Loyalty is its own Reward (A Traitor Legion Chapter Master Quest)

Making a bit of a pre plan for Turn 9 wonder what the rest of you think

[] Plan Prepare and build up pt1
-[] Chapter Master Severus
--[] Meet up with a Local Faction Leader.
---[] Representative of the Durrutian Comunes (Durruti)
----[] inquire if any Durruti BP can be directed to aid in the Chapter in a permanent basis
---[] Lord General Adolphus Tavisolta (Imperial Guard).
----[] Make preparations for the coming campaign against the Eyes of the Mutator
--[] Inquire about the Imperial Guard Situation
-[] Master of the Keep
--[] Improve an Aspect of the Fortress-Monastery.
---[] Expand Garages (Increases Ground Vehicle pool by 10%)
--[] Train Chapter Serfs.
-[] Chief Librarian
--[] Attempt a Divination Ritual
---[] Divine at the vision falce had
-[] Master of the Forge
--[] Research Luctusian Refuges.
--[] Repair Vehicles (to be edited)
—[]
---[]
---[]
---[]
-[] Chief Apothecary
--[] Investigate Mist counter-agents.
--[] Continue on Spatha´s geneseed.
-[] Master of Recruits
--[] Train your Chapter
---[]
Weapon Skill: 4 242/500
---[] Ballistic Skill: 4 208/500
I don't think preparations is possible here, because keep in mind that in a turn order, deployments happen before the other actions. So we would be making preparations to fight the Eyes... after we fight the Eyes. Unless we don't fight them next turn, but I really think we should. As for the Master of the Keep, we'll want to see if we can continue the Expand Forges action, because more BP is very important for us.

Assuming we complete both Fellowship and Intelligence training, sure, Weapon Skill and Ballistic Skill are a good idea, but if not then I'd recommend finishing off those two. Or if one finishes but the other doesn't, probably pick Weapon Skill over Ballistic Skill.
 
I don't think preparations is possible here, because keep in mind that in a turn order, deployments happen before the other actions. So we would be making preparations to fight the Eyes... after we fight the Eyes. Unless we don't fight them next turn, but I really think we should. As for the Master of the Keep, we'll want to see if we can continue the Expand Forges action, because more BP is very important for us.

Assuming we complete both Fellowship and Intelligence training, sure, Weapon Skill and Ballistic Skill are a good idea, but if not then I'd recommend finishing off those two. Or if one finishes but the other doesn't, probably pick Weapon Skill over Ballistic Skill.
Thanks on the preparations inhave it in seeing the turn 8 plan had them so thought lets continue with that road to lay the ground work for the future campaign
 
[X] Give them to the Deathwatch: You can trust your cousins to keep these out of Inquisitorial power-play and it would be a good gesture to have with the ones training some of your brothers. (Improves relations with Watch-Commander Affram)
 
[X] Give them to an Inquisitor of the Ordo Xenos: They are the ones tasked with matters of the Alien, and it would be useful to make inroads with other Inquisitors of the Sector. (Gain the contact of a Ordo Xenos Inquisitor)

Having connections in powerful places is good, especially for a Chapter based off of Traitor Primarch geneseed. The Deathwatch has power, yes, but the more Inquisitors willing to vouch for the Chapter, the better.
 
[X] Give them to an Inquisitor of the Ordo Xenos: They are the ones tasked with matters of the Alien, and it would be useful to make inroads with other Inquisitors of the Sector. (Gain the contact of a Ordo Xenos Inquisitor)

Having connections in powerful places is good, especially for a Chapter based off of Traitor Primarch geneseed. The Deathwatch has power, yes, but the more Inquisitors willing to vouch for the Chapter, the better.
Do have to point out if they know the secret that changes their vouch.

But if you just want more connections then yes that's a good enough reason.
 
[X] Give them to an Inquisitor of the Ordo Xenos: They are the ones tasked with matters of the Alien, and it would be useful to make inroads with other Inquisitors of the Sector. (Gain the contact of a Ordo Xenos Inquisitor)
 
Since the veterans are in the know do you reckon every time they do R&R they now do story time from time to time? Like since they recently took on Iron Warriors one of them then asks them about them and then Severus reveals how their primarch had them undergo decimation?
 
Sure, I'll show them once in a while.

As for the marines vs serfs question, it depends. If it's a minor case, action would be immediate and decided by the Master of the Keep and the Captain of the guilty marine. For something more serious but non-chaotic, you may get to vote and if it is chaos business the action is solve via Crozius to the face.
Thanks for the answers.
 
One interesting scene could be our first marines getting their first 50 year service studs
That's coming up in two turns
Also we gotta get our lighting claws + jump packs soon
 
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So do you guys think these guys might be night lords descendants or the name is just a misdirection by GW?
From the info here below there is not a lot know on them so you can make them of any founding so perhaps 2nd founding loyalist nightlords of the terran variety
Founding Chapter:Unknown
Founding:Unknown
Chapter Master:Unknown
Homeworld:Outrenacht[1a]
Fortress-Monastery:Unknown
Colours:Black armour including aquila, yellow markings[2]
Specialty:Tactical Squads in Rhinos and Razorbacks[1b]
Strength:Unknown
Battle CryUnknown
 
This might be heavily disagreed with but what's everyone thoughts on sending veterans to Deathwatch? I was thinking that once out 1st gets established and we have more than 50% strength in it (ideally 60+ Marines), we send a 10 man group to Deathwatch. The reasoning for this is that Deathwatch will be a great crucible for those veterans, and I'm hoping we get a special named character with some high stats from it.
 
This might be heavily disagreed with but what's everyone thoughts on sending veterans to Deathwatch? I was thinking that once out 1st gets established and we have more than 50% strength in it (ideally 60+ Marines), we send a 10 man group to Deathwatch. The reasoning for this is that Deathwatch will be a great crucible for those veterans, and I'm hoping we get a special named character with some high stats from it.
The Deathwatch will want some men sooner or later anyway. When they make the request, we're honorbound to fulfil it. I don't think we'd give 10 specifically since we need Veterans for ourselves too, but it's not like we can just... not have the Mist Shrikes contribute. And naturally, sending a non-Veteran is basically an insult so that's unfeasible.
 
The Deathwatch will want some men sooner or later anyway. When they make the request, we're honorbound to fulfil it. I don't think we'd give 10 specifically since we need Veterans for ourselves too, but it's not like we can just... not have the Mist Shrikes contribute. And naturally, sending a non-Veteran is basically an insult so that's unfeasible.
True, though we did repay that favor that had on us earlier against the Tau. But I get what you mean, I was just thinking of sending even groups, like 10 or 5 but a squad might be a bit much. Smaller groups will be fine, and I'm mostly just hinging on the special character return.
 
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