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>Organizing IRC room: #RisingSons on irc.Rizon.net
>Wiki for reference materials: http://chapterquest.wikia.com/
>Suptg Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=Lord%20General%20Quest

"Sixth infantry company is non-responsive. Last transmission coincides with detonation of primary and secondary macrocannon generatoria." The servitor's cool, emotionless voice reported.

"Sister Ath Laurent's Leman Russ Company has sustained critical losses. The Sister Superior reports all hostiles successfully eliminated." A serf calls out, a note of concern in his voice. "Canid prisoners are being rounded up and burnt upon pyres."

The hololith shifts to show a series of massive iron beams, set upright upon the remains of broken Leman Russ and Ragnarok tanks. Hundreds of gangers can be seen bound side-by-side with Canid scouts, the Xenos recon units being immolated alive. Hundreds-- Nay, thousands of heretics being slain en masse. Some had begged for mercy. Others had died screaming profanities at the Sister Superior.
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>>27022240
In the end, all had perished. The Mining Pits, at least the tops of them, were secure, alongside the rest of the Northern Continent. The war effort has gone spectacularly, as far as a "spectacular" war may be concerned. Original projections of Jonathan Parker's forces were vastly underestimated. Original projections placed his ganger forces at 20,000 approximately-- but evidence indicates perhaps twice as many men have sworn allegiance to the rebel leader.

Interrogation at the hands of the Commissariat (and in particular, the Lord Commissar Kennoch, who had the pleasure of personally interrogating John Parker's right-hand man captured at Forge Secundus) yielded that the Parker Family has established total hegemony over the criminal elements of Le Keers. With Xenos allies, it was obvious just how he managed such an otherwise impressive feat.

Regardless, all of this is rather focused. You hold the saucer for your recaff in your gloved left hand. You are a Lord General of the Imperium of Man-- newly anointed to the Deus Sector. In particular, the Meridian Subsector, thanks to your having crossed ill paths with some lackeys of the Sector Lord, Larion Ursus.

You were sent to muster the first Founding upon Vitalitas, tithing the dying world of an Imperial Guard regiment, which you have since crafted into the Vitalitas First Siege Regiment. Their performance upon this world, in spite of setbacks by enemy numbers and Xenos presence, has been beyond admirable. They have gained a great deal of experience in their battlefield experience.
>>
>>27022249
It was nowhere other than Forges Primus and Secundus that would prove to be the greatest sources of experience for these men. To say that the gangers and their Xenos allies fought ferociously was an understatement: Vox-thieves and their operators, at last able to recognize that the Canids were the ones responsible for the strange transmissions, quickly deciphered a number of unique facts. For one, the remaining satellites in the planet's orbit were coordinating with the Canid units. Said satellites seemed to function as coordinating foci for the enemy's highly mobile mortars.

Mortars, it was revealed, that were placed upon skimmer craft. Floating flatbed platforms clustered with multiple quad-mortars, propelling shell after shell into Imperial emplacements and advancing infantry groups. It was none other than the Master Artisan Majoris Lukas Maximal of Vitalitas that proved his worth there, using the war spirits of the vox-thieves to silence the satellite transmissions, leaving the Xenos devices little more than drifting curiosities in the planet's orbit.

With the Forges lost and the majority of their forces slain, the remainder of the enemy's forces were quick to surrender. The Southern and Western continents are, effectively, yours. With them, the enginseers, tech-priests, and various serfs that operated the factories and mines. To say that the populace is rejoicing is an understatement. The Lord Commissar has remarked, with that faint lip-twitch of amusement, that more than a few town leaders and mine foremen have offered you their daughters by way of thanks.
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>>27022255
Only now, the faces staring upon the screens are not ones of amusement. John Parker's face stares at you, the man's features clearly worn by the continuous losses his forces have suffered. His regal attire fails to fully mask his anxiety. While his look of pompousness would fool untrained eyes, to your mind, it is evident that he is backed up against the wall. His message, filled with cruel profanity, gloats openly at you.

"You shall never breach the walls of Damaris, Imperial scum! Though you have taken the manufactories and forges, Damaris needs none of these things, for the Family shall provide!"

It seems to be standard propaganda, and you look askew to the Magos, who originally brought it to your attention. His mechanical eyes whirr as they rotate about, and eventually you see the image distort. The visual turns into a series of techna lingua runes, which gently shift into a familiar code.

"An aid request cipher." You state for the audience, which consists of everyone from Colonel Sarvus (Sporting a new augmentic hand thanks to a Canid that bit his old one off-- and the primed grenade he shoved into its mouth) to Sister Ath Laurent herself. "This signal was broadcast directly to our ship?" You ask.

"In addition to the majority of our forces. The encryption technique is extremely advanced. I suspect it is the work of a very capable member of the Mechanicus. Considering that there are very few of those that have not been liberated already or terminated for their allegiance to the Parker Family," He doesn't move, but the image shifts to Damaris itself.
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>>27022262
A fortified hellhole, to be certain, especially considering its manufactories, promethium wells, and the abundance of enemy fortifications. A glowing yellow triangle focuses upon Shard's Forge. The last Forge under enemy control, and situated right next to Damaris itself. The last of Parker's forces have moved forward to secure Damaris, abandoning the starport in favor of the one at Damaris. It shall be a vicious battle indeed.

"Magos Shard, Master of the Forge, and previous master of Le Keers' considerable manufacturing base. There is a high probability of his survival. Considering the state of fortification of both the Forge and Damaris itself, however, it is quite likely that any efforts at extraction shall yield high casualties."

"Unless we go in quietly." Colonel Sarvus remarks, puffing away at a lho stick in his augmentic hand. "A small group. A squad, maybe two. We're not recon, though, sir." He clarifies, "Any stealth operation would be severely hampered by the fact that our men just aren't trained or equipped for that."

"I believe we're overlooking an even greater issue." The Lord Commissar remarks. "We are low on supplies. Dangerously low. Securing the primary continents has severely drained our supplies, and the fact that the local populace has been neglected in order to supply Parker's men has only complicated matters." He remarks. "The local civic leaders are requesting that we extend our supplies to them. There's reports that Parker's men have supply caches deep in the Mining Pits, but it's likely that those are booby trapped, guarded by enemy remnants, or worse. We could request a resupply from Ewa Geema."

"But Commodore Naremmus will likely request a heavy price for that." You finish for him, "Just as he asked for the security his frigate has provided us."
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>>27022270
"Indeed. We could also have the Forges focus upon churning out supplies for the men, as they did for Parker's men, but the populace will not care much for us for the fact. "

They shall serve, though, as the Emperor asks of us all." Sister Laurent emphasizes.

"Finally, we could launch raids upon the Northern Continent. Parker's men are in full retreat to Damaris, and several logistics convoys are exposed. We could bombard them from orbit, as we now have the free luxury to, or we could attempt to ambush them and take their supplies for our own." The Commissar continues.

"Again, Lord Commissar, we're not a recon regiment. We're not stealthers by any extent." Sarvus retorts, taking another puff.

"And there -is- the matter of Inquisitor Delilah, should she be aware-- as she no doubt is-- of the Canid presence upon this world. She will likely already be on her way, if she hasn't been here all along." Captain Unwerth remarks, his paranoia evident.

An interesting scenario, Lord General. A capital city to besiege, losses mounting, supplies running low. You certainly have been made to work for the luxuries you've enjoyed as a commander, haven't you?

>Orders, Lord General?
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>>27022277

I would like to invite the Sisters of Battle or Inquisitor Delilah's forces to try their hand at extracting the Magos.

As for us, our regiment is a siege regiment. Let's surround and besiege Damaris. Supported by orbital bombardment, we can move in and surround the city. Starve it out and shell it until the populace turns on itself, then mop up the rest. In the meantime, turn the production of the liberated parts of the planet to provide supplies for military and civilian use.
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>>27022309
This
Also launch air raids on enemy supply convoys heading for Damaris.
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>>27022309
>>27022334

If you wish, you could attempt to make contact with Inquisitor Delilah. So far she is not present, but her deep-seated hatred of the Xenos known as the Canids (and their Kruk masters) will likely draw her here. According to Captain Unwerth, at least. Her ravenous hatred has made you somewhat reluctant to invoke her presence up until now.

As for the Sisters of Battle, Sister Superior Ath Laurent is your only Sister of Battle at the moment, though she has proven herself a capable assault commander, especially in securing the southern half of the Southern Continent, decimating the enemy's combined forces en masse.

Laying siege to Damaris itself may also be problematic. Until the Forges can fully resupply your forces (a matter that may take an entire month, if not longer, at peak dedicated production), your men will be fighting with conserved ammunition. Munitorium predictions indicate that each squad will be operating with half of their standard ammunition allotment-- three cells to the ordinary six. In addition, only every other squad will be able to be equipped with explosives and demolition charges. You can order the men to utilize improvised explosives if you wish, but considering their inherently unreliable nature, this may be problematic.

As far as air assets are concerned, you currently have:
>One Valkyrie Squadron
>Three Thunderbolt Fighter-Bomber Wings
>Two Lightning Air-Supriority Fighter Wings
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>>27022413
Remaining Vitalitas First Siege Regiment assets:

20 Companies
7 Siege Infantry Companies - Standard "Line Infantry" of a the Siege Regiment, trained hard and trained well, each Company has a wide assortment of munitions, and is extremely effective in demolition operations.

4 Armoured Companies - Two Leman Russ Companies, two Chimera transport companies.

4 Heavy Weapons Companies - Two Fire Support Companies armed with autocannons, one Anti-Tank Support Company equipped primarily with missile launchers and a smattering of lascannons, and one Mortar Support Company.

4 Field Artillery Companies - Consisting of Basilisk artillery platforms, as well as heavy quad-launchers and heavy mortars.

1 Special Weapons Company - Armed with flamers, plasma guns, grenade launchers, and other "special" munitions, a catch-all company for soldiers specialized in specific duties such as sniping and engineering.

Special Equipment:
Vox Thieves - Dedicated cogitators attached to vox units. Large and somewhat difficult to properly operate, they can capture vox signals, especially encrypted enemy ones. The attached cogitators, filled with curious and clever machine spirits, pluck away at enemy ciphers.

Special Traits:
Die-Hard
Demolitions
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>>27022309
I sort of agree. We're in this for the long haul, whether we like it or not. Our priorities should be to apply pressure (without risking too much danger) and get our stores filled.
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>>27022413

How much can orbital bombardment supplement our forces? Initiative is key.

Is there any other contact we can give the mission to extract the Magos to? Does the Mechanicus have any forces that can be suitable? Other options?
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>>27022437
I don't think we should hold back on informing =][= Delilah of the xenos presence. Besides, her retinue could assist our ops with much needed infiltration and subversion (maybe).
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>>27022473

Provided she HAS a retinue skilled in these things. Seriously, are there any infiltrators we can call upon?
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>>27022482
Nevertheless, having the Big I in our side can help in more than one ways, even after this conflict is resolved.
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>>27022437
>>27022473
>>27022482
>>27022502
Now that you have control of the Forge macrocannons, you have near-total control of orbital space. The remaining Xenos satellites have been destroyed by precision (by certain standards of "precision") attacks from those very sites.

Damaris itself still possesses anti-orbital torpedoes, plus whatever tricks Parker and his allies still has up their sleeves, but orbital bombardment is more than viable now. The Nameless Saint, the Imperial Navy firestorm-class frigate you have requisitioned, has macrocannon batteries, as well as a prow-mounted lance on it.

The Mechanicus may have forces, but the Skitarii and tech-guard present at each Forge have been occupied in keeping vital system areas secure, and even then they have taken heavy losses from Parker's men and Xenos attacks. Shard's Forge is likely in a similar state, but if you wish, you could pursue and see what the Master Artisan Superior may be able to scrounge up from the Forges you control. At what cost, however, is another matter.

You could also request assistance with infiltrators from other Imperial elements, but each will likely request a price from you in return. Your own forces are sorely lacking in infiltrators, though the special weapons company does have a number of snipers in its ranks, which could function as "infiltrators" of a sort.
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>>27022575
You also could, if you wish, invoke the Inquisitor's presence. Her price may be much heavier, but you know that her rosette can open many, many doors for you that even a Lord General would otherwise be shut from.

>>27022430
>>27022334
>>27022309
You elect to have Forges Primus and Secundus set to work on manufacturing. The massive facilities, having been equipped with huge, improvised macrocannons, were now under your control. Their singular intercontinental artillery bombardment had been devastating, and for good reason: They had fouled with the ancient machine spirits and the munition of the mighty mega cannons. The result had almost caused the weapons to explode: Massive, kilometers-long fissures found in the huge metal barrels of the weapons. The tech-priests were at work repairing it when the Imperial Guard liberated the cannons, disabling a number of charges that the rebels had set to try and destroy the remaining facilities. Magos Batt himself had helped deactivate a fatal Xenos machine spirit that was threatening to overload the massive generatoria stacks in each Forge, an event that would have consumed the facilities in subatomic fire.

"Magos, order the tech-serfs and enginseers at the Forges to begin production for our forces. The locals will have plenty of time to rebuild after we're done retaking this world, and our men desperately need those supplies." You state, the Magos giving a perfunctory nod in return.
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We've captured tons of enemy equipment, so how many local auxiliary units can we raise to support our siege. Both infantry and armor. Admittedly they would be relatively poorly equipped, but they would add weight, and form a core of a later PDF.
As for the Magos, we lack the skilled units for such an infiltration. Unless we can gain that capability somehow it seems to be off the table. Perhaps our Magos could ask the marines for assistance, I recall they have some contacts there.
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>>27022589
Idea:
>Isolate enemy convoy
>Use the vox thieves so they can't get through to their superiors
>Send men in valkyrie transports
>Kill enemies
>Hastily repair any damaged vehicles
>Get our men through the city gates disguised as the enemy
How viable does that sound?
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>>27022684
An interesting question. You could, if you wish, request the local leaders to form such volunteer units. They'd hardly be more effective than the gangers without some form of formal training, but they could provide the manpower needed to do the back-breaking labor of siege warfare. At the very least, they could help keep logistics lines active. You could likely equip ten companies of such makeshift units, keeping in mind their extremely poor value, as well as three companies of captured Ragnarok tanks. Most enemy tanks were, of course, destroyed, but a smattering were captured during nighttime assaults or other such offensive raids.

>>27022728
An interesting tactic.

"Magos," You inquire, "Do your enginseers and tech-priests possess the capacity for quick repairs?"

The Magos pauses at this, "Do you mean repairs of a less-than-ritually-adequate nature?" He asks, "Yes, though the notion of doing so is abhorrent. It would require a great deal of supplication to the machine spirits of the vehicles repaired in such a way, to force them to operate without proper veneration."

You nod, letting it go through one ear and out the other. "But captured enemy transports could be repaired in short order, yes?"

He nods. "Affirmative."

A very viable tactic indeed, and Colonel Sarvus seems to catch on, lighting right up at the idea. "One hell of an idea, Lord General." He praises, "If you're thinking what I think you're thinking, anyways. Though we won't be able to get an army in: Maybe a full company, but if it's the right kind of company, we could create a nice wedge in the enemy's walls. Or, well, most anything. Depends on the company you want smuggled through. We could stand to do quite a bit of damage, depending on the area you want decimated. It might be a one-way trip without backup, though." He remarks a bit darkly. "I volunteer for the mission, if that's the route you want to go. Only fair I stand by for the most dangerous task."
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>>27022800
I'm thinking exactly what you think I'm thinking colonel, but, let's not rush on blindly.

What's the status of the enemy forces inside the city? Do we have sat-picts? Any weak points? We need to figure this out first, and then decide what we will have our infiltrators do.
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>>27022800
Do we have access to Kasrkins or Elysians? It sounds as if they would be the best fitted for this sort of mission.
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>>27022800
Create the makeshift units. More military is better than less after all.
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>>27022844
I don't think we do, and requesting such kind of assistance is beyond our means at this point.
But we have hardy, capable men at our disposal, that's for sure.
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>>27022841
You have a number of picts from your ships in orbit, as well as information from the various interrogations your Commissariat detachment has enacted. While you lack the professional interrogators of the Inquisition, the natural aura of fear your Commissars possess is more than enough to drive even the hardest of prisoners (barring what few Xenos you captured) to break.

While your information regarding the heart of Parker's empire is a bit scarce, the rest of Damaris is fairly well-known to you, including the map outlined above. In addition to suspected Kruk and Canid presence, Parker's elite enforcers, armed with carapace armor and hellguns, are also here, in addition to the traitor PDF and whatever other mercenaries he has enlisted. Perhaps a bit more than a thousand men, if intelligence is to be believed.

>Damaris key points to be described shortly.

>>27022844
You have access to neither, sadly, simply the men of the Vitalitas First Siege Regiment. You could request such, however, either by contacting one of the sector's Schola Progenium or attempting to fish around other areas of the Administratum (Please specify which areas you try to investigate if so.)

They will all likely name a price for aid, but it will certainly be present.
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>>27022874
Wait, we mentioned something about a Inqusitor... Couldn't we ask for some Inquisitional Stormtroopers to accompany our men on this mission?
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>>27022968
Getting the =][= to help is not necessarily cheaper.
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Instead of equipping locals with captured equipment, we could take any Ragnarok tanks we've captured functional and use disbanded companies to crew them [if we don't have armor crews that could crew them and help buff up the strength of our Armored companies]

Use the captured tanks as effectively mobile bunkers with the infantry, dig a tank emplacement and drive the tank into it to go hull down and use the turret as a direct-fire support gun. Ragnaroks are also very suited to clearing trenches and terrain that would stop a Russ.

Also, we should see if we've captured the means to produce any Vanquishers or at least repair Russ tanks we've lost/knocked out
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>>27023012
No, lets equip the locals.
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>>27023012
We could possibly repair some of the Vanquishers we fought on the southern continent. How long would it take the forges to repair a blown up shell of a tank? Is it simply cheaper to make new ones?
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Well, all this talk of "costs" is vague. Sure, everything has a price. Let's see what that price is. How much for the infiltration mission?

Let's see offers from the Inquisitor, Progenum contacts for stormtroopers, Navy, local death cults, and the Techpriests.
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>>27023059
We could probably salvage the turrets and use them as static guns, would make good anti-armour snipers of a sort.
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>>27023064
The price of the infiltration mission is immediate but I think it's worth the risk.
But requesting outside assistance will surely have long term consequences for our career and the planet itself. If they are in our favor or not is up to our good judgement.
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>>27023064
And the local chapter of SM, I hear they have good shit.
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>>27023105

A good governor plays to the strengths of his staff, and compensates their weaknesses. And we get involved in sector politics anyway. Might as well do it early.
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>>27023127
we already have to get one ship to cover are land cost too much as is but we needed it
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we need to hit those fleeing units since the more we take out now the less their are defending the hive
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>>27023110
This is 4th Captain Dreidor of the Ghosts of Retribution, I am afraid we are unable to assist at this point as my company is garrisoning our Chapter-Monastery on the planet of Mormark, and the rest of the Chapter is currently engaged in conflicts which I am afraid take priority over the liberation of Le Keers.

The Emperor Protects.
End transmission.
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>>27023209
'Of course we couldn't be that lucky...

Someone get a hold of the nearest Schola Progenium and see if they have some Stormtroopers we can requisition!
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>>27022968
>>27023010
>>27023064
You could certainly request them, yes, though it would depend on who you requested them from. Inquisitor Delilah, mentioned previously, most likely would have the keenest interest in this case, as she hails from the Ordo Xenos and possesses a holy hatred of the Kruk Xenos alliance. Other Ordos could be contacted if you wish, though their interest may vary, if at all.

>>27023110
The local chapter of Space Marines, the Ghosts of Retribution, are currently unavailable for contact. Considering that they're the personal vassals of the Sector Lord Larion Ursus (by some strange witchcraft, you're certain), you suspect that this is more a move on the part of his lackeys than any distaste for you on their own part.

>>27023010
>>27022968
>>27023064
Costs vary, as always, but you elect to poll what forces you can. The Inquisitor you do not immediately contact, as getting her involved will likely snowball a great many other matters, as Inquisitors tend to do.
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>>27023281
There's no local death cults that remain in strength, but what remnants still exist possess little in the way of extraordinary talent, having mostly been purchased by Parker. There is, however, a team of about a dozen fairly well-trained assassins that have remained strongly tied to pro-Imperium causes. Calling themselves the Emperor's Scythe, this cell of assassins is fairly cheap: They request only that they become the new planetary Governor's, whoever that may be, official death cult. A position of high importance and esteem for their associated peers, as well as vastly increased personal resources.
The Progenium has a higher price. For a squad of regular stormtroopers, by definition of "regular" being far greater than anything Parker could hope to ever muster, they desire that they be given usage of the Lord Commissar for a duration of four months following the conclusion of the campaign, so as to utilize him in educational purposes, ranging from seminars to training exercises. You will, of course, need to dispatch the Serf's Glory to retrieve the stormtroopers in question, which are a week's warp travel away.
The Mechanicus is the cheapest option. In exchange for keeping the Vitalitas First Regiment upon Le Keers for the span of a year after the conclusion of the invasion, to train the replacement tech-guard Skitarii, the Adeptus Mechanicus in charge of Forges Primus and Secundus shall give you command of an elite unit of Secutor Militants. Advanced members of the Adeptus Mechanicus military that are heavily augmented, armored, and insanely well-armed, as well as trained. They are far from inconspicuous, however. This will leave you either stationed at Le Keers, or otherwise without your only regiment for the span of a year, however.

>>27023209
>That works fabulously, actually.
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I'm going to say this, before I fall asleep, we should contact the inquisitor now, before she turns up unannounced and asks why we didnt contact her when we first found out about the Canids and Kruk.

we could use her help right about now
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>>27023059
>>27023032
>>27023012
Your disbanded companies could be used to crew the Ragnarok tanks if you wish, though they're nowhere near as effective as trained Leman Russ crews, they could learn with a bit of time and training.

The Forges are currently being geared towards producing necessary supplies for the remaining troops. While you could dedicate them and their attached manufactories towards repairing the Vanquishers and your disabled Leman Russ tanks, this would draw away from your resupply efforts, requiring you to procure additional supplies elsewhere.
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Sorry I'm late.

We need to get moving on our plans from last thread. Let's transfer our command over to the Nameless Saint and send the transport back; we can get the Second Founding started on Vitalis and start our Reinforcement Volunteeer office that we planned, and can go ahead and pick up supplies there.
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>>27023288
If the Lord Commissar is willing do help with his part, I believe the Stormtroopers would be the best choice for combining Power without getting too much outside intervention.

>>27023307
He has a very good point, if she shows up and realizes we knew she was there, It'll end badly for all of us.
>urficu incinerating
Captcha has a point, we could all become charcoal if she shows up uninvited.
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>>27023315
No, just equip the locals.
>>27023307
No we can't
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>>27023288
The Emperor's Scythe is certainly useful. Lets get their help, especially since they seem to have no competition for the job they want anyway.
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>>27023307
We did contact the Inquisition, we just sent them the simplest response we could hoping to not attract their attention.

>>27023331
Can we afford the Lord Commisar for that time? We will likely need him to restore order after we've taken the planet, and he'd be of great help in our Second Founding.

>>27023288
Can we try to negotiate with the Progenium? We'll give them the Lord Commisar as requested, but we keep him for a month after liberation THEN send them to them for four months.
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>>27023322
Do this.
Also let's go ahead and organize that infiltration mission with the good colonel.

>>27023315
How long for our armor to be repaired? Surely one forge would be up to the task, or even a department of one.
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>>27023362
This is true, the other deathcults have gone to the enemy, they sure as fuck can't be given the job.
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>>27023377
I’d say we found a Hunter-Killer or Recon Regiment; We want to be viable on open ground as well as in urban combat/prepared lines, and either would give us a greater degree of mobility and more scouts so we know where to set up our heavy troops. In either case, our heavier production facilities are elsewhere, and we don’t want to waste time waiting on construction of their equipment. If it’ll save time (probably for the HK, maybe for Recon) do only basic training on Vitalis and in transit (discipline, theory, etc) and get them doing practicals when they’ve got the gear on Le Keers. We should have the West Continent pacified by then; plenty of space to train. I’d vote for Sharpshooters or Scavengers and Chameoline (assuming that also gets us Camo-Nets or something to help our Light Armor in the case of Hunter-Killer) or Demo.

Also, we need to go ahead and alert Naremuss that we've taken the mines; if he wants to send a transport to pick up some ores, we might have some available so we can get started repaying him.
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Guys, we seem to be winning, lets not go overboard with reinforcements. Get the death cult, get the local punks, get the stormtroopers. And then start the siege.
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>>27023337
>No we can't

oh do please elaborate why we cannot do our duty and what is required of us
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>>27023426

Seconded, but without the stormtroopers. We seem to have shit well in hand and the death cult can take care of extracting the Magos. If they pull that mission off, they can be the official death cult of whatever new governor we install.
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>>27023457
Because we've already sent notice and have no need of their assistance. We've already covered our tracks with the =][= no need to get them further involved.
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>>27023426
I don't think we need the stormtroopers though.
What we need to do though is hit the retreating enemies hard.
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>>27023288
>>27022967
>Damaris area outline incoming

>Enforcer Magistratum Fortress: Situated within the city walls, the Fortress of the local Magistratum (The local equivalent of the Adeptus Arbites) is vital to the stability of the city during this time of rebellion. Parker's enforcers are said to be headquartered here, enforcing the street law imposed during the revolution. As befits an essential wartime institution, the Fortress is equipped for extended siege and houses hundreds of well-trained and well-armed Enforcers.

>Damaris City Walls: The main settlement and capital of the planet, Damaris City is surrounded by thick walls designed to hold off most sieges. Unfortunately they have not been put to the test since their installation, and it's unknown if they can withstand an all-out Imperial assault. Sections of the walls have recessed cannons and batteries imbedded in them, but these haven't been tested or maintained for almost three hundred years. The walls themselves are roughly 30 meters thick and 30 meters high with bunkers and storerooms inside of them-- tapering towards the top until they are about 10 meters thick. The walls are lined with battlements and walkways for troops and munitions. The defensive emplacements themselves are spacd out at uneven intervals ranging from a few hundred meters to over a few kilometers. Each emplacement houses a half-dozen heavy bolter and autocannon emplacements, two twin-linked lascannon sentry turrets, and a trio of artillery pieces (known artillery includes long-range Earthshaker cannons, the shorter-range Medusa siege mortars, or Bombard artillery pieces.) Should the walls of the city fall, it shall become a hard-fought battle. The walls are broken into four quadrants, each of which has troops assigned to it: These are the Northwest Quadrant: Plains West, the Northeast Quadrant: Forge North, the Southwest Quadrant: Main South, and the Southeast Quadrant: Sphinx East.
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>>27023400
Yes we do need our own high-speed-low-drag operators indeed. Your disjointed training idea sounds good as well. I'd say we go Hunter Killer but Recon sounds good as well (choices, choices) .
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>>27023500
>Daedalus Command Bunker: Situated beneath the Lord General's estate, this was where the former members of the Le Keers government and other functionaries directed their last defense. It is a command center that outstrips even the one upon the Serf's Glory, which you now command from. It is also likely the source of the anti-ship torpedoes that will harry your starships and landing craft on approach. It is known to be accessible only by an armored shaft, and possesses a secure transmitter.

>Industrial Infrastructure: The various mines and refinery stations scattered around the edge of the city that maintain the internal economy of Damaris. The majority of the mineral wealth was formerly sent back to the Imperium with the aid of Charter Captains and Rogue Traders, but now serves to fuel Parker's remnants. Should this infrastructure fall, Parker will lose a primary source of bullets, bombs, and power packs.

>Sphinx's Landing Starport: An important asset to both attackers and defenders of Damaris. Aside from the Levy Training Fields, it's the only place that Parker's few fighters can take off and land from, and the only location where your space fighters can stage from on the surface. In addition, various shuttles and ore-conveyors are parked here. In the event that Parker wishes to evacuate, the Starport must remain clear and operational. However, the Starport is protected by several defense laser batteries, anti-aircraft Hydra emplacements, and Manticore missile batteries used to fend off any raiders who manage to bypass the cordon established along the walls.
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>>27023512

>Levy Bunkers and Outposts: Formerly controlled by the Damaris PDF, these are situated around the main settlement and sections of the countryside. Parker has established numerous bunkers and outposts in anticipation of an attack. Each of these bunkers is equipped with firing ports and turrets for heavy weapons, and is suspected to have enough food and supplies to sustain a platoon of troops for several weeks if need be. EAch bunker and outpost is connected to the city and to one another by a network of underground tunnels constructed centuries ago. This system allows the Damaris defenders to move troops from one location to the next without exposing themselves to the enemy.

>Levy Training Fields: Where the Damaris PDF, and now Parker's men, are trained and housed. the perimeter is protected by numerous defense batteries and emplacements. The protection of this location is vital because the Imperial Guard will be sorely needed after the invasion to perform mop-up operations and support the local Adeptus Arbites in protection duties. Should the Training Fields fall, there is only one other location from which air support can launch and recover: the Kapak Memorial Starport. The training fields are also where Parker's men mustered prior to the invasion.

>Planetary Infrastructure: The various water treatment plants and pumping stations, switching stations, backup power reactors, transportation hubs, medicae facilities, and other locations that are needed by the people of the city. Parker has sustained them to ensure his own men remain comfortable, but they have little to no protection beyond the walls they are contained behind. A few may be protected by mono-tasked servitors.
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>>27023519
>Shard's Forge and the Manufactoria: Situated outside the city on a small island, the Forge of the Adeptus Mechanicus provides much of Damaris City's technology and manufacturing base. The Master of the Forge, Magos Shard, has hundreds of Skitarii Tech-Guard to oversee the defense of his domain. A Tech-Guard that has likely suffered heavy casualties to Parker's men. Keeping the Forge intact is vital for the city and its defenses as the main power reactor for the entire settlement is located in the Forge. Though Damaris itself has various backup generatoria and power systems, these haven't been tested since their placement and likely only can power a small area. The forge itself has numerous defensive emplacements combined into a wall that surrounds the entire island, and Shard likely has several units that protect the Forge itself.
>Shrine of St. Drusus: The holy temple, dedicated to Saint Drusus of the Angevin Crusades, is one of the cornerstones of the Ecclesiarchy's hold within this region. If the temple should fall to Parker's men or orbital bombardment, it would be a major blow to the Imperial Creed in the area. Housed within the temple is the ancient reliquary, a legendary artifact of St. Drusus. A large number of Frateris Militia are housed here and protect the various rites within the temple, and Parker has not made any overt moves against them. A potential source of aid within the city.
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>>27023498

Airstrike the enemies's supply lines. Orbital bombard all positions outside of Damaris, drive the enemy inside. Raise a local militia with the recovered equipment and have them run supply convoys. Raid the enemy supply convoys as in >>27022728 and sneak a company of demolition/engineer troops into Damaris, have them disable the anti-orbital cannons and just bomb the shit out of the entire hive. Meanwhile, have the Emperor's Scythes retreive the Magos.
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>>27023519
I think sabotaging the Planetary Infrastructure at key points could spread disarray in the enemy defense.
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>>27023525
I'd say at this point we should go ahead and begin our assault on the North Continent after we're resupplie. Leave a Company or two on each continent (We've lost the Devourers for several anyway) and take the Le Keers starport. I'd say then we start the siege. Begin with a general encirclement and artillery barrage, then launch a dual assualt feint at the South Walls while we take the Shard.
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>>27023559
Pretty much agree with this.
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>>27023564
We need to keep the infrastructure, though; we've made vows to the Mechanicus, and besides, it'll help us prepare for later conquests.

>>27023559
Same problem; there are valuable and fragile artefacts we need to take intact.
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>>27023583
Cutting the power to the sectors our forces outside the walls are attacking, even for a few minutes, could prove valuable. We don't need to bomb the hive back to the stone age.
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>>27023608
Ok, that'll work. We just don't want to go blowing up major manufactorums if we can avoid it.
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>>27023583

Alright, then let's orbital bombard everywhere BUT Damaris. Drive them inside, take the pressure off Shard. Then launch a full counteroffensive on Shard while keeping the enemy inside the walls of Damaris.
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>>27023634
Right. I think I suggested in the last thread that we bombard the Mountains while we land in Le Keers to take fire off our devourers.
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>>27023624
Well, we'll probably be senting in a company sized force, or less. There's only so much they can do in a relatively huge hive and remaining undetected for as long as possible is imperative.
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>>27023559

How about a decapitation strike? Sneak in Emperor's Scythes into Damaris via >>27022728 and have them assassinate Parker.
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If we manage to get the men in, is there a way for us to communicate with them on secure channels? There probably is. So we can have them multitasking and even >>27023681
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>>27023559
The main issue is that the enemy doesn't have an anti-orbital cannon: They have a series of torpedo tubes and tactical missile launchers built into the Lord Governor's palace, ones capable of breaching not only the atmosphere, but targeting ships in orbit. Thankfully, the Nameless Saint has a great deal of anti-torpedo defense batteries to knock them down.

>>27023322
>>27023377
>>27023377
>>27023400
"We should move our administration work to the Nameless Saint." You order, Captain Unwerth, I entrust that you'll be able to take the Devourers we don't end up using in the Northern Continent's landing effort and have the second Vitalitas regiment founded for us?"

He nods, seemingly relieved to be away from the potential presence of the Inquisition, especially as the roundtable discussion of your various options goes on. The numerous officers present all have ideas, and many of those ideas seem... Unique, to say the least.

"Right then. We'll move everything over tomorrow-- for now, let's finish tactical discussions." You decide, that course of action done at least. You call over one of your numerous adjutants, stamping the data slate with the relevant Founding information with your signet ring, leaving the techna-imprint upon the slate to verify the information within.

>>27023331
>>27023373
Whether or not you can afford the Lord Commissar's absence for that time is up to you. He is more than willing, however, though the Progenium raises a counterargument to your offer: In exchange for the month delay after liberation, they wish him for six months instead, though you retain the Stormtroopers for the full span of time.

>>27023385
>>27023362
You also keep the Emperor's Scythe in mind. You can pull for additional information on them if you wish, but they seem fairly standard on the whole. Special weapons from your special weapons company could be provided to them if desired, however.
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>>27023848
All right; I'm in favor of that deal with the Progenium. We can use those Stormtroopers as an honour guard for the occupation, too; we'll be a target if any of the Family remain after we've won.
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>>27023848
I simply don't trust these Emperor's Scythes. They apparently aren't anything special, and if they've lived for months on a Xenos-Occupied planet without actually doing anything to help the Imperial cause then I'm not sure we can trust their loyalty in a pinch.
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>>27023848
>>27023337
>>27023501
>>27023681
>>27023812
Your forces have the vox-thieves and, generally speaking, technological superiority. If you can take control of Shard's Forge, then you will have access to the largest source of technology on all of Le Keers. Of course, this is assuming you can overtake the Forge, and that Parker's men haven't already fortified it even moreso than when it was Imperial-controlled.

A decapitation strike is extremely viable, however, should you manage to get them within the city. Of course, this also assumes that they can get access to the Daedalus Command Bunker inside of the city, under the Lord General's Palace, and can bypass whatever defenses there are to kill him.

A special operation if there ever was one, but if successful, it would likely instantly neutralize the rebellion. More than neutralize, it would likely cataclysmically cripple it.

>>27023377
Considering the losses you've taken, one Forge could be assigned to the duty in a minimalist role, though that will take three to four months to accomplish on minimal staffing and resources.
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>>27023848
No to stormtroopers, yest to death cult.
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>>27023848

Information on Emperor's Scythes activities, history, goals, plans and contacts is required before we can make a decision on whether to use them or not.
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>>27023919
We could cut off the Forge then. Seems less hard to do. Blow up a few rail lines here and there. Nothing the Mechanicus can handle afterwards.
As for killing Parker, while near suicidal, would be awsome and earn a reputation for the men of Vitalitas and their command
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>>27023929
ya their cost for help makes sense and does not hurt us
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>>27023848
my vote goes to the stormtroopers
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>>27023919
>get access to the Daedalus Command Bunker

we have vox-thieves. Let's steal some command codes, guard routes, passwords or other related things.
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>>27023848
Death cult.
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>>27023969
I'm all for this. Let's take the Shard ASAP, and get the Stormtroopers to extract the Magos; in the meantime, send the Scythes in on a suicide mission to kill Parker. If they win, we win; if they die, well, no loss.
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>>27023998
>>27024005
Seconded
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>>27024001
>>27023992
>>27023929
The thing we have to remember is what the mission is. THis is an extraction that we're discussing; we need people who are good bodyguards. DCA just aren't armored or disciplined enough to guard a VIP; they're assasssins, not bodyguards. Stormtroopers, though, are armored and are known for throwing themselves in front of bullets for their protectee. They can kill people attacking the Magos at range, rather than having to charge them, etc. If this was a straight assasination or demo mission, I'd agree, but we're trying to SAVE someone.
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>>27023885
>>27023904
>>27023932
>>27023929
>>27023994
>>27023992
You continue to remain indecisive on the matter of Stormtroopers vs Emperor's Scythes units. Imperial Guard Stormtroopers have a long and unquestionable history of elite service.

The Emperor's Scythes, on the other hand, are a long-standing Imperial Death Cult. Not anywhere near the Officio Assassinorium, but their activities tend to be along the lines of death-dealers, mostly Freeblades and Death Adepts. Their history spans back three centuries, though their numbers have dwindled to perhaps two hundred in total, including various arms sellers, smugglers, intelligence agents, and actual killteams.

In terms of killteams, the Emperor's Scythes-- their most prominent team-- is a dozen people in total. Their specialization is primarily in social subterfuge, and they've laid claim to contracts on more than a dozen of Parker's lieutenants personally. Parker has placed a 5,000 geld bounty for each member of the team turned in. A bounty that will never be collected, it seems. They have an even mix of long-range and short-range specialists, utilizing antique solid projectile weaponry over lasguns.

>>27023998
>>27024005
>>27024039
>If you wish to dedicate your vox-thieves and local interception assets towards securing information for a hit on John Parker, you will require a Tech-Use roll on behalf of Magos Batt. (At a -30 penalty. Vs 20, best of three.)

You do have the old Daedalus bunker codes from the Administratum, sequestered to you at a simple request, but it is likely that Parker has changed them. Magos Shard, if he still lives, likely knows much more-- but that will require extraction.

>Issues still to be decided:
>Death Cult Assassins or Stromtroopers (or both)
>Second Vitalitas Regiment Founding: Hunter-Killers or Reconnaissance.
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>>27024107
I am ok with both the DCA and the stormtroopers
and for the founding I would say Recon
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Rolled 68

>>27024107
I'll remove my objection from the Death Cult in that case; that's not at all what I was envisioning.

I'd say HK, but I'm the one who narrowed them down to those two, so I'm not really to be counted.
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>>27024142
>>27024148

Why not both.

Can our staff mix the two doctrines so we have a fast moving, heavily equiped recon unit?
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>>27024175
>>27024142
>>27024148
Mixing doctrines is feasible, but keep in mind that by doing so, you'll be making replenishment more difficult. Training time will also double-- from four months to eight, as each squad is drilled not only in stealth, but also in attempting to be stealthy while maintaining speed and anti-armor viability.
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>>27024195
I don't know. I just think having a regiment dedicated to maskirovka is awsome.
http://en.wikipedia.org/wiki/Military_deception#World_War_II
> "Surprise has a stunning effect on the enemy. For this reason all troop operations must be accomplished with the greatest concealment and speed."

But it's not entirely up to me. Besides, 8 months is a lot of time
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There's no actual time pressure, right?

I mean normally missions are rushed because of an eogtistical commander, some kind of doomsday-type summoning or potential destruction of some relic. But here it's just an asshole trapped in a fortress.

Sure we don't want to sit here forever, but pretty much any time gained by forcing an opening will be lost after the event in time taken to resupply and recruit back to full strength. I'd vote for calling in the Inquisitor (because it's always better to be on the safe side vis a vis the crazy fanatics with nearly limitless power) and just sitting back and shelling them for a month or two.
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>>27024243
no call in the big I that is just asking for us to die
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>>27024195
I'd vote actually say that might be reasonable. That would get them trained and here at right about the time this campaign wraps up and the Commisar is returned; we'd have them fresh just as we begin to prep for our next job. Neither will be too useful for this siege, but we don't need them.

Opinions on Special Equipment/Doctrine? I like Sharpshooters and Chameoline, but more Demolitions would make even the Recon troops viable in AT, and Scavengers/Survivalists would help with the resupply pressure.

>>27024243
No real time pressure, but we don't need these reinforcements in time for this battle anyway.
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>>27024243

Well, there's a bunch of shit inside the hive we need to recover intact, like a shrine of St Drusus. I say surround the city, cut off all supply lines and focus on taking Shard. Once we have the Magos he can help us with the codes and stuff and we can launch the assassination mission.

Btw, the Emperor's Scythes are supposed to specialize in social warfare and propaganda, right? Let's have them devise strategies to sap the morale of the besieged population.
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>>27024282
I'd support something like this. I think the best course of action is low-risk/low-reward stuff, and attrition.
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>>27024243
>>27024259
>>27024282
>>27024327
Technically, no. There's no known pressure time-wise, especially as you have control of the biggest assets on-planet. Parker retains Damaris' inner infrastructure and manufactoria, however, as well as St. Drusus' reliquary. Items that shall keep his rebellion in functioning form for some time, at least

Considering your regiment is siege-oriented, however, this is not a particularly large concern, especially once the Forges begin mass production of the needed war supplies. With Shard's Forge secured, you also will have unilateral control of the city's primary power supply, and siege time the enemy holds out for could be reduced to a mere fraction.

Keep in mind, however, that Inquisitor Delilah looms as a potential element that could arrive at almost any time, or not at all. Attrition will very well work in your favor at this point, though the biggest concern is that short of orbital bombardment, the Earthshakers mounted on the walls of Damaris outrange your own Basilisk cannons. This could create a potential "No Man's Land" situation between your artillery and their own, which could prove additionally problematic for any infiltration attempts (or exfiltration.)

>>27024282
If you wish to employ them, the Scythes could assist in social warfare, though the Lord Commissar is far superior in that field, considering his extensive experience and training.
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>>27024394
First let's be sure we can surround the city without incident. Let's go ahead and launch the spaceport assault and get the city surrounded. Then we can figure out how to deal with the walls. I'd suggest we focus on one or two points; take the Shard, and focus the rest of our artillery on one or two of the hardpoints to knock them out then start on a breach.
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>>27024394
>This could create a potential "No Man's Land" situation between your artillery and their own, which could prove additionally problematic for any infiltration attempts (or exfiltration.)

Have all enemy forces and supply convoys retreated into the city? Because we can pull this >>27022728 if not. Risky but easier trying to sneak in through No Man's Land
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>>27024480
easier than*
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>>27024430
I'm for this. We can figure out more details of how to get our Stormtroopers/Scythes in later, lets be sure we can even get to the city without alien surprises first.
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>>27024480
Lets do it. I like the idea of a fake convoy; we can (hopefully) cause some chaos and knock out some of their defenses before the bulk of out forces arrive.
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>>27024394

While the Lord Commissar could definitely throw a lot of weight on the social side of things, it's evident that the Scythes have survived in enemy held territories are, naturally, are intimately familiar with the locals and could pull some influence on the not quite loyal traitors (whom we can kill off later at our connivence).

Trade the Commissar for the Stormtroopers and set the Scythes to work on the social warfare to highlight and pick off commanders, especially the Enforcers to sow discord inside the city.
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>>27024698
>>27024480
Worth a try. If it fails, we'll lose just a platoon or so, but if we are successful we can really sow chaos.
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>>27024747
We don't actually lose the LC until we win; he can work with the Scythes.
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>>27024430
>>27024480
>>27024605
>>27024698
>>27024747
>>27024765
>>27024759
You elect to grab both the Death Cult members and the Stormtroopers. While the stormtroopers will take a week to arrive, the Death Cult is available now. That leaves you, however, with a choice of which stratagem to pursue. The supply convoys will take the better part of the next two weeks to pursue, during which time the Nameless Saint shall pursue bombardment of the enemy's forces to the south, sparing a portion of the fleeing enemy supply convoys so as to enable the infiltration team to have an "in."

The question, during the interim, is multi-fold:

>Deploy your forces near Le Keers Starport while the bombardment goes on, enabling them to advance on the enemy's flanks while the infiltration team does its thing?
>Hold off the invasion force until the infiltration team can get inside.
>Hold bombardment and invasion until the infiltration team gets inside.
>Other?

Furthermore, there is also the question of the team itself. The Emperor's Scythes can be ready to deploy at a moment's notice, but the rest may be problematic.

>Wait for both the stormtroopers and assassins to be ready for action before deploying them.
>Deploy the assassins now (please specify what mission, Shard's Forge, infiltration, or something else.)
>Other?
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>>27024961
Go ahead and take Le Keers, but wait to attack Damaris until the infiltration team's available. Let's wait until the Stormtroopers arrive, and have them and the Scythes both go for the Magos. Let's try to time our assault so that we chase "our" convoy in; if our forces are on the horizon as the convoy with the DCAs and Stormtroopers arrive, they probably won't be as heavily checked as everyone will be as a rush. We can also then provide them with a bombardment to cover their escape, hopefully with the Magos. Have the rest of the convoy be volunteers loaded with as much demo gear as possible; they'll create chaos inside as we attack.
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>>27024961

Go ahead with the starport bombardment. Give the Scythes was basic supplies they may need and have them infil inside the city as we're trying to push Parker's people inside anyways with the dual objective to: A. kill key commanders inside the city and conduct sabotage, B. Set the groundwork for the Shard rescue when the STs get here.
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>>27025040
this plan works for me
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>>27024961
>Hold off the invasion force until the infiltration team can get inside.
Also use the Death Cult to cull the enemy's leadership. High ranking officers and the like are HVT
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>>27025040
Even better actually
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>>27025040
Also, try to have the DCAs contact the keepers of the Shrine of St. Drusus. We don't need them to do anything yet, but we want to be able to coordinate with them during the siege; give them a secure communicator or something, they sound loyal. Don't rely on them, but they could be useful.

>>27025097
>>27025111
Thanks!
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>>27024961
I think it would be best to have the scythe's prepare the way for the Stormtroopers. I suggest we have the scythes start infiltrating the city now and soften up the right areas (Get forge documents ready, kill component sgts who actually check papers, infiltrate the gate guards, prepare distractions, use their network of contacts to spread false info.)
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>>27025173
>>27025142
Does the city have a vox system or radio network installed? Because it would be hilarious if we made the DCAs cut into it and start blasting music and/or propaganda.
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>>27025216
OOC: Why did I think of Oddball from Kelly's Heroes when I read that?
Pic Related
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>>27025314
http://www.youtube.com/watch?v=-IatwoA00E0
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>>27025040
>>27025080
>>27025097
>>27025100
>>27025111
>>27025142
>>27025173
>>27025216
You elect that it'd be best to have your invasion forces wait until the stormtroopers arrive. You do, however, have the Scythes hired, giving them access to basic raw materials.

"Colonel Sarvus." You turn to address the man, "Vox the Emperor's Scythes and inform them that we accept their terms." You tell him, to which he nods.

"What shall I tell them, sire?"

"They're to await the arrival of our stormtroopers. Once they've arrived, they're to join with the stormtroopers in extracting the Magos, infiltrating via a captured enemy supply convoy. We'll be invading hot on their heels, so they'd better be ready. Once inside, they're to secure the Magos, then go about eliminating enemy command. Eventually, we'll launch an assassination of Parker himself, once we have the intel that Shard possesses."

He gives a quiet whistle, "Certainly going big, aren't we, sir? My offer stands, however." He flicks the lho bud away as he draws on the dregs of it, his augmentic hand giving a quiet whir. "I'm not exactly some Inquisitional agent in terms of stealth, but I've fought hard on that soil, and I'd like to help in taking a shot at Parker. His men have killed plenty of mine, and I think they're due a bit of vengeance."

>Allow Sarvus to join the infiltration group.
>Deny his request.
>Other?
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>>27025861
I don't think he'll be needed there with both the stormtroopers and DC.
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>>27025861
>>Allow Sarvus to join the infiltration group.
Reserve him a spot, but insist that he gets a crash course in infiltration from the Scythes.

Also, how are we doing on psykers? Can we request a diviner/oracle? Do we know what we would have to provide in exchange?
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>>27025861
I'd say let him, but remind him that he is valuable and should try to keep from getting killed if possible. Publicize (within the regiment) his participation to get more volunteers for the Demo squads that're attacking the walls during the infiltration.

Basically: Approve, but try to keep him alive if possible.
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>>27025861
Can we have the Scythes help raid some of those supply convoys?
Those could come in really handy, as they would let us endear ourselves to the populace.
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>>27025932
He's a tough nut. He'll make it.
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>>27025926
I agree; we need to train him. I'm not sure about psykers; I don't think we have any, though.
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>>27025926
I also agree, he should at least have half an idea about how this whole thing works before jumping into a mission of this magnitude.
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>>27026021
Basically, psykers are awesome if you know how to use them.
A diviner can give you information on the enemy when they aren't busy being vague and throwing useless prophecies around. They also have this spell in some books that lets them aim a weapon really well, which is perfect for assassination. As in, shoot the enemy leader in the head with a basilisk tank. I'm guessing that the GM won't give us access to that particular trick, though.

Telepaths are good for communication. Higher level ones might even be able to screw with the enemy directly at long distances, maybe.

Biomancers/fleshcrafters can be useful for keeping your key personnel alive.

Pyromancers are useless.
I think that's all of them.
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>>27026118
Oh, wait, I forgot telekinetics.
They are also useless.
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>>27026118
Yeah, I know what they do. I meant I'm fairly sure we don't have any and I'm not sure we need them at our level. That opens us up to problems with Chaos and the Ordos that I don't think we want until we're more entrenched. Most Psyker abilities that the Guard would have access to aren't really campaign-level, more squad or platoon-level, and therefore not worth spending a ton of time on. If we can get them, that would be great, but I don't want to rely on something that erratic when traditional options are still totally valid.
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>>27026170
Other than Diviners; someone good with the Emperor's Tarot would be extremely valuable, but again, I don't think we should get indebted to too many other organizations until we can pay some off. Right now we owe:
The Imperial Navy
The Mechanicum
The Progenium
The Merchant's Guild of Vitalis
The Emperor's Scythes
And given that we're recruiting again, we're likely to owe other groups as well. Let's wait until we can repay some of those debts before racking up deals with the Adeptus Astra Telepathica or any other groups.
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>>27026118

it is highly likely that at the very least our ship has a small Astropathic choir to send and receive interstellar communications to allies.

Sanctioned psykers might be fun, but remember that the very use of their powers could go horribly wrong on us.
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>>27025314
>>27025360
>This is giving me VIBES, man.

>>27025970
You could dedicate the other squads of the Scythes to this task, but considering you have exact coordinates and can track the enemy rather accurately from orbit now, you could do the same task with your regular infantry companies. The Scythes will prevent the enemy from getting too much advance warning, though their loss will definitely be noted either way under the current plan of action.

>>27025926
>>27026021
>>27026118
>>27026137
>>27026170
You don't have a contingent from the Scholasta Psykana, if that's your thoughts. You have a Navigator for each ship, as well as Astrotelepaths and other such personnel to maintain a constant, steady stream of contact between your forces and territories. You could see about requisitioning a company of psykers if you wish, however, and odds are the Scholasta Psykana would be more than happy to unload a smattering of them upon you.

>>27025926
>>27025932
>>27025980
>>27026021
>>27026037
"Yes." You tell him, nodding. "It could even help getting volunteers for storming the walls, should the need arise."

He smiles at that, punching his augmentic fist into the palm of his other hand. "Good. I owe those bastards for taking my hand away." He states, before you speak again.

"But you're to receive at least rudimentary training in stealth operations from the Scythes, at least until the stormtroopers arrive. Once they arrive, that's it: You and the rest of our forces will deploy."

"Very well then. I've done plenty of stealthing about on my own from my days back in the manufactory." He tells you, laughing slightly. "What's a bit more practice? Anything else?"

>Anything else before you commit, Lord General?
>Agility roll, 1d100 vs 48 (38+10). Best of three.
>>
>>27026365
just to clarify, we are deploying the locally raised forces right?
>>
Rolled 24

>>27026365
Nothing else, let's go. Regular Infantry can take the convoys, lets wait on the Psykana.

Rolling for whatever we need agility for...
>>
>>27026239
Technically we also owe the ghosts of retribution for the pre attack recon.
>>
>>27026387
OH. We're rolling for the Colonel. Duh.
>>
>>27026239

We don't owe the Merchant's Guild of Vitalis -anything-. Their desires for that world are counter to our own and 2/3rds of the ruling group of that world.

Who the fuck do they think they are, telling us we owe them anything for not supporting their desire to destroy the planet's ecosystem to fatten their own coffers?
>>
Rolled 48

>>27026365
Rollan
>>
Rolled 19

>>27026365
Rolling, hopin for lucky...
>>
>>27026395

The Astartes offered what information they had as a sign of good will, as they didn't seem to request anything of us. Even if the info was wrong, it was a nice gesture, I guess.
>>
>>27026450
>>27026387
>>27026428
Looks like we're lucky this morning. That's nice, all three equal or under.
>>
>>27026469
It was probably accurate at the time. The SM's arrival was probably a catalyst for Parker to increase his forces.
>>
>>27026424
Sorry, I agree. We still owe an awful lot of people, in some cases with no way to pay them back any time soon. I don't think we need to rack up MORE who we can't control...
>>
>Anything else before you commit, Lord General?
I could answer that if I could keep track of the plan properly.
So, we've ordered some stormies and hired the local death cult. We will also try to raid the enemy supply lines in order to reserve some supplies for the locals, while we use the local factories to supply our own forces.

We've sent the whale-ship/transport back to Vitalis to establish a volunteer recruitment office and raise more soldiers.

We are now planning to send the scythes and the stormies, along with our lieutenant on an assassination mission that we will also screen by having a company of our men infiltrate the city and cause a ruckus.
And maybe a siege too while we're at it.
>>
>>27026676
Yep. That's it. Except there's a spaceport assault before the siege/scythes/stormies action.
>>
>>27026697
Neat.
Nothing to change, then.
>>
>>27026697
and a op in the forge to get the magos
>>
>>27026940
That's the aforementioned Scythe/Stormtrooper job.
>>
>>27026386
You have established the usage of ten poorly-armed infantry militia companies, but have elected to use captured enemy armor to directly supplement your siege companies as temporary, mobile bunkers for when the siege proper begins.

>>27026395
>>27026469
The intelligence from the Ghosts of Retribution was freely available from the Administratum of the sector. Freely available to those of your rank, at least.

>>27026424
>>27026622
The Mercantile Guild provided you the vox-thieves in exchange for allowing the Master Artisan passage (and, eventually, a hand in the leadership of) to Le Keers. Really, it was more the Mechanicum directly, but their close ties to the Mercantile Guild has that slightly in their court as well.

>>27026676
>>27026730
>>27026697
You elect to outline your master strategy to the assembled persons. You clear your throat, looking over those assembled. "I thank you, first of all, for having come with me thus far in this campaign. We are in the final stages of this war, and it is a war that we have fought hard to win. The current plan of action is to switch command to the Nameless Saint," The vessel, looming out of the viewports of the Serf's Glory, is your Firestorm-class Imperial Navy frigate. "The Serf's Glory, the transport ship that brought us here, will return with its Devourer contingent-- after redeploying the invasion force-- to Vitalitas. Once there, and bearing my seal-marked orders, it will begin the Founding of the Vitalitas Second Regiment," You nod to the Lord Commissar, who simply smiles, "which shall be a Recon/Hunter-Seeker mixed regiment." With the notable training and expense penalties, but that matters little at this point.

"A volunteer office shall be set up also to allow for additional replacements to be recruited for those lost in the First Regiment.
>>
>>27026999
Our allies in the liberated villages, taking up the former weapons of their oppressors, shall organize into ten companies of irregulars with little-to-no training. Said companies shall form supplementary infantry to our main forces.

The stormtroopers and Emperor's Scythes, upon the arrival of the former, shall deploy to capture one of the enemy's supply convoys. It will use this captured convoy, given field repairs to go back to presentable shape, to sneak behind enemy lines, at the forefront of an enemy invasion. The rest of the enemy's forces will be annihilated via orbital bombardment from the Nameless Saint." You nod to Sarvus, who simply smiles at the prospect of the mission to come.

"Upon getting inside of Damaris, the group shall infiltrate into Shard's Forge via the rail line." You indicate the massive bridge spanning to the fortified island. "Once there, they shall liberate Magos Shard and secure from him the codes necessary to gain access to the Daedalus Command Bunker. In which we shall find John Parker himself."

You tap the outline of the city, displayed on the massive hololith. "The rest of our forces, meanwhile, shall lay siege to the city. All companies, every soldier we have, will be put towards the front lines. Our infantry squads will ambush the enemy's supply convoys, or at least those lagging at the rear. Once captured, the supplies will be distributed to the populace at large to earn good will and boost morale. Our own forces will be resupplied from Forges Primus and Secundus."
>>
>>27027013
The Master Artisan speaks up, "Now that I-- We have control of the majority of planetary infrastructure, operations may resume as usual. Raw materials will be forwarded at maximum speed to resupply the Imperial Guard, which is... Less-than-adequate at the moment in terms of supply levels." The Artisan states.

You nod at that assessment, polite as it is. "Anything further?"
>Anything further?
>If not, please assign commanders to the following roles:
>Damaris Siege Force: ???
>Infiltration Team: Colonel Sarvus
>Shard's Forge Attack: ??
>Starport Attack: ???

Commanders Available:
>Yourself
>Lord Commissar Kennoch
>Sister Ath Laurent
>Magos Batt
>>
>>27026951
Actually, I left that out. I only mentioned the assassination, which is coming later on after we get the Magos, if I got everything right.

It would suck if our team reaches the Magos and he refuses to leave for whatever reason, though.
>>
>>27027023
Only thing I'd suggest changing is we keep a company or two back on each continent just in case. And, as a siege is always vulnerable to outside attack, so leave a couple of the local companies to guard our rear as we surround Damaris.

Damaris Siege Force: Us
Shard's Forge Attack: Magos Batt and the Lord Commissar to provide Mechanicum expertise in the systems with some military oversight
Starport: the Sister. A fast and overwhelming strike is our only shot, and the Sister is best at that kind of action.
>>
>>27026622
I can't help but feel that we're in 'please everyone' mode.

That gets boring quick
>>
>>27027069
Was about to suggest that.
Will we make planetfall for this one? Because we could use a change from the recycled air of the Serf's Glory. We could also give the men a rousing speech.
>>
>>27027069
>Only thing I'd suggest changing is we keep a company or two back on each continent just in case
I suggest a company of our own soldiers and two companies of the locals. Our guys will be in charge, while the other two will assist and train.

>so leave a couple of the local companies to guard our rear as we surround Damaris.
The rest of the locals are to do this.
>>
>>27027154
I'm generally not in favor of making planetfall, but I've been convinced that the morale boost could be worth it, and we want to be able to respond quickly just in case.

>>27027167
That works; I'd like to keep some of the locals as cannon fodder to force a breach through numbers if we need to, to avoid having to toss our valuable Vitalians as simply grist to the mill.
>>
>>27027105
Seems to me like we are in "take planet" mode.
We can pay debts off once we've claimed victory.

Also, those locals we are now arming might be the core of the PDF, skitarii and the first regiment we raise here. So, make sure to give them some respect.
>>
>>27027209
Some respect, sure. But when it comes to people who are just going to die, would you rather sacrifice random untrained locals with stubbers or specialized Siege Troops who are (by now) combat-experienced?
>>
>>27027234
Of course we will use the troops of lesser value if we need to sacrifice someone.
I am referring to their general treatment.
>>
>>27027023
>Shard's Forge Attack
Magos Batt is the best suited for this task.

>Starport Attack
Sister Ath Laurent can take the startport

>Damaris Siege Force
And it maybe time we ourselves take our place on the field with the good Lord Commissar at our side of course.

Also the infiltration team should consider to let the local Emperor's Scythes act as their "face" during the infiltration being local and more familiar with the culture they will more raise less attention.
>>
>>27027273
Oh, of course. We tell them they're almost the equal of the Guard, that they're heroes for surviving under the boot of Xeno-lovers and Traitors but retaining their faith, that they are the first step to the liberation of their planet. We even tell the Vitalans to play nice. But when it comes down to it, they're pawns.
>>
>>27027154
I'd vote against personally going planet side in this case.
We are only beginning the siege, a process that may take a very long time. We should spend that time safe and comfy in space
>>
>>27027361

I don't want to drag the siege, we need be there to seize the initiative.
>>
>>27027286

huh, so I have a question.

By asking Sister Laurent to deploy in command of forces when she is apparently a bodyguard for some priest and not really under our command... are we running any kind of debt with the Priest, his faction, Sister Laurent or the Sororitas?
>>
>>27027514
Besides, we love the smell of fyceline in the morning.
>>
>>27027023
Sorry to jump back, but are we only getting the storm troopers for a couple of months?
If so we should use any friends we have within the munitorum to get a formal requisition for them.

>>27027514
We can issue orders from space just as easily as from the ground.
What if xenos rock up to aid their pals? We only have one frigate in orbit and if that were to fall, we would be stranded. We also don't have a snazzy command vehicle yet.
>>
>>27027585
We're getting the Storm Troopers for the duration of this campaign+7 months. Hopefully, by the end of this campaign, we'll be in a better position to make a formal requisition.

As far as commanding from orbit; I really don't feel strongly either way.
>>
>>27027036
>>27027069
>>27027167
>>27027154
>>27027194
>>27027209
>>27027234
>>27027273
>>27027286
>>27027330
>>27027361
>>27027514
>>27027555
You're not decided on the issue of whether or not to command on the ground, but considering it's the last stages of the conflict, and siege at that, the risk to you (assuming you stay in the cozy regimental HQ well behind friendly lines) should be minimal.

"Magos Batt, you are to take the assault upon Magos Shard's Forge, once we have secured the Magos himself and-- hopefully-- the assassination of John Parker is underway."

The Magos simply stares, seemingly accepting this task.

"Sister Laurent," You turn to the Sister of Battle, who perks up slightly. "I wish for you to take the Starport. Strike fast and hard, and secure it as quickly as you can so we can offload the remainder of our forces in short order."

You look to the Lord Commissar, "I contemplated sending you to assist the Magos, as well as at my side. We should be fine with the actual siege itself, however. The Magos and the men taking the Forge could likely use your inspiration more than those at the siegeworks, however."

He nods at this, "Very well, sire." He answers. "I shall ensure their spirits are lifted, and the Forge is both taken and held."

"How do you wish to deploy our remaining air assets? The enemy's anti-air assets are thick, and the supply convoys likely contain a great deal more of the enemy's specialized anti-air rockets."

An interesting question.

>Orders for air assets?

>Special forces operations shall be initiated shortly. Rules for elite unit operations are as follows:

>Rules of Engagement:
>[ ] Fire when opportune.
>[ ] Return fire if fired upon
>[ ] Hold fire unless absolutely critical.
>[ ] Other?

Speed:
>[ ] Full speed
>[ ] Half speed
>[ ] Move at slowest speed.

Special Orders:
>[ ] Eliminate targets of opportunity.
>[ ] Attempt to ferment internal rebellion.
>[ ] Taint enemy supplies.
>[ ] Other?
>>
>>27027906
>>27027585
The arrangement thus far is for only a few months. However, considering the nature of bureaucracy, you could easily just requisition them as a permanent part of your retinue. A Lord General without stormtroopers of some sort is somewhat of a mystifying matter, and any Schola officials that wish to contest it will be sorely outgunned politically.

>>27027544
You do not, in fact, have such a debt as far as you've been told-- if such a debt exists is up to your own perceptions of matters, but it seems that the Ministorium thus far is happy to bring another world back into the fold, especially a resource-rich one.

>>27027105
>>27027209
>>27027234
You can make many promises. Only a fool keeps every promise he makes, however, especially if you wish to retain the power you gain for long. Make no mistake: You shall make enemies. Which enemies you make is your choice, however.
>>
>>27027906
Air assets: Don't get involved. Have them help take out convoys if able, have them help guard our rears (recon patrols), and keep Lightnings ready in case Parker tries to escape or launches an air attack of his own, but let's not waste them against prepared defenses.

ROE for Special Operation:
Hold Fire unless it's critical, especially for the Demo Platoons. We don't want them to know there even are infiltrators until we (at the least) have the Magos secured and on his way out.
Half Speed
Targets of Opportunity; only get involved if there's something we don't expect. If there are major Xenos involvement, for example. We can win this siege as-is, and few things would be worth the opportunities presented by the Magos and an unaware Parker.
>>
>>27027906
We should take the Siege force. That's where the bullet hits the bone in this operation, everything else is leading to this.

>Orders for Air Assets
General Air Support, and to watch out for AA.

>Rules of Engagement
Fire when Opportune in all situations except the Forge, They shall Return Fire if Fired Upon. Again, Air must be careful of AA assets
>Speed
Full speed motherfuckers. the Emperor's Rape Train has no brakes.

>Special Orders
Eliminate Targets of Opportunity. Take out commanders, officers, and Parkers. First man to kill a parker gets a bottle of our finest wine. First man to capture one gets made an Officer and some nice shit.
>>
>>27027916
Let's see how many Stormtroopers survive before we decide to keep them.
>>
>>27027906
R.O.E as follows
>Fire when Opportune
>Half speed (but leave that to the commanding officer's discretion)
and this >>27027995
>>
>>27027906

See this >>27027995 but set speed to Half speed (but leave that to the commanding officer's discretion) like >>27028024 saying. We want the job well done over anything else.
>>
>>27028058
>>27028024
>>27027995
I'll concede everything else, but PLEASE let's keep some of our Air back in case of emergency. We don't have enough to take on this heavy a fortification, and we need to have some rapid support in case Parker tries to fly out or something.
>>
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>>27028058
We would be the Commanding Officer. This is our Moment of Glory, we cannot shirk from this! We have a chance to establish a reputation here, one of Daring, Leading from the Front, and Good Leadership.
>>
>>27028155
I can agree to that. Actually, i would like to clarify my post. "General Air Support" is heavily contingent on "Watching out for AA". They aren't to get themselves killed, but they should at the same time take "Acceptable risks". a small reserve of Aircraft is not unreasonable as well.
>>
>>27028058
>>27028024
>>27027995
>>27027990
>>27028004
>>27027995
>ROE set:
>[ ] Fire When Opportune
>[ ] Half-Speed (Commander's discretion)
>[ ] Eliminate HVTs. Rewards offered for Parker's men in particular.

Air Support Orders:
>[ ] Balanced air doctrine, set for caution.

"Set a company of Siege Infantry on each continent we control, as well as twice that in irregulars. They'll be forming the core of the PDF in due time-- furthermore, have our air forces begin a balanced air support doctrine for the siege units. This city is heavily fortified, so they should remain cautious all the same."

>Options for elite unit action resolution:
>[ ] Operate from Colonel Lucien Sarvus's perspective.
>[ ] Verbose auto-resolve (Writefaggotry heavy, plus a few rolls)
>[ ] Concise auto-resolve (Writefaggotry light, plus a few rolls)
>[ ] Tactical management (Control both squads of Stormtroopers and the Scythes, a bit more in terms of rolling,)
>[ ] Other?
>>
How much mining/excavation equipment remains on the planet? Can we make more at the forges? Why not use all of our militia to tunnel under Damaris' walls and either collapse them or send troops through?
>>
>>27028282
Time to operate operationaly as the badass colonel.
>>
>>27028282
Also, have the reserve companies one each continent begin training the local militia.
>>
>>27028282
Let's be the Colonel. 1-armed, axe-wielding, cigar-chewing, BADASS.
>>
>>27028358
Agreed. Though try not to use up too much ammo: we need what we can get for Damaris.
>>
>>27028282

[X] Operate from Colonel Lucien Sarvus's perspective.
>>
>>27028364
Bjorn II Guardsmen Boogaloo
>>
>>27028358
>>27028379
Your forces stationed on those continents shall set to work on training the irregulars mustered there in how to properly utilize the weaponry they scavenged.

>Ammo conservation may or may not produce similarities to http://www.youtube.com/watch?v=vOZihQIqG9M

>>27028295
A great deal of mining and excavation equipment remains. Indeed, you have heard very little of what defenses the city may have beneath it, and breaching into the sewers may provide numerous gaps for your forces to utilize. Repurposed mining equipment could make a tunneling effort, either to collapse enemy walls or to push through them, extremely easy (in the scale of a siege effort).

>>27028437
>>27028364
>>27028343
>Departing to retrieve some lho sticks for the Emperor of the household. Shall return to initiate the next phase of what shall be the final operation to upon Le Keers, one way or another.
>>
>>27028562
if we did train them properly, would we have to worry about ammo with the forges operating?
>>
>>27028562
>Let's call it an hour or so intermission before the next act.

>>27028576
Not necessarily, though dedicating the Forges to munitions and supplies for your troops rather than supplies for everyone (including your troops and the populace at large) may result in some ill will from the locals after too long.
>>
>>27028609
Can't wait for some gritty, behind-the-enemy-lines action
>>
>>27028609
i meant with current production levels.
>>
>>27028609
Thread is archived, just in case. Better to have it and be able to update it later.
http://suptg.thisisnotatrueending.com/archive/27022240/
>>
>>27028609
this is going to be one hell of a fight
>>
>>27030753
Indeed. It's the largest concentration of forces throughout this whole war in one battle, if they can get to the city before our siege lines can be erected properly. Hell, we still have Parker's elite guard remaining.
>>
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>>27030840
then we'll just use the forges to pump out basilisks
>>
Regarding our second Founding, lets try and ensure that strong elements of the planet's ruling aristocracy and inducted as officers.

As we want to transform it into a fortress world, it'll be our main base of operations for decades to come, so it'll be good to have the ruling class onside and dependant on us for military glory and social status/advancement.
>>
>>27030935
and some German helmets and Cuirasses? we Krieg now!
>>
>>27028640
You don't have any current production levels on this planet, but once the Forges are online, then the above statement shall apply.

>>27028527
>>27028437
>>27028379
>>27028343
>Perspective Realignment: Colonel Lucien Sarvus, Vitalitas First Siege Regiment, Operation "Omnissiah's Liberation" Command-level Attache.

You nod to the Lord General, the man's attention drifting back to the hololith. His gaze remains stern on the projection as he begins outlining the rest of the invasion. All things considered, you can see just how he became Lord General. An entire world, conquered by eight thousand men? Even a world such as Le Keers, that was an accomplishment and a half.

You depart with your orders in your head, giving a nod to the familiar faces of the door guards. The transition from the Serf's Glory to the Nameless Saint was a fairly painless one, considering that the ship serfs and press-ganged crewmen did the back-breaking labor part. Plus, not having to deal with the claustrophobia and anxiety-inducing effects of a landing bay constantly open to the void was nice. You were never a spacer, and this campaign was your first experience with going into the void.
>>
>>27031141
You've handled it fairly well, early space sickness aside. Then again, after losing a hand, a lot of things become a lot more manageable. You flex your augmentic hand, a gift from Magos Batt in its fine quality, the chrome plating covering the servo bundles within it.

You still vividly remember the Canid's look of bloodlust and victory as it tore your forearm away, only for its head to explode violently, spraying you with your own blood and the blood of the alien. Thanks to your quick thinking, you managed to cauterize what was left of your arm's stump by shoving it against the still-hot barrel of your lasgun after the fighting had concluded, saving yourself from bleeding out.

Now here you are, roaming the halls of the Nameless Saint. Your training progresses rapidly, the Emperor's Scythe-- a cabal of a dozen souls, all clad in the tattoos and unique, form-fitting attire of assassins and killers-for-hire-- having given you a bit of their own experience and some field training. You've done plenty of sneaking about, though, more than what official records indicate. You were slipping around Mercantile Guild bruisers long before you had to deal with rebel gangers, and if it's one thing that's certain, it's that the sanctioned crooks on Vitalitas are leagues tougher than the scrawny lot here.

Still, you get a bit acquainted with the new squad, right until the Stormtroopers arrive. You can't help but think of them in a regal sense. You were given the equipment loadout of the Stormtroopers in advance, and it's leagues beyond what the Scythes are using. While the latter employ a mixture of hunting rifles, autoguns, and other "guerrilla" weapons (to fairly great effect, to be fair), the Stormtroopers are operators on an entirely different level.
>>
>>27031152
You would find out all the more on the flight down, the Stormtroopers and Scythes meant to rendezvous between the target convoy and Damaris itself. Arrival time was expected to be about an hour before the convoy itself did: Two scout bikes leading the vanguard, with a Tauros fast attack buggy behind that. A column of three trucks behind that, two of them with canvas tarps likely carrying people. The middle one was a flatbed, most likely carrying armor or heavy machinery. With almost a full score of well-trained men? Easy enough.

The landing itself was uneventful, the squad itself landing ahead of a sandstorm, one that would likely hamper the invasion landing effort slightly in terms of landing, as well as grounding Aeronautica for the foreseeable future. Too late now, unfortunately.

The Stormtroopers themselves arrived via a lone Valkyrie, much like the one that brought you down, the soldiers arriving only a few minutes after your own flight.

The Vitalitas First Siege Regiment's Stormtrooper squad would consist of ten men to the Scythe's twelve. Of those ten, eight were equipped with hellguns, and all eight utilized standard thirty-shot hellgun packs. The remaining two are equipped with Nestorium-pattern plasma guns, as well as full backpack power sources for them, storing eighty shots each before requiring a recharge.

If you need more than eighty shots each, odds are, the situation is bad enough that more than that won't matter.
>>
>>27031164
In addition to cerebral plugs, each Stormtrooper's hellgun had rather unique-looking targeters attached to them. "Spoor targeters" according to the troopers themselves. This, in addition to numerous other pieces of equipment, made each stormtrooper seem like a walking armory. Internal auspexes, in-built rebreathers, one of them having a backpack that looked like a mixture between a vox backpack and a regular one, several lenses peering over his armored shoulders. Their carapace armor also seemed fancier, in comparison to the modified, carapace-reinforced flak that the Scythes wore. The stormtroopers looked far from inconspicuous, but judging by the subtle shifting of the setting sun upon their armor, it was evident that they could maintain stealth as needed.

Regardless, a plan needed to be set to capture those vehicles.

The leaders of each faction had a plan to suggest.


"We could eliminate the scout bikes with the hellguns-- knock their riders clean off. The Tauros shouldn't take more than a single blast blast from each plasma gun to scrap. From there, we have each squad set up on opposite sand dunes. We'll catch the enemy in the crossfire and shred them before they know what hits them." The stormtrooper sergeant suggests.

"Or," The Scythe recommends, "Me and my squad can pose as a unit of stray gangers looking to hitch a ride. We get in close, snipers pick off the Tauros driver and gunner first. Stormtroopers knock out the scout bike riders, then we just get in close and polish off whoever's in the back of the transport trucks with a couple grenades. Easy, yeah?" The cell leader of the other squad suggests.
>>
>>27031171
I like the Scythes' plan better. We need to make this convoy look undamaged at the end; Plasmaguns and a Hellgun crossfire will leave them looking like, well, they've been through a warzone. Snipe the Tauros, then kill the men. Plasma is reserved mostly for if any try to escape or if they've gotten out of the trucks.
>>
>>27031240
agreed. Especially since Plasma guns tend to explode.
>>
>>27031171
Scythe's plan because >>27031240, although i am worried about Grenades and trucks. anyone got a photon grenade we can throw in, then take them out individually with as little damage to the truck as possible?
>>
>>27031240
this
>>
>>27031287
Actually, that's only if you overheat them (firing for sustained periods) and is not THAT common.

I vote for the stormtrooper's plan, the assassins could easily get killed/injured if the convoy gets suspicious.
>>
Go with the Scythe plan we need the vehicles. If we could capture those transport trucks without destroying them we could transport the Stormtroopers without raising a few suspicion.
>>
>>27031171
>>27031171
Combine the plans? Set up an ambush/crossfire to cover the Scythe plan if things go awry.

I'd say only use stun grenades though.
>>
OP Please aquire the splatbook
>>
>>27031171
I'd prefer the scythes plan less chance of damage being noticed
>>
>>27031332
The stormtroopers have an abundance of munitions, seeing as they left their Valkyrie parked nearby (and aboard it, all the spare power cells, magazines, grenades, and demolition charges they might need for the foreseeable future.)

This, of course, includes a number of photon grenades.

>>27031492
>>27031419
>>27031402
>>27031335
>>27031332
>>27031287
>>27031240
You elect to combine the plans, gesturing with your augmentic hand to the respective squad leaders. "Right. Scythes, you're going to lay out that ambush. We need this convoy relatively undamaged, and plasmas and hellguns are going to toss that out the window quickly. To that end, no frags."

You point to the Stormtrooper sergeant, "Give them a couple photons, enough to disorient them while they do their think. Snipe the Tauros, then kill the men. If we can get the transport trucks, we can transport your lot into the city without raising a few questions."

The respective squad leaders nod, each one setting off. The photon grenades are handed over with little in the way of formalities, the stormtroopers overlooking the hill. The Scythes, suitably dressed and a bit better-armed, also take up position. Their snipers and ranged specialists set up on the dune near the Stormtroopers.

Then it's all over but for the waiting. The hour passes quickly, the stormtroopers switching on the special photo-goggles built into their helmets. The headlamps of the convoy's vehicles give them away, even as the fires and distant booms of orbital bombardment occasionally illuminate the heavens. The convoy's driving hard and fast, and as the Scythes mock-up attempting to head in the direction of Damaris, things seem to go according to plan.
>>
>>27032068
The scout bikes slow up as their riders begin talking with the Scythes, the rest of the convoy slowing up. You're saddened that a vox-thief is too large to carry on your person, because it'd be nice to hear what the enemy's saying right about now.

"They're buying it." The stormtrooper sergeant informs you. "According to my man with the Sentinel Array, at least." He remarks. Probably some sort of techno-sorcery privy only to the Imperial elite.

Still, as the trucks pull ahead, you watch as the half-dozen men begin to spread out. You sight down the barrel of your lasgun, trusting in your all-weather shroud to give you some measure of concealment. One of the Scythes leans in to offer a scout bike rider a lho stick...

And in the other hand, his stiletto plunges in. The man doesn't even get to let out a warning as his blood pours over the pack of lho sticks. Another assassin tosses a photon grenade into the cabin of a transport truck, right before hopping onto the footstep of it and jamming his stub automatic through the open window. The rattle of gunfire punctures the night.

The Tauros revs its engine as it moves forward, its driver in your sights as a sniper's bullet plinks off the frame.

>[ ] 1d100 vs 38, best of three, to target the Tauros driver from here.
>[ ] Have the plasma gunners light it up.
>[ ] Have the stormtroopers focus fire on it.
>[ ] Order the Scythe snipers to focus on the Tauros before it can cause any damage.
>[ ] Other?

>>27031637
>Which splatbook?
>>
Rolled 6

>>27032100
>>
Rolled 9

>>27032100
Shit. Let's shoot it (Rolling) and order the Scythe Snipers to do the same. The Stormtroopers and CC scythes can handle the rest.
>>
>>27032131

I am so proud of myself right now.
>>
Rolled 44

Rolling.
>>
Rolled 73

>>27032133
meh, it's a formality now, but let's see what happens.
>>
>>27032131
>>27032133
nice
>>
>>27032131
>>27032133
>>27032141
>>27032154
>>27032158
You level your lasgun, your augmentic hand actually steadying your aim as you draw a slight lead on the target. The weapon kicks once in your hand. You watch the driver's head explode in a puff of crimson, the vehicle whipping into a nasty barrel roll as his arms twitch and spasm, the whole thing accelerating only to wildly fishtail. The gunner spews heavy stubber rounds into the air, sniper fire plinking ineffectively against the frame only for their target to get crushed as the vehicle violently rolls.

The hellgun-equipped troopers advance, though the close-combat Scythes acquit themselves superbly in this scenario. Seemingly geared towards close combat, the rattle of stub weaponry, as well as autoguns, coincides perfectly. You watch one of the Scythes, chainknife in one hand and autopistol in the other, sprays the interior of the rear transport truck with bullets. There's a laugh like a desert hound as he boards the vehicle, chainknife roaring away.

The stormtroopers are a mere formality at this point. The ambush is a rousing success with no losses on your own part, but it's up to you what to do with the convoy.

You have twenty three bodies, including yourself, to fit into the vehicles. Each transport truck can hold a dozen in the back, though-- as you move forward to inspect-- you see they're already loaded with crates of supplies. The Tauros can hold four, and each scout bike can carry a rider and the driver.

The flatbed, upon closer inspection, seems to be carrying a large assortment of Manticore missiles. A dozen in total, piled up like timber from back home, each missile carefully sealed against the elements, but certainly not from whatever tampering you might have in mind.
>>
>>27032477
"Auspexes indicate forty enemy dead, eight wounded. Want us to do anything special with the wounded or just polish them off?" The Scythe cabal leader asks, his antique hunting rifle delicately clasped in both hands, his desert shroud fluttering gently behind him.

"No sense in keeping them or interrogating them." The Stormtrooper sergeant advocates. "I say we get our extra munitions from our Valkyrie loaded up into one of the trucks-- empty it of whatever supplies the enemy had inside. It'll give us a lot more firepower to work with once we're inside of the enemy walls. Limit conservation of munitions, at least." He advocates.

"The enemy might be aware of the ruse if they inspect the cargo." The cabal leader retorts.

"If they do that, we're all dead anyways, aren't we?" The sergeant fires back.
>>
>>27032490
Compromise again! Load a bunch of munitions under a thin layer of the supplies. We heard the Lord General say he was going to invading on our heels, so they won't go through all our supplies (we hope). Just kill the wounded. Let's sabotage the Manticore missiles (we don't have any Launchers in our regiment anyway) and have one of the Scythes deliver them; hopefully that'll knock out a launcher or hardpoint.
>>
>>27032490
Any way we can sabotage these munitions/supplies quickly? might want to do that.... or at least the Manticores.

hell, maybe hiding some bombs in the supplies might be in order. Then we have a distraction for ex-filtration.
>>
>>27032554
this sounds pretty good but we should also taint as much of the food supplies as possible
>>
>>27032477
>>27032490
Could the missiles be rigged to blow? It would be both an effective weapon and a distraction for our infiltration. Load up the munitions and have someone pick up the enemy supplies so they can be distributed to the civilians.
>>
>>27032617
Nah, let's stick most of the food in the Valkyrie and take it home.

>>27032620
Lets try to rig the missiles to blow when they try to fire them. Should be fairly simple, and will guarantee we at least wipe out the launcher, while probably damaging the whole hardpoint.

I say we take most of the supplies, replacing them with our own munitions for use during the op.
>>
>>27032490

Load the munitions and keep the missiles inside just in case we pass through an inspection. We can sabotage them or rig them to blow up should we need a distraction or a target of opportunity presents itself.

Also extract the missiles destination from the prisoners then executed them and burn the bodies.
>>
>>27032648
I meant the stuff we take as cover so everything we bring impedes the rebels as much as possible
>>
>>27032648
>>27032657
Skitarii's plan is sound. Just amend this anon's suggestion of interrogating the survivors before killing them for the destination of those manticore missiles.

Hell, manticore missiles are probably high priority supplies. If we don't know where they are supposed to be or the security that we will encounter while transporting them, we'll probably blow our cover too quickly.
>>
>>27032743
Agreed.
>>
>>27032620
>>27032554
>>27032572
>>27032617
Tainting the supplies is easy enough. You could just mix a bit of sand into the barrels of promethium, and for the food, just mix a little bit of engine grease into the grain bags and stir thoroughly. It shouldn't take more than ten minutes to taint the load of cargo.

Rewiring the Manticore missiles might be more difficult. You could set a melta charge onto one of the missiles near the center of the stack, and then remote (or timer) detonate it. You could also try and mess with the internal workings so that it goes off as soon as it's used (dicier, as it requires a tech-use test at -20), likely blowing up not only the Manticore using it, but also a good chunk of defenders.

You do, however, elect to at least ask the good sergeant to extract where the missiles were intended to go. He gives a curt nod, drawing his combat knife. A large, serrated blade on one edge, with a sharp stabbing tip. It almost reminds you of an Astartes combat knife, like you've seen on the picts back home.

"Let's load the munitions under a thin layer of supplies." You order. In the time it takes to load up one of the trucks with the arms coffers and munitions boxes, the Stormtrooper sergeant returns. With a bit of blood on his greaves, of course, and flicking away something fleshy looking on his way back. He re-sheathes his blood-stained knife as he approaches.

"One of the captured drivers reports that they were headed to one of the main supply depots. Parker is apparently having his men stockpile supplies across the city. If the Tactica Imperialis is any indicator, he's planning to create as many caches as he can inside the city. Effectively, he'd turn every street into a potential fallback position."
>>
>>27032775
Quickly ask around and see if any of our troops has any technical abilities; one of the Stormtroops might, or there may be a sabotuer amongst the Scythes. If there is, have them rewire the rockets; otherwise, set a long timer and we'll just see if we can cause a chain reaction and blow the whole depot.

We might as well taint the stuff we're leaving, since that'll be done faster than the Missiles.
>>
>>27032814
Oh, and let's inform the Lord General of this bit of information about Parker's plans. He was probably expecting it, strategic genius that he is, but it's better to be sure.
>>
>>27032775
with this revelation I think we should set the missile to blow up after awhile in the city so they can take out the depot
>>
>>27032775

We got our mission but we the opportunity presents itself we will deliver the tainted supplies and deliver the missiles as a time bomb. Burn the the rest of the prisoner and move out.
>>
>>27032775
Taint the supplies and could we try and make the missile detonate when used.
>>
>>27032775
Don't rewire the bomb itself.

Just connect the rocket ignition system to the warhead fuse, then set the fuse delay to zero.

Simple enough variation of rewiring bomb as to make the whole trap more practical to set up.
>>
>>27032814
>>27032831
>>27032843
>>27032845
>>27032912
You turn to the Stormtrooper sergeant, as well as the Scythe leader, "Any of your men have technical abilities? If so, we might be able to rewire one of these missiles to go off as soon as it's used. Otherwise, we may as well just set a timer for a couple days and see if we can blow the whole depot." You mention.

"I've got a man talented enough with sabotage." The Scythe leader affirms. "I could have him make an attempt, if you wish."

>[ ] 1d100 vs 18, 38-20. Best of three.

"Also, get me an uplink to the Lord General. Inform him of this. I'm sure he's already aware, but vigilance is a virtue, as the Commissars oft say." You joke, giving a little laugh.

"Also, are the prisoners taken care of?" You ask. The Stormtrooper sergeant just nods, the only answer he needs to give, you suspect.

"With one of the trucks filled by our supplies, how do you wish for my squad to travel?" The Stormtrooper sergeant asks. "We could attempt to infiltrate the city by other means. Reports I read while in transit indicate that the city's sewers may be relatively undefended and, therefore, easy to gain entry from. The one supply truck may not have enough room to carry all of us in battledress."

He thinks. "We could also disarm and attempt to blend in as Parker's men with the rest of the convoy, rearming on the other side, but if our entry at the gates goes awry, we'll be bereft of all of our heavy weapons and munitions."
>>
Rolled 30

>>27033029

roll
>>
Rolled 34

>>27033029
Have them move into the sewers and then link up with us. Its not an ideal situation but the other option is too risky.
>>
>>27033029
Wait, they had room for 48 men, but we can't fit 24? I know we're more heavily armored, but still....

Rolling to try the sabotage.

Go in as fake Gangers. Splitting up at this point is just not worth it IMO, and if things go awry at the gate we'll be screwed anyway.
>>
Rolled 25

>>27033029
rollan
>>
>>27033029
18 or lower?

If we're working with explosives, we should probably reconsider that then and-

>>27033048
Damn it.
>>
Rolled 82

>>27033074
Forgot to roll...
>>
Rolled 11

>>27033081
Well, we only failed by 7 points with a trained specialist, I'm sure we just failed, rather than, you know, all dying in a titanic explosion...
>>
>>27033201
Oh, and NOW I roll an 11. Of course.
>>
>>27033074
The breakdown was:
Scout Bikes: Two men
Flatbed: Two men in the cabin, twelve men riding with the missiles. (Sixteen)
Tauros: Two men
Truck #1: Two men in the cabin, ten in the back (transport truck.)
Truck #2: Two men in the cabin, eight in the back (supply/cargo truck)

Truck #2 is currently filled with the facade of (potentially tainted, depending on your orders) enemy supplies, plus the actual munitions and extra supply crates underneath. You could probably squeeze the Stormtroopers in to Truck #1, but they'd be trapped like canned Grox meat in the process.

>>27033076
>>27033069
>>27033048
You nod. "Have him get at it." You order, looking over the rest of the situation, thinking of just what to do to get the men across. As you watch, one of the Scythe snipers clambers onto the flatbed, peeling up the tarp as he reaches for a multitool on his belt. You promptly hear a high-pitched whine several seconds later.

"Uh oh."

... Followed by the whine going silent. Every person in the area collectively unclenches their ass cheeks as nothing explodes. The saboteur speaks up.

"I think I got it! The enemy's not going to be liking this surprise anytime soon!" He mentions, laughing merrily as the dead bodies lay all around you and your men.
>>
>>27033029

Keep most of the men armed in the back of the trucks and if we lack the space set up a few in ganger gear in the flatbed, a pair can hint in the Tauros as well if it covers them enough.

Let the Scythes do the talking and find something to cover the augmentic hand.
>>
>>27033215
it would look strange if we had fewer trucks than they were expecting. spread everyone out roughly evenly, grab some uniforms and put some people (Colonel included) on the Scout Bikes.
>>
>>27033215
Sorry, wasn't meaning to challenge, just surprised it was an issue.

Let's go ahead and taint the supplies; 10 minutes is worth it for the additional chaos, and they'll have to spend manpower rechecking everything else.

I'll change my vote to sending the Stormtroops through the sewers; that way we have redundancy, and it's not like they'll tighten the sewer guard if they spot people sneaking through the gates or vice-versa.
>>
>>27033215
Not to be too meta, but I still don't trust whatever been's wired to the missile.

Just in case, hid a remote-detonated melta bomb in the missile as a backup to the rewiring.

Even if the "surprise" turns out to be a dud, at least we can still do something with the weapon.
>>
>>27033029
We lost somebody; is that going to jeopardize security? If so, might as well use those munitions on the bodies.
>>
Rolled 53

>>27033215
Lets keep the tainted supplies in the truck, with as many storm troopers as possible. Have our best scouts/infiltrators go through the sewers.
>>
>>27033319
Disregard that, I suck cocks. It was the gunner who got crushed.
>>
>>27033293
>Oh, no challenge taken! Just explaining the distribution, was all.

>>27033319
>>27033466
Unlikely, though you have not lost anyone, as far as you are able to discern.
>No worries!

>>27033326
>>27033293
You elect to order the men to taint the supplies. Taking a bit of time, you see the sandstorm rolling in on the distance through the fog of night. Working under lamp packs recovered from the enemy's cache, it's simple enough to taint the promethium and food, as well as removing the firing pins from some of the heavy stubbers in the arms crates.

You're currently torn between attempting to move your entire group through the main gate incognito, or having the Stormtroopers (or Scythes) go through the sewers. Splitting them up would likely be unwise, as they function best as cohesive squads, covering one another and supplementing each soldier's weaknesses with another's specialties.
>>
>>27033493
If we're in a sandstorm (Forgot about it...) then I'm changing my vote back to the main gate. We can easily bluff our way through.
"Come on man, you see the weather here? Just let me in, I'll show you my orders, but I'm getting the flesh stripped from my bones..."
>Stab
We're inside.
>>
>>27033493
Send the stormies through the sewers, they can handle themselves. We should have a way to contact them though, once we enter the city.

Taking them out of their armor is too risky.
>>
>>27033679
(if they can stay in their armor though, I vote they come in the convoy.)
>>
>>27033493
Keep our fighting strength together.

It's a bigger risk, but breaking up and getting through two different ways risks one of our groups getting caught out of position if things go awry.

Better all our arms wrestling an ox, than just one while fighting a wolf.
>>
>>27033493
Maybe we should spilt have one squad the heavier one go through the gate and the lighter one through the sewers that way if one gets caught the other unit can continue the mission
>>
Let's just send them all through the gates together. The Scythes can diplomance us throuhg.
>>
>>27034076
through
>>
send them all together, have the stormies pack their armor in the second truck and dress in ganger clothing if necessary, but we shouldn't split the party
>>
>27032100

Only War:Hammer of the emperor
>>
>Of course, my computer's Internet exploded mid-response. I'll repost via my phone, but this will probably be it for the night. Especially since Time Warner is a gang of bastards when it comes to downtime.

You elect, by the barest of margins, to dispatch your forces in a cohesive group. You direct what stormtroopers you can fit into the first truck, the excess gear of the stormtroopers that won't fit being placed into the latter truck. The Scythes and the unarmored Stormtroopers move to drape on the colors of Parker's men, looting the dead enemies.

The Tauros is flipped back over, your men mounting it once more as the faux convoy is set on the road. At its heels is the sandstorm, and behind that, the Imperial Guard.

Driving through the night, your augmentic hand concealed by a length of cloth wrapped tightly around it, you shove a lho stick into your mouth.

You travel for many hours, but soon enough you near the outer urban areas of Damaris. Ancient streets and abandoned hab buildings, even now being filled by arriving groups of stragglers from Parker's remaining military, roll by you.

The vox silence is maintained, for now, but you see the massive, ancient eastern gates ahead of you. Sandbags are piled high around the open gates, the fortifications prominent as a squad of men in unfamiliar kit stand near the doorway. A long procession of trucks and men move into the city, each vehicle's driver being spoken with.

The traffic is gone behind you, being on the cusp of the sandstorm. You could attempt to rerout, or you could continue attempting to gain passage as you were. Vox silence is broken, the squads awaiting orders.

>Attempt to run the checkpoint.
>Attempt to bribe your way past the guards.
>Attempt to pass through the checkpoint unnoticed.
>Attempt to find an alternative way in.
>Other?

>Shall be back in the morning. Commentary, thoughts, opinions are more than welcome! Thanks for participating!
>>
>>27034812
>Wretched phone forgot the name! Ah well. Thanks for playing so far!
>>
>>27034812
Pass through like a regular convoy, no need to act suspicious.
>>
Attempt to pass through the checkpoint unnoticed.
>>
>>27034812
>Attempt to pass through the checkpoint unnoticed.
>>
>>27034829
thanks for the thread, Good fun as usual
>>
>>27034812
pass through like normal
>>
>>27034812
>Attempt to pass through the checkpoint unnoticed.
>>
>>27034812
Attempt to pass through the checkpoint unnoticed.
>>
Go through as normal. Well, as normal as dragging mini-nukes through the desert with a squad of assassins and Stormtroopers is.


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