WARHAMMER 40,000 Genestealer Management Quest

SISTERHOOD OF THE LEVITHAN
MIGHT: 0 | TREASURE: 2 | INFLUENCE: 0 | TERRITORY: 1 | SOVEREIGNTY: 1​

Planetary Company
Thedias Prime​
MIGHT: 1 | TREASURE: 6 | INFLUENCE: 2 | TERRITORY: 5 | SOVEREIGNTY: 3​
Defensive Psykers [MIGHT]: +2d to fight anyone who is using combat psykers against you.
Pleasurable Kiss [TERRITORY]: +2d to raise Sovereignty
Kelermorphs [Influence]: +2d to unconventional warfare (doing it)
Space Marines: +2d+MD to a single might or unconventional warfare roll per month.​
 
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[X] Being Informed (Influence + Soverignty vs Diff 1)
-[X] A cult member infiltrates the supply ships, acting as a thrillseeking clouddiving madwoman up for a fling to hitch a ride, cleverly disguising the fact that she is a thrillseeking, clouddiving madwoman and a gene cultist
 
[X] Being Informed (Influence + Soverignty vs Diff 1)
-[X] A cult member infiltrates the supply ships, acting as a thrillseeking clouddiving madwoman up for a fling to hitch a ride, cleverly disguising the fact that she is a thrillseeking, clouddiving madwoman and a gene cultist
 
[X] Being Informed (Influence + Soverignty vs Diff 1)
-[X] A cult member infiltrates the supply ships, acting as a thrillseeking clouddiving madwoman up for a fling to hitch a ride, cleverly disguising the fact that she is a thrillseeking, clouddiving madwoman and a gene cultist
 
If we want the actual stats that needs spying right? Just uncertain about using two being informed in an order
 
[X] Being Informed (Influence + Soverignty vs Diff 1)
-[X] A cult member infiltrates the supply ships, acting as a thrillseeking clouddiving madwoman up for a fling to hitch a ride, cleverly disguising the fact that she is a thrillseeking, clouddiving madwoman and a gene cultist
 
@DragonCobolt, Are we hurt (beyond the temporary stat loss) if we fail the roll for one of our actions?

ALERT ALERT!!!

THE CULT MUST ROLL AN INFLUENCE+TERRITORY ROLL!

Oh, nevermind, a fail needs no response.

This tells us two things:

1. Inquisition's Influence + Treasury was 4 and is now 2 (because they've spent 1 of each to do the action)
2. To keep hidden we will have to keep passing influence + territory rolls

Or we can maybe manipulate our opponents into attacking others.

One of these actions might be better for us:

- Increasing our influence buffs our ability to resist others spying on or manipulating us
- spying on an opponent helps us understand them better
- manipulating an opponent can pull their focus from us and cause them all kinds of hurt

[ ] Rise in Stature (Sovereignty + Treasure vs Diff [Current Influence]

[ ] Spying on BLANK (Influence + Treasury vs Influence + Territory)
[ ] Influence BLANK to do BLANK (Influence + Treasury vs Influence + Territory)

So if we tried to influence the inquisition now, we'd be rolling 6 dice vs probably less than 4?

Turning the inquisition against the malevolent marines would be ideal, I think. The marines are too strong for the inquisitor to defeat, they're definitely up to crimes even if they're not chaos and the marines have no interest in our cult.
 
Turning the inquisition against the malevolent marines would be ideal, I think. The marines are too strong for the inquisitor to defeat, they're definitely up to crimes even if they're not chaos and the marines have no interest in our cult.
I dunno about "the marines have no interest in our cult" - this is still a genestealer cult, and also generally treason against the Imperium and the God-Emperor. If the Marines Malevolent find out about the cult's existence there's a strong chance of them orbital-bombarding a couple of the planet's cities in the hope of hitting some of our infrastructure. These are specifically the "collateral damage, what collateral damage" Space Marine chapter. OTOH having the Inquisition and the Marines fighting is definitely to our benefit...
 
It depends on the action! Failing an attack action, or failing an unconventional warfare action has a way bigger impact than failing to gather intelligence.
And the end of the actions suggests they're going to try an attack action next round w/ space marines, which will probably be vs. arms + territory (which both suck). So it might be a good idea to end the month or think up something that'll help us against this situation.
 
And the end of the actions suggests they're going to try an attack action next round w/ space marines, which will probably be vs. arms + territory (which both suck). So it might be a good idea to end the month or think up something that'll help us against this situation.

Actually, they failed the "find you" roll, so they can't attack you yet. They need to succeed an opposed roll to do that!
 
Adhoc vote count started by DragonCobolt on Jan 13, 2025 at 2:14 PM, finished with 19 posts and 8 votes.


THis plan is fun because it gives me a good character concept for the chapter update! So, I will say this gives you an ED - which means you take one dice that you'd normally roll and get to say it is whatever value you want, then you roll the others!
 
Quite a Mess Indeed (0.6)
The nobility managed the supplies above the cloudlayer. They were still launched on skytether servitors, but they were collected by barges - vast airbags surrounded by hardened metal frames, their dangling gondolas served by men and women who had sworn fealty to a noble house or another. They used long poles to fetch the servitors from the clouds and spent many a long week trawling to find them.

The balloon Gyap was currently on course to find one of those servitors, and her crew was a boisterous lot. They often took passengers, and the current one was a a popular one. Always wearing goggles, Geelie was an eager girl to run her mouth and to show off her wingsuit.

"Designed by the best techwights in Stigya!" she said, proudly, again and again. And Geelie was always eager to listen, to talk, to share rumors and hear them. She was also always eager to show off her wingsuit and what it could do. The crew cheered as she dove, caught the termals, then whipped around to fly past the ship, laughing gaily.

"Look at her go!" One of the crewmen shouted, while Geelie swept around for another pass, cackling at the top of her lungs.

"Shoot the spars, Geelie! Shoot the spars!" A jovial crewman shouted, as she whipped past the prow of the balloon.

Geelie had been told, repeatedly, by the Magus who had given her her mission: Geelie, you are here to learn information about the supply shifting up overhead, and what's going on with the nobility. These ships see other ships - we want to know if the damned Inquisition is sniffing around any spots on the globe they shouldn't be. This is not a time for you to enjoy your damn hobbies.

Alas, poor Geelie.

She had always thought, first and foremost, of the thing she had heard last. She'd been given her mission assingment at the beginning of the month, and her mate on the Gyap was right here. SHe spread her wingsuit and dove, shooting towards the spars that kept the armored bulk of the balloon's gondola in place underneath the frame of the airbag. She narrowed her eyes, held her arms just so, shooting towards the narrow, one and a half meter wide gap she'd have to hit to be safe. The entire crew watched with baited breath-

And the balloon caught a thermal at the exact wrong moment.

Quite a mess, the mournful crew had said at port, raising a glass to poor Geelie. Quite a mess indeed.
***
The opening days of the Month of Scampering began...with a bang. Well, more of a clatter. In the back parts of Habitat Block 3-A, in the Pits, a grating fell down into a closet that was used by the Orbtz gang to hold the people that didn't pay their protection racket. Three men, beaten blue and bloody, were hunched in the corner while a huge Orbtz that looked half ogryn by his build and glower, cracked his knuckles. He turned at the clatter while a lithesome woman in Skavz colors dropped in behind him, leveled a stub revolver at his face, and blew his brains against the walls with a resounding whirr THWAP as the quasi-heretical maglev impeller attached to the barrel of the gun accelerated the shot to hypersonic speeds.

The next four Skavz that dropped into the room had shotbores, grazers, arc-swords, and similarly crude weapons of destruction. Their leader, Tent, opened the door, stepped out and shot down three more Orbtz gangers before they even knew that they were under attack. One staggered back, clutching the blood pouring from his thigh and shrieked. "Skavz! Skavz in the base!"

The decision that made the next hour as messy as it was came when the Orbtz leader, Krull, was roused from the bed and lithesome joyboys that he was sprawled with by his second in command as they opened the door and shouted in. "Skavz in the base, K, they're sending the whole fucking gang in!"

"How?" Krull growled, standing up and up and up, his augmetic jaw grinding metal on metal teeth together. The grille of his second hissed with an annoyed sigh.

"Vents."

"Shit," Krull muttered. He thought hard.

And he made his decision.

"Bleed em."

Any other leader might have made a hash of that order. But while the Orbtz might have had less men and slightly fewer guns than the Skavz, what they had was...a remarkably good number of vox-beads. Three, as opposed to enthusiastic bellowing that the Skavz used for direction and communication. And so, the Skavz ran into a problem that - though they'd never believe it - was as old as Terra: Exceptionally well planned opening attack running into what next and not knowing how to proceed. Their fireteams blew their way through shocked Orbtz, then were drawn into chambers that the Orbtz had set up with heavy barricades and stubbers. High caliber rounds blew Skavz apart, even as Tent dove for cover, then fired her maglev pistol again and again - the impacts slamming into cover, punching through and blowing Orbtz lungs out against the walls.

In the spate of a single 24 hour day, nearly eight hundred people had died. The Orbtz had been forced to retreat into the underwarrens of The Pits and cede their territory to the Skavz. But of those eight hundred, six had been Skavz as they had run into determined resistance and their leaders had simply fed in more troops from the side habs and the tunnels, pouring them in like whisky going down a throat, and pissing down the drain.

Needless to say...

***
"That is interesting..." Magus Xandra said, grinning as the second of the two joyboys that Krull preferred stood next to her in the small, smokey parlor. While she didn't exactly need his information - the whole of the underclouds had heard about the short, sharp brutal war between the two of the biggest gangs - it still was good to hear from a...trusted source.


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[ ] Attack BLANK (Might + Treasure VS Might + Territory)
[ ] Being Informed (Influence + Soverignty vs Diff 1)
[ ] Spying on BLANK (Influence + Treasury vs Influence + Territory)
[ ] Influence BLANK to do BLANK (Influence + Treasury vs Influence + Territory)
[ ] Increase your Sovereignty (Territory + Treasure vs Diff [Current Sovereignty])
[ ] Police BLANK (Might + Sovereignty vs Influence + Might)
[ ] Rise in Stature (Sovereignty + Treasure vs Diff [Current Influence]
[ ] Train and Levy Troops (Sovereignty + Territory vs Diff [Current Might]
[ ] Unconventional Warfare (write plan in)
[ ] Wait and See


Normally, your company acts first before anyone else - but I thought it'd be A) fun to have something dramatic kick off month 2 and B) a good way to show how wars work with a minor engagement.

So, ignore this if you don't care about how the mechanics work!


The Skavz, flush with guns, eyes the Orbtz territory. They want it. They make a sudden attack using the vent shafts to drop into the Orbtz behind their territory, giving them +2d for the good plan. Despite this, the Orbtz have excellent defenses (thanks to an asset), giving them a +2d.

The attack roll for the Skavz is Might+Treasure, versus the Orbtz Might+Territory! That's a 5d for the Skavz and 5d for the Orbtz.

The Orbtz decide if they want to try and disengage and fight defensively, or bleed the Skavz. They're feeling pretty bloodthirsty, so they're gonna bleed em. This means the roll is a dynamic contest, rather than a simple opposed check. The Skavz roll a quite good 2x9 for their attack, while the Orbtz roll a 2x9 for THEIR defense!

This means both sides "hit" eachother at the same time - the Orbtz take 1 Territory damage, and the Skavz take 1 Might damage.

Now, this damage is on top of normal degradation from rolls. So, the Orbtz are at -1 Might, -2 Territory, while the Skavz are at -2 might and -1 Treasure. Damage caused by attacks becomes permanent if the stat is reduced to 0, meaning that the Orbtz Territory of 1 has hit 0, so it's permanently reduce. Meanwhile, the Skavz might of 2 has hit 0, and since it was in part reduced by an attack (not merely by use), it also hits 0.

So, in short, the Skavz DO capture Orbtz territory and run them off, but the Orbtz retreat with their forces mostly intact - since they can refresh their 2(1) might back up to 2 next month. Both gangs are weakened and not exactly in a better position. The Skavz control more territory...but thinly spread, with barely anything to defend it with, and the Orbtz have no territory, but retain their core of hard fighters. The risks of small gang fights, huh?


THE SISTERHOOD OF THE LEVITHAN
(Cycle 1, Month 2 - the Month of Scampering)


MIGHT: 1 | TREASURE: 5 | INFLUENCE: 3 | TERRITORY: 1 | SOVEREIGNTY: 3​
 
Hmmmm. I'm pondering an alliance with the Orbtz. Perhaps an agreement to aid them in taking back their territory and eliminating the Skaz, in exchange we get the chunk of Skaz territory that never belonged to the the Orbtz. But I'm also bit leery about going to overt violence when our might and territory is already so small. Or maybe since the Orbtz have zero territory at the moment, we simply try to absorb them directly into us? Might be a bigger boost to might than a direct levy of troops.

Possible plan/writein

[X] The Orbtz have been left without a home. It's such a dreadful occurrence, but the Sisterhood is wealthy, kind, and generous. We wouldn't dare take away their right of vengeance but perhaps we can offer them shelter in this trying time, and if more than a few wish to stay in the Sisterhood's/Starchild's lovely embrace, well who are we to say no.
 
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[ ] The Orbtz have been left without a home. It's such a dreadful occurrence, but the Sisterhood is wealthy, kind, and generous. We wouldn't dare take away their right of vengeance but perhaps we can offer them shelter in this trying time, and if more than a few wish to stay in the Sisterhood's/Starchild's lovely embrace, well who are we to say no.

This would definitely be a Influence+Treasure with some bonus dice, opposed against their Influence+Territory - if i suceeds, then you can merge their company. The way merging works is you use the higher of the two stats (So, if your might is 1 and their might is 2, you have 2 might), and if two stats are equal, they bump up by one (so, if their Treasure is 5 - and it's not - and your treasure is 5, it'd be bumped to 6.)

Soverignty merging would be based on how grudging/eager the combination is. I'd say an successful roll would be a VERY smooth transition as the implantations and initiation rituals for the Sisterhood are...

Uh

Quite enjoyable.
 
[X] The Orbtz have been left without a home. It's such a dreadful occurrence, but the Sisterhood is wealthy, kind, and generous. We wouldn't dare take away their right of vengeance but perhaps we can offer them shelter in this trying time, and if more than a few wish to stay in the Sisterhood's/Starchild's lovely embrace, well who are we to say no.
 
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