[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/tg/ - Traditional Games


File: 1339207553592.jpg-(232 KB, 750x562, btlc-space.jpg)
232 KB
rolled 32 = 32

Previous Threads: http://suptg.thisisnotatrueending.com/archive.html?tags=Planetary+Governor+Quest

Basic Information on your planet: http://1d4chan.org/wiki/Planetary_Governor_Quest

New players are always welcome. It's recommended that you read the 1d4chan page, but not necessary. Same with previous threads.
_________________________________________________

You are Elyssa von Braun, former Captain in the Imperial Navy and current planetary Governor of Daysimir, having been appointed following the previous Governors removal from office for failure to pay the Imperial Tithes and corruption to the point of inciting rebellion. So far you have: Repaired infrastructure neglected by the previous Governor, destroyed a Chaos Marine Warband, cleansed a Genestealer infestation, and gained a Space Marine Chapter. But for all of your accomplishments, there is much yet to be done and many ambitions to be fulfilled.

Treasury: 3 C (1 C=1 Billion Thrones)
Von Braun Holdings (Private Company, owned by you): 6 C
Annual Income (Government): 42 C.
Annual Income (Von Braun Holdings) 8 C.

PDF:
3 1/2 Billion Militia: Well-Trained.
12 Million Standing PDF: Expertly trained.
35,000 Special Forces: Stormtrooper grade

Fleet:
Lunar-class Cruiser - His Express Permission: http://pastebin.com/nF6y6qE6
Longblade Squadron - 4 Sword Frigates: http://pastebin.com/wK6ifByM
Imperitor Patientia
Light of His Eyes
Knight-lord Hesperidan
Khalybdis de Memorium
Dagger-class Raider - Even In Death formerly Bloodpoint: http://pastebin.com/fJb77fR6

>CONT
>>
File: 1339208506675.jpg-(118 KB, 500x500, Krikartius2..jpg)
118 KB
rolled 48 = 48

Orbital:
31 laser orbital defense platforms repaired and crewed, more are being towed back into orbit and bright back into service. Can be upgraded with additional weapons and systems.
One orbital docking station.

Where we last left off, you had set several plans in motion and we were preparing for timeskip:

Roll 1d100 for attempt to find a competent Lord-Commander.

Roll 1d100 for Ad Campaign.

Roll 1d100 for Pre-Fab Building Designs.

Other Actions:

Map planet from orbit: Use your fleet to scan the planetary surface, as large tracts have not yet been explored.

Map planet from air: investigate unexplored regions via aircraft. Doesn't cover as much territory as Orbital Scanning, but is more thorough.

Explore planet: Send expeditions to explore unmapped areas on foot. The most thorough method, but covers the least land and costs 1 C.

Map system: Explore your system for artifacts, undiscovered mineral deposits, pirate bases, and other oddities.

Other:

And finally, roll 1d25 for Random Events.
>>
rolled 37 = 37

Lord Commander roll
>>
rolled 93 = 93

Ad campaign roll
>>
rolled 48 = 48

pre-fab buildings roll
>>
File: 1339208807629.png-(158 KB, 512x307, Rohan introduction.png)
158 KB
>>19414080
(I refuse to test my luck with /tg/ dice.)
Okay, how about seeing the feasiblity of creating a elite unit of Ogryn?

Comprising of Bone'eads, and equipped with scaled-up power mauls or eviserators, Ogryn sized Carapace armour, and being highly

trained, they'd provide a shock melee troop for our soldiers.

To help train them, we create various games and sports around combat and athleticism, designed to improved the skill in fighting and

their physique, optiontial Ogryn gladiator matches offering prizes to the winner (food, booze, shiny crap, whatever) in (hopefully)

non lethal combat matches. Furthermore we can sell tickets and air the matches to the public to further raise revenue and tourism.
Ask the Iron Dragons if they have any training methods for melee combat and see about implementing mental condtioning for them (as

far as their intellect will allow.)

Furthermore we could create a branch at the military academy devoted solely to Ogryn and the training thereof.

See about instituing weekly intelligence contests for Ogryn, with various levels of difficulty, higher levels offer better rewards,

tastier food and other luxuries.

Modify the imperial cult to make it tailor made for Ogryns, emphasise how the emperor wants people to strive to be strong in mind and

body, and to be pure of soul, doing so emulates the emperor and shows their respect and other shit. (This might also work for the

mass populace, see about it with the local non-Promethian Ecclesiarchy.
<-----TO BE CONTINUED[\[\]
>>
rolled 12 = 12

Random event roll
>>
>>19414080
Random events
>>
File: 1339208940063.jpg-(320 KB, 500x568, Rohan Stare.jpg)
320 KB
>>19414140
See about creating teachers specializing in teaching Ogryn, using simpler methods such as a reliance on pictures, kinesthetic learning, and other methods, focus on the younger ones, but don't neglect the adults.

See to it about developing a cult of heroes for Ogryn who go above and beyond the line of duty, build statues for them on Ogryn compounds and give them a generous retirement and encourge them to pass down their proud lineage (through pharmecuticals, propaganda

or persuasion.)

Slip fertility drugs in Ogryn food shipments, and create a daycare for them, promoting education, fitness and skill, less time raising kids means more time fighting.

Contact the munitorium, and get plans for our own BONE chemical plant, by making our own supplies, we can hopefully increase the

amount of Bone'eads we can get our hands on.

Ask the upcoming munitorium members if they know any specializing in Bionics and enhancing intelligence, see about further increasing the intelligence for select bone'eads, also ehancement and replacement Bionics for exceptionals.


(Sorry about my post, /tg/ messed up my formatting, I'll repost it, for clarity.)
>>
File: 1339209091774.jpg-(271 KB, 500x582, Rohan Kishibe Heaven's Door.jpg)
271 KB
(Hopefully this'll be slightly easier to read.)

Okay, how about seeing the feasiblity of creating a elite unit of Ogryn? Comprising of Bone'eads, and equipped with scaled-up power mauls or eviserators, Ogryn sized Carapace armour, and being highly
trained, they'd provide a shock melee troop for our soldiers.

To help train them, we create various games and sports around combat and athleticism, designed to improved the skill in fighting and their physique, optiontial Ogryn gladiator matches offering prizes to the winner (food, booze, shiny crap, whatever) in (hopefully) non lethal combat matches. Furthermore we can sell tickets and air the matches to the public to further raise revenue and tourism.
Ask the Iron Dragons if they have any training methods for melee combat and see about implementing mental condtioning for them (as far as their intellect will allow.)

Furthermore we could create a branch at the military academy devoted solely to Ogryn and the training thereof.

See about instituing weekly intelligence contests for Ogryn, with various levels of difficulty, higher levels offer better rewards, tastier food and other luxuries.

Modify the imperial cult to make it tailor made for Ogryns, emphasise how the emperor wants people to strive to be strong in mind and body, and to be pure of soul, doing so emulates the emperor and shows their respect and other shit. (This might also work for the mass populace, see about it with the local non-Promethian Ecclesiarchy.
>>
>>19414119

You are unfortunately unable to find an experienced Lord Commander who fits your specifications.

>>19414127

Your Ad Campaign goes excellently, resulting in a +5 to Popularity. (30 Pop)

>>19414133

....The product advertised, however, is not quite as successful. You do get some designs from your engineers, but they are basic and amount to little more than temporary refugee housing.

>>19414145

Reputation: Hard Target: A group of Void Pirates considers a Hit-And-Run, but think better of it. (Re-Roll 1d25)
>>
rolled 18 = 18

>>19414207
Something to add to this, as nice as Ogryns are even the Bone'eads are not the sharpest tools in the shed. We should integrate their raising, training and so on with the selected military officers who are going to be leading them and directing them. We want them to already know, trust and obey without question whoever is leading them. It also means their commander will know how best to direct and use their talents due to the time they've spent.


>>19414250
Rolling
>>
rolled 19 = 19

rolling
>>
File: 1339209716109.jpg-(126 KB, 850x722, Silver Chariot Requiem.jpg)
126 KB
>>19414259
Hence the whole education thing and the like, start 'em young, pump them full with information, and hopefully something sticks.

Then we take the smart ones and encourage them to breed like rabbits and hopefully give us smarter Ogryn babbies.
>>
>>19414324
So like ogryn selective breeding? Couldn't we use a magos biologis to GE smarter Ogryns?
>>
File: 1339209958017.jpg-(57 KB, 480x472, let's try it.jpg)
57 KB
>>19414359
Assuming we don't scare them all away with bad rolls, sure!
>>
File: 1339210579060.jpg-(1.13 MB, 1920x1200, Space-Art-Wallpaper-space-7076(...).jpg)
1.13 MB
>>19414259

Ogryn Tribal Sparring is implemented. +1 to Popularity with the Tribes.

Improved Ogryn Melee Training + Orgryn Tactics Branch will cost 1 C.

Ogryn Education+Intelligence Tests will cost 5 C.

Forming an Elite Ogryn Shock Unit will cost 12 C.

>>19414259

Raise Ogryn Children away from their Tribes on Military Bases? Risks Popularity Penalty.

Also, to clarify, the Actions stated here >>19413915 are things you can do with your fleet and other assets during Timeskip (You can pick any 3). A few other things I forgot to put on that list:

Survey Moons: Survey your moons and asteroids for mineral deposits, artifacts, wreckage, and other oddities.

Salvage Operations: Salvage debris from recent Space Battles in your system.

Pirate Hunting: Attempt to hunt down Void Pirates in nearby space.

Explore: Explore nearby Star Systems.

Pick up to 3 Actions and roll 1d100 for each.

After finalizing your decisions, I'll bring up Current Events, income, project progress and all that good shit.
>>
rolled 54 = 54

>>19414496
Hmm, maybe have military officers live in some degree on the tribes and act as a secondary fathery figures.

Map Planet from Orbit for one of the actions, the "His Express Permission" is really good at scanning so we should take advantage of that.
>>
rolled 25, 52, 30 = 107

Map planet from orbit.
Explore planet (Use this as training exercises for Special forces in unexplored territory.)
Map system
>>
File: 1339211057182.jpg-(845 KB, 671x1100, Noriaki Kakyoin kekkai.jpg)
845 KB
>>19414496
I'm a bit iffy about the idea of ripping children away from their parents, and the discontent it'd cause, but the other three sound reasonable, costs-wise.

I'd like to get some more input first, and we can't do much more until after the timeskip, however I think we should do the Improved Melee training and tatics branch now, as it would only cost 1C, and we'd be able to get some training in before the timeskip.

Also, what about the Ogyn gladiator matches? They'd provide fighting experience and could raise us money by drawning in more tourism, selling tickets, and media/advertising revenue.

Circuses, entertainment, revenue, and training, all in one neat little package!
>>
I tihnk I'll rescind my own dice priveliges for now,
>>
rolled 62, 83, 17 = 162

>>19414496
Map planet from orbit
Survey moons
Salvage Operations
>>
Yeah, we shouldn't have a Lord Commander, that's the Guard and not PDF. We should have a war council. This spreads the risk of conspiracy and corruption such that we'd be able to nip it in the bud well before all our generals were part of it.

Having one guy in charge of the military just makes things a lot riskier if that one man turns traitor.
>>
>>19414615
Armies are led by generals, not democratic bodies. When push comes to shove we have to have one guy to make the call in an emergency scenario, where debate isn't an option. Also, a Lord Commander is expected in the event of Imperial Gurard action on the planet/sub-sector conflict which requires us to mobilize the PDF off-world.
>>
File: 1339212162340.jpg-(150 KB, 603x570, I can see your underwear.jpg)
150 KB
>>19414713
Yeah, that worked reall great when the Emprah tried it, didn't it?
>>
>>19414774
You can dislike it all you want, but facts are facts: Someone has to run the damn thing, and a council is impractical for snap decisions. The best thing we can do is find someone who is competent and loyal, and ensure the same for as many of the officers as possible.

Look, if we're so worried about a knife in our back that we hinder our defenses, we're going to be kicking ourselves when the real threat shows up.
>>
>>19414816
How would a war council hinder our defenses?
Surely having many points of view is preferable to having just one.
>>
>>19414140
>tailor the Imperial Creed to ogryns
It's heresy to change the creed and it sucks anyway. Don't fuck up unit cohesion, introduce them to the Promethean Cult like the rest of the PDF.

>train them at the military academy
Yeah, because what we need in officer school are massive, brutal motherfuckers with IQs below ninety.

>>19414167
>See to it about developing a cult of heroes for Ogryn who go above and beyond the line of duty, build statues for them on Ogryn compounds and give them a generous retirement and encourge them to pass down their proud lineage (through pharmecuticals, propaganda

Yeah, no, we have more important things to focus on right now.

>Slip fertility drugs in Ogryn food shipments
That's...disturbingly fetishistic. OFFER them fertility drugs openly, if they refuse we don't push it.

>>19414559
>officers living among them
This is a FAR better idea. Volunteer only.
>>
A new year begins, and with it comes Income, meetings, and problems.

Treasury: 48 C
Von Braun Industries: 12 C +Trade Fleet Income=17 C.


The situation in Raiders Grief is under control. Isolated Cultists and Traitor Guardsmen are being ferreted out of the rubble, and the inefficient zombie-fungus is being killed with shelf-grade fungicides, after samples were taken for future R&D of course.

You do not currently have a Lord Commander (Commander of your PDF forces, increases the efficiency of Military operations, reduces your workload, and advises you on military matters).

You do not currently have a Deacon (Runs the local Imperial Cult. You don't have much of a local Imperial Cult either).

You do not currently have a Mechanicum Director (Magos in charge of AdMech operations on your planet. Makes Planetary Improvements cheaper and can run special projects or even technological research, if he/she has the right skill set.)

Recycling plants: 56% complete.
Mag-Rail train system: 40% complete.
Increased Industry: 39% complete.
PDF Batteries: 23% complete.
Orbital Bombardment Shelters: (40 C) <ON HOLD
Redoubts: (35 C) <ON HOLD
Hardened PDF bases: 50 C <ON HOLD
(Full list of Planetary Improvements on request.
>CONT
>>
File: 1339212929164.png-(446 KB, 479x483, Ripple.png)
446 KB
>>19414816
Yeah, we're the top executive and we have a bunch of skilled officers running their own branch, we don't NEED someone to be given control of every aspect of the armed forces.

The whole overall military leader for snap decisions only works up until they decide they want power for themselves.

The Horus Heresy is the biggest disaster to happen to the imperium since its inception, following in it's footsteps is foolish.
>>
>>19414859
>"Lord Commander" should be "Leaders on your War Council".

Iron Dragons Fortress-Monastery Completed.

Even In Death cleansed and operational. A Dark-Age Logic Engine possessed by a Tzeentchian Daemon (Likely how they calculated how to get the Raider past your defenses so exactly) was discovered on the ship and was eventually removed and placed in a Stasis-Vault when it proved to be impossible to exorcise with personnel and tools on hand.

The scattered branches of the Von Braun Family have gathered to meet in your Palace, the first such Gathering in centuries.

An AdMech Explorator Fleet has arrived in the system to retrieve the Automated Mining Platform STC discovered by the Iron Dragons (You will get a copy upon the Techpriests confirming its validity).

Malector has returned with a dozen fellow Rogue Traders and a huge fleet of misc. Xenos merchants (Mostly Kraan) who are waiting in a nearby uninhabited system for the Imperial officials to leave before the Xenos Mall is established.

>CONT
>>
>>19414836
Our advisory council already serves that purpose. the point of the Lord Commander is so that we have one person clearly giving the PDF orders and have a clear chain of command.

If we have this council business, and they are in command of the PDF, then presumably they work on some kind of democratic mechanism. That causes gridlock and takes time that can't be wasted in a crisis scenario. Also, even if the majority of this council supports an action, what's to stop a dissenting member from countermanding it during the crisis because he thought differently about what needed to be done?

The purpose of a military body is to be able to communicate and act as efficiently as possible. The purpose of the Lord Commander is to give orders to everyone and coordinate our forces. He's going to likely have his own group of military advisors, favored officers and tacticians, who will help him make decisions.
>>
>>19414859
I think we should make finding a mech director one of our priorities, as an admech ship is in our system. Especially if he can reduce the requirements of advancing a tech level or increase our industrial efficiency.
>>
>>19414816
>>19414774
>>19414713
>Armies are not democracies!
You don't get how component-based command and control systems work, I think.

The commanders in chief don't take a vote, they have a number of people who are given command of certain components (land component, air component, logistics, etc) that create plans for how to best coordinate their efforts. These people inform each other of the best available plan of action and support and create an overall decision-making system that's pretty fucking fast.

Certain of them can assume overall command when necessary, and are designated as being in overall command when things become relevant to their specialties if appropriate, but they typically put together a joint plan of action for an executive decision-maker, often a civilian as in the US, to commit to.

This works just fucking fine.

>Also, a Lord Commander is expected in the event of Imperial Gurard action
You think it's impossible to have a standing order relating to who'd be chosen in such a scenario?

That's what a command structure IS. It determines who's in charge of what given certain circumstances.

>worried about a knife in our back
Certain people are, but I'm far more interested in doing exactly what the Guard does: breaking up overall responsibility for a given component of an effective combined arms force. Because specialization is useful here, and because the Guard makes it far more difficult for a commander to either turn to chaos or become Caesar without the support of everyone under him. Why? Because if your grunts and your light tanks come with you but the artillery company tells you to get fucked and the navy bombers aren't coming you're not exactly a fighting force.
>>
>>19414849
>It's heresy to change the creed and it sucks anyway. Don't fuck up unit cohesion, introduce them to the Promethean Cult like the rest of the PDF.

I'm not saying HURR DURR IMPERIAL CREED SUCKS, just emphasise shit like "Emprah was strong and smart, try to be more like him." Quite frankly I'm worried Prometian Creed might be too complicated for them.

>Yeah, because what we need in officer school are massive, brutal motherfuckers with IQs below ninety.

How about training Bone'eads to do more than just charge like Khorne Berserkers?


>Yeah, no, we have more important things to focus on right now.

That's why we delegate the task to someone.

>That's...disturbingly fetishistic. OFFER them fertility drugs openly, if they refuse we don't push it.

You caught me, my wanting to increase our Ogryn population was a cover to secretly fufill my giant Ogryn fetish.

I fail to see how slipping fertility drugs into food is any more disturbing than Slaneesh, DE, or the SOB, hell eating processed corpses is a common staple in the imperium.
>>
Your Orbital Scanning of the planet has yielded 7 sites that contain ruins possibly dating back to the Dark Age of Technology and brook further investigation.

Your ground Exploration turns up nothing interesting aside from several new species of bird and plant.

Your System Exploration finds nothing aside from better mapping Asteroid Orbits.

You have gained Contacts: Krikatrius Mercenaries (Human).
You have gained Contacts: Krikartius Mercenaries (Kroot).

Ogryn Gladiatorial Tournaments have been a big hit within the Tribes, and have attracted some spectators. (+1 Popularity to Ogryn Tribes)

Improved Ogryn Melee Training + Ogryn Tactics Branch completed (Increased effectiveness of Ogryn Units, PDF Commanders have a better grasp on how best to use them.

Ogryn Military Outreach successful (+1 to Popularity with Ogryns)

Recycling plants: 86% complete.
Mag-Rail train system: 70% complete.
Increased Industry: 49% complete.
PDF Batteries: 21% complete.
Orbital Bombardment Shelters: (40 C) <ON HOLD
Redoubts: (35 C) <ON HOLD
Hardened PDF bases: 50 C <ON HOLD
Full list of Planetary Improvements on request.

An unknown Space Hulk has appeared in the system. It appears to be a mesh of Imperial ships of varying ages and types merged with several Xenos ships.

>Action?
>>
>>19414963
The takeaway here is this:

If there's a single military individual in charge of the military, ultimately they will look to that individual for overall leadership; victories and defeats will be attributed to that individual. This makes a military coup far likelier and easier - you can see it in the history of Rome, along with a lot of other places.

And these Daysimiri don't like non-natives as it is, which we are. We're better off raising our officers and commanders from scratch under the tutelage of retired officers from a lot of awesome foreign regiments, not importing a single noble and expecting the natives to trust even more foreigners. They already have suspicions about us as it is.

With a civilian governor (with naval experience) as the executive decision-maker, it is far more difficult to form a coup and we can take responsibility for the failures of the military and participate in their successes to some extent; if we are effective they will not be likely to mutiny.

Additionally, we would be likely to be seen as fair if we didn't just appoint some asshole we could throw under the bus in order to make ourselves look better in the event of disaster.
>>
>>19414975
Ogryn fetishist successfully outed.
>>
>>19415022
Editor, thanks for pointing out the Rome argument, I wanted to mention it, but honestly, I didn't know how to properly phrase it.
>>
File: 1339214040837.jpg-(10 KB, 170x149, Terminator-facepalm.jpg)
10 KB
>>19414910
Our advisory council already serves that purpose.

We don't even have one yet.

>the point of the Lord Commander is so that we have one person clearly giving the PDF orders and have a clear chain of command.
'Clear chain of command' does not mean what you think it means.
>>
We should send out Even in Death to do some scouting. It adds nothing to our local defence and it's quite stealthy. Let's take a look at the home world of that warband which came after us, see what we can see.
>>
>>19415000
Check whether the plants have any useful properties we can exploit. I think we should wait until the admech leave before we scout the tech ruins in case we find some heretek. While they are here see if we can recruit a Mechanium Director who doesn't mind straying from the Admech's view on new/xeno tech.
>>
>>19415000
Meet with the AdMech.

Incoming descriptions of a proposal for how2entertain Von Braun clan while finding out which ones are the best to go into business with, etc at the same time.

QUESTION FOR OP: Given that there is a cult of AdMech nanotechnicians floating around in 40K ( http://wh40k.lexicanum.com/wiki/Cult_of_the_Micro-Omnisiah ), if we were able to get them to set up one of their micro-forges nearby and convince them to work with us, is there a chance that we could use their nanotech along with our competent engineers, etc to make things like power armor, bolters, special weapons, bionics etc more efficient and cheaper to manufacture?

I'm just asking if it's possible within the scope of the game, I understand there may be difficulties and lots of things to do first and accusations of tech-heresy and a lot of other things to deal with.

>>19415055
You're welcome.
>>
>>19415000
>An unknown Space Hulk has appeared in the system.

Get the Iron Dragons on the phone, ask them if they'd like to take a look. We send our own men over as well. Objective - board with most of our special forces, kill the warp engines, kill everything, keep the hulk from warping out again.

Bring the fleet into range, ready to bombard the Hulk if things go wrong.
>>
>>19415143
Seconding the bit about the plants. Also, catalogue them and present samples to the AdMech if their biologis guys want any.
>>
File: 1339214686769.jpg-(45 KB, 426x640, Jotaro Point part 4.jpg)
45 KB
>>19415035
Yup, nothing gets me quite as hard as two humanoid manatees humping, oh baby.

Apprently the Mechanicus occasionally make Ogryn servitors for heavy work and combat, we should make some descreet inquires into any prospective Mechanicus members with that set of skills.

Crippled Ogryn can be made useable, and anyone with the skill to convert a Ogryn into a servitor obviously has the skills to make Ogryn Bionics
>>
>>19415000
We should get to the Ruins, we'll want to bring techpriests along for the ride to identify things and make sure nothing is going to explode in our face.

We should investigate that Hulk, start with scans and investigation of where it came from, and get the Iron Dragons to be a main part of the clearing it.

We also need to meet with our family, this is a rare occasion.
>>
>>19415185
Seconding this. Exercise EXTREME CAUTION. Hit it with a shitload of EMP torpedoes. If necessary, we might ask the Sisters to help but I doubt the Iron Dragons will want to work with them before we're through revamping their order with native recruits.
>>
>>19415230
Techpriests are terrible at this, bring our own engineers. Other than that, seconding exploration of ruins.

Seconding the rest, too.
>>
>>19415251
Yeah, just tell them to get the frak out if they see any strange green glowing shit.

Site radiaton concerns, meanwhile have the =][= on space-speeddial.
>>
>>19415251
We should bring a few Techpriests along, first we want the AM to like us despite their lack of power here, second the ones here deal with the big complex stuff, with a bit of selective choosing we'll get the smart ones instead of the ones who bash their dick against a machine until it works. We want our engineers for a lot of stuff, but a few Techpriests specializing in archeotech, who can recognize specific items better than our dudes would be nice.
>>
>>19415000
>>19415183

ON THE VON BRAUN FAMILY CELEBRATIONS:

(Seconding posts and suggestions, additions, criticism sought)

We're looking to do several things:
1) Cement our role in the clan, possibly working to come to its head. This means assessing the existing power structure.

2) Find nobles that are decent people rather than spoiled elitist motherfuckers. This is so we can entrust them with non-hereditary partnership positions in our businesses.

3) Cement or create new bonds between the other naval captains and officers in the clan and ESPECIALLY the Rogue Traders.

We are greatly helped by having a paradise planet at our disposal. The fact that it has so many connections to Holy Terra before it was urbanized works too, a blue-jay or a deer or a mammoth can arguably seen as an undeniable spiritual link to the past.

Continued.
>>
File: 1339215735133.png-(302 KB, 669x310, Yare Yare Daze combo.png)
302 KB
>Your ground Exploration turns up nothing interesting aside from several new species of bird and plant.

Shit this crap has to be handled very carefully.
Keep the planets and animals confined offworld for the time being, and analyse for any odd properties. If the plants are deadly, keep them confined offworld, and maybe think about putting them on deathworld training areas. If they're not, see about growing them locally in greenhouses, with biohazard containment protocols. (Complete isolation from civilzation, air-sealed, bio-scanners, flamethrowers as standard equipment, restricted access, and the like.)
As for the birds, allow them to be keep in zoos/aviaries and the like, but only under STRICT control, and disallow any ownership for the animals on-world. Offworlders can buy them for personal use, but we can't have them offworld. Should the plant be confirmed to not be deadly AND not spread like a weed and choke out native plants, then we can see about mass agriculture.

Just because they're not deadly to us, doesn't mean they can't massively fuck up our eco-system. See; http://en.wikipedia.org/wiki/Cane_toads_in_Australia

I'm really not eager to let an animal with no known predators run around unchecked.
>>
>>19415380
Continues.

We should use our environment to our advantage; we can set the celebrations in a number of (safe, secured) locations out in some magnificent bit of nature, preferably above National Park levels of impressive, as well as setting them in the capital and letting the nobles get wild.

We can hunt exotic beasts, etc. one day and then go play Baccarat and drink amasec (and locally brewed vintages from grapes that have been extinct on Terra for millenia!) the next.

This will help us observe the interactions of the clan, yielding understanding of the power structure.

We can use that understanding quickly to begin to cement our bonds and our role vis-a-vis the rest of them, but not necessarily through bullshit backdoor dealings. We'll just see who's respected as a wise or capable individual and acknowledge that wisdom or capability when we deal with them.

ADDITIONALLY, hanging out in the environs of a paradise planet will let us see who among the clan is impressed enough with the planet to want to preserve it or act in its best interests. THOSE are the guys we give jobs running Von Braun global companies to, because they'll want to work to the benefit of Daysimir and its people as well as toward their own ends.

We can also see who drinks and gambles to excess and runs around with pimps, drug-dealers, and hookers when there are revels in the Capital. This will tell us who not to give responsibility to, but might yield interesting/amusing/roguish characters.

At the end of it all, we can have a banquet with fine native cuisines (extremely exotic by the Imperium's standards and convienently locally grown!) with the ones we decide to bring onboard our companies or create strong relationships with at our table, and make them some offers.

Let me know what you guys think, silent lurkan doesn't cut it unfortunately as implementation requires someone's second.
>>
>>19415306
The Mechanicus will like us just fine after we liberate a forgeworld and give it back to them.

They can keep their ritualistic noses out of our shit for now, at LEAST until we have a meeting with their representative.
>>
>>19415401
I think he means undiscovered by us, not completely new.
>>19415407
>>19415380
Seconding all of this, especially the part about seeking potential investors.
>>
>>19415401
They...might be native to our planet, just not in our records yet.

We've barely explored certain areas, certain SUBCONTINENTS are barely settled or civilized.

These critters are already out in the ecosystem, they may well be in balance.

However, we may wish to create an ecology institute (possibly as a Magos Biologis temple, possibly not) later.
>>
>>19415436
Thank you kindly, Anon.

>>19415306
>>19415419
Addendum: we're already giving them what may be a minor STC. They should shit themselves in joy as it is.

>>19415275
>Site radiaton concerns, meanwhile have the =][= on space-speeddial.
>have the =][= on space-speeddial.

We have an inbound Inquisitor, guys. HE'S ORDO MALLEUS.

When we meet with him, we can ask for advice on the daemon inside the Dark Age logic-engine and simply say we didn't want to screw around and end up releasing it in a fashion that doomed the planet, could he advise us please?
>>
File: 1339216226188.png-(657 KB, 900x720, lolcats taste of a liar.png)
657 KB
>>19415380
>>19415407
As much as loathe having to deal with and/or giving positions of power to a bunch of entitled pricks, I dare say this is a reasonable way to go about it.

We should also higher some skilled graduated from the new university, as not only will this gaurentee us some people who have merit, but it will also show us supporting the local populace.

Also we should establish ties with a (skilled) Guard commander, as ground combat is not our Forte, being able to exchange advice/methods could be invaluable to us.
>>
>>19415495
*graduates, not gratuated
>>
>>19415495
>Ground combat is not our forte
I'm guessing you mean the Governor personally and not the militia that killed the chaos warband.

My idea was that we were going to offer landed estates (just a mansion and a few acres each, not some crazy shit) on our paradise world to retired officers from the DKoK, the Baran Siegemasters, Cadians, Catachans, Armageddon Steel Legion & Ork Hunters, and so on later so that they'd consider settling here and teaching warfare and tactics at our war college.

With officers from many different regiments that specialize in different components of warfare, we can create a very good combined fighting force with an officer core with a range of skills.

Because they will be home-grown, the military will be loyal to them. Because we will have a hand in their education (including possibly taking time to teach at the naval officer school in the military academy or something), they will be more likely to be loyal to us than if we did nothing.
>>
File: 1339216710168.jpg-(18 KB, 333x389, algoreonfuturamazh0.jpg)
18 KB
>>19415436
Still, we don't know how'd they'd interact with the local ecosystem.
Obviously the solution is to ressurect David Suzuki via cloning, and appoint him our enviromental minister.

Pic Related, they can co-chair the position.
>>
File: 1339216723238.jpg-(20 KB, 477x246, Imperial_aquila.jpg)
20 KB
>>19415183
>>19415185

Yes, it is quite possible. However, the Cult of the Micro-Omnissiah is small, secretive even by AdMech standards, and is on the other side of the Galaxy from you. Even contacting them would require you to send a ship to across the Segmentum. Plus, Daysimir just doesn't have the concentrations of pure Silicone that Glavia does.

The Iron Dragons agree to support you in a Boarding Action and salvage mission on the Space Hulk.

The Hulk consists of six Freighters, three Troop Transports, four Cobra Class Frigates, an Ork Ramma, a dead Tyranid Bioship of an unknown type, a Chaos Sword Class Frigate, a Tau Freighter, and an Adeptus Mechanicus Light Cruiser, along with three Xenos ships of unknown origins. (I swear that I had (most of) this already thought out as a Space Hulk, including "Some kind of light AdMech ship". This isn't just me asspulling a diplomatic advantage for you)

Three of the functioning Warp Drives are exposed, and can be shut down and cut off from the rest of the hulk by simply cutting an entryway in the hull and attaching a pre-fab airlock designed for exactly this sort of thing. The other 7 are deeper in the Hulk and will require an extended Boarding Action (The more you shut down, the longer it will take to slip back into the Warp).

>>19415202
>>19415143

The plants have not proved to be interesting (Finding good stuff requires a successful roll).

>>19415401

They're native species, your exploration teams just found them by poking around in unexplored areas where they live.

>Talk to AdMech and then investigate ruins depending on how the meeting goes?

>>19415495

That image is disturbing on several levels.
>>
>>19415573

Hiring on Officers from a specific "Big Name" Regiment to improve your PDF in one area or another will cost 3 C (Travel costs included) per Regiment. This was actually an item on the image with the list of Planetary Improvements that I swear I will eventually get around to actually making.
>>
File: 1339217063144.jpg-(83 KB, 549x503, THIS_IS_A_TASTE_OF_A_LIAR.jpg)
83 KB
>>19415583
>Native plants and animals
In that case, just grab a bunch and stuff them in aviarys and botanical gardens and shit.

>That image is disturbing on several levels.
Not that much more than the original, really.
>>
>>19415583
>(This isn't just me asspulling to give you a diplomatic advantage)
Very thoughtful of you. Presumably diplomacy will be hardmode in light of our recent successes.

If so, MY BODY IS READY.

>Talk to AdMech and then investigate ruins depending on how the meeting goes?

Confirmed. Seeking further seconding.

>Spess hulk

Knock out warp drives and power generators with EMPs from afar if the Iron Dragons think that's wise.

Seek volunteers among the forces in our employ for boarding and clearing, granting a signing bonus to those that volunteer from the get-go. Possibly include people from our weird little loyalist death-cult if they're useful. Possibly include Spec Ops, or at least get their take.

These are to support the Iron Dragons and coordinate with them in their efforts.

Also seek volunteers from our engineering core. Signing bonus for the mission for them as well.


Thank the Iron Dragons profusely, and inform them that you will hold an annual feast day in their honor just for eagerly doing a duty other chapters might balk at.

We're looking to shut down every warp core we can. Afterwards we can try to take the thing apart and salvage every useful ship, then blow up the rest or use tugs to throw the unsalvageable bits into the sun.
>>
File: 1339217531350.png-(174 KB, 717x1100, Ceasar Zeppelli introduction.png)
174 KB
>>19415583
Waitwaitwaitwait, does "Tasty" count as interesting? because if they're delicious, we've got one more bird with can stuff into a bunch of others.

We should make a planetary delecacy involving stuffing as much birds into other birds as possible, like a demented Turducken, nobles will go apeshit over it..

Do either the plants or the birds have any noteworthy attributes at all? Or are they just basically tofu-tier bland?
>>
>>19415636
>3c per regiment
When we're ready to start this, we'll begin with regiments/forces/planets that do more than one thing well.

Armageddon for example has Ork Hunters which are some of the best catachan-style lighter infantry/spec ops around as well as integrated armor and infantry divisions in heavy and light flavors.

Or Cadia. Cadians have rough riders, infantry, tanks, and a shitload of other things. And Kasrkin, not to mention an entire military culture. Cadians are stone-hard kickers of enemy ass.

Anyway, we'll get to it.

By the by, you could put a list of upgrades in the wiki if you want, we can refer to that and you can update it when you like.Reports on the wiki, too - gives you all week to prep whatever and you avoid fighting captcha and flood detection on this shitty forumboard when you want to make a post. Or pastebin. Pastebin is a bro.

>>19415727
OPERATION NOBLEDUCKEN ENGAGED

Start with hueg birds like Ostritches, or some ancestor of theirs that's even bigger. After all, we have mammoths.

Could be like a dove inside a duck inside an eagle inside a turkey inside an ostritch.

It's got an eagle right there, you're eating pure loyalty to the Aquila.
>>
File: 1339218230314.jpg-(48 KB, 370x306, m1530122_Imperial_Guard_Vignet(...).jpg)
48 KB
>>19415727

Tofu-tier. A successful exploratory mission will find interesting things, ranging from useful plants to Archaneotech on a Critical Success (100), and a Critical Failure (1) will ALSO result in you finding Interesting things...

EMP bombardment results in two of the surface Drives going offline and three of the ones deeper in. However, do to the durability of Imperial Ships, and the general oddness that Space Hulks acquire while drifting through the Warp, the effect on the Warp Cores and other ship systems may only be temporary.

You have enough Pressure Suits to equip your Fleet Armsmen (Experienced and trained in Boarding Actions) and 5,000 Special Forces (Almost all former Resistance, most veterans of vicious Genestealer tunnel-fighting under your Capitol.

Boarding will take a while and cannot be micro-managed unless you go yourself, so you can meet the AdMech while you wait.

>I have to go to dinner, be back in about an hour.
>>
File: 1339218383761.png-(230 KB, 594x1003, Giorno is the star of the new (...).png)
230 KB
>>19415786
>In his 1807 Almanach des Gourmands, gastronomist Grimod de La Reynière presents his rôti sans pareil ("roast without equal")— a bustard stuffed with a turkey, a goose, a pheasant, a chicken, a duck, a guinea fowl, a teal, a woodcock, a partridge, a plover, a lapwing, a quail, a thrush, a lark, an ortolan bunting and a garden warbler.

This is 40k, naturally we can do better than that.
>>
>>19415820
We'll meet with the AdMech, then join the assault at LEAST in an overseeing role from shipboard.

Would look VERY bad to start partying while our guys were in the line of fire, especially when we have relevant naval combat experience. Fiddling while Rome burns kinda shit.
>>
>>19415850
I knew when you and I finally worked together on something it would be glorious.

You know what, I see zero reason for this to be confined to birds.

We're going to make mammothducken, and that fucker's going to have albatrosses and swans in it. And everything else, too.
>>
>>19415820
> the effect on the Warp Cores and other ship systems may only be temporary.

Destroy temporarily shut down cores as we fight our way in.

Is it possible to prevent the Space Hulk from warping out entirely, or can we only delay it?

Also it might be a good idea to put our defence platforms and planetside guys on alert. For all we know a million orks might pop out and make for the planet - we should be ready.
>>
>>19415931
Fuck Mammoths, we're going up to fucking WHALES.
Now we can shove every other animal in the world inside of it.

We should start praticing by preparing a Mammothducken for the family reunion.
>>
File: 1339219393700.jpg-(154 KB, 936x891, Anime Dad Jojo.jpg)
154 KB
>>19415989
Forgot my name; who says this has to apply to just main courses? Why don't we try applying this to desserts, a Nanaimo Bar in a brownie, inside a pie, inside a cake, inside a Baked Alaska, inside a WEDDING cake, inside one of those 30-ft cookies you see on the news.
>>
>>19415853
We'll want a overseeing position at most. Do not enter the Hulk ourselves, let the Iron Dragons and our men do what they do best. Once everything is secured we can consider it, and even then it's kind of dangerous. We direct actions from a reasonably safe distance.

Also we want all of our ships and orbital defenses on high alert should shit get weird.
>>
>>19415967
Destroying warp drives tends to create bad, bad things called warp ruptures, which create a shockwave that tears a hole into the warp (hello, daemons) and hits a bunch of ships in the surrounding area. Which might create further shockwaves.

As for permanently preventing the hulk from leaving system through the warp...there are likely living things on it, meaning we'd have to kill any of them with any chance of reactivating the warp drives we can't destroy.

Secondan onlining defenses etc if they're not already onlined. Shit's getting serious.
>>
>>19416121
Can't we just send in a group of mismatched adventureres still in their teens with a lot of heart and determination?
>>
>>19416199
This is 40k, if you can find me a group of mismatched teenagers from different backgrounds with heart, determination and whose trials will just make them stronger and bring them closer together, go ahead and try that.
>>
File: 1339220726738.jpg-(63 KB, 709x585, 1241198888366.jpg)
63 KB
>>19416199
>mismatched
>teens
>heart
Only if they can summon pic related.
>>
File: 1339221229878.jpg-(132 KB, 600x800, 1334709134945.jpg)
132 KB
>>19415967
>>19415853
>>19416107

Disabling Warp Cores will slow its return to the Warp, cutting ships free will not only prevent the ship in question from Warping out, but will increase the amount of time the rest of the Hulk spends in real-space further.

Space Hulks that have been hijacked by Orks (Beyond the common infestation of shipboard Ferals) usually enter the system under their own power, have visible Orkish alterations and structures on its Hull, and will make a beeline for the nearest fight with guns blazing. However, it is not unheard of for Warbosses who are particularly Kunning or have a Smartboy on their retinue to disguise their Hulk as a normal, free-floating abomination of metal instead of an Ork Death Machine. These attempts are usually not successful when they are attempted, however.

The Iron Dragons are establishing beachheads for further boarding actions before disabling Warp Drives within easy reach, and sending short-range scouting missions to see what kind of opposition they can expect.

Orbital Defenses and PDF (Including Militia) are on alert.

>Personally see to Space Hulk Operation first, or meet with AdMech first?
>>
>>19416315
We should personally see this operation first, most things will make the operation go extremely wrong and need our intervention will be in the beginning.

Once it's underway and we think we have the big nasty surprises, like Orks, Genestealers, Chaos and so on, that need our immediate attention out of the way we can have the meeting.

We should focus on taking down Warp Drives and cutting things free so we can loot them properly.
>>
Space hulk. The Admech will wait for us but the hulk may not.
>>
>>19416382
>>19416369
Very well, let's deal with the Hulk.

Get our armsmen and special forces ready to go, assume acting captaincy of His Express Permission, get supplies of medical gear and so forth readied in case shit hits the fan, and call up Davos.

We owe him an apology anyway.
>>
File: 1339222420386.jpg-(138 KB, 500x580, NO JOJO NO.jpg)
138 KB
>>19416456
Waitaminute, why are we going in person? Davos has tons of experience leading men on crazy shit, send him, hell let's put the highest ranking ID on board as commander, as he'd likely have experience doing this shit before.

Hell we can station ourselvs on a ship nearby and provide operation support over our combeads.

Also someone in the boarding group needs an 11 foot pole.
>>
>>19416491
We're ex-navy aren't we? Anyway we're bound to get more trust and popularity with the troops if we oversee it ourselves.
>>
>>19416456
Incidentally, if we're in a room with Davos in the near future and have a degree of privacy, we should say the following to put any bullshit about 'stick, THEN carrot' to rest insofar as we can do so:

"General, I believe I owe you and the other Resistance commanders I negotiated with an apology. I used regrettablly-chosen tactics and people got wound up for no good reason outside of my decision, and all you did to provoke it was come to the negotiating table with me. It was unprofessional, ignoble, and irresponsible conduct and I will endeavor not to repeat it. You all deserved better. If you think they'd like to hear such a statement, I'll be glad to say the same thing to the rest of the men who were in the room that day - or if you think it's better you can tell them what you think yourself."

That's taking responsibility for a mistake, but not doing it in public to force them into having to accept it or look like they're petty and resentful.

Add the following:

"It has also struck me that you're a non-native, though your path to Daysimir was starkly different from my own. I have no idea if this is possible or even desirable at this moment, but perhaps we might send a force to attempt to free some portion of your people down the line - perhaps, if we assemble a worthwhile force, the entirety of them can cast off the shackles of the Tau."

That's genuine because fuck the Ethereals, and also a reason for him to trust us - assuming we show some capability in the coming years.
>>
>>19416491
We do not enter the Hulk ourself. We organize and oversee from a ship nearby. This lets us see the bigger picture, coordinate all of the separate forces and means we aren't aboard a fucking space hulk.
>>
>>19416315
Order of priority for cutting ships off the hulk, which we'll do as soon as we assess the possibility of doing so:

External Imperial ships first, favoring ones that look like they couldn't take the structural strain of being taken off last, after that favoring larger ships.

Imperial ships exposed by removing above vessels second, assuming they're relatively accessible (meaning they have become external.

External xenos ships third.

After that we go into the core of the thing like peeling an onion. Of rocks and space-junk and broken vessels.

Alert any useful or capable engineers that have relevant knowledge we want them along to advise. Load some mining gear, cutting beams, explosives, etc and we'll bring them along for the effort. Have tugs and system craft on standby to haul recovered ships away to relative safety.

>>19416491
We're going because we're ex-navy, but we're staying on the bridge of our ship. We're not leading the boarders necessarily, nor are we asking him to.

However, being unwilling to be on the same battlefield as your men is...not that great politically and very bad for the military's loyalty.

>>19416514 hits it on the head.
>>
File: 1339223040032.jpg-(183 KB, 600x954, Vulkan_the_Salamander_by_Majes(...).jpg)
183 KB
>>19416369
>>19416382
>>19416456

The Space Hulk, unimaginatively named "Hulk Alpha" by your PDF, comes into focus on your view-screen aboard His Express Permission as you near the outer reaches of the system. The two Iron Dragons Strike Cruisers floating near it make it look even larger and more complex than the mass of 18 fused ships normally would.

The Iron Dragons have established fortified beachheads at most functioning airlocks and have disabled all 3 Warp Drives.

The enemy forces on board consist of Orks, Genestealers, a small Chaos Warband with an estimated 60 Chaos Marines supported by Cultists, feral Tyranid organisms, Void Pirates that have been trapped there for decades, and an unknown Mechanical Xenos race. All of these seem to have at least semi-coherent factions fighting for control of the Hulk and have been for centuries. All appear to be hostile.

>Action?
>>
>>19416584
Wow, that is a lot of enemies.

Clear it ship by ship, casting them off as we go along, do it methodically and try to let the enemies do as much wiping out of each other as possible and especially try to catch enemies in the middle of skirmishing each other.
>>
>>19416584
Assist the iron dragons after they establish a beach head making disabling the warp drives a priority. Have all ships ready to fire on the hulk in case our forces get overwhelmed.
>>
>>19416578

>Done.

The most recent additions to the Hulk appear to be the Cobra Frigates. However, they are also occupied by Void Pirates that are beginning to go Tribal after over a generation aboard the Hulk. Many appear to have gone completely insane after nearly a generation aboard the Hulk.

Second to them is a Freighter that doesn't appear to be occupied by any one faction, and only lightly infested with the various bugs (Squigs, lesser feral Tyranids, feral mutants, Warp-Mutated rats, etc) that plague all factions. Mining lasers and demolition teams are working on cutting it free

>Freighter 1 removal 12% complete.

>Action?
>>
>>19416584

Additional comments and seconding solicited on dis battleplan, anons.

Tell the Void Pirates that those of them that wish to defect to your side will be offered absolution by a representative of the Priesthood of Terra and a nice life on a paradise world if they join your cause. On broad-spectrum vox.

Keep up a barrage of EMP torpedoes on their engines and disabling weapons on their own weapons batteries. The strike cruisers should have bombardment cannons, emp bombs fired from them should be quite effective. Use smaller ships to bring additional munitions

Tell the Space Marines, your best officers in charge of boarding armsmen, and the PDF, spec ops, etc they have tactical control and you'll go with their suggestions, but that you see the best possible victory as salvaging the most ships, and if that means isolating and eliminating the factions after breaking the ships apart so be it. You are, of course, interested in their advice and this extends to operational and strategic levels.

Tell them that you suggest that they seek to avoid casualties, but do not ignore that lightning-quick blitz assaults are a powerful capability of the Marines and that they have enough personnel to hold locations after the Marines and others clear the ground with a rush.

Have them coordinate with any engineers/AdMech you have around on how to effectively remove ships from the hulk.

Target priority suggestions in next poast.
>>
>>19416682
Tell the Iron Dragons and other forces that have any kind of experience dealing with tribal voidsmen to attempt to leverage it in convincing the crazy goddamn pirates to work with us, even if it's just "we think your crazy tribal gods would really like it if you came at the enemy and started battles of annihilation, those that survive will be taken to a paradise afterlife."


>>19416620
>ship by ship
>miles of corridor
>average imperial cruiser crews with tens of thousands of members
>18 ships
>hundreds of thousands of enemies, potentially
>we have 5000 pdf, some armsmen, and a few companies of Marines

This is not how we spess hulk. Methidical ship clearing on one of these things is WWI-era trench war in space, we gotta do something else.

>>19416627
>Have all ships ready to fire on the hulk in case our forces get overwhelmed.

o.0

"Governor, our troops are in danger of being overwhelmed! Positions are overrun."

"Okay, shoot and bomb the fuck out of their location. Let's not get them out of there or anything."

You didn't mean it that way did you, anon?
>>
>>19416682
>>19416692

For the ground troops:

We're potentially facing down a much larger force. Disengaging to avoid casualties is recommended, their numbers might crush us. Caution and bursts of speed toward objectives are possibly their friends here, unless they have a better idea in which case implement immediately.

Tell the Space Marines and other commanders they should coordinate on target selection and take out known forces first where possible, but that you understand that they're operating with limited information and predictability. Ask them what kind of support they want on a fleet level.

Suggest that they make knocking out leaders a priority, see if they can fragment one or more factions. This can be especially effective with the Tyranids, at times.

Suggest that their primary objective be securing and deactivating warp drives (NOT destroying them) and securing bridges, possibly engine rooms if needed. That way ships that can be extracted might just turn on their sublight engines and break free of the hulk if that can work.

Ask if there's a way to determine whether the dead bioship's got active spawning pools or not without putting troops at risk.

Targets for the fleet:
1) the fucking bioship, if any of it's exposed.
2) engines, with EMP missiles and bombs and so on.
3) weapons batteries.
>>
>>19416795
No, I meant with the warp drives disabled we wouldn't want a space hulk just floating round the system. Obviously we would withdraw before blowing it up
>>
>>19416682
>>19416692

Orders for the fleet:

>Support rearming operation for primary weapons platforms, which are likely His Express Permission and the Astartes cruisers. Let fleet officers and ship captains figure out what's necessary to the extent they can here.
>Support our troops in their boarding actions. Have small craft ready to deploy them and take the wounded to medicae. Have all fleet medicae standing by.
>Get tugs out here, we'll need 'em when those ships start coming off the hulk. Keep them out of the firing line for the moment, but get ready.
>Try to cut away chunks of the space hulk that are non-salvageable rock, etc that only serves to keep ships together. Coordinate with onboard forces if possible.
>Shoot the fuck out of that bio-ship if it seems like doing so wouldn't break the hulk apart. It could be spawning tyranids even now.

>>19416818

Oh, okay. Just some harsh phrasing then. I was worried you were going to go Commissar Killtroops on me.
>>
>>19416692

You get a response from one of the Cobras. They say that they would like to surrender under those terms, but that the last time the Hulk entered the Warp, two of the Frigates were unable to jury-rig their Geller Fields into working in time. Because of this, most of the men on both of those ships slowly went insane during the journey and are gradually degenerating into cannibalistic pseudo-cultists.

>Cut both Frigates free
>Use Frigates as staging grounds for further boarding actions
>Conscript Void Pirates for use as guides
>Other
>>
God fucking dammit Moot, why couldn't you leave the HTML the fuck alone. It fucking worked, which is more than I can say for this shit.
>>
>>19416874
Seconded. It's worse than Patch Day...
>>
>>19416836
Ok, use them as staging grounds and have the void pirates act as guides and possibly as cannon fodder.

We'll take them out once they're no longer useful, we don't want a pile of potentially warp-crazed Void Pirates sticking around, but for now we work with them.
>>
>>19416836

Which two frigattes do you mean? If they are the 2 uncorrupted (there were 4, right?), then cut them free, recruit uncorrupted void pirates anyways.
>>
>>19416813
>>19416829
>>19416958

Your boarding commanders are...Dubious at best about using the possibly Warp-tainted Frigates as staging grounds. The two that were said to have semi-functioning Geller Fields seem to be crewed by the standard collection of scum, renegades, mercenaries, and rogue Techpriests, but they also seem to be terrified of the thought of another years-long jaunt through the Warp and the prospect of Amnesty seems very welcoming.

Boarding actions have begun. Terminator strike-teams have disabled two more Warp Drives and sealed them off, in case any of the locals feel like re-activating them. All surface Weapons Batteries have been captured.

From scans of the ship, it seems that there's SOMETHING alive on that Bioship, but no ones sure what. Bombardment destroys 25% of its mass.

The Bridge of the second Freighter has been taken, and forces are moving in to cut it off from the rest of the Hulk and begin cutting it free.

A force of Spec Ops with the support of an Iron Dragons tactical squad held a barricade against Genestealers after taking it from Cultists aboard a third Freighter.

A Dragons Terminator Squad engaged and destroyed a pack of Chaos Raptors.

>Freighter 1 cutting 17% complete.
>Freighter 2 cutting 2% complete.
>>
>>19416836

Seconding >>19416958

Use the frigates as staging grounds for now.

Recruit pirates as guides. Pick the sane ones.

Tell the pirates you'll do what you can for the insane with the intervention of advanced medicae, might net us experienced privateers later or teach us about combating warp-exposure.

We can stick 'em in psych wards, and those that are possessed might be aided by the Inquisition or just put out of their misery. Anyone strong-willed enough to survive warp exposure and stay sane might be good for recruitment into some kind of naval force or something. Privateers.

Begin cutting the frigates free such that you'll be ready to do so when the time's right.

Continue offering surrender terms.

When the other easily-accessible surface ships are off the hulk, complete cutting the frigates free.

What are the Space Marines and our armsmen and spec ops doing in terms of boarding actions? Do they have a recommendation given our stated objectives? Recommendations for changes in objectives?
>>
>>19417006

Keep bringing in cutting gear and engineers, keep offering bonuses. Use up to 5C government money and matching personal funds to buy up more vacsuits from whoever's available and bring more troops to the site.

>Commanders dubious about freighters as staging grounds.
We have no reason to push them on this one. If the commanders think it's a bad idea, barring new evidence of an advantage we'll go with what they say.

>Chaos raptors

Can we determine legion markings?

Stay out of spaces where the chaos assault marines have an advantage, if possible. They may have more raptors.

Coordinate data, try to use sightings of CSM and cultist forces to locate the core of their force for later isolation if possible.

>Tyranids

If we can figure out which hive fleet the damn things are from, that may be useful data for later.

Save reports relating to their markings.

Ask the commanders if they think it would be wise to stay mobile in order to keep the Swarm from knowing our locations. If possible, hold locations assaulted by Tyranids only if necessary and only as long as necessary. Stay on the move rather than being overrun.

If they're key positions, get gun emplacements and heavy defenses up to keep casualties to a minimum and reinforcements flowing.
>>
>>19417066

Your forces are trying to control key areas to keep cutting teams safe while they separate the ships from the Hulk. The Iron Dragons are scouting the deeper sections of the ship, attacking targets of opportunity, and securing and barricading key areas to lay the groundwork for later reinforcements. Ships on the surface are the four Frigates and two of the Freighters. Second layer is the Tyranid Bioship, the Tau Freighter, the Chaos Frigate, the Ork Ramma and one of the unknown Xenos ships. Third layer is the remaining two Xenos ships and the Mechanicus Light Cruiser, along with a lot of massed junk (Scrapped satellites, asteroids, etc) So far they have met light resistance.

....Until now.

The first major battle has begun.

A force of Iron Dragon Terminators moved in to secure the cargo bay of the third Freighter, which connects directly to the Mechanicus Light Cruiser. Said Cargo-Bay was occupied by Orks, resulting in a bloody assault. Attracted like carrion-eaters to a fresh grave, the Feral Tyranids soon joined the fray, followed by a Chaos Marine force seeking to injure both sides under cover of battle, which was soon drug into a fight by the swarm of Genestealers that attacked them from behind. A combined force of Fleet Armsmen and Spec Ops are moving in to support and cover their retreat, but came under fire from a swarm of mechanical Xenos-Spiders.

>Break off and retreat
>Entrench and fight on
>Try to eliminate one force
>Try to fight their way into the Light Cruiser
>Other orders
>>
>>19417209
Tactical retreat to a more defensible position. Get to a choke point and let the Orks, Nids and Chaos slug it out before we go back in to mop them up.
>>
>>19417209
What are the Id's doing?
>>
>>19417232
This.
>>
>>19417209
>Other orders

This is all to be reviewed by infantry commanders; if they have a better idea or refinement implement it.

Work to contain them and limit casualties for a moment while you do the following:

Use telemetry from the auspex and auger scans to find advantageous firing solutions for surgical lance strikes into the depths of the hulk.

Make a quick determination of whether you can lance the cargo bay and any other such locations where enemy forces are massed without too much risk of rupturing a buried warp drive or something.

If we can find an angle that'll allow a penetrating shot without risking a warp drive rupturing and throwing everyone into space, pull your men back to safety after sealing the hatches behind you and lance 'em.

If it is not possible or likely to yield good results, seal as many exits to the hold as possible with our people on the other side of them and throw in a lot of ordinance and antipersonnel explosives.

We'll turn that place into a kill-zone for everybody but ourselves somehow, they can fight each other while we blow them to pieces and shoot them full of bolter rounds.

After that we can come in and mop up.

If it fails, retreat from battle and let them fight each other as much as you can; we have a lot more drives to secure.
>>
>>19417133
>Commanders dubious about freighters as staging grounds.
>freighters
Meant frigates, sorry.
>>
>>19417209

>Ships on the surface are the four Frigates and two of the Freighters. Second layer is the Tyranid Bioship, the Tau Freighter, the Chaos Frigate, the Ork Ramma and one of the unknown Xenos ships. Third layer is the remaining two Xenos ships and the Mechanicus Light Cruiser, along with a lot of massed junk (Scrapped satellites, asteroids, etc) So far they have met light resistance.

Hulk consists of:
>six Freighters, three Troop Transports, four Cobra Class Frigates, an Ork Ramma, a dead Tyranid Bioship of an unknown type, a Chaos Sword Class Frigate, a Tau Freighter, and an Adeptus Mechanicus Light Cruiser, along with three Xenos ships of unknown origins.

Where are the other four freighters and the troop transports?
>>
>>19415583
That's a lot of writing to do!

>>19417209
Seconding this >>19417232
>>
>>19417382

Forgot to mention those: two are in the second layer, and the other two and the Troop Transports are in the fourth layer, which makes up the core of the Hulk.

Give me a moment here, I had a HUGE FUCKING POST written out and the goddamn 503 error ate it. I'll have it up again in a second.
>>
>>19417417
>>19417414

Hey, weren't you the one running Battlefleet Quest? If so, will it be back/when's it likely to run? No hard feelings if you're ending it.
>>
>>19417447
It'll be back tomorrow, probably around 16:30-18:00. I'm not going to end it anytime soon; I have it basically plotted out to Lord-Admiral, if /tg/ plays it's cards right.
>>
>>19417492
Excellent. Good quest, btw. Will it run on saturday nights, then? Might have to sit it out due to girlfriend, but I'll at least look forward to reading the logs.
>>
>>19417504
Thank you. I've been worried about it being written too densely to be a good quest, but your response gives me hope.

Not sure; I'll probably try and do it 2-3 times a week, but we'll see if I can keep up the pace. This week was odd because I'm just starting my new job and my schedule hasn't settled yet, so I wasn't able to post a definitive time in the last thread.

I hope you enjoy it; it's going to get a lot more interesting and a lot more complex. You've only met two potential love interests, and only one senior officer; there are tons more waiting.
>>
File: 1339231799384.jpg-(83 KB, 480x500, wut da zog.jpg)
83 KB
Someone please archive this already, sup/tg won't let me for some reason.
>>
>>19417526
Dense? If you mean that you post too fast or offer too little choice or something, it's fine. The complexity of the writing in a good quest with a good premise and planning will only serve to turn away those incapable of participating.

You're fine, man. Good quest.

Incidentally, is it based on Choice of Broadsides? Because that shit was off the hook and I've been hoping someone would do something inspired by it for about a million years.
>>
You have a 50% chance of destroying enemy concentrations in the Freighter without destroying the Freighter and a 25% chance of destroying enemy concentration without destroying the cargo in adjacent holds. Placement of beacons in the center of the conflict zone will improve odds to 60% chance to not wreck the ship, and 30% to avoid damaging DELICIOUS LOOT.

Markings indicate that the Warband belongs to the Black Legion.

The Tyranid swarm became confused and disorganized shortly after the strike against the Bio-Ship, and still have not regained their previous level of coordination. Recommended course of action is to bait large swarms of Tyranids into attacking fortified positions to thin their numbers, and then destroying the Bio-Ship once surface connecting ships have been removed.

>The first Freighter has been cut free and is being towed to a safe distance for cleansing so that it can safely be moved into orbit around Daysimir for repair.
>Freighter 2 removal 42% complete
>1/4 Freighters primed for removal (2 are being used as staging grounds, two are not trusted by your Commanders)

>Action?

>>19417557

sup/tg/ will not accept it because it has seen too much. The horrors of the new 4chan HTML have changed it in ways that Lord Licorice cannot accept.
>>
>>19417557
Done. Go upvote here: http://suptg.thisisnotatrueending.com/archive.html?tags=Planetary+Governor+Quest
>>
>>19417557

>Quest thread based on Choice of Broadsides
>In 40K

My body is ready.
>>
Shit, I just realized how late it is. We'll have to continue this next week.

I had such high hopes of actually finishing shit this time, too.

See you next Friday.
>>
>>19417567
>40% chance of destroying the entire ship with everyone on it, including our guys. Unknown risk of warp drive asplosion, big warp-rupture opening, general horror and insanity.

Fuck that shit, bait the tyranids into overrunning ENEMY positions if possible, and start bringing bio agents (if we have any nonlethal to humans, anyway), anti-fungals, and haywire weapons to bear. We'll see how those chaos motherfuckers like it when their power armor stops moving and the rebreathers on their voidsuits stop working, and the bio-agents should fuck up orks and tyranids alike to at least some extent.

Use our pirate guides and the speed and power of space marine blitzes to outflank and confuse any forces we run into. Coordinate surface bombardments, maybe open some components to vacuum if a VERY good opportunity with minimum collateral damage presents itself and the ground commanders like the level of risk.

>>19417580
See you tomorrow night, then. Would be good to have you on our side of the table, so to speak.
>>
>>19417616
Goodnight, then. Thanks for a good run.
>>
>>19417567

Dont risk the placement of beacons. It would alarm at least the black legion to what we are planning. Get our guys out and lance em.

And besides, when you talk about freighters, are you sure you dont mean frigattes? I thought the pirates where on the frigattes, and we were using one of them as a staging ground.
>>
>>19417567
Wait, I thought there were 2 freighters on the surface and 4 frigates?

That aside I'd rather not lance them just yet, given the possibilities of destroying ship and loot I'd hold off on that until we know we can't take it or at the very least we have some beacons down.

We'll want to bait enemies, especially the mad nids into attacking each other, we have a small group of our men lead the nids to other emplacements, especially the Chaos and let them at each other. Don't do work we don't have to. Use the guides to get our men into strategic locations quickly and launch strikes from behind at their hardpoints and fortifications so we can reinforce easily.
>>
>>19417562
That might have been a subconscious influence, yeah. I've played all the Choice of Games and really love Broadsides.

Great thread as usual, Gameroom. See you later.
>>
Oh! We should ask the rogue Techpriests that are part of the Pirate crews to try and help disable more warp drives, etc or do anything they can in the way of technological trickery to give us more of an advantage.

>>19417627
Lancing them has WAY too high a chance of killing all our own men and a lot of the Iron Dragons.

Think about who the Iron Dragons would be mad at for this.

Think about how soft and fleshy we are compared to them.

>>19417628
I more or less agree with this. Getting bogged down in open battle keeps us from securing the hulk, letting everyone else do it and throwing grenades at them right before locking all the doors may lead to battles of annihilation.

We certainly aren't going to outnumber them all, and we don't need to.

On top of everything else, the thing is a ticking time bomb that could slip back into the warp at any moment.
>>
in regards to cutting, why not just use munitions to blow the freighters free.

we can get a better speed at getting them free at the cost of more extensive repair, and use the cutting tools on the cobras, where the renegates want amnesty, so we dont have to evacuate them before blowing shit up left and right and shaking them like a tin can- things we can do with the freighters because we dont care much about what's inside, beyond the crews doing the job- who should be able to get out before ignition.

perhaps even coordinate lance strikes to clear them out from the outside.

its a rush job, but its the best way to ensure we get to free as many ships as possible in the shortest amount of time.

Id say we blow them free even if they are not cleared. as long as they are way to banged up to move or do anything under their own power, any hostiles in them can be engaged at a later time, giving us less enemies us the hulk
>>
kerbump
>>
>>19418452

According to earlier posts, the hulk is structured as follows:

Surface level:
-four Frigates
-two Freighters, one has been cut free

Sub-surface layer:
-two Freighters
-Tyranid Bioship, 'dead,' 25% of its mass destroyed by bombardment.
-Tau Freighter
-Chaos Frigate
-Ork Ramma
-unknown Xenos ship

Third layer, above the core of the hulk:
-two Xenos ships
-Mechanicus Light Cruiser
-massed junk (Scrapped satellites, asteroids, etc)

Hulk core:
-two Freighters
-three troop transports
>>
>>19422137
well then i would want to move fast about this. Id really like to dismantle the entire hulk. we need to increase cutting speed, since like two other freighters are nearly cut - but the uncertainty about it going into the warp- completely up to the GMs fiat i dont like. that is why i suggested we make do with the cutting post haste. and find a way to talk to the mechanicus and the renegades and have them perhaps relay some sensor informations about where the warp drive or generators of other ships are and try to be accurate enough so that we can disable or blow them up. Terminators teleporting in and out on the third layer to deal with tose, and our Navy infantry and resistance fighters plus other space marines try to get to the sublayer and disable those while holding away from major confrontations. - considering the size of it, we cant loose already deployed men. we need to ensure the hulk does not go anywhere anytime soon, so we can dismantle it.

thus getting the first layer of fast is important since we dont have to bother disabling their warpdrives and reactors, and focus on the sublayer and the third, leaving only the core active.- which i dont know how we will do it.
>>
>>19422137
>>19418452
Now, as to your points,

>in regards to cutting, why not just use munitions to blow the freighters free.

We'll ask how much risk this poses to everyone, but we keep having mention of cargo and these are pirates. Could be good shit in there.

>we can get a better speed at getting them free at the cost of more extensive repair, and use the cutting tools on the cobras, where the renegates want amnesty, so we dont have to evacuate them before blowing shit up left and right and shaking them like a tin can- things we can do with the freighters because we dont care much about what's inside, beyond the crews doing the job- who should be able to get out before ignition.

If we free the ships with pirates/renegades, we'll be disconnecting them from the main body of the hulk. That means we're unlikely to retain their assistance as a faction onboard the hulk to as great an extent.

That said, we kind of have to go layer by layer as far as I can tell. As such, the frigates are getting cut off, but I'm assuming theGameroom's having our engineers follow the priority pattern listed here: >>19416578

That means cutting off the ships that are in the worst shape first so we don't have to worry about them breaking in half because we cut off a ship next to them and the strain was too much.
>>
>>19422137
>>19418452
>perhaps even coordinate lance strikes to clear them out from the outside.

With any lance strike, there's a high enough chance of outright DESTROYING a ship (50-40%, only goes down to 40% if we manage to place beacons, but we have no guarantee that's not just for a single location; since placing beacons is a risky, time-consuming business, if we have to do it for EVERY lance strike this is just another way to waste time and lose men to attrition). If you're familiar with the crits tables from Battlefleet Gothic dealing with what happens to a ship once you've turned it into a burning hulk, you'll quickly realize that doing so in extremely close proximity to the other ships around it and with our guys onboard is a Very Bad Idea.

>its a rush job, but its the best way to ensure we get to free as many ships as possible in the shortest amount of time.

I agree that this should be our concern.

>Id say we blow them free even if they are not cleared. as long as they are way to banged up to move or do anything under their own power, any hostiles in them can be engaged at a later time, giving us less enemies us the hulk

We're not trying to clear them NOW, you can see that we hauled off the first ship we got off of the damn thing so it'd be cleared later in >>19417567

We're just holding/sealing useful locations like bridges and warp drive control rooms and so forth to keep the hulk where it is.

However, ships that are part of a space hulk are ALREADY heavily damaged. Using munitions on them with little care for their integrity means they'll be likely to just break in half or some awful shit, and that's years of repair-work if it can be fixed at all.


Delete Post [File Only] Password
Style
[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / wsg / x] [rs] [status / ? / @] [Settings] [Home]
[Disable Mobile View / Use Desktop Site]

- futaba + yotsuba -
All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.