks, tyranids, and renegades with a bit of Aeldari and Tau on the side.
>>
Rolled 94 (1d100)

>>4337876
>Lord Sieghard
> The Novo Solo Sector, Mid M42, Imperium Nilhus: Leadership of a crusade is supposed to be an honour, yet this feels like a punishment. Unreliable supply/communication lines, limited support from the greater Imperium, possible enemies include: renegades, chaos, orks, aeldari with a slight chance of necrons or tyranids.
>>
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Rolled 16 (1d100)

>>4337876
>Lady Solar Irene Celestorus
>The Sodalis Sector, M41, Segmentum Ultima: The Wild West-er-East of the Imperium. It’s a big place with lots of semi-isolated colonies and alien ruins. Possible enemies include: High chance of necrons, orks, tyranids, and renegades with a bit of Aeldari and Tau on the side.
>>
Rolled 98 (1d100)

>>4337876
>Lord Solar Sigmund
The Novo Solo Sector, Mid M42, Imperium Nilhus: Leadership of a crusade is supposed to be an honour, yet this feels like a punishment. Unreliable supply/communication lines, limited support from the greater Imperium, possible enemies include: renegades, chaos, orks, aeldari with a slight chance of necrons or tyranids.
>>
Rolled 60 (1d100)

>>4337876
>Lord Solar Sieghard Sigmund
>The Novo Solo Sector, Mid M42, Imperium Nilhus: Leadership of a crusade is supposed to be an honour, yet this feels like a punishment. Unreliable supply/communication lines, limited support from the greater Imperium, possible enemies include: renegades, chaos, orks, aeldari with a slight chance of necrons or tyranids.
First and last name
>>
Rolled 65 (1d100)

>>4337876
>Lady Solar Irene Celestorus
>The Byzantium Sector, M41, Segmentum Obscurus: The Gothic Sector’s less famous cousin. Proximity to the Eye of Terror means higher chance of warp shenanigans. Many Imperial sub-factions operating within the vicinity of the Eye so politicking may yield additional support. Possible enemies include: Very high chance of fighting chaos forces and/or daemons with a smattering of necrons, aeldari and orks.
>>
Rolled 1 (1d2)

>>4337892
>>4337895
>>4337897
>>4337902
>>4337905

Okay I think that's enough votes to get things gstarted. Even though it got the lowest roll I'm going to exercise QM fiat and do a roll off between Lady Solar Irene and Lord Sieghard Sigmund since both posters put a bit more effort into it.

1: Irene
2: SIeghard

As for votes:

Novo Solo, Imperium Nilhus: 3
Sodalis, Segmentum Ultima: 1
Byzantium, Segmentum Obscurus: 1
>>
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>>4337931
++Mandate Accepted, Welcome Lady Solar.++

You are Lady Solar Irene Celestorus, previously Lady General Irene Celestorus. Normally command of a crusade is a prestigious position that many of your peers would kill for, but this ‘honour’ was thrust upon you, and not by the High Lords of Terra, but by Lord Dante; the Regent of the Imperium Nilhus.

Just over 200 years ago the destruction of Cadia and its warp nullifying pylons caused the Eye of Terror to spill out across the galaxy, cutting the Imperium of Man in two. The section of the Imperium on the other side of the great rift was christened the Imperium Nilhus; the Dark Imperium. Cut off from the guiding light of the Astronomicon on Terra and accessible only by a handful of barely stable warp conduits across the rift, the Imperius Nilhus teeters on the brink of dissolution. A century earlier the Indomitus Crusade, lead by the revived Primarch: Roboute Gulliman brought much needed relief to the region, but Indomitus had only ‘stabilized’ the situation; the Dark Imperium was far from secure.

Now Lord Dante has charged you with securing the worlds of the Novo Solo sector. Initially settled by a colonization fleet blown off course by warp storms, the survivors somehow managed to build several viable colonies with a significant industrial base. Contact with Novo Solo had been lost soon after the formation of the great rift and for a time the sector was forgotten. Eventually the gears of the Imperium turned and it was recognised that regaining control of the Novo Solo sector would do much to ease reliance on reinforcements coming in through the rift. And so a ‘crusade’ was organised…

>cont...
>>
>>4337931
That's gay, go with the male
OP faggot
>>
>>4337959
++Crusade Generation++
Due to the scale of the crusade there’s a lot of abstraction involved in unit designations. For example a Mordian infantry regiment may have a different composition to a Cadian regiment but they will both be classified as line regiments. Same with Navy assets, there are many different types of Imperial cruiser but with a few exceptions they will have the same mechanical function.

Basic Guard Regiment Types:

Line Regiment: The closest thing to a “standard” guard regiment, mostly composed of infantry with accompanying heavy weapon support, may have some motorised support vehicles that moves things between battlefield but the army largely fights on foot. A baseline regiment with no advantages or disadvantages.

Light Infantry Regiment: A pure infantry regiment with emphasis on reducing the amount of heavy equipment required. As such they have generally have less raw firepower than a line company however their supply needs are smaller than average and they can function better on planets with dense terrain.

Conscript Regiment: A regiment made up of poorly trained conscripts. Like a line regiment but worse in every way. The only benefit is that they are a lot easier to raise. Conscript regiments that survive long enough to gain enough experience might yet be able to be upgraded into a regular line regiment.

Choose core crusade force:
>Quantity is Quality: 10 Conscript Regiments, 5 Line Regiments.

>The Standard Pattern: 10 Line Regiments.

>Travel Light: 6 Light Infantry Regiments, 5 Line Regiments.
>>
>>4337969
>Quantity is Quality: 10 Conscript Regiments, 5 Line Regiments.
Classic human wave attacks. Never fails
>>
>>4337969
>>The Standard Pattern: 10 Line Regiments.
boring but effective
>>
>>4337969
>The Standard Pattern: 10 Line Regiments.

I don't mind playing as a Female MC, but saying highest rolls determine MC then rolling for, even when more votes were for the other character is kinda a bad way to start things, and a bad omen.
>>
>>4337969
>The Standard Pattern: 10 Line Regiments.
>>
>>4337987
I didn't think it would be such a big deal since I felt the choice was not as important to the actual quest as choosing the region of the quest, but in hindsight I can see how it sets a bad precident, esspecially since FeMCs can be a big turn off on this board. From now on I will endeavour to QM with more integrity

>>4337975
>>4337979
>>4337987
>>4337993

Standard: 3
Quantity: 1

Alright we're going standard.
>>
>>4337997
It's no big deal desu. I couldn't care less. This is a crusade quest. What we are matters little compared to what we must do.
>>
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((Whoops, forgot a piece of fluff from the last post.))
While a crusade involves many arms of the Imperial Military at it’s core are the regiments of the Imperial Guard and at the core of the Guard is the guardsman; infantry regiments are a commander’s bread and butter, without which all the gains made by the astartes, titans and tanks could not be consolidated.

>Standard Pattern Chosen

In addition to the infantry the Guard need the support of more specialised regiments to respond to specific situations. These regiments are often more costly to raise but can be very effective when used correctly.

Mechanised Regiment: A regiment where most of the troops fight from chimeras, may include support companies including tank support, or recon groups featuring sentinel walkers. Generally more hard hitting than a line regiment but requires additional supplies to fight at peak capacity.

Armoured Regiment: A regiment composed mostly of Leman Russ tanks, has more raw fire power than even a mechanised company however they consume vast quantities of supplies and become almost useless without them. Their effectiveness is somewhat diminished on worlds with dense terrain (e.g. jungles or cities) and without infantry support they are not as effective at holding objectives.

Siege Regiment: A regiment specialised in attacking and defending heavily fortified positions. The bulk of the regiment is made up of infantry but it has a very large percentage of sappers and artillery batteries. Not particularly powerful when deployed but as long as it is kept supplied a siege regiment becomes increasingly powerful overtime as it “digs in”.

Drop Regiment: A regiment made up of airborne infantry and some light air droppable vehicles such as drop sentinels. Hits hard by dropping infantry behind the lines and performing close air support, however they do not do well in protracted conflict once their initial momentum is spent. Air support also requires a good supply line for proper functioning.


Choose specialist guard regiments:

>The Armoured Fist: 5 Mechanised Regiments, 3 Armoured Regiments

>Strike First, Strike Hard: 4 Mechanised Regiments, 4 Drop Regiments, 1 Armoured Regiment

>Hammer and Anvil: 2 Mechanised Regiments, 2 Drop Regiments, 1 Armoured Regiment, 4 Siege Regiments.

>Tactical Flexibility: 3 Mechanised Regiments, 3 Drop Regiments, 3 Siege Regiments, 1 Light Infantry Regiments.
>>
>>4338001
>The Armoured Fist: 5 Mechanised Regiments, 3 Armoured Regiments
>>
>>4338001
>Hammer and Anvil: 2 Mechanised Regiments, 2 Drop Regiments, 1 Armoured Regiment, 4 Siege Regiments.
>>
>>4338001
>>Strike First, Strike Hard: 4 Mechanised Regiments, 4 Drop Regiments, 1 Armoured Regiment
>>
>>4338001
>Tactical Flexibility: 3 Mechanised Regiments, 3 Drop Regiments, 3 Siege Regiments, 1 Light Infantry Regiments.
>>
>>4338001

>Tactical Flexibility: 3 Mechanised Regiments, 3 Drop Regiments, 3 Siege Regiments, 1 Light Infantry Regiments.
>>
>>4338005
>>4338007
>>4338012
>>4338022
>>4338066

A much needed tie breaker just as I finished preparing the next post.

Armoured Fist: 1
Hammer and Anvil: 1
Strike First: 1
Tactical Flexibility: 2

As annoying as it is I do like it when votes are evenly distributed like this, I think it means I've done a good job at making the choices seem equally valid.
>>
((Ugh, I’m starting to see why ‘char gen’ can be a bad thing in quests. I should have just tied the entire crusade force to the choice of crusade location. Anyhow, last ‘gen choices’ before we can finally get into it.))

While there was some choice in the guard regiments available, the other imperial institutions this side of the rift only had so much to spare. The Navy simply could not a spare battleship no matter how many favours you called in or how many arms you twisted. In the end the best you could manage was a hefty trade off:

>Take the Exorcist Grand Cruiser: Legion of Light as your flagship. With four launch bays, and just as many macro batteries it’s a formidable ship, but not quite the Emperor class battleship you would have liked.

>Take the Mars Class Battle Cruiser: Red Nova as your flagship. Lance turrets and a nova cannon give this ship more long range fire power but it’s broadside batteries and fighter/bomber compliment is lacking compared to the Grand Cruiser.

Flagship aside the Navy apologetically submits the following roster for the crusade:
-5 Cruisers
-6 Light Cruisers
-10 Escort Squadrons

Having sanctioned the crusade himself Lord Dante commits 2 whole companies of his Blood Angels to the crusade, 2 more companies from the Blood Angels second founding chapter: The Flesh Tearers also join the crusade. Finally a fifth company from the unrelated Blood Ravens Chapter also pledges itself to the crusade.

The Adeptus Mechanicus, interested in the possibility of archaeotech caches within Novo Solo commit a small exploratory group consisting of a cohort of skitarri, 1 Ad Mech cruiser and 1 Escort Squadrons. When enquiring after the possibility of Titan Support the mechanicus representative makes an ugly buzzing sound that you swear is the techna lingua version of laughing.
“Apologies Lord Solar, all available Titan Legios are currently committed to other conflict zones.”

While your assembled forces are nothing to sneeze at, as far as crusades go it is a little on the small side. Surely there are some other quarters from which you could gather aid?

>Press the Ad Mech for support again, really play up the possibility of them getting their hands on archaeo/xeno tech.

>Talk to Inquisition, generally they don’t mobilize unless there’s a specific situation that warrants their attention but who knows they might send something your way.

>Ask the Ecclesiarchy for help. The Imperial Cult is a mixed bag, while they can be helpful in bolstering morale and countering moral threats their fanaticism can create internal friction. If you come across a lost cardinal world or if they get wind of a holy relic they will all but demand you make every effort to recover it.

>Hire some Alien Mercenaries. Doing this would be very dubious and could well bring you censure from other Imperial factions down the line, the upside is you can quickly add another 4 regiments worth to your ground force and space fleet.
>>
While you guys think about how you want to round out the crusade forces I'm going to get started on creating the sector map, this might take me a while.

Also some clarifications:
A space marine company usually comes with it's own strike cruiser so right now you have:
5 Space Marine companies and 5 Strike Cruisers in your crusade.

In regard to hiring the Aliens, the 4 extra fleet assets would be cruiser sized vessels.
>>
>>4338083
>Take the Exorcist Grand Cruiser:
>Press the Ad Mech for support again, really play up the possibility of them getting their hands on archaeo/xeno tech.
>>
>>4338083
>Take the Exorcist Grand Cruiser: Legion of Light
>Press the Ad Mech for support again, really play up the possibility of them getting their hands on archaeo/xeno tech.
>>
>>4338083
>Take the Exorcist Grand Cruiser
>Press the Ad Mech for support again, really play up the possibility of them getting their hands on archaeo/xeno tech.
>>
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Rolled 8 (1d10)

>>4338098
>>4338107
>>4338115

Looks like we're all in agreement. Rolling a d10 to see what we get.

Adeptus Mechanicus Forces Functionally many Ad mech units are slightly better versions of other Imperial Units. Their cybernetic enhancements and cogitator assisted equipment often mean that have better long-range firepower and added resistance to adverse environmental conditions. Super Heavy Units such as Titans and Ordinatus are in a class of their own.

1-4: A Second Explorator Team is sent (+1 Ad Mech Cruiser, +1 Skitarii Cohort)
5-8: A mechanicum fleet scout group will join the crusade (+4 Ad Mech Light Cruisers).
9-10: A well equipped expeditionary force is sent. (+1 Ad Mech Cruiser, +2 Ad Mech Light Cruisers, +1 Legio Cybernetica Cohort, +1 Skitarii Cohort)
>>
>>4337892
>>4337897
You absolute mad lads. We're in forca crazy ride now.

>>4337960
I honestly wanted male too, but I guess I'm a little late.

>>4338146
I mean to be fair, where we're going we're to expect a whole lot of xenos. If theres any bio magos among them, I recall there possibly being tyranids, and I think researching them is relatively valuable.
So still a hard no for a titan? Not even a knight?
>>
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In your decades of service you had learned how to speak the Mechanicus’s language… figuratively speaking. The followers of the Omnissiah were all about technology; acquiring it, preserving it, recovering it… stealing it. It would seem your crusade simply wasn’t a priority for the Ad mech but after digging up some old records that indicate an increased possibility of recovering archaeo-tech one of the forge worlds decided it was worth attaching an additional 4 light cruisers to the crusade.

----------

After the last transfer had been verified you looked over your final order of battle. There it was, your crusade. Even though you didn’t ask for this you can’t help but feel a sense of pride swell within you. Lord Dante had seen fit to grant you this honour, you would not let him and by extension the Emperor find you wanting.

https://www.youtube.com/watch?v=mhqWHIq-aZw

The Novo Solo Crusade:

Ground Assets:
10 Line Regiments
3 Mechanised Regiments
3 Drop Regiments
3 Siege Regiments
1 Light Infantry Regiment
1x Skitarii Cohort
5x Space Marine Companies

Naval Assets:

Flagship: Exorcist Grand Cruiser Legion of Light

5x Cruisers
1x Ad Mech Cruiser
5x Space Marine Strike Cruisers
6x Light Cruisers
4x Ad Mech Light Cruisers
11x Escort Squadrons

Special Forces Assets:
1x Tempestus Scion Company
>>
Okay guys we finally got through "character creation". It's getting late in my locale so I'm calling it a night. I'll also need a bit of time to actually put together a sector map. Expect it to be put up sometime tomorrow. If I get the next post ready quickly enough maybe we can make a few decisions over the course of the session before segueing into daily updates during the week.
>>
>>4338194
>So still a hard no for a titan? Not even a knight?

Actually Knights are definitely a possibility, I'll definitely include a chance of getting those should the Ad Mech reinforce you in the future. No Titans for now.

I realise both OCC and IC that the current order of battle is a bit piddly for a crusade, but some of the crusades on Lexicanum just have rediculously huge lists of stuff and I'm still feeling my way on how a few things will work. I want this quest to have some structure but at the same time I'm running a quest, not writing a full on hardcore strategy wargame.

In some ways part of me is glad the anons chose Novo Solo since that scenario justifies having less stuff at the outset.
>>
>>4338229
Grim dark is grim dark. If this is considered a pitifully sized fleet, then we're doing something right.
>>
>>4338146
Ah so close to a full set. Eagerly waiting for the actual crusade tomorrow qm.
>>
>>4338229
There are also Imperial Knight houses so we also could go bug those instead of Mechanicus Knights.
Terryn, Griffith, Hawkshroud, Mortan, Cadmus are all sworn directly to the imperium not the mechanicum and generally go where they want, but we would have to manage and get some kind of connection with them, or able to promise them new knigth worlds in the sector or something like that and for that we would need to do some politics and diplomacy, or more than likely relieve them in the case imperium nihilo, as they would be protecting their assets there.
>>
>>4337931
>>4337959
Wait how did the chick win when there were 3 votes of male vs 2 female?
>>
>>4339180
I um...
Exercised my QM fiat. When I saw that the two later posters had submitted characters with a full name and picture I decided to roll off between Sieghard Sigmund and Irene Celestorus. In hindsight I should have just picked Sieghard since both the dice and the votes were on their side.
>>
>>4339443
Sigmund confirmed had a sex change
Canon saved
>>
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((Okay, it's finally done, let's do this.))

++Crusade Directives++
Bring the Novo Solo sector back into the fold of the Imperium.
Primary targets include the key systems of Paulo, Janeiro, Horizonte and the sector capital of Solo Nobre.
++++
All Commanders of the Novo Solo Crusade
++++
Commence Operations
++++
The Emperor Protects
++++

And with that the signal the crusade began. One by one the ships of your assembled fleet made the transition to warp, their destination: the fortress world of Picromia; gate way between the Novo Solo sector and the greater Imperium.

After arriving at the jump point your fleet begins moving in system. Scans indicate multiple orbital defence platforms surrounding the planet as well as a large starfort. As the fleet approaches you receive a transmission:

“Attention unknown ships, this is Colonel Roman of the New People’s Army. You are trespassing on the sovereign territory of Great Leader. Turn your ships around and leave or you will be fired upon.”

You respond back:

“This is Lady Solar Celestorus of the Imperium. This world and all others in the sector belong to the God Emperor of Mankind. Stand down all your forces or face His wrath.”

The Colonel’s gaze hardened although he became noticeably uncomfortable after an aide whispered in his ear, no doubt informing him of the full extent of the crusade fleet.

“I was taught about your Imperium. When the great rift tore across the sky your Emperor abandoned the sector. In the end it was Great Leader who united us and pushed back the outer dark. Now you think to lay claim to all that we’ve built, after we struggled and bled while you did nothing to aid us!? Go home Lady Celestorus, you may take this fortress but beyond it lies the full might of the New People’s Army and a war you will not win.”

The transmission ended. You knew it was unlikely you could just roll back into the sector, but that’s why you brought the crusade fleet. Fleet auspex was already picking up 2 cruiser class vessels taking up position around the star fort with a third emerging from drydock. It looked like they were waiting for you to come to them.

How to proceed:

>Have your cruisers engage their ships and defence platforms while the space marines launch a boarding operation against the star fort.
>Methodically wear them down from long range. This is the least risky option but it will take the most time.
>Just overwhelm them with the full might of the crusade fleet. Starfort, or no they are vastly outnumbered.
>Write-in.
>>
>>4339781
>Have your cruisers engage their ships and defence platforms while the space marines launch a boarding operation against the star fort.
>>
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>>4339781
An addendum on the sector map: The information on the map is far from 100% accurate, Imperial records are out of date and some information was outright lost. You’ll notice that not all systems are shown to be connected by a warp route and that’s because the map shows known warp routes and even that information may be out of date. The Diabolis warp storm is a fairly recent phenomenon and was not there when the sector was originally settled.

Named planets will usually have some sort of settlement on them. Planets with a number code beginning with NS have been surveyed but no settlement was established (at the time). Planets with a code beginning with UE are known but not yet fully surveyed.
>>
>>4339781
>>Have your cruisers engage their ships and defence platforms while the space marines launch a boarding operation against the star fort.
>>
>>4339781
>Have your cruisers engage their ships and defence platforms while the space marines launch a boarding operation against the star fort
>>
>>4339781
>Have your cruisers engage their ships and defence platforms while the space marines launch a boarding operation against the star fort.
>>
Rolled 18 + 60 (1d100 + 60)

>>4339794
>>4339808
>>4339817
>>4339830

Sounds like a consensus. Let's see how this turns out. Okay in regards to dice I had a more boardgame-style combat resolution system for the wider battles across the sector and a simpler resolution system for narrative events. Since you have a stupid amount of forces arrayed against the current adversary I'll use the simpler narrative system.

Difficulty Thershold: 80
Starfort: 40
Orbital Defence Platforms: 10
Planetary Defence Guns: 20
Enemy Cruisers: 30
Defence structures badly maintained: -20

Bonuses:
Full Might of the Crusade Fleet: +40
Space Marine Boarding Parties: +20
>>
>>4339846
I do have a suggestion, we the players should get to roll for ourselves.
>>
Your direct your fleet to begin the assault on the starfort. A large formation of your own cruiser class vessels with the Legion of Light at the centre begin advancing upon the enemy. Aided by attack craft launched from the Legion your ships contemptuously swat aside the defence platforms.

As the enemy cruisers begin exchanging fire with your own cruiser line the space marines move in for the kill. Each space marine strike cruiser softens up the starfort with a barrage from its bombardment cannons before launching a wave of thunder hawks and boarding torpedoes at the enemy structure.

Unfortunately there was one thing you had forgotten to take into account: this was a fortress world. In addition to the orbital defences there were several surface-to-orbit batteries on the planet itself. As one of the strike cruisers moved in a lucky shot disabled its engines. Sensing blood the gunnery crews on the starfort directed their remaining macro batteries against the stricken vessel, damaging it further, finally a follow up volley from the ground batteries sent the hulk tumbling into the planet’s atmosphere.

Once the marines entered the station in force it was all over, the defenders were competent, but merely being competent is nowhere near enough to repel several companies of astartes. As your own ships blasted apart the enemy cruisers the fort’s guns went silent one by one. Despite having ‘won’ the battle you receive a last sneering transmission from Colonel Roman.

“Ahahaha! See how we make you bleed Lady Solar, this is what awaits you and your army. Can you afford to-”

His gloating is cut short as a squad of astartes burst into the command centre and ruthlessly gun down all present. The last thing you hear before the feed cuts off is the voice of a marine.

“This is Sergeant Diomedes, command citadel secured.”

A few minutes later your naval commander: Lord Admiral Arcturus reports having achieved naval superiority and that the fleet is currently pulling back to avoid further attacks from the planetary defence guns.

>cont
>>
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>>4339887
The battle in orbit is won but just as you’re about to order your forces to regroup you receive an emergency transmission from the planet below. The downed strike cruiser had managed to disgorge the majority of its space marine company as it fell through the atmosphere and the survivors of said company were now scattered across one of Picromia’s continents and trying to establish contact with the fleet.

The enemy still had control of the planet, there would be no doubt that they would pick up on the transmissions and move to attack the space marines. If the fortress world’s garrison was even half of what it could be then the scattered marines would eventually be wiped out. Your first instinct is to sent in the rest of your marine companies to reinforce their brethren, but they had already been committed to the starfort and would take sometime to redeploy. The planetary defence guns also still posed a risk to your fleet.

What is your next move?

>Tell the marines planetside that reinforcements will be sometime coming and that they should go to ground. In the meantime, pull back your fleet and prepare your siege regiments for deployment.
>Have your fleet commence bombardment of enemy ground installations while deploying your drop regiments to reinforce the stranded marines.
>Write In
>>
>>4339849
Well I'm ripping this system off from Planetary Govenor quest. That QM rolls their own dice. Usually if I'm only waiting on one roll I'd rather just look at what it was so I can begin writing the next post immediately.

If you guys really want to roll your own dice though I'll see what I can do.
>>
>>4339930
>Have your fleet commence bombardment of enemy ground installations while deploying your drop regiments to reinforce the stranded marines.
It’s not a crusade unless it’s bloody
>>
>>4339930
>Have your fleet commence bombardment of enemy ground installations while deploying your drop regiments to reinforce the stranded marines.
>>
>>4339975
>>4340018

Moving on with just the two votes. You anons don't seem to be interested in going slow and steady anyway.

Difficulty Thershold: 50
Planetary Defence Guns: 40
Hardened Installations: 20
Fortress Understaffed: -10

Bonuses:
Orbital Superiority: +10
Strike Cruiser Bombardment Cannons: +10

Okay because annon asked. And so there can be no doubt over who's fault it is if this goes badly. Somebody roll me a d100.
>>
Rolled 69 (1d100)

>>4340042
>>
>>4340071
Heh, good one.

Writing...
>>
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You order Arcturus to get the fleet in position for orbital bombardment, while bringing up the transports carrying your three drop regiments.

The defensive installations of Picromia are hardened against orbital strikes so the initial bombardment doesn’t do much lasting damage. What it does do is force any defending ground forces to hunker down, buying valuable time for the drop regiments to make planetfall and rendezvous with the marines. It also helps that a significant portion of the planetary gun batteries appear inactive. Arcturus reports only minor damage to the fleet thus far, but prolonging the bombardment increases the risk of another lucky hit.
Meanwhile the survivors of the marine company successfully regroup and form up with the drop troops. You now have a cohesive fighting force deployed on the surface Picromia. By now the fleets augurs have identified the most important military targets.

Time to claim the first world of the crusade.
>Bomb all active enemy installations into rubble then have the combined marine/drop trooper force secure the ruins.
>Perform a lighter suppressive bombardment, while landing siege regiments. This will take longer and be a greater risk to the fleet but will result in more of the fortress installations being captured intact.
>Send in the Marines!... again: Have the strike cruisers move into low orbit to perform precision bombardment in order to breach the enemy fortresses, then assault the breach with the combined force of the marine companies and drop regiments. This is the most bloody option, but it will see the planet captured quickly and with most of it’s infrastructure intact.
>Write In
>>
>>4340097
>Write In
Is there a starport that the marines and drop troops can take so we can start quickly offloading troops
>>
>>4340142
There are one or two locations that could serve as a starport and they are all heavily fortified so taking them with your current ground forces (which are lightly equipped) would be very costly...

If the fortress complexes of Picromia were fully manned that is. It would seem that this New People's Army didn't quite have enough people to staff the place. Your intelligence officers identify a starport they say has 70% chance of not being garrisoned. Following on they proceed to identify other installations that may also be undefended.

With this revalation do you want to formulate an alternative battle plan?
>>
>>4340159
I vote we take that risk then. See if we can seize the (hopefully) unoccupied starport and start moving troops down.
>>
>>4340169
Looks like it's a slow night. Alright, roll me a d100 my dude.
>>
Rolled 78 (1d100)

>>4340180
Probably because the Burgers are asleep
>>
>>4340183
Well soon it'll be time for me to sleep and I was hoping to get the conquest of Picromia finished before then, but oh well...

Writing...
>>
Your forces planet side are directed to secure what appears to be an abandoned fortified starport. When they arrive they find the gates unguarded but not unbarred. Fortunately without any defenders present it is a simple matter for your forces to breach the gates. The starport is found to have been stripped of all supplies and machinery, there is barely anything of use left. No matter it is the structure itself that you need the most. After breaching the command centre the techmarines attached to the Fleshtearer company manage to re-activate the spaceport’s landing beacon.

Back in orbit Admiral Arcturus reports that the ongoing artillery duel between the fleet and the defence batteries is taking its toll. One of the cruisers took a big hit and had to break orbit.
You now have a relatively secure position from which to land troops.

What next?
>We’ll just secure the abandoned installations, bombard the enemy held ones into rubble.
>Conserve fleet strength, have the fleet move out of range of the defence guns and begin deploying more ground troops. (Write in whatever combination of ground assets you like.)
>Write In
>>
>>4340202
>Conserve fleet strength, have the fleet move out of range of the defence guns and begin deploying more ground troops. (Write in whatever combination of ground assets you like.)

The siege regiments
A mechanised regiment
3 infantry regiments
The light regiments
>>
>>4340202

>Conserve fleet strength, have the fleet move out of range of the defence guns and begin deploying more ground troops. (Write in whatever combination of ground assets you like.)

Whatever is fast and light to reconaissance, spread, overwhelm and take important nodes planetside. Heavy points of resistance can be dealt with later by slower, more destructive siege forces.
>>
>>4340202
>Conserve fleet strength, have the fleet move out of range of the defence guns and begin deploying more ground troops. (Write in whatever combination of ground assets you like.)
Send down 1 mechanised regiment, one siege regiment, and 1 line infantry regiment
>>
>>4340215
>>4340212
In line with this vote, I'll swap out the line infantry with a light infantry regiment
>>
>>4340205
+1
>>
Rolled 1 (1d2)

>>4340205
>>4340217
Big Drop

>>4340212
>>4340215
Slightly smaller drop

I don't have all night so I'm gonna roll off between these two.

1: Big Drop
2: Smaller Drop
>>
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With the spaceport secure you begin landing a large force of imperial guard. The assembled forces of eleven entire guard regiments is too much for the spaceport, large as it is. Some regiments are forced to erect a temporary camp outside the walls which on a volcanic world, is not the best thing to do. The need for more space prompts further exploration into the spaceport’s adjoining fortress structure. Like the spaceport it has been stripped of all supplies and equipment, leaving the facilities bare.

As of now a siege regiment, light infantry regiment and line regiment have made planetfall. Your command staff inform you that there simply is not enough space around the LZ that isn’t lava for the remaining regiments to set up camp. They also suggest that maybe the currently deployed forces will be sufficient to take the planet. While the defenders are pinned inside their fortresses it would not do to take too long to secure Picromia. There is a chance that the enemy sent out a distress signal and reinforcements are on the way.

Your current planet side assets are as follows:
1 under strength space marine company.
3 Drop Regiments
1 Siege Regiment
1 Line Regiment
1 Light Infantry Regiment

No “doom stack” for you it seems, what now?

>Have the remaining forces find a suitable field to land on, you are not beginning the campaign without overwhelming force!
>The assembled forces are enough for the task at hand, begin laying siege to the nearest enemy held fortress.
>Send the Drop Regiments to secure more empty installations, then move out landed regiments accordingly so that we can make room at the space port.
>>
>>4340238
Oh and
>Write In

is also and option.
>>
>>4340238
>Send the Drop Regiments to secure more empty installations, then move out landed regiments accordingly so that we can make room at the space port.
>>
>>4340238
>Send the Drop Regiments to secure more empty installations, then move out landed regiments accordingly so that we can make room at the space port.
>>
>>4340238
>The assembled forces are enough for the task at hand, begin laying siege to the nearest enemy held fortress.
>>
Alright guys. I gotta sleep, feel free to continue voting on and discussing the current action. See you in around 10 hours.
>>
>>4340238
>Send the Drop Regiments to secure more empty installations, then move out landed regiments accordingly so that we can make room at the space port.
>Write In
Can we pick up any chatter on their rebel's side? Anyway we can send down another a planet wide vox signal demanding their compliance? The less lives we have to kill is just that many more we can commit to the crusade.
>>
>>4340304
Being a naughty boy and phone posting from bed.

Intercepted comm chatter is largely calls for status reports. Likely to determine which units are active following the bombardment. They are vaguely aware your forces have made planet fall, and some installations have received orders to perform recon.

Demanding their surrender is still an option. Colonel Roman seemed fanatically loyal to Great Leader but that may not be indicative of all personnel serving in the New People's Army. It certainly helps that you have a massive advantage over the defenders right now and they know it.
>>
>>4340238
>Send the Drop Regiments to secure more empty installations, then move out landed regiments accordingly so that we can make room at the space port.
>>
>>4340238
>The assembled forces are enough for the task at hand, begin laying siege to the nearest enemy held fortress.
>>
>>4340238
>>Send the Drop Regiments to secure more empty installations, then move out landed regiments accordingly so that we can make room at the space port.
>>
((Alright I'm awake, let's see resolve the next action.))
>>4340241
>>4340245
>>4340304
>>4340390
>>4341194
Capture more stuff

>>4340252
>>4340412
Attack now

Guess we're capping more points. Somebody give me a roll.

Difficulty: 50
Cunning Enemy Plan: 40
Imperial Initiative Lost: 10
Patchy Intel: 10
Slightly tenderised enemy: -10

Bonuses:
Drop Regiments: +10
>>
Rolled 69 (1d100)

>>4341537
>>
>>4341542
69 might be our lucky number. heh
>>
>>4341542
The dice gawds have a sense of humour.
Gonna fix myself some lunch then write out the next post.
>>
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Your drop regiments disperse, each heading off to another fortress installation suspected of being unmanned. As they begin moving enemy reconnaissance flyers are sighted on the horizon, the enemy is up to something.

It occurs to you that your forces are in a uniquely vulnerable position right now. Ponderous troop transports are making their way through the atmosphere to disgorge scores of guardsmen onto large flat open surfaces, perfect targets for… oh.

You immediately scramble the Legion’s fighter compliment to perform combat air patrols around the captured starport. Sure enough they eventually detect and intercept an incoming flight of enemy bombers. The enemy air forces were significant and managed to shoot down several of your craft, fortunately you inflicted some casualties of your own and forced the survivors to break off their attack.

>cont
>>
>>4341661
The drop regiments report that they have secured three more empty fortresses, like the starport they have been stripped of most of their equipment. This means that their air defence grid is non-existent. It’s become clear to you now that your forces are currently very vulnerable to enemy air raids. The drop regiments have some anti-air capability in the form of their gunships and the siege regiments can set up static air defences at their current location. Your own air forces include the Legion of Light’s squadrons and the small compliment of aero-space craft carried by the marine strike cruisers.

You wouldn’t say your airforce is underpowered compared to the enemy’s but running sorties to and from orbit drastically increases your response time. Moving aircraft planetside is currently not an option as limited space is still an issue at the starport and the lack of supplies at the newly captured bases means that they cannot be used to refuel and reload aircraft.

As of now 3 more regiments have made planetfall, the mechanised regiment, another siege regiment and another line regiment.

Planetside Assets now include:
1 under strength space marine company.
3 Drop Regiments
2 Siege Regiment
2 Line Regiment
1 Mechanised Regiment
1 Light Infantry Regiment

Forces Awaiting Deployment:
1 Line Regiment
1 Siege Regiment

Your advisers remind you that the planet’s volcanic environment will exacerbate the risks of waging war. The line regiments and light infantry regiments will suffer the most, while the other regiments are either mounted in vehicles or have additional protective gear.

Your Orders?
>Begin attacking the closest enemy fortress, concentrating our air assets on giving cover to the attacking forces.
>Begin the attack, keeping our air force in reserve in case the enemy tries to bomb something undefended.
>Begin the attack and have the remaining space marine companies perform a drop pod assault on the targeted fortresses. This plan has a higher chance of success but with higher marine casualties.
>Have the siege companies tenderize the targets before launching an assault. This plan will likely have the fewest casualties but will take the longest and cause more damage to the planet’s infrastructure.
>>
>>4341665
Forgot the:
>Write-In
>>
>>4341665
>Begin the attack, keeping our air force in reserve in case the enemy tries to bomb something undefended.
>>
>>4341665
>Begin the attack, keeping our air force in reserve in case the enemy tries to bomb something undefended.

Not sure why we’re trying to preserve so much infrastructure - but I do agree that a crusade which gets bogged down early will not progress far
>>
>>4341665
>>Begin the attack, keeping our air force in reserve in case the enemy tries to bomb something undefended.

>>4341682
every reinforcement and resupply we get we'll pass through this planet so it is in our interest to preserve as much as possible.
>>
>>4341682
As far as I can tell, players want to capture all the things. Looking at Planetary Govenor Quest it's always: capture this, don't destroy that (so we can sell it). Etc...
>>
>>4341665
>Have the siege companies tenderize the targets before launching an assault. This plan will likely have the fewest casualties but will take the longest and cause more damage to the planet’s infrastructure.
>>
>>4341676
>>4341682
>>4341690
Air Force in Reserve

>>4341709
Tenderize

Roll me a d100

Difficulty: 90
Fortified Enemy Positions: 60
Long Imperial Response Time: 20
Volcanic Environment: 10

Bonuses:
Overwhelming Numbers: +10
Space Marines: +10
Siege Regiments: +10
Mechanised Regiment: +5
>>
Rolled 87 (1d100)

>>4341715
Oof
>>
>>4341718
Writing...
>>
>>4341718
Close enough. Should keep the casualties low.
>>
>>4341721
I think that makes it. It's DC 90, but we have +35 in bonuses, so it's more like a DC 55
>>
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Despite leaving your main attack force vulnerable, your decision to hold your air force back in reserve is vindicated, when the enemy tries to launch air raids against your newly captured installations. Your own fighter craft manage to meet them in time to prevent the drop regiments from getting carpet bombed.

Over the course of the next few weeks your forces begin the long and bloody process of cracking open each fortress one by one. The siege regiments are help in creating breaches that allow for the astartes and mechanised regiments to penetrate the defences before being followed up by line infantry. Sieges are always bloody work though and casualties are heavy among the spearhead units.

Your more methodical approach seems to have paid off, controlling more of the empty installations has denied the enemy possible lines of retreat. Enemy troops fleeing fallen fortresses are often wiped out by air strikes or raids from your drop regiments. This prevents a larger force from rallying at the planet’s “capital” and primary fortress.

Meanwhile Admiral Arcturus reports that several enemy escort ships were found returning to Picromia, likely from patrols in the outer system. Your fleet has done their best to hunt them down but at least one managed to make the transition to warp. If they didn’t get a message out before, the New People’s Army Definitely knows you’re coming now.

Casualties from the Conquest of Picromia:
-Space Marine Company severely depleted.
-Mechanised Regiment reduced to quarter strength.
-All deployed regiments suffer minor casualties from prolonged combat in volcanic environment.

>cont
>>
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>>4341749
((Forgot Fleet Losses))
Fleet Casualties:
- 1 Space Marine Strike Cruiser destroyed.
- 1 Cruiser Heavily Damaged
- 4 Cruisers sustained moderate damage during the space battle.

The fortress world of Picromia is now firmly under Imperial control. It will make an excellent staging point for further advances into the sector. Despite capturing the enemy installations mostly intact it will take a while to bring Picromia back to full operational capacity. It’s become obvious that the New People’s Army didn’t have the man power or resources to garrison and maintain all it’s positions. A fact that is very fortunate for you. Your analysts estimate that had Picromia been fully garrisoned there was a very real chance the crusade would have suffered terminal casualties.

As it stands your greatest loss appears to be the Fleshtearers 4th company. With it’s strike cruiser destroyed and heavy losses it can no longer be considered a functional company strength formation. Common sense dictates that the survivors return to the chapter fortress to be reinforced, but the Fleshtearers are known for being an… eager bunch and they are pledged to your service for the duration of the crusade.

What shall you do with them?
>Allow them to remain. (Gain +2 Space Marine Strike Teams as a special forces asset.)
>Bid them return to their chapter. (They might come back as a full strength company, but this will take a very, very long time. Earns you some respect with the Astartes Captains.)
>Write In
>>
>>4341749
We're gonna need to think smart instead of the tried and true guardsmen route. We lack the man power of a true Crusade, so we might have to play a little dirty. How large is their capital hive, and can we fire marco-cannon rounds at it, or would the atmosphere and Hive Shields disintegrate the rounds?

>Write In
A little of choice A & B? There's a Star Fortress, or at least a space station orbiting the planet. This place has fortresses for days that can potentially be reinforced and is the starting point of this crusade. Would they consider recruiting from this world?
Does the Star Fort have a repair dock? Can out Mechanicus friends retrofit the fort for the purpose of repairing hulked ships, or would it be more efficient to have them moved back into Imperium space to be repaired?
Can we send out a few ships to refresh our numbers with more conscripts, equipment to refit the forts, and settlers for the planet's various hives?

What is this planet like? You mentioned it was a lava planet? That makes it a death world.
>>
>>4341771
Allow the most eager and fanatical remain, probably one company's worth, to remain and let the rest return.
>>
>>4341778
More like one squad. A company is what you started with, now you don't even have that.
>>
>>4341774
More Intel on Picromia:
Picromia is a barren volcanic world, as dangerous as it is the only thing stopping it from being classified as a full on death world is that it appears to have no lifeforms that are actively trying to kill you. The world is sparsely populated, aside from the fortress installations set up in key strategic locations there appear to be no other settlements. While some of the hab complexes within the fortresses could be considered large towns in their own right there isn’t much of a civilian population on this planet. Most of the non-military personnel are the type of civilian “hangers on” you get following any regiment around; families and various service industry types catering to off duty soldiers. The so called native population was already very small since the world was under garrisoned. In short: Picromia is not the kind of world you can recruit people from.

It is however an excellent place to park military assets that need time to recover. Reinforcements can be shipped in from the wider Imperium, and the volcanic environment makes for a good training ground. Defences aside the planet was pretty much designed to be used as a hardened supply dump and minor fleet anchor. So yes the starfort certainly has repair facilities your ships can use. (Still needs to time to be fixed up to fully strength though).
>>
>>4341774
Honestly, we didn't do too badly. This was a volcanic fortress world and thus an inevitable source of casualties, even if it was running with a partial garrison. There don't look to be too many worlds like this, and we can be sure that some of the planets will be fairly easy victories. The next two, Itambe and Santarem, are minor colonies we could probably blitz down with ease. The Janeiro system will be tougher, but it's a lucrative target with a hive world and forge world in the same system.

I'm thinking these guys will likely have their own version of the mechanicus, since those are the only guys capable of working a forge world. Perhaps our contingent of AdMech can help us work some dirty tricks on that forge world?

Interestingly, their capitol of Solo Nobre seems to be a death world/fortress world hybrid (with jungle terrain). If this volcanic world doesn't count as a death world but still deals significant passive casualties, I can only imagine the kind of "final boss" battle we'll encounter there. Trying to blitz it down seems like a fool's errand.
>>
>>4341774
A note on Space Marines:

Space Marines are rare and precious, you cannot replace them in the same way you can replace guard regiments. Consider that it takes an entire year for a recruit to become a scout assuming they survive the training and implantation. Even if a chapter starts accepting recruits from worlds you conquer they still need to be sent back to the fortress monastery for initiation. Point is: you cannot locally source your space marines.
Getting more marines realistically means having existing companies be reinforced by the chapter’s reserve companies (for the more codex compliant), or simply getting more chapters to pledge more companies.
>>
>>4341788
Then I vote to keep the marines until we get most of the instantiations fixed, then we can send them off. I don't think it's impossible to put a hive world on this place. I mean, it's only a bit of lava. That free thermal energy that can be put towards powering fortress shields and planetary defense laser systems. EZPZ just make a few hundred Hab blocks worth of green houses full of aeroponics facilities and nutrient sheets to grow a majority of the crops to mitigate to costs to feed millions of people in our crusading fleet. Not to feed everyone, but just to reduce the strain it would require to ship food from the greater imperium to us.

So yeah ship in green horns to train on the semi-death world, fix shit, try not to die. Uh. Salvage all of ours and the enemies damaged ships.

>>4341790
Tech priests being the diplomats? How rare, but appropriate.
>>
Welp I need to take a moment to fill out a spread sheet. You guys have now completed the "prologue" of this quest and for the next bit I'm going to need to keep better track of all your individual assets, hence the spread sheet.

Feel free to continue discussing and suggest regiment/ship names.

Can I also get a few more votes on what to do with the marines plz?
>>
>>4341808
Wait. Wait. Sorry, I only now realized how impossible it would be to create a Hive World, let alone one on a lava planet. A Hive would would be too much of a resource drain in addition to requiring centuries to construct.

>>4341799
Does the planet have any deposits of ore worth mining, or the only value this place has is that it's a fortress world? Sorry, I'm trying to think of creative ways to fully utilize this planet more that has already been suggested beyond as a staging point, training fresh conscripts shipped here (specializing in Siege Regiments), and utilizing all the thermal energies to power most of the machines here to save a few thrones. Shitty planet = troops get trained faster.
>>
>>4341819
>Does the planet have any deposits of ore worth mining, or the only value this place has is that it's a fortress world?

A thorough geological survey was never truly attmepted because lava. It's something you can ask the Ad Mech to get around to.

What is obvious are numerous crystaline mineral formations that split the light into pretty colours, hence the planet's name. It is not known if said minerals have any use beyond looking nice.
>>
>>4341771
I'd say we keep the Marines. This is what they're trained for.
>>
>>4341819
Yeah, I was going to say, putting a hive world on a bunch of volcanoes seems like a pretty horrible idea, even putting aside the ridiculous time horizon. I mean, there's always a chance some dingus in the Administratum will actually approve it (stupider things have been done), but it's not a good use of resources. I say we just fix up existing infrastructure and use it as a hardened location with which to store whatever stuff we'll need for the crusade. Even bringing in surveyors to see if there's anything worth mining seems like using resources (time especially) we don't have, at least right now.

I think we ought to focus on the other planets. Again, the Janeiro system looks really nice, and if we take the next couple of systems quickly, they won't have enough time to hunker down or call in sufficient reinforcements.

>>4341817
>Allow them to remain.
If these guys are really itching for a fight, we'll give it to them.

I guess I'll try to make a regiment. How about the Perthite Iron Legion? They hail from the forge world of Perth, which was consumed with internal conflict during the Noctis Aeterna. The forge world spent most of its resources of heavy weaponry and armor, leaving the loyalist infantry to make due with little. The result was the adoption of unorthodox, but effective equipment such as slabs of iron used in place of proper flack armor. After the loyalist victory at Perth, the battle hardened PDF would be retooled into a full scale Imperial Guard regiment, keeping the traditional armor and willingness to equip and fight creatively. They were sent off world soon after the conflict, so as to protect the wider Imperium. And also in no small part to appease the Mechanicus leadership on Perth, many of whom disapproved of the Iron Legion's methods and wanted them gone the second the fighting was over. Pic related.
>>
>>4341854
Let's do that. The research requisition on the Crystal's and scanning the planet part. If we find anything valuable then we might get a frigate for our troubles.
>>
>>4341771
>Allow them to remain. (Gain +2 Space Marine Strike Teams as a special forces asset.)
>>
>>4341778
>>4341808
>>4341848
>>4341867
The general consensus seems to be keeping the marines. Calling it here because I need to finalize the crusade force spread sheet.

Also I just read on Lexicanum that the Flesh Tearers were a dying chapter only 400 strong with degrading gene seed. This was circa M41. By now the force attached to your crusade could well be all that's left of them ((Oops.))
>>
>>4341871
Their sacrifice will never be forgotten.
Are you going to make a big sheet with our character stats and details of each regiment and ship?
>>
>>4341871
Well shit. We can't let them die out like this. We need spacecmarines, but they're the only ones available
>>
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>>4341885
I should also mention that the Flesh Tearers are a Blood Angels successor chapter with an even higher risk of succumbing to the Red Thirst and Back Rage. So much so that they make other Imperial forces very uncomfortable.

>>4341883
>Are you going to make a big sheet with our character stats and details of each regiment and ship?

Sort of, you'll get to see for yourself in a moment.

With Picromia secure you begin planning your next move. Already your logistic corps had sent word back to wider Imperium for reinforcements. No new assets would be forth coming but you would at least get the required men and materials to bring your current forces back to full strength. Your cruisers had taken a beating and while they were still combat capable it might be wiser to keep them at anchor until they could get fully repaired, which could take a while. The captured starport had repair berths yes, but they were not running at full capacity, priority had been given to the most damaged cruiser.
The space marine vessels, downed strike cruiser notwithstanding, had come out the in better condition than all others that had participated in the battle, but they had still taken a bit of damage. Since the damage was light it could be fully repaired with needing a repair dock but it would still take time. This meant that the only large ships you had ready for combat were the Mechanicus cruiser and your flagship.

Interrogation of NPA prisoners and mining of captured databanks had revealed the following intelligence:

Much of the old imperial holdings in Novo Solo are under the rule Great Leader and the New People’s Army. For a renegade fiefdom it is well organised. Picromia’s garrison was likely a backwater assignment to a location that didn’t hold much strategic value in the eyes of NPA. Things haven’t been going that well for Great Leader though. The Diabolis warp storm has cut off the direct warp route between Horizonte and Solo Nobre. The warp routes leading directly from Janiero to Solo Nobre have also become unstable and hard to navigate.

Despite the warp storm disrupting the central warp routes, travel between Horizonte and Janiero remains remarkably stable. Just as well because the systems surrounding Horizonte undergo regular depredation from Ork warbands operating out of the galactic north west. Military reinforcement coming in from Paulo and Solo Nobre regularly passes through Janeiro on its way to Horizonte. This is bad news because it means that there is a very real chance that Janeiro can be heavily reinforced if you don’t move on it quickly. While it’s no fortress world the system defences are nothing to sneeze at and it will almost certainly have more warships and ground forces defending it.

>cont
>>
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>>4341917
While your fleet undergoes repairs your command staff begin drawing up possible battle plans. With your cruisers out of action it would be unwise to attack Janeiro directly, then again, your flagship is an imposing presence and the marine strike cruisers are still good for the fight, the mechanicum cruiser also stands at the ready. Committing a major force to Janeiro now may seize you the initiative but it would leave Picromia under-defended; your people are still bringing the defences back to full capacity. However, waiting for more of your forces to become battle ready risks a larger enemy force reinforcing Janeiro.

After much discussion amongst the command staff two general plans start to take form:
>Take the Flagship, Ad Mech Cruiser and Space Marines straight to Janeiro along with 10 selected regiments and half the light cruisers/ escorts.
>Send out your escorts and light cruisers to scout Itambe, Santarem and NS-061, also deploy two tasks forces each consisting of 1 regiment and 2 light cruisers to take Itambe and Santarem.
>Write In

Note Leaving the Ad Mech Cruiser at anchor in Picromia will passively increase repair rates by 5%. Starport repair facilities will currently repair the 2 most damaged ships by 20%. All other damaged ships can self-repair for 10% provided they remain at anchor.
>>
>>4341940
What about capturing the damaged and destroyed ships to repair or salvage for parts?
>>
Okay Guys this is it, you've gotten out of character creation and the prologue chapter and into the Strategy Layer; the true Lady Solar experience.

While I've provided prompts to get the ball rolling, this part of the quest more than any others is where I encourage you to discuss and write in what kind of plans you want to execute.

Finishing off the conquest of Picromia and setting up the spread sheet took a lot out of me so there will be no further updates today, but I'll still be lurking so feel free to ask questions and give feedback.

The most tedious part of compiling the spreadsheet was actually naming everything, congrats to the anon who suggested the Perthite Iron Legion; the 69th Perthite Regiment will forever have a place of honour on the roll call.

>>4341941
The NPA cruisers defending Picroma fell to such large amounts of fire that there's barely anything left.
>>
>>4341940
Regarding the fleets, we should take an aggressive assault. We'll leave behind the His Shield, His Sword, His Spear, Imperator Vult, and Terra's Bulwark will remain in addition to the Ad Mech Cruiser. The His Sword and His shield will be prioritized for the 20% bonus to repairs instead of the 10%. In 2 turns the His Sword will join the rest of the fleet. On turn three the His Sword and the Ad Mech Cruiser will join the rest of the crusade. On turn 4 the rest of the cruiser ships will join.the rest of the Ad Mech cruisers and escort squadrons will follow. Same goes for the marine cruisers. They're a bit damaged but still good for a brawl until we capture those two worlds.

Requarding infantry this is my idea.
If the 23rd Perthite Mech regiment still has a majority of their equipment, and mostly a loss of guardmen, then will draw some men from the Line regiments to bolster their numbers.

I trust each ship to house their own void regiments or anti boarding parties, but let's leave two regiments worth of troops to guard and train new troops. The rest we take.

We will split our fleet in two so we can blaze a path through Itambe and Santarem, ignoring NS-061 for now. When our fleets pass by their planets we'll send out a box message for their surrender and compliance. Should they space assets but comply, we'll leave them mostly alone but will send a regiment to take command of their vessels. If they dont comply then we blow them up. We'll go on our way and begin the siege. We're not going to commit forces in holding the planets.
>>
>>4341944
What about the ones hunted down in space?
>>
>>4341958
If they didn't escape, they got *BLAMMED*.
>>
>>4341979
But the scrap and space materials.....
>>
>>4341987
Crusade forces are trained to put down threats first, and knee cap targets for looting second.

Escort hulls are peanuts to the crusade fleet anyway. Did you look at the crusade forces sheet? We don't have escorts, we have escort squadrons, das right: we need 3 escorts together before we consider it a viable fleet element.

Lady Solar Celestorus ain't got time to haul shipwrecks to the chop shop like some broke-ass-hobo Rogue Trader. When she wants more ships, she says:

"Yo Imperial Navy! Gimme some of those phat BBs!"

Then the Navy says:

"I fecking told you we don't have any more, ya crazy bint!"

...but that's beside the point.

Jokes aside, salvage is going to be a lot harder to come by simply because unlike a certain other 40k quest it is not the primary method you acquire new ships. Letting you salvage everything that floats while having reinforcements coming in from the wider Imperium screws with my power curve.

Speaking of getting more stuff, somebody roll me a d10 for Picromia's geological survey.

1-3: Nothing but a bunch of useless rocks.
4-9: Significant mineral deposits.
10: Weapons Grade Crystals.
>>
Rolled 10 (1d10)

>>4341999
>>
>>4342005
Nice.
>>
>>4342005
Well shit, I know I said no more updates tonight but with a roll like that gotta give you guys one more choice before bed.

Writing...
>>
>>4341940

For Crusade forces :
>Send escorts and light cruisers to scout Itambe and Santarem, then take Itambe and Santarem. Move swiftly, and give them only one option for surrender. If they don t, fire immediately. With the fleets taken or destroyed, proceed to ask the same to the two planets governments. If they don't surrender, bombard them and proceed to take the planet's key locations (if we decide to garrison them we can rule from them, if we decide to leave we can destroy them. example : a spaceport).
>If there is any trade ship to use here, or in Itambe and Santarem capture it. They could be used for infiltration on their worlds.
>Leave the 23rd Perhite on Picromia, and allow them to recruit for recovery losses.


For Picromia :
>Order the establishment of an infantry regiment of forced conscripts out of the remaining NPA troops and a part of the planet population (anyone left that will not be recruited by the 23rd Perthite regiment for restore their losses). They will use cheap equipment produce local : autoguns and iron armors similar to the 23rd Perthite.
>Immediate martial law on Picromia, destroy any symbol of the NPA left and do some purges before leaving to avoid the formation of a rebellion. Take all communications stations and radio, ad start imperial propaganda.
>Put a techpriests team for read about the planet story and formations. With the objective of finding anything unmarked by official NPA maps.


For Imperium astropath message :
>Send the current information we have on the NPA and on the sector
>Request missionaries for the conversion of the worlds taken by the crusade
>Request one assasinorum personnel for hunting down NPA high leadership. The importance of this Great Leader appears fundamental for the NPA population and military.
>>
As your forces prepare for their next deployment your mechanicus contingent conducts a geological survey of Picroma. The results are incredible; in addition to significant mineral deposits, Picroma’s signature crystals are found to have excellent energy focusing properties, the kind required for high quality lance weapons, turbo lasers and various other advanced technologies.

A few days after the report crosses your desk you receive a message from the Adeptus Mechanicus.

++Priority Alpha++
Lady Solar Celestorus, we of the Mechanicum require you to cede control of Picromia to us that we may begin it’s conversion into a proto-forge world. Should you do so we would dispatch a defence force to secure our new investment, co-incidentally prosecution of the crusade in the Novo Solo sector would become of higher priority to us when lending support to the wider Imperium.
++++

Sounds like modest proposal:
>Give Picromia to the Adeptus Mechanicus. This means you no longer have direct control of the world. You can still use it as a resupply point and fleet anchor but you can no longer use it to bench inactive regiments or train new ones. Picromia will eventually become a combined fortress/industrial world and its ability to repair and re-arm you forces will be vastly expanded. Ad Mech forces will be sent to guard Picromia (they will not be under your command) and there will be a greater possibility of being sent more/better assets for the crusade by the Ad Mech.

>Maintain Imperial control over Picromia. It will be slowly converted into a combined fortress/industrial world greatly increasing its ability to repair and re-arm your forces (just not as much as it would under direct mechanicus supervision). The weapons grade crystals are also considered a strategic resource which will give you more pull with the Imperial Navy. You also get to continue using the planets to train and garrison troops.
>>
>>4342051
>Give Picromia to the Adeptus Mechanicus. This means you no longer have direct control of the world. You can still use it as a resupply point and fleet anchor but you can no longer use it to bench inactive regiments or train new ones. Picromia will eventually become a combined fortress/industrial world and its ability to repair and re-arm you forces will be vastly expanded. Ad Mech forces will be sent to guard Picromia (they will not be under your command) and there will be a greater possibility of being sent more/better assets for the crusade by the Ad Mech.
>>
>>4341940
>>Take the Flagship, Ad Mech Cruiser and Space Marines straight to Janeiro along with 10 selected regiments and half the light cruisers/ escorts.

nobody has voted here yet and I am confused

>>4342017
>Send escorts and light cruisers to scout Itambe and Santarem, then take Itambe and Santarem. Move swiftly, and give them only one option for surrender. If they don t, fire immediately. With the fleets taken or destroyed, proceed to ask the same to the two planets governments. If they don't surrender, bombard them and proceed to take the planet's key locations (if we decide to garrison them we can rule from them, if we decide to leave we can destroy them. example : a spaceport).
>Immediate martial law on Picromia, destroy any symbol of the NPA left and do some purges before leaving to avoid the formation of a rebellion. Take all communications stations and radio, ad start imperial propaganda.
>Request missionaries for the conversion of the worlds taken by the crusade

are these options even needed due to the fact that we are gonna give the planet to the ad mech

>Give Picromia to the Adeptus Mechanicus. This means you no longer have direct control of the world. You can still use it as a resupply point and fleet anchor but you can no longer use it to bench inactive regiments or train new ones. Picromia will eventually become a combined fortress/industrial world and its ability to repair and re-arm you forces will be vastly expanded. Ad Mech forces will be sent to guard Picromia (they will not be under your command) and there will be a greater possibility of being sent more/better assets for the crusade by the Ad Mech.
>>
>>4342103
>We are gonna give the planet to the ad mech

Are you really? I'm going to bed soon, who knows how many anons will trickle in over night, and how they will vote.

A word of advice about the Ad Mech: As friends they come with great benefits, but they have certain priorities and should your priorities ever diverge from theirs it could cause friction down the line.

The Imperial Navy will more reliably follow your lead.

>>4342017
>Order the establishment of an infantry regiment of forced conscripts out of the remaining NPA troops and a part of the planet population

Not possible, there aren't enough surviving NPA personnel or civilians to create a regiment strength formation.

Also: captured enemy soldiers aren't going to turn around and fight for their conquerors on a dime, neither will civilians immediately embrace their new overlords. Put guns in their hands and they'll likely just turn them on you or themselves. It will take some time and indoctrination before you can raise regiments from the worlds you conquor.

In the short term reinforcements will have to be brought in from the wider Imperium. One thing I forgot to mention is that regiments will also slowly regain their strength (10%) if they remain garrisoned in a secure non-contested system with a secure warp route back to the Imperium.
(5% recovery for minor colonies.)

Of course simply combining damaged regiments is an option but depending on the combo you might not get the more powerful type back. Right now you can disband your mauled mechanised regiment to top off your line regiments, but not the other way round as bringing back a mechanised regiment to full strength requires new vehicles to be shipped in.
>>
>>4341940
>>Take the Flagship, Ad Mech Cruiser and Space Marines straight to Janeiro along with 10 selected regiments and half the light cruisers/ escorts.
Take the Armageddon, Mordians, the 3 siege regiments, the drop regiments, and 2 undamaged line regiments for the assault.

Leave the most damaged cruisers and regiments to recover and recuperate.

>>4342051
>Maintain Imperial control over Picromia. It will be slowly converted into a combined fortress/industrial world greatly increasing its ability to repair and re-arm your forces (just not as much as it would under direct mechanicus supervision). The weapons grade crystals are also considered a strategic resource which will give you more pull with the Imperial Navy. You also get to continue using the planets to train and garrison troops.
>>
>>4342327
>Maintain Imperial control over Picromia. It will be slowly converted into a combined fortress/industrial world greatly increasing its ability to repair and re-arm your forces (just not as much as it would under direct mechanicus supervision). The weapons grade crystals are also considered a strategic resource which will give you more pull with the Imperial Navy. You also get to continue using the planets to train and garrison troops.
They should've given us the titans we asked for.
>>
>>4342081
Swapping to
>Maintain Imperial control over Picromia. It will be slowly converted into a combined fortress/industrial world greatly increasing its ability to repair and re-arm your forces (just not as much as it would under direct mechanicus supervision). The weapons grade crystals are also considered a strategic resource which will give you more pull with the Imperial Navy. You also get to continue using the planets to train and garrison troops.
>>
>>4342051

>Take the Flagship, Ad Mech Cruiser and Space Marines straight to Janeiro along with 10 selected regiments and half the light cruisers/ escorts.

>Maintain Imperial control over Picromia. It will be slowly converted into a combined fortress/industrial world greatly increasing its ability to repair and re-arm your forces (just not as much as it would under direct mechanicus supervision). The weapons grade crystals are also considered a strategic resource which will give you more pull with the Imperial Navy. You also get to continue using the planets to train and garrison troops
>>
>>4342423
By my count, that's 9 regiments, so let's make that 3 undamaged line regiments. Otherwise supporting this post. I'd give the planet to the Ad Mech, but we won't necessarily get anything from them.
>>
>>4342608
We only have a limited number of mechanized units and I'd rather we not the number of those we already have. I vote for putting them in reserves to regain their strength.
>>
>>4342618
I miscounted the number of regiments and thought it totaled to 9, but it was 10. My bad, ignore the comment on bringing another line regiment.
>>
>>4342423
+1
>>
>>4342051

>Maintain Imperial control over Picromia. It will be slowly converted into a combined fortress/industrial world greatly increasing its ability to repair and re-arm your forces (just not as much as it would under direct mechanicus supervision). The weapons grade crystals are also considered a strategic resource which will give you more pull with the Imperial Navy. You also get to continue using the planets to train and garrison troops.
>>
I think we should skip Santrem and blitz through Itambe to secure Janeiro before it can be heavily reinforced and fortified.
By taking Santrem we needlessly attrit our forces in a possible ground battle and in garrison before assaulting a target of more strategic importance, geographically and militarily, to both us and our enemy. It also either slows down our assault of Janeiro by making us have to mass our forces in one system or risk our fleet arriving piecemeal into the enemy by having to rely on warp travel to not fuck our timing.
Taking Janeiro is far more important and doing so quickly only to our benefit. Elements of the New People’s Army, even if only locally, no doubt know about us and it is likely they will begin to fortify Janeiro and massing forces there either to confront us backed up by their system defences or to launch a counter attack upon Picromia and then bottleneck us out of the region. If they have already responded by sending out their own fleet it has to transit through either Santrem or Itambe to reach Picromia. By skipping Santrem we do not split our fleet mitigating the possibility of either force meeting an enemy fleet it can not deal with and possibly being destroyed or taking unnecessary damage.
Only after we have taken Janeiro should we consider taking Santrem. Santrem itself isn’t even that important and could be skipped entirely if wanted(though not my recommendation).


>>4342051
>>Maintain Imperial control over Picromia. It will be slowly converted into a combined fortress/industrial world greatly increasing its ability to repair and re-arm your forces (just not as much as it would under direct mechanicus supervision). The weapons grade crystals are also considered a strategic resource which will give you more pull with the Imperial Navy. You also get to continue using the planets to train and garrison troops.
>>
>>4343002
Only after posting have I noticed it is called Santarem and not Santrem.
>>
>Give Picromia to the Adeptus Mechanicus. This means you no longer have direct control of the world. You can still use it as a resupply point and fleet anchor but you can no longer use it to bench inactive regiments or train new ones. Picromia will eventually become a combined fortress/industrial world and its ability to repair and re-arm you forces will be vastly expanded. Ad Mech forces will be sent to guard Picromia (they will not be under your command) and there will be a greater possibility of being sent more/better assets for the crusade by the Ad Mech.
>>
Alright I'm awake, time to see how people voted over night.

>>4342103
>>4342423
>>4342586
>>4342727
Direct Assault on Janeiro

>>4342017
Grab Itambe and Santarem

Okay I'm going to resolve this action using the plan laid out by >>4342423

Who gets Picromia

>>4342103
>>4343067
Give it to the Ad Mech

>>4342423
>>4342436
>>4342465
>>4342586
>>4342869
>>4343002
Imperial Control

Okay Writing...
>>
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You politely inform the Adeptus Mechanicus that Picromia will remain an Imperial World, but assure them that its industrial capabilities will be expanded to exploit the newly discovered resources and that they will be free to purchase said resources at market rates. The Mechanicus are less than thrilled by this announcement.

++++
Sub-optimal outcome. Direct Mechanicus governance will ensure more efficient resource extraction. Conversion of Picromia into a forge world will yield greater benefit to the wider Imperium than current development plan.
++++

You get the feeling that you will butt heads with the Mechanicus more often. From the outset they have been fair weather friends, lending support only when they stood to gain something. In your opinion they displayed a disturbing lack of duty to the Emperor. More heartening was the news from Imperial Command: more manpower and materials were being shipped in to develop Picromia, not just to restore to, but to expand it. Colonists were being shipped in as well as a contingent of missionaries from the Ecclesiarchy.

The Imperial Navy is taking a special interest, saying Picromia would make a good candidate for a future fleet base. There’s talk of sending in additional forces to bolster the crusade, and the next wave is being mustered. You’re confident that the Navy will dig a little deeper this time, maybe you’ll even get that battleship.

>cont
>>
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>>4343564
The Invasion Fleet is assembled and begins the push to Janeiro via Santarem. No meaningful resistance is encountered on in Santarem, just a few NPA escorts which give you a wide berth before quickly warping out of the system. If the planet had any significant military on it, you do not know, you had bigger fish to fry.

Your fleet makes the translation to real space in the Janeiro system. As expected there is a significant NPA defence fleet waiting for you. Auspex reads multiple cruiser class ships manoeuvring to intercept you. Your strategium begins tallying the opposition.

Enemy Naval Assets in System:
3 Cruisers
6 Light Cruisers
8 Escort Squadrons
10 Defence Platforms (5 around each planet)

Lord Admiral Arcturus informs you the fleet is ready for combat.

>Standby…
>>
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>>4343605
((Sorry that took a while “loading” the battle scene took longer than I thought))
Okay anons, for this battle I’m gonna test the “board game style” resolution system I had planned. It’s based of off the Twilight Imperium combat system if you’re interested. The way it works is that every unit participating in a battle rolls a d10 and each d10 rolling over a certain threshold inflicts a “hit” on an enemy unit dealing damage. Each “turn” of combat consists of three rounds of roll offs before we go back to the strategy layer. I’m deliberately trying not to make the system too lethal so don’t worry if you’re taking forever to kill something. Most enemies will retreat before they die (and so should you) so you shouldn’t need to wipe out the enemy force before taking the system.

See pic related for battle details.

Okay anons, roll me some d10s. Long range attacks are resolved first then rolls are assigned to the relevant ships going down the list of force. For this round I need 25 d10s. (Bear in mind 25 dice is the maximum 4chan will let you roll at a time so just nice.) Roll as many or as little as you want, just remember: the more you roll, the more people will blame you if you screw up.
>>
Rolled 7, 6, 5, 3, 4 = 25 (5d10)

>>4343669
Let's start with 5 then
>>
Rolled 6, 6, 7, 6, 8 = 33 (5d10)

>>4343669
>>
Rolled 4, 8, 4, 3, 10 = 29 (5d10)

>>4343669
>>
Rolled 7, 4, 7, 1, 10 = 29 (5d10)

>>4343669
>>
Breaking for lunch, plz keep rollin-rollin-rollin-rollin!
>>
we need someone to top it all off and roll 5d10
>>
Rolled 6, 2, 7, 2 = 17 (4d10)

>>4343669
FOR THE EMPEROR!!!!
>>
>>4343688
Missing one more roll, but so far very good.
>>
Rolled 5, 8, 5, 3, 7 = 28 (5d10)

>>4343669
High is good right?
>>
I honestly have no clue if any of these are good
>>
Rolled 2, 3, 2, 6, 10, 7, 1, 1, 8, 4, 6, 3, 6, 10, 3, 2, 8, 6, 7, 8, 9, 1, 7, 7, 2 = 129 (25d10)

>>4343674
>>4343677
>>4343679
>>4343683
>>4343688
>>4343690

Yes High is good.

Rolling for the defenders with this post.
>>
Rolled 10, 8 = 18 (2d10)

>>4343742
Need just 2 more...
>>
Rolled 5, 7 = 12 (2d10)

>>4343744
>>
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1st Round of Space Combat Results:

Crusade Fleet: 10 hits
NPA Fleet: 9 hits.
(All NPA defence platforms destroyed)

The battle commences with the faster ships of each side engaging in skirmishes. The NPA ships cluster around the defence platforms hoping to use them as an anchor for their defence. In response your own ships focus fire, blasting apart the platforms while taking some minor hits themselves. The enemy seem unwilling to commit their cruisers which snipe at you ineffectively at long range.

>Special Abilities Activate!

Legion of Light: Attack Craft Squadrons: launch 2 attacks with an 8+ chance to hit at targets of your choosing.

Admiral Arcturus informs you that the fleet has secured a landing corridor and the regiments are standing by to begin a ground invasion.

Ground Forces:
2 Line Regiments
3 Drop Regiments
2 Mechanized Regiments
3 Siege Regiments
4 Space Marine Companies

Choose, and roll 2d10 + specify space target.
>We are go for invasion! Distribute your ground assets between Janeiro Primaris (The Temperate Hive World), and Janeiro Seccundus(The Arid Industrial World).
>Deploy the Guard, but keep our Marines in orbit. (As above but holding back the space marine companies lets the strike cruisers keep their extra attacks.)
>Hold off for now. (Delaying the ground invasion means you might not get a full three rounds of fighting in, which may delay the capture of the system to till the next campaign turn.)
>Write-In
>>
Rolled 18, 14 + 8 = 40 (2d20 + 8)

>>4343779
>Deploy the Guard, but keep our Marines in orbit. (As above but holding back the space marine companies lets the strike cruisers keep their extra attacks.)
We will deploy the marines once we've demolished their naval assets.
>>
>>4343779
>>Deploy the Guard, but keep our Marines in orbit. (As above but holding back the space marine companies lets the strike cruisers keep their extra attacks.)
Hive World : 1 line, 1 drop, 2 siege, 1 mech
Industrial World : 1 line, 2 drop. 1 siege, 1 mech
>>
>>4343779
Oops
>>
>>4343786
+1. I agree with leaving our marines in orbit for now. We should wait until the problem areas reveal themselves so we can send in the marines to take care of them.
>>
>>4343785
>>4343786

Deploying the guard with plan submitted by >>4343786

>>4343785
2 d10s my dude against one of the NPA ships. In the interest of expediency I'm gonna dived those dice results by 2 then assign any hits to an NPA Cruiser.

>Standby for next round of combat.
>>
Rolled 9, 6 = 15 (2d10)

>>4343794
What's the +8 for then?
>>
>>4343800
+8 means roll 8 or higher on the d10 to score a hit. Sorry if that was unclear.
>>
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Okay resolving round 1 of the ground combat.

Roll me 10 d10 please.
>>
Rolled 10, 8, 8, 2, 6 = 34 (5d10)

>>4343812
>>
Rolled 9, 6, 4, 4, 8 = 31 (5d10)

>>4343812
>>
Rolled 8, 2, 2, 2, 5 = 19 (5d10)

>>4343812
>NPA Super Heavy
Ominous
>>
>>4343813
>>4343814
Good.

Rolling for NPA...
>>
>>4343812
It seems that you put the Vostroyans twice on the sheet.
>>
Rolled 1, 10, 2, 10, 8, 3, 5, 10 = 49 (8d10)

>>4343817
Hmm must have mis typed the syntax.
>>
>>4343820
Oops, looks like the munitorum made a typo in their records, fixing it now.
>>
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1st Round of Ground Combat Results:
Janeiro Primus:
Crusade Forces: 4 hits.
NPA Forces: 2 hits.

Janeiro Secundus:
Crusade Forces: 4 hits
NPA Forces: 3 hits

Your forces begin deploying to the two planets of the Janeiro system with the drop regiments securing LZs and disrupting enemy responses. Janeiro Primus is found to have a significant number of PDF troops which are immediately put on the back foot.

Janeiro Secundus has fewer but better equipped forces defending it. A mechanised regiment quickly deploys to meet your invasion and as your regiments advance out of their landing zones they report encountering massive armoured vehicles defending key targets. The type is unknown but they are about as large as Imperial super heavies in some cases slightly bigger.

Your ground forces take a beating, but you manage to give as good as you get and your commanders remain confident you can take the system.

>standby for fleet round.
>>
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Okay now we’re starting to get into the rhythm of things:
Round 2 Space Combat:
Roll me 24 d10
>>
Rolled 7, 10, 5, 8 = 30 (4d10)

>>4343834
FOR THE EMPERORO!
>>
Rolled 6, 7, 10, 10 = 33 (4d10)

>>4343834
>>
Rolled 6, 10, 6, 2 = 24 (4d10)

>>4343834
>>
Rolled 7, 2, 10, 2 = 21 (4d10)

>>4343834
>>
Rolled 7, 2, 2, 6 = 17 (4d10)

>>4343834
>>
Rolled 3, 4, 4, 9 = 20 (4d10)

>>4343834
The Emperor protects
>>
>>4343834
After we capture these 4-5 worlds besides the first one, I really think we should send off the Flesh Tearer space marines to regrow their numbers. Dante is a cool blood angel bro, and I like how he gave us a few companies worth of marines to help, but unless he starts doing mass recruitments or give us some Blood Angel's or successors, the SM cruisers wont be as effective unless we have more Space Marines to man them.

Do we have a total of 27 attack die, cuz the grand cruiser and light ad mech cruisers get 3 attacks each, and the space marines get a total of 2 each if they have space marine companies?
>>
I count 12-13 hits or so. Very good
>>
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Rolled 8, 2, 7, 8, 10, 9, 2, 1, 5, 2, 9, 5, 7, 7, 1, 7, 9 = 99 (17d10)

>>4343836
>>4343841
>>4343842
>>4343846
>>4343848
>>4343851

Okay we got 24 rolls for the space battle now give me another 10 d10s for the ground battle.

I'm rolling 17 d10s for the NPA space forces.
>>
Rolled 9, 3, 4, 9, 3 = 28 (5d10)

>>4343856
Not to metagame, but I think Super Heavy has 2 attacks since he rolled 8d10 before. That makes it comparable to a Spess Mehreen company
>>
Rolled 8, 1, 5, 1, 10 = 25 (5d10)

>>4343856

Ignore >>4343861
>>
>>4343861
Save some dice for the rest of us next time
>>
>>4343861
Fuckin' hell those are some good rolls. I should have not even posted
>>
Rolled 5, 10, 10, 8, 6, 8, 6, 9 = 62 (8d10)

>>4343860
>>4343861
Sorry guys, first rolled first served so I'll be taking the first 5 of the second poster.

Rolling for the NPA...
>>
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>>4343864
At least we got the keep the good dice-

>>4343865
FUCK
>>
>>4343861
Hey, no deleting rolls, that's tantamount to cheating! If we don't let the dice fall where they may then soon everyobdy will be "deleting their (bad) rolls so other people can roll too."
>>
>>4343868
Who deleted their dice? This guy >>4343862
>>
>>4343868
Hey something I want to bring up before I pass out. We have Blood Ravens, or better known as Mag Pies. When we gotta get some gifts from the enemies?
>>
>>4343870
Hard to say at his point, perhaps they might end up taking something for safe keeping.
>>
2nd Round Space Combat:

Crusade Fleet: 14 hits
NPA Fleet: 7 hits


2nd Round Ground Combat:

Janeiro Primus:
Crusade forces: 2 hits.
NPA Forces: 3 hits

Janeiro Secundus:
Crusade Forces: 5 hits
NPA Forces: 3 hits

Your fleet continues to pummel the NPA, your lighter ships are starting to take some serious damage but your capital ships are still going strong.

>Special Abilities Activating:
Legion of Light: Attack Squadrons: perform 2 attacks with +8 to hit on targets of your choice.

Lord Admiral Arcturus, Blood in the Water: Perform one attack with +8 to hit on a damaged enemy ship.

The ground advance is starting to stall. On Janeiro Primus your regiments are getting bogged down inside the hives. The enemy has used their superior knowledge of the hives to lure your troops into killzones. The commanders on the ground are no longer confident that they can secure victory in the immediate future and would really appreciate reinforcements.

Your forces on Janeiro Secundus deal a heavy blow, victory is in sight but the NPA super heavy units are taking a terrible toll.

Next round is the final round of this “turn”, is there anything you wish to change before it is resolved?
>Deploy Marines to a planet. (Specify how many and where)
>Pull back damaged forces. (Specify any regiments or ships you would like to retreat; they will not be damaged in the next round but they cannot contribute to the battle.)
>Keep attacking! Victory or Death!
>Write-In, the first two are not mutually exclusive.

((Don’t forget to roll your special fleet abilities.))
>>
Rolled 1, 6 = 7 (2d10)

>>4343884
>>Deploy Marines to a planet. (Specify how many and where)
2 Marine companies to Primus and 2 to Secundus

>Pull back damaged forces. (Specify any regiments or ships you would like to retreat; they will not be damaged in the next round but they cannot contribute to the battle.)
Pull ships with less than 50% HP back
>>
Rolled 3 (1d10)

>>4343888
Supporting
>>
>>4343888
>>4343893

I'd like to wrap this up quickly so I'll go with this. Unfortuantely your specials haven't done any damage.

Standby...
>>
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Hokay, given that you've deployed your space marines planetside your strike cruisers no longer get their extra attack. Your order to retreat all ships with 50% and under damage also means that everything from the Ad MEch Light Cruiser Gearheart going downwards will not participate in this final round.

That leaves you with a grand total of...
12 d10s to roll.
>>
Rolled 2, 6, 7, 3 = 18 (4d10)

>>4343901

>>4343868
(Sorry, Someone said I rolled too many die)
>>
>>4343903
I care not where the rolls come from. DESU it's easier for me to have fewer players roll more dice or even to roll everything myself but for you guys rolling seems to be half the fun so I'm trying to accomodate that.
>>
Rolled 3, 2, 1, 10 = 16 (4d10)

>>4343901
>>
Rolled 3, 5, 3, 5 = 16 (4d10)

>>4343901
>>
Fuck. What a crappy round.
>>
>>4343905
MFW I just realised rolling everything myself with this resolution system basically eliminates player participation until the next tactical/strategic decision so... yeah I should let you guys roll

>>4343903
>>4343906
>>4343907
We got enough, moving on...
>>
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Rolled 10, 10, 1, 7, 3, 2, 8, 8, 10, 5, 3, 9, 5, 4, 9, 7, 7 = 108 (17d10)

The bad news is you seemed to have shot yourself in the foot in orbit, the good news is now you've commited the sphess mehreens to the ground battles the Empra's Fureh shall fall like steel rehn upon your enemies!

Give me 18 d10s.

Also rolling for the NPA space forces.
>>
Rolled 5, 3, 3, 1, 10, 1 = 23 (6d10)

>>4343912
Can we pull the Spess Muhreens back to orbit once ground combat is finished?
>>
Rolled 10, 6, 6, 1, 9, 6 = 38 (6d10)

>>4343912
>>
>>4343915
Under the current rules in my head, one deployed you can't pull ground forces back into orbit during the same turn, but since this is the final round of this turn you can pull the marines back for the next one.
>>
Rolled 1, 10, 5, 5, 10, 9 = 40 (6d10)

>>4343912
>>
Rolled 6, 5, 2, 2, 1, 4, 9 = 29 (7d10)

>>4343915
>>4343916
>>4343921

Okay let's resolve the final round. While we're at it somebody roll me another 3d10 for the Legion's Squadrons and Arcturus's special.

Remember you can pick specific targets for them, but Arcturus's ability only can target damaged units.

Also roling for the NPA ground defence.
>>
Rolled 6, 9, 3 = 18 (3d10)

>>4343926
Just target the damaged cruiser
>>
>>4343930
One hit scored.

Posting the force records(pic related) for this battle so you guys can see how things turned out while I write the next story post.
>>
>>4343934
Nice, we can pull out of Secundus and bring the SM back to orbit now.
>>
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Seeing the ground forces needed support you order the strike cruisers to commence a drop pod assault. At the same time, you pull back your most damaged ships to protect them from outright destruction. Sensing weakness the NPA fleet takes the opportunity to launch a counter attack, it’s not ferocious enough to deter you but some of your capital ships take some hits before firing back. Unfortunately, the NPA’s thrust caught your fleet off guard and the return fire is un co-ordinated and lacklustre.

In the command pulpit beside you Lord Admiral Arcturus growls at the tactical hololith. The NPA still retains a fleet presence in system and despite their inferior firepower they’ve managed to deny you a decisive victory. In Arcturus’s mind the whole situation must be downright embarrassing.

News from the ground commanders is better. On Janeiro Primus the space marine drop pod assault broke the stale mate between the guard and the NPA. After taking massive casualties from the marines the shell shocked NPA forces simply surrendered.

On Janeiro Secundus your forces were already wearing down the enemy but the timely arrival of the space marines put the final nail in the enemy coffin. All enemy forces were wiped out to the last man. The NPA super heavies continued to pose a threat right up to the end; at least one squad of Blood Raven space marines were lost bringing one down.

Overall, you had taken the planets of Janeiro, but you could not say that the system belonged to the Imperium yet. The NPA contested space, your forces were bloodied and there was the threat of enemy reinforcements arriving at any moment. You prayed to the Emperor that the reinforcements you were promised reach Picromia soon.

>End of first campaign turn…
>>
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Hokay, that’s all for today. I hope you all had fun because that took a lot out of me. As it stands this board gamey system I tried out for the Invasion of Janeiro just takes too long. I want this quest to be something I do daily posts for, maybe resolving a turn over 2 hours a night but this whole turn literally took me all day. I’m actually gonna have to take some time to recover from this so if I update at all it might only be a minor update or two between tonight and tomorrow, probably to consolidate info and maybe roll for your reinforcements. The next big strategic decision and campaign “turn” will not happen for at least another day.

One things for sure, if I keep the current system I’m going to nix the three round structure and find a way to compress the resolution into one set of rolls for each battle. Either that or abandon the system entirely and use the simpler d100 narrative rolls (like we used for conquering Picromia) where I just set thresholds and bonuses according to what feels right and dish out damage based on what I think is fair at the time. This would be a lot easier on me, but I dunno, I think it might diminish the strategic management layer of the quest. However, it would give the players more freedom for write-ins.

Feel free to let me know what you guys think, which system do you prefer? (I’m still gonna use the narrative system for any situation that doesn’t really fit the strategy layer.) While I did have an overall vision for the quest I’m still filling in the details as I go along so thanks for bearing with me thus far.

((Also posting the updated Crusade Force Sheet for you die-hard number crunchers.))
>>
>>4343956
I'm fine with both systems really. I do think that using a complete three round system would be incredibly unwieldy for larger battles that we're going to have. So if you want to keep it than you would have to find a way to simplify it.
>>
>>4339781
How did you draw your map?
>>
>>4344157
I used a vector graphics program called Affinity Designer. That one costs money though. You could probably make a similar map using Inkscape which is free but a bit more clunky.

It's a matter of combining the right shapes and fills.
>>
>>4344176
Thanks I’ll check those out. It would be nice to be able to visually show things on a sector map
>>
>>4344226
No problem, it's an honour to be noticed by a fellow 40K management QM.
>>
>>4344247
Did the Sword and Spear get the 20% repair bonuses while the other got 10%? Let's field the Sword and Shield cruisers, in addition to the Golden Hound, Stern Aegis, and Opus Magnus. If the Space Marine companies haven't been returned to their Strike Cruisers have them do so now. We need the additional firepower to turn this fight into out favor. While the marines are gone, our Siege regiments can dig themselves in incase there is an offensive.

Do the two planets in system have any orbital barrier strong enough to target any enemy vessels around them?

If Escort Squadron's 1st through 6th are strong enough to tank 1 more hit before needing to retire them, we'll let them stay, but if that's not the case them we're retiring 1-6 back to Picromia, while the 7th through 11th there will join us in Janeiro.
>>
>>4343956
Missed the action but I think compressing the system for battles would be best. The longer the crusade goes the more simultenaous battles are happening and the quest could get bogged down if we are micromanaging them all. We are the lord commander who devises overall strategy and deals with logistics/politics/diplomacy, not tactical level decisions of which individual ship or regiment shoots at which, imo. Since you are not running super lethal battles, I think having whole fleet engagments or battles being decided in one turn of rolling would be enough while still letting people write-in for creative plans.
>>
>>4343956
>The details are fun but combat would take far too long with this system yeah. I think as Lady Solar our focus should be the strategic, political and personal layer of things instead of the tactical. Leave combat to the admirals and generals.
>>
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>>4344286
>Did the Sword and Spear get the 20% repair bonuses while the other got 10%?

Yes, a while back one of the anons asked to have repair priority transfered to two cruisers at 50% strength. This sort of makes sense since it means you'll have more ships battle ready sooner.

>Do the two planets in system have any orbital barrier strong enough to target any enemy vessels around them?

No, unlike Picromia the planets of Janeiro have no significant ground-to-space defence systems (the invasion would have been much harder if they did). The hives have some large scale void shields to make them harder to just bomb from orbit, like wise with key structures on the industrial worlds but they don't have anything that can shoot back.

>If Escort Squadron's 1st through 6th are strong enough to tank 1 more hit...

They're not. Escort squadrons are basically a team of three escort ships (like pic related). By itself an escort ship is pretty piddly and will die in one hit. (Hence escort squadrons taking damage in 33% increments.) If you like you can consolidate damaged escort squadrons into fewer full strength squadrons, or just send them back to Picromia and let them be reinforced overtime.

>>4344290
>>4345281
I'm definitely reworking the system so I can resolve a battle like the one we had previously in a single round. In the end I may only use it for battles that the MC is commanding personally, while using a simpler(but possibly more arbitrary) "auto-resolve" system for locations where she isn't present.

Just so you guys know; as of now Lady Solar Celestorus is physically on her flagship: Legion of Light. Should you see fit you can move her to a new flagship between turns or put her on an eligible planet which will become the Crusade HQ. (As of now Picromia is the only planet eligible for this purpose.)
>>
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Posting the updated map and introducing some more strategy layer mechanics.

New Map Icons: Systems which have naval assets in them will have a little ship icon next to them and systems that have ground assets will have a little soldier icon. There’s only so much info I can cram onto the map layer so right now the icons denote simply that one or more assets are present, not how many or what type. Crusade forces use blue icons while the NPA use dark green. Further icons may be developed should you encounter other factions.

New Planetary Conquest Mechanics: Landing troops on a planet and defeating it’s defenders is only half the battle. For a planet to once again serve the Imperial cause it’s infrastructure must be rebuilt and it’s population indoctrinated to serve the Emperor. After a planet is captured it goes through the following states:

Pacified: The planet is no longer actively resisting the crusade, however it cannot be said to be fully under Imperial control and a constant military presence is required lest the population rebel. If a pacified planet does not have an Imperial ground asset on it at the start of a campaign turn it will revert to enemy control and may spawn minor enemy ground forces. Pacified planets have purple icons on the sector map.

Compliant: Compliant planets have undergone a period of rebuilding and indoctrination. Institutions of Imperial governance have been established and the population is slowly accepting Imperial rule as the status quo. Compliant planets no longer require a continued military presence to stop them rebelling and can now begin contributing to the crusade (raising regiments etc…) However, much of the population still remember their old masters and may harbour some sympathy towards them. If an enemy force captures a compliant world they will regain full control of it in the next turn. A pacified planet becomes compliant if at the beginning of the turn it has a secure warp route back to the greater Imperium and there is at least one ground asset on it. Compliant planets have light blue icons.

Loyal: A loyal world is fully devoted to the Imperium. Depending on the type of world it will passively generate its own PDF regiments. Should an enemy force capture the world they will have to go through the same process of pacification and compliance. As of now there is no way to convert compliant worlds into loyal ones passively. Special actions and events are required. (The QM is still working out what those are.)

QM’s Note: Picromia is marked as loyal because it barely had a civilian population to convert and you are currently shipping in large amounts of colonists and personnel from the wider Imperium.

The above rules only apply to former NPA worlds. Worlds controlled by Xenos or with non-human populations will use a different system.
>>
>>4345412
Have you ever read Dark Empire Quest? It's a star wars quest but managing fleet assets and strategic planning is a big part of it.
>>
>>4345461
What are the colors for Pacified, Loyal, Xeno controlled, Chaos controled, and rebel controlled worlds?
>>
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>>4345482
I'm afraid not.

>>4345506

Pacified: Purple
Compliant: Light Blue
Loyal: Dark Blue

Everything Else: I'll choose a representation as it becomes necessary but for now, all you need to know is that if it's grey, it's not yours.

++++
And now we’re gonna have a little fun to tide you over until the next big campaign update.
++++
As the Crusade forces continued their battle in the Janeiro system, the wider Imperium was starting to take notice. Where previously the Novo Solo Crusade was just another warzone hungry for the ever limited resources of the Imperium the capture of Picromia and subsequent discovery of its mineral wealth bumped up the Crusade ever so slightly on the Departmento Munitorum’s priority list.

New Asset Types:

Reserve/Replacement(RR) Unit: A representation of a loose collection of men and equipment, often made up of fresh recruits from regimental home worlds or the remnants of under strength regiments. RR units can be expended to at the beginning of the campaign turn to restore a 50% of a regiment’s strength (more advanced units like mech, drop, siege etc… will not recover as much due to additional training and equipment requirements, subject to QM discretion), can only be applied to regiments in a non-contested system with a secure warp route back to the greater Imperium. Alternatively 2 can be used to create a new Line Regiment.

Tempestus Scion Regiment: Not to be confused with the Tempestus Scion Company which is a special forces asset. As a regiment sized formation they count as a full blown ground asset. Scion regiments are basically drop regiments but better. Being the elite storm troopers of the Astra Militarum they are not as easily reinforced as regular guard regiments, but still easier to find replacements for than Space Marine companies.

Super Heavy Regiments: Shadow Swords, Storms Hammers, BANEBLAAAADES! A regiment strength formation of the biggest guns the Guard can command. Basically an armoured regiment on steroids. Make sure they are kept properly supplied because they require a lot of fuel, ammo and maintenance to remain in proper fighting condition.

The Imperial Guard have decided reinforce the crusade with 4 Reserve Units along with…

>Roll a d10 for extra Imperial Guard Reinforcements:

1-2: 4 Reserve/Replacement Units, 4 Conscript Regiments.
3-5: 2 Line Regiments, 1 Mechanised and 1 Siege Regiment.
6-7: 1 Drop Regiment, 1 Mechanised Regiment, 1 Tempestus Scion Regiment.
8-9: 2 Armoured Regiments, 1 Mechanised Regiment.
10: 1 Tempestus Scion Regiment, 1 Super Heavy Regiment.
>>
Gonna have a very late lunch, then we're gonna roll reinforcements from the other Imperial sub-factions.
>>
Rolled 6 (1d10)

>>4345524
AAAAAAAAAAAAAAAAAHHHHHHHHH
>>
>>4345524
Forgot to ask, but did we manage to find any salvageable super heavy vehicles on that one planet, and the facility that created them?

>6
not bad
>>
Rolled 2 (1d10)

>>4345524
>>
>>4342327
>Not possible, there aren't enough surviving NPA personnel or civilians to create a regiment strength formation.

Also: captured enemy soldiers aren't going to turn around and fight for their conquerors on a dime, neither will civilians immediately embrace their new overlords. Put guns in their hands and they'll likely just turn them on you or themselves. It will take some time and indoctrination before you can raise regiments from the worlds you conquor.

what about making them in penal legions then ? Or they are that devoted to their cause ?
>>
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>>4345536
>...did we manage to find any salvageable super heavy vehicles on that one planet, and the facility that created them?

That will be resolved once you secure the Janeiro System.

>>4345566
>What about making them in penal legions then ? Or they are that devoted to their cause?

As I said it'll take some time and indoctrination and you currently do not have sufficient captured manpower to do this anyway.

++++

Grateful that they would not have to go through the Adeptus Mechanicus to access Picromia’s resources, the Imperial Navy does indeed dig a little deeper for its next contribution to the crusade. Unfortunately, the unreliable warp conditions of the Imperium Nilhus make it that much harder to move fleet assets across the Great Rift and get them where they need to go. In short you will still not be receiving that battleship.

However the Navy is promising you a battlecruiser and…

>Roll a d10 for extra Imperial Navy Reinforcements:

1: it’s attendant escorts! … (1 Escort Squadron)
2-5: 2 Light Cruisers, 1 Cruiser.
6-8: 3 Cruisers
9-10: 2 Cruisers, 1 Battlecruiser
>>
Rolled 5 (1d10)

>>4345585
>>
Rolled 10 (1d10)

>>4345524
It's here if you have time to read. It's great fun.
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Dark%Empire

>>4345585
>>
Rolled 1 (1d10)

>>4345585
>>
>>4345587
I hate you anon
>>
>>4345593
You mean you hate rng. They're the ones with the real power.
>>
>>4345594
It's easier to hate someone than an algorithm.
>>
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>>4345588
Oh it's a quest! Thanks, I'll take a look if I have the time.

The Adeptus Mechanicus likes to think that it is above being swayed by petty emotions. They would never admit that being denied ownership of Picromia had left them a bit… miffed. However, it was still in their interest to see Picromia secured and with the opportunity to study an enemy industrial world coming up there might be a Fabricator or two that could be convinced to send more aid.

>Roll a d10 for extra possible Adeptus Mechanicus reinforcements.

1-2: [Mechanicus support within the crusade == sufficient] (No additional Ad Mech forces).
3-6: [Minor Reinforcement Warranted] Gain 1 Skitarri Cohort and 1 Ad Mech Light Cruiser.
7-9: [Crusade lacking fleet assets, the Mechanicum shall compensate.] Gain 1 Ad Mech Cruiser and 2 Ad Mech Light Cruisers.
10: [Significant reinforcement required for crusade success] Gain 2 Ad Mech Cruisers, 2 Skitarri Cohorts and 1 Legio Cybernetica Cohort.
>>
>>4345596
TITANTITANTITANTITANTITANTITANTITANTITANTITANTITANTITANTITANTITANTITANTITANTITANTITANTITANTITANTITAN
>>
Rolled 8 (1d10)

>>4345596
>>
>>4345599
I'll take it
>>
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Lord Dante phlegmatically acknowledges the conquest of Picromia and the subsequent discovery of a strategic resource. Your performance was adequate and expected, for what good is a crusade that cannot even take a single world? Space Marines are a rare resource and there are many other warzones clamouring for astartes aid. Still perhaps the Novo Solo crusade is worthy of space marine reinforcement. Blood Angels aside, word of the crusade is reaching the wider Imperium and other chapter masters are considering lending support.

>Roll a d10 for Space Marine Reinforcements:
1: It is said that there is but a single space marine for every world in the Imperium, yet it is enough for the task at hand. That is so say, the marines you already have are enough for the task at hand (no reinforcements).
2-6: A single marine company and strike cruiser join the crusade. (+1 Marine Company, +1 Strike Cruiser).
7-9: Two more marine companies join the crusade. (+2 Marine Companies, +2 Strike Cruisers)
10: A chapter has decided to commit a formidable host to the crusade. (+2 Marine Companies, +1 Battle Barge).
>>
Rolled 7 (1d10)

>>4345626
>>
>>4345628
Let's hope that they don't come from near extinct chapters
>>
Alright let’s tally up all the stuff we got for the next reinforcement wave:

Ground Forces:
4x Reserve/Replacement Units.
1x Drop Regiment
1x Mechanised Regiment
1x Tempestus Scion Regiment
2x Space Marine Companies

Space Forces:
1x Battle Cruiser
1x Cruiser
1x Ad Mech Cruiser
2x Light Cruiser
2x Ad Mech Light Cruiser
2x Strike Cruisers

Hmm, will it be enough I wonder? We shall see. These reinforcements will arrive at the end of the next campaign turn. Spend your forces wisely, big reinforcement waves like this won’t happen often, though you might get the opportunity to acquire some new assets in other ways.

Alright I’ve got other things to attend to and I’ll likely take some time to retool the resolution systems for this quest. Expect the next campaign turn to commence maybe Friday evening or weekend. I’ll post a notice in the /qst general when it does. Maybe make a new thread if the current one is on it’s way out.

In the meantime feel free to theory craft, ask questions and give feedback. Maybe come up with some regiment/ship names? Otherwise they’ll get slapped with whatever I pull out of my ass.
>>
Oh I also have further a question:

How many of you guys are also following Planetary Govenor Quest? I'm kinda curious seeing both that quest and this one are 40k themed "management quests". And also because some of you keep trying to loot, salvage and press-gang everything we conquer... just like in that quest.
>>
>>4345712
I did long long ago but shmeh flaked too many times for me to read the last few attempts.
>>
>>4345712
I do

>SPoiler
That's just Anons my friend. (((Them))) to the end
>>
>>4345668
Name suggestions:
>1x Drop Regiment
342nd Elysian
>Battle Cruiser
Voidbreaker
>>
>>4345461
Is the colour of Picromia there a light blue or a dark blue?

>>4345668
Which chapters are these new Marine companies from?
As for the new battlecruiser and cruisers, what classes are they? I'll guess Overlord-class and Lunar-class because they're common and decent, and propose calling the Cruiser the Glowing Rapier and AM Cruiser the Kelvin's Wrath.
I propose the new mech regiment be the Third Pyntus Mechanised, because the the ASM and Kriegers are overdone and a long way away. Pyntus is a small, tidally locked Civilised World orbiting a large M-class star in the Menesthis Sector, northern Ultima Segmentum. Normally, Crusade forces are drawn from more established regiments and seldom from such backwater worlds (though this term is going out of fashion as of late), but in the Age of the Dark Imperium the beleaguered forces of the Imperium Nihilus can no longer afford to be picky and thus Pyntus was ordered to raise only the third mechanised regiment in its history. Primarily featuring Chimeras and some Leman Russes, the 3rd is too young to have developed a reputation akin to the more famous regiments, though the inhabitants of Pyntus are known to be somewhat gruff and possess an inexplicable dislike of Tallarns but as a result of their homeworld's tidal locking are capable of going very long hours awake and operating across a variety of extreme environments with ease.

>>4345722
The thread's still on page 1 and they typically take 3-4 weeks to drop off the board. It's got a few hundred posts still to go before its length starts to become a problem, so no need for a new thread for a while.
I did follow PGQ a couple of times but got burned by Shmeh's flaking. It should be called Planetary Groundhog-day Quest given how reliably he abandons it and starts over a while later every time.
>>
>>4345722
>>4345854
I feel bad about that. I try to run a decent quality quest when I can though
>>
>>4345712
It’s the only narrative way to rapidly accumulate fleet assets without paying out the nose and waiting forever, also salvaged ships are going to be under less scrutiny than newly built ships in major shipyards.

Rogue traders are also not the most orthodox of the emperors loyal subjects
>>
>>4345854
>Which chapters are these new Marine companies from?
>As for the new battlecruiser and cruisers, what classes are they?

The scope of this quest is too broad for me to account for specific ship classes so I don't keep track of that or represent it mechanically. I know I specifically said our flag ship was an exorcist class vessel and factored it's fighter compliment into certain posts but that was an exception. I may implement a "carrier" naval unit type later to account for ship classes with launch bays.

Specific marine chapters will be decided upon arrival. They'll either be drawn from chapters already present or be some second founding chapter that operates in the region. Again they'll function the same in the resolution system, but some chapters may prompt certain story events if their background warrants it.

>>4345865
Not criticizing you or your quest. That way of doing things makes perfect sense for a rogue trader. But this quest is not about a rogue trader or even a planetary governor. (Plus I also mentioned earlier that letting players salvage everything messes with my power curve. I'll let it happen, just not to the same degree as in your quest.)
>>
>>4345956
Youre right, I wasn’t beefing with you, mostly commenting because I am bored at work

Also I gotta say managing all this stuff is a bitch, I have a spreadsheet with like 6 tabs at home. I had some issues with the quest before where I didn’t keep good records and it becomes a bear to manage
>>
>>4345976
>Also I gotta say managing all this stuff is a bitch, I have a spreadsheet with like 6 tabs at home.

I hear ya. My spreadsheet doesn't have that many yet but it's slowly getting more as the quest opens up. Right up to the end of the conquest of Picromia I was just playing it by ear. It was only afterwards that I found myself having to fill out the spreadsheet. I knew the spreadsheet would come for me eventually... but nothing prepares you.
>>
>>4345999
>999
Damn. You could've used those trips on something nice.
When is the next update, and how long will it take to swap out the escort squadrons, and for the space marine companies to be reintegrated into their strike cruisers so we get that extra attack bonus?
>>
>>4346007
>Damn. You could've used those trips on something nice.
Not sure what the significance is there other than maybe being pleasing to the Omnissiah. Or Tzeench

>When is the next update, and how long will it take to swap out the escort squadrons, and for the space marine companies to be reintegrated into their strike cruisers so we get that extra attack bonus?

Should the anons vote for it, it can all be done before the next round of combat is resolved.

I'm looking to post the update calling for the next set of strategic decisions on Friday. I'll let the anons deliberate for a day then resolve the campaign turn over the weekend.
>>
>>4345999
Are you going to track cash or some sort of ubiquitous supply constantly throughout the campaign? Because of so I recommend a flow tab just for that, I use one of cash but you could easily use it for food or fuel or something else
>>
>>4346071
No cash, but I may put a supply and upkeep system into place. Well there already is a supply system taking shape but so far it's based purely on keeping a secure route back to the greater Imperium no numbers... yet.
>>
>>4346138
Gotcha, a running supply count might work, where you can almalgmate the various supplies into one main resource. Have each regiment and ship use x amount a turn.

Then the crusade is reliant on resupply convoys, where you could roll to see if they make it though vs get raided by pirates or lost in the warp, force you to make decisions about faster/slower campaigns and to attack places where enemy supplies are stored. Anyways just an idea I had. Not gonna give anymore unsolicited advice and just play the game like everyone else
>>
>>4346170
Rolling everything together into one single resource seems to be oversimplifying it a bit, and having a few different ones would provide the opportunity for some additional challenges without being too complex. For example, if the reinforcement troopships get sent to the Novo Sola sector instead by mistake then it may mean you have to rely more on support and avoid costly sieges for a while, or if pirates turn the promethium tanker ship into the Space Betelgeuse then it may mean armoured companies have to be used very sparingly until another can be scrounged up. It could also go the other way, with for example the Munitorum duplicating some paperwork and sending you a shipment of tanks twice or using a spearhead to take an enemy supply station to salvage their supply of shells before they can set off the demolition charges. Still though, it's just more things to consider with things being complicated enough as-is.

also, the whole "can we salvage it?" mentality reminds me of of House and Dominion, which should have been called House and Salvage.
>>
>>4346508
Yeah. The salvage salvage salvage mentality applies to /qst/ in general, not just 40k quests.
>>
>>4346508
Every quest is a salvage quest to me.
>>
>>4345668
I actually like battle system we have where you see the regiments duke it out. It feels like a major battle for a planet during a crusade should feel. I feel like a lot of the time that goes into them is just people rolling. While rolling is fun, if it's bogging things down, then I'm fine with seeing it condensed in fewer QM rolls. Based on your posts, it seems like you want more narrative type stuff. One thing you could do is have the battle go in two phases instead of three and add in a random event, maybe rolled from a table. Maybe the army finds some valuable tech, or enemy saboteurs destroy the supplies for the mechanized infantry, or a group of psychers are found locked underneath an installation, or whatever else. There's the element of planning for the unexpected or having to make interesting choices.

Also, you could have the players appoint "leaders" to manage the sorts of things people want us to not worry about. It's very reasonable to say that we shouldn't be too involved in the individual battles, but we would then be in charge of appointing those who would be. I can see this being a bridge between the big picture logistical/strategic stuff and the more detailed stuff. As the crusade goes on, people would be interested in the potential power and glory. I think there could be a lot of cool choices in this regard. For a totally made up example, you might have the following options for who might lead the ground assault on a planet:

>Deacon Mazandar: An influential member of the ecclesiarchy, he promises support in the form of poorly trained but fanatically loyal manpower (conscript regiments), as well as aid in bringing the world into compliance. Do note the Ministorum will have significant influence, maybe even trying to set up a shrine-world
>Baron Janus Morava: A second son of a notable noble house. He is young and inexperienced, but is determined and shows promise. He comes with a line regiment and will likely side with you in the game of faction politics, being a relative outsider eager to prove himself to you.
>Colonel Lance: A grizzled veteran of multiple campaigns, Lance is a highly competent, no nonsense leader who will make the most of what he's given. He is also likely to conflict with non-guardsmen as he may choose unorthodox deviations from initial plans to get the best results he can.

You get the idea. Personally, I like the faction stuff, so my suggestions are oriented towards that sort of thing. I can also see a similar thing with appointing planetary governors being possible. I don't know, I'm just spit-balling shit out there. I could be totally off base.

>>4345712
I played in one of the Planetary Governor Quests, but that QM just disappeared and made a new one later. He apparently has a habit of just dropping quests out of the blue, which really turns me off of his stuff.
>>
>>4346866
What if wee bully him into posting more frequently?

>>4346071
post more damn you!
>>
>>4346866
I like it. More character conflict is good.
>>
>>4346866
>Based on your posts, it seems like you want more narrative type stuff.

It's my curse. I'm a better game designer than I am a story teller. I yearn to spin an epic tale of the Novo Solo crusade, yet my brain keeps making up more rules instead of plot lines. I won't say I'm a bad writer (despite all the mistakes I make when I forget to proof read) But I just started reading Dark Empire, and damn the writting is good.

>>4346866
>Also, you could have the players appoint "leaders" to manage the sorts of things people want us to not worry about.

This is already planned. Once you begin to fight on multiple fronts you will need to start delegating.

If you had given Picromia to the Ad Mech a Dominus would have turned up and started squatting on Picromia, for better or for worse. I was certain the player base was determined to keep sucking off the Ad Mech until they got a Titan so colour me surprised when they chose Imperial control.

Also guys, no more bulling Shmeh, I think he gets it.
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>>4347225
>no more bulling Shmeh
>telling the Internet Hate Machine (tm) to not bully
Point at this man and laugh!

We would have totally given them the planet for a titan. Even a shitty, half broken Imperial Knight would have been enough if they offered one up front
>>
>>4347415
>>4347225
>>4346985
It’s just like middle school all over again
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>>4345668
Some random regiment and ship names from my past games.

2nd Arxican "Tigers of Ukarak"
77th Durbana
31st Neban

His Guidance
Golden Victory
Loyal
Excelsis
Delenda Est
>>
No updates today?
>>
>>4349264
Working on the next one as we speak, standby...
>>
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New Rules Update:
Before we proceed with the next campaign turn, I would like to quickly go over the new combat resolution system. Now instead of three rounds of rolls, we have one round and the different unit types will inflict a certain number of “hits” based on the dice values rolled. Pic related shows the damage ranges of various Imperial units based on a d10 result. For now, there are certain stats I have decided to keep hidden (including enemy stat lines) and I reserve the right to tweak, override and fudge the resolution of any stated mechanics as I deem necessary.

>Standby for further updates...
>>
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You are Lady Solar Irene Celestorus, commander of the Imperial Crusade to retake the Novo Solo Sector. You are currently on board your flagship: The Legion of Light overseeing the Invasion of the Janeiro System. Your enemy is the renegade human faction: The New People’s Army. Thus far your armies have taken control of the hive world of Janeiro Primus and the industrial world of Janeiro Seccundus.

The ground forces on Primus report that their position is relatively secure after space marine intervention broke the back of the enemy resistance. Your forces on Seccundus were a little more battered after enemy mechanised and super heavy units inflicted heavy casualties on your drop regiments before finally being overwhelmed. The situation in space was more tenuous: your fleet had failed to drive out the enemy naval presence and despite possessing more capital ships, compared to the NPA, your own ships were starting to look a bit worse for wear. It didn’t help that your intelligence officers predicted that the arrival of NPA reinforcements was imminent.

>cont
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>>4349296
Lord Admiral Arcturus continues to supervise the naval battle from the Legion’s bridge while you hold council with your own advisors in the conference room. Picromia is a relatively short distance away so you still have the chance to bring in some reinforcements of your own. Several messages had also come through since the invasion began. You are glad to hear news of reinforcements from the wider Imperium but they would take time to arrive at Picromia and likely won’t be available for deployment in the near future. Another message from the Adeptus Mechanicus had come through. This time they wanted to thoroughly examine the captured industrial world of Janeiro Seccundus and requested the appropriate personnel be assigned to the planet.

Secondary Objective Received:
++++
Deploy an Adeptus Mechanicus Ground Asset on the world of Janeiro Seccundus, and keep it there for a single campaign turn. Nearest (and only) suitable asset: Alpha Cohort, stationed on Picromia.
++++

After discussing the situation with your assembled staff two broad lines of thinking emerged:

It would be best to prevent incoming reinforcements from linking up with the NPA fleet rather than facing their combined strength at Janeiro. Interception would also deny the enemy the opportunity to land ground forces in the system. To this end some officers have proposed to send all available light cruisers and escort groups in Picromia to NS-061, the most likely route through which NPA reinforcements will come.

A more conventional plan is to simply rotate out our damaged light cruisers and escorts at Janeiro, replacing them with fresh ones from Picromia. Our depleted drop regiments should also be pulled back to Picromia and replaced with fresh line regiments. This plan also advocates sending all of cruisers to Janeiro save for the heavily damaged His Shield.

There’s also the question about whether to annex Itambe and Santarem. The systems will need to be secured eventually to ensure a supply line back to Janeiro. Intelligence suggests they are unlikely to be garrisoned by more than a single regiment of PDF-grade troops.

Your Orders Lady Solar?
>Cut them off at NS-061.
>Concentrate forces at Janeiro.
>Write In
>>
Okay guys I've updated the crusade status sheet to properly reflect which planets your assets are on. (I'd repost the sector map but nothing's changed and 4chan doesn't allow the same image twice, so you're gonna have to scroll up to >>4345461)

The decisions made now will determine where your forces are commited for the next campaign turn. I'm gonna give it a day so the anons from different timezones can have their say. Then Saturday Evening/Sunday we resolve the campaign turn.
>>
>>4349297
>Concentrate forces at Janeiro
Bring forward 3 fresh line regiments for each planet on Janeiro to replace the drop regiments. Send the Alpha Cohort to Secundus. Use 1 line regiment and 1 light to pacify and conquer Itambe and Santarem. This will leave Picromia undermanned but the reinforcements should arrive soon anyway.
>>
>>4349303
And get those planetside Space Marines back to their ships.
>>
>>4349313
Fun fact: Keep space marines on a planet too long they eventually become ground marines.
>>
crazy idea:
What if , we put our ships over the hive world and disable the hives void shields.
the revel army would have to decide between shooting us and risk killing millions if one of our ships falls from orbit or they have to retreat.
Unless they are made of stone i think this plan would work.
What do you guys think?
take a entire planet hostage?
>>
>>4349297
>>Cut them off at NS-061.
>>
>>4349297
>Cut them off at NS-061.
>>
>>4349303
Support
>>
>>4349303
+1
>>
Calling it a night soon. I should have worded it better but for the cut-off plan when I said all available light cruisers and escorts I meant only the undamaged ones from Picromia. Also if you're voting for the cut-off plan, specify if you'd like to send in anything else too (namely any of the cruisers from Picromia).

Remember: you have full freedom to move stuff around as you see fit; the plans are just templates, if you wanna tweak them or perform actions that aren't mutually exclusive feel free.
>>
>>4349297
>Concentrate forces at Janeiro.

I think we should send something to NS-061, but only a minor force; the Blade of Insight and an attendant escort group (the 7th if they have no astartes frigates). Rather then set up a visible battleforce, we let them lurk in the system with their superior astartes sensors and abilities, and play hunter to jump any lone stragglers if try and move through the system (and give a warning if something more then they can handle is on the way).

Meanwhile, we move the bulk of our untouched assets up to Janeiro; rotating out Cog, Gearheart, Jian Shang-Di and the wounded escorts back to Picromia once His Sword, His Spear, Golden hound, Stern Aegis, Opus Magnum, Leone Machina (bringing Alpha Cohort), Kobol and 8th through 11th arrive to relieve them and add to our strength.
>>
>>4349303
>>4349591
Supporting both of these ideas
>>
>>4349584
Where are you posting from op?
>>
>>4349605
UTC +8 Timezone
>>
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>>4349591
In addition to this, we should discuss naval battleplans for Janeiro.

I've got an idea, and it's a pretty risky and convoluted one, but I'll toss it out. We send a CA and a couple of CLs to Belem and leave some of our more damaged ships and a few empty troopships on the far side of the Janeiro system with a couple of escort squadrons, which may lead them to believe that we've left our damaged ships behind while we go after our next target. However, we hide the bulk of our fleet behind a planet or moon close to where the rebel scum will warp into the system, and the sight of a couple of valuable and damaged ships left poorly defended I think will be too tempting a target to pass up, and the lack of visible warships in the system may make them reckless. This is when the bulk of the fleet will appear and smack them up the arse while they try and go after their targets, which would be ordered to behave as though they had been caught with their pants down. Of course, it could also be a really dumb idea that risks splitting our forces and putting the ships least able to take it in the line of fire if they don't fall for it, but if the gambit works then it could be great. We can play speed-chess with the plans later once we know the size of the fleet from the recon.
>>
>>4349620
I like the initiative but though the crusade forces captured the planets they failed to push the NPA fleet out of Janeiro. So the NPA will be aware of your fleet movements in system and see you trying to hide.
>>
>>4349641
So the existing fleet is just lurking on the edge of the system and awaiting reinforcements? Or is the scuffle still ongoing?
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>>4349693
Ongoing, the exact time frame of a "turn" is malleable.
>>
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>>4349331
>>4349584
I'm down for almost anything, so long as we swap out the damaged infantry squadrons and Escort Squadrons for fresh ones so they can undergo repairs. The Skitarii units can hitch a ride on one of our cruisers.
>>
>>4349303
>>4349591
Support
>>
>>4349297
>Cut them off at NS-061.
Easier to fight them piecemeal than to risk it all in a big annihilation battle.
>>
>>4349297
>Cut them off at NS-061.
This is scratching an itch I have always had. Thanks OP.
>>
>>4349420
>>4350276
You voted before anon. Which is it do you want?
>>
>>4350331
Ah. That's my bad. The first vote.
>>
>>4349303
>>4349313
>>4349591
+1
>>
Emperor protects
>>
Need to run an errand, so the next update will be a little later than planned.
>>
>>4349303
>>4349420
>>4349486
>>4349591
>>4349593
>>4350162
>>4350602
Concentrate at Janeiro. With significant support for diverting the Blade of Insight + escort to scout NS-091. (And bringing back the space marines into space.)

>>4349396
>>4349401
Cut them off at NS-061

>Writing...
>>
Hey guys, sorry to say this but I've mis-managed my time a bit and I'm not really in the right frame of mind to do a proper update right now.

I'm gonna get some sleep, then update tomorrow when I have a clearer head.
>>
>>4351437
Quality > Quantity. Sleep well.
>>
>>4351437
Go to sleep you sleepslut
>>
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((Sorry, this took way too long, been feeling a little down and having to fight through that.))

The choice was clear: Janeiro was the prize, it was at Janeiro where you had to muster your strength and Janeiro where you would meet the enemy. Most of your staff where in agreement, and you were about to give the final order when…

“Our flank is exposed.” It was the captain of the Blood Ravens company: Kyran Vyers. Most of your human officers would have been hesitant to speak up so boldly but when an astartes spoke, everyone listened.

“When the fleet finishes its movement, there will be naught but damaged warships anchored at Picromia. The enemy could launch a lightening raid from NS-061 and inflict significant damage on our naval assets. It would be wise, Lady Solar to send a token force to NS-061 to verify the projected enemy fleet movements.”

“Very well captain, take the Blade of Insight and rendezvous with the 7th escort squadron in NS-061. Run silent and report any of the enemy fleet movements.” You say.

++Some Time Later, NS-061++
Captain Vyers surveyed the sensor hololith from the bridge of the Blade of Insight, after a few minutes seven warp signatures blinked into existence. Sensorum confirmed they were NPA ships: three cruisers and four light cruisers. After a while the cruisers warped out while the light cruisers started heading in a different direction.
“Send word back to the fleet and set an intercept course,” said Vyers. “Wherever those light cruisers are going, they will not arrive.”
++Janeiro System++
As expected, three NPA cruisers arrived to reinforce the fleet in Janeiro, the crusade fleet, reinforced with fresh light cruisers and escorts moved to meet them.

>Standby...
>>
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Rolled 7, 8, 5, 4, 8, 6 = 38 (6d10)

https://www.youtube.com/watch?v=W2RUH5Ng4P4

Alright people roll me 18d10s for the Crusade fleet in Janeiro.

I'll be rolling to "auto-resolve" the battle in NS-061
>>
Rolled 10, 4, 5, 8, 5, 5 = 37 (6d10)

>>4352775
I don't know what's happening anymore, but DAKKA DAKKA DAKKA!
>>
Rolled 4, 6, 6, 7, 5, 9 = 37 (6d10)

>>4352775
FOR THE EMPRAH
>>
Rolled 6, 4, 4, 3, 3, 4 = 24 (6d10)

>>4352775
>>
Rolled 9, 1, 6, 3, 8, 10, 4, 6, 4, 2, 10, 4, 4, 5, 10, 7, 3 = 96 (17d10)

>>4352785
>>4352803
>>4352806

Not Bad. The NPA will be landing ground forces on Janeiro Seccundus as well.

Roll me 7d10 for the ground battle.

I'll be rolling for the NPA space forces.
>>
Rolled 8, 9, 7, 10, 3, 3, 2 = 42 (7d10)

>>4352814
I'm just gonna roll everything here since they're not much
>>
>>4352816
Sounds good, tallying up the results now.
>>
Rolled 4, 9, 7, 8, 9 = 37 (5d10)

>>4352818
Oh and rolling for the NPA
>>
>>4352822
shit. why do they always roll way above average
>>
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>>4352826
Dunno, something, something 4chan dice.

Alright, took a little snack break before tallying the results:

Janeiro Space Battle:

Crusade Fleet: 35 hits
NPA Fleet: 27 hits.

Janeiro Seccundus Ground Battle:

Crusade Forces: 13 hits
NPA Forces: 11 hits

>Writing...
>>
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++NS-061++
The The Blade of Insight and it’s attendant escort approach the NPA light cruiser squadron while running silent before unleashing a devastating alpha strike. The sneak attack sees a ship immediately reduced to a glowing wreck while another one is severely damaged. The surviving ships rally quickly and immediately return fire, after a brief running battle Captain Vyers manages to make an emergency jump to the Santarem system. The 7th escort squadron was not so fortunate.

Vyers reports that he was not followed and the forces in Janeiro do not report detecting the light cruisers. In all likely hood the Blood Raven’s ambush had forced the squadron to pull back, abandoning whatever mission it had been assigned.

++Janeiro++

The newly reinforced NPA fleet surges launches a bold strike against your ship. One of their first moves is to secure a landing corridor to Janeiro Secundus so they could immediately deploy ground troops. Ground commanders report their lines coming under attack by enemy armour and mechanised units.

Over the next few days the battle rages both above and below. Your flagship: The Legion of Light acquits itself well, dealing a devastating blow to the enemy battle line and striking fear into the hearts of enemy captains. Finally after a week of prolonged conflict that sees four enemy fleet assets destroyed and your own fleet badly mauled, the NPA begin a fighting retreat.

The NPA light cruisers perform a solid rear guard action while their ground troops (who have not been able to break through your forces on Janeiro Seccundus) are evacuated into orbit. Eventually the NPA quit the system entirely.

Janeiro was finally under full Imperial control.

>cont
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>>4352861
In the aftermath of the fleet action the 9th Sidionian and 54th Savanna regiments were sent to secure Itambe and Santarem respectively. The PDF garrisons put up a token resistance before surrendering.

The Blade of Insight eventually limped back to Picromia where it put in for repairs. There was some concern whether Captain Vyers had overstepped his mission parameters. After all his actions had led to the complete loss of an escort squadron and he’d come dangerously close to losing his own cruiser and the marine company onboard. One had to tread carefully when censuring a space marine, on paper you had overall command of all crusade forces, in practice the space marines did what they will.

>”They were acceptable losses given the potential threat to Picromia, nothing more needs to be said.”
>Reprimand Vyers.
>Commend Vyers for his bravery.
>Write-In
>>
>>4352868
>>”They were acceptable losses given the potential threat to Picromia, nothing more needs to be said.”
>>
Gonna stop here for now guys. There might be some minor updates later tonight and over the course of tomorrow where I'll update the sector map and crusade force sheet, add in the reinforcements and post the findings of the Ad Mech investigations on Janeiro Seccundus.
>>
>”They were acceptable losses given the potential threat to Picromia, nothing more needs to be said.”
>>4352870
Thanks QM
>>
>>4352868
He is a veteran among the Blood Ravens which makes him either exceptionally old, very skilled, or both. He probably knew what he was doing.
>”They were acceptable losses given the potential threat to Picromia, nothing more needs to be said.”
>>
>>4352868
>>”They were acceptable losses given the potential threat to Picromia, nothing more needs to be said.
>>
>>4352868
>”They were acceptable losses given the potential threat to Picromia, nothing more needs to be said.”
There is a fine line between taking the initiative to go beyond mission parameters, and breaking orders in a reckless action. Given his experience and the outcome of this action, I trust in his judgement to determine which is which. He deserves a degree of autonomy to make the best of a situation when out of contact, and we'll make it very clear when he needs to stick to the plan, or else.
>>
>>4352868
>>”They were acceptable losses given the potential threat to Picromia, nothing more needs to be said.”
>>
>>4352868
>>”They were acceptable losses given the potential threat to Picromia, nothing more needs to be said.
>>
>>4352868
>>”They were acceptable losses given the potential threat to Picromia, nothing more needs to be said.”
>>
>>4352868
>>”They were acceptable losses given the potential threat to Picromia, nothing more needs to be said.”
>>
Next update might take a little while to materialize, please wait warmly.
>>
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You decide that while Captain Vyers might have walked right up to the limit of what his orders allowed; he had not overstepped them. Losses were to be expected in a crusade and space marines-even cautious ones-were aggressive by nature. It was worth noting however, that while the Blood Ravens were known for valuing knowledge and letting reason guide them, they could also be over zealous at times. Part of the chapter had fallen to Chaos during M41 and though the traitors had long since been purged the Blood Ravens sometimes pushed themselves to the point of recklessness so that “none would find them wanting”.

Some whispered that it was this impulse that had guided Vyers’ actions but ultimately: victory forgives all transgressions.

++++

Shortly after Janeiro had been secured, the much-needed wave of reinforcements arrived at Picromia. Notable among them is the new battle cruiser: Void Breaker and space marine companies hailing from the Crimson Knights and Black Guard; successor chapters of the Blood Angels and Raven Guard respectively. The crusade forces were somewhat depleted but with the reinforcements you could afford to launch a minor offensive.

The repair facilities in Picromia’s starfort have been restored to full capacity, allowing up to four ships to undergo heavy repairs. Janeiro Secundus has an orbital repair dock, but until the world could be made compliant, it operates at a reduced capacity and can only service two ships right now. The wreck of the NPA cruiser your forces had destroyed during the battle of Janeiro could be restored to full warship but that would take time.

Consolidation aside there were several outstanding issues:

Firstly your newly captured planets in Janeiro would need feeding. Itambe and Santarem were largely self sufficient but unless you captured an agri world soon, food shortages would start becoming an issue in the Janeiro system. Shipping in food from the wider Imperium was an option but it would hurt your prospects of future reinforcement.

Going forward you would also have to decide which “direction” for the crusade to take. You could try pushing towards the “west” round the Diabolis warp storm to attack the Horizonte system. Now that you’ve cut off their main avenue of reinforcement the NPA presence in the region can only get weaker. However, you know from captured NPA personnel that the region is infested with Orks.

You could also head “east” and systematically capture NPA held territory before finally launching the assault on Solo Nobre. This approach would see the crusade encounter the heaviest NPA resistance. The first target would be the fortress world in Sertao and unlike Picromia you could be sure the base there was fully armed an operational.

A third possibility would be to try and navigate the central warp routes that lead directly to Novo Solo, however the way was treacherous and the NPA considered the worlds along that route “lost”.

>cont
>>
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>>4354578
None of these choices were mutually exclusive, you could open up multiple salients if you so choose however spreading your forces too thin would be unwise.

++++
The Adeptus Mechanicus have performed a thorough examination of the enemy industrial complex on Janeiro Secundus and made some disturbing findings. The vast majority of the NPA technical support was provided by laymen! Secular technicians and craftsmen, only mildly augmented at best, they knew some basic rituals of construction and maintenance but were completely uninitiated when it came to worship of the Omnissiah! This…tech heresy is reflected in the quality of the NPA’s arms and armour; often simpler, using only basic las weapons and solid ammo guns. Their vehicles have reduced machine spirit assistance and often require additional crewmen to make up for this fact. It is noted that as a result NPA equipment is more reliable and easier to manufacture, but really there is nothing the Imperium can learn from them. While some commanders might prefer less advanced but more reliable equipment, such regression is foolish and un-necessary when you have the backing of the Mechanicum.

The NPA’s feared “super heavy” vehicles that gave the initial invasion force so much trouble are nothing more than primitive parodies of proper Imperial vehicles. They are basically large multi-turreted vehicles larger than a baneblade but smaller than a leviathan, more akin to small land-based warships than tanks. The designs are not worth appropriating, the Mechanicus assures you that once Janeiro Secundus is brought into full compliance the assembly lines can be altered to produce proper Imperial Super Heavy units.

One last revelation remains: if the NPA is a renegade Imperial province then all technical knowledge would previously be the domain of the Mechanicus. So who trained their technician caste? The answer is: the Mechanicus. Interrogation of NPA technicians reveals that this sector once had a forgeworld called Xitrelles. After Great Leader rose to power he managed to convince or coerce the adepts of Xitrelles into sharing some knowledge. Later the Diabolis warp storm cut off the warp routes and the world was considered lost.

In the long run this was good news. To reclaim a forge world on this side of the great rift would be a great boon to the Imperium. In the short term it would cause you a massive head ache vis a vis the Mechanicus.

>End of turn 2...
>>
>>4354583
From the map it looks like the closest agri world is Belem one jump away from Janeiro. Shouldn't be too hard to conquer.
>>
Sorry guys, today's update is more of an info dump and cosolidation update. I still need to prepare a few things before you get your next decision point.

I think the reworked combat system is indeed more streamlined than the first iteration but while it worked for this turn I'm not sure how well it will scale going forward. I also want to say that while the current crunch provides a framework if this turns into a narrated 4X game then there's a chance my brain might overheat trying to run it. Even actual 4X AIs in computer games start to chug once the players build enough stuff So I reserve the right to fudge and hand wave as needed.

(I've been reading the archived Dark Empire quest. Wow that stuff is rivetting, it captures the Empire building experience and the writing is much better than my own.)

It doesn't help that the honey moon phase of this quest is over and it's getting harder to work up the mojo to write. I don't want to be a faggot so I'm gonna try and keep this going even if it means slowing the pace down.

Any who, I hope you guys are enjoying things thus far, feel free to discuss things and maybe let me know what you want to see more or less of in this quest. No Titans!...yet Do you like the current style, would you prefer it to be more character centric? (Dark Empire is inspiring me to try telling a big picture story in a character centred way, right now the writing is still very zoomed out and impersonnal.) Do you think I should dial back the crunch a bit?
>>
>>4354578

The Agri-world of Belem is just one jump away from Janeiro, capturing that soon and fast seems a no-brainer. We won't be able to take Sertao undefended but I still think we should take that system, too; as soon as our regiments have recuperated enough. But once we have Sertao I think we should use the fortress-world as the fortress it is, and make further offensives in the 'West' until we take Macapa. Once we have a fortress-world anchoring each 'flank' we can then decide where to take the next phase of our crusade.
>>
>>4354604
Perhaps character interludes but I feel like too much would take away from the blood and guts at the core of the quest.
>>
>>4354604
No one expects you to run everyday. Most qms run sessions every few days and players can live with it. So slow down if you need to.

Dark Empire is awesome yes. I don't mind the crunching but more personal interactions would help build a greater narrative. Characters, not numbers, make a story after all.
>>
>>4354604
More crusade, more characters. We could use a bigger cast than we have now.
>>
>>4354608
I agree with this. Leaving the west for a while would also allow them to weaken a bit from supply and ork situations.
We may also want to send a scouting force up the center, probably some marines. With the warpstorm and cut off communications some of those worlds probably turned to chaos, some may be still loyal after being cut off from NPA and generally we want to learn about the situation.
>>
>>4354604
I'd love to see more of our Lady and the people under our command (and those that aren't), perhaps even the odd short interlude from another PoV. The wargaming remains the meat and bones of the quest, but the characters should become characters rather than just names.

>>4354636
Given how hazardous the warp routes and orbital spaces likely are, are we sure we want to be sending valuable assets down there? If the Marine cruiser hits a dangerous Warp feature and dies or otherwise gets screwed over by Rift phenomena, that's a big loss.
>>
>>4354705
The marines have a much higher chance of returning, at this point I would rather risk possible loss of a strike cruiser than likely loss of a capital ship. At any rate the danger level is unclear and this is something we have to do in short order.
>>
>>4354604
I want to see more of Lady Celestorus and a few more characters. Right now we only have Arcturus and Vyers. We could use a governor or an imperial guard General and more interactions with them.
>>
Thanks for your response guys. You've certainly given me a lot to think about. I'll probably post the next update towards the weekend. Maybe over the weekend if I'm super lazy.
>>
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There is one thing we have yet to try in this quest: diplomacy.

The "Great Leader"will have to go obviously and no doubt he will sacrifice every planet in the sector to save himself, but beyond that we have room to work.

So, lets go on offense in both directions.
Send a smaller force west to secure Belem and its neighboring NS worlds, assuming that the majority of their forces are posted east. Once we take the agri world, open up negotiations with the local commanders of the east. Promise them that if they agree to a cease-fire we will continue to supply them with (some) of the food from Belem.
They should agree as they know that cannot fight both orks and the imperium at the same time while only on half rations. This deal slows the advance of the orks as they will have to go through the Peoples Democratic Republic of Novo Solo, frees up our west flank, and maybe even gets some planets to join us willingly if the orks are to strong for them. For the New Peoples Army... they live another day under this deal.


The majority of our forces should attack Sertao asap. Its a perfect FOB, and one I don't want to try cracking after the "great leader" has had the time to fortify it. Its going to be a hard fight I feel, but its only going to get harder the longer we wait.

IDK if sending probes out ahead to understand the domestic political situation is worthwhile, but its also worth considering.
>>
>>4358601
>I don't want to try cracking after the "great leader" has had the time to fortify it
I'm pretty sure it's already been fortified to hell. There's no way Fearless Leader is too stupid to know how warp routes work and he's already had enough time to reinforce the planet since we spent a bunch of time securing Picromia and Janeiro. We're going to have to bite the bullet and take the planet, but we can potentially wait on it. I'll spitball ideas while QM is out.

One option we have is to secure NS-061 and the arid, minor colony on Sertao, and then just not bother with an assault on Sertao. We could achieve void superiority and just blast the fuck out of the fortress world over time, destroying most of the infrastructure, but avoiding a bloody assault. We'd have to throw all of our void assets into the system, leaving us weak to our west, and giving the enemy time to reinforce with void assets while we go through the bombardment process.

I'm also thinking we could secure NS-061 and then just leave it be. The system itself isn't valuable, so we could afford to have it get taken by the enemy while we focus on the west. The system would be a warning outpost (glorified speed bump) that would allow us to react to any aggression from the traitors. It would rely on us being able to react and reinforce quickly. It would take less time and resources, but would be a lot riskier.

Alternatively, we could just throw the kitchen sink at Sertao and deal with the bloodshed. There wouldn't be any benefit in waiting for us, but the enemy could start producing more assets, so the right choice would be to just go all in immediately. I don't see diplomacy working on that system, since the enemy will probably make sure they have only the most loyal people there for their defense.

I like the idea of going to the western part of the sector and being more diplomatic. I'm thinking we might go to one of the systems and being really generous with them. Something like high autonomy, full amnesty, whatever. Then, the rest of the systems will trust us more, so we can be a bit more firm when dealing with them. If a planet refuses, we crush the ever living shit out of them. Heaven if you do, hell if you don't sort of negotiations.

Again, I'm just spitballing shit and would like to hear what you guys have to think
>>
You are Lady Solar Irene Celestorus, commander of the Imperial Crusade to retake the Novo Solo Sector. After your forces seized the main enemy system of Janeiro you called a war council onboard your flagship, the grand cruiser Legion of Light, to discuss how best to pursue the next phase of the crusade.

Sitting in the conference room with you now is High Admiral Arcturus and Lord Militant General Sigmund. Captain Raphaen, the overall commander of the space marines and the Adeptus Mechanicus representative, Arch Magos Tellmar, were attending remotely via hololith.

“We should strike Sertao immediately, with the enemy depleted after their counter attack on Janeiro their defences will be at their weakest,” said Sigmund.

Sieghart Sigmund was well established among your peers, for a while everyone thought he would be the one to lead this crusade, that the role had been given to you frustrated him to no end. If Sigmund held any grudge he was savvy enough not to display it openly, but you could see the man was hungry for glory.

“Lord Militant, may I remind you that our own forces are also depleted.”

It was Arcturus, the overall commander of the crusade naval forces. The man often gave off the air of bored annoyance, but behind this façade was a sharp mind, always watching, always calculating, waiting for the exact moment to strike.

“High Admiral, with this wave of reinforcements we can scrape together just enough to take Sertao. We have nine guard regiments and five companies of space marines at or close to full strength. If we move now we can win this!”

“Our ground forces may still be… viable, but our fleet assets are in far worse shape. We only have five capital ships at full combat readiness and that’s after counting the space marine vessels. Should we commit to this attack I cannot guarantee void superiority. Sertao is also a fortress world, the price of taking it will be steep, perhaps too steep.”

“And if we allow the NPA to reinforce it the price will become steeper still.”

“Even if we take Sertao, by the time we’re done our forces could be so badly mauled that were any major threat to hit us, we’d be pushed all the way back to Picromia.”

>cont
>>
>>4359063
Seeing the two are at an impasse you raise a hand for silence and turn to Raphaen and Tellmar.

“Do the other members of this council have anything to add? Perhaps an alternative strategy?”

Raphaen speaks. “Sigmund and Arcturus are both correct, Sertao is now at its most vulnerable but launching a full invasion poses a grave risk. I propose a lightening raid, much like the NPA attempted to launch against Picromia. We take a group of fast ships to Sertao and destroy any targets of opportunity. This should delay any attempts by the NPA to mass their forces.”

“I propose launching a scouting mission to map new warp routes,” said Tellmar. “The map of known routes in this sector is incomplete, there is a chance a route exists that will allow us to bypass Sertao. I have liaised with Captain Vyers of the Blood Ravens, he is offering support from the company Librarians. Together with the superior navigation equipment onboard the Kelvin’s Wrath we can improve the chances of successfully charting the central warp routes by 25.33%.”

“What are the odds of doing this with a conventional scout group?” You ask.

“42% with an error margin of 90.01%, when it comes to the warp it is hard to make estimates.”

One thing you had to keep in mind with the Mechanicus was that they followed an agenda that was not always parallel to yours. Knowing that there was a lost forge world in the sector meant that Tellmar would take every opportunity to run off and search for it.

>Prepare for a full invasion of the Sertao System. (Muster all available assets at 80%+ strength not occupying pacified worlds and attack Sertao.)
>Hold Position for now and give your forces time to recover.
>Launch a raid on the Sertao System. (Commit the two fresh strike cruisers + SM companies along with all fresh light escorts.)
>Approve Tellmars scouting mission. (Blood Raven’s 6th company transfer to Kelvin’s Wrath both assets become unavailable for an unknown period of time.)
>Write In

((Gonna ease back into this quest with this post and leave you with this meaty decision over night. Don’t worry if you wanted to invade Belem, we’ll get to that decision next. Been binge reading Dark Empire and am now going to try and follow it’s example of presenting macro decisions through character dialogue rather than just stating them ))
>>
>>4359066
>Launch a raid on the Sertao System. (Commit the two fresh strike cruisers + SM companies along with all fresh light escorts.)
>>
>>4359066
>Prepare for a full invasion of the Sertao System. (Muster all available assets at 80%+ strength not occupying pacified worlds and attack Sertao.)

After setao we will be in a better position to build up and/or go east, with it as a chokepoint.
>>
>>4359108
>and/or go east
I meant west here
>>
>>4359066
>Prepare for a full invasion of the Sertao System. (Muster all available assets at 80%+ strength not occupying pacified worlds and attack Sertao.)

I know its risky but I feel we must widen the toe hold we have in system. It is already fortified, but if we do not take it out now there will be no end of problems. the NPA will launch raids on us from a fortified fob, and will have the local infrastructure to repair faster than we do. If we take it we will have a far more secure flank and force the NPA to repair at a much slower pace. Additionally we may be able to launch raids of our own from Sartao on the much softer targets further east.
>>
>>4359066
>Launch a raid on the Sertao System. (Commit the two fresh strike cruisers + SM companies along with all fresh light escorts.)
Also like the new update style qm
>>
>>4359066
>Launch a raid on the Sertao System. (Commit the two fresh strike cruisers + SM companies along with all fresh light escorts.)
A lightning raid will not only have the potential losses if the odds of losses are high, but soften up the fortress world a bit for us until out fleet is at 100% capacity. Not to mention giving us an idea of what assets they have stationed there and what kinds of resistance we should expect of the fortress world.
>>
>>4359066
>Launch a raid on the Sertao System. (Commit the two fresh strike cruisers + SM companies along with all fresh light escorts.)
>>
>>4359066
>Approve Tellmars scouting mission. (Blood Raven’s 6th company transfer to Kelvin’s Wrath both assets become unavailable for an unknown period of time.)
>>
>>4359066
>Launch a raid on the Sertao System. (Commit the two fresh strike cruisers + SM companies along with all fresh light escorts.)
We cannot take the pedal off gas now but we still need time to recuperate our losses.
>>
>>4359066
>Hold Position for now and give your forces time to recover.
>>
>>4359066
>Launch a raid on the Sertao System. (Commit the two fresh strike cruisers + SM companies along with all fresh light escorts.)


We need to take Belem asap for more near supplies, and probably NS-061 has a buffer system if we don t take Sertao immediatly. Also it s better if we repair some of the fleet damage since we did plenty of battles so far.
>>
>>4359101
>>4359668
>>4359921
>>4360116
>>4360397
Raid Sertao

>>4359108
>>4359131
Invade Sertao

Tellmar's scout mission is not mutually exclusive so I'm gonna revisit it with the next batch of minor decisions.

>Writing...
>>
>Raid Approved

“The opportunity to strike Sertao is simply one we are not in a position to take. I think a raid on the system will keep them off balance until we are.” You nod to the holographic image of Raphaen. “I leave the execution to you Captain, select an appropriate strike team from among the assembled astartes, the Navy and Mechanicus will grant any additional vessels you need.”

Raphaen nods and cuts the link. Arcturus seems satisfied but you can tell Sigmund is unhappy. You decide to give him a bone to chew on.

“Aside from Sertao there is also the matter of securing an agri world to keep Janeiro fed. That world is Belem. Since we’re not committing to a massive push against Sertao just yet, surely we can spare some forces to quickly capture it?”

“While it’s unlikely there will be a major enemy force there I doubt we can just send in a single regiment and expect it to roll over like Itambe or Santarem. Being Janeiro’s bread basket I imagine it has more than a token garrison,” said Arcturus.
Sigmund shrugs dismissively.

“We can use our two siege regiments from Janeiro Primus and top them off with the 3rd Pyntus mechanised to use as a spearhead force, should be more than enough to break any resistance. While we’re at it send the Legion, Void Breaker and Glowing Rapier. A force like that should be enough to get any opposition to shit themselves and run off. Once we’ve kicked the NPA off Belem we can leave the siege regiments and cruiser to watch our back while we pull the rest back for the real fight.”

>Approve Sigmund’s Plan.
>Write In/ Suggest a different combination of forces.

“Lady Solar,” arch magos Tellmar speaks up. “With the agreed upon deployment, committing the requested resources to my scouting mission will have a negligible effect on overall crusade strength. May I requisition the Blood Ravens 6th company to provide protection and navigational aid?”

>Approve Tellmars scouting mission. (Blood Raven’s 6th company transfer to Kelvin’s Wrath both assets become unavailable for an unknown period of time.)
>Deny.
>>
>>4360479
>Write In/ Suggest a different combination of forces.
I'd like to scour any records we have of the agri world. Do we know the temperament, climate, land to ocean ratio, mountains? Do we have anything on them at all?
>>
>>4360479
>Write In/ Suggest a different combination of forces.

Approved
But in addition send the 89th Praetorian
and the Excelsis Light Cruiser. Avoid suffering losses and use fleet support for take over the planet faster.


>Deny.
"Until the raid on Sertao confirms how much strength the NPA has gather in the system and the amount of defenses on the world, we will need any force available for the future invasion. But when Sertao is taken, we should be secure enough in our position and i will allow your mission. Perhaps even with additional forces if i can spare them."


///

Other orders :

- Scout NS-061 with the Delenda Est and Corvus Castellan. Scouting mission for gather data about the system and NPA forces presence there. Avoid fleet engagements unless they can be easily destroyed without suffering any damage and then fall back to Janeiro with the mission complete. Or in case of NPA fleets arriving in the system.

- Rotate damaged ships to the Picromia shipyards and send the healthy ones in Janeiro.

- Continue our campaign of NPA and sector information/data gathering that we already did in Picromia, in Janeiro, Itambe and Santarem by using small tech priests teams.

- Request an assasinorum agent. The assasination of high ranking generals and admirals present in Sertao would be a heavy blow to NPA morale and coordination in the system, and could allow the invasion a greater degree of success.
>>
>>4360480
Officially classed as a temperate world Belem has 60% of it's surface covered by ocean. Land mass is mostly spread across two major continents with biomes ranging from tropical to tundra.

Being an agri world the vast majority of the planet's surface is given over to farming, ranching and fishing.

>>4360542
Delenda Est, Excelsis and Corvus Castellan are commited to the raid on Sertao.

>Continue our campaign of NPA and sector information/data gathering that we already did in Picromia, in Janeiro, Itambe and Santarem by using small tech priests teams.

Already done.

>Request an assasinorum agent.
You can put in the request, but that will need to go all the way back to Terra for approval. The sheer distance alone means the chances of it being approved this century are slim.

Tell you what, roll me a d10 for an assasinorum agent.

1-7: You-are-applicant-number-1,348,972. We apologize for the delay but assainorum agents are in high demand, the high lords of Terra will review your request as soon as possible. The Administratum thanks you for your paitience.
8: Eversor
9: Vindicare
10: Callidus
>>
Rolled 3 (1d10)

>>4360565
Ok
>>
>>4360479
>Approve Sigmund’s Plan.
>Approve Tellmars scouting mission. (Blood Raven’s 6th company transfer to Kelvin’s Wrath both assets become unavailable for an unknown period of time.)
>>
>>4360479
>Approve Sigmund’s Plan.
>Deny.

>>4360566
oh well
>>
>>4360479
>Approve Sigmund’s Plan.
Add another line regiment or two to reduce losses.

>Deny
>>
>>4360479
What's the repair rate of ships again?
>>
Rolled 2, 2 = 4 (2d4)

>>4361157
I'm reworking the repair mechanic behind the scenes, at previous rates it would take a stupid amount of time for anything to get fixed.

For now I'm gonna say:
-Ships can repair themselves by 25% provided they're not commited to battle this turn and provided they're not under 50% strength.
-If they're in a compliant industrial system the 50% restriction doesn't count.
-Picromia and Janeiro have repair facilities that can grant an additional 25% worth of repairs to 4 ships and 2 ships respectively. By default these go to the most damaged ships.
-Since escort squadrons represent groups of 3 ships I will roll 2d4 to determine how many replacements the navy sends. This is capped based on how many squadrons you have so you don't get to keep the excess to make new squadrons.

-For now. Regiments not commited to combat this turn recover 25% provided they have a secure route back to the greater Imperium.

My game designer brain is putting together a system that has all sorts of rules caveats. Time will tell if I decide to go with something more crunchy, or just use GM fiat to give you repair/reinforcement numbers that "sound fair"

Rolling the number of escort replacements you guys get.

>>4360542
>>4360609
>>4360666
Sigmund's plan more or less approved.

>>4360542
>>4360629
>>4360666
Tellmar Denied

>>4360609
Tellmar Approved

>Also Writing the out comes of the last two decisions.
>>
On the edge of the Sertao system six vessels exited the warp; the Imperial raiding force tasked with striking targets of opportunity within the fortified system. Captain Yarrow of the Black Guard had been assigned overall command of the operation, a natural choice seeing as the Black Guard were successors of the Raven Guard, a chapter renowned for their expertise in hit and run tactics.

Judging from the results of preliminary scans, imperial intelligence had been largely correct in it’s assumption that Sertao would be defended mostly by a damaged fleet, mostly stragglers from the attack on Janeiro. Most of the cruisers were docked in the system’s star fortress undergoing repairs. A few of the other ships were docked in more exposed repair slips while other were clearly waiting in line for facilities to become available.

Yarrow considered his options carefully before relaying instructions to the rest of the ships in the raiding fleet. Once they began their approach strict radio silence would have to be observed to avoid pre-mature detection.

((Since this action is a special operation, I’m going to switch to a 3d100 system similar to that used in Black Company. I liked that system because it gave the QM several “levers” to adjust the difficulty. This version will be roll over and for now there will be no crit successes or fails. 1s and 100s will be just another result.))

This is 3d100 roll over.
DC: 50 – 30 + 15 = 35
-10 Space Marines
-5 Raven Guard Expertise
-5 Ad Mech Efficiency
-10 Element of Surprise

+10 Fortified system
+5 Enemy Picket Ships

>0 Successes: You get caught off guard.
>1 Success: Most of the potential targets are just too well protected.
>2 Successes: You manage to hit a few targets.
>3 Successes: They don’t know what hit em.
>>
Rolled 84 (1d100)

>>4361898
>>
Rolled 72 (1d100)

>>4361898
>>
Rolled 13 (1d100)

>>4361898
>>
>>4361909
>>4361912
>>4361914

Writing...
>>
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++Meanwhile in Belem++

Your small group of capital ships arrives to find the system guarded by a small enemy battle group consisting of 2 light cruisers and a single damaged cruiser. The cruiser was likely a survivor of Janeiro that had chosen to retreat to Belem rather than Sertao.

As Sigmund predicted the enemy ships did indeed “shit their pants” and immediately began to disengage. The whole fleet would have escaped if Arcturus hadn’t “sniped” the cruiser at extreme range with a nova cannon. After that the stricken cruiser was easy pickings for the Legion’s attack craft.

The ground forces however were deeply entrenched…

>Roll 4d10 for ground combat.
>>
Rolled 8 (1d10)

>>4361932
>>
Rolled 1 (1d10)

>>4361932
>>
Rolled 9, 4 = 13 (2d10)

>>4361932
>>
Rolled 7, 2, 8 = 17 (3d10)

>>4361938
>>4361939
>>4361951
These'll do...
Rolling for NPA.

Writing...
>>
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It seems the NPA had been waiting for you and had fortified the planet as best they could. Their forces extracted a heavy toll on your spearhead units as they tried to break their lines. Despite the valiant efforts of the newly deployed Pyntus mechanized the NPA lines held firm.

Annoyed at the delay Lord Militant Sigmund took personal command of the ground forces and co-ordinated a prolonged bombardment of the enemy positions. After being tenderized, the NPA forces surrendered, granting you control of the planet.

Ground Battle over Belem:
Crusade Forces: 8 hits
NPA: 7 hits
>>
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Sorry it took so long, conveying information through actual dialogue is hard...

You are Lady Solar Irene Celestorus, currently within the strategium on board your flagship: the Legion of Light. In front of you your defacto second in command, Lord Militant General Sieghart Sigmund reviews various reports coming in from the ground forces on Belem.

“The regimental commanders report all objectives secured.” He says without turning to you. The battle was won but the way he was frowning at the information read outs betrays his dissatisfaction.

“Something on your mind Lord Militant?” You ask.

Sigmund gives you a scowl that says: ‘You know damn well what’s on my mind.’ But the words that actually come out of his mouth are: “The enemy were well dug in here. They could have held out longer if they wanted, I wouldn’t put it past them to simply lack the spine but the NPA have proven capable of stubbornness before and the units that have surrendered or been confirmed destroyed just don’t quite add up to what the initial round of resistance would imply.”

“What could that mean?”

“I don’t know. Maybe they had time to evacuate a few people, or maybe we just killed more than we thought. They didn’t have the decency to just roll over so I let the Kreigers tenderize them for a few days, it could just be the fog of war.”

“That NPA Colonel back on Picromia told me the rebels would attempt to bleed us dry right before a marine put a bolt in his head. I suspect a significant portion of the enemy regiments have gone to ground and are preparing to launch guerrilla operations.”

Sigmund snorted. “Let them try, we’ll be leaving at least two siege regiments here to keep a firm grip on our new bread basket.”

>cont...
>>
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>>4362111
“Siege regiments don’t respond quickly enough for proper counter-insurgency operations. We’ll need a scalpel to their hammer. I do have a few squads of bored astartes lying around. They’d be perfect for quashing any insurgency that crops up.”

Sigmund’s eyes widen at the suggestion. “By the Emperor Ire- Lady Solar. Have you forgotten which chapter those ‘bored astartes’ are from? The Flesh Tearers have a reputation for brutality that goes beyond zealous fury and straight into naked blood lust! Their deployment is a public relations disaster waiting to happen!” Recognising he has forgotten himself your Lord Militant takes a moment to regain his composure before continuing.

“Send your company of Tempestus Scions instead. They have the right skill set for rooting out guerrillas and mores to the point: they are disciplined.”

He was right, the scions were disciplined which was why you had a company of them under your direct command. A small force of well equipped, efficient killers to be the trusted executors of your will. In the absence of a mission they served as your bodyguard. Sending them in would leave you without one, not that you were particularly exposed on board a grand cruiser surrounded by navy arms-men but still…

>Send in the Strom Troopers Scions, to crush the rebel scum they will cut out any hidden resistance with precision and discretion.
>Send in the Flesh Tearers, let their brutality serve as an example to any who would rebel.
>Transfer in a drop regiment or light regiment (specify which one). They can handle guerrillas and we won’t have to use any of our special forces assets.
>Write In

Also:

Raiding fleet has returned to the Janeiro System, and all eligible assets have received repair/reinforcement.

>End of Campaign Turn 3
>>
>>4362114
>Send in the Strom Troopers Scions, to crush the rebel scum they will cut out any hidden resistance with precision and discretion.

Propaganda poster to be distributed to troops.
>>
And so we end campaign "turn 3". Combat wise it's been a bit of a "nothin doin" turn. There will likely be more turns like this as the crusade can't always be on the offensive.

I've said before that while I had an overall plan for the quest I'm pulling a lot of the details out of my ass. This is evidenced by the constant tweaking of the balance between fluff and crunch.

I think the current combat system is great for big set piece battles but for smaller actions it's a bit of a pain in the ass for me to set up the spread sheets just for four units to have a slap fight. I definitely plan on using the Black Company System (for lack of a better turn) more often.

I'm also gonna try to better use QM fiat to override mechanics when they risk bogging down the quest and/or making things boring.

What do you guys think? How's the balance between fluff and crunch?

>>4362128

Haha! Nice. Unfortunately it doesn't quite translate for us... I mean they were doing okay under the NPA until we came and bombed them into submission.
>>
>>4362140
> How's the balance between fluff and crunch?
Seems fine to me.

>they were doing okay under the NPA
Man can never be ok when away from the God-Emperor's guidance
>>
>>4362114
>>Send in the Strom Troopers Scions, to crush the rebel scum they will cut out any hidden resistance with precision and discretion.


>>4362140
i like it, there is enough of both now.
>>
>>4362114
>Send in the Stormtroopers
They will serve as "Phase 1" of pacifying the planet, in the short term after conquest when the shock wears off and unrest and insurgency becomes its most threatening and control most tenuous. If we have any intelligence assets, we can divert some or set up some to work with the special forces to increase their counter-insurgency ability (after all, a rapier is no use if you don't know where the chinks in the armour are). After some time (months, most likely), we can review rebel activity and if it has been reduced sufficiently with enough checks met we can move to "Phase 2", and redeploy the Scions back to a combat role and replace them with a more standard light regiment for peacekeeping. Nonetheless, this is still just a stopgap measure, and after the Crusade is over, counter-insurgency should become the shtick of the Arbites and new PDF as "Phase 3", though it won't be our problem by that point. They likely won't have any means of off-planet comms to receive direction or supplies from or send intel to, so I anticipate their insurgency being about trying to harass us as much as possible, and our response should be to break them up as thoroughly as we can to prevent them forming a cohesive resistance network or, Emperor forbid, actually launch another local uprising.
>>4362140
>What do you guys think? How's the balance between fluff and crunch?
Too early to get a comprehensive judgement on that, but it looks promising.
>>
>>4362168
Well, a stiletto rather than a rapier, but you get what I mean.
>>
>>4362114
>Send in the Flesh Tearers, let their brutality serve as an example to any who would rebel.
>>
>>4362111
>Lady Solar

Why are we Lady Solar again? That would imply that we're the functional military commander of segmentium Solar, able to call upon the full military resources of the most populous and productive fifth of the Imperium's territories; and I thought that we were a little more limited in scope then that?
>>
>>4362416
Lord Solar only refers to the person in charge of a crusade. It's an alternative for Warmaster due to the negative connotations.

https://wh40k.lexicanum.com/wiki/Warmaster
>>
>>4362114
>Send in the Strom Troopers Scions, to crush the rebel scum they will cut out any hidden resistance with precision and discretion.
>>
>>4362114
>Send in the Strom Troopers
>>
>>4362114
>>Send in the Strom Troopers Scions, to crush the rebel scum they will cut out any hidden resistance with precision and discretion.

>>4362140
I think the balance is all good for now. I'm okay with quiter turns as both forces recover and plan the next stages.
>>
>>4362424
>https://wh40k.lexicanum.com/wiki/Lord_Commander

>Imperial Guard
>A strategic rank of the Imperial Guard subordinate only to the Lord Commander Militant, the five Lord Commanders of the Imperial Guard are each responsible for the Guard forces in each of the Imperium's segmentums.

Even if you accept the argument that there can be more then those five lord commanders (which I would), the Lord Commanders Solar, Tempestus, Pacificus, Obscurus and Ultima are specifically those five with their own Segmentium military command.
>>
>>4362416
>>4362424
>>4362905

These distinctions in rank have caused me a minor head ache. Everything has different conotation depending on what combination of Lord, Solar, High, General and Admiral is in the title.

For example I retconned Arcturus' title to High Admiral because I felt it was more fitting than Lord Admiral, and both of those are different to Lord High Admiral according to Lexicanum.

Also looking back I forgot to post the results of the raid, oops.

++++

The raiding force expertly approaches their assigned targets running silent. The attacks are staggered to inflict maximum confusion. An escort gets ambushed here, a light cruiser comes under attack there. Confusion runs rife amongst the NPA and prevents them from mustering a coherent response, by the time the raid is complete several enemy light cruisers and escorts have been “sunk”.

Captain Yarrow is disappointed that none of the enemy cruisers could be hit, but those ships had been tucked away behind defence platforms or docked within the local star fortress, attempting an attack on those would have been too much of a risk and the crusade had to conserve it’s fleet assets.

>The NPA has lost 5 light cruisers and 2 Escort Squadrons, all previously damaged from the battle of Janeiro.

I might post some minor decision updates over the enxt few days, but the next campaign turn won't be till around next weekend, maybe thursday if you're really lucky.
>>
>>4344226
>>4344157
Chapter Master Quest QM here. Just notifying that my minions are already reverse engineering this fine piece of star charting tech. Kudos to you! And a lovely quest, keeping an eye on it.
>>
>>4365706
Was gonna reference this
>>4344247
But whatevs. An extra bump for you, this quest deserves it.
>>
>>4365706
Glad to be of help.
Which program did you decide to use in the end?
>>
((Gonna resolve the Belem insurgency before the next turn.))

>>4362128
>>4362162
>>4362168
>>4362595
>>4362665
>>4362698
Imperial Storm Troopers

>>4362199
Flesh Tearers

You decide to heed Sigmund's advice. The Flesh Tearers would certainly instill a primal fear of retribution in the population but such tactics could easily backfire. Your company of tempestus scions would be better able to eliminate the threat without needlessly antagonizing civilians.

++++

A few days after Belem was pacified reports start coming in of suspicious activity around the population centres. Instances of gross incompetence leading to the loss of food shipments, and guard patrols going missing. All the information pointed to a rising NPA insurgency movement, just as predicted. Your scion company has finished deploying and is co-ordinating with the garrison commanders on how best to crush the insurgency.

Roll 3d100 for counter-insurgency efforts.

DC: 50 – 25 + 30 = 55

-Garrison Forces -5
-Tempestus Scion Presence -20

+ Freshly conquered population +10
+ Planned Insurgency +20

> 0 Successes: Shit gets broken and Belem becomes a no-go zone.
> 1 Success: The Insurgency is put down with heavy casualties.
>2 Successes: The Insurgency is put down.
>3 Successes: You handle the local population with silk gloves, and the insurgents with an iron fist.
>>
Rolled 63 (1d100)

>>4368968
>>
Rolled 45 (1d100)

>>4368968
>>
Rolled 86 (1d100)

>>4368968
>>
>>4368974
>>4368977
>>4368990

>2 Successes

Writing...
>>
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When the Janeiro system fell, the NPA forces on Belem received instructions to lay the foundation for a prolonged insurgency that would cause chronic problems for Imperial occupiers, disrupting the food supply they would need to hold Janeiro. The entire work force of the agri-world was riddled with rebel spy networks and terror cells. Incidents of sabotage, and a hostile population feigning “incompetence” to drive down food production were common place, as were terror attacks on supply depots and isolated Imperial patrols.

The NPA’s insurgency was well organised, but so was the Imperial response. Regimental commanders set up a series of secure forward operating bases at key locations from which to perform policing actions. The Tempestus Scions proved instrumental as a quick reaction force, chasing down and eliminating insurgent forces that would have otherwise been able to melt back into the general population. Their superior training also allowed them to eliminate threats without too much collateral damage.

Against the passive resistance of the civilian population a slow but steady strategy of carrots and sticks was used. Communities that failed to meet their production quotas were subject to stricter oversight and tighter regulations. Communities that complied with Imperial rule were granted more freedoms. Whether or not this inspired true loyalty in the citizens of Belem is questionable, but it made submission to Imperial rule the path of least resistance. Slowly but surely, rebellious sentiment was ground down under the weight of self-interest.

Belem would eventually be made compliant, but insurgencies are messy and even a text book “successful” operation cost time and manpower.

>Belem will become compliant at the end of the next campaign turn, however the scions and at least two regiments must remain stationed on the planet until this happens lest the insurgency flare up again.
>>
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New Game Mechanic: Insurgency
Great Leader seeks to undermine your crusade at every turn by seeding the worlds you take from him with guerrilla fighters. Worlds with insurgents are marked with red fist icons on the sector maps. Insurgencies have the following effects depending on the state of the conquered world.

Pacified: Pacified worlds with insurgencies will require the successful handling of a special event. Committing various assets to the planet will increase the chances of success. Failure will result in the planet not becoming compliant and in extreme cases may cause further damage to crusade forces.

Compliant: If a compliant world has an insurgency then a negative event may occur if there are no crusade ground forces stationed there, or if said forces are very weak. Failure to handle these events may result in the world no longer being compliant.

Insurgencies are very hard to remove and only by making a world Loyal will their threat be permanently ended.

++++

In the conference room on board the Legion of Light Lord Militant Sigmund sits across from General Fredik Compton, the ranking logistics officer for the Departmento Munitorum. You are Lady Solar Celestorus and right now you are concerned about what your strategy will be regarding future insurgency among the captured worlds.

“The Imperium isn’t a stranger to problems like these, but it’s not often you see a concerted effort to sow this kind of resistance in a large-scale co-ordinated manner,” said Compton.

“So what are our options? I don’t want to worry about rebels biting us in the rear, while I’m crushing them at the front,” said Sigmund.

“Well ordinarily we leave it to the administratum and the arbites to just ride it out. After a generation or two passes knowing nothing but the Emperor’s beneficent rule any rebellious impulses gradually fade away.”

You shake your head, “we don’t have that kind of time frame, and we’re dealing with the deliberate attempts of an enemy power to destabilise our worlds, not the lingering resentment of a conquered people.”

Compton scrolls through his data slate. “If waiting for the problem to go away isn’t an option there are certain things we could do…”

“Go on,” you say, leaning forwards.

>Cont...
>>
>>4369071
“The simplest solution is just smart deployment of our assets across compliant worlds. Understrength regiments can be pulled back for garrison duty, acting as a deterrent while awaiting reinforcement. We have to be careful that the regiments used for this aren’t too under strength though or they will not be effective in this task. It also involves heavy ‘juggling’ of our assets. While tricky it is also the solution that does not require any further support from the wider Imperium.”

“Good to know,” you nod, “but are there more permanent solutions?”

“Well the most obvious and messy is bringing in colonists from the wider Imperium to undermine hostile populations. Once loyal Imperial subjects outnumber those who might pine for Great Leader’s rule any insurgency will find it almost impossible operate in any meaningful way. This process causes a large amount of social instability though and will require additional military assets to be present until the ‘Imperialization’ process is complete. It will also cut into our support from the wider Imperium and delay the reinforcement of our regiments.”

“Anything else?”

“Well we can petition various organisations for support in this endeavour. The Militarum Tempestus can send Scion assets which have proven useful in Belem, the Ecclesiarchy is always eager to lend a hand bringing lost souls into the Emperor’s light and there’s also… the Inquisition.” Compton states the last option with a measure of unease and you don’t blame him. Going to the Inquisition for help might be overkill, and they would likely rebuff you, and even if they didn’t it was not always a good thing to have the Inquisition’s attention. Still, they had techniques and assets that were not available to any other arm of the Imperial military.

The Ecclesiarchy could certainly help with indoctrinating a population, the Missionary Galaxia was already spreading the Imperial creed amongst the compliant worlds, perhaps a heavier presence could inspire greater loyalty amongst the population? However, courting the Ecclesiarchy’s favour could cause political friction down the line.

The Militarum Tempestus was the most accessible to you, however the aid they could provide was more geared toward crushing rebellion where it flared up rather than in the hearts and minds of a population. Petitioning them would also cut into future support from the Guard.

>Imperialization and garrisoning regiments are strategies you can invoke when deciding how to act during a campaign turn. For now the question is:

Who should you petition for support?

>”We can handle this ourselves… for now.”(Make no petition.)
>Ask the Inquisition for help. (Mystery Box)
>Militarum Tempestus
>Ecclesiarchy
>Write In
>>
>>4369072
>>Ecclesiarchy
>>
>>4369072
>”We can handle this ourselves… for now.”(Make no petition.)
>>
>>4369072
>Ask the Inquisition for help. (Mystery Box)
>>
>>4369072
>>Ecclesiarchy
>>
>>4369072
>Ecclesiarchy
>>
>>4369072
>Ask the Inquisition for help. (Mystery Box)
>>
>>4369072
>Ecclesiarchy
>>
>>4369072
>Ask the Inquisition for help. (Mystery Box)
Mystery Box is all I need to hear
>>
>>4369072
>Ecclesiarchy
While the =][= is cool, the Ecclesiarchy is just generally more useful to us with mass application of indoctrination and more likely to cooperate. Any Sisters they bring should be kept on a leash, and keep the AdMech and Ecclesiarchy bigwigs apart.
>>
>>4369072
>Ecclesiarchy
>>
>>4369072
>Ask the Inquisition for help. (Mystery Box)
>>
>>4369072

>Inquisition

What's in the box? WHAT'S IN THE BOX?!
>>
>>4370283
>WHAT'S IN THE BOX?!
Heresy

>>4369095
>>4369158
>>4369405
>>4369627
>>4370065
>>4370075
Ecclesiarchy

>>4369152
>>4369410
>>4369887
>>4370102
>>4370283
Inquisition

Looks like the Ecclesiarchy narrowly wins.
>>
Just writing in to say that the weekend update might be delayed.

RL stuff aside I need to sit down and do some serious planning about what to do next. I've also finished binge reading Dark Empire so that's given me plenty of ideas.
>>
I just realised, shouldn't we have asked the Arbites? Maintaining Imperial law and order is literally their job.
>>
>>4373055
I don't think the Arbites is equipped to deal with this. From what I recall, most of the time on more backwater worlds like these, you'd usually have only a handful of Arbites overseeing the local rozzers and the numbers needed to deal with widespread, planet-threatening insurgencies would only be found on very important worlds like hive worlds and strategically critical fortresses with peacekeeping being done elsewhere by PDF and local law enforcement. I'm sure the Arbites will move in later, but using them to quash a major insurgency on a newly conquered world when we have troops nearby who are much better at counter-insurgency just wouldn't be deemed an effective use of their resources.
>>
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You are Lady Solar Irene Celestorus, leader of Imperial Crusade to retake the Novo Solo Sector. After a brief consolidation of newly conquered Imperial territory you now plan your next move. General Compton of the Departmento Munitorum gives the assembled members of your war council an update of the situation.

“…following the insurrection at Belem the Ecclesiarchy have confirmed they will dispatch a cardinal with attached sororitas units to oversee the spiritual wellbeing of both the crusade forces and newly conquered populations. Next up on the agenda is what to do with our newly compliant worlds. Imperial governance has now been firmly established in the Janeiro system. I think we can begin raising regiments and ship crews from them, all under Imperial leadership of course.”

Arch-Magos Tellmar gives his report: “The industrial facilities on Janeiro Seccundus have been restored and are under the proper guidance of Mechanicus leadership. We now have the capability to equip new assets locally. Current output is sufficient for a single advanced regiment or the refurbishment of captured cruiser hulks. More ambitious projects are feasible but will require a longer time frame.”

New assets created will become available at the end of the current campaign turn. Creating a new asset will cut into the Janeiro system’s ability to repair star ships.
>Create an advanced guard regiment. (specify Siege, Drop or Mechanised)
>Use up a cruiser hulk to create a new cruiser asset.
>Raise two new line or light regiments.
>Begin creation of an armoured regiment. (Will require 2 turns).
>Don’t make anything new. (+25% repairs to six starships remaining in system)
>Write-In (Remember, in addition to everything else, you can suggest using reserve units to heal existing regiments or create new line regiments. Reserve units heal line and light regiments by 50%, and everything else besides armoured regiments up to 30%.)
>>
>>4374358
>Raise two new line or light regiments.
2 line regiments.
>>
>>4374358
>Don’t make anything new. (+25% repairs to six starships remaining in system)
we took quite the beating
>>
>>4374358
>Begin creation of an armoured regiment. (Will require 2 turns).
More dakka
>>
>>4374377
Support
>>
>>4374358
>Use up a cruiser hulk to create a new cruiser asset.
>>
>>4374377
>>4374403
2 Line Regiments

>>4374385
Repairs

>>4374393
Armoured Regiment

>>4374425
Cruiser

Calling it here because I want to move on to bigger decisions.
>>
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“Now that’s decided, the next item is…” Compton scrolled through his data slate. “The launching of a new salient. As you all know the crusade stands at a crossroad with three potential avenues of advance. The splitting of our forces is inevitable and no matter where we head next a new crusade army group must be formed and leadership appointed.”

“I propose we renew our attacks on NPA to the galactic east,” said Sigmund. “We’ve had a moment to catch our breath and no doubt the enemy have done their best to catch theirs. The fortress world of Sertao stands as a constant threat to the core of our operations in Picromia and Janeiro, the longer we wait to smash it, the more forces great leader will commit to its defence.”

High Admiral Arcturus speaks up. “The Lord Militant’s plans are all well and good, but I would be remiss if I did not point out a potential threat on our ‘western’ flank. Intelligence gathered from captured NPA officers indicate that their forces in that region have been suffering increasingly severe attacks from Orks. Now that we’ve cut off their reinforcements, collapse of the NPA defences in the region is a very real possibility and if that happens the orks will have free reign of the entire region. I’m sure you fine folks know what happens when a bunch of orks hopped up on conquest get together.”

“You fear the possibility of a WAAAGH! Forming on our western flank?” Said Raphaen flatly.

Arcturus nods.

“The central warp routes remain unexplored; with only a small commitment of crusade resources a scouting mission could be launched.” Tellmar and his scouting mission again. “Such a mission could uncover alternate attack vectors that bypass enemy fortress worlds.”

“I imagine you hope it will also uncover your lost forge world?” Said Arcturus with a sigh.

“Any operation near the heart of a warp storm also heightens the risk of corruption, as if being on the other side of the great rift wasn’t already bad enough.” Said Sigmund.

“A small contingent of astartes and mechanicum assets will prove resistant enough to complete the mission with minimal risk.” Stated Tellmar.

Sensing a pointless argument about to start you hold up your hand for silence.

“Thank you all for your input. For now I have decided that a new crusade group will created and tasked with taking the next objective.”

>”I will lead it myself.” (Delegate the defence of your current holdings to another).
>Appoint some one else. (Possible candidates will be given later.)

Choose next objective:
>Advance on the fortress world of Macapa. (Push towards Horizonte)
>Break Sertao then head for Paulo.
>Write In
>>
>>4374433
>”I will lead it myself.” (Delegate the defence of your current holdings to another).
>Break Sertao then head for Paulo.

Let the Orks and traitors tire themselves out.
>>
>>4374435
+1
>>
>>4374433
>>”I will lead it myself.” (Delegate the defence of your current holdings to another).
>>Break Sertao then head for Paulo.
>>
>>4374433
>”I will lead it myself.” (Delegate the defence of your current holdings to another).
>Break Sertao then head for Paulo.
Let's you and him fight. Still, could we sent some clandestine scouting elements down west towards Macapa to keep an eye on the situation and warn us if it looks like the NPA is in danger of collapse so we don't get caught with our pants down? A WAAAGH turning up all ELLO UMIES!-like without warning because we have no way to monitor the situation while we're miles away and bogged down and proceeding to roll over Belem and striking Janeiro would be a disaster. We might also get elements of the NPA forces attempting to flee the WAAAGH and making breakout attempts as well if that happens.
>>
>>4374435
>>4374438
>>4374474
>>4374504

With four unanimous votes it looks like the choice is clear.

>>4374504
>Still, could we send some clandestine scouting elements down west towards Macapa...

That's something you could tell who ever you leave behind to attend to among other things.

>Writing...
>>
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“I will lead it myself in an assault on the Sertao system then push through to capture Paulo.”

Sigmund looks disappointed you didn’t send him, but you see a glint of hope in his eyes. He wanted this, and there was still a chance he might get it if you brought him along…

++++
Select a general and two admirals to bring along with you. If you are leaving Sigmund or Arcturus behind the more senior one will assume overall command. If you are taking both with you, be sure to designate one of the generals or admirals you leave behind as overall commander. Remember: the people you leave behind will manage and respond to situations based on their values and temperament. Their abilities are also deliberately vague as their effects will change depending on whether I use the d10, 3d100 or just QM fiat to resolve any events they deal with.

>Imperial Guard Generals:

Lord General Militant Sieghard Sigmund: Your defacto second in command. He is competent albeit hungry for glory. Sigmund likes nothing more than to crush his enemies under the might of the Guard.
>Pride of the Guard: Bonuses when using Armoured, Super Heavy and Scion Regiments.
>Big Guns never Tire: Bonuses to using siege regiments to wear down opponents.

General Wilamina Irving: A great believer in manoeuvre warfare. Aggressive and pro-active she prefers to use faster units to outflank the enemy and respond to emerging situations quickly.
>Strike Fast: Deals more damage with drop and mechanised regiments, gains bonuses in situations where response time is a factor.

General Vasily Radik: Stubborn and bloody minded; Radik comes from the school of thought that thinks there’s no problem that can’t be solved if you throw enough guardsmen at it.
>Meat for the Grinder: Gains bonuses when his forces outnumber the enemy. Non-armoured/Super Heavy regiments under his command are more likely to get wiped out but will do extra damage to the enemy if they do.

>cont
>>
>>4374534
Imperial Navy Admirals

High Admiral Ignatio Arcturus:The highest ranking Navy officer in the crusade. A quiet man with a sharp calculating mind. He has a reputation for being able to exploit enemy weaknesses and a border line callous disregard for how he does it.
>Blood in the Water: Gain bonuses when exploiting enemy vulnerability or finishing off damaged units.
>Pawn takes Queen: Has a general bonus to actions but with a higher chance of casualties among “lesser assets”.

Admiral Matthias Torres: A charismatic man who boasts of being able to end engagements in a clean and elegant manner. In reality his charisma hides a wild cunning that manifests in his ships fighting with increased ferocity.
>Salvation!: Fleet becomes more powerful the more damage it takes. Bonuses during desperate situations.

Admiral Elena Minaret: A steadfast officer known for her courage and exceptional purity. Minaret inspires hope in those under her command even in the face of overwhelming odds.
>The Emperor Protects: Mitigates enemy advantages gained from overwhelming numbers/power.

For your own reference:
Lady Solar Irene Celestorus:
>Combined Arms: Gain bonuses when you have a variety of asset types participating in ground battles.
>Joint Operations: Gain a bonus when multiple sub-factions are operating together. (Guard, Space Marines, Ad Mech etc…)

>Select 1 General and 2 Admirals.
>>
>>4374539
Sigmund, Arcturus and Torres
>>
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Oh! Two more things guys:

If you're gonna take both Sigmund and Arcturus along with you, remember to assign senoirity to someone you're leaving behind.

Also forgot to add the option to approve Tellmar's mission (Yes he's gonna keep bugging you about this. His superiors are breathing down his neck about it.)

>Authorise (Lose Blood Ravens 6th Company and an Ad Mech Cruiser for an unknown period of time.)
>Deny. (Annoy the Ad Mech Even more)

Any how we're now getting into big-cast-of-characters territory. I hope I can handle it, there will be moreMade a crusade hierarchy chart for fun and clarity, don't agonise too much over it. The chain of command gets a bit vaue at high levels with multiple Imperial organisations working together.
>>
>>4374556
>>Authorise (Lose Blood Ravens 6th Company and an Ad Mech Cruiser for an unknown period of time.)
Give seniority to Minaret
>>
>>4374539
Sigmund, Torres and Minaret
>>4374556
Allow them. Hopefully they won't stray from the God Emperor's path.
>>
>>4374556
>Authorise
Sigmund, Arcturus and Torres
Seniority to Irving
>>
>>4374534
Lord General Militant Sieghard Sigmund:

>>4374539
High Admiral Ignatio Arcturus
Admiral Elena Minaret:

>>4374556
>Authorise
>>
>>4374539
>Select 1 General and 2 Admirals.

>Lord General Militant Sieghard Sigmund
If we're going to take out the fortress world, we'll need to grind them down with siege regiments
>Admiral Matthias Torres
>Admiral Elena Minaret
I expect we'll be outnumbered since the NPA will be concentrating forces there. The High Admiral's abilities seem more geared around situations where you already have the upper hand.

>the option to approve Tellmar's mission

>Authorise (Lose Blood Ravens 6th Company and an Ad Mech Cruiser for an unknown period of time.)
I kind of want to deny them out of spite for refusing us our titan assets, but they do make all of our stuff and will supply us with two line regiments, so I think we should give them this.
>>
>>4374669
Support
>>
>>4374534
Do we have any planetary governor in our employment?

>>4374556
>Authorise
>>
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>>4374669
Support

Also I was bored and decided to try and add some animations and stuff to the map (this map is not canon, I'm just dicking about in paint.net) with my very limited skills. End result? It looks awful and I'm sorry for what I did to your poor map.
>>
>>4374791
>Do we have any planetary governor in our employment?

Yeah, they shipped someone in to govern Janeiro once it became compliant. Picromia has a Castellan and is pretty much under military governance.

>>4374936
Report to your local commissar for unauthorized use of Munitorum Assets. That's actually not bad. You seem to have put in a lot of effort to carefully cut out my symbols so you can paste them around the map.

>>4374542
>>4374590
>>4374621
>>4374650

Seems like the general consensus is taking along Sigmund Torres and Minaret.
>>
“Lord Militant Sigmund and admirals Torres and Minaret will accompany me in the assault on Sertao. High Admiral Arcturus will oversee the defence of our current holdings and observe the situation developing around Macapa.”

Arcturus nods seemingly content to monitor the rear. You trust he will not get bored and do anything rash.

“Magos Telmar, you are authorised to commence your scout mission, however Kelvin’s Wrath is needed for the attack on Sertao. I would like you to use the Divine Cybermancy instead, once it’s repairs are complete of course.”

Tellmar inclines his head respectfully, “an acceptable outcome.”

You turn back to Arcturus. “Apologies High Admiral but I will be taking most of our full strength assets to Sertao including the Void Breaker. You’re going to have to make do for a while. I also want the siege regiments at Belem sent to aid us as soon as the planet is pacified.”

Arcturus gives a casual nod. “I can see your need is great. I’ll transfer my command to Picromia and work on rebuilding the fleet from there. With the additional repair facilities online hopefully we won’t be vulnerable for too long.”

((The crusade forces are a bit too big to ask you to micro manage what we’re going to bring to Sertao. So I’m going to use my judgement on this. It’s a lazy Sunday night in my locale so I’ll likely post the battle at Sertao updates during the week. Thank you to everyone for playing thus far. It’s only been a single thread and the quest has changed dramatically.))
>>
Hey Qm, don't burn yourself out trying to achieve a deep and complex system of game. This is a quest and i fear it could grow too large.
do what you think will improve the game or the story but don't ... how do i phrase it...
don't swamp yourself in mechanics.
it was a nice qst, thank you
>>
>>4376077
>This is a quest and I fear it could grow too large.
So do I.

>Don't swamp yourself in mechanics.
I'm really trying to dial it back but I think I shot myself in the foot when I made that spread sheet with all the individual units. The irony is I think the scope of the quest is too small. I'm trying to transition it into being more focussed on big picture decisions with your subordinates while the micro-management of regiments fades from player view.

I've tried out a lot of approaches over the course of this thread alone and learned a lot. The down side is this thread might end up coming off as a bit schizo. I already feel the urge to go on hiatus, retconn things a bit and come back with something more elegant. Only time will tell.

In Dark Empire (I keep referencing it because I think the QM there did a great job of making this grand strategy stuff accessible) the QM just toned down the resolution as he zoomed out. You had X fleets made of Y divisions and if one was damaged, or you were running low on supplies he just folded it into the narrative through restricting your choices or making the consequences of your decisions feed into the next set back... and even he struggled.
>>
>>4376161
I feel that it's scaling well enough but I'm not the one making spreadsheets lol.
>>
I just realised something about the Ork situation. If we wall off the western branch and leave the Orks and NPA to kill each other, there's a good chance we might lose the Horizonte system. Its Hive and Industrial Worlds are high-value targets and the system is one of our primary objectives, but if the Orks overrun it then the Hive World is toast and they could Loot the entire Industrial World to produce all sorts of nasties. If we discover the NPA in the west is in danger of collapse (and should closely monitor the situation to that extent), we should intervene to try and take it before they do. The Orks could be more of a threat than we give them credit for, to the objectives of the Crusade as well as our forces.
>>
>>4378149


We can stop at Sertao and we can capture just 2 solar systems in the east (NS-061 and Sertao).
The West part of the sector needs to be fully secured, the NPA here can only fight with local forces; any defeat would be a heavy blow for them. And any systems the orks take, means that we will need to do efforts of construction and colonization there after we conquer them.
>>
Okay guys it's been a while and this thread is getting close to falling off the board. I'm gonna put this quest on hiatus because I've kinda run out of creative energy for it. If I decide to continue you'll see a new thread at some point. If I don't, I guess I really was a faggot all along.
>>
>>4383381
You gotta archive this on suptg then



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