SIEGE PERILOUS: A WARHAMMER 40K REBEL QUEST

Wouldn't trying to seize it now alert everyone else to our intentions,which could risk a counterattack by the Loyalists ?
I think our other actions are more in danger of alerting the mega station, which likely has better odds of informing people in the sector and outside it, as opposed to people on planet finding out and then being jammed once we take the station possibly.
 
His brain is three eighths instinctive avarice, one quarter reflexive malice, with the remaining being an equal amount of corpse starch and reflexive pride. To him, he has obtained the seat of governor over this Hive Planet through his skill and acumen, despite both being in objective short supply.
The prose in this story is delightful.


Regarding allies, genestealers seems like the sort of fun yet truly unhinged option that we can only do in a quest. Something that always intrigued me is that both a genestealer patriarch and its flock are ultimately eaten by the Hivemind (against their will to various extents) so it would not be at all unreasonable to find some such elements that would fight against their buggy progenitors. It also opens up the approach of creating (or deluding ourselves into thinking we can create) our own, better Hivemind. We are rebelling against the Imperium, why not help Tyranid cultists rebel against the Tyranids? (Truly a well-thought-out plan with no foreseeable problems, surely.)
 
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[X] Plan: Orbital Supremacy
-[X]- The Genestealers
-[X]-Mobilize the Underhive [Cost: 1]
Create a jobs programme for the Underhive, promising steady salaries and non-corpse starch rations in exchange for service in the military or work gangs.
-[X]-Mobilize the PDF [Cost: 2]
Seize control of the Planetary Defense Force, in effect a very large gang. Replace disloyal elements and promote loyal elements.
-[X]- Cut a Deal with the Chem Barons [Cost: 1]
Bring underhive leaders on board with your programme. Promise whatever you have to.
-[X]-Inflame Anti-Imperial Sentiment [Cost: 1]
Send Conspiracy preachers to fulminate against the Imperium in street sermons.
-[X]-Construct Tactical WMDs [Cost: 2]
Refine uranium and construct melta explosives to create anti-shipping and anti-personnel WMDs.
-[X]-Draft a Rationing Plan [Cost: 1]
Begin considering caloric needs and inventory your supply and production of food on planet.
-[X]-Militarize Rogue Trader Cruisers [Cost: 3]
Strap torpedoes and clear gunports to turn the other seven cruisers into something resembling a fighting force.
-[X]-Requisition Conspiracy Squadrons [Cost: 1]
Ask the Conspiracy for a reinforcement naval squadron. You do not know how much they can send.
-[X]-Construct Macrocannon Batteries [Cost: 2]
Set extraneous macrocannons in orbit as orbital-denial batteries.
-[X]-Create a Guard Quality Boot Camp [Cost: 5]
Use your training to train the scum of the Hives to a guard quality force.
-[X]-Draft a Plan to Engage the Space Marine Strike Force in Orbit [Cost: 3]
Consider asteroids, orbital mechanics, etc, to draw the Strike Force in an ambush.
-[X]-Erect Anti-Orbital Guns Planetside [Cost: 1]
Emplace Hydras and other anti-air/anti-orbit guns on the upper hives.
-[X]-Erect Anti-Orbital Guns Moonside (Requires Purchased Space Lift Capability) [Cost: 1]
Emplace Hydras and other anti-air/anti-orbit guns on the lunar port.
-[X]-Dig Fortified Missile Silos [Cost: 3]
Dig tubes into the earth that will allow you to launch powerful missiles into orbit or elsewhere on planet.
-[X]-Dig Fortified Bunkers [Cost: 3]
Create bunkers deep in the hives and into the crust to shelter the population at large and military posts.
-[X]-Armor Hab Layers [Cost: 2]
Replace hab flooring with sturdier materials, blunting the effects of bombardment as a whole.
-[X]-Harden Communication Systems [Cost: 1]
Make efforts to secure your vox channels against outside intrusion.
-[X]-Emplace Interplanetary Auger Network [Cost: 2]
Set up early warning augers in the outer system to alert you to hostile activity

A Navy focused plan centering on destroying the space marines before they land and we have to fight them on the ground. Controlling the orbitals is super important for not getting exterminatused and it leans in to the advantage of our rouge trader allies. I took the Genestealers as backers for even more navy plus crazy inquisitor fun.
 
Well. Can we ally with the Tau? Because the Aeldari are the only group that seem even mildly likely to not backstab us or blow up in our face.
 
[X] Plan: Orbital Supremacy

Well. Can we ally with the Tau? Because the Aeldari are the only group that seem even mildly likely to not backstab us or blow up in our face.

Unfortunately no, because the Tau have already had a go at spreading the Greater Good in the sector but were beaten back by the Imperium, abandoning their human/Gue'la collaborators to their fates. The Greater Good has few friends remaining here, and fewer still willing to risk being burned again.
 
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I don't really understand the seize the mega orbital before it can send a distress signal plan. as far as I am aware they cannot communicate across interstellar distances without astropaths. if we want to stop word of our rebellion escaping we sould take the enact system cordon action to stop non allied ships leaving.
 
I don't really understand the seize the mega orbital before it can send a distress signal plan. as far as I am aware they cannot communicate across interstellar distances without astropaths. if we want to stop word of our rebellion escaping we sould take the enact system cordon action to stop non allied ships leaving.
Really? This feels like relevant information to point out during the update.

[X] Plan Apparently Warhammer has no long range communications systems. Wild.
-[X]- The Eldar
-[X]-Mobilize the Underhive [Cost: 1]
Create a jobs programme for the Underhive, promising steady salaries and non-corpse starch rations in exchange for service in the military or work gangs.
-[X]-Mobilize the PDF [Cost: 2]
Seize control of the Planetary Defense Force, in effect a very large gang. Replace disloyal elements and promote loyal elements.
-[X]-Subvert the Arbites [Cost: 2]
Seize control of the Arbites and their armaments to keep the Underhives suppressed. Knock off Imperium partisans.
-[X]- Cut a Deal with the Chem Barons [Cost: 1]
Bring underhive leaders on board with your programme. Promise whatever you have to.
-[X]-Create a Guard Quality Boot Camp [Cost: 5]
Use your training to train the scum of the Hives to a guard quality force.
-[X]-Inflame Anti-Imperial Sentiment [Cost: 1]
Send Conspiracy preachers to fulminate against the Imperium in street sermons.
-[X]-Construct War Material [Cost: 3]
Seize control of manufactoriums to create alloys, lasguns, artillery shells, etc. in preparation for the oncoming seige.
-[X]-Draft a Plan to Engage the Space Marine Strike Force in Orbit [Cost: 3]
Consider asteroids, orbital mechanics, etc, to draw the Strike Force in an ambush.
-[X]-Prepare a Trap for the Space Marines Planetside [Cost: 2]
Preposition anti-armor teams and mine the Governor's Spire to take out the deep strike team that will come for you.
-[X]-Dig Fortified Bunkers [Cost: 3]
Create bunkers deep in the hives and into the crust to shelter the population at large and military posts.
-[X]-Armor Hab Layers [Cost: 2]
Replace hab flooring with sturdier materials, blunting the effects of bombardment as a whole.
-[X]-Harden Communication Systems [Cost: 1]
Make efforts to secure your vox channels against outside intrusion.
-[X]-Shuttle in Conspiracy Reinforcements [Cost: 1]
Ask the Conspiracy for additional manpower. You do not know how much they can send.
Seed an Auger network on Zelung Delta's surface and immediate orbitals to aid in target acquisition and defense.
-[X]-Construct Macrocannon Batteries [Cost: 2]
Set extraneous macrocannons in orbit as orbital-denial batteries.
-[X]-Erect Anti-Orbital Guns Planetside [Cost: 1]
Emplace Hydras and other anti-air/anti-orbit guns on the upper hives.
-[X]-Enact System Cordon [Cost: 5]

Got rid of rations and megastructure for system cordon.
 
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