A light on the frontier:40k Planetary Governor Quest

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.

Getting our Aero-space ships up to fluff would be a good basic move, maybe it'll help us with capturing ships. How well armed is our station btw?
 
Informational
Had to write up how to do space combat, since we havent done much of it so far during the quest.

I am taking some influence from the boardgame battleship and assigning a health pool to ships based on ship class(this is subject to feedback and change from you guys)

Strike craft- 1 hit DC12
Escorts- 2 hits DC12
Light Cruisers/defense monitors- 3 hits DC 14
Heavy Cruisers/Battlecruisers/Grand Cruisers- 4 hits DC 16
Battle-barges/Battleships- 5 hits DC 18
Small Space Station- 4 hits DC 14
Medium Space Station- 5 hits DC 16
Large Space Station- 6 hits DC 18
Space Fort- 8 hits DC 20

I also break down combat into 2 phases/ranges

Long-range/pursuit-Fought by ships with long-range weapons and strike-craft, types are most ships larger than escorts and escort type escorts, which have lance weapons and macrobatteries, long-range phase always targets the largest enemy targets first, destroyer type escorts can defend against this, as they are focused on shooting down torpedos and strike craft
Regular combat- Most ships fight at this range, done after the long-range engagment is resolved, as ships get the rest of their weapons in range of the enemy

Most types of ships/station get 1 attack per round, with Battleships and Battlecruisers getting 2 as well as Medium Space Station and above for stations also getting 2 attacks per round

Defenders get to fire first, also Space stations can defend against torpedos and strike craft like a destroyer would

Carriers dont get an attack
 
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Please be careful I tried inserting in-depth combat into my own plan quest and it was a fucking nightmare (then again I went overboard with autism in that instance)
 
[X] Repair one of the salvageable ships(Choose one)
-[X] Mechanicus Cruiser
[X] Repair one of the salvageable ships(Choose one)
-[X] Devastation class light carrier

2 new slightly used ships!
 
@dh188709, is it safe to use chaos designs? Thats the kinda thing that would get us called heretics isnt it?
Not to mention the ships are soaked in corruption.
I allow it because I think its cool, but also when we repair these salvaged ships, they are for the most part gutted with new equipment put inside, also our tech-priests do what they believe is necessary to cleanse the vessels.
 
[X] Repair one of the salvageable ships(Choose one)
-[X] Mechanicus Cruiser
[X] Repair one of the salvageable ships(Choose one)
-[X] Devastation class light carrier
 
[X] Repair one of the salvageable ships(Choose one)
-[X] Mechanicus Cruiser
[X] Repair one of the salvageable ships(Choose one)
-[X] Devastation class light carrier

I'm thinking we salvage for profit or maybe give the smaller ships to our mechanicus friends as gifts to further boost our rep with them.

Then we can bring in proper imperial escorts to fill out some squadrons of the same model rather then a mishmash of chaos stuff.
 
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I am taking some influence from the boardgame battleship and assigning a health pool to ships based on ship class(this is subject to feedback and change from you guys)
There was some rather detailed ship fighting early on in Long Night (then the fleets grew too large for ship-by-ship action).

forums.sufficientvelocity.com

The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Before asking any questions READ FAQ [slide] [slide] [slide] [slide] [slide] [slide]...

forums.sufficientvelocity.com

The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Before asking any questions READ FAQ [slide] [slide] [slide] [slide] [slide] [slide]...
 
Remember, most chaos ship designs are actually older Imperial vessels now mostly out of service.

[X] Repair one of the salvageable ships(Choose one)
-[X] Mechanicus Cruiser
[X] Repair one of the salvageable ships(Choose one)
-[X] Devastation class light carrier
 
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There was some rather detailed ship fighting early on in Long Night (then the fleets grew too large for ship-by-ship action).

forums.sufficientvelocity.com

The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Before asking any questions READ FAQ [slide] [slide] [slide] [slide] [slide] [slide]...

forums.sufficientvelocity.com

The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Before asking any questions READ FAQ [slide] [slide] [slide] [slide] [slide] [slide]...
Thanks I'll check it out
 
Turn 113
You decide to repair the Mechanicus cruiser as well as the Devastation class light carrier. The Dockyard can only accommodate one at a time, which would you like to repair first?

[] Mechanicus Cruiser
[] Devastation class light carrier

The attack managed to damage the void shield generators on the station, but fortunately we took no casualties in the battle. The void shields are being repaired.

With the Dark Angels, now newly minted as the (Write-in)(Suggestions so far are the Last Sons and the Umbral Brethren) they have been given the Tagus system, with Tagus IV as their new homeworld, currently populated by primitive tribes, that have only recently discovered agriculture, living in semi-permanent scattered villages throughout the planet. While they will be a solid population for recruits for the Space Marines, their prospects for serious economic growth and development are sparse. Between the state of the planet and the Dark Angels using political trickery to effectively block resources that would normally go into founding a chapter, it is up to their friends and allies, with Lord Inquisitor Gorean and his faction of the Inquisition acquiring them a Strike Cruiser as well equipment for a company-sized force of regular space marines. It has been requested of us that we help them build the beginings of Fortress-Monastery, with several ideas being thrown around.

The first is the scale of the project that we are willing to undertake(you would normally get additional rep with them for this, but you are already at max, with the Dark Angels effectively currently being extremely close allies, and effectively a vassal force integrated into your forces, with Gorean taking squad sized elements with him as bodyguards.

A site has been located in the far north of planet, far from any villages of the natives, with the facility being built into a mountainside, where it can provide additional defense against bombardments and make it difficult to reach via land.

[] Decline assisting the Dark Angels
[] Build a very basic Fortress-Monastery based on a Enlarged and reinforced Outpost model(-1 Dev choice next turn)
[] Build them a powerful full-on fortress(-2 Dev choices next turn)

In addition, they will need serfs for their new Fortress-Monastery, which you could provide them.

Settlers could be found amongst the Moranian population, who could found a town near the Fortress-Monastery, and serve as population for serfs as well as providing some economic value, as the Moranian population, in addition to being decent warrior-stock, have skills in mining, craftsmenship, farming and manufacturing, among other things, helping the Dark Angels become more self--sufficient over time. In addition you could grant them a regiment of Moranian infantry, to be formed from Volunteers, who would join the settlers along with their families, and serve as combat-serfs for the Fortress-Monastery, manning guns and providing combat-trained manpower to assist in its defense.

[] Send them settlers
[] Send them settlers and an infantry regiment
[] Send nothing, they can figure this out themselves
 
[X] Mechanicus Cruiser.
[X] Build them a powerful full-on fortress(-2 Dev choices next turn).
[X] Send them settlers and an infantry regiment. ( Krieg infantry for preference. )

Cruiser first, we can run fighters from the surface and station so a line ship is more immediately valuable.

We're on the edge of nowhere with hostile neighbours and the only other Astartes we see semi regularly out here are unreliable at best so helping the new chapter build up is essential for our future wellbeing, we can easily afford the short term loss of resources, 1 regiment to serve as a professional basis for the chapters military serfs and provide security and a batch of civilians.
 
How big of a difference would it make if we went all in on the Space Marines?
With how few of them there were(How many are they now?), I'd think giving them a giant fortress monastery would just stretch them thinner?
 
How big of a difference would it make if we went all in on the Space Marines?
With how few of them there were(How many are they now?), I'd think giving them a giant fortress monastery would just stretch them thinner?
I was going to add an information tab about them, with more detail. Essentially they are 4 squads strong with a handful of specialists/veterans, 3 squads of rookie marines and a squad of neophytes(scouts)
 
I was going to add an information tab about them, with more detail. Essentially they are 4 squads strong with a handful of specialists/veterans, 3 squads of rookie marines and a squad of neophytes(scouts)
At this point their fortress monastery would be used as a recruitment and training center primarily as well as a place for storage. It will also take a few years to build
 
[X] Mechanicus Cruiser.
[X] Build them a powerful full-on fortress(-2 Dev choices next turn).
[X] Send them settlers and an infantry regiment. ( Krieg infantry for preference. )
 
[X] Mechanicus Cruiser.
[X] Build them a powerful full-on fortress(-2 Dev choices next turn).
[X] Send them settlers and an infantry regiment. ( Krieg infantry for preference. )
 
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