A light on the frontier:40k Planetary Governor Quest

Turn 103
You opt to have your men follow the suspects, with a high altitude surveillance flight, sky watch satellites and your recon team watching them.

They quickly collect the drop-canister, remove the grab-chute and bring it to a nearby forest road where they load it onto a truck. The truck proceeds to a crossroads where there appears to be an old
Inn/tavern. Once their the truck is unloaded and the items are brought inside the tavern….

[] Raid the building with intent to capture as much prisoners and intelligence as possible(DC 15)
[] Keep the tavern under observation
[] Other(Write-in)
 
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[X] Raid the building with intent to capture as much prisoners and intelligence as possible(DC 15)

We don't want to lose the chance at this point
 
Turn 104
You decide to raid the tavern house....

DC 15

Total Roll bonus +7
Martial +5
Elite +1
Veteran +1

Strong success

Your men strike at dawn, effectively using the element of surprise on the tavern house, a company of your Krieger infantry, assigned to the internal security services, along with a pair of recon teams assigned to your security services, surround the tavern house, preventing all escape and reinforcement from outside forces...

The raid itself goes well, with only a few of the enemy being killed, while most are captured alive, including the one you presume is their leader, along with a cache of supplies and equipment, including needle weapons, listening devices, pict-capture equipment, and devices for lockpicking and hacking. With your psykers help, along with some "specialists" brought in by your internal security service, they are able to get a little bit out of the prisoners, enough to roll up their operation on Moran Secundus, including a pair of cutter pilots and some dock workers who did not seem to be aware of the type of people they were dealing with, only believing they were mere smugglers and not enemy agents working in your territory.

You also find out that they were sent by the Avengers of Caliban, and that the Avengers of Caliban seem to be taking orders from the Dark Angels Chapter....

With this the equipment is taken into storage and the surviving agents kept in long term detention, with a copy of your intelligence report going to Lord Inquisitor Gorean.

The Lord Inquisitor happens to visit a few weeks after the raid on the Tavern house, although it is to update the Dark Angels on their legal status as well as to debrief you on the mission to Shiloh.

You find out that the Inquisitor's faction were making headway with the Senatorum Imperialis and High Lords to get the Chapter founded and recognized, as the (Write-in name) Chapter, based on the nearby primitive world of Tagus. Unfortunately though afterwards, further assistance seems to have been blocked, as the the Dark Angels used their political influence to indefinitely delay any Dark Angels gene-seed being sent, as well as claiming that as a successor chapter, that they would be providing the equipment and additional veterans to help found the Chapter.

The bottom line being, that not only do they know where the 30k Dark Angels are now, they are holding up the supplies and equipment they would normally receive as a new founding Chapter, leaving them weak and dependent on others for protection, at least for the time being....
dh188709 threw 1 20-faced dice. Total: 19
19 19
 
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Turn 105
It is as the Inquisitor is visiting that you are alerted of major activity around where the Drukhari came through before.... You place your forces on high alert, as well as begining evacuation of all civilians and the raising of the militia, with people instructed to go to the local outpost or major settlement, where fortifications have been set up to help repel the Drukhari....

DC 16 x4

Total roll bonus +8
Martial +5
Defenses +3

You and the Inquisitor move to the command center in the Palace-Fortress complex, watching feeds and scanner screens from the Skywatch system, showing a massive number of skimmers and grav bikes along with a smaller number of fighter aircraft coming out of portals, from the north of Moran Secundus, while more come from portals on each moon. This time it seems they came in much higher numbers, with several other types of Drukhari forces identified, amongst their forces, including scantily clad female warriors, strange looking individuals acompanied by grotesque creatures and what appears to be a Drukhari Chieftain, apparently called an Archon amongst their people, on a heavily adorned grav-skimmer along with a retinue or presumably elite warriors.

The enemy force on Moran Secundus split into two main groups, with one focusing on the northern countryside, with another group seeming to move to Red Valley, a large northern town, that mainly is based on mining and river trade. In the town, the militia have rallied there along with a regiment strong garrison defending the town, using defense towers, a central command bunker. They are equipped with anti-aircraft weaponry as well, with several automated short-range missile turrets and flak-guns, supported by heavy bolters and auto-cannons manned by your troops.

Your two recently constructed fighter squadrons sortie to the north of the Moran Secundus to combat the Drukhari raid....

DC 15

Total Roll bonus +7
Martial +5
Radar advantage +2

close fail

Your lightning and thunderbolt squadrons trade missiles at long range, downing a pair of Drukhari fighters, that fail to move far enough away from the fragmentation blasts of the anti-air missiles, before engaging at closer range with their guns and las-weapons, unfortunately being defeated in an extended dogfight by the more agile and skillfully piloted Drukhari craft, with half your planes limping back into heavy anti-aircraft cover, without shooting down any enemy more craft.

close success

The hidden defenses you established after the first raid pay dividends, as camoflauged defensive positions open up on the Drukhari grav-skimmers with anti-air missiles, flak cannons and various other weapons, taking down several of their number. In addition the crash-landed enemy troops and dismounted enemy raiders, encounter fierce resistance from your garrisoned troops in hidden defensive positions, as what appear to be simple small villages on the ground, turn out to be pillboxes, and heavily reinforced ferrocrete buildings, with arrogant Drukhari troops unsuspiciously approaching, expecting an easy victory, being met with lasfire, and gunfire from your garrison troops and local militias, killing large numbers of them and forcing them back.

Close failure

At Red Valley your troops unfortunately find less success, with the enemy Archon and his retinue dismounting and entering the town, while many of the other elite Drukhari troops seem to have gathered at Red Valley. The defenders slay many enemies in the streets of the city, but quickly are overrun in melee and close combat against the Drukhari once the anti-air defenses have been destroyed, with the few surviving units making last stands in the various bunkers and defense towers, before one by one going silent as the Drukhari warriors take each defensive position. With virtually the entire civilian population of the growing northern city being taken by the enemy...

Close success

On the Orgyn moon, the Drukhari assault on their capital city fails with many losses to heavy anti-air defenses while "King" Krug leads his royal guard, effectively a regimental strength Orgyn force, along with the Moranian infantry garrison, and the Orgyn militia, armed with simplistic heavy stubbers with bayonets attached. The part of the Drukhari raiding force that breaches into the city, find themselves face-to-face with an Orgyn shield wall and a large and angry Ogryn population, failing to take the city and ending up being cut down in high numbers, their forces fleeing back into the portal, with a handful of wounded prisoners they are able to take

Crit success

On the Felinid moon, the Drukhari are utterly massacred, with the hardy population forming a deadly militia force skilled in both marksmenship as well as melee combat, and also being the main training area for our special forces troops, with much of your mechanized troops doing exercises there, along with the Moranian Recon Corps being based there. Between the fixed defenses on the planet, the forces there the enemy is crushed, with anti-air defenses working over the enemy skimmer fleet, and mechanized and recon troops quickly responding to any landings by the raiders, with Drukhari warriors finding themselves face to face against Veteran Grenadiers and Moranians mechanized troops, recon troops or the hardy militia of the Felinid moon, with every hut and burrow entrance being a source of heavy stubber and lasfire, while battles that last more than 20-30 minutes are ended by the arrival of friendly reinforcements.

After losing a large portion of their troops the Drukhari fall back to their portals, having taken heavy casualties for the population of Red Valley, and a few other unfortunate individuals caught up in their raid.

A few Drukhari prisoners were taken, but they seem to be low-ranking warriors, with no leaders amongst them. Hundreds of their craft were shot down, with the wreckage salvageable, along with any equipment from their fallen warriors or crash sites.

The Inquisitor is mostly interested in the prisoners, but not as much after finding their low ranks, he leaves it to us to decide what to do with the captured Drukhari equipment, giving us special dispensation to equip it to our loyal troops, as we need every potential edge we can get to face the threats to the region....

What shall we do with the captured Drukhari equipment and technology?

[] Sell it on the black market through Blackwood's connections(+1 development choice next turn)
[] Take it for study by your tech-priests(+1 learning)
[] Equip it your troops
[] Other(Write-in)
dh188709 threw 5 20-faced dice. Total: 53
10 10 7 7 9 9 20 20 7 7
 
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[X] Take it for study by your tech-priests(+1 learning)

As for the Chapter name:

[X] Last Sons

After all they Are the last sons of Caliban alive left in the Galaxy still on Loyalist side.
 
[X] Sell it on the black market through Blackwood's connections(+1 development choice next turn)

Drukhari stuff is one step below Chaos on the "do not poke" list. And it is of lesser benefit if we pull off the poking.
 
Turn 106
You opt to sell the captured Drukhari weapons and salvage on the Black Market, keeping a handful as trophies for your trophy room in the Palace.

+1 Dev choice next turn

This is fortituitious as rebuilding and repairing the damage done by the Drukhari will take up one dev slot next turn as well. The town of Red Valley was particularly damaged, being a focus of Drukhari efforts, with virtually its entire population of 50,000 people taken by the Xenos.

We have some down time as we focus on repairs and development in the future, what would you like to do personally?

[] study some old Imperial Military texts for their insights(+1 Martial)
[] join the grenadiers for some training sessions, exercising and brushing up on your marksmenship and firing drills(+ 1 prowess)
[] focus on your reports from the planet and try to gain some insights(+1 Stewardship)
[] attend a mass(+1 piety)
[] scour the libraries and read ancient texts on histories and other topics(+1 learning)
[] spend time with the local nobility and attempt to ingratiate yourself with them(+1 diplomacy/intrigue)

Also choose 3 development project options

[] Focus on developing your manufacturing sector, you can pick what industry to develop
[] Build a system defense monitor
[] Expand the Tech-Forge
[] Expand the Pharmaceutical industry
[] Develop the logging, lumber and furniture industry
[] Focus on Orbital development, specializing/expanding your spacestation, defense and surveillance satellites
[] Order an Escort-Class ship(costs 2 choices)
[] Military build up and expansion
[] Expand the Vitae-womb and genetic labs
[] Other(Write-in)
 
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