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File: black mountain.png (1.17 MB, 1200x652)
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Lets do this!
>>
>>3740643
Last thread http://suptg.thisisnotatrueending.com/qstarchive/3687406
>>
>>3740643
You decide to snuff out the Great Flame, the abominable creature screaming and making a horrific sound as the gas forges powering the flame were slowly extinguished as your men took control of Black Mountain.....

"Nooooooo!!!!!" The Great Flame Screams, as it loses power and slowly fades into a pathetic wimper....

It takes but a few hours to completely put out the flame...

Seeing their god being slain, a large force on the far side of the mountain made a last ditch counter attack on your forces, mostly getting caught in the open outside, and being mercifully destroyed by your air forces....

With the Disciples main forces crushed, and their god slain, it seems the remainder of their forces have had their spirits broken, especialyl with the sound of their gods death played by your aircraft and vehicles vox loudspeakers as a propaganda attack...

Generally it seems that the garrison force in Rojavion and other outposts around in the countryside will be willing to surrender after a brief propaganda campaign....

A. Attempt to use propaganda to gain their surrender
B. Crush the outlying garrisons remaining
C. Siege them and allow them to run out of supplies for a while, then do A or B
D. Other(Write-in)
>>
>>3740709
A, but get them to publicly denounce their dead, false god and proclaim the truth of the living God Emperor of Man.
>>
>>3740709
A. Attempt to use propaganda to gain their surrender
>>
>>3741077
Support, and you know the drill with the ones who don't.
>>
>>3741864
>>3741077
>>3741854
The spirits of the Disciple troops are broken upon hearing the death throes of their fallen god from the Vox Speakers of overflying aircraft...

There are a few holdouts that refuse to surrender which are quickly surrounded and destroyed...

There are several major items to deal with in this surrender, the first item is how to deal with their military forces that surrendered, how should we treat their troops?

A. General Amnesty
B. General Liquidation
C. Hard Labor for 10 years, sending them to the mines and farms
D. Forcibly conscript them and reform their troops under loyal officers
E. Other(Write-in)
>>
>>3741924
>C. Hard Labor for 10 years, sending them to the mines and farms
>D. Forcibly conscript them and reform their troops under loyal officers
A choice between the two. Either they pay their penance in hard labour, or spend an equivalent amount of time being "reformed" in your army. If they are deemed to be suitably reformed and loyal, they are given a clean slate on finishing their term of service. Let's not use them as cannon fodder this time, since they are decent soldiers.
>>
Bump because everyone suddenly seems to have forgotten about it
>>
>>3743088
Not sure, why theres been such a sudden drop in population, ussually getting people to play PGQ is pretty easy
>>
>C. Hard Labor for 10 years, sending them to the mines and farms
>D. Forcibly conscript them and reform their troops under loyal officers
>>
>>3741924
>C. Hard Labor for 10 years, sending them to the mines and farms

>>3743190
I feel /qst/ has been kinda slow in general these past few days. Probably normal
>>
>>3743190
Well there's not much urgency to keep up, and you tend to up and disappearing for long periods without any warning or notice so it becomes tiring to monitor a thread for a days only to see it fall off the board.

Not to mention this is like your 4th PGQ quest and all the effort and creative energy spent on previous ones felt like it was wasted or thrown away, and start all over.
>>
>>3743296
>>3743194
>>3741939
You decide to give the surviving garrisons the opportunity to redeem themselves by serving in your army, where their old units are to be broken up, and reformed under your loyal officers. Those that refuse to join being sentenced to a decade of hard labor in the farms and mines, most are unlikely to survive the sentence....

Secondly how should we deal with the captured war material, we were able to take from the Disciples, which includes several squadrons of aircraft and a large number of ground vehicles, they also have large amounts of infantry equipment, ammunition, food, fuel and spare parts we were able to capture intact at many garrisons....

A. Equip the reformed Disciple units with their old gear
B. Destroy the old gear
C. Keep in storage for an emergency
D. Other(Write-in)
>>
>>3744285
Savage, but true...

Sometimes I have new concepts I want to try out, that dont make sense in the current thread, I also run out of ideas to keep them going after a while, with out going way way off the reservation and pissing off the entire fan base, im telling you man, it gets really hard after than 10th or 15th thread
>>
>>3744285
And for what its worth, I do try to include stuff that worked/everyone had fun with in old threads into new threads, but I do feel bad about leaving people in the lurch a little
>>
>>3744466
A. Equip the reformed Disciple units with their old gear
>>
>>3744466
C.

I'd rather not give our former enemies their own weapons back so soon. Putting it in storage lets us do that later if we need to or potentially use it in other ways.
>>
>>3744466
>C. Keep in storage for an emergency
>A. Equip the reformed Disciple units with their old gear
>D. Other(Write-in)
Keep the new guys mostly in support roles and out of frontline combat against human ideological enemies (though we could still send them against common enemies), since we don't trust them yet. Most of the gear goes to storage, but can be given to them as and when it is needed and additional disarmed variants to allow them to train and keep their skills up.
>>
>>3744466
>C. Keep in storage for an emergency
>>
>>3744516
>>3744483
>>3744477
>>3744471
You decide to keep most of the captured equipment in storage, only allowing the use of a small percentage of it for training purposes, and having very limited ammunition distributed to prevent any kind of mutiny or revolt by the former Disciples troops....

The other items are considerably more touchy subjects, when it comes to Imperial Law, and your willingless to flout it, while the benefits to accruing large amounts of personal power are obvious, the risk are extremely high, as the Imperium does not take overly-ambitious Governors lightly....

The first high risk issue is what to do with the captured Psykers, a small number of which surrendered to your custody...

Their numbers include several dozen full trained battle pyskers, that served as special forces squad leaders and pilots, along with almost 100 children in various stages of training at a few centers in the countryside outside of Rojavion....

The Disciples were instructed on how to use their warp power and train Psykers by the Great Flame, who showed them the powers of prescience(seeing a few moments into the future and being able to cast it on their compatriots) and Pyromancy, allowing them to wield fire as a deadly weapon....

Each of their trained Pskyers has a small explosive implanted into the back of their skulls, its trigger attached to a flux sensor, which automatically detonates it, if it detects to strong a fluctuation, they also wear special helmets, which help them focus their powers and contain the explosive blast if it goes off.....

While normally even considering keeping such people would be suicidal, being on the Frontier in wilderness space, it is likely to be decades at least before you see a tithe fleet or Black ship......

A. Liquidate them, they are too much of threat
B. Quietly have them brought to a secure hidden location for potential further use
C. Other(Write-in)
>>
>>3745472
>B. Quietly have them brought to a secure hidden location for potential further use
This place will have to be a real blacksite, as as much for their protection as containment. It shall be far away from any population and shrouded from orbital scans. No records of its construction shall be kept and it shall appear on no maps. No people nor information shall exit its walls on pain of summary Blam. The AAT must, and shall, never learn of its existence.
>>
>>3745472
>A. Liquidate them, they are too much of threat
>>
>>3746370
This
>>
C. Report them to the Astra Telepathica
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>>3746902
I don't think we have the capability to do any off world comms. Pretty sure OP said that was one of the main things we should think about asap
>>
>>3745472
>B. Quietly have them brought to a secure hidden location for potential further use
>>
>>3746908
>>3746902
This is true, we have only the most basic comms systems, any ships practically have to be on top of us to communicate, since we have no astropath
>>
>>3747089
Do we have any kind of warp-capable ship, or were we just dumped here and left?
>>
>>3747108
We were dumped here
>>
>>3747108
We were dropped off by a fleet that was moving by in the first thread
>>
How about this proposition:
>Liquidate them
>Keep less than 5 alive for research and experimentation. This will probably kill them later anyway.
>>
>>3745472
It’s also worth noting that due to the high gravity and large size of the planet it’s people are shorter and stouter than average. They also tend to have purple-reddish irises, a result of proximity to warp storms for thousands of Years. This proximity also seems to lead to higher odds of mutation and psyker abilities among the population...
>>
>>3747145
So psychic, red-eyed, mutant dorfs. Brilliant.
>>
>>3747117
>>3746960
>>3746902
>>3746409
>>3746370
>>3745670
Given the diverse opinions on the issue, you decide to go with the compromise option for now, liquidating most of the psykers while keeping a few around for experiments and tithing and other purposes in a highly secure blacksite far from any settlements, complete with embedded explosive charges to detonate the facility of it is ever compromised....
>>
>>3747654
The blacksite is an old disciples outpost embedded into the side of a mountain far from any population centers. While it will appear to be a minor military outpost to orbital scans and flyovers deep inside the mountain is a large complex where the psykers are to be kept....

Defended and manned by your lost loyal and elite troops the facility is wired with high explosive in the case of a facility wide compromise event....

With a small but steady trickle of young children in the population demonstrating warp powers how should they be dealt with going forward?

A. Have them separated and liquidated
B. Have them imprisoned in the black site
C. Convince the surviving trained psykers to train them to use and control their powers
D. Other(write-in)
>>
>>3747794
>D. Other(write-in)
Keep most of them in another location for containment and to give to the AAT when they *eventually* come knocking to throw the pig off the scent that we're keeping some behind. Blam any of them that prove troublesome or uncontrollable, but separate them out and send the most promising and loyal of them to the blacksite for training by the surviving veterans.
>>
>>3747856
Addendum - the number of psykers kept in the other location should be at least what would be expected for a planet our size so the AAT doesn't start asking where they all are.
>>
>>3745472
>Rojavion
why did you name the city redplane in spanish
>>3747794
>B. Have them imprisoned in the black site
give them to the astra tele if they come by and if they dont prevent them from breeding and passing their psyker genes
>>
>>3747856
seconding, just make sure the containment is well away from population centers.
>>
>>3747794
>B. Have them imprisoned in the black site
>>
>>3747794
C. Convince the surviving trained psykers to train them to use and control their powers

we can be better, we have within our power to make the world a better place.
>>
>>3747794
What is the standard imperial doctrine for psykers? As far as I remember, psykers are part of the imperial tithe. Tithes are a serious issue in the Imperium; we should build a further facility where we can more or less "safely" store them until a black ship arrives. How about building some monastic/prison hybrid structure where the inhabitants/inmates basically pray all day under close watch by proper priests to keep them from messing around with the warp?
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>>3749704
I would be ok with this
>>
>>3749704
of course this refers only to possibly sanctionable psykers; not those with further mutations or extensive warp experience (these are probably considered sorcerors).
>>
>>3749704
>>3749705
>>3749706
This is essentially what answer B encompasses, as I envision the Blacksite as basically a high security prison, with a possible training center included for those we deem loyal/capable if you guys want to pursue some heresy to increase your personal power
>>
>>3749709
Perfect
>>
>>3749706
I’m assuming you want us to put these guys down
>>
>>3749837
>>3749706
The sorcerors were already voted on and should be stored in the secret underground facility. If the purpose of this facility requires further recruits, these should mainly be taken from the "not/barely sanctionable" psyker stock (e.g. taking those with further,minor mutations). Psykers who cannot be used should be granted mercy from their sinful existence.
>>
>>3749706
I am not cool with putting down kids
>>
>>3750957
That sounds mighty heretical there comrade
>>
>>3750995
cough cough, I mean surely we can find a way for them to serve Imperium and our glorious god-emperor. what right do we have to deny them that chance?
>>
>>3747856
>>3748089
>>3749137
>>3749704
>>3749705
You ultimately decide to establish 2 sites, one known somewhat publicly for holding those you wish to tithe, consisting of the strongest security measures you have at your disposal, they are given drugs in their food that prevent reproduction and are put on a strict regimen of prayer and religious teachings to prepare them to be tithed, those that are too weak to be useful, are purged...

The few trained Psykers you spared are sent to the other top secret black site to train the most loyal/compliant/talented of the youngsters to be loyal servants to the Governor and the Emperor.... If we ever decide to get rid of them they are all in one place, in a high security compound that can be eliminated easily enough....

Then there is the question on what to do with what we found inside Black Mountain, where most of the industrial capacity of the Disciples was captured intact....

The Disciples also had apparently gleaned much knowledge from the Great Flame, which had ambitions to conquer the rest of the planet within a few decades and establish a small star empire......

Records and data was found inside with designs for several classes of warships, and a space station....

Also in a hangar deep inside the mountain you found two Xenos ships known as Dhows....

Based on interrogations and captured records, as well as conversations with Varus Kargan and a few clan leaders, you learn that the people of Veramar Secundus, while isolated from the greater galaxy by warp storms were able to trade with passing Volean traders, some of which are willing to sell Dhows, essentially very basic slow sublight speed freighters, powered by solar sails, not good for much aside from intersystem trade and trade with nearby systems, apparently the Clans used theirs for trading and raiding other nearby worlds until theirs were destroyed a few decades ago....

What should we do with this?

A. Keep the records for the future and the Xenos ships
B. Scrap both
C. Keep one(Write-in)
D. Other(Write-in)
>>
>>3751045
>A. Keep the records for the future and the Xenos ships

Maybe the mechanics can learn something from this and maybe they will give us the ok to use them.
>>
>>3751045
>A. Keep the records for the future and the Xenos ships
>>
>>3751045
>A. Keep the records for the future and the Xenos ships
>>3751061
Yes, we should get ourselves a mechanicus archivist who is a bit more understanding of unconventional technology to sort out the clear cases of Heretek.
>>
>>3751921
Does the AdMech have any presence in this sector?
>>
>>3752061
There are no forge worlds in the sub sector, and their closest presence is a research station in the orbit of Jarvan IV, a jungle world a months warp travel away with favorable tides
>>
>>3752096
Closest forge world is roughly 6 months away
>>
>>3751045
A. Keep the records for the future and the Xenos ships


Could be useful
>>
>>3752150
>>3751061
>>3751279
>>3751921
With the highest ranking member of the Admech on Veramar being a senior enginseer, overseeing the handful of other enginseers and their servitor crews who maintain our vehicles fleets...

The enginseer, Malek takes a look at the Dhows and is immediately displeased, as Xenotech is some of the worst tech heresy....

They immediately have the two ships impounded and set aside for future examination and destruction.....

The ship designs, being mere schematics dont draw much attention or interest from them, as they seem to assume that we are too primtive and poor to understand or actually build anything like that without Admech help....

The clan leaders are immediately displeased with the impoundment of the Dhow, as they would like to use them for raiding and trading as they had in the past.....

You could always claim that the unruly clans took them and destroyed them before they could be handed over..... Or "lose" them another way....

In particular you are approached by Goran Blacktooth, an infamous clan warrior and son of one of the most famous raiders in clan history, who would like to take his warrior band to the neighboring systems to raid, where there are several lost human worlds not so different from our own, they often loot valuable metals, rare technology and slaves from their rivals....

They offer to give you the traditional warlords cut of the booty 10% in exchange for your blessing on this raid...

A. Hand the Dhows over to the Admech
B. Hand them over to the Clan warriors (10%)
C. Hand them over to the Clan warriors (Demand a bigger cut)
D. Other(Write-in)
>>
>>3755529
>D. Other(Write-in)

Give them nothing but a warning. These ships are xenotech and are therefore heretical. In the future we will have our own ships and it may be possible to revisit the idea of raiding at that point, but not right now
>>
>>3755529
>D. Other(Write-in)
Hand them back over to the clans on the conditions that they use them for transport only, and will switch them out with "proper" Imperial ships as soon as they are available. In return for the acceptance of the conditions, we will provide them with developmental assistance (resources, tech etc.) later as way of recompense to replace the need for raiding.
>>
>>3755529
>B. Hand them over to the Clan warriors (10%)
A classic case of a deniable asset. If we can chose which warlord we use, we should go for the most pious. Raiding technology from the neighbouring is very important as we want to be the most important local player. Come to think of it, shouldn't we perform these raids with our own troops? Do we have a trustworthy troop commander who would be capable of this? Anyways, we should prefer Imperial technology on the long term.
>>
>>3755565
The clans didnt own it in the first place just wanted to clarify

>>3755615
For additional clarification, the human worlds nearby us are also primitve lost colonies from the age of strife, which the clans have been raiding for centuries at least, and maintaining minimal contact. It is unknown what their current status is, although you have been led to believe that you were the first Imperial Governor awarded a planet in the region, it is highly likely that the other planets are either unclaimed or their claimant has not arrived yet
>>
>>3755627
bump
>>
>>3756958
roll a d3 to pick
>>
>>3755627
Oh, to break the stalemate I'll say to give them over, but make it clear that no raiding is to be done against planets with an administration and especially not when Imperial authorities are around here.

We'll have to put a stop to it properly in the future, but for now the Clams can do whatever. Fending off the toaster molesters is their responsibility.
>>
>>3757151
>>3755615
You decide to "lose" the xenos ships, handing them over to the Clans, who celebrate and prepare for a raid soon....

The last issue with the old Disciples base is the amount of industry located in and around Black Mountain, while primtive by Imperial standards, we have much more manufacturing ability than the average frontier colony...

Due to potential issues with disloyalty and risk of rebellion, its been proposed to move some of the manufacturing to other settlements, as to not overly concentrate it in one place and give opportunity to the other settlements, including the Imperial Colony....

A. Destroy the manufacturing in Black Mountain
B. Move it to the various towns and settlements on Veramar Secundus, leaving Black Mountain a small portion
C. Leave the manufacturing center where it is
D. Other(Write-in)
>>
>>3759329
Also Im here all day guys
>>
>>3759329
>C. Leave the manufacturing centre where it is
Otherwise we risk doing a USSR and crippling our industry by distributing it across half a continent, sticking it in places it is ill suited for and making supply chains an arse. Keep it there for the synergy effect.

To counter the issues with this being the former enemy HQ, we can take it over as our military HQ instead, since it is very well suited for such a task and it being the main command centre with large numbers of troops coming, staying and going would keep a tight lid on the place and dissuade former cultists from trying their luck at disobedience and rebellion.
>>
>>3759329
D- relocate the majority to a few urban centers in our realm. While what >>3759372 says is true, splitting it into 3 and allowing more centers of growth is hardly a stop to progress (especially since it is located on a mountain range to begin with, horrible place logistically). Plus, makes it far harder to rebell. Also, distribute the former worshippers around so they dont organize.
>>
>>3759602
Hm. I'll compromise on that if each industrial centre remains specialised in one category. It'll be a PITA if you're trying to manufacture a lasgun but the casings and internals are made at opposite ends of the continent.

Still think we should take over the Rock as our HQ, though.
>>
>>3759602
support
>>
>>3759602
>>3759626
>>3759720
You elect to move most of the manufaturing out of Black Mountain, with the clans getting a part based in the old city of Gerona, the Imperial colony getting a part and Mercium getting a part.


This will allow several centers of industry to be formed, while Black Mountain will retain some on site as well...

The next major order of business is eliminating the Tau threat....

High Altitude overflights of their compound in Mercium has shown a lightly defended complex, including a landing pad, several storehouses and living quarters and a barracks for their garrison which is comprised of nearly 500 troops, with 2 companies being human auxilaries, who are used for public relations by the Xenos, in an effort to make their insidious greater good more palatable to the local people....

It is reasonable to believe that they may possess intelligence, as well as equipment and technology that could be of interest to the Imperium....

We could launch a ground assault focused on capturing as many Tau and as much of their equipment as possible intact. They are likely to put up a fight and try to sabotage their equipment and any information they may have..

We could also launch a high altitude bombing raid, which is likely to destroy most ground targets, leaving your men to simply mop up the broken survivors in the ruins of their compound

A. Launch a ground assault
B. Launch a bombing run
C. Other(Write-in)
>>
>>3759772
C- have the local merchants create a decoy (quick trade talks to get xenotech before imperials crack down) to dilute forces, then airdrop troops in the compound while a ground diversion takes the heat. Better yet if there is a way from the underground.
>>
>>3759820
Smart, support
>>
>>3759820
>>3759875
You decide to have some loyal local merchants support the assault, providing a distraction, acting as a delegation trying to purchase goods and technology from the Tau, citing Imperial authorities cracking down....

You have the 1st Airborne regiment prepare for a drop over the compound, while a mixed force consisting of a mechanized regiment and clan shock troops launch a ground attack....

Initial difficulty rating 70
Modifiers
Diversion -10
Numerical advantage -10
Multiple attack vectors -10
New difficulty 30

Roll 3 d100s, average will be taken, 30 is the number to beat
>>
Rolled 36 (1d100)

>>3760246
>>
Rolled 80 (1d100)

>>3760246
>>3760246
>>
Rolled 11 (1d100)

>>3760246
>>
>>3760488
>>3760259
>>3760254
average of 42, a success

Your droptroopers gather on a tarmac on the far side of Mercium for the drop a little past midnight, with the planned drop at dawn, while the ground force element is also prepared on the far side of the city, away from prying Tau eyes....

The merchants attempt to haggle at the front gate through the night and into the morning with several tau officials, who are caught off guard by the sight of Leman Russ tanks, Chimeras and hundreds of armed men rushing towards the front gate of the Tau enclave, at the same time another group breaks down the walls on the far side, using a Leman Russ with a dozer blade attached to blow a hole in the wall and create a breach....

Your drop troopers land amid the chaos, and despite taking some light casualties against some Tau drone defenses are quickly able to get the upper hand, taking advantagous firing positions from the Tau structures and capitalizing on the confusion, as Tau troops attempt to fight off an attack from 3 sides....

In the end your men take nearly 100 casualties, half dead, while you are able to secrue the Tau compound, succesfully capturing their leader, along with most of their equipment intact.

We also captured a dozen troops, half of which are human auxiliaries, along with a Tau shuttle/dropship....

A. Take the prisoners for questioning and take their ship and equipment for safe keeping at Black Mountain, your new HQ
B. Execute the prisoners and destroy everything
C. Other(Write-in)
>>
>>3761044
>A. Take the prisoners for questioning and take their ship and equipment for safe keeping at Black Mountain, your new HQ
>>
A. Take the prisoners for questioning and take their ship and equipment for safe keeping at Black Mountain, your new HQ

GIVE TECH TO THE TECHPRIESTS. No tech heresy, just find out the full extent of the tau plans.

TFW no great fire god to give you bonuses
>>
>>3761044
>B. Execute the prisoners and destroy everything
Fuck xenos. Fuck traitors too
>>
>>3761325
This. No tech heresy please we already pissed them off with the clan ships.
>>
>>3762791
>>3762381
>>3761325
>>3761092
You decide to take the Tau officials and several of the officers for questioning, you have the remainder of the prisoners summarily executed....

You also contact the local tech-priests to hand over the captured Tau communication equipment, small arms and dropship for examination....

The Tau, who claims he is called Por'Ui T'olku Jaxash, seems to be their leader, while their military officers seem to ultimately answer to him....

After many days and nights under the fists and blades of your men, the Tau finally breaks....

It seems they send a regular long-range patrol ship, along with a few freighters to expand into this region and resupply their bases here every few years, it sounds like the next one will arrive sometime within the next 6 months....

You keep the Tau leader, and a few others alive and kill the rest....

With the xeno threat dealt with for the time being, its time to focus on internal development....

You currently have 100,000 thrones on hand and produce 20,000 a year with current activities, while its essential to get more defenses up and running, it would also behoove you to do things to improve the economic output of Veramar Secundus, espeically given that you are far from Imperial support and will likely be on your own in the event of a major invasion into your, low-value border sector....

Each option costs 20,000 thrones and will improve income by 10,000 thrones/year

A. Expand manufacturing around the Imperial colony
B. Improve the farms around Rojavion
C. Restablish the city of Gerona
D. Expand mining operations around Black Mountain
E. Other(Write-in)
>>
>>3764363
C. Restablish the city of Gerona
>>
>>3764363
C. Reestablish city

And

Expand mining, we need them raw resources for defenses!

Leaves us with 60,000 for emergencies/events.
>>
>>3764363
>expand manufacturing
>improve farms
>restablish city
>expand mineing
>build long range anti orbit weapons.

May as well spend it all.
>>
>>3764363
>C. Restablish the city of Gerona
>>
>>3764873
>>3764755
>>3764443
You decide to reestablish the City of Gerona, once one of the three great cities, it was viciously sacked and burned centuries ago by a clan army during the wars of the Hexarchy.....

As it was considered then and now to be the sourthernmost part of Clan territory, it is located near the meeting point of three rivers and is a natural trading hub for inland commercial activity. It served as the official seat of House Kargan and pretenders to the throne....

It is now little more than a half rebuilt palace district, and several reclaimed districts in the hollow shell of a great city, now little more than a market town....

You have some of your men search the abandoned parts of the cities for anything of value, then follow up with military engineers who repair what they can and demolish the rest, allowing new structures to be built......

It will take a few more months to finish, but people are already streaming in to move to the new city, with many farmers looking for better jobs in the city.....

You are working on some paperwork in your new office in Black Mountain, when you are informed by an emergency alert.....

While Black Mountain has been taken completely, it is still in need of major renovation, with only the command center, and some living quarters being updated as of now....

You move to the command center, where a readout of the augur scans are projected onto a large screen.....

3 contacts have been detected in orbit...

Your communications officer reports that they have sent a tight beam message directly to Mercium.....

You are briefly overcome with fear, as you believe it may be a Tau Fleet seeking revenge, and you are at the total mercy of an orbital bombardment.....

You have him quickly intercept the message, with logic engines working overtime to break the encryption, after nearly 20 minutes, he presents you a recording of the exchange, between what seems to be Volean traders and some of the local merchants of Mercium...

The signal has been tracked to one of the main Mercium merchant houses who pledged loyalty to us, we could contact them and order them to break contact.....

Or we could see what these Xenos traders are selling for ourselves....

A. Tell the merchants to break contact and to never deal with the Voleans again
B. Prepare your shuttle you are going to fly to Mercium and meet the Voleans
C. Have the merchants meet them on their own and report back to you
D. Other(Write-in)
>>
>>3765479
>C. Have the merchants meet them on their own and report back to you
Business as usual here. Nothing of note, please move along.
>>
>>3765479
C. Have the merchants meet them on their own and report back to you

Can't risk it.
>>
>>3765479
C. Have the merchants meet them on their own and report back to you

Maybe they have good stolen non-heretical goods?
>>
>>3765479
>C. Have the merchants meet them on their own and report back to you

deniability
>>
>>3766503
>>3765835
>>3765785
>>3765521
You maintain contact with the merchants, but otherwise allow them to conduct business as usual....

After their initial meetings, the Voleans offer several items of value for trade

A. 500 Volean Electro-torches, good for manufacturing and mining(increases mining/manufacturing income by 5%) (10,000 thrones)
B. A set of 50 Volean Poleaxes, long shafted power-axe equivalents, with spearpoints at the end, favored among Volean mercenaries and the troops of the Volean Mercantile fleets(10,000 thrones)
C. Volean long-range communication device, allows contact with their traders and ships, good for improving relations with Voleans(5,000 thrones)
D. (Write-in) Attempt to request an item for a future visit
E. Pass on all items
>>
>>3766822
A. 500 Volean Electro-torches, good for manufacturing and mining(increases mining/manufacturing income by 5%) (10,000 thrones)

Spend money to make money
>>
>>3766825
Support, also the least likely item to bring the mechanics down on us.
>>
>>3766822
500 Volean Electro-torches, good for manufacturing and mining. Spend money and make it back in a few turns.
>>
what is our current mining output? as far as i know its like 10000, which means that an increase of 5% is just 500 thrones
>>
>>3767571
>>3767000
>>3766861
>>3766825
5000/year mining
5000/year industry
5000/year farming
15000/year tax base

Youll have opportunities to increase all of these though
>>
>>3766825
>>3766861
>>3767000
You decide to spend the 10,000 thrones, for the Volean Electro-torches, backpack powered, energy cutters with excellent mining and industrial applications...

Do you have any requests for the Voleans before they leave?

A. Ask them to never come back, this is heresy
B. Ask them about Volean mercenaries
C. Ask them about slaves for your workforce
D. Ask them about buying a Dhow
E. Ask them if they have warships for sale
F. Ask them about special items/equipment
G. Other(Write-in)
>>
>>3767598
You can choose more than one answer for this, since it doesnt cost anything
>>
>>3767598
Something of a lurker so not really qualified to answer at this hour....

F, I'm kind of curious if they got anything special.
>>
>>3767598
F. Ask them about special items/equipment


Write in:
Ask them if they have any old imperial ships for sale
>>
>>3767598
Backing

>>3767755
The less heresy we commit the better. I don't want any more Xeno shit personally but if we can score an imperial ship that'd be nice
>>
>>3767771
agreed, a bit of trade won't be life-ending but we're sure as hell not gonna make friends with any xenos on our glorious mission.
>>
>>3767755
>>3767675
You have the merchants ask if they have any old imperial ships for sale, and as it happens for 100,000 thrones, and they will make you a loan, they can sell you an old cobra class torpedo boat they salvaged and repaired from a ship graveyard....

Unfortunately they do not possess replacements for imperial void shields or munitions, but for a modest fee they could retrofit volean shields and missile tubes instead.....
>>
>>3768000
They will be able to come back in a few months with the ship

A. Offer to buy it
B. Pass for now
>>
Ask if they have any imperial farming industry mining equipment to purchase and tell them tell we would be willing to buy that from them
>>
>>3768317
They do not, but they do carry their own farming equipment as well as mining equipment for sale
>>
>>3768266
B. Pass for now
>>
>>3768850
>>3768491
You decide to pass for the time being, the Volean traders are expected to pass through again sometime next year
>>
>>3768935
The next fall is relatively quiet and peaceful as your people get settled and prepare for winter....

You have the opportunity to prepare a new project for the spring

Each option costs 20,000 thrones and will improve income by 10,000 thrones/year

We have 70,000 thrones on hand

A. Expand manufacturing around the Imperial colony
B. Improve the farms around Rojavion
C. Expand mining operations around Black Mountain
D. Improve the infrastructure on the main continent
E. Other(Write-in)
>>
>>3768975
>expand mining. We got those tools may as well use em
>>
>>3768975
A. Expand manufacturing around the Imperial colony
C. Expand mining operations around Black Mountain
>>
>>3769076
>>3768998
>>3768990
You decide to go ahead and spend the 40,000 and expand mining around Black Mountain, bringing in more workers, and any available mining equipment you have to the rich veins of ores around Black Mountain, including iron, gold and coal....

You also expand on the industry around the bustling Imperial Colony, which has now grown to include several sub-communities, including settlers from the mainland and Imperials mixed populations, this cheap land, connnected by existing infrastructure is perfect for manufacturing, and many of the assembly lines are expanded from what was brought from Black Mountain...

Currently we manufacture mining equipment, tractors, trucks, tires, concrete, clothing and furniture, with most of the old military production from the Disciples converted into civilian goods....

We can always reintroduce military manufactoring in the future.....
>>
>>3769097
In the meantime, you find out that the Clan raiders have left in the Dhows and are headed for the nearby Qorl system, where a planet, not unlike ours is located. It is dominated by techo-barbarians fighting over a post-collapse world, where civilization has only recovered in small pockets....

Winter and most of Spring pass before they raiders return home, Blacktooth, their leader claims they won great glory and loot, while losing only a handful of men. as their overlord you get to choose your pick of your cut of the loot.....

A. Rare gemstones, and artisan items worth 10,000 thrones cash
B. Several hundred slaves, for pleasure or labor
C. A handful of salvaged and heavily modified power weapons and armor taken from the barbarians
D. A young woman, who claims to be the heir of one the great chieftains of Qorl, marrying her could grant legitimacy to staking a large claim to the world
E. Other(Write-in)
>>
>>3769119
>young woman. Lets get that world!
>>
>>3769119
D. A young woman, who claims to be the heir of one the great chieftains of Qorl, marrying her could grant legitimacy to staking a large claim to the world
>>
>>3769119
How does being the governor of multiple worlds work in 40K? We've been sailing close to the wind for a while, and I'm concerned trying to rule multiple worlds might be seen as trying to create our own pocket empire and bring the Imperium down us like a ton of bricks.
>>
>>3769182
Bureacratic hell, mostly. The only time the Imperium would really get involved is if we were grossly incompetent, heretical, or we really fucked with the Adminstratum or someone important.

D could be really nice, and just straight up a very powerful option. Doesn't need to be us ruling it, could set up a vassal or something like that.
>>
>>3769119
>A. Rare gemstones, and artisan items worth 10,000 thrones cash

I feel like taking D isn't what it seems. We can claim what we like with this marriage but if a newly appointed governor shows up it isn't really going to mean shit because we certainly don't recognize these peoples rights to their own world and land
>>
>>3769119
Changing this >>3769162 too

C. A handful of salvaged and heavily modified power weapons and armor taken from the barbarians
>>
>>3769119
>A. Rare gemstones, and artisan items worth 10,000 thrones cash
>>
>>3769119
>D. A young woman, who claims to be the heir of one the great chieftains of Qorl, marrying her could grant legitimacy to staking a large claim to the world
>>
>>3769119
D. A young woman, who claims to be the heir of one the great chieftains of Qorl, marrying her could grant legitimacy to staking a large claim to the world

This has the best long term benefits, I rate
>>
>>3769730
>>3769681
>>3769313
You decide to take the young woman off their hands.....

Blacktooth grunts, slightly disappointed as you meet him at the landing pad, and the woman, who is well dressed and quite clean compared to the others, is brought to you.....

You can see a long procession of slaves being led off the Dhow, as well as warriors sporting new gear, and several carrying chests of what appears to various valuables......

"It was an excellent raid, they never expected a lightning attack from orbit, not since the days when my father was young, at the very least"

The old raider goes on to describe them finding a seaside town, that seemed to serve as a resort for the nobility of Qorl, being poorly defended it proved to be a highly lucrative raiding location.....

The woman, claims to be princess Imara Berenz, House Berenz, has long ruled over their kingdom on Qorl, for at least 400 years.....

Befitting a noble woman, she bitterly complains about her treatment, and demands immediate release.....

A. Grant her the nicest quarters you can find, but leave her under guard
B. Release her, as she asks
C. Throw her in a cell, like a common criminal
D. Other(Write-in)
>>
>>3769766
>C. Throw her in a cell, like a common criminal
>>
>>3769766
>A. Grant her the nicest quarters you can find, but leave her under guard
>>
>>3769766
A

And we cant really rule seeing as we cant even communicate with the other planet, much less project enough force to install a puppet. We should get this planet secured first. For Emperors sake we dont even have ships, a spaceport or enough industry to support either.
>>
>>3769766
C. Throw her in a cell, like a common criminal
>>
>>3769766
>A. Grant her the nicest quarters you can find, but leave her under guard
We're no barbarian, unlike those who captured her
>>
>>3770747
>>3770231
>>3769826
You put her up in one of the nicest apartments in the Imperial Colony, under close guard by a few loyal soldiers....
>>
>>3770795
Ill be back posting tomorrow afternoon guys. thanks for playing
>>
>>3771997
Thank you for hosting. I love these.
>>
>>3770795
With the Princess Imara, dealt with for the time being, you move on to other issues....

You have brought together your best minds from your old army and hired/trained a small number of administrators and bureaucrats to govern your new world....

Efficiencies have been discovered in your manufacturing, utilizing rehabiliated Disciples workers and some of the old Nova Terran workers to increase production, however its possible to begin manufacture of a new item....

A. Airships, for light cargo and quick travel
B. Rifles, machine guns, ammunition and grenades
C. Locomotives, and train cars
D. Boats for cargo and fishing
E. Other(Write-in)
>>
>>3774068
>A. Airships, for light cargo and quick travel
>>
>>3774068
In the grim darkness of the 41st millenium, there is only war
>B. Rifles, machine guns, ammunition and grenades
>>
>>3774068
B. Rifles, machine guns, ammunition and grenades

defend what you have, before expanding.
>>
>>3774068
Boats
>>
>>3774068
>B. Rifles, machine guns, ammunition and grenades
We only have the materiel we brought with us and whatever we've scrounged off the locals, and this sector is a dangerous place

Though I do question why we're making autoguns. Do we not have the blueprints for better stuff?
>>
>>3774239
While we technically have the blue prints, mechanics support on this planet is minimal at this time, while we have the ability to manufacture autoguns now, also for what its worth, autoguns~lasguns in the fluff sometime, so they aren't neccesarily inferior, the main issue with autoguns is that they are much more logistically complex to support compared to lasguns

>>3774239
>>3774174
>>3774119
You decide to focus the new manufacturing on small arms production, with powerful assault rifles, sniper rifles and machine guns being made, along with several types of rounds for different situations. You also start making basic frag grenades, which while relatively simplistic and primitive are still effective against enemy infantry and unarmored crowds.....
>>
>>3774299
Guys im very sorry about this, but I have to go hiatus until 9/12. I have a major exam, and I need to focus up on studying. Ill be monitoring the thread as long as its still alive to answer questions, other than that, I will back fresh with some great ideas after the hiatus.

As always, thanks for playing
>>
>>3774299
I guess that since we're just a PDF at this point we don't have to worry about logistics that much. I'm pretty sure a laser weapon that can blow limbs off with no recoil and whose ammunition is sunlight or a wall outlet is superior to a bog-standard assault rifle that might not even be ale to penetrate flak armour, but if we don't have any means to maintain the flashlights I'll happily brandish a stapler instead - special ammo is cool though. Also BRRRRRRRRRT.

>>3774309
Damn. We shall wait for your return.
>>
I would like to remind you that in order to establish any sort of advanced society we will need the manufacturing capabilities to do so. The easiest way seems to either focus on trains or boats, depending on the availability of waterways and terrestrial terrain. Probably better to focus on maritime logistics, which will allow us to link together our largest cities and thus increase output, leading to a faster advance. Focusing on shitty guns (since we lack any special ammo) is just slowing us down.
>>
>>3774702
That should be next on the todo list, but cargo ships and trains won't help us if we get rolled over by whatever lurks out there in the sector - our forces are professional but small and our local allies are ass-backwards. What if a Chaos warband comes knocking on the gates of Mercium, or some Orks decide they want to have a go, or some Disciples remnants launch a mass uprising? We should phase out projectile weapons for las weaponry ASAP but we won't have the Mechanicus presence to do that for a long time and we are manufacturing special ammo for them.

tldr you are correct but defence is critical here.
>>
>>3774309
Ha, I'm shocked. Watch as Shmeh drops this quest and starts a completely new Planetary Governor Quest when he comes back yet again. What's that you built up a cool space station and a working relationship with the Big I? Nah fuck it, new quest. What you've pacified the Disciples and have taken control of the population on this new world? Nah fuck it, new quest. And so on and so on as he does
>>
>>3774730
I would agree with you if we were talking of artillery and mechanized units but this is small arms on a world that is capable of making jet fighters (Disciples). Obviously it is doable with the right infrastructure but instead of getting there ASAP to secure our planet we spend resources on piddly shit that is useful for putting down small-scale human threats, which we already have no problem doing. And Las weapons dont need mechanicum to manufacture. Hell, most IG stuff doesnt.

Also, what special ammo?
>>
>>3775976
There exists various special ammunition types for autoguns like armour-piercing rounds, explosive jacketed rounds, incendiary rounds and fuck knows what else. And do remember that although they are inferior to lasguns, the autoguns of 40K are still greatly superior to the slugthrowers of today. Each shot imparts nowhere near as much power as a lasgun bolt, but still more than a modern machine gun and they can throw out a hell of a lot of dakka very fast, and a wall of guns is still a wall of guns whether spewing photons or lead. The Disciples held us off quite handily with them after all.

We don't need the Mechanicum to manufacture them, but we need the Mechanicum to maintain them. If a lasgun packs up, a Guardsman will go see a techpriest, of whom we have very few if any. But autoguns can be dismantled and maintained by anyone and their mother thanks to their relative simplicity.
>>
>>3776101
I see no mention of us producing any special ammo. Hell, we struggle with basic grenades. And while I would very much like to have Hellfire rounds but that is just not possible for us. Focusing on hive ganger weapons instead of industry is a mistake.

From the wiki:

"It is a solid and rugged weapon that remains reliable and precise in almost any environment, and requires very little maintenance -- a quick cleanup while mumbling a prayer to the weapon's Machine Spirit after usage is all that is needed to keep it going for over 10,000 shots, after which the focusing crystals must be replaced, an action that requires the intervention of a knowledgeable Tech-priest. Unlike a Flamer or a Meltagun, the Lasgun can be outfitted with a bayonet or used as a club at close quarters without risk of damaging the weapon, and it will never overheat with potentially fatal results for its operator like a dreaded Plasma Gun. Another redeeming quality of the Lasgun is that its power pack can be recharged by exposure to sunlight or by being put into a camp fire for a few minutes, ensuring that the weapon almost never runs out of ammunition, even on prolonged operations or in situations where resupply is unlikely. "

Seeing as most Imperial worlds are capable of manufacturing them, I doubt we couldnt achieve this feat given enough industry. This very same level of industry also means basic IG mechanical units. Leman Russ, for example.
>>
>>3776901
Hmm. Ask Shmeh about that, they said we couldn't do it.

I take
>several types of rounds for different situations
to mean special situational ammunition
>>
>>3776959
>>3776901
My take from the lore is that autoguns, especially with special ammo, are equal or better than lasguns, and that the Imperial Army did fine with autoguns in the Great Crusade era, I thought the main reason for switching was for the logistics advantages as lasgun ammo can be recharged from the sun/campfires etc, and doesnt have lots of moving parts to replace like an autogun....

We also have the advantage of existing Disciples weapons, which proved capable of penetrating flak armor with regular rounds, while we have the ability to manufacture special armor piercing rounds that while, won't penetrate 100% of the time against heavy infantry in carapace or power armor, if you have enough people firing on the target, some will penetrate, we also can make some basic explosive and incendiary rounds as well
>>
>>3776901
>>3776959
Also we will be able to make lasguns eventually, but we need Mechanicus permission/support to start manufacturing Imperial Guard grade gear, but I think we can get away with autoguns without drawing their ire
>>
>>3776988
Insert usual comment on consistency of the fluff.

If I recall correctly the IA still used lasguns in the GC era, albeit older/better models than the current.
>>
>>3777048
they also had fucking plasma weapons and generally better shit.
>>
Auto guns are mostly only used by pdf
>>
>>3776988
I agree that non-las weapons have a far wider variety of options for ammo. From Kraken bolts to Hellfire, Bane and whatever else. Even the standard Bolter round is a great option. However, the reason the IG went Las is the far far simpler logistical profile and ease of manufacture and maintenance.

As to sluggers penetrating ceramite, Im gonna call bs, unless they were using some Autocannon level ordinance. Nothing squad-level is likely to touch a Power Armour (at least in the SM sense, maybe some ghetto variants).

>>3776993
Doubt the mechanicus is against this, also, dont we already have a detachment with us with the assumption we will manufacture those same goods to be self-sufficient?

>>3777048
Yes

>>3777151
Yes, because they are a worse option that requires less tech to make. Great for hivers.
>>
As a weapon, the Autogun is comparable in effectiveness to a Lasgun but lacks some of the Lasgun's versatility, damage output and reliability. Autoguns are prone to jamming, especially in dusty and muddy conditions where intricate moving parts can quickly become fouled. A good maintenance routine is necessary for troops armed with Autoguns. In general, Autoguns and their ammunition are also heavier than Lasguns and their power cells. However, an Autogun does surpass a Lasgun with its higher rate of fire. Additionally, those hurt but not killed outright by an Autogun are more likely to bleed out from injury and succumb to follow-up infections, while a las-shot immediately cauterizes any wound it creates.
>>
From the wiki
>>
In the modern 41st Millennium, Autoguns are not as common as the Lasgun amongst the Imperial Guard regiments, but they are still issued in substantial numbers, especially by second or third line Planetary Defence Forces or militias. There are many different patterns and models of Autogun produced across the Imperium. The simple technology needed to manufacture Autoguns make them common on Frontier Worlds and also with gang members on Hive Worlds.
>>
>>3778135
Worse is subjective (see above), but the logistics of supplying trillions of troops spread across the Imperium with potentially quadrillions of bullets every day would utterly break the Munitorum (remember the Imperium is hamstrung by manufacturing capacity rather than manpower). Hence why they are popular with locally based forces - effective while being cheap and easy to make and not needing to worry about ammunition logistics.
>>
>>3776993
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