A light on the frontier:40k Planetary Governor Quest

[X] Aerial warfare- expand the air force and establish several drop trooper regiments

Our strength and specialization has been heading towards Aerial warfare in general for a while now, I see no reason we shouldn't continue.
 
[X] Aerial warfare- expand the air force and establish several drop trooper regiments

I would like an anvil for our hammer to strike at eventually, but I agree that we should play into our specialisation while we're on a time crunch
 
Turn 110
You opt to expand the air forces, which at this point involves recruiting and training pilots for the 2 squadrons of Valkyries, Vendettas and Vultures, to serve as fast vtol transports and support gunships for the drop troopers, as well as 4 squadrons of each type of bomber and fighter.

You also recruit from volunteers in existing units, selecting some of the best troops to form drop troopers.

Primarily drawn up by Colonel Fortebraccio, the drop troopers are influenced by Cadian Karskins and your own recon troops training and doctrines. Prospective drop troopers are selected primarily for high morale, personal initiative and resourcefulness. As an elite unit they will be given special training on airborne operations, along with carapace armor and superior weaponry and equipment. Airborne troops will be expected to seize and hold objectives deep in enemy territory, and can be reasonably expected to fight for at least several days without support.

In addition this expansion of the air forces, has prompted a large hiring of pilots and ground crews, our people's natural inclination towards air travel have created a situation where the private sector has large numbers of trained pilots with high numbers of flight hours, as well as veteran crews who previously fixed the aircraft of the nobility and other private fliers.

As abhumans the Felinids will always face a certain level of discrimination in the Imperium, despite the policies you set and enforce in the realm, so far they have been restricted to fighting in the recon corps, a segregated unit of Felinids with baseline human high-ranking officers. Their record of service has been storied and highly successful.

The Felinids also have a large pool of skilled pilots with air travel being the #1 form of transportation, every one of their burrow-settlements has a small fleet of airships of various sizes, for goods transport, personal transportation and other uses.

Allow the Felinids to serve as pilots in your air/space force?

[] yes
[] no
 
Turn 111
You opt to allow Felinids to join your air/space force as pilots, where you expect them to serve faithfully and skillfully.

The next few months are quiet and pass with normal workdays, as you continue to check in on the status and development of the realm, with your Seneschal doing an excellent job of staffing and running the day-to-day ruling of the realm...

There are also disturbing rumors of the freighters along the Volantean road being attacked a powerful new force of pirates, who seem to be prowling near the straits of Macharius' Hope, nestled between a massive warpstorm and a black hole. While Moran is a mostly self-sufficient system, it does not overly affect us, it does effect our sales of foodstuffs outside of the sector, and the flow of trade to our system and the rest of the region, it also cuts us off from the core of Imperial territory, including our allies in Krieg. The pirates are thought to be chaos aligned, but seem to extremely well equipped and have skittari, combat servitors and renegade tech-priests among them, very different than the typical defectors and other pirates, that are typically raggedly equipped with run-down ships and gear and are not far from starvation and running out of supplies on the frontier....

We have some down time as we focus on repairs and development in the future, what would you like to do personally?(choose 2)

[] 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)
[] 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)
 
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[X] scour the libraries and read ancient texts on histories and other topics(+1 learning)
[X] study some old Imperial Military texts for their insights(+1 Martial)
 
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[X] study some old Imperial Military texts for their insights(+1 Martial)
[X] join the grenadiers for some training sessions, exercising and brushing up on your marksmenship and firing drills(+ 1 prowess)

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

Granted, I think eventually we will need diplomacy to some degree.
 
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[x] join the grenadiers for some training sessions, exercising and brushing up on your marksmenship and firing drills(+ 1 prowess)

We need some training plus I hope our character can get stronger later down the line.
 
[X] focus on your reports from the planet and try to gain some insights(+1 Stewardship)
[X] spend time with the local nobility and attempt to ingratiate yourself with them(+1 diplomacy/intrigue)

I'd say Stewardship and Diplomacy/intrigue because as the OP said this will be our last stat boost for awhile and these will increase our roll bonus to 3 for D&I and 5 for Stewardship which are more relevant for ruling and our situation then learning and martial and prowess won't get a roll bonus upgrade here.
 
Also I admit I have another Write in(yeah what I can said).

-Make a record of gene warrior times: The gene warrior come before the heresy, back when the imperium was much diferent of what it is now, this is a oportunity to learn about the time when the emperor walked amount men as many diferent tactics that was pioner in those time.
Result: Ether you chose +1 learing or +1 martial.
Resoning: Well, we have pre heresy dark angel and gene warrior, two forces who saw A LOT more back them and you dont know how outwordly weird is for any imperium citizen to actually have first hand information, like in talon of horus a inquisitor reveal the impactfull information that.....cthonia was Horus homeworld....that it, that tiny little tibit is bury in some mayer layer of red tape that even a inquisitor have to dig that far.

I want to ask the dark angel but the first breath secrecy as well as war so I dont think they will tell us.
 
[X] focus on your reports from the planet and try to gain some insights(+1 Stewardship)
[X] spend time with the local nobility and attempt to ingratiate yourself with them(+1 diplomacy/intrigue)

As planetary governor these should help improve our domain and hopefully run off early any resentment in our noble echelons of power that we enlisted the Felenids into their coveted air force posts.
 
[X] focus on your reports from the planet and try to gain some insights(+1 Stewardship)
[X] spend time with the local nobility and attempt to ingratiate yourself with them(+1 diplomacy/intrigue)

Actual roll boosts matter more IMO, so I'm with these as well
 
Turn 112
You turn towards pursuing new skills development for yourself for a time, while your competent staff and administration manage the realm…

You focus on going over old economic and production reports, looking for trends and insights into how the
Realm is doing, while you don't make any major breakthroughs you find yourself more familiar with the current economic data of the realm(+1 stewardship)

You also travel to the great houses of the realm, making them feast you as their High-King and rightful overlord. This has the effect of both draining their coffers, as they bring in the finest food, drink and entertainment for your visit, as well as giving you a chance to spend some time to get to know them better as well as hear out their ideas and complaints about the realm(+1 learning)

It's after some time before something noteworthy happens.

You are asleep, as it is the middle of the night on Moran Secundus when an alert blares in your chambers, causing you to quickly clip your sword belt and holster on, as well as throw on your casual day-to-day uniform.

You quickly take the secure elevator to another corridor where you walk to the command center.

A damaged freighter limps into the system after transitioning from the warp claiming they exited the warp to regain their bearings after passing through the straits of Macharius Hope, and were ambushed by a group of pirates. Only the quick actions of their navigator and command crew got them out, as their warp drives were still partially spun up, allowing them to quickly warp travel to Moran, the nearest friendly port. Unfortunately they have reason to believe that they were followed...

You order your forces to high alert, with the 4 defense monitors and the Guardian of Moran moving closer to the station, while your Freighter and the damaged Freighter make their way to the far side of the Moran Secundus, hiding behind the planet and most of your defenses from the threat.

Its less than a half hour later when the pirates emerge from the warp....

Lead by a heavily modified Mechanicus cruiser, the Pirates have a flotilla of 6 ships, with a Devastation-class Light Carrier and a pair of Infidel-class heavy torpedo boats, an Idolator-class escort, along with an Iconoclast-class destroyer....

They immediately open fire on the space station and your ships around it, after transitioning from the warp...


Enemy Fleet
Mechanicus Cruiser(Heavy Cruiser)
Devasation-Class Light Carrier(Light Cruiser)(Carrier)
2 Infidel-Class Escorts(Torpedo Boat)
Idolator-Class Escort(Escort)
Iconoclast-Class Escort(Destroyer)
2 Squadrons of Strike Craft

Our Fleet
Guardian of Moran Sword-Class Frigate(Escort)
4 System Defense Monitors(Escort,Destroyer)
Medium Space Station


Total Roll bonus +5
Martial +5

Your fleet shoots first for the long-range phase, first targeting the Mechanicus cruiser(DC 16)

Long-range lance weapons hit the Mechanicus Cruiser twice- Flickering its shields, but still leaving it in the fight at 2 HP

Enemy long-range round, first targeting the space station, landing 1 hit, leaving it with 4 HP

Regular combat

Defenders go again, targeting Mechanicus cruiser again(DC 16)(2 HP remaining)

The Lances strike true, ripping the Mechanicus Cruiser apart, before it can do much in the fight, with your ships targeting the enemy Devasation class carrier next(DC 14)(3 HP)

The lances also hit in quick succession, disabling it, with visible internal explosions, but the ship mostly seemingly intact

The enemy gets to do their regular combat, targeting the Space station again(DC 16)(4 HP)

The close in defenses swat away the torpedo attacks, letting only a lance strike get through, with shields still holding putting at 3 hp

Your ships fire again, ripping apart the two Infidel-class torpedo boats(DC 12)(2 HP), and landing a heavy blow on the Idolator(DC 12)(2 HP).

Leaving the Idolator with 1 HP remaining

Its at this point the enemy starts to run...

Giving you one more long-range round to hit their fleeing ships

Your long-range shooting hits the Idolator again, as well as wrecking the Iconoclast, with their home ship gone, the remaining strike craft, make a suicidal attack run against your ships and are shot down with relative ease....

Total Victory for your forces, with some damage taken by your station, which will take 1 dev choice to repair, overall you got off very easy though.

Rolling for Salvage DC 10

It seems the Mechanicus Cruiser, Devastation class light carrier, 1 Infidel and the Idolator, are salvageable and repairable, with options in the future to repair/cleanse them and place them into service, for cheaper than building a new ship. One of the Infidels and the Iconoclast are beyond repair, and at this point are only good to be cut up and melted down for scrap metals.

Choose 2 Dev 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
[] Repair one of the salvageable ships(Choose one)
[] Other(Write-in)
dh188709 threw 7 20-faced dice. Reason: Defensive long range shooting Total: 52
8 8 13 13 7 7 8 8 1 1 12 12 3 3
dh188709 threw 6 20-faced dice. Reason: Enemy long range shooting Total: 54
19 19 14 14 2 2 6 6 6 6 7 7
dh188709 threw 7 20-faced dice. Reason: Defender regular shooting 1 Total: 88
12 12 18 18 3 3 14 14 1 1 20 20 20 20
dh188709 threw 6 20-faced dice. Reason: Enemy regular shooting 1 Total: 50
3 3 5 5 4 4 16 16 9 9 13 13
dh188709 threw 7 20-faced dice. Reason: Defender regular shooting 2 Total: 96
16 16 17 17 17 17 6 6 8 8 16 16 16 16
dh188709 threw 7 20-faced dice. Reason: Defender long-range shooting 2 Total: 60
2 2 7 7 2 2 12 12 6 6 12 12 19 19
dh188709 threw 6 20-faced dice. Reason: Salvage roll Total: 65
12 12 16 16 14 14 6 6 12 12 5 5
 
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Ouch, the normal ships we can handle between the station and our monitors but a mechanicus ship is a serious problem especially if it has any exotic weapons.

We seriously need to devote some time to bulking up our navy atleast to a couple escort squadrons and a couple of capital ships.
Especially since the dark eldar will likely bring bigger ships for the next attempt.
 
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