So, does Raukov actually have the authority to duck the meeting, especially so blatantly? I mean, I was under the impression that The Steel Dragons were thr ultimate legal authority on Armageddon. I get that he doesn't like us, but that seems to be inviting reprisal.
Its a matter of realpolitick vs the letter of the law. As long as the local forces answer to him alone, we can't really strong arm him without shedding an unhealthy amount of human blood. So we either win him over somehow, or lodge a complaint with the Administratum and hope they send him an angry letter in a generation or six.
Sidenote: Does anyone else think that a wing or two of Archeotech gunships might be just the thing for hunting down those orc submarines that are menacing our offshore refineries and water plants? I figure our Diplomacy focused Chapter Master can sweet talk the Archmagos into throwing in a few crates of depth charges.
I'm inclined to bank the favors in exchange for more void ships later. Our fleet is alright for our half-strength chapter, but it will be overburdened by the time we approach a full complement.
Also, with our long term goal of hunting Ghazkull down, we are going to need a powerful fleet.
Its a matter of realpolitick vs the letter of the law. As long as the local forces answer to him alone, we can't really strong arm him without shedding an unhealthy amount of human blood. So we either win him over somehow, or lodge a complaint with the Administratum and hope they send him an angry letter in a generation or six.
Sidenote: Does anyone else think that a wing or two of Archeotech gunships might be just the thing for hunting down those orc submarines that are menacing our offshore refineries and water plants? I figure our Diplomacy focused Chapter Master can sweet talk the Archmagos into throwing in a few crates of depth charges.
Archaeotech gunships would be great. Either the Fire Raptors mentioned or whatever has the best auspexes. We already have too many resources invested in our Fleet which is doing us very little good right now.
Archaeotech gunships would be great. Either the Fire Raptors mentioned or whatever has the best auspexes. We already have too many resources invested in our Fleet which is doing us very little good right now.
Only because we are not engaging with the local Sector. Soon enough Armageddon will be secure enough that we need to divert attention outside of the system to find good fights to blood our inexperienced chapter.
Only because we are not engaging with the local Sector. Soon enough Armageddon will be secure enough that we need to divert attention outside of the system to find good fights to blood our inexperienced chapter.
Armageddon deserves its name, trouble is always going to find its way to this planet. Furthermore its not like those aerial forces aren't going to be useful in campaigns further afield either, on distant planets where we probably can't rely on local imp forces to provide air cover or reconnaissance. We are so short on wargear and forge capacity it could be decades before we have a chance to invest in an air force, and even if we do it won't be as good as whats on offer now.
I would say take the planes now, then clear the rest of the debris field next turn. That should score us at least one more favour.
Like their Primarch, the Sons of Vulkan are renowned for their size and strength, but Captain Pra'Tar stands nearly a full head taller than you, the largest Space Marine you've ever met.
Only because we are not engaging with the local Sector. Soon enough Armageddon will be secure enough that we need to divert attention outside of the system to find good fights to blood our inexperienced chapter.
That's fair, though I don't really see our fleet as lacking even in that case. I guess the argument is that getting more ships will always be a heroic endeavor and might as well start when we can. Just wouldn't be my priority personally.
@Blackout, great update btw! Even if our rolls were... unfortunate.
Is there anything in the Magos's personal forges with particularly notable auspex/augur arrays? Figure that would help with both Jungles and Oceans.
Our fleet may be a tad undersized in terms of a power projection/transporation capacity, but it is certainly not lacking in firepower for anything short of a full invasion fleet. Our battle barge can and will wreck anything up to multiple ships it's weight class. We will have a harder time securing the behemoth of a warship from boarders due to it's sheer size before we worry about naval threats. I say we deploy a company to patrol the edges of the forest nearest to vital roads, sort of a containment measure while we handle the salvage and politiking and getting our companies some razors and rhinos.
3rd turn we crump that forest with all available astartes and maybe even the ADF lord, as a show of faith.
We'll loose marines and men containing snikrot for sure, but unless we're willing to throw everything at that forest turn 2, we have no choice.
We don't have veterans that we could delegate hunting down snikrot to.
@Blackout Could you please put in the winning Vote in a spoiler at the top of a threadmark chapter please? it would help in reminding people which vote won without having to find it.
So, does Raukov actually have the authority to duck the meeting, especially so blatantly? I mean, I was under the impression that The Steel Dragons were thr ultimate legal authority on Armageddon. I get that he doesn't like us, but that seems to be inviting reprisal.
Legally, as a Chapter Master short of committing heresy you can do whatever you want on your own homeworld. If you tell him to jump he's supposed to ask you how high.
However, this is the Imperium. There's a difference between theoretical and practical authority. Letter of the law vs realpolitik and all that.
This is the important bit:
Student and protege of the legendary Lord-General Kurov, who had fallen to the Orks in the line of duty. Respected and renowned for his achievements against the greenskins, spoken of favorably by many of the Astartes officers he fought alongside. Raukov was a warrior you would have been glad to have at your side.
Raukov is a respected war hero, who's even impressed many Astartes. You could indeed simply crush him with your authority... but it will have consequences for your political position and support. Or you can try the diplomatic approach, but that isn't guaranteed to work.
@Blackout Could you please put in the winning Vote in a spoiler at the top of a threadmark chapter please? it would help in reminding people which vote won without having to find it.
It's kind of weird that I never thought of using Land Speeders for naval scouting, but it does make a lot of sense.
Could we get the best of both worlds? Assuming nothing else changes, I think we should have 625 forge capacity next turn. At 40 pts a pop, we could invest in 2 squadrons of 3 Speeders apiece for just 240pts. Pair them with the Fire Raptor gunships and you should have a powerful formation that's well suited for hunting orc subs or Kommando Klans. The Speeders locate the targets, the Gunships take them out?
3x1d100, high is good low is bad. 1-5 is extra bad, 96-100 is extra good. Exact DC and results are modified by circumstances, and rolling both high and low can mean a split result.
How do people feel about assigning those 4 razorbacks to a single battle company. Our lack of transports was specifically called out as a problem in the Fire Wastes. At least until we have a decent vehicle pool, I figure we could have one company specialise as mechanised infantry and commit them to battlefields that favour that sort of warfare. As well improving our performance, I figure fighting tank beside tank with the Steel Legion might help sway some of those Guard officers to be more helpful
Well, in the Fire Wastes specifically it was that they had to split up into tiny patrols to hunt the Orks. A Thunderhawk can carry thirty marines, but it can't serve six five-man squads spread out across a continent.
It's kind of weird that I never thought of using Land Speeders for naval scouting, but it does make a lot of sense.
Could we get the best of both worlds? Assuming nothing else changes, I think we should have 625 forge capacity next turn. At 40 pts a pop, we could invest in 2 squadrons of 3 Speeders apiece for just 240pts. Pair them with the Fire Raptor gunships and you should have a powerful formation that's well suited for hunting orc subs or Kommando Klans. The Speeders locate the targets, the Gunships take them out?
It's kind of weird that I never thought of using Land Speeders for naval scouting, but it does make a lot of sense.
Could we get the best of both worlds? Assuming nothing else changes, I think we should have 625 forge capacity next turn. At 40 pts a pop, we could invest in 2 squadrons of 3 Speeders apiece for just 240pts. Pair them with the Fire Raptor gunships and you should have a powerful formation that's well suited for hunting orc subs or Kommando Klans. The Speeders locate the targets, the Gunships take them out?
3x1d100, high is good low is bad. 1-5 is extra bad, 96-100 is extra good. Exact DC and results are modified by circumstances, and rolling both high and low can mean a split result.
For an example, for the Fire Wastes mission you rolled 30, 3, and 36. The DC was 20 so you got two minor successes and one crit fail. You still succeeded in the mission of securing the mining operations, but some of the Orks escaped instead of being destroyed.
How effective would Stormtalon Gunships be against the subs and in the jungle?
Also spilled milk now but in hindsight the mechanized focus pick would have saved us more hair-tearing than the masterwork weapons. It's nice to give our officers good gear but we're going to be trying to rush out vehicles for the foreseeable future.
"Lord-General Raukov wishes to notify the council that the campaign on the Ash Wastes proceeds well." Captain Dominic of the Armageddon Defence Forces explains, a young-looking officer in full dress uniform. "He has purged sixteen greenskin warbands already, and expects to achieve final victory by 044.M42."
Knowing his attitude towards us I don't know if we can trust his word on how well his campaign is going. Attending personally is probably the best response, to assert some control over the PDF, attempt diplomacy with him and make sure his wounder pride doesn't get too many good men killed. (Or that he doesn't conveniently kill off the officers who might support us.)
The strategium of Mount Heartflame is not too dissimilar to the chambers of the Pantheon Council on Prometheus, where you remember many a meeting and debate on the future of the Chapter. The facilities you now find yourself in are not nearly as ornate in their architecture, but unbound by tradition you'd ordered a hololith table to be installed, something you'd always missed.
And now, displayed on said hololith, were the words written into Brother Damius' armour.
"Boss Snikrot was supposed to have been slain during the Third War." Zo'Tal notes neutrally. "It could be a ruse."
"No, such is not the way of the Orks." Va'Sor replies quietly, the bones hanging from his staff rattling as he taps it against the floor. "It is him."
"Have you seen something in the Warp, seer?" Pyrion asks.
"Omens previously indecipherable, now cast into new light." The Chief Librarian replies. "All I know is that we deal with Snikrot, not some pretender."
"Very well. The question remains, what shall we do about him?" You say with a raise of your hand. "Though he has already tasted the blood of one of our brethren, it is not merely for vengeance that we must strike him down. He is a rallying cry to the Orks of Armageddon, a leader to regroup around. Already, 2nd Company has encountered numerous greenskins bearing the mark of the red skull."
"The accursed Kommandos." Xiaphian spits." The Red Skulls were supposed to have died in the Third War. Another falsehood?"
"No." Drukeus interrupts. "I was there, when we cornered them alongside the Raptors and the Catachans. We never did find Snikrot's body, but the Red Skulls were wiped out, this much I can be certain of. These are imitators, or a new incarnation of his elite group."
"Then our path is clear." Pra'Tar says, sweeping a hand over the hololith and turning it into a three-dimensional map of Armageddon. "We bring the fires of battle. Full strength, all seven Companies. Burn their mongrel hides."
"You would leave the rest of Armageddon to fend for itself?" Elysoth growls. "Ork submarine attacks on the Tempest Ocean have only intensified, setting back what little progress has been made on the pumping stations. Our people die of thirst, while Raukov chases after glory in the Ash Wastes."
Pra'Tar grimaces, but concedes the point. "Then we wait. We deal with the debris fields and the submarines, and consolidate our forces. And then we strike as one."
"And stumble blindly into Snikrot's trap?" Drukeus rebukes him. "He wants us to follow him, why else reveal himself to us? He has millions of square kilometres of unmapped jungle to lead on a merry chase in, and we have no Catachans or Raptors this time."
"Scour the jungle from orbit, then." Gargidemi suggests. "One sweep from the Voidflame-"
"Such a course of action is not advised." Kor'Hadron's mechanical voice chimes in. "The Equatorial Jungles provide ninety-eight percent of Armageddon's atmospheric oxygen. The logistical challenges of-"
"We shall not ravage this world any further than it already has been." You nod. "Yet, Drukeus has a point. The Armageddon Ork Hunters serve Raukov, and we have no Scouts of our own."
"Have we not?" Tul'Ra speaks up, his gravelly voice echoing in the strategium.
"Brother…" You say. "I do not doubt your skills, but even you cannot hope to accomplish such a task alone."
"I never said I would do so alone." He retorts, inserting a datachip into the hololith's input port, and ten profiles appear on the projection. "My lord, I asked you for time to find Sergeants for the Scout Company, and I have my nominations. But they are not ready, not yet. Let this be their crucible. Let me take them to the jungles, map the paths ahead and find out where Snikrot is hiding, so that when the hammer falls it strikes true."
"They will die." Drukeus states bluntly. "You will die."
"I have been hunting and killing Orks long before you were so much as a gleam in your father's eye." Tul'Ra fires back. "I know what I can do and what I cannot. Some of them will die, but such is the way of things. Those who survive will emerge proven upon the Anvil of War, ready to guide the next generation. And you shall have your intelligence."
Now, all eyes turn to you.
Martial Actions (Choose unlimited. Assign forces to each mission you want to undertake. Available Companies: 2nd, 3rd, 4th, 5th, 6th, 7th, 8th.)
-Greenskin Purge
Though the Orks are no longer in a position to threaten the Hives, the survivors have fled into the wilderness to bide their time. In addition, the sheer amount of spores shed on Armageddon during the Third War is immense, guaranteeing a lasting greenskin infestation. Though demoralised, fragmented and ill-equipped, if given time to regroup their sheer numbers make them a threat that must be dealt with.
--Mountains
The mountains of Armageddon are one of the main holdouts of the Feral Orks since the Second War, innumerable small caves, nooks and valleys providing fertile hiding places for the greenskins. It may not be a particularly glorious or exciting task to track them down one by one, but it is a necessary one if you are to keep the Orks from recovering their numbers.
--Ash Wastes
The deserts and wastelands of Armageddon were the site of Ghazghkull's initial landings, and though the Roks have been destroyed the greenskins remain, fast-moving mechanised mobs roving the deserts in search for scrap while evading Imperial cleanup forces. The Armageddon PDF have communicated to you that they have the situation at hand in the Ash Wastes and need no aid, thank you very much, but their forces have been run ragged while you are fresh to the fight. It may prove useful to establish a connection with the local forces, for you will be working alongside them for years to come.Lord-General Raukov estimates victory by 044.M42 (End of Turn Three)
--Jungles
The equatorial jungles have historically proven nigh-impossible to penetrate, filled to the brim with hostile xenofauna, horrid terrain and disease, allowing the hardy Orks to survive and breed free from retribution. Such obstacles may hinder the Guard and PDF forces, but Sons of Vulkan suffer no such impediment. Still, the Orks here are hardened jungle fighters, and now that Snikrot has revealed himself the danger of this front has risen significantly. Tread carefully.
---Captain Tul'Ra has expressed his wishes to take his ten prospective Scout Sergeants on a deep reconnaissance mission into the jungle. It will certainly boost any concurrent or later campaigns against Snikrot and yield them invaluable experience, but losses are all but certain.
--Beyond Sreya Mountains
A significant number of Orks have fled to the northeastern Fire Wastes, into the inhospitable and unmapped territory beyond. They are unlikely to pose a threat in the short term, but the longer they are allowed to remain the harder it will be to root them out for good.
--Oceans
Armageddon's hives are endlessly thirsty for fresh water, and the largest source on the planet is the vast glacier known as the Deadlands, across the Tempest Ocean. It is here that water is mined, purified and pumped across the ocean to Armageddon Prime and Secundus to sate the needs of the Hive populations. Located in the Tempestus Ocean are also vast oil and gas refineries that provide fuel for the rest of the planet, vital for all aspects of life on Armageddon. During the Third War the Orks built a vast fleet of crude submersibles, using them to ferry troops and attack from unexpected angles. Though many were destroyed a substantial number of them persist, roving the ocean and making sporadic attacks upon the imperial construction teams attempting to rebuild the broken infrastructure. You may lack the ability to hunt them beneath the waves, but you can protect the refineries and pumping stations from attack, while tracking down and destroying the submersibles' hidden bases. It is dangerous work, but necessary. Warning: Increased submarine activity has made the water situation in the hives critical. Severe effects upon the civilian population if not addressed soon.
--Debris Fields
The Forge World of Voss Prime was granted salvage rights over the enormous debris fields littering the Armageddon system, owing to their vast contributions of war material and troops to the Third War. Yet, wrecks are frequently home to surviving pockets of Orks that will fall upon the salvage teams and attempt to seize their vessels for themselves. The 7th and 8th Companies have made good progress, but still nearly half of the debris fields remain.
-The Beast Must Die: Ghazghkull Mag Uruk Thraka has been named Diabolis Extremis by the High Lords of Terra, a threat to the Imperium of Mankind itself and an affront to the Golden Throne. It is the duty of all right-minded citizens of the Imperium to aid in his destruction where able. As the Wardens of Armageddon, your duty in this regard is only heightened, for as long as he draws breath your homeworld shall never truly be safe. The Great Beast is on the move, pursued by most of the Black Templars Chapter and a crack Astra Militarum force under Lord-Commissar Yarrick across the galaxy. Let loose the dragons, and join the hunt. [Risk: Immense. DO NOT DO THIS UNTIL YOU ARE CERTAIN YOU ARE READY.]
-Write-In
Miscellaneous Actions (Choose unlimited)
-Assign Specialists to Companies
-Assign Wargear
-Spend favors with Archmagos Vahn. [You have two Major Favors to spend. Each Major Favor grants you 500 FC worth of items from the following list.]
Land Speeder: 40 FC
-Small anti-grav craft for reconnaissance work, carries two heavy weapons.
Stormtalon Gunship: 75 FC
-A gunship designed for providing ground support, armed with a mix of cannons and missile launchers.
Stormhawk Interceptor: 75 FC
-A gunship designed for fighting aerial targets, armed with a mix of cannons and missile launchers.
Stormraven Gunship: 150 FC
-A gunship designed for insertion of strike teams, capable of carrying twelve marines and a dreadnought.
Thunderhawk Gunship: 250 FC
-A large gunship designed for insertion of strike teams, fire support and fighting aerial targets. Armed with variable heavy weapon loadout, capable of carrying thirty Marines, fifteen bikes or three Dreadnoughts.
Thunderhawk Transporter: 150 FC
-A large gunship designed for insertion of tanks, capable of carrying two Rhino-chassis vehicles or a single Land Raider.
Fire Raptor Gunship: 250 FC
-Powerful yet agile gunship designed for fire support missions, armed with a variety of heavy weapons.
Xiphon Interceptor: 250 FC
-Extremely fast and agile fighter for air superiority missions.
-Write-In
Chapter Actions (Choose three, and one extra action from either Administrative or Diplomatic Actions due to Chapter Master traits)
General Actions
-Initiate Aspirant Trials
You may begin running the Trials and gathering more aspirants from the Hives to be inducted to the Scout Company. Master of Recruits Tul'Ra would like to have more time, preferably a combat deployment to ready his Scout Sergeants, but he can manage if you command it. [Cannot be selected if Tul'Ra is deployed to the Jungles.]
-Cultivate Gene-Seed
Gene-seed can be artificially cultivated without requiring implantation, though it is a careful and long process. You will gain back an equal amount of gene-seed to what was used in ten years, and again in twenty, leaving you with double what you started with. [Specify amount of gene-seed put into cultivation, max 100]
-Expand Armoury [-300 FC for 4 turns]
You may upgrade your forges even further, giving you an additional +200 FC/turn once completed. [In progress, estimated completion in 050.M42]
-Expand Apothecarion [-200 FC for 4 turns]
You may expand your Apothecarion facilities, allowing you to cultivate more gene-seed, reducing casualty rates and recruitment failures.
-Expand Librarius [-200 FC for 4 turns]
You may expand your Librarius facilities, allowing you to better store and catalogue lore and information, communicate across the stars via astropathy, and recognize/train new Librarians.
-Expand Reclusiam [-200 FC for 4 turns]
You may expand your Reclusiam facilities, allowing you to better educate and train your Chapter, fortifying them against spiritual malaise and quelling internal issues. [In progress, estimated completion in 050.M42]
-Expand Defences [-200 FC for 4 turns]
You may expand your Fortress-Monastery's defences with additional ringed bastions and banks of void shield generators, defence laser batteries and anti-ship missile silos, raising the Fortification level to six.
-Expand Docks [-300 FC for 4 turns]
You may expand your small dry-dock, allowing it to repair major damage up to cruiser size class and minor damage to battleships, as well as repair faster and service more ships.
-Provide Aid [Specify amount of FC spent]
The industries of Armageddon have been ravaged by war, and though unconventional you could certainly use your forges to aid them, particularly providing certain high-end machine parts critical to repair works.
-Write-In
Administrative Actions
-Re-Organize the Chapter
[Write-in how]
-Re-Organize the Planetary Government of Armageddon
[Write-in how]
-Lord-General Raukov: Closed Fist
You cannot afford discord and insubordination within your own ranks, war hero or not. Assert your authority, bring Raukov and the ADF to heel.
-Train the Chapter
The Steel Dragons have been trained… adequately, but you may wish to give them additional training in key aspects of warfare. [Write-in what you want to train them in.]
-Educate the Chapter
Elysoth has imparted upon them the basics of the Promethean Creed, but it will take more work for it to truly sink in. He would like to do so before he must dedicate himself to the education of new recruits.
-Teach the Chapter [-100 FC for a turn]
One of the strengths of the Salamanders as a Chapter is that every battle-brother is capable of basic maintenance on their wargear, leaving their Techmarines and forges free to work on more advanced matters. It will be a long time before you reach such a level, but you have to start somewhere, right?
-Write-In
Diplomatic Actions
-Lord-General Raukov: Open Hand
Though his resistance frustrates you, it would be better to have him on your side. Attempt to establish a rapport with him and bring him to the table with diplomacy, not force.
-Request Aid [Write-in who and what for.]
You may choose to ask for assistance from other Imperial factions, such as your progenitor Chapter, though it would leave you owing them favors.
-Contacting the Sector Command
Now that your Chapter has been founded, it would behoove you to figure out the sector-wide situation and who your neighbours are. Plus, letting people know you exist allows them to call for help from you, always a bonus.
-Getting to know the Chapter Command
A few of them you know well, but many of the veteran Astartes assigned to your new Chapter you know only by name and reputation. Yet now these men form your inner circle, whom you must rely upon and trust utterly. You must get to know them, so that together you may steer the Steel Dragons to victory.
-Write-In
Forge:
Your ability to build stuff is determined by Forge Capacity. You get Forge Capacity from your Fortress-Monastery's Forges, Techmarines assigned to the Armoury, etc. Keeping ships idle above the homeworld allows you to use their onboard forges, but if they're out on campaign the forges will be used for maintenance purposes and won't be available. Some wargear may take more than one turn to complete, in which case you only pay the FC once but any assigned Techmarines stay unavailable. Forge Capacity can be lost to maintenance/repair requirements or the construction of bionics after battle, which can be reduced by assigning Techmarines and Apothecaries to the Companies or increased as you equip them with more gear or push them into heavier combat. Non-Forge projects may also consume Forge Capacity, as the Chapter uses its resources to, say, construct water purification systems for the locals or improve the defences of its fortress-monastery.
You will also need to assign Techmarines, as certain pieces of wargear require the attention of an adept of Mars of sufficient skill. For example, Terminator Armour is marked as Master of the Forge/5. This means that you need a Master of the Forge-level Techmarine for every five Terminator Armour suits, so if you only have the one you can't build more than five suits per turn, and you cannot build anything else that requires a Master of the Forge during that time. Masters of the Forge and Senior Techmarines can do anything their juniors can do, and you also do not have to assign all of your Techmarines. Leaving them idle gives a bonus to the random chance of making relics. You cannot intentionally make Relics, but you can make Master-Crafted wargear, which costs triple FC and requires at least a Junior Techmarine for each piece. You cannot make Master-Crafted versions of something that already requires a Techmarine.
Finally, the Forge World of Voss-Prime is obligated by treaty to provide you with basic wargear. Therefore, as long as supply lines are open and you don't piss them off, wargear marked as standard issue does not cost anything.
Chapter Forges: +600 FC/Turn
Each Battle Barge not on deployment: +100 FC/Turn
Each Strike Cruiser not on deployment: +25 FC/Turn
Each Master of the Forge assigned to the Armoury: +100 FC/Turn
Each Senior Techmarine assigned to the Armoury: +50FC/Turn
Each Junior Techmarine assigned to the Armoury: +25FC/Turn
Armoury Expansion: -300FC/Turn
Reclusiam Expansion: -200FC/Turn
Total FC currently available: 600+100+5x25+100+0x50+4x25-300-200=525
Techmarines available:
Master of the Forge: Kor'Hadron
Senior Techmarines: None.
Junior Techmarines: Ve'Nir, Har'Stan, Zen'Tal, Akadar Praetatone
Standard Issue Wargear:
Tactical: Boltgun, Combat Knife, Bolt Pistol, Frag Grenades, Mark VII Power Armour
Assault: Chainsword, Bolt Pistol, Frag Grenades, Krak Grenades, Mark VII Power Armour, Jump Pack
Devastator: Missile Launcher, Combat Knife, Bolt Pistol, Frag Grenades, Krak Grenades, Mark VII Power Armour
Scout: Sniper Rifle, Combat Knife, Bolt Pistol, Frag Grenades, Krak Grenades, Carapace Armour, Camo Cloak
Artificer Armour: 50 FC/Suit, Senior Techmarine/5, Takes Two Turns
-Power Armour built to the highest standards, whose capabilities war exceed normal suits.
Assault Centurion Warsuit: 75/Suit, Junior Techmarine/3
-Slow-moving siege exosuits, designed for close-in assaults.
Devastator Centurion Warsuit: 75/Suit, Junior Techmarine/3
-Slow-moving siege exosuits, designed for bombardment from afar.
Terminator Armor: 100 FC/Suit, Senior Techmarine/5, Takes Three Turns
-Immensely protective armour capable of turning aside all but the mightiest of blows, at the cost of some mobility. By tradition, only Veteran Astartes are permitted to use these suits.
Iron Halo: 50 FC, Junior Techmarine/3
-Potent forcefield projectors mounted on the backpack. By tradition, these are symbols of office for Astartes of Captain rank and above.
Combat Shield: 10 FC
-Energized hand-carried shields, designed to ward off blows in close combat.
Storm Shield: 20 FC
-More powerful and larger shields, capable of reflecting even heavy firepower.
Psychic Hood: 25 FC, Senior Techmarine/5
-Specialized equipment for the Librarians, which assist in regulating the usage of their abilities and in denying those of enemy sorcerers.
Heavy Bolter: 5 FC
-A belt-fed automatic bolt weapon with a larger calibre, perfect for clearing out infantry at range.
Plasma Cannon: 10 FC
-Advanced energy weapon firing blasts of superheated gas that explode upon impact. Can be temperamental if overheated, but capable of wiping out concentrations of armoured enemies.
Lascannon: 10 FC
-A laser cannon designed for taking out tanks and hardened targets at long range.
Multi-Melta: 10 FC
-Melta weapon designed for extreme damage at short-moderate ranges.
Grav-Cannon: 15 FC
-A weapon that fires rapid graviton distortions that can rip through armoured infantry and damage heavier targets.
Heavy Flamer: 5 FC
-A large high-power flamethrower, perfect for clearing out enemy infestations.
Meltagun: 5 FC
-Short-range melta weapon for taking out hard targets.
Plasmagun: 10 FC
-Prone to overheating, but has moderate range and rate of fire as well as excellent penetrative power.
Flamer: 2 FC
-High-power flamethrower, good for hordes of light targets at short ranges.
Storm Bolter: 2 FC
-Twin-linked boltgun, for twice the firepower and twice the ammo usage.
Assault Cannon: 20 FC
-Heavy rotary cannon favored by Terminators for clearing out hordes of light enemies at range.
Cyclone Missile Launcher 20 FC
-Rack of missiles to be mounted on top of Terminator Armour,
Plasma Pistol: 5 FC
-Sidearm with a heavy punch, but with overheating issues.
Inferno Pistol: 5 FC
-Extremely short-ranged melta weapon, but packs a punch.
Hand Flamer: 2 FC
-Miniature flamer, fills the same role but has less ammunition.
Power Weapon (Specify Sword/Axe/Maul/Lance/Spear): 15 FC
-Melee weapons wrapped with a disruption field that makes them particularly deadly.
Lightning Claw: 15FC/Single, 30FC/Pair
-Gauntlets with protruding blades wrapped with disruption fields, excellent for slicing through hordes of enemies.
Power Fist: 20 FC
-Powered gauntlet encased in a disruption field, strikes hard but with low reach.
Chain Fist: 25 FC
-Power Fist with an underslung chainblade to assist in cutting through bulkheads and armoured targets.
Thunder Hammer: 20 FC
-Hammer that releases a disruption field charge upon impact, inflicting devastating damage but slow to swing, even for a Space Marine.
Force Weapon (Specify Sword/Axe/Staff): 25 FC, Senior Techmarine/5
-Melee weapons designed to amplify and channel the psychic energies of a Librarian.
Crozius Arcanum: 20 FC (Senior Techmarine/5)
-Intricate Power Mauls traditionally used by Chaplains as symbols of office.
Combat Bike: 10 FC
-A small one-Astartes motorcycle equipped with twin boltguns for maneuver combat.
Attack Bike: 20 FC
-A large motorcycle for two Astartes, equipped with twin boltguns and a heavy weapon on the sidecar.
Rhino: 50 FC (Junior Techmarine/3)
-Basic transport vehicle, capable of transporting ten Marines but armed with only a Storm Bolter.
Razorback: 75 FC (Junior Techmarine/2)
-A upgraded Rhino that trades lower transport capacity of six for a heavy weapon mount.
Vindicator: 100 FC (Junior Techmarine/1)
-An armoured siege tank equipped with a short-ranged but powerful Demolisher Cannon.
Predator (Specify Destructor or Annihilator): 100 FC (Junior Techmarine/1)
-A fast light tank armed with a turret-mounted high-power Autocannon designed for taking out light-medium targets or Twin Lascannon for armored targets, and either heavy bolters or lascannons in sponsons.
Whirlwind: 100 FC (Junior Techmarine/1)
-A mobile artillery piece armed with a multiple rocket launcher system for supporting fire against a variety of targets at range.
Hunter/Stalker: 75 FC (Junior Techmarine/1)
-Mobile anti-air weapon platforms equipped with advanced autocannon array or missile launcher, respectively.
Castraferrum-Pattern Dreadnought Chassis: 75 FC (Junior Techmarine/1)
-Light walkers piloted by crippled marines, equipped with a wide variety of ranged and melee weapons.
Land Raider (Specify Phobos/Redeemer/Crusader) 300 FC, Master of the Forge/1, Takes Three Turns
-Venerable assault tanks of incredible durability, equipped with a dizzying variety of weapons and an advanced machine spirit, used for delivering the most valuable squads to battle. Loss of one is considered a major tragedy and prestige hit, and the recovery a reverse.
Land Speeder: 40 FC
-Small anti-grav craft for reconnaissance work, carries two heavy weapons.
Stormtalon Gunship: 75 FC, Junior Techmarine/2
-A gunship designed for providing ground support, armed with a mix of cannons and missile launchers.
Stormhawk Interceptor: 75 FC, Junior Techmarine/2
-A gunship designed for fighting aerial targets, armed with a mix of cannons and missile launchers.
Stormraven Gunship: 150 FC, Junior Techmarine/1
-A gunship designed for insertion of strike teams, capable of carrying twelve marines and a dreadnought.
Thunderhawk Gunship: 250 FC, Junior Techmarine/1
-A large gunship designed for insertion of strike teams, fire support and fighting aerial targets. Armed with variable heavy weapon loadout, capable of carrying thirty Marines, fifteen bikes or three Dreadnoughts.
Thunderhawk Transporter: 150 FC, Junior Techmarine/1
-A large gunship designed for insertion of tanks, capable of carrying two Rhino-chassis vehicles or a single Land Raider.
PLAN VOTING ONLY. Turns are five years. Write-ins are allowed, conditional on QM approval.
Example Plan:
[] SNIKRRROOOOOOTTTT
-Greenskin Purge
--Jungles: 2nd, 3rd, 4th, 5th, 6th, 7th, 8th
---Focus all efforts on hunting Snikrot.
---Send Tul'Ra and his Scouts to recon ahead.
-Cultivate Gene-Seed: x100
-Educate the Chapter
-Contacting Sector Command
-Lord-General Raukov: Open Hand
-Forge:
x3 Stormraven Gunship (Ve'Nir, Har'Stan, Zen'Tal) 450 FC
x1 Rhino (Akadar Praetatone) 50 FC
x1 Chain Fist 25 FC
I'm thinking 2 companies to the Debris Field and Ocean, 1 Company to the rest of the locations besides the jungle, and we let the Scout guy have his training mission into the jungle.
Add the librarian to the Ocean companies, send a couple of techmarines and apothecary to the debris field.
--Oceans
Armageddon's hives are endlessly thirsty for fresh water, and the largest source on the planet is the vast glacier known as the Deadlands, across the Tempest Ocean. It is here that water is mined, purified and pumped across the ocean to Armageddon Prime and Secundus to sate the needs of the Hive populations. Located in the Tempestus Ocean are also vast oil and gas refineries that provide fuel for the rest of the planet, vital for all aspects of life on Armageddon. During the Third War the Orks built a vast fleet of crude submersibles, using them to ferry troops and attack from unexpected angles. Though many were destroyed a substantial number of them persist, roving the ocean and making sporadic attacks upon the imperial construction teams attempting to rebuild the broken infrastructure. You may lack the ability to hunt them beneath the waves, but you can protect the refineries and pumping stations from attack, while tracking down and destroying the submersibles' hidden bases. It is dangerous work, but necessary. Warning: Increased submarine activity has made the water situation in the hives critical. Severe effects upon the civilian population if not addressed soon.
So, oceans basically have to be done. I'm leery of sending our master of scouts on what sounds like a near suicide mission, especially with no support of any kinds.
Could we use our gunships from the cruisers in orbit to act as sub hunters? I know that they aren't ideal for the role, but it might help.
The big question to me, is how do we handle Raukov. Technically, he disobeyed a superior officer, so by law we'd have a real broad authority to pynish him. On the other hand, he's liked by a lot of other chapters, and seen as a hero. So we can't just kill him.
Could we send a formal demand for him to appear before us, and frame it as a joint training exercise? That might allow us to remind him who holds ultimate authority, and let him save face.
So, the Syera mountains are basically worthless, as far as I recall. Why not practice coordinating with orbital support?
We chose the diplomatic Chapter Master, so let's do the diplomatic option with Raukov. And we can't ignore the oceans option, I want to deploy at least 3 companies there. As for the other options, I'm fine with whatever company goes.
For the forge options, I'm not really sure what else to build asides from more mobility for our companies, so Rhino's and the like.
I'll put a plan together later, but I think two gunships and 12 Landspeeders is a good investment. Or honestly just 4 gunships, they are rare after all.
Military-wise, I'm thinking three companies for oceans as it's a priority; keep 7th and 8th on the debris fields; one each for the "mountains" and "beyond the mountains". Unless we feel that we want two companies per engagement? I don't really know what the odds are. Let the Captain lead the scouts into the jungle.
Heavy Flamers, power fists for the guys working the debris fields; it's close quarters combat. Although I don't know how effective flamers are in vacuum.
Heavy Bolters and melta-guns for the marines doing ocean work.
Razorbacks for the guys hunting orks in the mountains and beyond.
Open-hand for Lord Raukov, Getting to Know Chapter Command; continue "Educate the Chapter", I suppose. The last one, I don't know, Expand Apothecary, to reduce the effect of our guys getting pig piled by orks?
Four junior techmarines build eight razorbacks; that gives each of our companies almost two. I'm also thinking some land speeders - to keep "in character", they can be heavy flamer landspeeders. Anyway, a little fast attack capability never hurt anyone.
I forget, is forge credits "use it or lose it"? Or does it accumulate?