Founding Chapter: Ultramarines Founding: M32/Fourth Founding Chapter Master: Torvald Thunderson Homeworld: Midgardia (Current), Ragnarok (Former) Fortress-Monastery: Aula Fortis (Current), Aula Occisi (Former) Speciality: Combined Arms, Naval Warfare & Boarding Actions. Colours: Red and white with a golden trim. Symbol: Crossed golden lightning bolts behind a red lambda 'A'. Battlecry: "We are the Avenging Storm!"
@Oshha question about asgardian ecclesiarchy mostly for the purpose world building but have the tau been successful in sprinkling some of the teachings of the greater good into our ecclesiarchy cause that would in the ballpark of the tau to slowly influence it to make them even more friendly to the tau and it would in a way spread the greater good to more people indirectly. But by no means it's malicious its likely they do it with the best intentions cause this is still early actually good tau.
Also part of the alliance with the tau has that the greater good is allowed to be preached and taught in asgardia so has it spread anywhere maybe theirs growing sect of greater good believers in midgardia since that place has had a long history of tau trading and exploring their.
Also how has the tau empire been taking the missionaries of the ecclesiarchy cause they'd be doing their work to spread the new word of the god emperor to the races their as well has it done anything for the purposes of building the world and what do the tau think of it.
The Asgardian Ecclesiarchy is more tolerant and moderate than the orthodox Ecclesiarchy. They don't preach that all xenos need to be purged and they are more accepting of abhumans and non-Chaos mutants. They still have a hard line against hostile aliens and any mutants influenced by Chaos. In terms of belief, the Asgardian Ecclesiarchy still upholds the God-Emperor as the protector and saviour of Mankind, but Roboute Guilliman holds an important place within the Asgardian Ecclesiarchy as the sons of the God-Emperor. This is mainly due to the fact his influence from the Great Crusade still has a strong presence in the Asgardia Sector and he is the Primarch of the Storm Avengers and the Iron Sentinels, both of whom are proud of their heritage as Sons of Guilliman. Roboute Guilliman isn't more important than the God-Emperor except on a few Feral or Feudal worlds, but he is the second most important figure to the Asgardian Ecclesiarchy.
As for the Greater Good, the Tau have definitely done their best to influence the beliefs of the Asgardian Ecclesiarchy. Within the Asgardian Ecclesiarchy, their take on the Greater Good is promote working together to best serve the God-Emperor and Mankind. Knowing or finding your place within society and using your strengths to compensate for the weaknesses of others are a major and prominent teachings. While this also has its usage on a planetary scale, the Asgardian Ecclesiarchy preaches the Greater Good as way to tie together the interstellar nature of the Asgardian Triumvirate.
Agri-worlds receive technology from the manufactorum Forge Worlds and Hive Worlds while supplying Forge Worlds, Hive Worlds and Mining Worlds with food. Mining Worlds provide the Forge Worlds and Hive Worlds with raw material needed for them to produce things for other worlds. Men and women join the Asgardian Auxilia and Battlefleet Asgardia to protect other faithful of the God-Emperor and spread His light and one day, you may need them to defend your world. Being sent from the slums of a Hive World to colonise a newly liberated planet is just finding your place in serving the God-Emperor.
All of this meshes well with the Greater Good preached by the Tau Empire and the Tau are happy to have their human subjects follow the Greater Good that they don't mind the humans looking up to the God-Emperor instead of the Ethereals.
That isn't all of it of course, but it should be enough to get the general picture.
The Asgardian Ecclesiarchy is more tolerant and moderate than the orthodox Ecclesiarchy. They don't preach that all xenos need to be purged and they are more accepting of abhumans and non-Chaos mutants. They still have a hard line against hostile aliens and any mutants influenced by Chaos. In terms of belief, the Asgardian Ecclesiarchy still upholds the God-Emperor as the protector and saviour of Mankind, but Roboute Guilliman holds an important place within the Asgardian Ecclesiarchy as the sons of the God-Emperor. This is mainly due to the fact his influence from the Great Crusade still has a strong presence in the Asgardia Sector and he is the Primarch of the Storm Avengers and the Iron Sentinels, both of whom are proud of their heritage as Sons of Guilliman. Roboute Guilliman isn't more important than the God-Emperor except on a few Feral or Feudal worlds, but he is the second most important figure to the Asgardian Ecclesiarchy.
As for the Greater Good, the Tau have definitely done their best to influence the beliefs of the Asgardian Ecclesiarchy. Within the Asgardian Ecclesiarchy, their take on the Greater Good is promote working together to best serve the God-Emperor and Mankind. Knowing or finding your place within society and using your strengths to compensate for the weaknesses of others are a major and prominent teachings. While this also has its usage on a planetary scale, the Asgardian Ecclesiarchy preaches the Greater Good as way to tie together the interstellar nature of the Asgardian Triumvirate.
Agri-worlds receive technology from the manufactorum Forge Worlds and Hive Worlds while supplying Forge Worlds, Hive Worlds and Mining Worlds with food. Mining Worlds provide the Forge Worlds and Hive Worlds with raw material needed for them to produce things for other worlds. Men and women join the Asgardian Auxilia and Battlefleet Asgardia to protect other faithful of the God-Emperor and spread His light and one day, you may need them to defend your world. Being sent from the slums of a Hive World to colonise a newly liberated planet is just finding your place in serving the God-Emperor.
All of this meshes well with the Greater Good preached by the Tau Empire and the Tau are happy to have their human subjects follow the Greater Good that they don't mind the humans looking up to the God-Emperor instead of the Ethereals.
That isn't all of it of course, but it should be enough to get the general picture.
I assume the prospect of becoming a settler on an uninhabited world does wonders for recruitment. The possibility of not just escaping a Hive City but also becoming a minor Noble on a new planet if you become a high enough rank is a temptation few can resist.
I mean, the Tau did get a more ''soft'' approach with the Imperium here, it will be interesting if along the centuries this cultural integration can make Hives a less recruiting ground for Chaos because damm those places are a gigantic shitbox that is the perfect place for Chaos, like for real if the Tau can convince the Planetary Governors this will be a huge win for us, like they don't even need to have much, just build soviet style condominiums and you will have their support for all of their lifes and their families too.
Also the xeno friendliness and greater good ideology that the asgardian ecclesiarchy has also extends to the Sororitas as well so the nuns with guns are actually quite friendly to the tau and are quite reasonable oh I love how our land is filled with oddities. So little to no tau Hating crimes to be found here. From the discord it was told.
@Oshha a question but with the fact that the sister are open minded and have the same beliefs as the ecclesiarchy would that also mean that the mechanicum Sororitas also has those beliefs being engrained to them cause that would be nice to know they are Tau friendly.
Also a question but where's the ecclesiarch based out of again was it vanaheim or another Shrine world that guilliman visited.
I mean, the Tau did get a more ''soft'' approach with the Imperium here, it will be interesting if along the centuries this cultural integration can make Hives a less recruiting ground for Chaos because damm those places are a gigantic shitbox that is the perfect place for Chaos, like for real if the Tau can convince the Planetary Governors this will be a huge win for us, like they don't even need to have much, just build soviet style condominiums and you will have their support for all of their lifes and their families too.
That's really not a problem for us and asgardia in particular since asgardian follow a guilliman ultramar mindset of efficiency while also making it the best place to live in cause guillimans teachings of good governance and bureaucracy wasn't forgotten and he's basically the Jesus figure of asgardia so folk and nobility aren't the typical fools and bags of waste in the imperium they are a bunch of hard working for their people types in line with guillimans teachings.
Also us being ultramarines and leaders of asgardia along with the fact theirs a bunch of marines who've lived in the great crusade where the Hive Worlds where actually livable we'd make sure we set up to make sure that our worlds strive to the ultramar standard of livable and good governance. So less chance of chaos cults rising up. Barring the slannesh cults that appear but that's been happening for awhile.
I assume the prospect of becoming a settler on an uninhabited world does wonders for recruitment. The possibility of not just escaping a Hive City but also becoming a minor Noble on a new planet if you become a high enough rank is a temptation few can resist.
It probably also helps prevent Hive Gangs from being a big issue. This would lead to a drop in fatalities, especially if the Tau can provide stuff that can improve the living standards among Hive Worlds. Given how shitty the deeper a Hive generally goes, I don't think anyone would mind a massive relocation to another planet.
This also could mean that there is some potential for some impressive population growth, but I don't think the sector has recovered from the Admech civil war since there was probably a massive population decline because of it. Having massive supply disruptions for a few generations and most resources going into destroying other forging facilities probably didn't help. I could see a lot of starvation and other issues thanks to that.
It is a good thing our Chapter was already decoupled from the sector for thousands of years and never had to worry about Tithes that might have involved manpower. Although given how extensive the fortifications were for a few planets in the sub-sector, there might have been some big problems before the Storm Avengers arrived for possibly thousands of years if we consider initial RP production and what was built beforehand.
I don't think the sector is at its initial population numbers since the start of the quest given all the hostile factors. The other Xeno threats probably didn't help and the civil war probably still has damages that need to be healed. However, the population will probably return to its initial numbers or surpass it in another generation. Because in 40k there are always ludicrous casualty rates beyond imagination.
I don't think the sector is at its initial population numbers since the start of the quest given all the hostile factors. The other Xeno threats probably didn't help and the civil war probably still has damages that need to be healed. However, the population will probably return to its initial numbers or surpass it in another generation. Because in 40k there are always ludicrous casualty rates beyond imagination.
I mean, starvation i don't think that would happen even more with the Tau here, like these food crisis is literally the best moment for them to show their religion and beliefs, thinking about this, maybe it is because of the admech civil war that the Tau have a good amount of influence in the Church what with worlds starting to feel the shortage of food, and them come the Tau with ships upon ships of food to help their allies.
@Oshha a question but with the fact that the sister are open minded and have the same beliefs as the ecclesiarchy would that also mean that the mechanicum Sororitas also has those beliefs being engrained to them cause that would be nice to know they are Tau friendly.
All factions within the Asgardian Triumvirate follow the Asgardian Ecclesiarchy except for the Unbroken Blades and the oldest members of the Knights of Caliban, who instead hold to the Imperial Truth that they are familiar with from the Great Crusade.
I mean, the Tau did get a more ''soft'' approach with the Imperium here, it will be interesting if along the centuries this cultural integration can make Hives a less recruiting ground for Chaos because damm those places are a gigantic shitbox that is the perfect place for Chaos, like for real if the Tau can convince the Planetary Governors this will be a huge win for us, like they don't even need to have much, just build soviet style condominiums and you will have their support for all of their lifes and their families too.
That's really not a problem for us and asgardia in particular since asgardian follow a guilliman ultramar mindset of efficiency while also making it the best place to live in cause guillimans teachings of good governance and bureaucracy wasn't forgotten and he's basically the Jesus figure of asgardia so folk and nobility aren't the typical fools and bags of waste in the imperium they are a bunch of hard working for their people types in line with guillimans teachings.
Also us being ultramarines and leaders of asgardia along with the fact theirs a bunch of marines who've lived in the great crusade where the Hive Worlds where actually livable we'd make sure we set up to make sure that our worlds strive to the ultramar standard of livable and good governance. So less chance of chaos cults rising up. Barring the slannesh cults that appear but that's been happening for awhile.
It probably also helps prevent Hive Gangs from being a big issue. This would lead to a drop in fatalities, especially if the Tau can provide stuff that can improve the living standards among Hive Worlds.
This also could mean that there is some potential for some impressive population growth, but I don't think the sector has recovered from the Admech civil war since there was probably a massive population decline because of it. Having massive supply disruptions for a few generations and most resources going into destroying other forging facilities probably didn't help. I could see a lot of starvation and other issues thanks to that.
It is a good thing our Chapter was already decoupled from the sector for thousands of years and never had to worry about Tithes that might have involved manpower. Although given how extensive the fortifications were for a few planets in the sub-sector, there might have been some big problems before the Storm Avengers arrived for possibly thousands of years if we consider initial RP production and what was built beforehand.
I don't think the sector is at its initial population numbers since the start of the quest given all the hostile factors. The other Xeno threats probably didn't help and the civil war probably still has damages that need to be healed. However, the population will probably return to its initial numbers or surpass it in another generation. Because in 40k there are always ludicrous casualty rates beyond imagination.
Compared to the rest of the Imperium, the Asgardia Sector has always been better on average and akin to Ultramar in that regard. Independence from the Imperium and closer relations with the Tau have only improved on that as the Asgardian Triumvirate is willing to expend resources on lifting up their Feral and Feudal Worlds in addition to being willing to make efforts to help fix and repair the Hive Worlds. While the Under Hives and Lower Hives are still bad, the Asgardian Triumvirate and the Tau Empire are willing to look at the problem and innovate new solutions rather than look at it and decide they can't do anything because the original method of fixing them is lost to them. Hive Worlds are still terrible places to live unless you are one of the upper classes, but the standard of living is slowly but surely improving and maybe one day they'll be restored to something resembling how they were in the DAoT.
As for AdMech Civil War impacting the Asgardia Sector, it did so less than you think thanks to the Tau Empire. The rest of the Asgardia Sector basically turned to the Tau to pick up the industrial slack when the Forge Worlds closed off. For their part, the Tau were happy to oblige to make inroads into the Asgardia Sector even if the desired outcome was limited due to the Asgardian Triumvirate forming. There was no mass starvation or other mass deaths due to the Forge World Civil War thanks to your extensive trade with the Tau.
[X] The Storm Avengers keep the Iron Fang for their own Chapter Fleet.
[X] The Storm Avengers give the Executor-class Grand Cruiser to Battlefleet Asgardia. Gain one Major Favour from Battlefleet Asgardia.
[X] The Storm Avengers give the Retaliator-class Grand Cruiser to the Mechanica Sororitas. Gain one Major Favour from the Mechanica Sororitas.
[X] The Storm Avengers give one of the captured cruisers to the Mechanica Sororitas. Gain one Major Favour from the Mechanica Sororitas.
[X] The Storm Avengers give one of the captured cruisers to Battlefleet Asgardia. Gain one Major Favour from Battlefleet Asgardia. x2
It has been some time since you last attended one of these meetings, your business on Vanaheim keeping you away from Midgardia. But the coming trial is too important, too critical to leave up to chance. More than just a threat, Amenophis IV holds hope for the future and that dream shall slip through your gasp.
The Archmagos Dominus Belisarius Cawl will be committing his forces, the Ark Mechanicus Zar-Quaesitor, its attendant fleet and whatever armies it holds within its hull. The Archmagos is playing his cards close to his chest and you doubt you will know what he will deploy on Amenophis. The only thing you can be certain of is that Archmagos Cawl won't let this vital opportunity slip his grasp. The prize is such that even a Titan Legion would be an acceptable loss to retrieve it.
The Asgardian Triumvirate won't be lacking either. With the Grendel Sub-Sector liberated, the forces of the 1st Asgardian Crusade are being redirected to Amenophis IV. While the crusade fleet is still depleted, the lack of enemy void assets at Amenophis means that weakness is non-issue. Tens of millions of mortal soldiers will descend upon the Hive World, ready to face whatever horrors its AI overlord will throw at them.
Reinforced with a hundred Primaris Astartes from Cawl, the Iron Sentinels will deploy little over four hundred to Amenophis IV, including their 1st Company. The weakened 4th Company shall take up garrison duty of Mjolnir while their scouts will patrol the Asgardia Sector in the absence of the rest of the Chapter.
The Knights of Caliban are similarly committing to Amenophis IV, even putting their desire for vengeance against House Yngmar on hold. The Order of Nightwing, bolstered with new recruits, will garrison their keeps on their recruiting worlds while the Order of Deathwing shall aid the Iron Sentinel scouts in safeguarding the Asgardia Sector. The rest of the Knights of Caliban, close to seven hundred Astartes, will join the assault on Amenophis IV. Between the Knights of Caliban and the Iron Sentinels, there will be over a thousand Astartes at Amenophis IV on top of whatever Storm Avengers you bring with you.
The Mechanica Sororitas are also committing to the Amenophis campaign in force. While they have prior commitments between defending their Forge Worlds and the reclamation of Skapula, the Mechnica Sororitas have promised to send their reserves and the forces being built up for their Explorator Fleets. With such a grand technological prize at stake, the Mechanica Sororitas won't do anything less than send all that they can spare.
The Order of the Sacred Storm will be aiding their partners in the Mechanica Sororitas on the assault on Amenophis IV. While the Adepta Sororitas have been spreading themselves thin as they try to Mission across the entirety of the Asgardian Triumvirate, the Sisters of Battle have been able to muster up three slightly understrength Preceptories for the campaign by cutting back on additional expansion for the next few years.
The entirety of the available might of the Asgardian Triumvirate is being mustered against Amenophis IV. You wouldn't have it any other way. The importance of success there is too vital, not just for the Asgardia Sector, but all of mankind. You just thank the God-Emperor that this is good timing.
The 1st Asgardian Crusade isn't already engaged on another front and is available for the campaign. The Greenskins of Grendel are destroyed while both the Darcs and the Strulrot have been beaten back for at least the next decade. There are no ongoing rebellions, invasions or uprisings across the sector and all three Space Marine Chapters of the Asgardian Triumvirate have minimal outstanding commitments at the moment. One could argue that your Chapters and Battlefleet Asgardia are all still recovering from the invasion by the Sons of the Lion, but perfection is the enemy of good enough. If one always waits for perfection, they'll never get anything done.
You look across the table, noting all of the faces of your fellow Storm Avengers. Almost the entirety of the senior Chapter leadership is here with only Captain Grimm Stoneson missing. He and the rest of 6th Company are still at Skapula, securing the captured Watch Station and helping safeguard the ongoing reclamation efforts from any attempts at interference by the Ruinous Powers.
"Putting aside the topic of Amenophis for now," you start off the meeting, "Do we have any other subjects to address first."
"We are looking at a shortage of Force Weapons," says Steffen as the Chief Librarian is the first to speak up, "With the amount we currently have, our stockpiles will run out within the century. In the longer term, we will need at least another hundred for our Acolytums currently in training and if our fortune when it comes to recruitment holds, we are looking at needing fifty new Force Weapons every decade. Barring any casualties of course."
"Could one of the Automated Forges be used for it?" inquires Stefan, "We still have one that has yet to be put into service, correct?"
"It could be," answers Horwan, though the Master of the Forge is saying the words with great and obvious reluctance, "Just one could make four hundred new Force Weapons in a single decade. I personally advise against it, Torvald. We have other things that are more valuable to use the Automated Forges on."
"You have a suggestion, Horwan?" you ask.
"Indomitus-pattern Tactical Dreadnought Armour," answers the senior Techmarine without hesitation or missing a heartbeat, "Those wonders of Dark Age technology can only be matched by Forge World manufactorums in terms of production capability. A single one could make another Terminator Armour to outfit an entire company with some spare in just three decades. In a quarter of a century, we could make another Terminator to fully outfit all three of our veteran companies at full strength."
"That would be a great feat that would make other Chapters jealous," says Grimvard, "The majority can only field two or three squads at most. A full company is reserved for the older and more prestigious Chapters while only those of the First Founding could hope to have enough Terminator Armour to supply more than their 1st Company."
"It is something to consider," you agree, "Anything else, Horwan?"
"Tau Stealth Battlesuits," replies the Master of the Forge bluntly, "Both research data and physical examples. I want to see how they work and if any of their secrets can be incorporated into a new variant of power armour. Their Crisis Battlesuits too if possible, but to my understanding, they are more walkers with a cockpit than power armour to be worn."
"That would be tech-heresy," points out Karl, but there is no heat or accusation to his words, just a simple statement of fact."
"Like we Storm Avenger have ever shied away from that," replies Scottus, but the Captain of 7th Company is smiling as he does so and several others in the room either smile as well or make light chuckles.
"It is what it is," says Horwan, "I do believe it is what we need. The Errant Armour has proven its value, but it is still constrained by Imperial attitudes. Tau technology is promising in its own way and we would be fools to discard what it has to offer us."
"I shall see if it can be done, but I doubt such a thing can be accomplished before Amenophis is over," you tell the Master of the Forge and Horwan accepts your words with a nod, "Now is there anything else?"
"I request usage of the Chapter's resources to update our gene-seed with the improvements given to us by the Archmagos," says Bruce Boltson, "I have been reviewing his work and to the best of my knowledge, it is exactly as he claimed it to be. If we act now, we can stagger the upgrades enough to use them in our upcoming wave of neophytes. It should be possible to keep ahead of the initiates who are ready for implantation if we properly and fully commit to the task."
"That is reasonable," you agree after a moment's consideration, trusting in your Chief Apothecary's judgement.
In truth, the decision had been made when you and the rest of the Triumvirate traded for the knowledge with Archmagos Cawl. If you weren't going to make use of it, you wouldn't have made the deal and with the mass influx of recruits from across the Asgardia Sector, you can't deny the logic in Bruce's words.
"I would like to raise the issue of having insufficient escorts for the Chapter Fleet," says Karl as your 4th Company Captain and master of the Fleet speaks up into the silence that follows your words, "While we are fortunate to have so many capital ships, the lack of escorts to protect has been giving us issues. For one example, the Implacable Justice would not currently be in need of repairs if she had a squadron of escorts to protect her. We will need to go to the Mechanica Sororitas. As useful as they are, our shipyards here at Midgardia are unable to keep up with the needs of our Chapter Fleet."
***
Free Actions (Choose up to three) Perform actions that don't fall under Production or Chapter Deployment. Also includes non-Codex compliant changes to your chapter organisation.
[-] Bruce Boltson and the rest of the Apothecarion will be upgrading your gene-seed to Primaris.
[ ] Write-in.
[ ] Write-in. Skald Action A diplomatic venture taken by your skalds such as calling in a Favour or reaching out to another faction.
[ ] Write-in. Godi Action The Godi are your dedicated research team of mortal scientists. They provide a free Research action that can be taken so long as they aren't already committed to another project.
[-] The Godi are currently unavailable Chapter Deployment
[ ] Torvald and his Honour Guard are deploying to Amenophis IV.
[ ] 1st Company (80) is unassigned and currently available.
[ ] 2nd Company (84) is unassigned and currently available.
[ ] 3rd Company (45) is unassigned and currently available.
[ ] 4th Company (45) is unassigned and currently available.
[ ] 5th Company (43) is unassigned and currently available.
[ ] 6th Company (40) is deployed to Skapula and currently unavailable.
[ ] 7th Company (42) is unassigned and currently available.
[ ] 8th Company (60) is unassigned and currently available.
[ ] 9th Company (40) is unassigned and currently available.
[ ] 10th Company (81) is unassigned and currently available.
[ ] 11th Company (80) is unassigned and currently available.
[ ] 12th Company (80) is unassigned and currently available.
[ ] 13th Company (40) is unassigned and currently available.
[ ] 14th Company (70) is unassigned and currently available.
[ ] 1st Chapter Fleet is unassigned and currently available.
[ ] 2nd Chapter Fleet is unassigned and currently available.
[ ] 3rd Chapter Fleet is unassigned and currently available.
[ ] 4th Chapter Fleet is unassigned and currently available.
[ ] 5th Chapter Fleet is unassigned and currently available.
[ ] Requilary Battle Barge Might of Storms is unassigned and currently available.
[ ] Battle Barge Storm of Salvation is unassigned and currently available.
[ ] Battle Barge Implacable Justice is in need of repairs and currently unavailable.
[ ] Battle Barge Unrelenting Fury is unassigned and currently available.
[ ] Battle Barge Storm Fang is in need of repairs and currently unavailable.
[ ] 1st Storm Legion is unassigned and currently available. Production (97 Points & 5 Techmarine available)
[ ] Write-in.
-Battle Barge Implacable Justice needs two Major Favours and two Turns to be repaired.
-Battle Barge Storm Fang needs two Major Favours and two Turns to be repaired.
Development (95 Resource Points available)
[ ] Write-in.
-[] Plasma Reactor for Automated Foundry Beta= 5 RP Chapter Organisation (Optional) This is here so you can make Codex-compliant changes to the chapter to suit your preferences. Think things like assigning vehicles or warships to a company or replacing losses in a battle company from a reserve company. Most of this will happen automatically and will be sorted out by me, the QM, but here is the option if anyone wants to do it themselves.
[ ] Write-in.
***
Missions
Amenophis: Archeotech & AIs (Jericho Reach): The Hive World of Amenophis IV has been taken over not by Chaos or Xenos, but by an Abominable Intelligence. Enslaving the entire populace, the AI managed to repel a Tau attempt to liberate the world using widespread Archeotech weapons. Archeotech weapons that have been constructed since the AI took over. Amenophis is home to both a grave danger and a great treasure as the AI must be stopped before it can expand further while the secrets to create new Archeotech should be seized if possible. Threat Level Exterminus. Skapula: Deathwatch & Hereteks (Jericho Reach): Once a Forge World of the Jericho Sector famous for its medicare facilities, Skapula is now a Dead World home to a band of hereteks, roving feral marauders and a reclaimed Watch Station. The Mechanica Sororitas are looking to rebuild Skapula into a Forge World once more. Threat Level Low. Vengeance against Yngmar (Imperium of Man): The Rogue Trader House Yngmar has struck a grievous blow against the Knights of Caliban by crippling the Order of Nightwing. The Sons of the Lion have vowed vengeance for this nefarious deed Threat Level Variable. Pirate Hunting (Asgardia Sector): While a far cry from the Pirate Lords that existed when you first arrived in the Asgardia Sector, a new pirate threat has emerged. These pirates are a leftover from the anarchy and turmoil of the Reximus Succession Crisis, a threat to sector trade and economy that should be dealt with sooner rather than later. Threat Level Medium. Hell Forge Heimdall (Asgardia Sector): Easily the biggest threat in the Asgardia Sector right now, Hell Forge Heimdall has grown in strength, growing connections and customers in the Jericho Reach. Heimdall has in turn used those to conquer the surrounding sub-sectors and acquire the services of the Chaos Space Marine warband called the Steel Hunger. While direct strikes at the Hell Forge are too dangerous, hitting its fledgling empire is not. Threat Level High/Extreme. Fortress World Tyrfing (Tyrfing Sub-Sector): The brief homeworld of the Bloody Steel, Tyrfing is a very troublesome planet to invade, but its elimination would go a long way to safeguarding the Asgardia Sector. Currently aligned with Hell Forge Heimdall and acting as a bulwark and staging ground for it. Threat Level Extreme. Feral Ork Purge (Asgardia Sector): Thanks to a series of past Waaaghs, a good many of the worlds in the Asgardia Sector have a populace of Feral Orks. While the greater threat of these primitive xenos is usually nominal, every Space Marine knows what the Orks can do when left unchecked. Conduct a purge on the Feral Orks to curtail their threat. Threat Level Low. 1st Asgardian Crusade (Jericho Reach): With Archmagos Belisarius Cawl targeting the AI-controlled world Amenophis IV, the forces of the Asgardian Crusade are being redirected there. While the warship attachment is still depleted, the lack of enemy void forces means that is a non-issue. Threat Level Exterminus. Chaos in the South (Asgardia Sector): While the largest group of heretics outside of Heimdall's empire, they are also the weakest. Lacking unity and industrial strength, these four sub-sectors will require time more than effort to reclaim. Threat Level Low Khornate Raiders (Asgardia Sector): Bordering both the Iron Sentinels and the Order of the Sacred Storm along with the Imperium, these heretics serve Khorne and value martial prowess and glory greatly. Over the past several decades, they have avoided attacking the Asgardia Sector for the most part, preferring to send raids across the border into the Imperium. While their discipline and wargear varies in quality, they have no shortage of fighting spirit and experienced veterans. Threat Level Medium Feuding Heretics (Asgardia Sector): Despite being grouped together due to their proximity, the Helheim and Muspelheim Sub-Sectors are not united. Ruled by Nurgilite and Slaaneshi cultists respectively, this pair of the sub-sectors spend more time fighting each other than raiding Loyalist territory. Threat Level Medium Patrolling (Asgardia Sector): There are many minor threats to the Asgardia Sector and the loyal Imperial citizens calling it home. Having forces patrol the sector will allow the Chapter to proactively deal with any threats that unexpectedly appear in the sector. Threat Level Variable. Raiding (Asgardia Sector): There are many threats within the borders of the Asgardia Sector, from Orks to heretics to minor xenos powers. Sending forces to raid these foes can weaken them by hitting targets of opportunity. Threat Level Variable. Home Guard (Gard Sub-Sector): As important as it is for the chapter to go out and slay the enemies of humanity, it is also important the chapter protects its home on Midgardia. Stationing forces on Midgardia will help deter opportunities or planned attacks on the fortress-monastery. Threat Level Variable. Omnissiah Service (Asgardia Sector): A good relationship with a Forge World is vital for any thriving chapter and your Chapter is on fairly good terms with the Adeptus Mechanicus despite everything. Nevertheless, the tech-priests don't work for free and you will need to do something for them in exchange for their time and effort. Thankfully, the Adeptus Mechanicus won't say no to the aid of space marines as your assistance is too valuable to turn down. Threat Level Variable. Tau Mercenaries (Tau Empire): Thanks to the Utgard Agreement, the Tau Empire has withdrawn from human space and allied with the Asgardian Triumvirate. Having witnessed the fearsome might of the Adeptus Astartes firsthand, the Tau Empire are willing to trade industrial assistance in exchange for martial assistance. Threat Level Variable. Driving Back the Dracs (Asgardia Sector): The Dracs Coalition is the biggest threat of the minor xenos powers. Undermining their control over human worlds and targeting their war machine would slow down their expansion into the Asgardia Sector. Threat Level High. Purging the Strulrot (Hardrad Sub-Sector): The Strulrot Empire is an expansionist and highly aggressive xenos empire. Over the past few decades, the Strulrot have been marshalling their strength and scouting reports technological advancements on their part. Threat Level High. Jericho Reach (Jericho Sector): The Jericho Reach is a sector to the galactic north-east of the Asgardia Sector that has both been abandoned by the Imperium and fallen to the Ruinous Powers. The Tau Empire is currently expanding into the Jericho Reach and it may be a good idea to see what the xenos are up to while culling any Chaos threats encountered. Threat Level Variable.
Iron Sentinels
1st Company (108/Veteran) = Deploying to Amenophis IV. 3rd Company (100/Battle) = Deploying to Amenophis IV. 4th Company (58/Battle) = Garrisoning Mjolnir. 5th Company (100/Battle) = Deploying to Amenophis IV. 6th Company (99/Battle) = Deploying to Amenophis IV. 10th Company (106/Scout) = Patrolling the Asgardia Sector.
Knights of Caliban
Order of Deathwing (67) = Patrolling the Asgardia Sector. Order of Stormwing (88) = Deploying to Amenophis IV. Order of Ironwing (79) = Deploying to Amenophis IV. Order of Firewing (86) = Deploying to Amenophis IV. Order of Ravenwing (88) = Deploying to Amenophis IV. Order of Dreadwing (86) = Deploying to Amenophis IV. Order of Coldwing (83) = Deploying to Amenophis IV. Order of Voidwing (71) = Deploying to Amenophis IV. Order of Nightwing (57) = Garrisoning the Beowulf Sub-Sector. Order of Truthwing (83) = Deploying to Amenophis IV.
Relations
The degrees of Reputation you can earn range from Despised, to Hated, to Bad, to Suspect, to Neutral, to Good, to Liked, to Honoured, to Exalted.
Favours range from Minor to Major to Honourbound.
Favours Owed to the Storm Avengers
Battlefleet Asgardia = 3 Honourbound Favours, 7 Major Favours, 8 Minor Favours.
Mechanica Sororitas = 9 Honourbound Favours, 6 Major Favours, 3 Minor Favours.
Order of the Sacred Storm = 2 Major Favours, 2 Minor Favours.
Von Grom Dynasty = 2 Major Favours.
Knights of Caliban = 2 Honourbound Favours, 5 Major Favours.
Vanaheim Valkyries = 1 Honourbound Favour, 1 Major Favour.
Iron Sentinels = 1 Honourbound Favour, 5 Major Favours.
Carmine Talons = 1 Major Favour.
Unbroken Blades = 2 Honourbound Favours, 1 Major Favour.
Asgardian Ecclesiarchy = 1 Major Favour.
Frateris Templar = 1 Major Favour.
Owed by the Storm Avengers
Tau Empire = 1 Honourbound Favour, 2 Minor Favours,
Ongoing Research Projects
Contemptor Dreadnought Reactor Tech = 2 Techmarines
Tau Shields = Godi
Completed Research/Technologies
Gravitic Thrusters
Asgardian Black Ship Spatha-class Frigate
Deeper understanding of Land Speeder Anti-Grav technology
Modular Combi-Bolters
Cawl-pattern Bolt Rifle
Belisarius Cawl's insights into anti-gravity technology
Belisarius Cawl's insights into plasma weapon technology
Sub-Sector Development
Minor Tau Favour is worth 3 RP.
Minor MechSororita Favour is worth 6 RP.
Major Tau Favour is worth 15 RP.
Major MechSororita Favour is worth 25 RP.
Honourbound Tau Favour is worth 75 RP.
Honourbound MechSororita Favour is worth 120 RP.
Unfinished development projects must have at least 10% of their total cost or 10 RP, whichever is lower, committed to them. Otherwise you will lose 5% of their total cost or 5 RP, whichever is lower, in progress.
No more than half of your RP per turn can be spent on Industrial Complexes or Orbital Industrial Complexes.
Sub-Sector Status
-Total Income = +92 RP per turn.
Midgardia = +18 RP per turn -Ground Fortifications (Level 10)
-Orbital Fortifications (Level 7)
-Basic Academy
-Basic Training Site
-Advanced Training Site
-Carapace Armour Manufactorum
-Hotshot Lasweapon Manufactorum
-Chimera Manufactorum
-Leman Russ Manufactorum
-Valkyrie Manufactorum
-Basilisk Manufactorum
-'Baneblade' Manufactorum
-Fury Manufactorum
-Thunderbolt Manufactorum
-Marauder Manufactorum
-Strike Cruiser Shipyard
-Gladius-class Frigate Shipyard
-Spatha-class Frigate Shipyard
Danlan = +10 RP per turn -Orbital Fortifications (Level 1)
Valha = +0 RP per turn -Orbital Fortifications (Level 1)
Minvir = +11 RP per turn -Orbital Fortifications (Level 6)
Grisnir = +9 RP per turn -Ground Fortifications (Level 15)
-Orbital Fortifications (Level 10)
-Basic Training Site
-Carapace Armour Manufactorum
-Hotshot Lasweapon Manufactorum
-Chimera Manufactorum
-Leman Russ Manufactorum
-Valkyrie Manufactorum
-Basilisk Manufactorum
-Thunderbolt Manufactorum
Folkvangr = +1 RP per turn -Orbital Fortifications (Level 1)
Tannheim = +9 RP per turn -Ground Fortifications (Level 5)
-Orbital Fortifications (Level 4)
-Chimera Manufactorum
-Valkyrie Manufactorum
Jostir = +10 RP per turn -Ground Fortifications (Level 17)
-Orbital Fortifications (Level 10)
-Basic Training Site
-Carapace Armour Manufactorum
-Hotshot Lasweapon Manufactorum
-Chimera Manufactorum
-Valkyrie Manufactorum
-Thunderbolt Manufactorum
Thur = +9 RP per turn -Ground Fortifications (Level 1)
-Orbital Fortifications (Level 1)
-Advanced Campus
Saemir = +8 RP per turn -Orbital Fortifications (Level 1)
Tau Trade = +12 RP per turn.
Supplying Carmine Talons = -5 RP per turn
Recruitment Costs (Green/Trained/Regular)
Infantry Regiment = 1 RP/2 RP/3 RP
Heavy Infantry Regiment = 2 RP/3 RP/4 RP
Mechanised Regiment = 2 RP/3 RP/4 RP
Heavy Mechanised Regiment = 3 RP/4 RP/5 RP
Airborne Regiment = 3 RP/4 RP/5 RP
Heavy Airborne Regiment = 4 RP/5 RP/6 RP
Stormtrooper Regiment = ~/~/5 RP
Armour Regiment = 4 RP/6 RP/8 RP
-Superheavy Attachment = 3 RP (Next 5 are free)
Artillery Regiment = 4 RP/6 RP/8 RP
Interceptor Regiment = 6 RP/8 RP/10 RP
Fighter Regiment = 6 RP/8 RP/10 RP
Bomber Regiment = 6 RP/8 RP/10 RP
Strike Cruiser = 16 RP. May only spend up to 6 RP per turn. Gladius-class Frigate = 4 RP. Spatha-class Frigate = 4 RP.
Available Planetary Projects
Industrial Complex/Costs 10 RP = +1 RP for the planet. Can be taken an unlimited amount of times. You can only build one at a time per world. Orbital Industrial Complex/Costs 25 RP = +1 RP for the planet. Can be taken an unlimited amount of times. You can only build one at a time per world. Basic Academy/Costs 50 RP = Allows recruitment of Trained-rated Regiments. Advanced Academy/Costs 100 RP = Allows recruitment of Regular-rated Regiments. Required for recruitment of Stormtrooper Regiments. Minimal Campus/Costs 20 RP = Mildly increased training rate of Asgardian pyskers. Basic Campus/Costs 50 RP = Moderately increased training rate of Asgardian pyskers. Advanced Campus/Costs 100 RP = Majorly increased training rate of Asgardian pyskers. Aspirant Academy/Costs 25 RP = Provides additional Aspirants per turn. Basic Training Site/Costs 10 RP = Produces one free Heavy Infantry Regiment per turn. Each planet is limited to one per every 5 RP per turn. Advanced Training Site/Costs 25 RP = Produces one free Heavy Mechanised Regiment per turn. Each planet is limited to one per every 10 RP per turn.
Ground Fortifications/Costs 10 RP times level = Self-explanatory. Requires the prior level of fortifications to be built. Orbital Fortifications/Costs 10 RP times level = Self-explanatory. Requires the prior level of fortifications to be built.
Escort Dockyard/Costs 25 RP = Allows the refitting or repairing of one escort-sized warship. -Upgrade to Escort Shipyard (Write-in Type)/Costs 35 RP = In addition to the above, it allows the construction of the chosen warship class. Cruiser Dockyard/Costs 75 RP = Allows the refitting or repairing of one cruiser-sized warship. -Upgrade to Cruiser Shipyard (Write-in Type)/Costs 125 RP = In addition to the above, it allows the construction of the chosen warship class. Battleship Dockyard/Costs 300 RP = Allows the refitting or repairing of one battleship-sized warship. -Upgrade to Battleship Shipyard (Write-in Type)/Costs 500 RP = In addition to the above, it allows the construction of the chosen warship class.
Carapace Armour Manufactorum/Costs 40 RP = Upgrades PDF with Carapace Armour. Unlocks Heavy Regiments. Hotshot Lasweapon Manufactorum/Costs 50 RP = Upgrades PDF with Stormtroopers. Required for recruitment of Stormtrooper Regiments. Chimera Manufactorum/Costs 20 RP = Upgrades PDF with APCs. Required for recruitment of Mechanised Regiments. Leman Russ Manufactorum/Costs 50 RP = Upgrades PDF with Tanks. Required for recruitment of Armour Regiments. Valkyrie Manufactorum/Costs 30 RP = Upgrades PDF with Gunships. Required for recruitment of Airborne Regiments. Basilisk Manufactorum/Costs 40 RP = Upgrades PDF with Artillery. Required for recruitment of Artillery Regiments. 'Baneblade' Manufactorum/Costs 100 RP = Upgrades PDF with Superheavy Tanks. Required for recruitment of Superheavy Attachments. Lightning Manufactorum/Costs 100 RP = Upgrades PDF with Interceptors. Required for recruitment of Interceptors Regiments. Thunderbolt Manufactorum/Costs 100 RP = Upgrades PDF with Fighters. Required for recruitment of Fighter Regiments. Marauder Manufactorum/Costs 100 RP = Upgrades PDF with Bombers. Required for recruitment of Bomber Regiments. Warbringer Manufactorum/Costs 600 RP = Unlocks the production of Warbringer Nemesis Titans.
Astartes Development Projects
Cawl-pattern Bolt Rifle Manufactorum/Costs 175 RP = Makes the Cawl-pattern Bolt Rifle standard-issue for the Storm Avengers. Escort Targeting Cogitator Manufactorum/Costs 150 RP = Upgrades all of your escort warships with the archeotech targeting cogitator. Capital Targeting Cogitator Manufactorum/Costs 200 RP = Upgrades all of your capital warships with the archeotech targeting cogitator. Huskarl Targeting Cogitator Manufactorum/Costs 200 RP = Upgrades all of the Huskarl power armour with the archeotech targeting cogitator. Requires Power Armour Manufactorum.
Skald Targeting Cogitator Manufactorum/Costs 50 RP = Upgrades all of the Skald power armour with the archeotech targeting cogitator.
Forge Foundries/Costs 30 RP = Grants +1 Point for Production. Only one can be built at a time. Power Weapon Manufactorum/Costs 10 RP = +5 Power Weapons per turn. Specialist Weapon Manufactorum/Costs 10 RP = +5 Specialist Weapons per turn. Heavy Weapon Manufactorum/Costs 10 RP = +5 Heavy Weapons per turn. Jump Pack Weapon Manufactorum/Costs 10 RP = +5 Jump Packs per turn. Iron Halo Manufactorum/Costs 50 RP = +1 Iron Halo per turn. Rosarius Manufactorum/Costs 50 RP = +1 Rosarius per turn. Adamantine Mantle Manufactorum/Costs 50 RP = +1 Adamantine Mantle per turn. Indomitus Terminator Manufactorum/Costs 150 RP = +1 Indomitus-pattern Terminator Armour per three turns. Bike Manufactorum/Costs 10 RP = +2 Bikes per turn. Tarantula Turret Manufactorum/Costs 10 RP = +3 Tarantula Turret per turn Land Speeder Manufactorum/Costs 20 RP = +1 Land Speeder per turn. Land Speeder Storm Manufactorum/Costs 20 RP = +1 Land Speeder Storm per turn. Land Speeder Tornado Manufactorum/Costs 20 RP = +1 Land Speeder Tornado per turn. Land Speeder Typhoon Manufactorum/Costs 20 RP = +1 Land Speeder Typhoon per turn. Rhino Manufactorum/Costs 20 RP = +1 Rhino per turn. Razorback (Heavy Bolter) Manufactorum/Costs 30 RP = +1 Razorback (Heavy Bolter) per turn. Razorback (Heavy Flamer) Manufactorum/Costs 30 RP = +1 Razorback (Heavy Flamer) per turn. Razorback (Assault Cannon) Manufactorum/Costs 30 RP = +1 Razorback (Assault Cannon) per turn.
Razorback (Lascannon) Manufactorum/Costs 30 RP = +1 Razorback (Lascannon) per turn. Vindicator Manufactorum/Costs 30 RP = +1 Vindicator per turn. Whirlwind Manufactorum/Costs 30 RP = +1 Whirlwind per turn. Predator Destructor Manufactorum/Costs 40 RP = +1 Predator Destructor per turn. Predator Annihilator Manufactorum/Costs 40 RP = +1 Predator Annihilator per turn. Castaferrum Dreadnought Manufactorum/Costs 120 RP = +1 Castaferrum-pattern Dreadnought per turn. Contemptor DreadnoughtManufactorum/Costs 300 RP = +1 Contemptor-pattern Dreadnought per three turns. Stormtalon Manufactorum/Costs 60 RP = +1 Stormtalon per turn. Stormraven Manufactorum/Costs 300 RP = +1 Stormtalon per two turns. Land Raider Phobos Manufactorum/Costs 600 RP = +1 Land Raider Phobos per six turns. Land Raider Crusader Manufactorum/Costs 600 RP = +1 Land Raider Crusader per six turns. Land Raider Redeemer Manufactorum/Costs 600 RP = +1 Land Raider Redeemer per six turns.
Production
Available Output
Output is available for a single turn and cannot be stockpiled. Any Points not spent during the turn will be lost and won't be available in any following turns. The exception to this is points from Adeptus Mechanicus Favours, which can be stockpiled for later use. Any wargear that requires a Techmarine to build purchased via an Adeptus Mechanicus Favour costs triple.
20 Points from Techmarines.
12 Points from Forge World Thor.
12 Points from Forge World Odin.
12 Points from Forge World Loki.
12 Points from Forge World Sif.
12 Points from Forge World Baldur.
12 Points from Forge World Freya.
5 Points from Forge-Hammer of Vulcan
Tau Empire Minor Favour is worth 15 Points
Adeptus Mechanicus Minor Favour is worth 25 Points or it can be used as a Techmarine substitute.
Tau Empire Major Favour is worth 80 Points
Adeptus Mechanicus Major Favour is worth 120 Points
Tau Empire Honourbound Favour is worth 400 Points
Adeptus Mechanicus Honourbound Favour is worth 600 Points
Equipment Costs
Mark VIII "Errant" Power Armour, Boltguns, Bolt Pistols & Chainswords are standard issue.
5 Power Weapons = 1 Point
2 Force Weapons = 1 Point
5 Specialist Weapons = 1 Point
5 Heavy Weapons = 1 Point
5 Jump Packs = 1 Point
Warship Costs
Escort = 1 Minor Favour/1 Turn
6 Escorts = 1 Major Favour/1 Turn
36 Escorts = 1 Honourbound Favour/6 Escorts per 1 Turn.
Cruiser = 1 Major Favour (Forge World Thor)/3 Turns
4 Cruisers = 1 Honourbound Favour (Forge World Thor)/1 Cruiser per 3 Turns
Battle Barge = 1 Honourbound Favour (Forge World Thor)/10 Turns
1 Minor Favour can be used to refit a Strike Cruiser or Battle Barge.
Chapter Status
Chapter Master Torvald Thunderson: Worthy Thunderer, Aegis of Antonius, Timeless Liberty, 1/1 Adamantine Mantle.
Chapter Champion Sig Stormson: 1/1 Archaeotech Power Weapon, 1/1 Archaeotech Specialist Weapon, Invictus Iron
6/Honour Guard Squad Zero-Zero: 9/9 Archaeotech Power Weapons, 9/9 Archaeotech Specialist Weapons, 9/9 Artificer Armour, 9/9 Adamantine Mantles, 9/9 Iron Halos.
Master of the Keep (1st): Grimvard Thunderson
Master of the Watch (2nd): Stefan Freeson
Master of the Arsenal (3rd): Sten Lightson
Master of the Fleet (4th): Karl Voidson
Master of the Marches (5th): Mathias Hailson
Master of the Rites (6th): Grimm Stoneson
Chief Victualler (7th): Scottus Lightson
Lord Executioner (8th): Halla Stormson
Master of the Relics (9th): Heimir Windson
Master of the Recruits and Reconnaissance (10th): Leaf Metalson
Master of Sanctity: Jannis Hopeson
Total/Spare Chaplains: 13/0 (13/13 Power Weapon, 13/13 Rosarius)
Master of the Apothecarion: Bruce Boltson
Total/Spare Apothecaries: 19/5
Gene-seed: 1,571 (Storm Avengers)
Chief Librarian: Steffen Strangeson
Total/Spare Librarians: 74/32 (74/74 Force Weapon)
Master of the Forge: Horwan Forgeson
Total/Spare Techmarines: 20/6 (22/22 Power Weapon, 22/22 Artificer Armour)
Unassigned Power Weapons: 120
-Unassigned Force Weapons: 14
-Unassigned Archaeotech Power Weapons: 5
Unassigned Specialist Weapons: 83
-Unassigned Archaeotech Specialist Weapons: 1
Unassigned Heavy Weapons: 130
-Unassigned Archaeotech Heavy Weapons: 11
Unassigned Jump Packs: 93
Assigned Vehicles
46 Tarantula Turrets
3 Land Speeders
3 Vindicators
3 Whirlwinds
2 Predator Destructors
3 Predator Annihilator
3 Stormtalons
Land Raider Phobos Ferrum Tonitruum
Land Raider Phobos Vaccus Tonitru
Land Raider Phobos Terra Tempestas
Land Raider Crusader Imperialis Procella
Land Raider Redeemer Imperialis Tempestas
Land Raider Phobos Fury of Redemption
Land Raider Phobos Storm of Penance
Land Raider Phobos Midgardian Honour
Land Raider Phobos Leonis Ira
Assigned Warships
Strike Cruiser Burden of Justice (No Launch Bays, Prow Heavy Lances)
-4 Gladius-class Frigates
2nd Company (Battle Company)
Captain Stefan Freeson: 1/1 Archaeotech Power Weapon, Storm Stinger, 1/1 Iron Halo, Silver Sentinel, 1/1 Adamantine Mantle.
Champion Robert Strangeson: 1/1 Archaeotech Power Weapon, 1/1 Iron Halo, 1/1 Artificer Armour, 1/1 Adamantine Mantle.
Librarian Thord Lightson
Librarian Aelianus Waveson
Librarian Lennart Metalson
Chaplain Ogmund Flameson
Apothecary Bjorn Thunderson
Techmarine Einar Freeson: 1/1 Iron Halo
Company Traits Independent Operators = Bonus to all rolls when operating without support from the rest of the Storm Avengers
Squads
3/Command Squad Two-Zero/Razorback (Lascannon): 3/3 Power Weapons, 3/3 Specialist Weapons
9/Tactical Squad Two-One (Veteran Sergeant Andreas Stormson)/Stormraven: 1/1 Power Weapon, 2/1 Specialist Weapon, 1/1 Heavy Weapon.
8/Tactical Squad Two-Two (Veteran Sergeant)/Stormraven: 1/1 Power Weapon, 1/1 Specialist Weapon, 1/1 Heavy Weapon.
8/Tactical Squad Two-Three (Veteran Sergeant)/Rhino: 1/1 Power Weapon, 1/1 Specialist Weapon, 1/1 Heavy Weapon.
8/Tactical Squad Two-Four (Veteran Sergeant)/Rhino: 1/1 Power Weapon, 1/1 Specialist Weapon, 1/1 Heavy Weapon.
8/Tactical Squad Two-Five (Veteran Sergeant)/Rhino: 1/1 Power Weapon, 1/1 Specialist Weapon, 1/1 Heavy Weapon.
8/Tactical Squad Two-Six (Veteran Sergeant)/Rhino: 1/1 Power Weapon, 1/1 Specialist Weapon, 1/1 Heavy Weapon.
9/Assault Squad Two-Seven (Veteran Sergeant)/Stormraven & Stormraven: 1/1 Archaeotech Power Weapon, 2/2 Specialist Weapon, 10/10 Jump Packs.
9/Assault Squad Two-Eight (Veteran Sergeant)/Stormraven & Stormraven: 1/1 Power Weapon, 2/2 Specialist Weapon, 10/10 Jump Packs.
9/Devastator Squad Two-Nine (Veteran Sergeant)/Razorback (Heavy Bolter) & Razorback (Lascannon): 1/1 Power Weapon, 4/4 Heavy Weapon.
8/Devastator Squad Two-Ten (Veteran Sergeant)/Razorback (Heavy Bolter) & Razorback (Lascannon): 1/1 Power Weapon, 4/4 Heavy Weapon.
Captain Karl Voidson: 1/1 Archaeotech Power Weapon, Repulsion of Heresy, 1/1 Iron Halo, Ice Warden, Wings of the Wasp, 1/1 Adamantine Mantle.
Champion Harald Rainson: 1/1 Archaeotech Power Weapon, 1/1 Iron Halo, 1/1 Artificer Armour, 1/1 Adamantine Mantle.
Librarian Arndor Strangeson
Librarian Livius Windson
Librarian Bertil Gustson
Chaplain Harald Metalson
Apothecary Esjar Stoneson
Techmarine Samuel Hopeson: 1/1 Iron Halo
Squads
3/Command Squad Four-Zero: 3/3 Power Weapons, 3/3 Specialist Weapons
5/Bike Squad Four-One (Veteran Sergeant Johan Forgeson)/Stormraven: 1/1 Power Weapon, 2/2 Specialist Weapon, 1/1 Heavy Weapon, 10/10 Bikes.
4/Tactical Squad Four-Two (Veteran Sergeant Niklas Iceson)/Stormraven: 1/1 Power Weapon, 1/1 Specialist Weapon, 1/1 Heavy Weapon.
4/Tactical Squad Four-Three (Veteran Sergeant Ingvar Strangeson)/Stormraven: 1/1 Power Weapon, 1/1 Specialist Weapon, 1/1 Heavy Weapon.
4/Tactical Squad Four-Four (Veteran Sergeant)/Stormraven: 1/1 Power Weapon, 1/1 Specialist Weapon, 1/1 Heavy Weapon.
4/Tactical Squad Four-Five (Veteran Sergeant)/Rhino: 1/1 Power Weapon, 1/1 Specialist Weapon, 1/1 Heavy Weapon.
4/Tactical Squad Four-Six (Veteran Sergeant)/Rhino: 1/1 Power Weapon, 1/1 Specialist Weapon, 1/1 Heavy Weapon.
5/Assault Squad Four-Seven (Veteran Sergeant)/Stormraven & Stormraven: 1/1 Archaeotech Power Weapon, 2/2 Specialist Weapon, 10/10 Jump Packs.
5/Assault Squad Four-Eight (Veteran Sergeant)/Stormraven & Stormraven: 1/1 Archaeotech Power Weapon, 2/2 Specialist Weapon, 10/10 Jump Packs.
5/Devastator Squad Four-Nine (Veteran Sergeant)/Razorback (Heavy Bolter) & Razorback (Lascannon): 1/1 Power Weapon, 4/4 Heavy Weapon.
5/Devastator Squad Four-Ten (Veteran Sergeant)/Razorback (Heavy Bolter) & Razorback (Lascannon): 1/1 Power Weapon, 4/4 Heavy Weapon.
27 Rhinos
1 Razorback (Heavy Flamer)
15 Razorback (Heavy Bolter)
14 Razorback (Lascannon)
22 Land Speeder
2 Land Speeder Storm
24 Vindicator
23 Whirlwind
33 Predator Destructor
23 Predator Annihilator
10 Predator Baal
32 Stormtalon
53 Stormraven
Land Raider Phobos Ferrum Tonitruum
Land Raider Phobos Vaccus Tonitru
Land Raider Phobos Terra Tempestas
Land Raider Crusader Imperialis Procella
Land Raider Redeemer Imperialis Tempestas
Land Raider Phobos Fury of Redemption
Land Raider Phobos Storm of Penance
Land Raider Phobos Midgardian Honour
Land Raider Phobos Unending Storm
Land Raider Phobos Thunder of the Faithful
Land Raider Phobos Reborn Wroth
Land Raider Phobos Avenging Fury
Land Raider Phobos Thunder of Midgardia
Land Raider Phobos Hidden Vengeance
Land Raider Phobos Faithful Wrath
Land Raider Phobos Storm Unleashed
Land Raider Phobos Leonis Ira
Chapter Fleet
Battle Barges can carry up to three companies (300).
Strike Cruisers can carry up to one company (100).
All warships have increased speed from improvements to their engines.
All warships have superior sensor arrays for tracking and identifying targets.
All warships have a targeting matrix that links their weapons to sensor arrays for either greater general accuracy or targeting precise points.
Attached
Strike Cruiser Burden of Justice (No Launch Bays, Prow Heavy Lances)
-4 Gladius-class Frigates
Strike Cruiser Storm of Vengeance
-4 Gladius-class Frigates
Strike Cruiser Storm of Wrath (Additional Shield Generator)
-4 Gladius-class Frigate
Strike Cruiser Light of Guilliman (Short-Plasma Macrocannons)
-4 Gladius-class Frigates
Strike Cruiser Shield of Asgardia
-4 Gladius-class Frigates
Strike Cruiser Sword of Asgardia
-4 Gladius-class Frigates
Strike Cruiser Talon of Ragnarok
-4 Hunter-class Destroyers
Strike Cruiser Avenging Thunder (No Launch Bays, Prow Torpedo Tubes)
-4 Hunter-class Destroyers
Strike Cruiser Bane of Heresy (No Launch Bays, Prow Torpedo Tubes)
-6 Sword-class Frigates
Strike Cruiser Defiant Light (No Launch Bays, Prow Torpedo Tubes)
-4 Gladius-class Frigates
Strike Cruiser Storm of Hope
-3 Gladius-class Frigates
Strike Cruiser Thunder of Retribution
-3 Gladius-class Frigates
Strike Cruiser Avenging Crusader (Additional Shield Generator)
-4 Gladius-class Frigates
Strike Cruiser Penance Bearer (Additional Shield Generator)
-3 Gladius-class Frigates
***
The start of both Turn 21 and a new century. The assault on Amenophis IV is going to be the big thing this turn with the Iron Sentinels, the Knights of Caliban, the Mechanica Sororitas and the Knights of the Sacred Storm committing to it. You are also expected to commit to it and Torvald will be personally going as will Ovald and Osmadiel while Solrek will be holding down the fort at Vanaheim in your absence.
Anyway, I don't really have much else to say except remember you need to spend at least 10 RP on the Capital Targeting Cogitator Manufactorum.
Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to.
hmmm aim to equip all our veterans in terminator armor? work more closely with imperial guard and go back to great crusade level combined arms doctrine with as planned combat strategy of astartes being the super hammer with the guard being the smaller but equally deadly hammer that also escorts them? worse comes to worse we could trade terminator armor with other chapters outside the sector for stuff.
Free Actions (Choose up to three)
Perform actions that don't fall under Production or Chapter Deployment. Also includes non-Codex compliant changes to your chapter organisation.
[-] Bruce Boltson and the rest of the Apothecarion will be upgrading your gene-seed to Primaris.
[] Use 2 HB and 1 MF with Mechanica Sororitas. One HB for 120 RP, the other HB for 36 Escorts, and 1 MF for the new Battle Barge
[] Commence Research on our Automated Forges.
No rule saying we can't use more than one HB. This should give us enough RP for stuff and get our needed escorts. Maybe a third HB could be spent for more escorts each turn. I'm not sure how much 36 Escorts would work for our fleet.
I also want to figure out how to make Automated Forges since those things are so useful.
Skald Action A diplomatic venture taken by your skalds such as calling in a Favour or reaching out to another faction.
[ ] Commence trade with the Tau Empire for a Stealth Battlesuit and data regarding it.
I'm hoping Cawl will be around next turn so we could serve as the middle men for the trade between him and the Tau Empire. He likely will since there will be a bunch of stuff that could take years to sort through.
hmmm aim to equip all our veterans in terminator armor? work more closely with imperial guard and go back to great crusade level combined arms doctrine with as planned combat strategy of astartes being the super hammer with the guard being the smaller but equally deadly hammer that also escorts them? worse comes to worse we could trade terminator armor with other chapters outside the sector for stuff.
Nope most of imperium thinks us evil renegades and would shoot us on sight also terminator problems shall be solved soon with the foundry being awakened.
Also we have made our ground forces more in the doctrine of great crusade with them becoming auxilia.
hmmm aim to equip all our veterans in terminator armor? work more closely with imperial guard and go back to great crusade level combined arms doctrine with as planned combat strategy of astartes being the super hammer with the guard being the smaller but equally deadly hammer that also escorts them? worse comes to worse we could trade terminator armor with other chapters outside the sector for stuff.
Given how the mass terminator armour roll out went in the Great Crusade. I'd want a fifth of each Veteran Company in Artificer Armour to use their greater agility to cover their comrades flanks and make sure they don't get out-manoeuvred.
[X] Plan: Full house on a short deck
-[x] free actions
--[x]skald action: call a great war council between the Triumvirate, the Tau, Cawl, the carmine Talons and the mechanica sororitas on handling amenophis. Offer the Tau part of the rewards of a succesful campaign, such as production of archeotech
--[x]free action 1:Bruce Boltson and the rest of the Apothecarion will be upgrading your gene-seed to Primaris.
--[x] free action 2: send a message to the carmine talons sumerizing the situation and requesting any help they can spare. Offer the Talons part of the rewards of a succesful campaign, such as production of archeotech, explain that this might be both our and the imperiums only opertunity at getting a steady stream of archeotech weaponry.
--[x] free action 3: assign 2 tech marines to studying the tau railguns in a attempt to create a version useful for marines.
--[x] assign a tech marine to assist the Godi's in figuring out Tau shield tech.
-[x] Deployment
--[x] Amenophis: Archeotech & AIs:
---[x] 1st company
---[x] 4th company
---[x] 5th company
---[x] 7th company
---[x] 8th company
---[x] 9th company
---[x] 12th company
---[x] 13th company
---[x] 14th company
---[x] Might of Storms
---[x] Storm of Salvation
---[x] 1st storm legion
--[x] Patrolling
---[x] 10th company
---[x] 11th company
---[x] 2nd company
---[x] 1st chapter fleet
---[x] 2nd chapter fleet
---[x] 3rd chapter fleet
---[x] 4th chapter fleet
---[x] 5th chapter fleet
--[x]Home guard
---[x] unrelenting fury
---[x] 3rd company
-[x] Production (2 tech marines free)
--[x]call in a major Tau Favour for PP (+80PP)
--[x] 100 force weapons (50 points)
--[x] 5 adamtine mantles (25 points
--[x] 20 iron halos (100 points)
---[x] next turn, auto assign 8 iron halos to command squad one zero.
--[x] 6 tarantula turrets (2 points)
--[x] send implacable justice and Storm Fang in to be repaired, getting additional shield generators, extra turrets for the storm fang and Reinforced Hull, extra turrets for the implacable justice (4 majors and 4 minor favors, 2 turns)
--[x] call a mechanica sororitas HB favor for 36 escorts, split evenly between gladius frigates and spartha frigates.
-[x] development
--[x]92Rp starting
--[x]call in mechanica sororitas HB for Rp. +120Rp (212 Rp)
--[x] 3 Rp from previous turn actions.p
--[x]build a spartha frigate -4Rp
--[x]build a gladius frigate -4Rp
--[x] start work on a strike cruiser -4Rp (4/16)
--[x]build plasma reactor for foundary Beta. -5RP
---[x] use it to make indomitus Terminator armor
--[x]build a industrial complex on every planet that can take one -80Rp
-[x]finish the capital targeting cogitator manufactorum -100Rp (200/200)
-[x] create a taratula turret manufactorum -10Rp
-[x] Train a Trained Heavy airborne regiment from midguardia -5Rp
-[x] 0 Rp left over
-[X] Chapter Organisation
—[X] assign the 2 land raiders in storage to 14th company and 3 to 1st company and crew them with marines from 8th company (10 marines total).
—[X] assign 1 Adamantine Mantles to the Chapter Champion.
—[X] assign a veteran from 14th company to become the company champion of the 14th company and assign him 1 archeotech power weapon, 1 iron Halo, 1 Artificer Armour, 1 Adamantine Mantle
—[X] assign a veteran from 14th company to become the company champion of the 7th company (they already have the equipment needed)
—[X] replace our chapter's dreadnought chassis from Castaferrum-pattern Dreadnought Chassis to the Contemptor-pattern Dreadnought chasis
---[X] assign Terminator Command Squad One Zero, and 1st company specialists Cataphractii Terminator armor, leaving Haldor Voidson in Indomitus so as to give him greater agility(-8 cataphractii Termi armor)
--[X]assign Command Squad fourteen-zero, and 14th company specialists jet bikes, iron halos, and artificer armor, leave the normal command squad member without a iron halo (-8 jet bikes, -5 halos, -6 artificer armor)
Approval voting: [X] Plan: Tech grab and Merc work
Well we can word this as a great war council that the tau shall join with and they'll be getting a picking of tech from Amenophis. Also this would be the perfect place for us to have cawl and tau leadership meet up and maybe strike up some good relations the leaders of the mech gals to and we get their out look on the tau. Also we can do it with the talons by telling them theirs great bounty in joining and they can get a reward out of it.
in production, it should be this
--[] send implacable justice and Storm Fang in to be repaired, getting additional shield generators and extra turrets for each (4 majors and 4 minor favors, 2 turns)
also we could use an HB in production to get more escorts
--[] call a mechanica sororitas HB favor for 36 escorts
the rest I am all with except for the free actions as watcher said calling in the T'au can be worded better.
Driving Back the Dracs (Asgardia Sector): The Dracs Coalition is the biggest threat of the minor xenos powers. Undermining their control over human worlds and targeting their war machine would slow down their expansion into the Asgardia Sector. Threat Level High.
right good catch
--[] send implacable justice and Storm Fang in to be repaired, getting additional shield generators, extra turrets for the storm fang and Reinforced Hull, extra turrets for the implacable justice (4 majors and 4 minor favors, 2 turns)
I think you're right about the extra RP but for the favors I think the major favors added up to give us a HB favor, since last turn we had 9 HB favors and this turn we still have 9 HB favor.
their threat level wouldn't lower as the objective of the raid wasn't killing the fleet and army of the dracs but their infrastructure and their production while also killing some of them but that wasn't the objective which is why they are still threat level high.