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File: Thousand sons armor.png (805 KB, 650x891)
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Picking up directly where we left off with thread #2
>>
>>4222471
https://www.youtube.com/watch?v=LUxTK6RtACk
Study, cut up, and research geneseeds when
>>
>>4222471
You opt to offer the Varyagians surrender, as they have been thoroughly cowed by superior weapons, numbers and technology.

While relations between the humans and Varyagians of Halon Secundus have historically been hostile, there are occasional incidents of trade and cooperation. The most common being rogue merchants smuggling and trading superior human-made weapons and armor for gold and Varyagian trinkets...

Red Brotherhood patrols often have to work break up such rendevous and kill or arrest any suspected smugglers on sight. Fortunately a handful of such men were captured a few weeks ago and are currently languishing in the dungeons of the Red Fort...

With siege laid to the last main cave-city of the Varyagians, the smugglers are brought out with vox-speakers to demand the immediate surrender of the Varyagians....
>>
Rolled 100 + 20 (1d100 + 20)

>>4222504
Roll difficulty 60
Hostile primitive Xenos 60

Roll bonuses
Overwhelming force +20
>>
>>4222508
Much to your surprise the primitive Xenos rather than fight to the death begin filing out of their cave city in front of your main force, first in small groups, the trickle eventually becoming a river, as over 10,000 of them prostate themselves on the ground, in front of your main force, the flag of House Blackwood, flying high above where you stand with your bodyguard troops on a ridge overlooking the siege....

There is both good and bad news however, as your first scouts into the cave-city while facing no resistance have reason to believe that they have tunnels underground to possibly more cities deeper in the planet and farther north, virtually unreachable except for by small tunnels where only one man at a time can pass through.

The good news is that the primitives were sitting on a motherlode of valuable mineral ores, with several gold, iron and copper mines being found, the Xenos too primitive to understand their true value and exploit the resources....

The presumed psykers. their frost priests and priestesses are the leaders in their society, and gave the order for the people to surrender in the face of such overwhelming odds....

What should we do with these Xeno scum?

A. Build a camp for them to put them in for the time being
B. Set them to work mining the mineral ore
C. Kill them all now that they have exposed themselves
D. Separate out a handful for use a test subjects(can be combined with other answers)
E. Kill every pysker among them immediately(Can be combined with other answers)
F. Other(Write-in)
>>
>>4222508
>100
Noice
D. Separate out a handful for use a test subjects(can be combined with other answers)
F. Other(Write-in)
Specifically separate the pysker. We won't kill them immediately. That comes later. Drug them if need be.

>they have tunnels underground to possibly more cities deeper in the planet and farther north, virtually unreachable except for by small tunnels where only one man at a time can pass through.
Pic related going down a tunnel one at a time could be managed. We'll interrogate some of their numbers for information regarding traps and layouts of other cities or suffer the punishment of death for their and their family.
>>
>>4222523
>B. Set them to work mining the mineral ore
>D
>>
>>4222555
specifically separate the psykers
>>
>>4222555
Changing vote to this, but holding out to explore the other cities later.

>>4222523
Any message from uncle?
>>
>>4222523
>D. Separate out a handful for use a test subjects
>E. Kill every pysker among them immediately
>B. Set them to work mining the mineral ore
>>
>>4222570
You got a vague message back that he may have a buyer lined up if you can provide live samples, less likely if their dead
>>
>>4222686
Nice. Let's bag a couple (when I say couple I mean all the pysker and a hundred regular ones), put them in stasis crates and ship them off.

But after we've stabilized the planet. First we aught to set a temple to build up it's infrastructure and crop yield, leave an overseer to plan things out then head off for a couple of days to sell the foul xenos.
>>
>>4222523
A. Build a camp for them to put them in for the time being
B. Set them to work mining the mineral ore
D. Separate out a handful for use a test subjects(can be combined with other answers)
>>
>>4222727
>>4222663
>>4222555
>>4222549
You decide to separate out the frost priest psykers and some members of the regular population and ship them off to your pysker prison for safe keeping until you have a buyer or figure out what to do with them.

With the great mineral wealth you have discovered you order a mechanist expedition put together with the intent of establishing a mining outpost at their former city.

The rest of the population is put to work in the mines, working to build the wealth of their former enemies.

With their frost priest leaders taken away, the Varyagians have become discontented in a short time. We need to decide a long term plan to deal with the Varyagians

A. Work them harder, and make conditions so bad that they will die off within a decade or so
B. Exterminate them once the mining operation is set up
C. Attempt to integrate them into your realm as second-class citizens, where their skills as psykers, mining and underground/nocturnal combat can be put to use for House Blackwood
D. Other(Write-in)
>>
>>4222739
D) consult the Imperium
>>
>>4222790
+1
>>
>>4222739
https://warhammer40k.fandom.com/wiki/Xenos
I need to do some reading.

>A. Work them harder, and make conditions so bad that they will die off within a decade or so
>D. Other(Write-in)
This but with a caveat that should they oust any hidden pysker, or magic users in their primitive minds, they shall receive certain stipulations and luxuries for a time. More food, better accommodations, a few more hours of sleep.

>>4222686
As mentioned here we'll keep doing this until we get a better idea of how much these aliens would go for on the market or by our uncle's contact, once we deliver them. If we get a good price then we might as well run some numbers, ask the locals the odds of a Varyagian being a magic user, and consider if they might be worth keeping around as live stock for the purpose of selling their psykers and normal people if they prove to more worth more alive then exterminating their entire race.

>>4222790
>>4222796
Technically we are the Imperium, as we are a part of it.
https://warhammer40k.fandom.com/wiki/Planetary_Governor
Generally as the Planetary Governor we're allowed a wide birth of freedom on how we rule our world(s). So long as it's not too heretical and we meet our Tithes quota, the Imperium is happy to let us be. At least that's what a video said.
>>
>>4222739
>Attempt to integrate them into your realm as second-class citizens, where their skills as psykers, mining and underground/nocturnal combat can be put to use for House Blackwood
>>
>>4222790
>>4222796
You can't exactly do that as the Imperium itself is a galaxy wide organization spanning millions of worlds. Lest not normally. You got something more narrow in mind? Something specific?

I get the feeling the two of you already know the answer to that. It usually stats with "purge" and end with "xenos", and from the standpoint of a Planetary Governor that needs fundings to improve his two worlds that's not a very profitable move.
>>
>>4222739
>A. Work them harder, and make conditions so bad that they will die off within a decade or so
This risks a revolt, but I imagine it won't be too big a deal if they do.
>>
>>4222799
>>4222815
Maybe a little of both
>>
>>4222835
i just wanna make sure c) won't end up with a visit from the local space marine chapter or inquisitorium if thats the option we go towards
>>
>>4222924
If you're worried that a space marine chapter or Inquisitorium will come by to interject, then why not go with A? They'll die out eventually, and we'll reap the rewards.
>>
>>4222790
>>4222796
>>4222835
>>4222930
>>4222924

So you can't really just ask the Imperium,nobody important is going to take a call from some Governor on a minor frontier planet and asking the Inquisition for advice is a bit like asking the cops if its ok to smoke just a little bit of crack, but mostly dispose of it.

The only person with any kind of influence and power that we know is our uncle, who really doesn't care what we do as long as we keep making money and keep the planet in the family.

I think that as a frontier planet we aren't on anyone's radar, also think of what a scheming and greedy Rogue Trader house member would do.
>>
>>4223102
To further this point, if our system becomes more influential and powerful there will be more scrutiny. However nobody important made anything of themselves in the Imperium without taking risks
>>
>>4222790
>>4222796
So what now?
>>
>>4223102
> B. Exterminate them once the mining operation is set up
>>
>>4223128
I'm not keep on killing them all immediately in case they're worth something. If we go with choice A then we can focus human resources else where like the construction of more modern facilities and advanced agriculture, where as the Varyagians will work themselves to death doing jobs nobody wants. As Shmeh said we aren't on anyone's radar.
>>
>>4223102
Did enslaving the aliens endear us to our geno warriors at all?
>>
>>4223102
Did we repair the damages to our new ship?
How much to add better void shield to our two original ships?
How much to add more guns to them?
>>
link to prev thread?
>>
>>4223491
>>4185783
Still needs to be achieved I think
>>
>>4222739
D

For the moment put them to hard work, second contact our uncle he did mention that is Mechanicus contact was interested in xenos. The psykers of this xenos should be interesting to him, and we need thrones.
>>
>>4222739
>B
>>
>>4223463
>>4223486
The Geno-Lords don’t care very much either way on the xeno slaves, although they might enjoy being gifted a small number of them to keep as exotic pets for people to gawk at
>>
>>4223486
All 3 of our ships are in need of repair. As your 2 original ships were damaged when your uncle gave them to us. Only the Bold venture really has the capacity for upgrades, with additional armor, weapons storage space or hangar bays for strike craft able to be added on
>>
>>4222864
>>4222799
>>4223556
For now you decide to push the Varyagians harder, rewarding them for outing any psykers and for general loyalty, with additional rest and rations.

Your uncle has finally gotten back to you with the offer from a buyer, 10 psykers and non-psykers are required. They will deliver 100,000 thrones for the specimens and your uncle will send a ship to pick them up in the next few weeks with payment in tow.

With Secundus stabilized for now, and our coffers refilled, whats your next move?

Whats our next move?

A. Improving/expanding the Imperial settlement
C. Building up the PDF
D. Send expeditions into the desert to explore for oil deposits
E. Improving and expanding infrastructure
F. Fund an expedition to search for mineral deposits in the mountains
G. Expanding the internal security forces
H. Repairing the space station
I. Other(Write-in)
>>
>>4223922

E. Improving and expanding infrastructure


Buid railroads and roads in Halon Secundus, for connect the different settlements. This should help the primitive world in transportation and trade.
>>
>>4223922
enact those prisoners to slaves or temporary servitude like suggested in the last few threads.
>>
>>4223922
Are you asking what we should do for Primus or Secundus?

>>4223949
>Buid railroads and roads in Halon Secundus, for connect the different settlements. This should help the primitive world in transportation and trade.
We've already done that I believe in the form of air ships or as you said railroads.
Oh you mean for secundus.
>>
>>4223961
>>4223949
>>4223952
These options are for Primaris. We have stabilized Secundus for now but it will take time for their people to get accustomed to our rule and technology
>>
>>4223949
>>4223922
Thread #1
>You decide to focus first on binding your world through trade, commerce and communications by consulting the mechanist guild for support on infrastructure projects
>There are two main proposals at this time each running about 20,000 thrones to implement, assuming we use guild workers of course...
>Rail lines can be run between every major settlement and some of the minor ones too, creating commercial bloodlines through your lands, that can be further developed
>There is also a proposal to take advantage of the planets lighter gravity and to use airships, building airship ports at each major settlement and some minor ones as well
>Overall the rail lines make stronger economic sense, but the airships can provide fast passenger, and light freight travel on your new planet
>Finally, while this will anger the Mechanist guild, you could use slave labor from the Geno-lords, which significantly reduce the expense of the projects
>A. Build the rail-line system(20,000 thrones)
>B. Build the airship network(20,000 thrones)
>C. Do either using slave labor(half-cost, -1 relations with mountain realms, +1 relations with Geno-lords)
>D. Other(Write-in)
I don't know about the cost in Secundus, but from thread 1 setting rail lines or airship networks costed 20k thrones. I'm not sure if the airship idea is viable here since it only worked in the last planet due to lighter gravity or something

If we use the Varyagians as a labor force to build rails on Secundus, would it only cost us 10k in thrones?

>>4224003
Aaaaaah roight. By what estimates does our Admins think it's take for Secundus to be brought up to date? Say, If we bring a labor force of Varyagians to Primus, could we use them as a cheap labor force for building things, or would that not work because they're uneducated?

I still think we should do the "turn prisoners into slaves to save some thrones on the yearly prison expenses in addition to building a better rapport with the geno lords and mountain people" idea.
>>
>>4223922
>E. Improving and expanding infrastructure
>>
>>4224003
Would using human and Varyagian prisoners be cheaper?
>>
>>4224013
> A. Build the rail-line system (20,000 thrones)
>>
>>4224055
>Slaves are sent out under the supervision and watchful eye of guild engineers to build the rail lines, laying tracks, grading terrain to flatten it, and using explosives and mining equipment to create tunnels through mountains and rough terrain, while others use construction equipment to build bridges to ford rivers.
No....anon please. We did that already in the last thread.
>>
>>4223922
>H. Repairing the space station
>>
>>4224033
>>4224013
>>4223949

Secundus does have heavier gravity, but improved airship designs could still work there.

The Varyagians are extremely primitive, and could only use the most basic manual equipment without time and training, they also have grown slightly rebellious so using them as slaves on Primus is not a good idea right now.

It will take time to develop Secundus and bring it up to speed. To start we will need to wait until the mechanist mining base is set up, which will estabilsh a second foothold on the planet. Then we will need to bring in Imperial settlers of settlers from Primus to join their existing cities or set up a new settlement. The more advanced and loyal settlers will be the basis for our administration and security forces on the planet initially, as we integrate the rest of the people on it over time
>>
>>4224149
Use Penal Legion collars on then when the time comes. Got it.
How much would it cost to repair the space station again? was it 45k or 95k?

>>4224026
Why do you want to improve and expand infrastructure?

>>4224116
Why do you want to Repair the space station?
>>
>>4224162
why not
>>
>>4224170
Because we could utilize the yearly budget into something else, like industry so we can make more money, or utilize prisoner labor instead of slave labor. What is there we can do with a space station at this point? What purpose would it serve? Can you think of any uses.
>>
>>4224179
increase defense and observation of our space, trade/refuelling station, lab, shipyard to name a few
>>
>>4224162

Infrastructure is useful for several things and it help the planet development
>>
>>4224162
>>4224170
>>4224179
>>4224183
>>4224189
I will say that Infrastructure, Industry and the space station all have short term and long term income opportunities
>>
>>4222799
>>4224003

This may be a little late of a reply. But here goes anyway.

>D. Do what the Romans would have done.

Workers go to the mines, except those who wish to join the military as sanctioned xenos auxiliaries, then after two tours of duty (10 years) they are no longer slaves and allowed to become free'd men. The carrot on the string is real too, which should only add to their fervor to be ferocious warriors.

Actually that will help with our tithe quota aswell.

There is history in the table top that Kroot can work for Imperial guard as mercs and sanctioned xenos. RT's also have the authority to use them in the RPG.
>>
>>4224220
So I've read a little about Rogue Traders but I'm not sure about all the details that entails it's role. So you get a script that had been at one point signed in pen or blood by the emperor saying that you can go about doing trade related stuff in the name of the emperor. That's what our uncle is, and everyone before him. Our whole family is built around Rogue Tradering and we have our own little slice of the galaxy for our Blackwood Dynasty. What I'm not totally sure is if multiple Rogue Traders can make use of the one script signed by the emperor, or it's only a one at a time thing with the predecessor giving the script to their scion/successor.

Uuuuh. Actually you know what? if what you're saying is true, then all we have to do is have our uncle sanction the xenos so we can use them like a penal colony. Ok maybe not a like a penal legion. The only issue being having to train them and the risk of insurrection attempts. An additional problem to deal with would be to figure out what to do with them after 10 years, and if they're any better than human soldiers. I'd be down to supporting this idea if we could iron out the details.

>>4224192
What's our funding level at? In hindsight I'll support repairing the Space Station. it might make repairing our ships easier, and the possibility of space to planetary trade would be nice.
>>
>>4224238
Basically, weather or not we can borrow the authority of the RT depends on our relationship with them AND if one of our rivals is looking for an opportunity to declare heresy on us. Then it becomes a question of who has the highest authority.

For example, an Imperial Guard General could declare some Kroot sanctioned xenos and use them as auxiliaries just like ratlings or orgryns. However that doesn't mean a hard-line inquisitor couldn't declare heresy on them, however more moderate inquisitor might declare them his personal guard!

So its a purposefully grey area. However using xenos to mine is a grand tradition in the imperium.
>>
>>4224298
If there's little to no risk of making the willing ones into a regiment of xeno soldiers, I see no reason why we should. I'd support it, but I'd still prefer to keep them as work slaves for that 0% chance of insurrection.
>>
>>4223922
>C. Building up the PDF

Ok so i have this idea for shredder armour for our guards.

Its cheap and basically like putting bayonets on everything!

It'll give melee units a hard time, which just about every enemy army is.

Added to that we could say that our troops could parry even when unarmed.

We could roll it out to our honor guard first for testing if you like.
>>
>>4224312
Oh we can make sure we outnumber them 10 to 1. Outfit them with only lasguns, no tanks or special weapons.
>>
>>4224317
Heresy
>>
>>4224313
The idea is hilarious and I'm tempted to agree, but let's put this through our hired verterans to get an idea if it's viable. If the metals were made of Plasteel or something I could see it working.

>>4224321
So you saying you want to arm them with tanks and special weapons?
>>
>>4224325
no, arming them with anything would heresy.

>>4224312
Also heresy
>>
>>4224333
no u
>>
>>4224335
*BLAM* Heresy!

https://1d4chan.org/wiki/Blam
>>
>>4224369
Oh so you like 1d4chan eh?

Checkmate.
https://1d4chan.org/wiki/Warhammer_40,000/Chapter_Approved/Kroot_Mercenaries
>>
>>4224369
*reverse card*
>>
>>4224402
Yes they fight for Tau as mercenaries
>>
>>4224419
Look again.

Srsly its under the section Armoury.

Their shaper can have weapons from their ally, such as a flamer. I know this because i have the original chapter approved.

But i dont want a flame war on this, OR set us down the path to actual heresy.
We have 2 vs 1 votes on this so lets just see what OP says. k?
>>
>>4224476
You do they can be battlesavage. Also its this is completely unofficial.

But some Rogue Trader may have few Kroot. Radical member of Ordo Xenos may also have one or two. Both Rogue Traders and Inquisition can have xenos in some cases under their command.

But we are neither and regiment is too much for Inquisition to overlook
>>
>>4224476
>>4224414
>>4224419
>>4224369
I don't have a problem with using Xeno Auxiliaries in our forces. I think that you are right in that the Imperium is practically built on legal gray areas, and this is one of them. As I said earlier I think your chances of getting in trouble are extremely low at this point, as this system is on the ass-end frontier of Imperial space, and your connections with your Uncle, a powerful Rogue Trader who is influential in the region.

As things stand now, I think we can table the discussion on what to do with the Varyagians long-term, and have them work the mines for the time being
>>
>>4224162
>>4224238

45k for a basic repair job, to make it livable again, 95k total to arm and armor the station

We have 75k on hand
>>
>>4224527
Hmmm. Yeah let's do it. 45k to fully repair the station, then we invest the 30k in other resources like looking for more natural resourses to exploit.
>>
>>4224116
>>4224238
I think this has the majority for the basic station repair.

You work with some of your ship's tech priests to get the materials and equipment to repair the station, its bad state of disrepair forcing the replacement of most consoles, cogitators and view screens, while the entire life support system and airlocks had to be completely reworked as well.

Based on what they have told you, they expect the station to be livable within 2-3 months, with a fully functional habitation section, hangar bays and several large empty bays, that can can be converted into special use areas, or simply left as storage for the time being.

The station gives you a way to permanently watch Primaris from orbit and allows you to keep watch over the system even if your ships are away.

It can be expanded/specialized/and uparmed/armored int he future, when it is finished and we have more cash

This brings the cash reserves down to 30k.
>>
>>4224543
Now there seems to be some desire for reform to the current slavery laws on Primaris, note that reforms may upset the two factions of the planet

Excerpt from 1st thread, where we first hashed this out

Slaves are to be paid a small wage, and be permitted to purchase their own freedom, or serve in the PDF or civil services for a period of 10 years, during which their wages will be paid to their master, and after which they will be granted emancipation for their service to House Blackwood

Thus far a small number of former slaves have moved to the Imperial settlement to work as admins or join your PDF forces, however, reforms implemented by the Geno-Lords, including the small wage paid to the slaves and improving conditions and their equipment to work with has dramatically reduced their interest in leaving.

Please make a brief description of your plan, and a cogent, but brief argument in its favor. If they seem to pick up support I will hold a vote to implement the new laws, or keep the old law in place.
>>
>>4224557
We could support geno-lords to do more reforms like educate them more as they would be as whole more useful popolation. Plus why unhappy slave keep when you can happy and loyal citizen.
>>
>>4224557
Gimme a sec. I have go dig though the other threads for notes.
>>
>>4224557
http://suptg.thisisnotatrueending.com/qstarchive/4153696/

Link to thread #1
>>
>>4224557
Those slavery laws seem quite reasonable to me.

2nd this
>>4224535

Can we do this?
>>4224313
>>4224325
>>
I wasnt here for the earlier threads.

Now that we've repaired the space station are there any significant trade contacts we can make, thus usaing the station to hold tradeable resources from the planet(s)?
>>
>>4224654
Welcome to heresy. some dudes sold humans.

>>4224557
Should we have a pastebin for all the people we assign to our administratum, kits, planet levels of tech, etc.?
As mentioned in the previous threat we could do some sort of zooo / hunting gig for the lions to drum up imcome for newcomers.

Last thread:
>>4190277
>>4190413
>>4190477
>>4190688
>>4191967
>>4193721
>>4202946
>In regards to the idea of turning prisoners into slaves for the genolords, what if instead of spending more thrones to invest in the planet's prison system, we have these criminals sentenced to enthrallment for a duration dependent on the severity of their crimes. Petty thieves, muggings, misuse of public property (depending on the severity) could lead to them serving the whims of the genolord from weeks, to months, to even decades. Criminals who committed grievous crimes that are usually sentenced to death or are death row inmates can be given over to the genolord indefinitely until they eventually expire or in the odds we need expendables. Criminals for life can replace slave that actually wish to leave, and temporary slaves will like wise replace the positions of a small handful until the end of their service, which they will be replaced with another. At the minimum of 5% of slave will be traded out as a test of this new law. If successful it might be increased.

>Prisoners turned slaves will not be compensated by the Governor though it would be up to the genolords digressions as to what they would want to do with them- however non-death row inmates shall not be needlessly killed, nor crippled for life, unless they're legitimate scum. I expect some amounts of human decency to be given but maybe I'm setting my expectations too high.

>If anyone is caught falsely sentencing people unjustly into slavery/indentured servitude then they to risk being sentence into the very same system they wished to abuse. This system is not to be abused by neither man and woman, nor geno-warrior. Like wise if a slave were to falsify a crime against their master, the duration of their service is to be extended.

>Children born into slaver by criminals will be sentenced to foster homes (no raping people who only did minion infractions like steal bread).

>Criminals turned slaves, once their servitude is over, will have the option to continue serving the genolord if they so wish to. I understand some lord treat their subjects better than most.

>In the special case where a genowarrior has unlawfully sentenced any man, worman, or child into slavery will come under the custody and personal supervision of the governor (us).

This is what I have so far. What do you guys think? What sorts of rebuttals will the Geno-lords, Mountain people and other factions have?
>>
>>4224557
Slavery is permitted under a few conditions, as punitive, war bounty, voluntarily/contract enslavement, or to clear debt.

Punitive slavery may be a sentence as a means to make amends to the community(ies) or individual(s) that the individual has made serious offence or damages to for a set time or as deemed if they are able or skilled to in instances of material damages to repair or fix said damages.

Prisoners or captured enemies of the state or Imperium may be enslaved for as long as desired for their crimes against the Imperium, and have limited rights even insofar as to be executed at the whims of their owners under approved execution methods with little consequence.

Voluntary slavery or contract slavery. If to parties agree to a master slave contract, the master is therefore allowed to do as they wish with the slave so long as the slave is not murdered, maimed, or starved to death. A voluntarily master slave contract must have reasonable conditions for which either master or slave may choose to mutually end the contract. Breaking a contract may before its expiry or conditions being met will hold punitive and reparational consequences for party or individual breaking the contract.

Debt slavery may be agreed upon by to groups or parties similar to contractual/voluntary slavery, in which outstanding debt is own to one party to another as a means of settling a debt or until the debt is forgiven early by the person owed the debt. The debt must be a set amount proven to be owed by the either the debtor or debtee. With similar rights to that of contractual/voluntary slavery.

Serious criminal offenders like child rapists and cannibals get turned into servitors or just executed.
>>
>>4224878
hey that's pretty good.
>>
>>4224715
>>4224878
I understand the idea of turning criminals into slaves or even having a more regulated form of contractual
Slavery. But what are we going to do with the existing slave population? It’s still very large. Even if you enslaved all the criminals, even the lost petty ones, it would only be a small % of the total slave work force today.
>>
>>4225919
*small petty ones
>>
>>4224878
Starting to sound more like indentured servitude which in 40k even tech priests can be indentured to the ecclesiarchy.

We Rome now.
>>
>>4224026
+1
>>
>>4225919
If the system works then we just throw more prisoners at em. Not enough prisoners? Well I guess we could grasp prisoners from a neighboring place or something.
>>
>>4226025
So are you saying to free the current slaves and replace with them with a prisoner based system? The Geno-Lords will not like this, also we will have to start buying prisoners and capturing people from other places to provide labor under this plan
>>
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>>4226025
>>4224878
>>4224715
So let's hold a vote on this then to keep the thread moving

Option proposed by several players is to change the current slavery system

Described here>>4224557

With a system based around using prisoners/criminals as slave labor.

Described here and here
>>4224715
>>4224878

What should we do? The Prisoner system will hurt relations with Geno-Lords but improve relations with the Mountain realms

A. Keep the current system
B. Set up the prisoner based system(+2 Mountain Realms, -2 Geno-Lords)
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>>4226107
> A. Keep the current system
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>>4226053
Sort of? Yes no? Why wouldnt the geno lord like this idea exactly? I'm not saying we replace all their slaves. Just whatever we can with what prisoners are on the planet without fucking up balance of the prison system and slaves.

>>4226107
I still want to know just *why* the geno lords dont like the idea. They'll still have the same number of slaves as before. We're swapping out slaves for whatever number of prisoners we have.
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>>4226126
Ok so maybe I misunderstood the plan. What would happen with the current slaves, and children born to current slaves?
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>>4226126
They would be upset if we took most of their slaves away and replaced some of them criminal prisoners, who by nature would make bad slaves, as they would likely be resistant, violent and independent minded, compared to a relatively docile slave population who have been enslaved for thousands of years.
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>>4226126
I just read your post again, it looks like you just want to replace a small # of their slaves with criminals, which is more doable but I still think the Geno-Lords wouldnt like it for these reasons>>4226129

I am changing the status effect from +2/-2 to +1/-1
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>>4226107
>A. Keep the current system
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>>4226128
Well what happened to the children born slaves before we arrived?

>>4226129
Apparently these lords dont know how to apply Imperium grade psycho therapy. We could "indoctrinate" some of them into being docile. The ones for death row I mean. Therea also the use of shock/bomb collars to keep them in line.

If we did do this would we save some thrones?
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>>4226107
> A. Keep the current system

As it is slaves can be free'd after 10 years in the PDF or purchase their freedom or simply move to the imperial settlement for better prospects.

What we really need to focus on is keeping the balance of power between the gene-lords and the mountain realms. I can see them striking out against each other to improve their standing.
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>>4226149
They continue being slaves
>>4226149
The Geno-Lords used old school fear and carrot/stick tactics to keep the slaves in line. They were industrial age before, with some feudal features in their political system. Bomb collars and the like would cost some money but might save some in the long run.

There was only a little indoctrination in the sense that their system encouraged slaves to keep their head down and continue working, and accept their lot in life, but not advanced psycho therapy mind control type stuff
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>>4226107
>A. Keep the current system
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>>4226107

A. Keep the current system
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>>4226159
Well there doesn't seem to be much of a point to changing the system it sees.
So it looks like out standing is high enough to where we can start modifying and experimenting on genolord? In an attempt to stabolize the mental issues of old age and possible make them live for longer?
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>>4226129
So I get some slaves might be resistant, violent, and independent, but would some executions and whippings help dissuade them from mischief and convince them from not causing trouble?
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>>4226205
>>4226182
>>4226154
>>4226147
>>4226125
You opt to keep the current system in place for the time being.

It pleases you to see that Halon Primaris and the Imperial Settlement in particular have grown significantly in just the 3 years you have ruled the planet. Trade has bound the world together, and old enmities are slowly but surely disapearing in favor of a more unified culture and identity.

This has culminated the official opening of the space station, with a mixed crew and staff from the Mountain Realms, Geno Realms and the fleet/Imperial settlement.

It takes almost 3 months for your uncles ships with the payment for the Varyagian Psykers to arrive, but works out as they are the first customers of your new space station.

The arrival of the freighter captain, a distant cousin of yours and his crew provides you with some ideas for opportunities for the space station.

You host your cousin for dinner and drinks for the Bold Venture, and talk of the larger Blackwoods families dramas and successes. Unfortunately aside from a few very basic bars and restaraunts, and very basic living spaces, the station doesn't have a true hospitality suite for passing travelers and visitors. For this same reason, your cousin did not allow his crew shore leave, as drunken sailors are not the most civilized guests, and we do not have the ability to accomodate them on the station either, and while you want to expose your people to Imperial culture, a bunch of drunken, horny sailors blowing off steam is not the first type of exposure you want them to get from the Greater Imperium.
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>>4226283
The ship's arrival also brings back a surprise, Lord Rene Foulchier,Captain-Commander of the Company of the Star mercenary company and a few dozen of his Geno-warrior companions.

They have served your uncle as hired muscle for the better part of two years, Lord Rene, a young second son of a Geno-Lord house, now looks the part of a hardened mercenary captain, wearing a massive fur pelt on his back and shoulders, over custom carapace armor, and carrying a gilded Eidolian bloodsword and a massive scar over his face, where he has lost an eye, replaced by a high-end bionic.

(Pic related, except he's younger)

He has his men, a few of which are retiring from mercenary life, have come to find new recruits, bring home their wealth, and the bodies and personal effect of the fallen.

You are surprised to hear that the Company has been such a success, your uncle wants to extend their contract and give them more work. and to that end Lord Rene, is expanding the company from 500 to 1000 Geno-warriors, recruiting more young Geno-Lords who have a taste for adventure and glory.

As part of your finder's fee for the mercenaries, you have also received an additional 50,000 thrones from the contract extension.

While you appreciate the cash, there is now a concern of your Geno-warrior manpower being drained faster than you'd like. How should we deal with this mercenary recruitment in the future.

A. End this practice, the mercenaries will have to find recruits elsewhere(Geno-Lords -1 relations)
B. Negotiate with your uncle to increase your finder's fee as you need to compensated for the loss of manpower
C. Allow the practice to continue and work with the Geno-Lords Gene-crafters to produce more warriors
D. B & C combination
E. Other(Write-in)
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>>4226313

>C

No reason to stop exporting warriors
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>>4226313
>C.

I can see a bright future for us in the mercenary merchant trade.

All we need to do is, breed more, provide them with high-end training and high-end weapons for a finished product fee.

We just need to accrue some better tech weapons.

This also simultaneously deals with the problem of the geno-lords looking for a fight without one to go to.

All negotiations can go through our space station.
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>>4226313
>C. Allow the practice to continue and work with the Geno-Lords Gene-crafters to produce more warriors
As great as their success is, Geno warriors do not grow on trees. Maybe if he gives us a little more time. How long will Lord Rene be staying at his homeworld?

>>4226336
Oooooh better training and equipment means we can afford to charge more. Our relationship with the Genolords is at a 3, so at this point they may consider implementing a different more effecting training regiment and drills. In regards to war gear we do have a vaults worth of Thousand Sons space marines equipment. The issue is that we have no means to replicate or create new ones should they be lost. Perhaps after we inprove the space station further we can work on Primus's industrial and see if we can replicate bolters and more heavy grade carapace armors.
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>>4226313
>D. B & C combination
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>>4226313
Question for you Shmeh: Did the genowarriors that fought the Body Snatchers learn anything from the encounter? Will they consider group exercises? Are we getting payed more from their company expansion by 100k now?
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>>4226358
>>4226348
>>4226320
>>4226336
Taking advantage of your strong support among the Geno-Lords, you have requested a meeting with the Great Houses to discuss the creation of more warriors, given the current military considerations and growing mercenary activity.

While Geno-warrior creation had been significantly curtailed for the last few centuries due to high numbers of Genos relative to fiefs and the loss of territory from the Mountain realm's independence, they are willing to allow the implantation of Geno-warriors at a much higher pace, with enough genetic material stored at the moment to raise up to 100,000 more Geno-warriors

While some adults can be implanted, it works best on boys 10-12 years old, it will require either forcibly recruited children or volunteers to build a geno-army.

In the mean time, you could have some of your personal guard, implanted, along with yourself.(there are a small risk of severe side-effects, including infertility)

A. Have yourself and some select followers implanted with geno-warrior enhancements
B. Have some willing followers implanted
C. Hold off for now
D. Other(Write-in)
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>>4226370
The Geno-warriors that fought the Body-snatchers did gain some experience which they have shared with other Geno-troops in your army. We aren't getting paid for them, as they are not mercenaries, they are warriors tithed to us directly by the Geno-Lords
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>>4226348
Lord Rene and his men will be staying for a month or two, until they have recruited enough new men to fill the company and replace their losses. A few of the retiring warriors can be retained by House Blackwood to help train your other Geno-warriors as the mercenaries fought some human rebels/pirates, Ferusian Xenos and succesfully executed a boarding action against another ship
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>>4226383
>set up a government run orphanage to take in children implant them with the gene seed and raise them as loyal warriors
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>>4226383
>B. Have some willing followers implanted
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>>4226383
>While some adults can be implanted, it works best on boys 10-12 years old, it will require either forcibly recruited children or volunteers to build a geno-army.
volunteers are preferable.

Now this comes as an odd request for our distant cousin, but would he be able to get us some orphaned human children? preferably orphans from some shitty world that would probably love to be anywhere from there? This line of thought probably lines up with this dude >>4226392. Like if we could ask our uncle and anyone in the Blackwood family. Like spare some kids.

>B. Have some willing followers implanted
>D. Other(Write-in)
I'd like if this could be done with option B, but can we have the go ahead and contact a bio magos to help fine tune our warriors? You mentioned this somewhere in the past threads about contacting one. I forgot who and where, but it might be the Magos our uncle knows.
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>>4226386
>>4226390
The experience and retiring warriors will do wonder in improving future warriors to come. Would it be a bad idea to propose having the leader of the Mountain people, that old guy, go through the process of becoming a geno-warrior?
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>>4226433
I don't think making the leader of the mountain people a gene-lord would go down well with the current gene-lords.

However, we could have maybe 1 regiment or 1 company to come from the children of the mountain people, thus easing the process and keeping tabs on the growth of influence of the current gene-lords.
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>>4226433
>>4226398
btw i think that only voluntary children should be used. Wouldnt want a bunch of angry gene-warriors after the process is finished.
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>>4226470
Yeah
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>>4226469
Yeah. He's only a crippled now, and there might be negative consequences. Still kind of bummed about the scrapped proposal for the prison system. I thought it was fairly decent.
If the Mountain people had willing children volunteers and everyone was ok with it, this might have potential in the long run to eventually break down the whole slave system. If given the opportunity it would be preferred if we could have the retired and loyal geno warriors under our retinue train them and be unbiased so they have no extreme preferences to the genolords themselves.
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>>4226392
>>4226395
>>4226398
You decide to have some of your household guard put through the geno-enhancement process, as the infertility issue does not affect them, as they are already older men who had children or have no interest in children. Mercenaries retained by House Blackwood for their skill and loyalty, these men are mostly former members of elite Imperial Guard units, and the added speed, strength and vitality will make them even more deadly warriors than before.

In line with you idea to build a geno-army, you have proposed to open several orphanages around the planets you control to raise a generation of kids for geno-warriors and other roles in service of House Blackwood.

Back on the space station, it takes only two days to get the Varyagian psyker prisoners, sedated and loaded onto the freighter, heading off to whoever your Uncle sold the Xenos to.

Now flush with cash you are sitting on 180k in thrones, What should we do next?

A. Focus on improving Halon Primaris
B. Focus on improving the space station
C. Other(Write-in)
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>>4226645
>B. Focus on improving the space station
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>>4226645
>B
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>>4226645
B
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>>4226645
>B. Focus on improving the space station
>C. Other(Write-in)
Do we have the labor force to focus on another project in addition to the space station, or just one or the other?

Is anyone else worried about our solar system neighbor that got btfo by his own idiocy and body snatchers? I think we should head back and see if they're over ran with the xenos and if the space hulk is still near by.
>>
Seriously I think they become a problem if they absorb enough mass to summon a small fleet or something.
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>>4226660
>>4226673
Yeah we probs should scout

>>4226645
C. Send a ship to see how our neighbor is doing
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Too bad i lost this turn for the geno-warriors.

>>4226660

The space hulk are unstable so it could be somewhere else, or it can still be there. Xenos are worrying, but we wouldn t be able to give a great help with what we have especially without a proper collaboration from the governor.
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>>4226648
>>4226650
>>4226656
>>4226660
You decide to focus on the space station, at this point there are 2 main ways to improve the space station

The first would involve building hospitality suites and various amenities into the station including several bars, brothels, restaraunts and high-end rooms to stay in, for both wealthy noblemen coming through and the common sailor. This will bring in cash through these businesses and make us a hub for commerce and trade in the area, as there are not many local space stations to dock at, and your uncles actiivities draw many freighters and other ships and people into this region of space.

The second thing you could do is have the space station armed and armored for battle, with additional armor, void shielding and weapons installed, including several thermal lance batteries, macrocannons, and torpedo tubes to engage any ships that come near the planet.

Each upgrade would cost 50k, you have 180k on hand

A. Upgrade the hospitality suites
B. Upgrade the station defenses
C. Do both
D. Other(Write-in)

You also send the Fiery Hand to check on the Acheron system. Using its advanced sensor suite, it can sit on the edge of their system, outside of sensor range and listen on communications and signs of activity....
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>>4226691
C do both

With a xeno threat it would be dump not to
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>>4226683
Besides the potential hive fleet, I'm also hoping for the planet's governor to be dead so we can lay claim to his planet. If we some how manage to curb at least 99% of the body snatcher presence there (because it's almost impossible to get all of them unless we implement brutal laws and excessive medical examinations) we might be able to take iit for our own. The cost for repairs would set us back some hundreds of thousands worth of thrones, but it would be worth it to have a slightly more advanced planet as our own.

>>4226684
>Too bad i lost this turn for the geno-warriors.
ya wot m8? what do you mean? Did you want to vote on something else?

>>4226691
>D. Other(Write-in)
>C. Do both
But also include a shipwright section or extension on the station for the purpose of repairing ships. We still need to repair out own vessels after all. How much for all three would cost?

>>4226696
Yeah. Remember in the first thread about some up and coming violent xeno empire? I want to get armed up in case they're eyeing up our slice of the galaxy. There's also the Pig trades I don't entirely trust, the Tau if they ever bother trying to travel this far, body snatchers, literally everything.
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>>4226691
Balls. I forgot. I get that Body Snatcher is the generalization for Tyranids with our limited knowledge of their race, but were the ones we encountered on the Space Hulk actually Tyranids or Genestealers? I think it was the former?
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>>4226691
C. Do both

>>4226699
No i had something write for them.
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>>4226724
what did you have written?
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>>4226730
Mostly about their training, it will be posted when we have another turn for them. Preferably if we have plenty of thrones
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>>4226691
>C
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>>4226753
It helps that we can utilize the combat experience with the Body Snatchers, wisdom of the retiring geno warriors of Lord Rene Foulchier, our Veteran Boars, and the exhausting Imperial Guard PT training. As the the Emperor once said:
>They shall be my finest warriors, these men who give themselves to me. Like clay I shall mould them and in the furnace of war forge them. They will be of iron will and steely muscle. In great armour shall I clad them and with the mightiest guns will they be armed. They will be untouched by plague or disease, no sickness will blight them. They will have tactics, strategies and machines such that no foe can best them in battle. They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines and they shall know no fear.
>--The Emperor of Mankind.
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>>4226691
Ill pick this up again tomorrow
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>>4226691
> C
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>>4225919
Easiest choice is to let them live and die off and phase out the current slave population this way.

Alternative is to find reasons and conditions to either end or limit the time the slaves have left as slaves. Perhaps allow that child born to a slave parent is set free on their 20th year, and offer to buy the slaves off of the lords.

>>4226128
phase out or purchase.
We can explain that in order to reach greater status and enlightenment in the Imperium and become close to the god emperor, we must either uplift or reform the primitive system of slaves.

>>4226129
What if we gave them servitors instead or as replacements?

>>4226154
We would not need to deal with this factionalism and appeasement if we simply sided with the geno lords and eliminated the mountain clans.
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>>4226691
>C. Do both
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>>4226696
>>4226699
>>4226724
>>4226984
>>4226756
You opt to do both, busying your space station repair crew and several techpriests for the next few months, renovating hundreds of rooms for visitor stays, and creating nice common areas to serve as bars, brothels, restaraunts and other amenities on the station.

You also have the crews mount additional armor plating and install additional void shield generators on the station. Finally several armored casemates featuring thermal lance batteries, torpedo tubes and macrocannon batteries are installed as well, with their ammunition and generators stored in armored rooms deeper in the station.

This will take some time and brings your cash reserves down to 80k.
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>>4226154
>>4227072
While there would be some benefits of just dealing with the Geno-Lords, it makes it more likely they would try to turn on us in the long-term, without another faction balancing them out on their homeworld. As their people slowly but surely take more positions on the space station and in the fleet, and have more exposure to advanced technology they will begin to question why they cant lead themselves, especially without external or internal threats to keep them loyal and without strong leadership from House Blackwood
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>>4226129
>>4227072
Servitors are much more expensive that slaves, and the Geno-Lords might not understand how to "manage" servitors but other than that I don't see why not.
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>>4227565
You are sitting in your ward room on the Bold Venture, reviewing some paperwork from the space station work, when the alarm goes off

"Multiple contacts detected, Captain to the bridge, sound general quarters"

You quickly buckle on your sword belt and holster, take one last bite out of the freeze dried apple you were eating and run to the bridge...

You take your seat on the command chair

"Status report?"

"4 contacts sir, look like Admech ships, coming back into Imperial Space"

The fleet appears to be 2 admech cruisers and 2 freighters, several featuring some battle scars and slightly erratic energy readings and trajectory patterns....

It doesn't take long before they hail you, a large red robed tech priest quickly filling the view screen on the bridge

The priests body makes strange noises as he moves his head and upper body to face the pict capture (Click Click Vrrrrrrrrr)

"Greetings Lord Governor, I am Magos Jance Lorraine"

"My fleet was exploring this region for natural resources of value to the forges of Falgor IV"

"We have detected large mineral deposits in this system and would be interested in the acquisition of some of your output"

You do some quick negotiations with the half-man half-machine but they go nowhere. His offer is firm

20% of our iron, copper, nickel and gold ore for 100,000 thrones/year

20% roughly represents our excess which we could have used for tithes or as an emergency reserve.

He also offers 40% for 200,000, and finally 500,000/year if we just give him all of our minerals.

A. Take the 20% deal
B. Take the 40% deal
C. Take the 100% deal
D. We are not interested in selling our minerals at this time
E. Other(Write-in)
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>>4227584
>B. Take the 40% deal
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>>4227584
>>4227597
Uh. Before we agree on a deal, does the % mean how much we mine, and we decide if we give them 20% / 40% /100% ofvwhat we dig up, or literally everything in the planet? As in 20% of all the ores in the planet?
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>>4227621
% of what we dig up, but if we are ultimately going to dig up almost everything on the planet, it effectively means both. We could break/modify the agreement later, but it might hurt relations with the forge world, there is no penalty to saying no right now.
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>>4227584
>D. We are not interested in selling our minerals at this time
We need some time to think about it, but will have you're answer soon.

>You do some quick negotiations with the half-man half-machine but they go nowhere. His offer is firm
Darn! We need to some how find a way to increase our negotiation skill.

On a more dubious topic, should we inform the admech of the space hulk we encountered a while ago? The Fiery Hand should be back soon. The other planet is only a few days away from our system.
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>>4227630
Its not so much a lack of negotiation skill here, its that the Admech does not negotiate
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>>4227643
Would he know anyone with any extensive knowledge of body snatchers and any exploitable weaknesses? Virus bombs? Flesh eating viruses? OOC or in WH40K fluff I think there were virus based weapons used specifically against Tyranids.
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>>4227643
Mhm-hm. You'd have more luck arguing with a teleprompter.
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>>4227584
>E.
Hold on just a minute there.

We could negotiate for valuable weapons blueprints to continue with our mercenary output program.

If we negotiate for a boltweapon blueprints and a boltweapon production facility we could start arming our 100,000 geno-warriors with something better than a lasgun and not as valuable as our ancient pre-heresy thousand sons gear.

My eventual aim is to turn Halon primaris into a trade hub similar to Elysia. Then we'll get the best weapon patterns for our military.

While it is ideal that we buy weapons from the forgeworld it is much better in the long run to start acquiring blueprints. Make those the best weapon patterns available and start to pacify the system.

We'll be looking for either Mars pattern or Ryza pattern or perhaps their forgeworld has its own pattern, but what quality is it?
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>>4227584
E. Other(Write-in)

Offer a 30% deal
- for 125.000 thrones
- small groups of your specialized techpriests (we request ones for study and then improve the genes of our geno-warriors, some for guard implants, as well ones specialized in other military gear like weapons/armors/vehicles and so on)
- and a collaboration for help our military development.


Since this could still seems rather costly, we offer them a part of our space station to use and expand. Having a solid point for future explorations is without doubts useful.
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>>4227650
We can ask if hes encountered similar creatures before, but our character would not know about virus weapons or anything that detailed

>>4227650
>>4227660
As far as you know Falgor IV is a jack-of-all-trades Forge World, with their specializiation if they were to have one being, building ships more quickly and cheaply than their rival Forge Worlds, as they are smaller and on the edge of Imperial Space. Because of this they have a larger than usual fleet and ground force and are highly active in sending out Explorator fleets beyond Imperial borders.
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>>4227584
>20% roughly represents our excess which we could have used for tithes or as an emergency reserve.

We need to keep our excess for tithes.
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>>4227664
>>4227584

Ill support this E
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>>4227667
>>4227664
It looks like we'll be exporting geno-warriors for our tithes then if we go with this.

Which is fine i suppose... though im not sure how the imperium will react.

They could try to exterminate them. OR they could see them a bit like house Goliath, a high utility unit.
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>>4227664
>>4227675
We will need better relations to request tech priests and have them support our research. Also the Admech in general does not like it when non-Admech groups have unique or advanced technology that they do not themselves possess, and are known to attempt to forcibly acquire it, or destroy it. So it may be better to find a Heretek tech-priest, or at least a more open-minded higher ranking one to work with specifically.

However your idea of offering them part of the space station as an outpost is sound, and would improve relations and bring in some sort of income, as you could charge them docking/rental fees for their outpost.
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>>4227660
I'll support this, but I would prefer a one time payment for the blueprints. Bolt tier weapons would for at the forefront of what we need. Maybe power armor blueprints if that can be reasonable.

>>4227664
Maybe we should wait on our uncle for a bit so he can produce a trustworthy Bio Admech that'll keep our geno-warrior thing for a bit? We do have the gene seeds after all. They still need to be studied.

>>4227667
Can the gene seeds we have in storage be used in anyway to improve our geno warriors without directly implanting those in them? Maybe study them for any bit of insight? These were designed by the Emperor.

>>4227679
Then we still to shilling out standard guardsmen and only shill our Genowarriors through Blackwood mercenary contracts.
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>>4227681
Except for the part where you mentioned this
>Admech in general does not like it when non-Admech groups have unique or advanced technology that they do not themselves possess, and are known to attempt to forcibly acquire it, or destroy it.
Now I want to keep them at a few lightyears away.
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>>4227685
Dealing with Admech and most other Imperial Institutions is generally a double-edged sword. They like increased control and stringent adherence to their value system.

However strong relations can also bring benefits, such as gifts, alliances and their willingness to garrison your systems and send their fleets to protect you.
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>>4227682
>Maybe we should wait on our uncle for a bit so he can produce a trustworthy Bio Admech that'll keep our geno-warrior thing for a bit? We do have the gene seeds after all. They still need to be studied.

+1

>>4227681
>attempt to forcibly acquire it, or destroy it.
In that case i vote to NOT give them part of the space station. Sooner or later they'll find out about our geno warriors.

>>4227685
+1

>>4227694
We'll be fine without their garrison or starfleet. We'll soon have both of our own.
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>>4227679
i thought the star company already bring some knowledge of the geno warriors around. Still the houses themselves have some of their ancient history and old gear for prove that they are of the Imperium.

My idea would be to use the Mechanicum for further improve our geno-warriors. I dislike the idea of selling them, they are far above a normal guardsmen and improvements would make them even better.


>>4227681

Ok. What about instead help in military development like building defenses, some ships and a few military factories ?


>>4227682
Definetly, but we could get something else. Ah i am talking about the geno-warriors genes, not the spacemarines geneseed. Both of them aren t study.
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>>4227584
>A. Take the 20% deal
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>>4227711
As long as we sell them as merc's theres a pretty good chance the imperium wont catch wind of their geno-heritage.

>>4227681
How much would it be to just BUY a boltweapon factory and blueprints? We already have 180 thrones.

Also buying the factory and giving it to the mountain settlement would probably increase our relations to them and help to balance out the increasing influence of the geno-lords.
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>>4227681
In that case im for no deal
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>>4227664
>>4227673
Our uncle knows of some Admechs, one of which I think is a bio dude.

>>4227694
https://tvtropes.org/pmwiki/pmwiki.php/Headscratchers/SpaceHulk
https://1d4chan.org/wiki/Space_Hulk
https://amp.reddit.com/r/40kLore/comments/ahpvtt/restoration_of_chaos_vessels_to_imperial_service/
https://amp.reddit.com/r/40kLore/comments/adgtrs/can_a_hulked_ship_be_towed_through_the_warp/
Did some light reading. Is it possible to restore a hulled ship and tug it back to a shipyard to be repaired? If we find the space hulk again can we go with flames and Plasma weapons for both geno warriors and standard human veteran troops?
I still want to know if the geneseeds can provide insight through study, or if they're simply collecting metaphorical dust in the geneseed vault.
So we have any buyers for the non Psykers on Secundus?

>>4227711
star company? You mean the geno warriors we contracted out to our uncle? It's something worth asking I guess.

>My idea would be to use the Mechanicum for further improve our geno-warriors.
Maaaaaybe through one of our Uncle's contacts? We'd get the guarantee they wont try to take our stuff, and we could even build up a rapport. Imo that would be a better choice then outright going to the mechanicus for aid.

>Ok. What about instead help in military development like building defenses, some ships and a few military factories ?
Fromatrustedcontactfromouruncleperhaps?

>Definetly, but we could get something else. Ah i am talking about the geno-warriors genes, not the spacemarines geneseed. Both of them aren t study.
I refute this point with this quote
>Admech in general does not like it when non-Admech groups have unique or advanced technology that they do not themselves possess, and are known to attempt to forcibly acquire it, or destroy it.
That would be the geno warriors themselves. Things do not have to be explicity mechanical bits, like how vio magos are a thing in the mechanicus.

>>4227727
80k right now actually, but we'll get more in the anual tax audit whatever you call em. Give it time.
>>
>>4227737

i was thinking of using someone else for create our contacts, but we might as well go for our uncle contact since it would be already friendly.


>>4227664
change my previous vote to
>>4227584
A. Take the 20% deal
>>
>>4227667
Accidentally refreshed and lost my post.

Yes let's ask the tech priest for info on body snatcher.

If we find the space hulk again and do more delving could we point it our to the admech for a finders fee and maybe a discount of ships hes refurbished from the hulked ships?

Are there any asteroid belts in our system? Asteroids and meteors got sick ass space rocks in them.

Can we buy Hotshot Lasgun, bolter weapons, and power armor blueprints? If yes, how much for each?
>>
>>4227763
Dude we're gonna have nothing to tithe except our troops.

Also why do you hate getting boltweapons?
>>
So people want the "Take the 20% deal" which is good an all, but if we dont have the ore then how are we gonna arm the boyz we be shipping out to the imperial fleets?

>>4227643
Can we make ammunition for our 50 so Leman Russ tanks?
>>
>>4227787
true enough. I don t think they could give boltweapons if we don t give some resources. They are here for those afterall


>>4227660
support this vote

instead of my last change here
>>4227763
>>
>>4227814
No we cannot, at this time. We have enough to fight a small war right now, but to replenish our stocks we will have to either figure out a way to manufacture more, or purchase them from somewhere else
>>
>>4227839
I suppose that just means we'll either need to purchase some from Magos Jance Lorraine, a contact if they can supply cheaper munitions, or steadily build up our economy until we reach modern Imperial technological levels. For now we have what we need, and wont be needing these unless we're defending our world or sieging another.
>>
>>4227660
>>4227833
>>4227682
Majority is to reject the deal but to inquire about things we can buy from them

"Rejection? Intriguing, I calculated a 72.45% chance that you would accept my offer to purchase your ore"

"My ships have scanned your system's star and have found that it can be harvested for approximately 7,458.83 terran years before being made unstable."

"We are interested in setting up a hydrogen mining station around the star, in exchange we would pay a fee of 100,000 thrones/year for the mining rights."

A. Allow them to harvest hydrogen from our star
B. No, we do not wish to sell our system resources right now
C. Other(Write-in)

I will open the dialogue for purchases with options after this turn, so no need to put it as write-in
>>
>>4227890
>A. Allow them to harvest hydrogen from our star
This is fine. At least it's not near our planet.
>>
>>4227890
A. Allow them to harvest hydrogen from our star
>>
>>4227890
A thought came to mind. Secundus is mostly wet, and I think it's mostly water? I need to check but if it is we could make it an export of fish, at least once they're at a sufficient technological level. Perhaps in a few decades.
>>
>>4227890
Won't that result on the cooling of the star and planets around it? And Secundus is snowy already...

Open up a contract for 458.83 years, that'll net us 4,588,300,000 by that time we should have fully monetized Secundus with mining, harvesting and population to add to our wealth.
>>
>>4227944
Supporting
>>
>>4227890
>>4227944
Would that really cool the star and affect the temperature of the star and surrounding planets?

>>4227944
This, but let's bump it down to a century before we need to re establish the agreement in case it does affect the heat of the star.
>>
>>4227944
Supporting. Perferably we can sparse it in contracts of 10 years
>>
>>4227982
I agree

Renew contract every 10 years.
>>
>>4227982
That works too. I'm all for the star mining contract. We just need to figure out a good duration for the contract. What does having to signed it every decade matter? It's no big deal.
>>
>>4227890
>A. Allow them to harvest hydrogen from our star
>>
>>4228021
>>4227982
>>4227987
>>4227949
>>4227944
>>4227917
>>4227907
You agree to allow the hydrogen harvesting, and to the deal, to be reviewed every decade.

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

Back to your dealings with the techpriest, you see what they would be willing to sell you.

You currently have 80k on hand, but the forge-lords of Falgor IV are willing to make loans for large purchases.

A. Ask about starships and space stations
B. Ask about manufacturing and industrial equipment
C. Ask about vehicles
D. Ask about infantry equipment
E. Ask about rare/special items
F. Other(Write-in)
>>
>>4228051
>B. Ask about manufacturing and industrial equipment
>D. Ask about infantry equipment
Muh power armor, Hot Shot lasguns, and Bolt weapons
>>
>>4228051
>B. Ask about manufacturing and industrial equipment
>C. Ask about vehicles
>D. Ask about infantry equipment

We need to industrialize quickly and enjoy that sweet, sweet industrialized era boom.
>>
>>4228051

>F make a report to the inquisitors about a potential xeno infection in the Acheron system

>B
>>
>>4228051
>B. Ask about manufacturing and industrial equipment
>E. Ask about rare/special items
>>
>>4228051
>B. Ask about manufacturing and industrial equipment
>C. Ask about vehicles
>D. Ask about infantry equipment
Also send the communication we have just received to our uncle, this is quite bad. We might as well give it to the Mechanicus fleet present here, if they trade in that system as well they could risk an infection.
>>
>>4228151
>We might as well give it to the Mechanicus fleet present here, if they trade in that system as well they could risk an infection.
What do you mean? it's not going to be impossible to purge the pants stealers.
>>
>>4228051
>A. Ask about starships and space stations
>B. Ask about manufacturing and industrial equipment
>F make a report to the Sectorlord about a potential heretical cult of the Red Hand in the Acheron system
>>
>>4228155
If they traded there without knowing it, they could have risked an infection.
>>
>F make a report to the Sectorlord about a potential heretical cult of the Red Hand in the Acheron system

+1

The only reason im not suggesting we offer our patronage to the inquisition is because of our gene-warriors.
>>
>>4228221
Then not a bad idea. We can try to surround their planet with two of our ships and dissuade anyone from entering. We'd also need to get clearance, forcefully disable their Planet to space weapons, or fly some soft of stealth craft down to disable them.
>>
>>4228155
I think you heavily heavily underestimate them. I would think we are in deep shit even if we had a leigon of imperial guard which we dont.
>>
To stop the GM's brain from going into meltdown im gonna make a short list of things im interested in seeing.

- Boltweapon factory & blueprints
- Taurox transports for industry and guard and rocket artillery
- Goliath trucks for industry
- Hotshot volley gun and hotshot rifle
- Suppression laser (twin linked lasgun) pic related (sorry i just had to include something special)
- Power armour
- Any kind of refinery for crude oil into promethium
- Anything that would help with our railway and transport i guess
- Valkyrie dropships & gunships

Im hoping this makes it a little easier.
>>
>>4228229
I wss suggesting inquisition as they would be sooner to recognize the threat and jusr exterminatus the whole thing. Its already too late if we ever want that planet safe every living thing on it needs to be purged.
>>
>>4228284
I never said it was going to be easy, just that it's not impossible. I know how difficult it can be. The easy part is killing the majority of them, not all of them.

>>4228284
This. This man knows what he wants.

>>4228287
Jeez. That's a real bummer. If it really has to come to an exterminatus, then maybe we can contact the Magos and borrow his sensory array to determine if there are any irreplaceable machines, artifacts, and resources we can pull out of there. If it has to come to an Inquisitor executing an exterminatus. Fingers crossed it doesn't have to come to that.
>>
>>4228287
>>4228293

I dont think a genestealer cult infection is enough to warrant an exterminatus straight away. This is the sort of thing the =I= has to deal with alot of the time. Its like fighting forrest fires for them.

All the more reason we should encourage an inquisition presence, if it werent for the fact that they might go hardcore puritan and try to exterminate our gene-warriors.
>>
>>4228310
Right right. So weather do to an exterminatus or not isn't really within our control, but calling for their aid would help. That's something we should probably do soon. On a side note they'll probably enlist our help in as a conjoined effort to purge the body snatcher which is something I suspect. I only hope that by then end of this we'll get a fine profit.
>>
>>4228323
Agreed.

Weather we call it in or not, they're bound to turn up sooner or later. Better be us who calls them to stay on their good side.

Either that or we try to deal with the planet ourselves, which i dont like the chances of.
>>
>>4228310
>>4228293

What you done understand is a gene stealer cult never goes away just like orks nevee go away.

Once its on the planet its there for good unless every buit of organic matter is destroyed. It dosnt just gwt into people, it gets into plants and animals. You can kill off one hoard just for another to show up in a year but even more ingraned then before. Entier villages and town can be turned without you ever knowing untill its too late. Its fucked seriously fucked and that planet was doomed the molment the first chunk or spacecraft hit it.
>>
>>4228368
Yes? So we agree we're going to call the exterminator- I mean Inquisitor, right?
>>
>>4228380
Yeah that should be the plan
>>
A. Ask about starships and space stations
3djqBdML

B. Ask about manufacturing and industrial equipment
ANGW5Dsg
PyIFJ4UP
s4NdDO+3
X//KYN6F
BlgWvtEx
3djqBdML

C. Ask about vehicles
PyIFJ4UP (specific request)
BlgWvtEx
ANGW5Dsg

D. Ask about infantry equipment
ANGW5Dsg
PyIFJ4UP (specific request)
BlgWvtEx

E. Ask about rare/special items
X//KYN6F

F. Other(Write-in)
s4NdDO+3 (call Inquisitor)
BlgWvtEx (inform Uncle)
3djqBdML (call Sectorlord)
PyIFJ4UP (call Sectorlord)
ANGW5Dsg (call Sectorlord/call Inquisitor/inform Uncle)

Did I get this right?
>>
>>4228051
Sorry guys I had to step away I’ll pick up again in the morning
>>
>>4228054
>>4228088
>>4228129
>>4228143
>>4228151
>>4228155
>>4228207
>>4228221
>>4228229
>>4228283
It seems just about everyone wants to look at industrial equipment so well do that.

You also already sent the Inquisition a message through your uncle of possible Xenos corruption in the Acheron system. Its unknown if they acted on the information.

(Also In-character, your character wouldn't necessarily know much about Gene-stealers or the threat they pose)

The Forge-Lords will not give you the most specialized and highest quality items yet, as they do not know you well. They are however willing to allow you to license production facilities from them in the Halon system, under strict supervision of their techpriests.

Each option costs 50k we have 80k on hand. However they will allow us to take out a loan

A. Light/medium military truck factory, capable of producing Taurox and Tauros chassis(need to still produce or buy their weapons)
B. Chimera chassis factory
C. Heavy weapon factory, including standard battle cannons, auto cannons, assault cannons and rotary guns
D. Shell ammunition factory, for producing standard shells for most heavy weapons and bolters
E. High powered engine factory for aircraft and heavy vehicles
F. Valkyrie and similar Chassis factory
G. Imperial mining equipment factory
H. Imperial farming equipment factory
I. Imperial fishing equipment factory
J. Bolt-weapon factory, for producing bolters and all their common variants
>>
>>4229418
Forgot Goliath heavy truck chassis factory
>>
>>4229418
Considering we can only afford one shiny thing im going to say we go for boltweapons to proceed with our mercenary program as this will provide us with military stability AND a sellable service.
> J.

We also could spend, maybe 10k to equip them with ammunition bought from the forgeworld.

After we get our first paycheck from the mercenary program we could buy mining / farming equipment and maybe option A. for pic related.
>>
>>4229418
>D. Shell ammunition factory, for producing standard shells for most heavy weapons and bolters
>J. Bolt-weapon factory, for producing bolters and all their common variants
>>
>>4229418

shell ammunition factory.
heavy weapons factory

take a small loan of 30

were gonna need a lot of explosive lead to deal with the enemies of MAN
>>
>>4229418
>>D. Shell ammunition factory, for producing standard shells for most heavy weapons and bolters
>>J. Bolt-weapon factory, for producing bolters and all their common variants
Take a small loan of 30k, we should be able to repay it easily
>>
>>4229418
>>4229496
>Take a small loan of 30k,

Can we take the 30k out of our first payment for the hydrogen mining? As a sign of good faith?
>>
>>4229418
> G. Imperial mining equipment factory
+
> G. Imperial mining equipment factory
>>
>>4229573
yes
>>
>>4229573
it can be done, i support your suggestion
>>
>>4229496
>>4229475
>>4229573
>>4229467
>>4229463
You opt to take the equipment to set up a shell factory and a bolter factory with the shortfall being taken out of your first hydrogen mining payment.

It takes a few solar weeks for a small supply fleet from Falgor IV to arrive, bringing the promised equipment.

Techpriests and men from the Imperial settlement quickly go about setting up the new factories outside the city, creating an industrial zone northwest of the city, where many of the residents now work, or work in businesses supporting the new industry.

With the coffers dry, you focus on overseeing the renovation and upgrades on the space station and establishment of the new factories on Primaris.

You are also pleased to find out that the mining base has been established on the former Varyagian cave-city. Progress has been slow, as equipment had to be carried down from the Bold Venture, one shuttle-load at a time and moved into place by teams of workers, or pulled by trucks or shuttles from the air. Explosives and drilling equipment had to be used to create larger entrances in several places to allow trucks and mining equipment through. Taking up resident in both the cave-city and the hills around it, nearly 5,000 volunteer miners from the Mechanist guild have come to settle and work on Secundus.
>>
>>4229642
With the Varyagians defeated and enslaved, and the arrival of technologically advanced forces, the Red Brotherhood has lost the purpose of its existence, along with many of the warriors of Halon Secundus, this has caused some former warriors to turn to banditry, preying on the roads and the villages they once protected. Several of the City Leaders have requested that you employ these warriors in some capacity, to prevent banditry and because the Merchant Lords of Secundus do not want to pay them anymore.

The terrain around our military outpost on Secundus is rough, but good for extreme conditioning training for troops. It is believed that there are enough unemployed warriors to field several regiments, and we have plenty of extra stocks of equipment to raise light infantry companies, armed with flak armor and lasguns.

There is already a reinforced company of Wild Boars mercenaries, elite droptrooper light infantry and a company of Geno-warriors present on the planet. More men and supplies could be sent to help train these warriors into the first official PDF regiments of Secundus.

A. Lets raise some new regiments
B. We cannot trust the primitives with modern weapons yet, maybe another time
C. Other(Write-in)
>>
>>4229642
Can we ret-con and place the bolter and shell factory with the mechanists guild in the mountain areas. This should balance out the power struggle between the geno-lords and the mountain people aswell as putting a highly valuable resource in a hard to siege location.

OR we could just keep it for our imperial settlement.

Should we vote?
>>
>>4229662
>B. We cannot trust the primitives with modern weapons yet, maybe another time
>>
>>4229662
>A
>>
>>4229662
A. Lets raise some new regiments

They will need to be followed and trained well though by some of the Pdf of Primaris, and additionaly to be disciplined by some commisars and converted by our priests.
Perhaps we could oversee some of their training in the free time that we have as governor.
>>
>>4229662
>A. Lets raise some new regiments
>C. Other(Write-in)
>the Red Brotherhood has lost the purpose of its existence, along with many of the warriors of Halon Secundus, this has caused some former warriors to turn to banditry, preying on the roads and the villages they once protected.
Banditry is not appreciated within the Imperium. For shaaaaame. They shame their ancestors as humanities earliest protectors. We aught to mix in some humility into these men. Especially humility if option B is a potential risk.

>>4229674
I think, at this moment we should keep it in our settlement. Bolt weapons and munitions are a very powerful asset. Should our relationship with the Mountain people turn too sour (let's say from anon trying to sell slaves again. Jesus christ man.), then they're gonna be rebellion + have all the ammo and bolt weapons on the planet.

>>4229685
That's nice, but that still leaves the bandits to pillage about. You want to just leave them to do whatever they want?
>>
>>4229705
>There is already a reinforced company of Wild Boars mercenaries, elite droptrooper light infantry and a company of Geno-warriors present on the planet.
Yes this exactly. None of that Geno lord bullshittery. They'll be made honest to God Emperor guardsman. They're a respectable lot.
>>
>>4229642
>>4229662

>A we needed more geno warriors for mercs anyways
>>
>>4229699
>>4229705
>>4229710
>>4229722
You opt to raise these medieval warriors into a proper modern military force. Forming 4 regiments initially for training purposes. With the exception of some of the southern outposts who have gone bandit, or are more integrated with the cities, the Red Brotherhood contributes a large number of volunteers, accordingly to the rolls almost 70% of their fighting members have opted to join their new Lords army. Also joining are several thousand warriors previously sworn to the Merchant Lords, serving as feudal warriors or city guards, who with the Varyagians gone and the possiblity of inter-city warfare eliminated,the Merchant Lords have effectively laid off their armies, keeping only small numbers of trusted guards as retinues for personal protection.

Your mercenaries, former Imperial Guard from elite regiments begin with dicipline and conditioning, training them to march in parade formation, sometimes for hours or days at a time, allowing a few short rests, forcing the men to run through the hills and train incessantly in marching formations for several months, before begining classroom instruction, emphasising Imperial Guard tactics and doctrine, punctuated with more conditioning. Finally, after being molded into proper soldiers they are given their lasguns, where they learn to field-strip and put them back together hundreds of times, finally ending with marksmanship training and tactical exercises, fighting mock battles against each other.

During training the best recruits were given the roles of company and platoon leaders, with several Red Brotherhood warriors standing out as excellent combat troops and leaders.

A modified training regime is set up for former officers and leaders, emphasising the tactics and strategy aspect more, but also entailing elements of the dicipline and conditioning that the regular soldiers go through.
>>
>>4229866
>Your mercenaries, former Imperial Guard from elite regiments begin with dicipline and conditioning, training them to march in parade formation, sometimes for hours or days at a time, allowing a few short rests, forcing the men to run through the hills and train incessantly in marching formations for several months, before begining classroom instruction, emphasising Imperial Guard tactics and doctrine, punctuated with more conditioning. Finally, after being molded into proper soldiers they are given their lasguns, where they learn to field-strip and put them back together hundreds of times, finally ending with marksmanship training and tactical exercises, fighting mock battles against each other.

and where is the conditioning of complete obedience to the imperium and absolute faith to the Emperor of Man as their only salvation hmmmmmm? Are you trying to raise a company of heretics?
>>
>>4229866
Oh that's awesome

>With the exception of some of the southern outposts who have gone bandit
This not so much. Can we do anything about these guys? Maybe Round them up and get them straightened out?

>>4229883
They usually come from a Commissar or Imperial Cult Priest right?
>>
>>4229866
The Red Brotherhood troops in general stand out in training, their Espirit De Corps, binding new and old comrade alike together during some of the more brutal aspects of the training.

The old Wild Boars mercenaries have reported that they may be some of the best soldiers you have now, as few of the troops from Primaris were true veterans, while on Secundus there was constant war. The men of Secundus, particularly the Red Brotherhood are excellent hand-to-hand fighters with even some of their human soldiers able to beat Geno-warriors through experience and superior skill. They also have a strong grasp of tactics and fieldcraft, with many of their warriors skilled in ambushes and living off the land for long periods of time in harsh conditions.

First among them, is Tage Serran, a former Captain of the Red Brotherhood, and renowned swordmaster, who has succesfully won every duel he has fought since arriving at the military outpost, beating several of your old mercenaries and Geno-Warriors.

After witnessing several of his victories in the simple dirt arena that has been set up in the outpost, you are inspired to hold a tournament, to shine a light on martial skills in your realm, but to also select a champion, a mostly ceremonial position, the champion will be a part of your personal guard, and equipped with the finest weapons and armor money can buy. You can also use the tournament to find some of the best fighters in the land to join your guard detail, which is currently made up of and led by loyal mercenaries to House Blackwood, former stormtroopers and elite guardsmen. They will remain part of your guard as well. If your guard unit gets big enough to form a regiment, it can be deployed to battlezones, and also be spread out to defend different homes and key government locations
>>
>>4229889
Our men of Secundus really aught to btfo our guys in Primus. Especially if a human beats an elite genolord. Those guys seriously need an ample dose of humility.
>>
>>4229883
>>4229866
>>4229887
Yes indoctrination is part of the classroom instruction, however we have not really converted them to the Imperial creed yet, mainly cowed them through superior technology. During training they did learn a very short version of the Imperial history, and that the Greatest Warrior King of all men claimed the galaxy for mankind and died to ascend to godhood. There was a healthy dose of proganda about loyalty to House Blackwood too, but mostly it was about how to be a deadly modern warrior and the bonds between battle-brothers
>>
>>4229889
Forgot the question part of this

Shall we hold a tournament to find the Governor's champion?

A. Lets do it
B. Lets do something else(Write-in)
>>
>>4229905
>A. Lets do it
>B. Lets do something else(Write-in)
Will regular humans be included?
>>
>>4229905
A. Lets do it
>>
>>4229895
As I have said previously, although the Geno-Lords are enhanced, they are not necessarily true warriors, as most of them have gone soft, living off of slave labor on their grand estates, rather than fighting a deadly battle against a roughly equal foe. Generally their experience is hunting or crushing some half starved, unarmed slaves.

>>4229908
Yes. some of the non-enhanced former Brotherhood rangers will likely do quite well on account of their skill, experience and training under the greatest swordsman their world has seen in 500 years
>>
>>4229918
I'm really hoping our champion will be a human
>>
>>4229905
>A. Lets do it
>B. Lets do something else(Write-in)

as they will be personal guard, scout out any folks that may be unfit to hold weapons so close to his lord. say, possible heretics, serial-killers, drug addicts, sexual deviants and the like. despite their flaws, they may still be extremely capable warriors.

if reaching higher stages of the duels, these unfit specimens should be hampered by micro injections of toxins and the like, so they will likely lose their duels.
>>
>>4229924
>possible heretics
would be killed outright

>serial-killers
wouldn't last long as they'd either be a warrior or some piss-ant peasant that thought he was hot shit.

>drug addicts
would be disqualified if they were using drugs during the contest

>sexual deviants
Would actually be fine but btfo-ed and indoctrinated to not do anything heretical

Why not just let the games take it's course?
>>
>>4229938
sexual deviants invite the ire of slaanesh. it is of the utmost importance that the Lord is surrounded by stable, reliable folk, without any risk for his rule or health. were dealing with a semi-barbaric unindoctrinated world here. some vetting, and perhaps some manipulation, may be in order.
>>
>>4229924
Primaris was a world with relativly modern but not too advance tech and still with heritage to the imperium.
And Secundus is a feudal world.
They don t seem deviants or with too many criminals
>>
>>4229960
sexual deviancy in of itself doesn't directly result in slaanesh popping out of the woodwork. slaanesh is the god of, I think sensation? whatever the results might be we should squander potential just because they like getting their dick wet. We'll deal with them afterwards, but that's only a very slim outcome. Hence we drop the care for sexual deviants for now and focus on something that's actually more important.
>>
>>4229905
>A. Lets do it

Instead of retaining them as personal guard why not promote them to an actual emperors champion like the black templars. Then they just wade into battle and promote morale.

The winner shall be given their chosen weapon in power-weapon form!

k?
>>
>>4230057
That would probably require even additional training, more religious zealotry, and modifications.
>>
>>4229905
>A. Lets do it
>>
>>4230057
>>4230064
We can call them whatever we like and equip them as best we can, but some podunk governor calling highest best warrior the emperors champion won’t hold the kind of weight that the black Templar’s have. Also wading into battle and improving morale is kind of the champions role, including dueling enemy champions and commanders from foes that accept duels
>>
>>4230085
Lets leave the champion title dubbing for later. Perhaps leaving it to a charismatic elite veteran fighter or something.
>>
>>4229905
>A. Lets do it
>>
>>4229908
>>4229917
>>4229924
>>4230057
>>4230082
The call goes out to all warriors across the realm to try out for the tournament, with small regional tournaments being held to weed out the pretenders and the weak, it takes the better part of 6 weeks to narrow down to 32 contenders. With several Geno-Lord noble houses having warriors in the final tournament, along with nearly a dozen Red Brotherhood members, a few men from the mountain realms and a few men from the Imperials, including a few of your mercenary retinue and armsmen from the fleet.

What venue should be used for the tournament?

A. In an arena outside the Imperial Settlement on Primaris
B. In the cold harsh hills outside the outpost on Secundus
C. In the Western Mountains of Primaris
D. In the the Deserts of Primaris
E. In a massive empty storage bay on the space station
F. Other(Write-in)
>>
>>4230143
>A. In an arena outside the Imperial Settlement on Primaris
>>
>>4230143
D. In the the Deserts of Primaris
>>
>>4230143
>B. In the cold harsh hills outside the outpost on Secundus
A true warriors proving grounds
>>
>>4230143
>A. In an arena outside the Imperial Settlement on Primaris
>>
>>4230143
E. In a massive empty storage bay on the space station
>>
>>4230143
I’ll pick this up tommorow
>>
>>4230143

A

also, is it to the death? mortal combat
>>
>>4230143
>A. In an arena outside the Imperial Settlement on Primaris

This should show the populace our mighty leadership with warriors transported from another world.

Afterwards im thinking that the Red Brotherhood become the training corps for our new gene-warriors. This seems to be what their best suited to either that or make them our personal honour guard regiment to keep the gene-lords in line. Maybe we could do both these things?
>>
>>4229710
>>4229642

Ive just had a great idea!

Why dont we entrust boltshell manufacturing to the planets priesthood.

Imagine it, within a temple monastery, priests busy rolling and anointing boltshells in its cold cavernous walls. Each one a work of art. Thus we get holy ammunition (well atleast it isnt just normal boltshells). We ensure the priests are loyal to the god emprah and thus wont pass the ammo to anyone but us. This is suitably gothic.
>>
>>4231820
>priesthood.

What do you even mean. The Ecclesiarchy?

You do realize that admechs are priesthood too and they will go on the fucking warpath somebody touch their toaster
>>
>>4231538
Not to the death
>>
>>4231889
>warpath somebody touch their toaster

Damn, you're right.

Cant we get the mechanists guild to work as lay-tech-adepts under the Admech then? Boost our production and boost our relationship with them?
>>
>>4230743
Made up a regimental profile for our Secondus PDF.

Regiment Classification: Planetary Defense Force (2nd Secondus Wolverines)
Recruitment Criteria: Tribespeople
Nature of Recruitment: Standard conscription
Home World: Feudal world (arctic hinterland)
Regiment Core Units: Light Infantry (arctic survival)
Specialization: Close Combat
Loyalty Rating: Adherent
Special Equipment: Ancestral sword given a mono edge
Regiment Creed: For The Homeworld (Secondus)
Regiment Friends: Red Brotherhood
Regiment Enemies: ?
Regimental favored heavy weapon: Multilaser with foregrip and bipod, lightened to be carried by man.
Regimental favored assault weapon: Sharpshooters bolt gun or Flamer dependent on the mission.
>>
>>4231820
Holy ammo is a thing? I dont know about entrusting the entire bolt shell manufactorum to them, but enlisting a couple of priests to be present within the facility for the purpose of blessing the shells wouldnt be so bad I guess?

>>4231889
Right. There was mentioning of the admech keeping a close eye on what we were doing. Damn.

>>4232040
What like turn some of our own guys into quasi tech priests under the tutelage of the Magos?

>>4232425
Interesting. I didn't know regiment profiles were a thing.
>>
>>4232439
>Holy ammo is a thing?
You’d be surprised.
>>
>>4232439
>What like turn some of our own guys into quasi tech-priests under the tutelage of the Magos?

Maybe some sort of apprenticeships program so we can produce our own tech-priests for Primaris.

>Interesting. I didn't know regiment profiles were a thing.
Just trying to contribute to the thread.
>>
>>4232425
Nice
>>
>>4232555
My only worry is where loyalty ends. Perhaps when the next alien ship vessel comes around we can buy back slaves so the mountain people are less pissy.
>>
>>4232425
I like it
>>
>>4232701
how soon will be the next update?
>>
>>4231770
>>4231538
>>4230151
>>4230447
A large arena is hastily assembled, mostly made of lumber from the Imperial settlement, a large dirt arena is cordoned off, and surrounded by bleachers 50 feet high going around the entire arena, with small entrances to the outside on either end. Close to the action is a judges box and several VIP boxes, for yourself and important guests, including the Merchant-Lords, Geno-Lords, Guild Leaders as well as some other local leaders and people with from your military.

The tournament is the first to score 3 body blows on his opponent, with each warrior in heavy cloth and steel armor, and wielding a special tournament weapon, dulled steel blades and spear tips, covered with thing layer of chainmail wrapped around the edges and points to prevent deaths and serious injuries. Blows aiming for the head are forbidden, but all other attacks are allowed.

Each warrior that qualified for the final tournament has had the opportunity to pick 2 custom weapons to be made to tournament standard, with the fighters choosing a variety of swords, spears and glaives.

It takes a few weeks to get the Arena set up and the fighters and guests all assembled but the day has finally come for the tournament.

The first 3 rounds of the tournament take a day each, with the Red Brotherhood proving very effective while the Geno-Lords, have disapointed, only having 1 fighter making it to the semi-finals.

The two match-ups in the for the semifinals are

Ivan Burov- Red Brotherhood Ranger(human)
Jacque LaFlamme- Geno-Lord nobleman

Tage Serran- Red Brotherhood Captain(Geno)
Dardenus Taulantii- Mercenary in your guard retinue, formerly Imperial Guard from Enchela, a tribal world(human)
>>
Rolled 22, 12 = 34 (2d100)

>>4232832
You take your set to watch the semi-final round between Burov and LaFlamme, you secretly find yourself rooting for Burov, as the prideful Geno-Lords have annoyed with you with their endless boasting about their combat prowess, only to have most of their fighters soundly defeated in the tournament

Burov roll bonus +30
Veteran +20
Elite Swordmaster training +10

LaFlamme roll bonus 20
Genetically enhanced +20
>>
Rolled 85, 91 = 176 (2d100)

>>4232845
Burov= 52
LaFlamme=32

The more experienced ranger veteran wielding an arming sword and kite shield baits the Geno-Lord into commiting to large inaccurate swings with his greatsword,dodging them or waiting for the strike to peter out before deflecting with his shield. After weaving and dodging a dozen blows, the ranger without hesistation rushes low, knocking the half formed greatsword block to the side and scores a blow on the Geno-Lords armor

Burov- 1 LaFlamme- 0
>>
Rolled 92, 49 = 141 (2d100)

>>4232863
Burov=115
LaFlamme= 111

Both fighters return to the pit after a brief break for the next round

LaFlamme, having lost the round to regular human, seems deeply perturbed going into the second round, fighting much more defensively, responding only to feints and probing attacks from Burov.

Burov slowly wears him down, making several lunges, but always being fought off, nearly losing the round to several counter swings. With both fighters doing extremely well, neither can seem to score a blow.

In what seems like an endless round, the timer hits thirty minutes and a draw is called. Both fighters immediately sit on the ground, depleted from a long intense round

Burov- 1 LaFlamme- 0
>>
I fucking swear I'm bout to have a stroke if they complain about how "unfair" it was or for cheating.
>>
>>4232882
Burov=122
LaFlamme=69

After a 30 minute break the two fighters return for a third round. Despite his opponent being genetically enhanced, Burov looks much better coming into round 3, the years of training and conditioning clearly paying off, compared to LaFlamme, a known braggard, also known for his drinking and whoring.

Sensing weakness in his opponent Burov stalks the arena like a hunter circling wounded prey. He resumes his strategy from the previous round, using probing strikes and feints to wear down, the increasingly slow and weak defense of LaFlamme, his massive greatsword dragging on the ground for a few instances.

Striking like a coiled snake, Burov rushes the Geno-Lord, meeting his counter swing with a parry, and after bladelocking for a second, overpowers the Geno-Lord knocking him to the ground and striking him in the back ending the match in Burov's favor

as he has won 2 matches, the Geno-Lord bows out of his final round, trying to preserve some shred of pride from being beated even worse a third time.

Burov moves on to the championship round
>>
>>4232915
Alright guys I have to go for the day, should be able to do more tomorrow, and wrap up this tourney
>>
The 5 Great Genolord Houses:

>House Foulchier- Lead by Edmund the Red, called so for his flowing long red beard, that he has kept since reaching adulthood and his raging temper
>House Foulchier is known for its rule of the savannah lands in north of the Grand Colonels realm, generally the poorest of the great houses, its lands are known for their good hunting, limited timber, and mining the deposits of iron ore and other common industrial metals and minerals
I'm kind of hoping somewhere down the line this household goes bankrupt.

>House Timoshev- Lead by Lord Alexei, known for his casual cruelty towards his human slaves
>House Timoshev is generally known for its control of the coastal plains near the eastern shallow sea, where extensive water purification and irrigation has been done to turn it into the breadbasket of the Colonels land’s. It is known for its great plantations and farm estates

>House Liang- Lead by Lord Quon, a young lord who recently took over his family, little is know of him
>House Liang is known for controlling the only major commercial port on this world, Port Ang, nestled in a harbor far the south, many merchants and traders operate from the city, shipping their goods all across the Colonel’s territory

>House Collins- Lead by Lord Finneas, known as the Lightning lord, is a skilled commander who has been fighting the mountain kingdom in skirmishes for years
>House Collins is known for controlling the lands bordering the mountain Kingdoms, dominated by lowland savannah forests, with little commercial activity happening due to the warfare with its neighbor, the little it does do, is related to hunting, along with some limited farming

>House Verant- Lead by Tarius, The Grand Colonel, descended from the original officer in charge of the Hydratic Fusiliers Regiment, known for being a fair and just ruler by his people, his house controls the territory around Lakeland, a massive oasis in the middle of the desert, with a large population and several large buildings, which includes nearly all the manufacturing in his realm, as well as the oil wells of the desert, that fuel is refined from.

The mountain kingdoms are controlled by the 3 guilds:

>Mechanists Guild- Lead by Liam Ironarm
>They control manufacturing ,one of the three main industries of the mountain kingdoms

>Miners Guild- Lead by Burk Blackstone
>The control mining as well as drilling for oil, the lifeblood of the mountain kingdoms, allowing the forges and factories to work

>Farmer-Teamsters Guild- Lead by Jack Hoffman
>They handle farming and transportation and all unskilled and semi-skilled labor jobs involved in logistics and many other of the non-main two industries
Farming in the mountains, unless they have fairly decent technological level, can't be too sustainable. Unless they're doing that water patty thing with rice and similar grains. Perhaps if we grant them uses of an uncontrolled plot of land the mountain people will like us more.
>>
>>4232981
>Perhaps if we grant them uses of an uncontrolled plot of land the mountain people will like us more.

Better yet. Use advanced farming technology to ship food to the mountains, inflating their population and creating dependence on us.

This could be combined with
>>4232040
To improve our relations with these rowdy democratics.

Furthermore, I support this:
>>4232600
>buy back slaves so the mountain people are less pissy.
These people are better off working in one of our factories, moreover these are OUR people, and deserve a better fate than this.
>>
>>4233089
>Use advanced farming technology to ship food to the mountains, inflating their population and creating dependence on us.
Advanced shipping technology, not farming. Advance Farming Technologies would be creating modular farming facilities the size of a hab-block and sticking that somewhere within their realm. These people like their independence, at least from the mountain people, so the capacity to help themselves (at least a little until they start lacking the space to balance between the structural integrity of their mountains, feed their population, and house newer facilities.)

Instead of throwing them at the Admech, we could instead have the Admechs and Techpriest we already have the loyalty of to teach them how to be technologically more effective, and introduce them to the concept of Machine Spirits.
>>
>>4233089
>Better yet. Use advanced farming technology to ship food to the mountains, inflating their population and creating dependence on us.

incredibly based. support. though i am not in the slightest against slaves in our factories.
>>
Rolled 3, 61 = 64 (2d100)

>>4232915
You are even more excited for the next semi-final round in the tournament, with Tage Serran, Red Brotherhood Captain and renowned swordmaster, going up against Dardenus Taulantii, one your mercenary guards.

Humble and honorable, Captain Serran, stands in awe and respect of the warriors of the Red Brotherhood, and taught most of them everything they know about fighting. Over 150 years old, some claim he's lost some of his edge, but he is generally considered to be the favorite for the tournament. Armed with the classic longsword and kiteshield, his fighting style is efficient, swift and powerful.

Dardenus Taulantii was not known to you before the tournament, as the man is a consummate professional and speaks little outside of necessary work or to his closest friends. Previously a pit fighter on a Feral world, before being conscripted into the Imperial Guard, the veteran mercenary is back in his element fighting in the arena. Armed with a double pointed spear, a balanced and deadly weapon, his unique aggressive fighting style has caught many off guard.

Tage Serran roll bonuses 60
Swordmaster +20
Geno +20
Veteran +20

Dardenus Taulantii roll bonus 40
Veteran +20
Former Pit fighter +20
>>
>>4234747
Serran=63
Taulantii=104

Taulantii, knowing he cannot match the genetically enhanced Red Brotherhood warrior's strength, relies on psychological warfare, trickery and his longer reach with his spear, aggressively taunting his opponent, drawing him into bad position and counter attacking. He does this a dozen times, nearly getting eliminated more than once on his counter attack, before he uses the opposite spear point to flip dirt in Serran's face, blinding and stunning the swordmaster, before wheeling behind him and scoring a blow to his back

Dardenus Taulantii- 1 Tage Serran- 0
>>
Rolled 57, 69 = 126 (2d100)

>>4234765
>>
>>4234766
Serran= 117
Taulantii=109

The second round is brutally intense, with the sword master rushing his opponent and keeping up constant pressure swinging at the wily feral-worlder with his sword and heavy shield. Despite Serran getting inside his guard, Taulantii is able to dodge and weave, rolling away from being quickly eliminated.

After many attempts eventually Taulantii's luck runs out, being clipped on his side by a sword strike from Serran, knocking the wind out of him and winning the round for Serran

Dardenus Taulantii- 1 Tage Serran- 1
>>
Rolled 26, 30 = 56 (2d100)

>>4234780
>>
>>4234782
Serran= 86
Taulantii= 70

For the third round, Taulantii looks notable angry and uncomfortable, a grimace on his face from the moment he steps into the arena. The blow to his side may have caused more injury than first thought.

Despite this, the feral-worlder launches into a furious attack, using a similar strategy as Serran in the previous round,hoping to wear the swordmaster down and force a mistake through constant attacks and pressure, stabbing with his spear and constantly dodging and weaving. Unfortunately after 10 minutes of this he begins losing steam, being worn down from his own strategy.

Sensing his opponents weakness, Serran begins to go on offense applying pressure to his opponent, this time Taulantii only makes for it fore one near-miss before being struck hard on the side again, this time dropping to the ground and writhing in agony.....

The judges call a victory for Serran for the round and medical staff rush out to tend to the injured fighter.

As he has gone into shock and cannot hardly stand under his own strength, he automatically forfeits the match, with Serran moving to the finals.

A few hours later, after a shuttle ride to the infirmary on the Bold Venture, they report that
Taulanti will make a full recovery, but will need to rest a few months, he had 2 ribs broken and several more bruised, with one of them possibly broken before the third match started.
>>
Rolled 5, 84 = 89 (2d100)

>>4234808
For the final round its
Ivan Burov vs Tage Serran

Old comrades, Burov trained under Serran as a boy and has grown up to be one of the best rangers in the Red Brotherhood. They often would spar together and worked to train new recruits

Burov roll bonus +30
Veteran +20
Elite Swordmaster training +10

Tage Serran roll bonus +60
Swordmaster +20
Geno +20
Veteran +20
>>
Rolled 24, 35 = 59 (2d100)

>>4234828
Burov=35
Serran=144

The first round between the two familiar fighters is brief and one sided, with Serran easily beating his old student, luring him into an attack and dispatching him with a swift counterstrike....

Serran-1 Burov-0
>>
Rolled 65, 29 = 94 (2d100)

>>4234837
Burov=54
Serran= 95

The second round starts with Burov taking a page from Taulentii's playbook, taunting Serran and fighting an evasive defensive battle, while forcing Serran to go on the attack. The strategy shows promise with Burov nearly eliminating Serran several times, and Serran getting noticeably frustrated and tired, but eventually Burov's luck runs out as he trips from a roll and is struck hard on the back

Serran-2 Burov-0
>>
>>4234858
Hardly a challenge
>>
Rolled 24, 90 = 114 (2d100)

>>4234858
Burov=95
Serran=89

The fourth round starts with the brotherhood sword master toying with his opponent, overconfident from the last few wins. Rather than fight defensively, Burov launches into a furious full pressure assault, taking the initiative and putting Serran on the defense. The swordmaster, surprised is unable to keep up, being constantly pushed back and off balance, and is struck across the arm, ending Burov's humilation and bringing the score to

Serran-2 Burov-1
>>
>>4234929
Burov=54
Serran=150

Much like their first round, the fourth round is very quick and one-sided, with Serran feigning weakness, drawing Burov in for another aggressive attack, this time easily parrying and blocking and pushing back. With Burov off-balance, he is forced into a desperate defence for several minutes before finally making a mistake and being eliminated for the third and final time.
>>
>>4234942
With his victory Serran is crowned Champion of the tournament, which comes with immense honor and prestige, and the position of Governor's Champion, which he accepts.

The Geno-Lord Noble House's enjoyed the tournament despite their humilation as most of their fighters were eliminated early on.

The Red Brotherhood, who fielded the champion, runner-up and many other succesful fighters have increased their renown and prestige immensly with requests to hire Burov, and more commonly Serran as combat trainers for young Geno-Lords.

In addition to the salary, title and special equipment, you award Tage Serran, land and titles, giving him a plot of land outside the Imperial Settlement, and a minor lordship, ennobling him.

What should we do with the runner-up and other main contenders in the tournament?

A. Nothing, they are losers
B. Invite them to join your personal guard
C. Grant them land and minor lordships
D. Invite them to join the PDF
E. Other(Write-in)
>>
>>4234961
>The Geno-Lord Noble House's enjoyed the tournament despite their humilation as most of their fighters were eliminated early on.
Beta-Lords btfo.

>In addition to the salary, title and special equipment, you award Tage Serran, land and titles, giving him a plot of land outside the Imperial Settlement, and a minor lordship, ennobling him.
Better not be seeing no slaves, unless they're willing serfs. Some space marine chapters have willinng serfs that worship them, but these guys are only geno warriors. They're certainly no millennials old Emperor Forced Weapons of humanity.

>E. Other(Write-in)
>32 contenders
Invite them to join the PDF, because we could always use more brave men and women in our PDF. Theirr fighting prowess would be most valuable in the defense against the enemies of man.

>Ivan Burov- Red Brotherhood Ranger(human)
The option to be a part of our personal guard

>Jacque LaFlamme- Geno-Lord nobleman
The option to join the PDF and a weapon. Lets say a chainsword. Get got his ass wooped by an un augmented human.

>Dardenus Taulantii- Mercenary in your guard retinue, formerly Imperial Guard from Enchela, a tribal world(human)
The option augment himself up to being a geno warrior should he so choose.
>>
>>4234961
>B. Invite them to join your personal guard
>>
>>4235049
All of them? All 31 of them? Even the ones who didn't make it to the semi-finals?
Why?
>>
>>4234961
>C. Grant them land and minor lordships
>>
>>4235112
But why?
>>
>>4234995
I'll support this
>>
>>4235056
i liked the idea. But i will change the vote to yours since you have an idea for each of them

>>4234995
support
>>
>>4234961
>C
>>
>>4234961
Now that I had additional time to think on it, I regret helping the Red Brotherhood annihilate the threat of the xenos of their homeworld entirely. They would make for relatively dangerous creatures that would keep their soldiers grizzled and sharp. Without the threat we'll have to rely on rigorous training and mock battles to keep everyone trained and dangerous.
>>
>>4235540
We shouldnt give participation awards to everyone that tried and fail to make it to the top four.
>>
>>4235119
>>4235127
>>4234995
You opt to specify for different rewards for different parties ,with Taulantii(already a member of your guard, will be geno-enhanced)

Burov will be invited to the personal guard

The rest of the contenders in the final tournament will be invited to join the PDF as junior officers or senior NCO rank

With the tournament ended, you shift you focus back to integrating and ruling your realm. Interesting reports from the guildsmen operating the mining outpost on Secundus are surprisingly sympathetic to the Varyagians, who despite their poor conditions have generally proven to be hard-working and trustworthy, notably using their superior sense of hearing and seismic movement to warn overseers of imminent cave-ins saving the lives of hundreds of Varyagians and Mountain realm guildsmen alike.

The guildsmen propose rewarding the loyal ones at least with freedom, and taking care of the population as a whole better, due to their skill at mining and working underground.

A. Move forward with the proposal
B. No, we will never show mercy or acceptance for Xeno scum
C. Other(Write-in)
>>
>>4236144
>B. No, we will never show mercy or acceptance for Xeno scum
>>
>>4236144
>A move forward with the proposal
>>
>>4236144
>B
>>
>>4236144
>C. Other(Write-in)
Let's show them extensive videos of foul xeno trickery and why sympathy can be heretical. Just because they are relatively humanoid in shape doesnt make them the same as humans, but warning overseers should be rewarded by being more lenient.

Yes. We are aware that the Mountain people use to be slaves of the Geno-lords. Yes, we all see the irony here. No, they will not be freed at least not for now because that would be heretical and if an Inqunsitor had their way they would flay anyone who said otherwise, and most of the time they would be right.
>>
>>4236144
>B. No, we will never show mercy or acceptance for Xeno scum
>>
>>4236144
>C. Move forward with the proposal, but stipulate that all free'd xenos must report to a parole officer and must be observed as such in order to prevent any xeno trickery.
>>
>>4236147
>>4236186
>>4236189
At the very least maybe throw in the caveat of the dangers to sympathy to the xenos and what the after effects usually entail?

>>4236144
>cave-in
Le fuck. Now how is that happening? We should have the technology- oh right WH40K. Some tech is missing. Dammit. Well at the least the Mining Guild has to have some sort of protocols and careful methods of mining, else they'd porpbably wouldnt have a home to begin with due to the fact they caused a majority of the cave ins. In these. Speaking of cave ins what if the xenos caused them?
>>
>>4236144
We should also remind the Mountain realm guildsmen that the Geno-warriors of Secundus, who serve the public rather than rule over them, have been fighting these aliens for a very long time for good reason in the defense of humanity. Give a Xeno a meter and it'll take entire hab-blocks.
>>
>>4236144
>A.

Improve water and rations to the trustworthy and productive Varyagian miners. Allow them ration vouchers to be used to purchase such luxuries.

If they prove loyal to the imperial cult, then allow them to purchase their freedom after 10 years, making them sanctioned xenos of Secondus. Perhaps then they can teach our sanctioned psykers their frost powers.

>>4236144
While on the subject of Secondus,

We should start building railways just like those on Primaris to greater allow movement of trade.

Employing the population in rail building will boost their economy and grant us favour with the merchant lords there. Eventually, we'll build farming and enhanced mining too.
>>
>>4236214
>Perhaps then they can teach our sanctioned psykers their frost powers.
That's an extremely dangerous and not to mention heretical thing to do. Anons talkes about the dangers of home growing our own Psykers and how that could bite us in the ass and general we should save those psykers for the black ships. Theres also the issue of a xeno teaching a human psyker a different kind of space magic which could have harmful effects.
There is also the very, very obvious fact we shipped all their psykers off to an interested magos/thirst party from our uncle for a sum of 100k thrones. So that's a big no on the frost powers.

>We should start building railways just like those on Primaris to greater allow movement of trade.
That's the plan, but Secundus still needs more time to develop and slowly modernize itself before we can throw in new technological wonders. They're still all cavemen like.
>>
>>4236214
>>4236224
>those psykers for the black ships
When I said this I was referring to the naturally occurring Psykers we would find and round up in Primus. We're not gonna teach or train our sanctioned psykers anything we shouldnt on account of how god awful the warp can be. One mishap and you got yourself a demonic incursion.

>>4236144
Are having aliens as second class citizens allowed, or if anyone red blooded Imauisitor have the authority to have us executed for heresy?
>>
>>4236144
Also,

Does this planet have horses and if so is one of the 4 regiments we just raised a rough rider regiment?
>>
>>4236231
But why utilize horses? Wouldnt they be more useful as a source of food and glue?
>>
>>4236224
>That's an extremely dangerous and not to mention heretical thing to do.

You're right, i change my vote.

>>those psykers for the black ships
>When I said this I was referring to the naturally occurring Psykers we would find and round up in Primus. We're not gonna teach or train our sanctioned psykers anything we shouldnt on account of how god awful the warp can be. One mishap and you got yourself a demonic incursion.

I agree. Infact i think we should be handing over ALL of our psykers to the black ships instead of hoarding them. This can backfire in two ways. 1st demonic incursion 2nd inquisition. I think we should revise this policy effective immediately.

>>We should start building railways just like those on Primaris to greater allow movement of trade.
>That's the plan, but Secundus still needs more time to develop and slowly modernize itself before we can throw in new technological wonders. They're still all cavemen like.

Theres no reason these feudal worlders can stand back in awe of our railway. They dont have to understand it to use it and the merchant trade benefits are huge.
>>
>>4236260
>I think we should revise this policy effective immediately.
I think we did? We've just been having our secret police secretly extract all psykers on the planet. They're just chilling in our "Untrained Psykers only Club" compound on Primus.

>They dont have to understand it to use it
.....uuuuhhhh well they, would in fact need to know how go understand it to actually use it, and the QM mentioned that they're gonna need some time, like a minimum or most of a decade? I dont know I think they just need to up their educational standards and wait a bit for some people to get their PhD's in not being a country bumpkin.

Speaking of decades, we're not getting any younger. There and gene formulas that can in face damage us or something so we can live centuries before we need to get another, but those can only be used so many times.

>>4236144
Our relationship rating with the Geno-lords has to be st a 3 or higher so we can put our own men and others through Geno-warriors therapy, but is a rating 3 relationship high enough so we can genetically improve their geno-warrior casting process so older warriors are less prone to mental illnesses and overall be more mentally stable?
>>
>>4236271
>Speaking of decades, we're not getting any younger. There and gene formulas that can in *fact *deage us or something so we can live centuries before we need to get another, but those can only be used so many times.
I clearly need my morning recaff.
>>
>>4236188
>>4236213
>>4236188
The guildsmen have a soft spot for Varyagians for their work ethic and the fact that they have been enslaved, they have already been subjected to some propaganda, but the reality of working closely with the Varyagians has nullified most of it.

>>4236214
>>4236224
>>4236260
With the mining outpost established along with several PDF regiments, we have much more of a foothold on Secundus and could now begin developing the planet, however since everything has to be imported from Primaris it will increase the expense to develop Secundus at least for the time being.

>>4236227
As with most things in the Imperium sanctioned Xenos are a legally gray area, depending on how influential and powerful the person is who is sanctioning them, where in the Imperium its happening, and what privledges the Xenos are given.

While as the Governor of a frontier planet, we are limited in power and influence, we have a close ally in our Uncle, a powerful Rogue Trader in the region. On the frontiers of Imperial space, many laws and rules are much more lenient, mainly because of the lack of ability to enforce them, due to time, distance and cost. Theres also the degree of rights/privledges being gratnted to the Xenos, with a truly pluralistic society an impossibility in the Imperium, any sanctioned Xenos at best are second-class citizens, with little to no political rights and mostly valued for their economic or military contributions

>>4236231
Secundus has horses native to it, and trained riders, but we have not raised a cavalry regiment. They would need to be genetically enhanced to prove useful on most of the battlefields we will be fighting on. Without enhancement cavalry only have a limited application as serving as internal security forces on rough terrain, but off-road vehicles would do just as good of a job if not better.

Likely without enhancement, horses will be relegated to animals of luxury and leisure, like they are on modern earth, for riding and racing as hobbies rather than as important work/war beasts

>>4236271
They would let you experiment on trying to improve their genetic process now, but we don't have any specialists, technology or knowledge to improve on what they currently have at this point
>>
>>4236260
>>4236227
>>4236224
>>4236214
While we sold most of the frost priests, we still have a number of them in our pysker prison. Fortunately the human psykers on Primaris are quite weak and virtually all of them barely register on the pysker power rating system.

Psykers are extremely dangerous and should be kept in their prison until a Black ship arrives or we find another solution to deal with them.

Interestingly the Varyagians don't seem to be concerned about such threats and have not experienced demonic activity and other issues from extensive use of pskyer powers.
>>
>>4236314
>They would need to be genetically
>inb4 space marine horse
>Neigh in the name of the Emperor

>but the reality of working closely with the Varyagians has nullified most of it.
We'll need to double down on that. The people of Primus dont understand what the Varyagians put the people of Secundus through those idiots.

>Theres also the degree of rights/privledges being gratnted to the Xenos, with a truly pluralistic society an impossibility in the Imperium, any sanctioned Xenos at best are second-class citizens, with little to no political rights and mostly valued for their economic or military contributions

>A. Move forward with the proposal
If we go through with this choice, would that improve our standing with the mountain people?

>>4236314
>but we don't have any specialists, technology or knowledge to improve on what they currently have at this point
Can we buy the technology, find a specialist, and study the geneseeds?
>>
>>4236435
Yes, it would, as their culture highly values freedom, hard work and is anti-slavery

You can think of them as 1940s/50s America, meets Renaissance Italy, as they were going through a cultural/industrial revolution when we came to Primus

>>4236435
All 3 can be done, the tech/specialist will be hard to find, and likely wont come cheap, your uncle may know someone to help with this
>>
>>4236445
Well if it will improve our relations I'll support choice A, but only a small handful for now, and what this guy said. >>4236198
Do we know anything about the tau and how they castrate humans?
>>
>>4236509
No, our character knows almost nothing about the Tau, outside some propaganda and combat characteristics from old war stories from your Uncle
>>
>>4236435
>We'll need to double down on that. The people of Primus dont understand what the Varyagians put the people of Secundus through those idiots.

This man talks sense.
>>4236435
>Can we buy the technology, find a specialist, and study the geneseeds?
>>4236445
>your uncle may know someone to help with this

Yes, we shall find the finest of quack magos to fine tune our gene-warrior process.

Also pic related needs to get into production netting us some sweet loyalty from the Secondus merchant guilds.
>>
>>4236513
I sense a CRUSADE (though we may need some actual vehicles)
>>
>>4236509
>>4236214
>>4236181
>>4236198
You decide to implement a limited version of the proposal with the most loyal and productive Varyagians given more rest, rations and medical supplies.

A small number of men from the fleet, and outside the mountain realms are brought in to serve as parole officers, checking for trickery and lies from the Xenos, and ensuring their true loyalty.

You also create the opportunity to possibly regain their freedom after a decade of loyal service. Any freed Varyagian is to be limited to specifically designated mining settlements and to be working in mining and related activities.

If there are enough of them, you could form a specialist force of Varyagians as underground/nocturnal troops, as their night vision and superior hearing could be of use for such a role.
>>
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>>4236518
I wanna employ 4chan tier magos. Just shutters fucking around sticking stuff with syringes and calling it science.
>"Magos Hermerdus. What did you wish to show me."
>"I have recently discovered lost human technology that may be of use to use. 89% chance satisfactory."
>"That's wonderous news! What is....."
>"I sense 93% you are in awe."
>"You, just strapped a flak pistol to a servo skull."
>"Praise to our ancestors and to the Omnisiah."
>>
>>4236531
You move on to some administrative paperwork, overseeing various operations, including the completion of the space station renovations.

A month goes by relatively uneventfully when you are notified that the Bold Venture has received a distress call from a damaged passenger freighter, The Imperial Plenty, listed in your records as lost in the warp almost 2 millenia ago....

The Fiery Hand, and the Bold Venture are standing by, the Frigate you took from the Acherson system, is crippled and barely functional still.

A. Send both ships to respond to the distress call
B. Send one ship to respond to the distress call
C. Let someone else deal with this
D. Other(Write-in)
>>
>>4236622
>A. Send both ships to respond to the distress call
have the frigate we took stay in the system. It's damaged but at least it still has it's guns. Let's load and and approach them cautiously. How far would it take to reach The Imperial Plenty? What is their distress call?
>>
>>4236622
>A. Send both ships to respond to the distress call
>>
>>4236632
Its simply a long-range distress call with no details, the Imperial Plenty is 3 days warp travel away
>>
>>4236641
so small vessels like our own travel faster through the warp?
>>
>>4236651
Our vessels are not small, they travel average speed

The Bold Venture is a newer designed Star Galleon, based on the old Conquest-Class

https://wh40k.lexicanum.com/wiki/Conquest_Class_Star_Galleon

The Fiery Hand is a Lunar Class cruiser, heavily modified by your uncle for long-range exploration, with additional storage and sensors put in at the expense of some of its firepower

https://wh40k.lexicanum.com/wiki/Lunar_Cruiser
>>
>>4236677
Can we contact the our Forge World magos buddy later and ask him if we can buy some better Auspects sensory systems for The Fiery Hand or The Bold Venture? It would come in handy when we need to scan foreign ships, planets, steroids, and general detection in case any foul xenos or chaos ships try to sneak up on us.
>>
>>4236685
So both of those ships already have the best sensors money can buy. They were used as scouting and survey vessels by your uncle for decades in the case of the hand and centuries in the case of the venture
>>
>>4236759
Lovely. We just need to work in repairing them, then outfitting the Venture with weapons and better shielding. Is our Shell munitions facilities on Primus capable of making ammo for the future weapons for the Venture and Fiery hand?
>>
>>4236771
No it will take more advanced and speciality industry to make starship weapons and ammo
>>
>>4236622
A. Send both ships to respond to the distress call
>>
>>4236622
>A
>>
>>4236622
>A. Send both ships to respond to the distress call
>>
>>4236972
>>4236954
>>4236797
>>4236632
>>4236634
You have the astropathic relay on the Bold Venture send a message that help is coming, and have the Fiery Hand and Bold Venture set off within the hour, any crew on the station being hastily recalled to duty.

The journey through the warp is terrifying as there is a powerful warp current that tests the old gellar field generator on the Venture and the strength of the void shields and armor on both ships. This forced the crew including you on the bridge to stay awake the whole time, to attempt to steer the ship through the current, attempting to ride the wave as the rest of the crew stands at general quarters to perform any emergency repairs or damage control.

You huff out a sigh of relief and relax as the ship finally enters realspace again, the ship's clock only marking 36 hours past, the current cutting the trip in half.

The Fiery Hand emerges a moment later behind the Venture, reporting no damage.

Immediately coming towards you see the Imperial Plenty, its single dorsal mounted thermal lance firing at two pirate ships chasing it, the freighter barely staying out of their range....

A. Move to intercept the pirates
B. Hold our positions, let this play out
C. Other(Write-in)
>>
>>4237017
What size and class are these pirate ships?

>A. Move to intercept the pirates
>C. Other(Write-in)
Depending on class of the pirate vessels, and if they have any fighters in space, let's fire a light volley at the two pirate ships to garner their attention, followed up with our boarding party units while they're distracted and guns are divided. Our geno and unaugmented troopers have been made proficient with boarding actions, so once they're inside everything should theoretically be easier. Their goals will be to commander the ships and disrupt their weapons, which could probably be achieved by reaching their command centers.

Get in contact with The Imperial Plenty through long range Vox cast for more info.
>>
>>4237017
>A. Move to intercept the pirates
>>
>>4237017
I ended up getting distracted, will pick this up tomorrow morning
>>
>>4237017
How can we permanently improve our Speech Skill?
>>
>>4237033
>A. Move to intercept the pirates
>>
>>4237017
A. Move to intercept the pirates
>>
>>4237017
>A. Move to intercept the pirates
>>
>>4237664
>>4237460
>>4237409
>>4237077
>>4237033
The two pirate ships appear to be modified bulk freighters, you sensors detecting they have dorsal mounted thermal lance turrets, torpedo tubes and several forward mounted lances and macrocannon emplacements

Modified freighters are a common type of pirate ship, with desperate merchant captains taking up piracy or captured freighters being used by pirate fleets for the relative ease of capturing them compared to proper warships.

The fleeing freighter quickly sends you a desperate message over the vox

"This is Captain Jerrak of the Independent freighter Imperial Plenty Thank the God-Emperor you're here, please help us!"

"We took some damage during our warp jump and were attacked by pirates when making emergency repairs, we were able to get moving again, but we've barely been able to keep out of boarding range"

"Vector toward us Captain, we'll cover you"
You reply

Your ships even damaged and in need of repair in their current state significantly outclass the pirates, even in the few minutes youve been in the system, you notice the pirate ships have started to change from a pursuit course to an escape

The Bold Venture, being a multi-role ship has a flight hangar and 4 squadrons of strikecraft, including to squadrons of bombers and two squadrons of fighters, in addition to its complement of a 3 heavy lance batteries and several broadside macrocannon batteries

The Fiery Hand, has similar armaments, with several torpedo tubes as well.

What should we do?

A. Wait and cover the fleeing freighter, no need to risk our ships
B. Accelerate to pursuit speed, and power weapons, were going after the pirates
C. Other(Write-in)
>>
>>4237975

Go after them. If we can capture the pirate ships....Target the engines.

Worst case we can sell the hulks to the Mechanicus
>>
>>4237975
>B. Accelerate to pursuit speed, and power weapons, were going after the pirates
>>
>>4237975
>B. Accelerate to pursuit speed, and power weapons, were going after the pirates
>>
>>4237975
>C. Other(Write-in)
This is a long shot, but since we're already pursuing can we send out a vox cast to the pirates ordering their surrender? They can either surrender and live, or die like criminals.

It cant hurt to try right?
>>
>>4237975
>>B. Accelerate to pursuit speed, and power weapons, were going after the pirates
>>
>>4237975
How do we increase our CHA stat?
>>
Rolled 2 + 30 (1d100 + 30)

>>4238065
>>4238013
>>4237996
>>4238008
>>4237985
You order the ships to pursue the pirates, banking on your ships superior speed to catch the two armed freighters.

You arm weapons and order the targetting of their engines, in an attempt to disable them

But first you send a vox message to the pirates, demanding their surrender...

Difficulty threshold 90
Pirates +60
Chance of escape +30

Roll Bonuses 30
Rogue Trader charisma bonus +20
Rogue Trader special naval/trader/pirate charisma bonus +10

>>4238082
Your character already gets a charisma bonus, you cant improve it anymore, unless you use drugs or develop psychic powers
>>
>>4238130
why is the pirate difficulty a +60? If our ship's speed is superior, by is their "Chance of escape +30" bonus so high?
>>
Rolled 29 + 20 (1d100 + 20)

>>4238130
You get within maximum weapons range of the trailing pirate ship, and have your ships long range lances take a shot at its engines

Difficulty 70
Maximum range +40
Fast moving target +30

Roll bonuses
Rogue Trader Naval command bonus +20
>>
>>4238133
Pirates are hardened criminals, so its always going to be hard to convince them to surrender, even in the face of overwhelming odds, most would fight to the death, rather than rot away in a cell, be worked to death or publically executed, which are the most likely ends for a captured pirate

They even more likely to reject a surrender demand if they think they have a chance to get away
>>
>>4238139
is there a way to improve our Rogue Trader Naval command bonus?
>>
>>4238136
>>4238136
The long range lance fire misses the targets, both slicing through the empty space near the the trailing pirate ship

You turn as your tactical officer addresses you

"My Lord, we've detected gellar field activations on the enemy ships"

The enemy ships are about to enter warp space, you have one last chance to shoot them before they escape...

Difficulty 60
Long range +30
Fast moving target +30

Roll bonuses
Rogue Trader Naval command bonus +20
>>
Rolled 51 + 20 (1d100 + 20)

>>4238146
Forgot roll
>>
>>4238143
There is not, you are already a skilled naval commander, +20 is the highest "natural" bonus you can have, you can get other bonuses though depending on the situation, these happened to be difficult rolls to make
>>
>>4238147
Your lances reach out once again, this time striking one of the fleeing pirates, the first few lances ripping through the ships void shields, the following hitting the hull directly, leading to a small explosion in the engine section and the loss of speed and power of the entire ship.

The other pirate ship, without slowing down enters warp space, leaving their comrades to their fate...

What should we do now?

A, Slag the ship, and send the Admech a message to come salvage the hull (40,000 throne finder's fee)
B. Send men to board it, so we can take it for ourselves
C.Other(Write-in)
>>
>>4238158
>B. Send men to board it, so we can take it for ourselves
>>
>>4238158
>B. Send men to board it, so we can take it for ourselves
This is our men's specialty.
>>
>>4238158
>C.Other(Write-in)
Can we try calling for their surrender again, now that they lost their shields and engines? We can probably maneuver right behind them to get out of the way of their weapons if need be, assuming they had the capacity to still turn in space? If no, on with the boarding party!

Shit List:
>interrogate pirates to see if they have any caches, hideouts, bases of operations, pirate dens space stations. Where is their other ship going?
>any updated maps and information on ships they have previously successfully raided
>information on xenos races in general and around this part of the galaxy
>capture as many as we can alive, and consult with out geno-warriors if they have an idea how many of these men could be traded per Mountain people slave that want out
>acquire their cargo manifesto to see if they have anything of worth. Maybe they might have some of that Blood stones uncle likes.
>contact The Imperial Plenty and ask them if they are warp travel capable, or need to do repairs before they are able. Offer help if needed.
>sort out the pirate crew for any signs of chaos worshippers. Generallyy burn down anything that has chaos on it.
>>
>>4238170
I'd hope so. Either they succeed and learn from the experience, or they die and we keep sending in bodies until they start working together.
>>
>>4238158
>B. Send men to board it, so we can take it for ourselves
>>
Rolled 48 + 30 (1d100 + 30)

>>4238224
>>4238166
>>4238170
>>4238181
You have boarding parties prepped, as you make one last attempt at calling for the pirate's surrender

Difficutlty 60
Pirates +60

Roll bonus 30
Rogue Trader charisma bonus +20
Rogue Trader special naval/trader/pirate charisma bonus +10

You send a message to the pirate ship once more

"Its over pirate scum. if you give up now, you may live see another day"
>>
>>4238262
"Damn you, fine we surrender"

You hear the sound of a gunshot over the Vox, and you hear another voice

"This is lieutenant Knox, the Captain took his own life, we will surrender"

You have the weapons charged on your ships and trained on the pirate ship in case they try anything as a shuttle full of your Geno-warriors docks with the crippled pirate ship, you hope that their size and fiercesome look will intimidate the pirates into compliance

You have your men take the officers prisoner first and start demanding hey hand over all cargo, prisoners and items of interest....

What should we do with the surrendered crew?

A. Execute them all, their pirate scum after all
B. Execute their officers, enslave the crew
C. Sentence them all to slavery
D. Other(Write-in)
>>
>>4238277
>D. Other(Write-in)
I'm leaning towards slavery, but I want to hold off on that and keep them as prisoners for a time. Also this. >>4238181
>>
>>4238277
>C. Sentence them all to slavery
>>
>>4238412
If we sentence them all to slavery, what exactly should we do with all of them? Make them build stuff to half construction costs? Give them to the genolords? Should we give them the 10 year thing where they can buy back their freedom, but they'll be heavily monitored? Which planet should we keep them on?
>>
>>4238277
>C. Sentence them all to slavery
>>
>>4238463
and do what with them
>>
>>4238416
Make them build stuff to half construction costs sound like it would help. We could go for Secundus but we use the xenos there.
>>
>>4238474
Personal slaves, make em build shit and what not.
>>
>>4238487
Maybe bringing to Secundus might not be such a great idea? I don't want them plotting with the aliens to do a dastardly prison escape. We could use them as raw slave labor in Primus's mines. Oh or we could sell them to the Magos so he can turn them into servitors.

>>4238578
Personal slaves? Like for us or the Geno-lords? I can't image what we'd Personally want to do with ex-pirate slaves.
>>
>>4238277
C. Sentence them all to slavery
D. Other(Write-in)
5-10 years hard slave labor to make amends, then press gang them into our merchant navy or privateer service for the next 50 years before we review their performance and decide if they serve longer or get a chance to peaceful retire.
>>
>>4238631

This. Redeem yourselves!
>>
>>4238631
Maybe this? We'll of course interview them, do a mental evaluation, and drill a whole lot of indoctrination into them. 10 years sounds good.

>then press gang them into our merchant navy or privateer service for the next 50 years before we review their performance and decide if they serve longer or get a chance to peaceful retire.
make them a part of our navy? You sure? That sounds risky.
>>
>>4238658
Not our professional navy.
Officers get up to 10 years, crewmen get 5 at least years.
>>
>>4238715
>Not our professional navy.
>then press gang them into our merchant navy or privateer service for the next 50 years
>into our merchant navy
>or privateer service
>INTO OUR MERCHANT NAVY
You got some contradictions in there. What do you mean?

>Officers get up to 10 years, crewmen get 5 at least years.
I thought you said up to 50 years before we review their services.
>>
>>4238781
https://en.wikipedia.org/wiki/Merchant_navy
https://en.wikipedia.org/wiki/Merchant_ship
Separate from a professional military navy

But we can send them to war if we wish.
https://en.wikipedia.org/wiki/Privateer

https://en.wikipedia.org/wiki/Privateer
5-10 years hard slave labor to weed out troublemakers and nonredeemables. Rest get a chance to be free after 20 to 40, or 50 years of service, or longer.
>>
>>4238844
Still, I trust them with tech as much as I can throw them. I will admit the idea has merit and if done right will be awesome, but I would also consider throwing them at the next Tithe ship and send them to a penal legion. Most of them that is. There's probably a couple diamonds in the rough.
>>
>>4238277
D. Press on Knox to expose his intentions of the sudden mutiny. Further interrogation may provide further information on the state of Piracy.

Reminder: The other pirate ship is still in play the action pacified only one of the ships.

Important: Did the Bold Venture or Fiery Hand stand down?
>>
>>4238878
>penal legion
Basically what we try and do, but with ships and shovels.
>>
>>4239047
>>4238936
>>4238878
>>4238844
>>4238781
>>4238715
>>4238658
>>4238652
>>4238631
>>4238588
>>4238463
>>4238412
>>4238291
You opt to press most of the pirates into service on your ships, as below deck crewmen, with the opportunity to regain their freedom and ability to move up the ranks in 5-10 years if they show good behavior.

You question the Lieutenant and officers about the pirates in the region and find out a few things.

They were part of a powerful pirate group in the region, based at a secret base near the Berengar straits, Knox had never been there but knows the general area.

Their ship had only joined recently, as the merchant captain, who had fallen behind on paying back his debts, and not able to get good prices on some of his wares, decided to engage in piracy. The man was conflicted and decided to kill himself rather than be punished for piracy.

You men quickly catalogue whats in the hold, with 20,000 thrones in cash found, along with a captured stock of Acuity, casks of very valuable wine and brandy and several prisoners.

The prisoners are from a small space station in the orbit of Vikaria Prime, under Lord Karn Istralis, it would be a strong way to make an introduction with bringing freed prisoners to meet this Governor of a nearby system.

You also receive another vox message from the Imperial Plenty who have turned around and are standing by near your fleet...

"Thank you for your assistance, we have been checking star positions and the ship's clock indicates we have been in the warp for almost 2 thousand years"

"It felt like a month in the warp, for what should have been a week-long trip"

"We are running low on provisions, would you be able to provide us an escort to safe port of call, so we can restock and perform emergency repairs?"

A. Of course, follow us to the Halon system
B. Of course, (take them elsewhere)
C. Decline, they are on their own
D. Other(Write-in)
>>
>>4239432
B take them to our spaceport
>>
>>4239432
>A

Make sure to keep them under heavy watch. We have no idea what kind of warp shenanigans could have happened over 2k years
>>
>>4239432
Take them to our home.
>>
>>4239432
>A. Of course, follow us to the Halon system
>>
>>4239432
>A.
>>
>>4239432
>A. Of course, follow us to the Halon system

>>4239475
Kind of the point of picking A. They cant exactly dock planet side with a space ship.

>>4239499
This. This guy gets it. Let's send over a couple of repair crew and get them to tell us if they notice anything fishy.
>>
>>4239432
>A. Of course, follow us to the Halon system
>>
>>4239475
>>4239499
>>4239516
>>4239520
>>4239524
>>4239549
You tell the captain to follow you to the edge of the system and give him the coordinates of the Halon System.

The trip home is uneventful, and you arrive with the Fiery Hand and Imperial Plenty in tow. You inform station security to be alert and allow them to dock at the station.

You also offer up one of your repair crews to take a look at their ship and to see if they can help. In the meantime, aside from the Captain and a few of his officers, you keep the passengers of the Imperial Plenty confined to their ship, as you assess for any signs of corruption and other problems. Telling them that the accomodations aren't ready yet.

Overall things seem to be ok on the Imperial Plenty. With the passengers being agreeable, thankful and keeping to themselves for the most part, except to give a quick prayer of thanks for their rescue.

On speaking to the Captain, this is a passenger ship, full of pilgrim's heading to St.Galen's a local Cardinal world to visit the great shrine to the saint there.

After the better part of two days, the work crew finds nothing out of the ordinary, with the ship's crew and passengers seemingly fine, ableit haggard from stress and fear of being trapped in the warp.

You elect to allow them to stay on the station, under heavy watch of station security.

The passengers mostly keep to praying at the small shrine on the station and staying in their rooms.

Travel is expensive in the Imperium and most of the pilgrims are minor planetary nobility, businessmen and other wealthier than average citizens.

Their stay on the station is relatively brief with emergency repairs being quickly made within a full week.

Out of thanks as well for the services provided and their rescue, the pilgrims have given you 50,000 thrones.

The day before they are to leave however you are approached by a man calling himself Lord Huskar, with pale flesh, hale white hair, and purple eyes. Despite his appearance he doesn't seem to be an old man, close to your age in actuality.

"Lord Govenor, I have a request for you"

"I have kept it secret from the Captain and most of the other passengers, but something happened to a few of the passengers when we were trapped in the warp. Our hair has gone white, our eyes turned red or purple and our skin pale, a few have experienced strange growths"

"By the God-Emperor, please pass mercy on us and allow us to stay here, we will surely be purged if we continue on to St.Galens"

A. Find them all and purge them yourself immediately
B. Grant the mutants sanctuary in the Halon system
C. Decline to help them, and send them back on their ship
D. Other(Write-in)
>>
>>4239600
D. quarantine them under guard
>>
>>4239610
this.
>>
>>4239600
>except to give a quick prayer of thanks for their rescue.
Pray to who thought. The Emperor I hope?

>>4239610
This too. Perhaps with the right tools the taint of the warp can be purged. If anything any abnormal growths can be surgically removed.

Also gonna throw in some psyche evaluations on the most questionable among them.
>>
>>4239600
>most of the pilgrims are minor planetary nobility, businessmen and other wealthier than average citizens.
Would gene therapy fix most of them?
>>
>>4239653
>>4239647
Gene therapy and surgery may be able to help them, but is unlikely that their warp-taint can ever be fully cured or reversed, even with the full devoted resources of our genetic manipulation and medical knowledge
>>
>>4239672
Gene therapy and surgery is probably the best we can do for them. The rest is in the Emperor's hands. I hope none of them were planning on having kids. Something tells me it wouldn't turn out right.
>>
>>4239610
>>4239638
>>4239647
You agree to take them on, confining them to an isolated corner of the station under guard, while the passenger ship and the rest of the pilgrims leave.

You will keep them there for the time being.

Things are uneventful, with you trying out your new office on the space station, finding yourself splitting your time between the station and the Bold Venture, where your focus on governance and administration has increasingly left the ship in the hands of the officers and crew, who have kept the ship well-run and the crew diciplined throughout your time as Governor.

You are alerted by station security that contacts have been detected at the system's edge....
>>
>>>4239678
You are alerted by station security that contacts have been detected at the system's edge....
Ffs I wonder what it is. Hopefully one of these days we can get our ships repaired.
>>
>>4239678
You walk briskly to the command center...

The tactical officer salutes and informs you of the situation

"My Lord, scans reveal a Karelian trade convoy approaching Primaris."

Upon unknown contact your ships follow the defensive plan, drilled into them in the previous weeks, with the crippled freighter and frigate, using their limited mobility to stay near the station, and adding their remaining firepower to its defense, while the Bold Venture and Fiery Hand take flanking positions in attempt to cover the main approaches to both secundus and primaris.

Before you can send a message, the Karelians hail you first

"Lord Governor, Is is I, Jalop, son of Hark, greatest merchant in all of the eastern galaxy and grand envoy of the Karelian Trade League, I have come to trade with you, as you have been a man of wealth and honor in our past dealings"

A. Invite them to dock at the station
B. Power weapons and prepare to engage
C. Tell them to leave the system immediately, we don't trade with Xenos anymore(then option B)
D. Other(Write-in)
>>
>>4239687
>A. Invite them to dock at the station
Lets see what he has, and this time guys can we NOT trade in human slaves? Our relationship with the Mountain people is already strained as it is.

OP would we lose clout if we sold var whatever alien people from Secundus?
>>
>>4239687
Thread #1
>Scans of the Karelian ships, show what appear to be 3 transports, and two warships escorting them. Which follows the pattern in which the Xeno's are known to travel the region, in well protected trade convoys.
Are they still sporting the same kinds of ships, and if yes then how do they match up to our own?
>>
>>4239687
>A. Invite them to dock at the station
We're selling slaves to them right boys?
>>
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50 KB
50 KB JPG
>>4239687
Thread #2: the Space Hulk
>On the far side of the hulk, in the newer section, your men find a small Karelian freighter, loaded with weapons, armor and several lockboxes full of Acuity, and Alacrity, a similar drug used for combat purposes.....
>laughs in Emperor worshiper
Could that be the same guys we're dealing with?

Thread #1:
>As you approach Halon Primaris, you additionally detect what seems to be a small barren moon in its orbit, along with an ancient long abandoned space station…
We never did explore the moon did we. Could be something interesting up there.

>Falgor IV- A small forge world on the edge of Imperial space, known for its eccentricity even among the Mechanicus to any traders who have dealt with them
>known for its eccentricity even among the Mechanicus
Perhaps our Magos would be more lenient with us and our acquisition of technologies.

>>4239783
At least not human slaves, but even then I'm not sure how thhe Mountain people would react to that. We're trying to build up our relations with them, not tear it down further. There's also the problem of having a finite number of Varyagians.
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>>4239733
>>4239770
>>4239792
That was a Karelian Trade league freighter we found in the space hulk, yes

We could probably beat them with our space station and ships in a defensive battle, but in open space with just the Fiery Hand and Bold Venture, our chances of victory are closer to 50/50

Selling the varyagians could work, but there aren't many of them, they also are less than ideal slave stock compared, to humans that have been enslaved for millenia
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>>4239816
>>4239783
I'm still thinking selling humans into slavery is extremely heretical. I have an idea on things we can trade with them, but it's still kind of heretical.

Can we go find lieutenant Knox and ask him of the odds that some of his men will attempt a mutiny or betray our trust to a terrible degree. Any of their men in particular seem heretical or bad to the bone? (asking in case we should sell the excess crew members we don't need.)
As far as prisons go, how many death row inmates or the like do we have?
I'm not saying we should sell them, they might be useful down the line. i just want to keep my options open.
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>>4239816
Would it be a good/bad idea to strip the pirate ship's vessel of all it's weapons and mount them to the moon an a secondary defense sort of platform, then sell the pirate freighter itself to cover the repair costs of all three of our ships in addition to having left over thrones to spend?
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>>4239907
Im not sure about mounting them on the moon, but as far as stripping the pirate ship weapons and remounting them elsewhere thats possible.

The moon, while we haven't scanned it in detail, is basically a small barren rock orbiting Primaris
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>>4239913
I will have an official posting on it but essentially there are a few options for the captured freighter

Repair and keep it as is, a subpar merchant raider

Strip it of weapons and make it a regular freigher again

Add torpedo tubes and missile tubes to it to make it an arsenal ship
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>>4239913
We could buy a fresh Lunar Class cruiser from our soon to be forge ship magos buddy and save on thrones by mounting the the pirate weapons on to there.
So we scanned the moon and found nothing of worth. Not even ores or space iron?

>>4239915
Oh that's interesting.
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>>4239917
We havent done an indepth scan, but we can now, until pretty recently we haven't had the resources to develop it/an industry or buyer to feed/sell the resources to
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>>4239982
It's been a while since we sent out a message to the Inquisiton. What's the average time it takes for them to get here?
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>>4239687
>>4239816

I guess you somehow captured both of the pirate ships? Check if any of the strike craft are use-able because they were not deployed before.

>>4239915

I would recommend turning the freighters into a maintenance support craft, crew tenders or retire for materials to repair the actual warships. A destroyer is better at launching torpedoes, so we should save up on that. An actual barge would be best as a long range heavy weapons platform.
The fleet's ships don't seem to be battle ready and the advent of war will destroy the station. It's not the right time to make more enemies with actual real warships when Piracy is in the region.
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>>4240127
>I guess you somehow captured both of the pirate ships?
Didn't one of them slip out into the warp?

>I would recommend turning the freighters into a maintenance support craft, crew tenders or retire for materials to repair the actual warships.
I can't think of a scenario to use a maintenance support craft when we could dock at a station or near a forge world, but sound cool. Can you name a scenario?
Crew tenders? Can we do that with our shuttles? You mean like transporting people from planet to planet to earn more cash?
Between retiring the ship for parts to repair our three, or selling it for thrones so we can use the funds to fix the three ships, I wonder which option would be more viable.
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>>4240133
>Didn't one of them slip out into the warp?

Oh yes. I think it was the squadron one.
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>>4240163
>>4240127
>>4240133
We have one pirate ship we captured it’s a modified freighter the other damaged ship is the frigate from the Acheron system with the space hulk
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>>4239783
Not human slaves.

>>4239687
A. Invite them to dock at the station

But have weapon crews on standby
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>>4240133
>Can you name a scenario?

The ship that is being maintained does not need to use a dock. The freighter can be the depot and crew quarters for the maintenance crew until the task is completed. Shuttles like you mentioned can be used elsewhere in which Teleportariums don't reach. By doing so a moored ship can be inspected and refitted without being docked. Because we have small ships it might not seem like a big deal but right now the ships we have are not battle ready if not war ready. There still needs to be room for commerce on the station in which creates fleets. If a shipyard can be built later then we can dock our ships there instead.

>You mean like transporting people from planet to planet to earn more cash?

Yes if we have planetary connections if not a station elsewhere in the sector. Right now the situation is unsafe to send only one ship and we don't have the projection to safeguard those earnings.

>I wonder which option would be more viable.

Selling the ship ether seems productive or counter productive. If we get the thrones then we can save on an actual warship that can interdict, like a Raider for more profiteering options. How the pirate freighter is refurbished for sale can also be a cost in it's value. The best option is to keep the ship until a bottom buyer is found unless it deemed heretical to an agent of the Inquisition. In the meantime it should be of service until the concept of time is unneeded or after we have a dedicated salvage collecting operation.
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>>4240167
>with the space hulk

Docked or Not?
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>>4239733
>>4239783
>>4240191
You allow the Karelian trade ship to dock, and commence dealings with their traders.

You have some brief small talk with Jalop, but quickly shift to business...

They would like to purchase

Slaves
Foodstuffs
Mercenary/specialist contacts
Advanced technology

They are willing to sell

Weapons/armor
Mercenary/specialist contacts
Cybernetics
Various drugs and medicines
Acuity
Eidolian Bloodstones
Eidolian Force weapons

We have 50k on hand, what are we interested in buying/selling with them?(Write-in)
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>>4240270
It was docked with the space hulk and blown off after we secured it, its been cleansed since and mostly sitting in orbit, as its badly damaged
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>>4240477
How much does this stuff cost? Can't really make a trade decision until we know that.
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>>4240477
>Foodstuffs
How much excess food can we sell?

>Advanced technology
Just how advanced? Will laser rifles do the trick?

>>4240481
>Cybernetics
I'm almost considering this, but if they're Karelian in design then that would be extra heretical if we used it.

We already have Acuity, and the majority of the other stuff we can just buy from the magos. The only think that peaks my interest are the Eidolian goods.
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>>4240477
>>4240484
Sorry each item costs 50,000 thrones

We can sell up to 50,000 in excess foodstuffs

100,000 in slaves

mercenary contracts with our geno-warriors could be profitable as well

>>4240488
We don't have any advanced tech they'd really interested in right now, aside from the geno-warriors
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>>4240494
Yeah lets not give them contract to our Geno-warriors. Money is good and all but we don't want these xenos to get too powerful. I got this bad feeling about them down the line. You mentioned something about Piracy among them?

Let's sell the food stuff for 50k, get the Eidolian Bloodstones for 50k, and Eidolian Force weapons for 50k.

After we make the purchase let's call our uncle and tell him we got something he might like.
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>>4240512
They are a mercantilist race with powerful ships, and they are known for occasional acts of Piracy, although as a trading partner of the Karelian Trade league, I think its unlikely they would attack you.

As far as mercenaries, while it would give them additional military strength, ultimately their your men, or at least they have a loyalty to their homeworld and humanity in general, and are unlikely to be willing to fight your own forces or Imperial forces. That could also be outlined in any mercenary contract with them as well.
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>>4240528
Maybe next year we can consider contracts. I think we're still growing geno-warriors up to 100k since one of our merc contract with our uncle wanted to recruit up to bump up their numbers from 500 to 1000.
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>>4240477
>Sell 50000 slaves
>Sell 50000 foodstuffs
>Buy bloodstones
>Buy force weapons
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>>4240544
>Sell 50000 slaves
NOOOOOOOOOOOOOOOO.
We're trying to improve our relationship with the mountain realm people, not worsen them.
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>>4240528
By any chance did our standing improve with the mountain people by indulging their idea of the aliens?
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>>4240477
Perception or Intelligence Check on Eidolian Bloodstones and Eidolian Force Weapons.

>>4240481
So if the hulk is still in orbit then find more about it later. Considering it don't sound like it's a wreck.

>>4240494
Considering there is no open trade for materials yet, we should just sell surplus food. We can make use of the slaves later.

>>4240528
Check price for Mercenary contract, and see if they are willing to negotiate lowering the price for some juicy Intel (Pirate Base) as a Charisma Check.
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>>4240696
I wish op would link the threads
http://suptg.thisisnotatrueending.com/qstarchive/4153696/
http://suptg.thisisnotatrueending.com/qstarchive/4185783/
>Perception or Intelligence Check on Eidolian Bloodstones and Eidolian Force Weapons.
unneeded

Thread #1:
>The Eidolian items and the Acuity pique your interest, as you are aware of them from your uncle's dabblings in the cold trade.

>Eidolian's are a dead race of Xenos known for their ability to suck souls out of living creatures and turn it into void/psionic energy. The energy is stored in bloodstones, which can be inserted into their weapons, which function as force weapons and guns firing psionic ammunition, very powerful, but heavy use can quickly deplete the bloodstones.

>So if the hulk is still in orbit then find more about it later. Considering it don't sound like it's a wreck.
It would probably be best to sell it. We haven't even fixed all three of our ships.

>Check price for Mercenary contract, and see if they are willing to negotiate lowering the price for some juicy Intel (Pirate Base) as a Charisma Check.
Do we really need to trade info for a contract? We already know of a pirate base, we haven't even left to go after it. Maybe we should try that at a later date. I'm still not all for trading our troops out for a military contract for xenos. I don't want our troops to develop any sort of comradery, sympathy or friendships with them. But if I'm out voted I think we can get away with selling their services for 500 men for 100k thrones/yearly, by the fact we're been training them more.
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>>4240704
Thanks. I'm going to record the events and format it as a story for pastebin.
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>>4240528
https://warhammer40k.fandom.com/wiki/Thousand_Sons
>Bearing Magnus' gene-seed, the XV Legion had a strong predisposition towards psychic mutation and a considerable number of Thousand Sons Astartes inherited their Primarch's potent psychic capabilities.

>But soon, the Legion's joy at their psychic gifts turned to revulsion and horror as a wave of ghastly, degenerative mutations began to affect large portions of the battle-brothers of the XV Legion. These mutagenic changes began to be called the "Flesh-Change" by the Legionaries, and were much feared, as the spiral of degenerative mutation ultimately reduced a proud Thousand Sons Astartes into a mindless mutant abomination that would later be recognised by the Imperium as a gibbering Chaos Spawn.

>The Thousand Sons Primarch Magnus intervened to save his genetic children, and through mysterious means was able to save those that had been the least affected by the rampant mutations.
The Thousand Sons gene-seed had been stabilised and the recruitment of potential Initiates from Prospero began to replenish the Legion's severely depleted ranks.
What I want to know is if these seeds were modified before or after Magnus saved his legion.
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>>4240837
Cool beans. Share it with us when you're done.
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>>4240704
>Do we really need to trade info for a contract?
For a price reduction.

Ether we are not being offered materials to expand or we make the current Sector a bit safer for actual trade, by withholding more assets from the pirates. The alternatives is overseeing the planet's activity after trading because our ships are not fit for combat.
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>>4240844
Why dont we shake down the den of pirates we already know of first before we buy more information? For all we know they might not know of any, or the only ones they personally know of is the same one we know. We could probably ask our uncle if he knows of any pirates near us that might give us trouble. We could also contact our fellow governors and sector lords to see if they know of any pirates.

Regarding armaments, we are technically sufficiently armed, we just need to actually repair our three ships. The if the quality of private ships are of any indication, they're not going to match up all to well to our three sort of four ships. We have our Star Galleon the Bold Venture, The Fiery Hand which is a Lunar-class frigate, our world-class frigate that I dont remember the name of, and the pirate ship.

If we want to get rid of the pirates as soon as possible, then what we can do is buy the blood stuff and give them to our uncle, in exchange for asking him to loan us one or two ships to help us combat some pirates (hopefully we get to keep the majority of the salvage). We can also sell him 10% of the geneseeds for 200k thrones. If we strip the pirate ship of its weapons and sell it to the magos, we can use the extra money earned from our uncle and selling of the ship to buy another one from said magos, and perhaps he would be willing to sweeten the deal if we drop one of the vorkite vaporizing weapons on him. After he's done having a robo orgasm he we might get something bigger than a dinky frigate, because in thread 2 Shmeh mentioned that the smallest frigate costed 100k thrones.

So if we do this right, we might have 1 fully repaired Star Gallon (which is pretty good), a repaired Lunar class cruiser, a sword class frigate, and maybe another cruiser. And maybe one or two of our uncle's ships.

>>4240250
That's great long term, but if you think about it that pirate's den is going to have a whole bunch of rinky dinky ships like the one we just so happened to acquire. If we but the pirates ship so we can get a newer and bigger one, then we can get a whole lot of cargo frigates.

>>4240167
By the way, whatever happened to the prisoners on the pirate's ship?
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>>4240528
I want to throw this out there in case I forget, but we have ourselves a handful of only slightly mutated minor nobles / merchants / people who are fairly well off in the Imperium. Sure they're about two millenials in the future, and their standing within their families and domains might not be worth anything if they still exist, but I think theres some potential to helping them out? Where did they all come from? Did they come from the same planet?
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>>4240877
Yeah I checked on the class of our ships and well, they already outclass pirate freighters. But we can't be showing the big guns forever if those people catch on that it's all just a show of force.
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Act One Recap Thread #1
https://pastebin.com/JBW8P8gD
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>>4240477
sell 50,000 in excess foodstuffs
And we don t buy anything.
also
>The prisoners are from a small space station in the orbit of Vikaria Prime, under Lord Karn Istralis

Send one ship with the prisoners we have save from the pirates to the system of Lord Karn Istralis. We can make contact with them.
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>>4240544
>>4240494
We are not selling human slaves

>>4240477
Selling excess foodstuffs
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>>4240945
Let's send a ship after we get our things repaired.
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>>4240899
They are from a variety of worlds in the region
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>>4240951
>>4240945
>>4240512
>>4240544
Looks like we have a tie on what to do

2 people want to sell slaves and food and buy Eidolian gear and bloodstones

2 people want to sell food and buy nothing

>>4240585
Yes we went from +1 to +2 with the mountain realms
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>>4241079
How about we dont sell the people like assholes, and instead sell the excess food?
Come the fuck on. Where do you think we're getting these people we're selling from?
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>>4241079
I think it's just me that wants to sell the slaves, you can go ahead with the other votes.
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>>4241095
>>4241084
>>4241079
You opt to sell excessive foodstuffs, and purchase a set of Eidolian force weapons and Eidolian bloodstones.

Correction from earlier we actually had 70,000 on hand. This will bring our cash down to 20,000 thrones

Relations with Karelian trade league goes from +1 to +2 as you have established your world as a friendly trading partner.

During your meeting with their traders, you bring up the issue of local piracy, and they also would like to see the pirates wiped out. To that end, they have offered one of their warships to join the hunt for the pirates, if we would like the support. They also give you several long range communication devices, so that you can call them if you would like to business or have an issue that requires their attention
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>>4241238
OOooooh. This negotiations turned out better than I thought.
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>>4241238
>During your meeting with their traders, you bring up the issue of local piracy, and they also would like to see the pirates wiped out. To that end, they have offered one of their warships to join the hunt for the pirates, if we would like the support. They also give you several long range communication devices, so that you can call them if you would like to business or have an issue that requires their attention.

Time to annex some pirates.
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>>4241473
After our ship repairs?
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>>4241482
Before we check on our planet's surface, in which yes. It is best to offer something else then just food and slaves next time.
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>>4241238
Well we are low on cash, but we still have ships and troops under us. There are also social changes that could be made on our planets that don't cost money.

I am going to open the floor for ideas on what to do next turn(Write-in)
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>>4241490
Here are my suggestions:
>Call up our uncle and give him a majority of the Bloodstones and related weapons as a gift since he has a fondness for them. We will keep the ones we like.
>Ask if he can hook us up with a bio magos to improve our geno-warrior formula
>See if he can get us any info on these "Thousand Sons"
>See if it's possible if he can help us get the means to implanting gene seeds (optional, but unlikely and heretical. probably).
>sell him 10% of the gene seeds for 200k like originally offered (optional)
>strip the weapons off the pirate ship and sell the vessel to the magos, then use the extra money to fix our three soon to be combat ready ships
>have our men prep with practice boarding action battles and fleet warfare Using painted miniatures for our fight against the pirates
>See if our uncle can loan us a ship for our fight
>Get a Karelian warship to aid us when we're ready
>depart for the pirates den when all the ships are repaired and the the space station has been completed
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>>4240934
Act 2 covers Thread 1 and 2 before the first fisacal year, focusing on development on the surface.

https://pastebin.com/ccCtyecv
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>>4241490
>https://pastebin.com/JBW8P8gD
Can our Bolter factories make Stalker and Sniper Bolters?
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>>4241856
I believe the Factories that people wanted to vote on were Automotive and Multilaser weapons. From the last Homeworld development. Which is funny because none of those were offered as interstellar trade items lately. I'm making an appendix of our assets. Funny thing is we ether have 4 or 6 ships currently in our fleet.

The technology for Bolters are forgeworld tier.
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>>4242072
The paste bin link was accidental, but my guy. Look at this.
>You opt to take the equipment to set up a shell factory and a bolter factory with the shortfall being taken out of your first hydrogen mining payment.
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>>4242101
Haven't gone that far yet. Actually I started halfway into Secundus, which is this thread so. Surprisingly all we are selling is still food and slaves to random traders without the actual knowledge of our manufacturing assists.

>>4241763
https://pastebin.com/BqxRwZbN
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>>4241856
Yes
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>>4242072
We have the factories up and running, but only just, we need some time, ie a couple years of production to outfit our own men before we start doing exports

We currently have 4 ships

The Bold Venture- Conquest Class Star Galleon
The Fiery Hand- Heavily Modifed Lunar class Cruiser
Sword class frigate from the Acheron system, we havent named it yet
Capture modifed Pirate Freigher, havent named it yet either

All 4 ships are in bad shape, with your two starting ships already in run down when we got them, your uncle placing with us partially because he didnt want to take the time and money to repair them after a long expedition

The other two ships are crippled and have minimal ability to maneuver and use their weapons at this point. It would behoove us to send them to the forgeworld or a shipyard for repairs, ideally one at a time, so we still have ships available
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>>4241238
Im getting busy and a little burned out, Im going to take a few days off, look for me sunday
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>>4242240
See ya, but before you go how long would it take to repair 2 ships at a time?
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>>4242248
They can fix multiple ships at once. It will take a few months to fix each ship
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>>4242238
Can we have an estimate of how many thrones it would take to repair each ship?
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>>4242240
I’ll be posting all through the day tomorrow. Sorry about the delay guys
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>>4242240
I’ll be posting all through the day tomorrow. Sorry about the delay guys
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>>4242915
50k for each ship
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>>4241523
You shift your attention to the Geno-warrior production, as the gene-crafters have informed you that they have discovered that their equipment and gene-stock are slowly but surely degrading over time, despite their almost religious zeal in maintaining and protecting the millenias old technology.

While we have materials to create 100,000 geno-warriors and the processes have begun on orphaned children, brainwashed to serve house Blackwood, and increased implantations among the Geno-Lord Houses. The gene-crafters predict that their ability to copy the genetic material will slowly but surely degrade to the point that in less than 2 centuries, they will be unable to create any more geno-warriors.

To this end, you opt to contact your uncle regarding his buyer of the Varyagians, a Magos that your uncle has a special relationship with. You are interested in allowing them access to your geno-warrior technology, in exchange for their assistance in improving/maintaining your gene-stocks and equipment....
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>>4248758
Having used them as mercenaries, your uncle knowing, the full value of having such warriors fighting for House Blackwood, hastily organizes an introduction, asking you that bring some samples, and a bit of the equipment and to meet him at some coordinates, listed in the records as open space...

A. Go the meeting location
B. Decline, we will find another way
C. Other(Write-in)
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>>4248770
A. Go the meeting location
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>>4248770
>go to the meeting
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>>4248770
>A. Go the meeting location
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>>4248770
>A. Go the meeting location
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>>4248781
>>4248798
>>4248845
>>4248861
You decide to meet your uncle, loading up the Bold Venture with the samples and equipment from the geno-warriors gene-stocks along with one the gene-crafters to watch over the goods and answer any questions.

The journey takes weeks as the path to the meeting point lies near several large warp storms and gravitational anomalies, requiring skilled navigation and shifts between real-space and warp-space.

The meeting point, while technically within Imperial borders, is in mostly uncharted wilderness space. With House Blackwood being some of the only people to have detailed star charts and knowledge of the area.

When you translate from the warp to the coordinates, it is not at all what you would expect....

You find your Uncles flagship, along with heavy mechanicus cruiser docked at a large space station, in orbit around a verdant world, with a small barren moon.

You are contacted over the Vox by station control, who give you a docking bay for the Bold Venture on the station.

As you approach the station, you see it brandishes House Blackwood livery in several places, and your ship detects lifesigns and signs of several large settlements on the planet below.

When you dock at the station, you are met by your Uncle, who warmly greets you.

"Jakob, my boy, how are you?"

You talk for a moment about your personal life. which has mostly consisted of work for the last few years before you ask him about the station and the system.

"So now you have learned our family secret"

Your uncle gives you the short version of this story, which is that he, along with your father, founded this secret colony and built this space station here, originally as an outpost for exploring the halo stars, not imagining it would be much more than a refuelling/resupply point for expeditions into the halo stars.

Through the introduction of additional colonists, and the impressive natural growth of the outposts, the secret colony world of Respite has become largely self sufficient, providing your Uncle with taxes, manpower and natural resources.....

You are surprised, but only a little, as your uncle has little patience for Imperial Bureacracy and would likely not be willing to spend half a millenia waiting for his request to colonize Respite to be processed. However if this system was ever discovered, the Imperium would likely take his planet away, as he is not it's legal owner, and grant it to a new Imperial Governor.

You have many questions about this place, including the large space station, which appears to have a small drydock and shipyard attached, along with the planet, and the moon which appears to have facilities on it to. and finally the Admech cruiser docked at the station.

A. Ask about the station
B. Ask about the moon
C. Ask about the planet
D. Ask about the Admech
E. Other(Write-in)
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>>4249124
Yo uncle you want some bloodstone stuff?
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>>4249124
>A. Ask about the station
>C. Ask about the planet
>D. Ask about the Admech
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>>4249124
>A. Ask about the station
>C. Ask about the planet
>D. Ask about the Admech
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>>4249124
How far is this system from our own?
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>>4249144
>>4249219
He is interested in bloodstones, and you want/need to give him some in exchange support, we will have a post dealing with that specifically

The system is about 3 weeks travel from our own, the treacherous warp storms and gravitational anomalies making travel take significantly longer, but also hiding the system and making it hard to get to
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>>4249124
>>4248743

So out of all of this did we repair, I guess the flagship for 50k, assuming it's mostly wage for the workforce for time then materials?
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>>4248743
>50k for each ship
>A, Slag the (pirates) ship, and send the Admech a message to come salvage the hull (40,000 throne finder's fee)
Our Star Galleon, the Lunar Class Cruiser, the Sword-class Frigate, and the trader converted pirate frigate. From left to right are the largest to smallest ships we currently own. Since we didn't slag the pirate ship, and if we were to remove all of it's weapons, how much would it go for now? A little more than 40k or just about the same?

Considering the varying sizes of the ships we have in our possession, wouldn't the cost of repairs vary?

>>4249459
Not yet. All our vessels are still in need of repairs.

>assuming it's mostly wage for the workforce for time then materials?
I do not think we have the facilities nor the workers with the knowledge to make repairs beyond emergency patches to reach the nearest Forge World.
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>>4249472
>>4249459
The two larger ships are in need of maintenance and some light repairs all around, while the freighter and the frigate are badly damaged, I also just used 50k for each one so its easier to calculate.

The Admech generally has a monopoly on ship building and doing major ship repairs, they also do not work for cheap
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>>4249472
>Not yet. All our vessels are still in need of repairs.

We just sent the flagship to a pretty distant meeting place assuming it's still damaged.
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>>4249524
That we did? The one we're in now? it's damaged but still functional.
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>>4249518
>The Admech generally has a monopoly on ship building and doing major ship repairs, they also do not work for cheap

I guess it's ether a send it to them or they send them to us sort of thing, which brings up a point about shipyards; not actual docks but ship building sections if shipbuilding is ran by Ad Mechani.

It seems the ships are not going to be repaired for some time.
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>>4249165
>>4249188
You ask your uncle some more questions about the system and how it came to be this way.

You find out that the Admech are the main reason the station is so large and for the facilties on the moon, with followers of a radical sect known as Hussicarians, having built a strong relationship with your uncle on the Exploratory fleets.

Their sect believes in the quest for knowledge above all else, and is deeply interested in Xenotech, archeotech and any advanced/ancient tech they can get their hands on. They are also more pragmatic about allowing laymen outside their religion to utilize and learn about advanced technology.

Their beliefs are severely frowned upon by the main body of their religion, so Magos Dressagian, and his followers have fled to your Uncles hidden colony, where they are now doing research and manufacturing things, sharing some of what they find and make with him.

They brought with them a small fleet, and upgraded the space station, they have a labs, mining and manufacturing on the moon's surface, including a bio-lab where they took the body snatcher, varyagians and have a host of other organisms.

Magos Dressagian is strange and mercurial, declining to meet you, but has agreed to examine the gene equipment for the geno-warriors soon.

Using the secret base your Uncle and the radical Admech have begun developing several experimental weapons and devices, in the future you may be able to gain access to some/all of them.

They also operate a small shipyard/drydock to repair and build small ships.

You should get going back to Halon soon, but you can inquire about certain projects if you like.

A. Ask about Bio-weapons development
B. Ask about their infantry weapons development
C. Ask about their targeting systems development
D. Ask about stealth field development
E. Other(Write-in)
>>
>>4249546
You think we should ask our uncle'd Magos friend if there's anyone in his cabal that could train some of our boys the sacred art of repairing some of are space faring god machines? AKA our ships?

>>4249551
>E. Other(Write-in)
>offer some geneseeds to the Magos and Bloodstones to our uncle
>Their sect believes in the quest for knowledge above all else, and is deeply interested in Xenotech, archeotech and any advanced/ancient tech they can get their hands on. They are also more pragmatic about allowing laymen outside their religion to utilize and learn about advanced technology.
Fucking sweet. We've found our man boys. If there was anyone to donate some Gene-seeds to, this would be our guy. Was that why our Uncle wanted to buy them? Anyone opposed to offer to sell the 10% of our geneseed stock for 200k to the Magos?

Regarding trading with the magos (if everyone is ok with the idea), it'll be 10% for 200k, and an extra 5% if he can insure a way to method to fix and improve our genowarrior issue, the machines to do just that, and to tutor our Gene-Crafter bro. Also a means to apply this to the already aged geno-warriors so they don't suffer from super Alzheimers. Priority being fixing the degrading, mental instability, and super Alzheimers from old age issue. I don't know if we'd have to shill more geneseeds at him, but if he could figure out a way to make geno-warriors tougher like a space marine then that too would be appreciated.
Does he need anymore varyagian samples, Psyker powered or otherwise?

For our uncle it would be nice if he could spare a ship for our eventual battle with pirates, and maybe get some of his Stormtrooper specialists to help train our regiments of soldiers.
>>
>>4249551
>B. Ask about their infantry weapons development
>D. Ask about stealth field development
>>
>>4249551
Wait a second...
>Their sect believes in the quest for knowledge above all else, and is deeply interested in Xenotech, archeotech and any advanced/ancient tech they can get their hands on.
...Doesn't that technically make them Hereteks? Not that that's a bad thing per say. I personally like their sort. Well most of them.
>>
>>4249551
>C and D
>>
>>4249605
They are basically soft hereteks
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>>4249551
I have to stop for the night, I wanted to get a few more posts in today, should be able to several starting tomorrow morning.
>>
>>4249605
Realistically they are the new way to the old, but the new ways are ether met with high bureaucracy, with some of the reasons being that "The design is untested" even though it has been made or in service for multiple lifetimes.
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>>4249551
>A. Ask about Bio-weapons development
That's fine.

>B. Ask about their infantry weapons development
That's interesting.

>C. Ask about their targeting systems development
That's unsanctioned heresy. Let's do it.

>D. Ask about stealth field development
That's [redacted] and needs a mind scrubbing.
>>
>>4250113
Pretty much rediscovering stuff humanity forgot through the Dark Age of Technology, right?

>>4250152
Oh that's the robot in that Blackstone Fortress game. Wasnt there a Man of Iron that's was a Titan?
>>
>>4249551
B. Ask about their infantry weapons development
C. Ask about their targeting systems development
>>
>>4250304
>Pretty much rediscovering stuff humanity forgot through the Dark Age of Technology, right?

What usually happens is they don't develop onto that technology rather than replicate it in it's sanctioned form of the oldest of designs. In the 40k universe the Dark Mechanicum was known as the New Mechanicum at M31 that believed The Machine God was not a physical god but a greater spirit that was the basis of knowledge. To reflect on that knowledge was not as closely guarded as a secret before the Schism of Mars. The irony is because of corruption, knowledge of Forge World technology was lost forever. In this Universe the most innovative are the Dark Mechanicum, not for infusing daemons with machines but for creating the designs of those weapons and the technology.

The Mechanicum of Mars still fallows the Universal Law, in which are a creed of 8 rules and 8 warnings. Not having the creed fallowed are a sign of corruption in the current Cult Mechanicus. Corruption gets the Inquisition or Forge Master with comparable punishments. Recovering technology is not the same as developing technology. What happens is you got indoctrination that literally tells you that old things that still work should still be used rather then making new things that replace them. Simply making new things to replace old things of similar operational efficiency is almost a debatable violation of the Mechanicum Universal Law.
>>
bring me up to speed if I'm uninformed but whats the deal with our energy/power generation situation? I dont know shite about the planets but do we have a stake of fossil, fissionable, geothermal/core, solar sats or is fusion cheap and abundant or only found/economic on the flotilla.
Also how is the fleet deployed within system? How are the navigators, are they just endemic to the ships or do we commission with the ~Spacing Guild~ I mean the Houses
>>
>>4250759
>energy/power
So far, as far as I can tell, we've been drilling for oil in the desert to convert into prometheum which can be used for various vehicles, mostly star ships and I air crafts. It's also used in flamethrowers. Our tech level for primus is around the 20th century plus some Imperial Tech that slowly being introduced.

Solar and geothermic power harvesting is a pretty good idea if we could do it. I got no idea what you mean by fissionable or fusion power. Got any examples?

Regarding fleets, we only have the 4 ships so far. It's not quite big enough to worry about fleet deployment.

Navigators? No clue. I think we're supposed to keep our own stock of them then buy them off from the Navitagor houses every time their heads explode.
>>
>>4250759
We have oil refineries and promethium refineries to power Halon Primaris, using power plants and generators. They already had power before our arrival for the most part.

Secundus does not have much electrical power yet, aside from the mining outpost and our military outpost, which are generator powered by imported promethium. We had large supplies of starship grade fuel previously from your uncle, with enough to run our fleet for another decade or two. We have a special relationship with a minor navigator house through our uncle
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>>4250777
Would throwing around solar powered and geo thermic plants be useful in terms of saving a buck in the long run of promethium fuel expenditure costs?
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>>4250771
>prometheum for use in starships
Are they seriously powered by space diesel?
>fissionable or fusion power
Fissionable isotopes, nuclear power, like we've had since the 50s. Fusion, lighter elements into heavier like what goes on in stars (or thermonuclear bombs) and what we are trying to achieve now in power station form on Earth (The technology of 30 years of and always will be), what will probably power actual early interstellar travel.
>fleet deployment
So are they just sitting in graveyard orbits around our planet, 'drydock', petty freight/state functions between out planets or deployed at the edge of the system screening. I want them earning their keep.
>>4250777
>mining outpost
Fissionable ores? Space Coal?
>imported promethium
Thats not cheap or sustainable if we plan to move beyond outposts on this planet

>>4250796
Widespread geothermal prolly requires some level of planet cracking depending on conditions to bring hot fluids to the surface and have it be more than incredibly localized.
Dam building projects are always a favorite as easily secured hydro resources. Climate check/topogrophy?
Power sats might be able to position into orbit if we could create/acquire and insert them economically but would have a significant investment before they pay their mortgage and need power receiving relays on the ground but are also potentially orbital weapons.
>>
>>4250829
>Are they seriously powered by space diesel?
https://warhammer40k.fandom.com/wiki/Promethium
>Promethium is a general term used for any form of combustible fuel in the Imperium of Man, including the various isotopes of hydrogen used as both fuel and reaction mass in Imperial Plasma Generators and starship engines.

We can always have our Techpriests study the space ships the Geno-lords came from.

Our ships are a little to damaged for system screening in case pirates pop into the system, but we could use them to ferry supplied between our planets, yes.

>https://warhammer40k.fandom.com/wiki/Promethium
No Fissionable ores. That's Uranium right? They're medieval tech so any fissionable ores they find might kill them. Yes to the space coal.

The importing of promethium is temporary. Maybe for a long term goal out outpost on Halon Secundus could have a solar/thermal/hydro power plant or something.
>>
>>4250829
>>4250858
The promethium imports to Secundus are definitely a temporary measure, developing Secundus will be something for future posts
>>
>>4250858
>Promethium
rightio
>ships
Right, are we waiting on components, expertise or cash flow for their refit / repair? Their use as system transport would depend on the abundance/speed of existing system traffic, presumably sublight haulers are moving promethum but what happens to the produce of the mining outpost on this planet right?
>ores
Again whats the status of the mining outpost, what does it produce, for who? Do we need prospector expeditions accompanied by soldiers to find what we have taken here?
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>>4250863
>Spams world development button
I dread and how we encounter the Tau and their delicious technology.
https://warhammer40k.fandom.com/wiki/Tau
To be fair it would be less us using xeno tech and reusing types of technology we lost during the Age of Strife and the Dark Age of Technology. Like who knows, maybe the Tau stole old human tech, YEAH???

>>4250866
Right. We have 20k in the bank and it'll cost us 50k per ship we want repaired. Maybe one day if we bump up are rapport stats with the Magos Jance Lorraine he might give us a slight discount. I was considering simple selling the pirate ship for +50k Thrones or more since it's not hulked and do some trading with our uncle and his friend for aid and additional Thrones.
>>
>>4250877
'Its not reeeeeeeeeeealy heresy seeing as humans prolly invented it first right inquisitor/magos?'
the use of xenotech is defeatist and implies the achievements of humanity and sanctioned safe by ~Emps~ just arnt good enough for you
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>>4249596
>>4249608
>>4250152
>>4250398
You decide to get apprised on all of their ongoing projects while your here, there are 3 main sources for these developments, tau technology, Eidolian technology and the body snatcher's mind control abilities.

While the mind control abilities have yet to see much research, a number of xenos have been kept as test subjects for various purposes.

The Eidolian technology is fascinating for its warp-tech and psyker based equipment and weapons.

The main development with it, is the discovery of ruins and remnants of their ancient Empire in the region, with the Magos and his followers able to restore an Eidolian Sentinel array, which requires a psyker to be converted into a servitor and hard-wired into it to control it.

The Sentinel array can detect even small amounts of psychic energy from vast distances away, it detects other energy types as well, but mainly relies on pyschic energy. A few sentinels can watch over entire sectors of space, allowing the controller to know the locations of fleets, and individual ships, giving a real-time intelligence advantage.

The Sentinel array was found on a jungle planet a few days warp away from the Halon system

There also has been development and research into Tau weapons tech, including their advanced command and control targeting systems, smart missiles, pulse rifles, plasma weapons and stealth fields.

Your uncle was able to salvage/purchase several Tau battlesuits, and other equipment, with a few intact items providing valuable information to the Magos and his followers.

Despite nearly a century of research, the Magos and his small team, have failed to crack the machine spirits of some of the devices, and have gained only limited information.

There has been a breakthrough however with replicating their pulse/plasma weapons, with your Uncle and the Magos able to design and produce their own experimental pulse rifle.

Far bulkier and heavier than the original tau weapon, many of the components are much larger and heavier, and will be able to minaturized as our skill in producing such weapons improves over time.

The ammunition is also difficult to make, requiring a special assembly line run by armored servitors, to handle any plasma leaks, as regular human workers would be killed too often to make it efficient or productive.

The rifles, while heavy are similar weight to full-size bolter, with high armor penetration and a built in gyro-stabilizer they would be well suited for a marksman.

The rifle is designated the DB-1 experimental rifle short for Dressagian-Blackwood.

While its been tested against several targets, including light vehicle armor and astartes power armor to some success, they would like to see it tested in a true combat situation. To that end, they have requested you take 10 of the new rifles and several hundred rounds of ammunition, and use them in combat, while taking good records of their performance, reliability and other things of note.
>>
>>4250894
There are plans to make improved specialized models if the DB-1 is a success, with a designated marksmen rifle, and automatic rifle/light machine gun concept in the works.

Do we accept the experimental rifles for combat testing?

A. Yes, we will take all the firepower we can get
B. No, this is heresy, they will have to do this on their own, we do not wish to be involved
C. Other(Write-in)
>>
>>4250890
tbf the Imperium and Cult Mechanicus is a mess. II could elaborate, but holy Emperor's shits there is too much bureaucracy.

>>4250898
>A. Yes, we will take all the firepower we can get
I see no issue with this. We're actually going to stress test them soon against pirates so we'll have plenty of combat data for them in a couple of months. We just need to repair our ships first.
>>
>>4250908
Thats fine there is only one question you need to ask when you consider defying the writ of the Imperium. Why do you hate the Empror?
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>>4250898
>A.
>>
>>4250898
A.

We can accept the rifles and use them in the Lion Hunting competition. That should provide enough live target data and the training required to use those rifles.

If they are experimental then they are not ready for full production. We also don't have indoctrinate elite combat troops in which can effectively use these new rifles in actual combat. Most important this is all about data collection, and the most effective methods is to be witness to it's performance rather than read from a report.

I would also like to bring up that our own PDF shock troops are mostly close combat assault in doctrine. I don't think actual combat is the best result for our long range rifles right now.
>>
>>4250922

Reminder that the Emperor made a Webway Gate based on Aeldari technology on Terra before the Inquisition was formed.

Technology regulation is purely from the Cult Mechanicus, as if it is built by man it is not considered heretical xenotech. If the design is from xenotech technology then it is purely a Mechanicus problem. Reminder that there is an entire Ordo of the Inquisition that specializes on the subject and judgment of xenos and most of the time they are radicals to the puritans.
>>
>>4250922
I don't hate the Emperor, but I do hate this Empror.
Why do you hate the Emperor by pronouncing his name as Empror?

>If they are experimental then they are not ready for full production.
Hence why they need up to use them for combat testing. I'm not sure hunting game for fun counts towards combat testing and they would prefer live combat.

>We also don't have indoctrinate elite combat troops in which can effectively use these new rifles in actual combat.
What about our Stormtroopers and personal guard, the military police, and the few Geno-warriors we've indoctrinated?

>I would also like to bring up that our own PDF shock troops are mostly close combat assault in doctrine. I don't think actual combat is the best result for our long range rifles right now.
Not exactly. The geno-warriors are generally stronger than the average human and that's just about it. They're also capable of equipping heavier war gear and have greater reflexes. Our mountain men / general human population in addition to our Boars excel in climbing big ass mountains. In addition ranged combat is the bread and butter of any PDA or Guardsmen, because everything in the galaxy wants to kill you and the best way to prevent that is with a gun. Preferably a big gun from far away.
Besides, these ten or so Tau converted weapons don't have to be used exclusively at long ranges. There are things like the Pulse carbine which was designed to be fired at closer ranges.
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>>4251261
oops. meant to >>4251261 you with some of the stuff in my previous post.
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>>4251311
To answer that, a competition to determine our bodyguard was literally a sparring match. Most of our military actions have been boarding actions against nids in hand to hand combat. The running joke in our PDF is that we only have mulilasers and gunpower rifles as ranged infantry weapons, even to have the idea of one Geno holding a multilaser cannon with his hands when performing a combat action. We don't have a sort of tactical troop in our military forces that can effectively engage enemies before they close in, the only force that can do that is the mercs we have.
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>>4251355
>in hand to hand combat
That's where you're wrong. Now if it was entirely melee combat then all our participating PDA troops and Geno-warriors would had been slaughtered to a man, and that one man would be infected with the nid virus.
Don't forget we've also acquired a space hulks worth of lasguns and bolt weapons.

The closest things we have to tactical troops would be our veteran Boar troops, specifically the ones that have been geno enhanced. Give them a couple of weeks playing and firing their guns in the firing ranged, maybe do a couple of mock fights and they'll be good enough.

We have so many body guards. Veterans, Geno-warriors, some of the guys we came here with, and not the geno-warrior equivalent to a Primarch (I know he's not but I like to image he's like one.)
Whatever the case might be you still picked A for keeping the guns and using them for combat data, which means you had something in mind for training them to be proficient enough to utilize these experimental weapons? Perhaps they should wear their Full body heavy carapace armor on the chance any one of their guns might explode?
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>>4250898
Well resolve this post tomorrow, and also have the opportunity trade some bloodstones in exchange for repairing one of our ships
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>>4251281
I understand the Human Webway but I dont know if that was ever common knowledge especially after 10,000 years of techno-reclusionism. Also Xeno meddling done by anyone but the Emps is almost certainly heresy as well as a societal/public safety concern.

>if it is built by man it is not considered heretical xenotech
Built by human hands based on Xeno-science/design is still heretical xenotech especially as it is not approved by the Mechanics. Maybe more abhorrent as it is a perversion of all that is good about sanctioned technology.
If we plan to take our arms out of system and into the scrutiny of the wider Mechanicus were gonna have problems. Better to produce arms that wont result in a strongly worded letter/cease and desist.

>xenotech technology then it is purely a Mechanicus problem
Also theres tech-heresy which is prolly more a mechanicus concern and then theres XENO-tech heresy which overlaps w/ the Inquisition when they start asking why were flirting w/ nonhuman stuff, the path of turning from the Emperors light not just abhorrent machines.
>>
>>4251311
>Emperor says do what your told within my Imperium
>Imperium says do what we tell you
>(You) dont do what your told by the Emperor's Imperium
>(You) hate the Emperor
simple. as.
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>>4250898
>A. Yes, we will take all the firepower we can get
>>
>>4252420
>>4251191
>>4251261
>>4250908
You decide to take the experimental rifles and return with combat performance data, to this end, you equip your most loyal and skilled members of your personal guard retinue with the weapons, with the intent to possibly use them against pirates, for hunting beasts and against any other threats we face in the coming months.

Your uncle has asked you about the state of your ships, and you tell him that you have not been able to make repairs thus far.

He is willing to work with the Magos to get your ships repaired for half price, but would prefer you pay him in bloodstones, or gene-seed, which for 10% of the stock, he would be willing to fix your ships, plus throw in 100k thrones due to their extremely high value and rarity.

When you tell him about the freighter you captured, he tells you he is willing to fix it, and will do so for free in exchange for its heavy thermal lance weapon, which could be instead added to the space station, or moved to the surface of a planet, as an orbital defence weapon.

He would also be willing to buy it from you, although he advises you that ships are rare and hard to come by, and that the small shipyard in the Respite system is capable of doing modifications as well as repairs, with several ideas for the freighter including

converting it into a light carrier

using it as a regular transport/supply freighter

using it as a dedicated fleet tender, carrying fuel, munitions and other supplies for other ships in the fleet

using it as an arsenal ship, attaching as many torpedo tubes to it as possible, and using it to jump into a system, fire its payload at a cluster of enemy ships and then jump out, before they can target and destroy the arsenal ship

You could also keep it as is

This is a double choice post, to save time. Also Write in is an answer as always

A. Trade him bloodstones and get 2 ships fixed
B. Trade him the geneseed for the repairs of all ships, and cash(will fix freighter to)

1. Sell the freighter to him for 50k and keep the thermal lance
2. Keep the freighter and sell him the thermal lance for 25k
3. Keep the freighter and modify it to one of the above mentioned designs(100k)
>>
>>4253344
Option A is so so but not entirely bad. We payed 50k each for the Bloodstones and Bloodstone Weapons, so it's pretty much fixing our ship with extra steps except our Uncle is still benefiting the most from this, which again isn't entirely a bad thing.

Can we go with choices A, B,& 3?
>using it as a dedicated fleet tender, carrying fuel, munitions and other supplies for other ships in the fleet
If we go with option 3, would we have to remove the weapons batteries to make room for more cargo?
>>
>>4252319
The checks and balances of 40k technology did not apply to 30k before the Heresy. They reverted from technology that was exotic to technology that was incorruptible. The result of that created two separate factions of the Mechanicurs with the result of one being exiled and hunted down.
>>
>>4253390
>>4253344
Wait I should had elaborated a bit more.
If we got with choices B, He'll fix all our ships and give up 100k. Can we sell the bloodstone stuff for an additional 100k, or does he only want the ships fixed?

>He is willing to work with the Magos to get your ships repaired for half price, but would prefer you pay him in bloodstones
When choice A says " Trade him bloodstones and get 2 ships fixed", does he mean all our Bloodstone related things, or just the Bloodstones? The stones themselves costed 50k while the guns costed another 50k for a total of 100k.
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>>4253344
>A. Trade him bloodstones and get 2 ships fixed
>4. Keep the freighter and put the thermal lance on our capital planet
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>>4253689
>>4253344
ignore this one
>>
>>4253700
>>4253702
What about repairs to the frigate and cargo vessel?
Why not sell the Geneseeds to our uncle who would probably put those to good use, or even asking the Magos to take some of our Geno-crafters under his metaphorical wing?
Was it not mentioned a thread or two back that planetside Defense Laser Batteries would be less effective due to the atmosphere or something, and would be better off putting big ass guns on moons, space stations, or just other ships?
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>>4253344
A.
We ended up buying those blood stones in the first place. It's time to cash out.

Right now the funds are 20k so even if we do sell bloodstones to repair two ships, we won't be able to affored a 100k refit. What will happen is for us to Refit the ship we will have to sell both the Bloodstones and Gene Seed.
>which for 10% of the stock
Of what exactly?

Also the topic about the Heavy Thermal Lance has come up. Like wow good thing those pirates surrendered by Charisma. Right now we don't have enough funds to refit the freighter, even though I think the cost is heavily on Just in Time quality work if they are willing to refit the whole thing by the day we leave. With the previous offer of selling both Bloodstones and Gene Seed we get the 100k added to balance out the value. It's not a good deal to invest this heavy on a ship that can be retired later.

The best choice is to keep the Heavy Lance unless we can find another one to refit our Sword Class into a Tempest Class much later.
But then again the lances from the pirate freighter could just be normal Lance Batteries on one of the Barbettes and bow facing on the hull instead of a Spinal Heavy Lance. I doubt it has the power capacity to fire such a weapon when ships much larger have to have their power supply rerouted and plasma core upgraded.

The options are limited in us ether getting 50k to sell the freighter or 25k to sell the Heavy Lance. That is still not enough alone to refit the freighter we can sell.
Unless Option B choice is made, Option 3 will be disabled as a choice.

2. Sell the Thermal Lances we have plenty of them already on actual combat ships. If they are sold at Heavy Lance price then it is just a bonus for us.
>>
>>4253799

I forget our Lunar Class don't have any Lance Batteries. We could have just bolted those on to that.

Also the trade did not specify the amount, it only said "The Thermal Lance" in which could be one just one. Our Frigate has multiple lances. Would that be 25k per lance?
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>>4251261
What if we did train a ranged combat regiment of geno-warriors?
https://1d4chan.org/wiki/Reasonable_Marines
https://www.reddit.com/r/40kLore/comments/9ki9w7/is_there_a_stealthinvisibility_techologies_ofused/
>Cameleoline cloaks make you perfectly invisible when standing still, cameleo plate makes you translucent all the time.

>>4253344
>Available for sale they have
>Industrial equipment
>Military equipment
>Personal items
>Specialist contacts
>Seeds for planting specialized crops

>What shall we have the laser factory initially focus on producing?
>A. Lasguns for the infantry
>B. Lascannons for support and anti-armor
>C. Multillasers for suppresssion and support

>For 40,000 you could get one of the following
>A. Lasguns, multilaster, lascannons, laspistols manufacturing equipment
>B. Promethium refinement facility
>C. Heavy plastic composite factory, making plastic, armaplas and plasteel, key for making armor and military grade items

>And for 60,000 you could get
>D. Heavy engine factory for armored and industrial vehicles
>E. Aircraft engine factory, for atmospheric craft of all sizes

Can we get any of the above while we're still here?

It costs 50k for two types of cash crops, and 20k to hire some Admechs and Ecclesiarchy support.
From Thread #2. We initially focused on Multilasers charriot things, but can we focus on Lasguns and Lascannons now? Can we also make these with our Laser weapon manufacturing facility, or would it need to be upgraded?
https://warhammer40k.fandom.com/wiki/Hellgun

>>4253799
>>which for 10% of the stock
>Of what exactly?
10% of all our geneseeds, like in the last thread where he offered to guy 10% of the geneseeds we found for 200k. Not a bad deal desu.

>With the previous offer of selling both Bloodstones and Gene Seed we get the 100k added to balance out the value. It's not a good deal to invest this heavy on a ship that can be retired later.
Technically he said just the Bloodstones themselves, not including the weapons that require Bloodstones to be powered. The Magos that specialized in fast ship building offered 50k per repaired ship, while our uncle is offering to repair all four of our ships for what would normally cost 200k, with a spare 100k in our own pockets. Tbf that's a better deal than the last one. Comparative to the circumstance. If we sell the Bloodstones and 10% of the seeds then we'll have 150k of pocket change, perhaps even 200k if he wants the Blooodstone Weapons. 200k AFTER all four of our ships have been repaired mind you.

We can convert the Sword Class Frigate into a Tempest Class? How good is it?
>>
>>4253799
>The options are limited in us ether getting 50k to sell the freighter or 25k to sell the Heavy Lance. That is still not enough alone to refit the freighter we can sell.
Technically each ship are half off in terms of repair fees. To our uncle and friend it'll be 25k per ship, but he'd prefer we trade using the market value of some of the stuff we have. (Bloodstones 50k, 100% geneseeds 200k, Bloodstone weapons 50k, sell frigate for 50k and fix two ships, sell thermal lance for 25k and fix 1 ship)
>He is willing to work with the Magos to get your ships repaired for half price, but would prefer you pay him in bloodstones, or gene-seed, which for 10% of the stock, he would be willing to fix your ships, plus throw in 100k thrones due to their extremely high value and rarity.
See?

Now that I think about it, if we just well the frigate and the heavy thermal lance weapon mounted on it, that would be enough to fix our other three ships.

>>4253816
>The long range lance fire misses the targets, both slicing through the empty space near the the trailing pirate ship
Looks like at least one of our ships have long range lances >>4238146 . The question is how big they are.

>Also the trade did not specify the amount, it only said "The Thermal Lance" in which could be one just one. Our Frigate has multiple lances. Would that be 25k per lance?
I think Shmeh implied that the captured pirate ship's Lance had the biggest dick in our fleet and he wanted that one. I could be wrong.

How do you feel about selling the 10% of our geneseeds? It's not like we're using them, and it would probably improve our relations with our uncle and his friend some more.
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>>4253837
>We can convert the Sword Class Frigate into a Tempest Class? How good is it?

Better Powerplant, Better Speed, Light Lance 90 degree Bow with the same power as two broadside Lance Batteries, triple strength prows (plow) armor (front armor), Hangers for assault boat boarding action, overall better compliment. It's a refit that is repurposed as an escort destroyer. It's cousin is the Firestorm, a Sword platform with shorter abeam and Light Lance.
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>>4253852
>heavy thermal lance

Heavy Thermal Lances as I remember are like battle-cruiser class broadside weapons. They are less so size and more so more lances stacked in the battery. I think the category refers as power draw then actual size.
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>>4253965
https://warhammer40k.fandom.com/wiki/Sword-class_Frigate
>Its bulkheads are thicker than would be expected, and the beams and supports that hold the warship together have redundant copies that will take the load if the primary beam or support fails. Its banks of Void Shields are also strong and sturdy, designed to offer maximum protection for a voidship of its tonnage. Due to this, the Sword-class Frigate can take more punishment than would be expected for a ship of its diminutive size. Its laser-based weapon batteries provide equivalent fire power to those of the less-reliable plasma-based alternatives. These batteries are able to fire to both sides, or forward with full strength. The class' plasma engines are powerful, yet simple enough to be maintained by a freshly ordained Tech-priest, and are regarded as reliable even under extreme duress or after the warship has suffered heavy damage.

>The Sword-class Frigate does suffer from one drawback: while potent, its laser-based weapon batteries are by void warfare standards short-ranged, and a Sword-class Frigate captain must always be wary of biting off more than he can chew. Whilst its strong Void Shields and superior structural integrity allows a Sword-class Frigate to go head-to-head with even an Iconoclast-class Destroyer and emerge battered but victorious, its lack of long-range armament can prove detrimental in larger engagements if it finds itself without any support from heavier warships.

https://warhammer40k.fandom.com/wiki/Firestorm-class_Frigate
>designed to combine the manoeuverability of an Escort-sized warship with the firepower of Lance armaments. To achieve this, the Firestorm is based on the hull of the Sword-class Frigate with a major reworking of the Sword's laser battery cores to direct power towards a single, massive starship-grade Lascannon mounted on the prow.

https://warhammer40k.fandom.com/wiki/Tempest-class_Strike_Frigate
>It trades long-ranged firepower for heavy, short-ranged broadsides designed to devastate enemies at "knife-fight" distances. To get to those distances, Tempests have triple-armoured prows and boosted plasma drives, and often carry Assault Boats and large complements of ratings for participation in boarding actions. These larger quarters and hanger bays have been found very useful for other, more commercial purposes

Comparing it to the other Frigate classes, I must say it's pretty fucking swanker. I like this upgrade idea.
do you have any ideas on what to do with the geneseeds?
>>
>>4253344
How long would it take to convert Halon Primaris into a planet that relies on Electrical power generated from solar, thermal, and hydro sources for civilian purposes?
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>>4253981
It's Gene Seed stock.

Imagine, the Heresy we can cause?

Radical Mechanicus Contacts
Worlds with warrior heritage recruitment.
Forge World Licencing

We have the foundation to make it happen.
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>>4254035
Why Solar and Thermal when Plasma Reactors?

Reminder that at this point those innovations are lost by better means. If the population can make it happen then they can have it.
>>
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>>4254036
Gene Seed stock? Like blank geneseeds? After all this time exposed to the lore I still don't know a lot about Warhammer. What I do recall in this quest was we got the Geneseeds from a Thousand Sons (Pre-heresy) Stasis Vault in the Space Hulk.
As some anon's pointed out, we can't do anything with the seeds without all the cybernetics and organs required to support it, or at least we think. It's why I want to offload them to our Uncle. With his experience and connections he could work magic with the stuff. We'd still get payed to boot..
Seriously. If you want to use it, give it to the Magos dude. He's the only one among our cadre of contacts that can make use of them. He'd surely give us lots of shiny sheckles and things to improve our planets.

>>4254039
https://www.reddit.com/r/40kLore/comments/4xjvr6/power_sources/
https://warhammer40k.fandom.com/wiki/Hive_City
Space marines have foldable soolar panels for their power armor packs (those things on their backs), and some Hive cities like the Luetin Hive has a Geothermal heat Sink. Solar and Thermal power sources luckily haven't been forgotten.

https://warhammer40k.fandom.com/wiki/Plasma_Reactor
But Plasma Reactors will work just as well if it's cost/power output effective in the long run.
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>>4253344
>A. Trade him bloodstones and get 2 ships fixed

2. Keep the freighter and sell him the thermal lance for 25k
>>
>>4253688
Just the stones, not the weapons
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>>4253688
He would rather trade for repairs than pay cash right now
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>>4253390
We would have to remove the weapons on the pirate freighter to change it into a fleet tender, it may keep some small macrocannons but most weapons would be removed for cargo space and equipment for tending the fleet
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>>4253852
>>4253979
I use the term thermal lance colloqially for any heavy laser ship-based laser weapons, all of our ships have thermal lance weapons of various sizes. The freighter is notable for the fact it carries a large one for its size and role, likely to give it enough firepower to possibly fight through escort ships protecting merchant convoys.
>>
>>4254035
>>4254039
It would take years likely decades to build the infrastructure for that, along with a substantial investment. Some of the more remote settlements on Primaris don't even have access to regular electric power, not having any before our arrival, and now many small settlements rely on trading for fuel to power small generators that provide partial power some of the time
>>
>>4254459
So there was no point to buying the bloodstone weapons? What is there to do with them? You said he had an interest in this technology.
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>>4253344
>B. Trade him the geneseed for the repairs of all ships, and cash(will fix freighter to)
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>>4253700
>>4253799
>>4254313
You opt to trade him the bloodstones, in exchange for two of your ships, and strip most of the weapons off the freighter, including most importantly, the lance weapon for 25,000 thrones

Which two ships should we have repaired?

The Bold Venture- Conquest-Class star galleon
The Fiery Hand- Modified Lunar Class Cruiser
Unnamed Freighter
Unnamed Frigate

In addition the offer is still open to sell 10% of the gene-seed stock for 200,000

Which we can use the proceeds to buy more things from him, as well as modify and repair or ships.

A. Sell the gene-seed and ask about buying things from your uncle
B. Sell the gene-seed and return home, where we will put the funds to different use
C. Pass on selling the geneseed for now, go home
D. Other(Write-in)
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>>4254798
He is only interested in the stones right now. We could buy more stones in the future and use the weapons for our own men. As they are power/force weapon tier in quality. The weapons we received have stones already placed in them, but like a long-lasting power cell they will have to be changed out, as a few battles will deplete them.
>>
>>4254804
in exchange for repairing two of your ships, not trading two of your ships, that was a mistype on my part
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>>4254804
>In addition the offer is still open to sell 10% of the gene-seed stock for 200,000
This is actually kind of disappointing. What would had been 300k in store credit now dropped down to 200k. What a bum deal.

>Fix The Bold Venture & The Fiery Hand
>spend the 25k to fix the Frigate

>A. Sell the gene-seed and ask about buying things from your uncle
>>
>>4254816
Are there ways to recharge the stones?
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>>4254820
Possibly, it would require knowledge of sorcery and possession of Eidolian technology.

The Karelians may have a way to recharge them, else they have a large source of the stones.

(they operate a lot like soul gems in Skyrim, or even the philosphers stones in Fullmetal alchemist, requiring the harvested souls of the dead to power them)
>>
>>4254804
C. Pass on selling the geneseed for now, go home
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>>4254804
>Fix The Bold Venture & The Fiery Hand
>spend the 25k to fix the Frigate
>>
>>4254804
Sell the seeds

>>4254832
Gotta raise that friendship level of 2
>>
>>4254804
>Fix Bold Venture and Fiery Hand
>B.
>>
Reminder that we'll probably get a discount buying stuff off our uncle than buying from the Magos. 40k vs 50k.
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>>4254832
No wait I could be wrong, but the Magos generally wants us to pay 50k for whatever he's selling, but We could but the Promethium Refinery or the Heavy plastic composite factory which can make plastic, armaplas and plasteel. Either of those would be 40k.
Can we throw out 25k to get the Freighter repaired too?
>>
What's the end goal of this quest?
>>
>>4255231
Implant the Thousand Sons geneseed into ourselves and amass a harem of geno warrior slave women to have genetically perfect offspring with to rule our galactic empire once we break off from the imperium.
>>
>>4254804
>C. Pass on selling the geneseed for now, go home
>>
>>4254819
>>4254836
>>4254934
>>4255324
>>4254833
You opt to sell 10% of the gene stock and use your money from the last post to repair the frigrate, in addition to the Bold Venture and Fiery Hand.

With the 200k being paid out to you, you now stand at 220k in cash, you could pay to modify one of your ships or purchase some more equipment from your uncle

(Write-in with options from this list)
Factories are 50k each

Modify the Frigate(100k)

Repair the freighter(25k)

Modify the freigther(100k)

Light/medium military truck factory, capable of producing Taurox and Tauros chassis(need to still produce or buy their weapons)

Chimera chassis factory

Heavy weapon factory, including standard battle cannons, auto cannons, assault cannons and rotary guns

High powered engine factory for aircraft and heavy vehicles

Valkyrie and similar Chassis factory

Imperial mining equipment factory

Imperial farming equipment factory

Imperial fishing equipment factory
>>
>>4255386
>Factories are 50k each
Weird

>Modify the Frigate(100k)
Make the Tempest thing or whatever anons suggested

>Repair the freighter(25k)

>Advanced Farming & Fishing equipment
>>
>>4255386
>Modify the Frigate(100k)

This can ether go from the Tempest Class upgrade or something of a modified Star Clipper. Both of those choices will benefit the best for the growing dominion of the sector.

Considering this option costs the same as two ships the modification choices are endless.

We are always at the brink of draining our funds, there has to be a choice or means to make more on our terms. Opening the stall is the first thing before moving on to managing a franchise.
You can't make a franchise when the services of use is not yours.
This Annual Income is not dealing our finance if we need to sell more of our more precious valuables every time we trade.

Time bring the trade to them.

>Heavy weapon factory, including standard battle cannons, auto cannons, assault cannons and rotary guns
Don't be afraid to dream a little bigger

>High powered engine factory for aircraft and heavy vehicles
Now Tanks and Strike Craft, next Powerplants for Voidships.

>Imperial mining equipment factory
Foundries are part of mining, and just like history, the refinery is only closer to the mineral source. Refined materials are always lighter, more dense, and workable as a trade good.

>Imperial farming equipment factory
Time to Terraform. Agriculture is not only farm development, it's land development. The more we have to more we can make.


The cost would be 200k. We won't have enough to repair anything, but in the future we won't be shafted by any trading deal.
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>>4255572
+1

This anon understands that we need to lay down a solid foundation to which we can stand tall and proud and become self suffecient.
>>
>>4255572
+1
>>
>>4255572
Improving farming is sort of two folds. Better farming equipment & techniques will result in more food we can sell, in addition to providing more food for the planet's populace so they can increase.
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>>4255386
Shouldnt we be at 245k since we sold the Lance? Are we spending the money to getting it fixed?

No one has came up with a name for it, so why not call it "The Fuck Bringer"?
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>>4255572
support

the equipment can be slowly given to Secundus as well. At least simple equipment.
>>
>>4255948
>>4255793
>>4255572
>>4256158
You opt to skip repairing the freighter for now, and any modifications to your ships, having your ships rotate through at the respite yards one at a time, the entire process will take the better part of a year, with the frigate being fixed first, followed by the Fiery Hand and with the Bold Venture going last.

You decide to buy mining and farming equipment factories, along with a heavy engine factory and heavy weapon factory.

Between these and your existing factories, you now have the effective base to start producing domestic variants of some common Imperial vehicles, weapons and technology.

Back on Primaris the introduction of peace, along with new technology and infrastructure has lead to an economic and population boom.

Particularly in the Imperial Settlement, now referred to as Imperial City, due to its size and increasingly established look, with small wooden buildings and cheap pre built plast-crete structures giving way to large stone buildings, and tall buildings, with the construction started on the first skyscraper by several local businesses.

The next few months are busy, with the new factories being set up and integrated into the large industrial sector of the Imperial City, which is slowly but surely developing its own cultural identity, language and accent, with a strange mix of low gothic spoken from the fleet, with a number of naval, and nautical terms, with the local low gothic dialect spoken by the people of Primaris. With the integration of secundus into the realm there are even occasionally swear words from their local dialect that have become popular in the city.

In addition, the guilds have done extremely well in your short time ruling the planet, with the introduction of new ideas and technology, snowballing with their industrial rennaisance boom that had started even before your arrival.

With several notable innovations being, the development of advanced glass, thick, sturdy, light and clear enough for use in aircraft cockpits and currently being used in utility trucks as windshields, able to survive rock slides, hailstorms and other natural hazards.

Also the development of advanced cloth fibers, using knowledge of composite materials and existing cotton and other plant fibers, has led to the development of light sturdy clothing, that can be made relatively cheap, good for workers in all fields.

The guilds have also found other applications, particurlarly for aircraft, with airships being made sturdier and lighter with the new material, allowing them to move faster and carry more than ever before.

Also after seeing Imperial Vehicles, and looking at some early stage designs from before your arrival, the mechanist guild has succesfully designed and tested what they are calling an aero-plane, due to the fact that the air flows over the wings, acting as planes.
>>
>>4256338
Using the advanced fiber, they can wrap it around a frame consisting of wings, a body and fins, and using controls not so different from an aero-ship have been able to build two models currently in production

A 2-person model, powered by a relatively large engine for its size, designed for speed and manueverability. With limited storage it can used as very fast courier craft, a role its found itself in, as well as a craft of fun and leisure for wealthy individuals on primaris.

Also being built is a much larger plane, with 2 crew and a dozen passengers, powered by 3 large engines, they have begun passenger and cargo flights between the mountain realms and the Imperial City primarily, with the Geno-realms and even smaller isolated towns and village building airstrips.

The new fibers have also contributed to the invention and development of parachutes, originally invented a decade before your arrival by a desperate airship pilot bailing out of his ship with his bedsheets in hand, parachute design has improved, along with being much lighter and less bulky to carry.

These new airships and aero-planes have made the most difference though, allowing formely isolated towns and settlements to now trade with the wider planet, taking poor and self-sufficient farming villages from poverty to prosperity in a single generation as the new aircraft allow farmers to reach new markets, allowing them to sell their excess and reinvest it by buying more land, equipment and hiring/buying more labor.

With this is in mind, we need to decide what to do with the new heavy engine plant, should we use it for our own domestic military vehicle or perhaps something to help our economy and industry instead?

A. Build something with primarily military applications(Write-in)
B. Build something with primarily Industry applications(Write-in)
C. Other(Write-in)
>>
>>4256349
cargo passenger plane
>>
>>4256349
>the entire process will take the better part of a year
That means new yearly income. Is the space station + features finished? Can we expand the Laser Weapons facility to focus more beyond multi-lasers? Lasguns and hell guns for example? Are we making Bolt weapons yet or do we need more time?

Did selling the Geneseeds help improve our standing with our uncle and his magos associate? Is he and his magos buddy gonna work their magic on the geneseeds to make their own space marines?

Note to self get the Plasteel, Armplas and plastic facility for construction purposes.

>With several notable innovations being, the development of advanced glass, thick, sturdy, light and clear enough for use in aircraft cockpits and currently being used in utility trucks as windshields, able to survive rock slides, hailstorms and other natural hazards.
Is this new relative to the Inperium, or did they just discover stuff the Imperium has already made?

>>4256349
>B. Build something with primarily Industry applications(Write-in)
Can we switch to military applications later on?
>>
>>4256349
>B. 18 Wheeler cargo truck able to carry large trailers.
>>
>>4256402
space station is finished, we will collect our yearly income

Uncle is permanently at +3 status unless we outright betray or attack him

They did not say what they were going to do with the gene-seed, but it can be safely assumed they will do research on it, and possibly try to create their own space marines

These items are new to our planet, not new to the Imperium

Yes, whatever we pick can have dual applications later
>>4256430
This is a good example, as they can be used to tow military vehicles and carry cargo, but also could be used as a mobile anti-aircaft battery carrier or even carry a single massive anti-orbital missile launcher. The mobility can make it harder to bombard by aircraft and orbiting ships
>>
>>4256349
B. Build something with primarily Industry applications(Write-in)

A multi-terrain construction vehicle, that can do different types of construction works.
>>
>>4256430
+1
>>
>>4256441
Did they or will they get our Geno-warrior issue fixed? I think someone threw out a prompt asking that but I can't for the ass of me remember.

What's the PDF's training regiment (our augmented and unagmented troops) compared to regular guardsmen or Astartes training? Are we too soft or missing anything? Do we need to add Lasguns, Bolters, power weapons, basic CQC, affixing bayonets, sniping, HALO jumping, basic war gear maintenance, vehicle training, how to spot and kill cultists?
>>
>>4256349
B. Build something with primarily Industry applications
General Purpose medium work utility vehicle, with many versions like a form version, a militarized version for police, and a recreational version.
It shall be named RAVDEX
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>>4256430
guess I'll support this
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>>4256441
What's the update on the mutated nobles we kept in quarantine in the Space Station? Were we able to afford them the needed surgeries to not look so fucked up? have any of them showed any signs of chaos worshipping? How are they?

Did we send off the pirate freighter ship prisoners yet or do we still have them? How are they handling things? Do they still want to go home? We should be able to send them home soon, eventually, at least within a few months after we deal with the pirates.

Do we have any space fighters, bombers, etc? Any planet side crafts that aren't old?

https://warhammer40k.fandom.com/wiki/Ogryn
Can we get a small import of Ogryns and see if they can be adapted to the Geno-warrior stuff? I wanna see if we can make 12 foot tall Bone'ead Geno-Ogryn in full body heavy Carapace Armor. What's the gravity of Secundus by the way? Normal or heavy?
>>
>>4256441
Do we need a license to buy a titan or imperial knight, let alone own one?

>The Wild Boars- Mercenary company formerly in your Uncles service, made up of mostly former Elysian soldiers from the remnants of several regiments that were conglomerated and then forcibly retired. They are led by Colonel Bastien Durand and several veteran officers. They are an elite light infantry force designed for lightning raids from orbit, specializing in airborne hit and run attacks, and are equipped with Valkyries, combat aircraft and several light ground vehicles.
Let me paint a picture. The Wild Boars mercenary company that we command, which consisted mostly of retired former Elysian soldiers. They specialize in jumping out of the skies like mad bastards and deploying generally anywhere on the battlefield they're Valkaries can fly over without getting shot down, like any good Elysian Drop Trooper. Even the few that weren't originally from Elysia or whatever rock they came from most likely adopted their combat doctrine. The few veterans that they have are probably all aged, battle scared men and women in their 30's to 60's bearing various amounts of scars and cybernetics. Barring the women of their company, the few veteran men who accepted the Geno-warrior surgeries probably got back a couple of years if not a couple hundred in addition to puting them above and beyond the prime of their lives, cutting it pretty close to being a quarter if not a third as good as your run of the mill Astartes.

Now it seemed real convent we discover the minor inconvenience with the Geno-warrior creation process, what with them degrading in two hundred years or so, but were they always on the slow decline in effectiveness after all these thousands of years in isolation, or was this only a recent thing? Because if we can improve them even further than I'm all for it. Bow that I think about it we should buy a cybernetics making factory so they can interfact with at least half the suits of power armor, but only after we make them bigger and but more metal parts in them. Then one day we might get Genos who're half as good as a space marine.
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>>4257558
We can import some Ogryns, not sure about genetically engineering them

The decline was very slow, but recently discovered
>>
>>4257558
The nobles have been kept under surveillance for corruption and heresy, they appear to be clean so far, we can help them with surgeries and genetic therapy but it will be expensive

We still have both the captured pirates, and prisoners liberated from them, who have been recuperating on the space station.

We have a few squadrons of strike craft operating out of the Bold Venture

>>4257664
Honestly I dont know that much about titans and knights, but I think our best bet would be to find a rogue knight, or knight house to join forces with, as far as titans, I think recovering a badly damaged one is probably the only way t to get one
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>>4256338
Ill do another formal post tomorrow
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>>4258841
How much would it cost to erase the ugly in them, then transport them to their respective worlds? We gotta get payed to delivering them at least for the crew costs, ship fuel and maintenance.

How are the pirates dealing with their new lease on life?
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>>4258841
Did the original dead pirate captain have any digital weapons (ring sized weapons) or personal for force fields?
>>
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RIP no session today
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>>4261008
Sorry m8, should be back for tomorrow, being a workday and all
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>>4258964
20,000 thrones for the surgeries and therapy, we already are paying for our ships, so no extra cost there
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>>4260134
He did not, they were formerly a merchant freighter gone pirate, so aside from a bolt-pistol the Captain was not carrying anything, all pirates were searched for hidden weapons and valuables and nothing of note was found, aside from a few hold-out knifes and pistols, typical among criminal scum
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>>4261123
Eh. It'll probably be worth the 20,000 Thrones to fix them up.
Between the warp trapped folks and the pirate hostages, how long would it take to deliver them all to their homes, or at least to a station where they can find their own ways back? Would we be getting any good boy points for delivering them home?
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>>4256338
Im sorry guys, today was really crazy for me. I will set up a new thread tomorrow or wednesday and we can get things rolling again
>>
>>4262498
Could it be cost ineffective to turn an Ogryn into a servitor? Would doing so make them relatively better at shooting and taking orders, or would they be just about the same?
>>
https://amp.reddit.com/r/40kLore/comments/avv3i7/where_are_the_abhuman_or_mutant_servitors/



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