Against The Nightmares (trying not to die as an independent human planet in 40k)

Alright, I'm awake, Votes Closed! Looks like we're going with The United Councils of Harrak. Consider me pleasantly surprised!

Also @NottheCrabs! I wanted to ask what sort of time scale you were think of for this game. Will the work inside the subsector be just the prologue or in all probability the majority or totality of the game?
This thread will mostly be set in the Sub-sector. Although if you do extremely and consistently well expansion outside of it possible. Of course the main goal right now is just to Not Die (not an easy thing in the 41st millennium.! The quest will probably end before the hundred year mark. There might be a sequel afterwards if I feel up to it.

Anyways, Writing!
 
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Turn 1: Terran Year 930 M 41
Laura Sturn looked over the Hive City from her office high up in a isolated Upper Spire. Officially, she was Harraks one and only Astropath. But in truth she was barely more than a minor unsanctioned psyker. From the day she met her tutor, the previous Astropath, to the day before her tutors death. She was trained in only one thing: Discipline. She could not undertake the ritual of Soul-binding that would have protected her, and so she was never allowed to use her powers, never allowed to even leave the spire that was both her home and prison. Still, it wasn't as bad as it could be. At least she was up here, in a relative glamour of the upper spires and their government facilities, rather than being burnt at the stake in the cold and miserable lower hives. She grabbed the mug of recaff on her desk, taking a deep drink of the delicious hot brew in complete and utter silence.

Silence.

Her eyes widened. Silence. No whispers at the back of her skull, no things clawing and scraping to get in. The endless ear-splitting drone at the edge of her ears simply vanished. For the first time since she was born she was completely alone, if only for a while. She laughed, and she laughed and laughed and laughed. Even when her guards came in guns ready she couldn't help but smile.

"Ms Sturn. What's going on?"

"It's gone. The warp storm's finally gone!"


.....


Your name is Juke Sabach, you've been Prime Minister of The United Councils for almost ten years. Overall you'd say it's been a good decade: You've partially modernised and built up the Rail networks that unite the Hive Cities together. Established a government census on the various planetary colonies in the system, and built the first void shipyard Harrak has seen in centuries. Through a mix of skill, will, and not rocking the boat. You have brought Harrak to even greater heights, and had a clear run of things for the next decade.

And now you are rubbing your aching head as all you're plans are in the process of being thrown out, the various Generals and Directors and Council representatives of the Union argue incessantly in front of you over the greatest crisis the Union has ever had. The end to the warp storm that has kept your little planet safe and alone for your governments entire history.

"We can't afford these expansions!"

"The army is vastly understrength for the greater galaxy, we need soldiers, tanks, aircraft!"

"Sir, if you give the order my team will get together a voidship capable of-"

"There are a lot of Imperial Worshippers in the government that I do not trust-"

"We're just as loyal to the revolution as you-"

"Maybe we could try diplo-"

"-Titanus will prepare alo-"

Your eyes shoot open "THAT'S ENOUGH" you shout, stopping the rapidly degrading argument in its tracks. "Now one at a time, let's get back on track. Marshall Ulysses, what's our military situation?"



* * * * * *


This is now Planned Voting. You Have Five Influence Dice which can be spent in any options, to spend two or more Influence dice on an option simply add a x2/x3 or however many dice you want to put into that option to the end of that option. We're using d100s for this quest.



Military Options: "The Federal Army is designed to put down Chaos Cults and minor daemonic incursions in their early stages, not fight war with other powers. Many of our Doctrines and Plans for such a war are seriously outdated. To add to that the threat of pirates and other raiders is something we have never faced before. To put it Simply Sir, we need to build up and reorganise our military as soon as possible."

[ ] Re-examine Military Doctrine: "There are many forces in the galaxy we have never faced before, ones we have never thought we'd face. The Doctrine to face such a foe is there in theory, but is patchwork and centuries outdated. We need to know what we're working with and what we might be fighting before we can set up a reasonable plan. I Can get the Federal Army up to shape, but convincing the Councils Armies to follow suit is less of a given." DC: 20/50 Reward: Federal Forces receive no penalty when facing foes previously fought by the Imperium/All military Forces receive no penalty when facing foes previously fought by the Imperium.
[ ] Recruit Third Army Group: "For centuries the Federal Army has been getting more volunteers than it actually needs. It's a good thing we have this problem, because the Military needs to expand right now. We have the men and materials to start forming a brand new Army Group. But any expansion after this will require drastic measures. On your orders Sir." DC: 10 Reward: Recruit a new Army Group into the Federal Army. Finishes in 3 years.
[ ] Construct a Warship: "Raiders are a new possibility that requires new solutions. We need a navy to protect our system colonies and our homes. Thankfully the flyboys have a design already prepared. It doesn't have a Gellar field, so it's capabilities would be purely defensive. But the sooner we start production the better." DC: 30 Reward: Obtain a Frigate-sized gunship. Finishes in 2 years.


Diplomatic Options: "We do not have diplomats"

[ ] Build a Ministry of Relations: "Sir, no one here is a diplomat. The Federal government has never had or ever needed diplomats. But there are some people from the Councils I can recommend." DC: 20 Reward: Actual Diplomatic Options.


Internal Options: "We need to address the People"

[ ] Set the Record Straight: "As clearly seen from the comrades in this room, there are those who believe that diplomacy with the Imperium remains possible. Let me be clear: the Imperium is just as antithetical to the revolution as the forces of chaos. But we also have to prevent the inevitable rise in hostility between our fellow revolutionaries who still follow the God Emperor and those who do not. Sir, I am just a propaganda minister. But with your support and additional funding I am certain I can steer public opinion against these dangerous extremes." DC: 40 Reward: Imperial Cult Influence remains Non-existent.


Infrastructure Options: "We've got two plans for Orbital infrastructure taking into account recent events, we're ready to act on them as soon as you decide Sir"
[ ] Orbital Plan Hawk: "We can continue the previous plan of constructing additional Shipyards in Harracks Orbit. This would make us vulnerable in the early stages, but would accelerate our shipbuilding capabilities." DC: 10 Reward: construct two shipyards capable of producing Frigates in Harracks Orbit. Finishes in 3 years.
[ ] Orbital Plan Flock: "Or we could begin construction of some defence monitors around our orbit to prevent any raiders from attacking. We have some basic designs already prepared." DC: 30 Reward: Establish Minor Orbital defences around Harrack. Finishes in 2 years.
[ ] Build Trans-Continental infrastructure: You've been careful not to step on any toes previously, but now that is the farthest thing from your mind. Harraks Hive cities are connected by a series of rail lines that carve through the Toxic wastes, many of which you built not a decade ago. But many of the older lines still in use are barely acceptable for peacetime transportation. Now that you have to seriously consider the possibility of war on Harrak, with all the men and material and possibly refugees that entails the rail lines simply aren't enough. You need to not only expand them, but build redundancies, relying on a single line between Hives isn't enough anymore. DC: 20 Reward: Improved Inter-city infrastructure, damage to single Rail lines no longer cuts off entire cities. Finishes in 5 years.


Intelligence Options "..."

[ ] Spy satellites: The Intelligence Office always has a plan for every situation, they're paranoid like that. One of the ones discussed previously was to construct spy satellites in various orbits around the system, keeping a close eye on not just possible arrivals, but also any activity on Harrak from a birds eye view. You didn't like the optics. But now that the impossible has finally happened it might just be time to approve of Intelligences little probes. DC: 20 Reward: Additional intelligence on new arrivals to the Home system.


Research Options.

[ ] Initiate Gellar Field Research: "We've had a theoretical design for a Gellar field for decades. But testing such a device in the middle of a warp storm was considered... Unwise. We still have the test model in the labs, and now that we have the opportunity we can finally put it to the... test. Hopefully it works as intended and we can get into developing a proper Voidcraft as soon as possible." DC: 10 Reward: Ships can now travel safely in the warp.
[ ] The Mobile Assault Fortress: It was an absurd idea, completely pointless and an utter waste of resources. A machine designed for total war. The Mobile Assault Fortress is an Eighteen Metre Tall Sixty Metre Wide Juggernaut, designed for the apocalyptic scenario of an entire Hive and its army falling to Chaos. Inspired by stories of the Titans of the Imperium the M.A.F would serve as an extreme force multiplier during offenses. Its massive primary Cannon designed to tear apart fortifications from large bunkers to Hive City walls and an array of smaller cannons, multilasers, and SAMs to support and protect the lesser armed forces fighting alongside it. It never got past the theoretical stage, but now it's time to see if such a Juggernaut can actually be built. DC: 30 Reward: Titans
[ ] Tesla Armour: "There's this researcher in Limm, young man by the name of Tesla. He built a Powered protection suit for workers in the wastes a few years back, very sturdy. He's a bit temperamental and more than a bit eccentric but I've seen the punishment those suits can take, getting him to design some variants for the military would be very useful." DC: 40 Reward: Rudimentary Power Armour
 
[x] Plan: Necessities First
-[x] Build a Ministry of Relations: "Sir, no one here is a diplomat. The Federal government has never had or ever needed diplomats. But there are some people from the Councils I can recommend." DC: 20 Reward: Actual Diplomatic Options.
-[x] Set the Record Straight: "As clearly seen from the comrades in this room, there are those who believe that diplomacy with the Imperium remains possible. Let me be clear: the Imperium is just as antithetical to the revolution as the forces of chaos. But we also have to prevent the inevitable rise in hostility between our fellow revolutionaries who still follow the God Emperor and those who do not. Sir, I am just a propaganda minister. But with your support and additional funding I am certain I can steer public opinion against these dangerous extremes." DC: 40 Reward: Imperial Cult Influence remains Non-existent. (X2)
-[x] Spy satellites: The Intelligence Office always has a plan for every situation, they're paranoid like that. One of the ones discussed previously was to construct spy satellites in various orbits around the system, keeping a close eye on not just possible arrivals, but also any activity on Harrak from a birds eye view. You didn't like the optics. But now that the impossible has finally happened it might just be time to approve of Intelligences little probes. DC: 20 Reward: Additional intelligence on new arrivals to the Home system.
-[x] Initiate Gellar Field Research: "We've had a theoretical design for a Gellar field for decades. But testing such a device in the middle of a warp storm was considered... Unwise. We still have the test model in the labs, and now that we have the opportunity we can finally put it to the... test. Hopefully it works as intended and we can get into developing a proper Voidcraft as soon as possible." DC: 10 Reward: Ships can now travel safely in the warp.
 
[x] Plan: Necessities First
-[x] Build a Ministry of Relations: "Sir, no one here is a diplomat. The Federal government has never had or ever needed diplomats. But there are some people from the Councils I can recommend." DC: 20 Reward: Actual Diplomatic Options.
-[x] Set the Record Straight: "As clearly seen from the comrades in this room, there are those who believe that diplomacy with the Imperium remains possible. Let me be clear: the Imperium is just as antithetical to the revolution as the forces of chaos. But we also have to prevent the inevitable rise in hostility between our fellow revolutionaries who still follow the God Emperor and those who do not. Sir, I am just a propaganda minister. But with your support and additional funding I am certain I can steer public opinion against these dangerous extremes." DC: 40 Reward: Imperial Cult Influence remains Non-existent. (X2)
-[x] Spy satellites: The Intelligence Office always has a plan for every situation, they're paranoid like that. One of the ones discussed previously was to construct spy satellites in various orbits around the system, keeping a close eye on not just possible arrivals, but also any activity on Harrak from a birds eye view. You didn't like the optics. But now that the impossible has finally happened it might just be time to approve of Intelligences little probes. DC: 20 Reward: Additional intelligence on new arrivals to the Home system.
-[x] Initiate Gellar Field Research: "We've had a theoretical design for a Gellar field for decades. But testing such a device in the middle of a warp storm was considered... Unwise. We still have the test model in the labs, and now that we have the opportunity we can finally put it to the... test. Hopefully it works as intended and we can get into developing a proper Voidcraft as soon as possible." DC: 10 Reward: Ships can now travel safely in the warp.
Well that was quick.

And just so everyone knows: the lack of voting moratorium is intentional. I am going to sleep immediatly after this post, so any moratorium would be too long. Hoping to keep up a thread mark a day here.
 
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[x] Plan: Necessities First
-[x] Build a Ministry of Relations: "Sir, no one here is a diplomat. The Federal government has never had or ever needed diplomats. But there are some people from the Councils I can recommend." DC: 20 Reward: Actual Diplomatic Options.
-[x] Set the Record Straight: "As clearly seen from the comrades in this room, there are those who believe that diplomacy with the Imperium remains possible. Let me be clear: the Imperium is just as antithetical to the revolution as the forces of chaos. But we also have to prevent the inevitable rise in hostility between our fellow revolutionaries who still follow the God Emperor and those who do not. Sir, I am just a propaganda minister. But with your support and additional funding I am certain I can steer public opinion against these dangerous extremes." DC: 40 Reward: Imperial Cult Influence remains Non-existent. (X2)
-[x] Spy satellites: The Intelligence Office always has a plan for every situation, they're paranoid like that. One of the ones discussed previously was to construct spy satellites in various orbits around the system, keeping a close eye on not just possible arrivals, but also any activity on Harrak from a birds eye view. You didn't like the optics. But now that the impossible has finally happened it might just be time to approve of Intelligences little probes. DC: 20 Reward: Additional intelligence on new arrivals to the Home system.
-[x] Initiate Gellar Field Research: "We've had a theoretical design for a Gellar field for decades. But testing such a device in the middle of a warp storm was considered... Unwise. We still have the test model in the labs, and now that we have the opportunity we can finally put it to the... test. Hopefully it works as intended and we can get into developing a proper Voidcraft as soon as possible." DC: 10 Reward: Ships can now travel safely in the warp.

don't we get a military choice too? I'm good with this plan if you add in building a monitor
 
don't we get a military choice too? I'm good with this plan if you add in building a monitor

It's at the start of the option block.

You Have Five Influence Dice which can be spent in any options, to spend two or more Influence dice on an option simply add a x2/x3 or however many dice you want to put into that option to the end of that option.

No dice or actions limited to an option group, use them as freely as you want. And since Krahe has four options and has doubled down on one, they are using all available influence.
 
[x] Force Projection
-[x] Construct a Warship: "Raiders are a new possibility that requires new solutions. We need a navy to protect our system colonies and our homes. Thankfully the flyboys have a design already prepared. It doesn't have a Gellar field, so it's capabilities would be purely defensive. But the sooner we start production the better." DC: 30 Reward: Obtain a Frigate-sized gunship. Finishes in 2 years. X2)
-[x] Set the Record Straight: "As clearly seen from the comrades in this room, there are those who believe that diplomacy with the Imperium remains possible. Let me be clear: the Imperium is just as antithetical to the revolution as the forces of chaos. But we also have to prevent the inevitable rise in hostility between our fellow revolutionaries who still follow the God Emperor and those who do not. Sir, I am just a propaganda minister. But with your support and additional funding I am certain I can steer public opinion against these dangerous extremes." DC: 40 Reward: Imperial Cult Influence remains Non-existent. (X2)
-[x] Spy satellites: The Intelligence Office always has a plan for every situation, they're paranoid like that. One of the ones discussed previously was to construct spy satellites in various orbits around the system, keeping a close eye on not just possible arrivals, but also any activity on Harrak from a birds eye view. You didn't like the optics. But now that the impossible has finally happened it might just be time to approve of Intelligences little probes. DC: 20 Reward: Additional intelligence on new arrivals to the Home system.

we can kick off Gellar shield research next round. Controlling orbit is essential in 40k
 
[X] Plan War Foundations
-[X] Construct a Warship DC 30, 2 years
-[X] Set the Record Straight DC 40 (x2)
-[X] Orbital Plan Hawk DC 10, 3 years
-[X] Build Trans-Continental infrastructure DC 20, 5 years

We have many multi-year options, and if we're unlucky we're going to be attacked relatively soon. So to build up a defense we need to start ASAP. Unfortunately we really don't want the Imperial Cult to cause any internal conflict, so that ties up two of our dice this turn. But building a shipyard and preparing for a ground invasion both take multiple years, and if we want them ready before someone attacks us we need to start them immediately.

@NottheCrabs! Do multiple dice add their results together? Or do we instead get two chances to pass the DC?
 
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[X] Plan War Foundations
-[X] Construct a Warship DC 30, 2 years
-[X] Set the Record Straight DC 40 (x2)
-[X] Orbital Plan Hawk DC 10, 3 years
-[X] Build Trans-Continental infrastructure DC 20, 5 years
 
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