[X] Plan: Pirate Hunter

This just seems like it would be the Nightlord's element. The opportunity to also make copious Pirates of the Caribbean references is very compelling.

[X] Plan: The War against War itself

I'm a sucker for redemption arcs. Seeing a World Eater's successor without Angron's baggage and live up to his never seen potential would be amazing.
 
Doing a quick Headcount so people can change or add votes if they like (Approval voting, yay).

It seems like the most likely crisis is Pirate Hunting given the two leading plans feature it.

Main difference seems to be taking Night Lords via Pirate Hunter (10 votes) or Word Bearers in Imperium Resolute (7 votes).

Mastery Overcoming Madness aka 'Death Guard vs Tzeentch's shenanigans' is trailing at six with a few more plans behind that.
 
[X] Plan Mastery Overcoming Madness

[X] Plan Vengeance against the Thief of Hope and Progress
-[X] Of Fate and the Forgotten (Tzeentch, Imperium): 'Outis the Journeyman' seeks The Thousand Sons in the hopes that sharing sorcerous knowledge might break Tzeentch's hold. Meanwhile the Alpha Legion has been spotted across the Segmentum Pacificus laying the groundwork for...something. The Dark Angels have promised to investigate these things. Best to assist them and try to disrupt whatever plans have been laid.
-[X] Thousand Sons: The awakening of their psykers blunted the growth of this legion. Not merely in number but in their other skills. This gene seed is remarkably adaptable. Shorn from Magnus's grasp what remains is almost a blank slate. Some intellectual tendencies, higher then average rate of marginally weaker psykers, some preternatural perceptiveness, but a relatively unspecialized breed all told.
 
Between Imperium Resolute and Pirate Hunters the Night Lords seem significantly less beneficial for the plan.

Hunters is right, because that's all they'll do, hunt down and destroy the rebels or raiding xenos, before moving on completely. Which just about any Legion can do. And they're apparently destined to die in a poetic blaze of glory, which would be cool except we sent them on the one mission without any named characters for them to crash out against.

The Word Bearers would not only hunt down the threats but also prevent them from becoming threats again. Fortifying the worlds, spreading change, and getting closer bonds with the Navy. Patching up the holes that allowed the raiding problems to get so bad in the first place.
 
Between Imperium Resolute and Pirate Hunters the Night Lords seem significantly less beneficial for the plan.

Hunters is right, because that's all they'll do, hunt down and destroy the rebels or raiding xenos, before moving on completely. Which just about any Legion can do. And they're apparently destined to die in a poetic blaze of glory, which would be cool except we sent them on the one mission without any named characters for them to crash out against.

The Word Bearers would not only hunt down the threats but also prevent them from becoming threats again. Fortifying the worlds, spreading change, and getting closer bonds with the Navy. Patching up the holes that allowed the raiding problems to get so bad in the first place.

I think there's two ways to look at this crisis (and almost all of them work like this). There's the active pirate hunting part, which the Night Lords are going to be better at. Then there's the supporting the worlds bit, which favors Word Bearers. If you guys go all in on pirate hunting then you're going to find targets worthy of your efforts and give the Imperium time to fix those issues. Similarly if you guys want to lean on rebuilding (and do what Curze failed at) then there will be homeworlds towards that as much as chasing pirates.

I'm also reworking homeworlds and chapter masters a bit. Homeworlds will have a choice/quest attached which guarantees a powerful trait (but are mutually exclusive) and the Chapter Masters have guaranteed traits to help shape their legions. This is in addition to the classic 'roll for traits' as well.

Oh, and if you naturally roll for prophecy (rather then choosing the Chapter Master and or lean into self sacrifice as a thematic focus) it won't carry nearly the same level of danger then if you guys actively press the 'Achilles going to his doom' button. Though please remember that Achilles did get what he wanted from that exchange (and was informed of the cost).

EDIT: To be clear, a lot of my warnings about the prophecy bit was so that people didn't think it was an 'I win button' or something that solves every kind of problem you run into. It is a very powerful but very dangerous tool.

In general though. You will be good at whatever you want to try and do because it's not fun if you suck. Similarly I won't give you guys an option that ends up being a waste of time because that's boring for all of us.

True but thing is, their worst impulses have been either removed or reduced massively.

Canto acts as an aggressive sanity check on any chapter they work with. So Canto vetoes worlds or leaders they think would be bad for the Chapter.
 
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Guess with the right homeworld the Night Lords can be a good deterrent force, showing up to kneecap any rising instability before it gets off the ground.

Try to culturally become trustworthy sentinels instead of the vigilante fearmongers fostered by Nostromo and Curze.
 
Vote closed
Scheduled vote count started by Dream Logic on Sep 21, 2024 at 9:44 PM, finished with 38 posts and 32 votes.

  • [X] Plan: Pirate Hunter
    - [X] On Stranger Tides (Navy, Pirates, Dark Eldar, Xenos): Of course there is always the threat of Pirates. A thousand Slaver Kings raiding a hundred thousand worlds. There is much good to be done by sponsoring the Imperial Navy's efforts to root them out from each star. With each victory you will guarantee the flourishing of another world. Prosperity creates progress creates prosperity anew. So it was and it shall be once more.
    -[X] Night Lords: Utter Bastards, but potentially effective. Free from Curze and Nostramo their worst impulses shouldn't rule over them. They posses a natural low cunning that serves them well. Honor is optional, success is not. Unique amongst the Legions, even non-psyker Night Lords occasionally expressed the gift of prophecy.
    [X] Plan: The Imperium Resolute
    - [X] On Stranger Tides (Navy, Pirates, Dark Eldar, Xenos): Of course there is always the threat of Pirates. A thousand Slaver Kings raiding a hundred thousand worlds. There is much good to be done by sponsoring the Imperial Navy's efforts to root them out from each star. With each victory you will guarantee the flourishing of another world. Prosperity creates progress creates prosperity anew. So it was and it shall be once more.
    - [X] Word Bearers: Without The Iron Warriors the sons of Colchis have become your premier siege experts. The same hands that build wonders can also erect fortification. In bearing they were always zealous, firm believers in...something. Give them purpose, let them lay the groundwork, and they will work miracles.
    [X] Plan Mastery Overcoming Madness
    -[X] Of Fate and the Forgotten (Tzeentch, Imperium): 'Outis the Journeyman' seeks The Thousand Sons in the hopes that sharing sorcerous knowledge might break Tzeentch's hold. Meanwhile the Alpha Legion has been spotted across the Segmentum Pacificus laying the groundwork for...something. The Dark Angels have promised to investigate these things. Best to assist them and try to disrupt whatever plans have been laid.
    -[X] Death Guard: Mortarian was a fool, everyone knows that. What was hitherto unknown is just how much he had squandered his legion's potential! Though few in number it seems that any psykers born of this gene seed will be particularly powerful. The powers of the warp within the vessel of unbreaking flesh. Though even without such assistance the Death Guard were always effective enough relying upon overwhelming power after all.
    [X] Plan: The War against War itself
    -[X] Waaagh and Prejudice (Orks, Khorne): Bronze Midir seeks only the most worthy of foes. In their absence he has settled for Orks. He demands war and the Waagh rises to answer his call. His efforts would turn the green tide red with the blood of innocents. See to it that Khorne's disfavored dies before his madness awakens something greater.
    -[X] World Eaters: Before Angron, before the rage and slaughter the War Hounds had been a different breed. The War Hounds always excelled in close combat but there were other specialties. Once, they were used an iron fist. A premier mechanized fighting force left to degenerate for lack of supplies. Of course they will always be monsters in a melee regardless.
    [X] Plan: Hold Resolute Against Vile Tides
    -[X] The Cursed Leviathans (Nurgle, Tyranids): Strange tidings from the Ultima Segmentum. Hydross Venom Blood has been spotted fighting a race of unknown Xenos in a brutal war of attrition. Each day he unleashes plague upon plague. Each day they rot, writhe and overcome it with new bioforms. Such a crucible should not exist. Break their stalemate and ensure both face annihilation.
    - [X] Word Bearers: Without The Iron Warriors the sons of Colchis have become your premier siege experts. The same hands that build wonders can also erect fortification. In bearing they were always zealous, firm believers in...something. Give them purpose, let them lay the groundwork, and they will work miracles.
    [X] Plan: Hunters Unrelenting
    -[X] Of Fate and the Forgotten (Tzeentch, Imperium): 'Outis the Journeyman' seeks The Thousand Sons in the hopes that sharing sorcerous knowledge might break Tzeentch's hold. Meanwhile the Alpha Legion has been spotted across the Segmentum Pacificus laying the groundwork for...something. The Dark Angels have promised to investigate these things. Best to assist them and try to
    -[X] Night Lords: Utter Bastards, but potentially effective. Free from Curze and Nostramo their worst impulses shouldn't rule over them. They posses a natural low cunning that serves them well. Honor is optional, success is not. Unique amongst the Legions, even non-psyker Night Lords occasionally expressed the gift of prophecy.
    [X] Plan: Make their Circuits Spark Fear
    -[X] The Stormlord (Necrons): Across the galaxy the ancient Necrontyr have begun to awaken from their tomb complexes. Wielding unthinkable technology and charged with animus against life itself. Imotekh the Stormlord represents the most ambitious and powerful of his kind. Without more knowledge we cannot predict his movements or designs. However a Chapter bearing his title might be sufficient to pique his pride and bring him to the field regardless. (Note: If taken this Chapter's naming options will be limited).
    -[X] Night Lords: Utter Bastards, but potentially effective. Free from Curze and Nostramo their worst impulses shouldn't rule over them. They posses a natural low cunning that serves them well. Honor is optional, success is not. Unique amongst the Legions, even non-psyker Night Lords occasionally expressed the gift of prophecy.
    [X] Plan Pathfinders
    [X] Plan Vengeance against the Thief of Hope and Progress
    -[X] Of Fate and the Forgotten (Tzeentch, Imperium): 'Outis the Journeyman' seeks The Thousand Sons in the hopes that sharing sorcerous knowledge might break Tzeentch's hold. Meanwhile the Alpha Legion has been spotted across the Segmentum Pacificus laying the groundwork for...something. The Dark Angels have promised to investigate these things. Best to assist them and try to disrupt whatever plans have been laid.
    -[X] Thousand Sons: The awakening of their psykers blunted the growth of this legion. Not merely in number but in their other skills. This gene seed is remarkably adaptable. Shorn from Magnus's grasp what remains is almost a blank slate. Some intellectual tendencies, higher then average rate of marginally weaker psykers, some preternatural perceptiveness, but a relatively unspecialized breed all told.
    [X] Plan: The Stormbreakers
 
Hopefully one of the chapter masters we'll get for the Night Lords is good for anti-piracy activities.

My plans for the next part of this chapter is a Fleet Based Chapter, since we will be hunting down pirates.
 
Huh if the night lords won does that mean we will set them up to follow the Nomad-Predation pattern?

I mean it sort of suits them, given the fact they will basically be both hunting out and sending messages.
 
Chapter 2 Part 2: Homeworld and Chapter Master
[X] Plan: Pirate Hunter
- [X] On Stranger Tides (Navy, Pirates, Dark Eldar, Xenos): Of course there is always the threat of Pirates. A thousand Slaver Kings raiding a hundred thousand worlds. There is much good to be done by sponsoring the Imperial Navy's efforts to root them out from each star. With each victory you will guarantee the flourishing of another world. Prosperity creates progress creates prosperity anew. So it was and it shall be once more.
-[X] Night Lords: Utter Bastards, but potentially effective. Free from Curze and Nostramo their worst impulses shouldn't rule over them. They posses a natural low cunning that serves them well. Honor is optional, success is not. Unique amongst the Legions, even non-psyker Night Lords occasionally expressed the gift of prophecy.

You are Canto-6 and you are frustrated. Part of you wishes to go back and accept a different request, demand a different gene seed, but is all too late for that. You are committed and must see it through.

This should be easy, this should be simple. Except you chose to work with Night Lords. Bloody sadistic Night Lords. The same ones who so eagerly put their own homeworld to the torch rather then treat humanity with the smallest kindness. Furthermore you are to entrust them to deal with the worst of humans and Xenos without becoming warped into a mirror of their predecessors.

Actually...it might be pleasant to see them unleashed upon Kurze's lot. To inspire fear in those who believed terror their friend. To ink out the multitude failures of The Night Haunter with better things. How satisfying his scowl if he knew a mortal did what he never could...

There is much to be done!

It will not merely be enough to arm and produce them like their brother chapters. They must be given the tools for their specialization. You will brook cowardice or failure in your project.

Due to their mission this chapter will be granted a random trait relevant for void combat
----------------------------------------------
Who shall lead them?

[] Cadit Obitus, The Exiled Raven: Before they met their Primarch the Raven Guard had been so much crueler then what they became. Cadit served as a call back to those days and faced exile for it. His skills in stealth and terror found him adopted by The Night Lords. Only to be abandoned once more when The Heresy came. Despite his travails this one remains ever loyal and effective to his purpose.
Trait: Apparitions That Stalk the Night

[] Novis Credo, The Last of Terra: The last Terran to join the eighth. Like many Night Lords at the time he had been a true believer in the Great Crusade. Unlike his brothers he alone seemed to value restraint. Inflicting only what cruelties were necessary for his purpose. He will never forgive Curze for what the Night Lords became, nor will he tolerate such rot within his Chapter.
Trait: Due Vendetta

[] Serr Vidente, The Doom Prophet: The gift of foresight is a rare and terrible thing, even amongst Curze's sons. Once the prophecy is known it cannot easily be escaped. So it is that Serr was charged with preparing his brothers for their inevitable dooms. As Chapter Master he will be master of martyrs. Their lives shall not be spent in vain, for the Imperium is built upon the ennobled dead.
Trait: The Vow of Misery
----------------------------------

Where shall they be stationed?

[] Fleet Based: The Chapter will have all their facilities held within their Chapter Fleet. Rather then limit themselves to one world they will be granted authority to recruit from any unclaimed world they come across. Such measures provide great freedom, if little direction for a new Chapter.

[] Crusade Fleet: This marine will shun a homeworld so that they can wage war unfettered across the stars. They will be granted an expanded Chapter Fleet and will be granted certain other privileges deemed necessary for their role. Even so, such conditions serve as crucibles. They will earn victory over their foes or they will face extinction.

[] Vennia: An ocean world populated with sailors, nobles, and upjumped merchantmen. The nobles of this world believe strongly in a form of public honor. A game of innuendo and wit in which missteps are harshly punished. Challenges for honor or position often result in ritual duels with blade and pistol. If things escalate beyond what mere word and deed may mend? There are always blades in the dark, poisoned wine, and more besides. Honor is your life, guard it well.

[] Aidan: A land of harsh mountains, gentle valleys and man eating sheep. The planet of Aidan is known for producing high quality and discipline soldiers specializing in orbit to ground operations via drop pod insertion. A grim and determined people. They will be good stock for the war machine.

[] Ithician: An island world caught in a long and distant orbit from it's star of Penelope. The people of this world suffer under an endless battery of storms above, predations of sea monsters below and a dozen warring city states besides. Still they are clever enough to keep abreast of these threats. Perhaps because an unusual number of them manifest psyker talents, especially in the realm of short term divination.

[] Jundyr: A rather novel death world. Whereas most are defined by a multipolar assortment of flora, fauna and environmental factors, this one has dragons. That is to say, there are enormous winged reptiles that possess biological plasma reactors and jaws capable of crushing a Leman Russ. Which is near enough for anyone but the most joyless Genetor. The humans of this world rely upon eachother to survive the predations of the sky tyrants and make the most of an ill tempered climate.

[] Eventide: A temperate world with wide oceans. Located at the intersection of two (relatively) stable warp routes and will serve as a staging point for further campaigns around the eye of terror. Initial colonization was successful and the planet has been rapidly growing. Though there are some tensions between the colony and the naval garrisons. Astartes stationed here could circumvent that issue for them. (Near Eye of Terror)

[] Durga: An endless desert wracked by cold winds and near forgotten by distant Terra. Records of the Great Crusade indicate that this one of the last worlds touched by the Word Bearers. Though there was not enough time for uplift the evangalists left an impression all the same. It is a harsh world yet the people endure. Content in the knowledge that they will join the Emperor in his paradise.
(Planetary Decision: A Place for the Faithful)

[] Grand Quixote: Supposedly this was a former Knight World. Though all records suggests that a Freeblade visited the planet only once on a hunt for greater foes. Regardless of the truth, the spirit of chivalry remains unblemished. The people here are brave, pious, and utterly naive to the horrors lurking amongst the stars. What they lack in experience they will more then make up for in spirit and steel. As an aside despite your queries the archives of Mars hold no answers for why the population of Knight Worlds despise windmills.
(Planetary Decision: The Impossible Dream)

[] Golgotha Minor: A feudal world of loping hills and swampish valleys. Much of the human population has been enslaved by a race of Xenos Psykers. Liberating the planet would be a suitable inauguration for the new Chapter and a small victory against the horrors that infest the galaxy. (Planetary decision: The Lessons of Long Night)
===========

New mechanic today. Planetary Decisions are something that some planets have to spice them up. They'll require a choice in part 3 but guarantees an upgraded trait (Like The Burning Hand's Children of Mars) that helps shape your Chapter's culture and can dramatically change your homeworld

This small thing still fought me tooth and nail.
 
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[] Novis Credo, The Last of Terra: The last Terran to join the eighth. Like many Night Lords at the time he had been a true believer in the Great Crusade. Unlike his brothers he alone seemed to value restraint. Inflicting only what cruelties were necessary for his purpose. He will never forgive Curze for what the Night Lords became, nor will he tolerate such rot within his Chapter.
Trait: Due Vendetta

[] Serr Vidente, The Doom Prophet: The gift of foresight is a rare and terrible thing, even amongst Curze's sons. Once the prophecy is known it cannot easily be escaped. So it is that Serr was charged with preparing his brothers for their inevitable dooms. As Chapter Master he will be master of martyrs. Their lives shall not be spent in vain, for the Imperium is built upon the ennobled dead.
Trait: The Vow of Misery
Those 2 look the most interesting for the leaders
 
[] Plan: Redeemed Dark Knight Version A
-[] Novis Credo, The Last of Terra: The last Terran to join the eighth. Like many Night Lords at the time he had been a true believer in the Great Crusade. Unlike his brothers he alone seemed to value restraint. Inflicting only what cruelties were necessary for his purpose. He will never forgive Curze for what the Night Lords became, nor will he tolerate such rot within his Chapter.
Trait: Due Vendetta
-[] Fleet Based: The Chapter will have all their facilities held within their Chapter Fleet. Rather then limit themselves to one world they will be granted authority to recruit from any unclaimed world they come across. Such measures provide great freedom, if little direction for a new Chapter.

Plan: Redeemed Dark Knight Version B
-[] Novis Credo, The Last of Terra: The last Terran to join the eighth. Like many Night Lords at the time he had been a true believer in the Great Crusade. Unlike his brothers he alone seemed to value restraint. Inflicting only what cruelties were necessary for his purpose. He will never forgive Curze for what the Night Lords became, nor will he tolerate such rot within his Chapter.
Trait: Due Vendetta
-[] Crusade Fleet: This marine will shun a homeworld so that they can wage war unfettered across the stars. They will be granted an expanded Chapter Fleet and will be granted certain other privileges deemed necessary for their role. Even so, such conditions serve as crucibles. They will earn victory over their foes or they will face extinction.

(Basically both plans are the same thing but one is smaller and the other is larger)
 
Doom Prophet and the Crusade fleet, for maximum supernova. The entire Legion probably won't survive, but they'll do some incredible last stands.
 
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