First Contact - M35
Biome - Plains
Common Path - Mariner
Military Strength - Nominal
Favored Tactics - Siege/Heavy Infantry
Common Units - Grav-Tanks
Warrior Aspect - Fire Dragon (How do you like your tanks? Partially melted or charred to a crisp?)
Hero - Spiritseer Elkin
Deed Of Legend - Destroyed a group of alien squatters that had taken root upon a Maiden World, opening a new planet for their colony.
Allies - Human Renegades
Enemy - Necrons
The Craftworld of Vyal Fir (Low Gothic Translation: Part Of Clan) is a Craftworld within the Sanguis Vitam Sector, and are quite the influential warriors. While most of them prefer to work behind the steering of their tanks, others prefer to wield heavier weapons like Vaul's Support Battery. Like most Craftworlds they tend to worship the Eldar deities, unlike others they shun Khaine and only awaken his Avatar in the most dire of situations. This is because they worship Isha, Kurnous, Lileath, and Vaul. While only few of their patrons remain, the Eldar of Vyal Fir will not let the darkness claim them so easily. Instead they have hope that things will get better, despite the endless darkness surrounding them at all times. This has led to them getting Wraithguard and other such heavy infantry to deal massive amounts of damage to the enemy, usually by holding a position long enough for them to trap or capture it.
This has led to some comedic moments in which during a battle between an unknown alien race and the Craftworld, they ended up capturing a position only to find a large destructive charge waiting for them. This has worked in their favor many times, such as the devastation of a Necron World near the Maiden World of Surathin. With quick thinking from the Spiritseer Elkin, they managed to outmaneuver the Necron forces before the destruction of the tomb complex. But this has painted a target on their backs, as other Necron Dynasties will hunt them. But the Craftworld's Fire Dragons are fully prepared to unleash hell, followed soon after by their tanks.
...Function? Sector Command and probably a good chunk of the Sector are secretly Chaos cultists who want to secede from the Imperium, a Hive Fleet is subverting Imperial worlds in preparation to eating them with a Shrine World already having been conquered. Of the truly Loyal they're either under strength, technically heretics or at least divergent from the strict orthodoxy and not necessarily on friendly terms with each other.
Then there are the Renegades made up of an over strength Knight House, a half strength Astartes Chapter, various Eldar and possibly even an Order of Psyker loving Sisters of Battle(they'd fit).
This entire Sector is borked and only technically an 'Imperial Sector' on paper let alone in practice. I think it's all very dysfunctional as a traditional Sector.
The psyker loving SOBs are still loyalists.
They would only go renegade if their leader were executed and they were declared excommunicate traitoris. As long as the psyker living saint lives and isn't officially a heretic, her Order is safe by association.
The psyker loving SOBs are still loyalists.
They would only go renegade if their leader were executed and they were declared excommunicate traitoris. As long as the psyker living saint lives and isn't officially a heretic, her Order is safe by association.
Besides that, I think most of the Loyalists have good things going for them. Renegades are mostly minding their own business, and the heretics are just as crazy as we are.
FYI, I do intend on finishing up the lore for the Guard regiment I rolled, but I'm out of town till Monday and probably not going to get to it till Tuesday.
Okay, so clearly, a big part of our problem is that our generators only make military units-and while that's fitting for a wargame, a society and geography or astrography it does not make.
So I'm gonna throw some concepts for our sector capital out there, and we'll see what sticks.
Shirakis Primarus- A class of world known as a Super-Terra, Shirakis is utterly inemicable to human life, due to immense atmospheric pressure and toxic atmosphere composed mostly of hydrogen, methane, ammonia, and water vapor. However, it's great size means that Shirakis is blessed with an absurdly huge surface area, and has a huge proportion of the sector's population, over 50% on a single world. Inefficiently applied as they are, Shirakian humans are used to higher than normal gravity, and are stronger as a result, though the use of cunning grav-plating in the ceilings prevented a full Ogryn-style regression.
Neptus Ultima- Largely a waterworld, what scraps of land rise above the surface of Neptus were used by humans as anchor points for the errection of enormous towers that reach all the way into space, lifting the mineral wealth of this world to the heavens. Gold, Silver and rarer metals are frequently lusted after by the Imperial upper crust, but on Neptus they are so common as to drive the fortune of the entire sector. Indeed, the mineral wealth of the planet is great enough to make it worth building enormous submarines to brave the depths and the Leviathans that roam the fathomless seas. These monsters are literally Titanic in scale, and some are as vicious as the Catachan Devil. Most insidious however, is the Neptus Warper, a strange creature with the ability to teleport through human defenses to ambush prey with it's powerful mono-claws. No warper has ever been captured, alive or dead.
Orionus Paradisia- Orionous is a strange world, verdant and beautiful from afar, still beautiful up close. Indeed, beauty and a near Agriworld fertility was what first drew men to Orionus, but as their population rose, somehow, the planet's life adapted remarkably quickly, aborbing and sequestering toxins, adapting to grow on bare ferrocrete, and learning to sing songs that pleased humans so they would not be shot. Orionus seems to be alive, and courting humanity, and as a result is too rediculously pleasent not to live on. Only the hyper-elite can stay here however, so menials and manufacturing are exported to the vast asteroid belts which house some of the largest spacer populations in the Imperium.
Conclavia Major- A great shrine-world, and most important in the sector for here did the Emperor's boots briefly trod the earth. Conclavia, then merely known as Rictus, was host to a mixed band of pirates and xenos who the Emperor purged, freeing their human slaves and briefly touring a refugee camp set up on this world before leaving to continue his great reconquest of humanity. Now, Conclavia is the greatest seat of pilgrimage in the entire sector, with millions standing in line to see one of dozens of identical vials of sand that may have once been part of an imperial footprint. Conclavia's Cardinal-Governor is dangerously close to breaking several laws about wearing two hats in the Imperial Org chart, but the cardinal-governors are a devious bunch, all old men with minds as sharp as daggers and evil plots. However, in keeping with Eclisarchical law, they must second command of the sector's military to a Sister of Battle or other champion.
Ixiuarus- War is the purpose of the Imperium. And Ixiuarus is a world dedicated to war. Founded by Cadian settlers, who built it's original hives, fortresses, and founded it's stunning PDF, Ixiuarus is a foundry of humanity, producing only the best soldiers via an aggressive winnowing process, mostly run by gangs who rule the Underhive and use their ancestral training to train up Boneshields and pit these child soldiers against each other in endless intercine conflicts for dwindling resources. However, Ixiuarus is a world where injustice is not tolerated forever-four times in it's history, have the gangs risen up, stormed the Upperhive, and dethroned the Governor, and forces are now building towards a fifth Overthrow. Food and water grow scarcer, the Underhive swells, and the Sump grows larger and larger. New, dynamic leadership is clearly needed-and hundreds dare to dream themselves ruler in potentia.
Imperial Guard Recruitment - Non-rolled factor
Contact with Other Worlds - Non-rolled factor, probably participates in the sector.
PLANET NAME: Corondanus
CLASS TECH LEVEL: Advanced Tech (Very advanced. /Mars/ is the step above this) SIZE OF STAR: Small Star
GALACTIC POSITION: Galactic Northeast SECTOR: Sanguis Vitam
SUBSECTOR: Sanguis Titanicus PLANETARY GOVERNOR: Fairfortune Al'qazandir
ADEPTA PRESENCE: Adeptus Arbites (Slight Presence); Adeptus Astra Telepathica (Small Presence); Adeptus Astronimica (No Presence); Adeptus Mechanicus (Slight Presence); Administratum(Notable Presence); Adeptus Ministorum (Token Presence); Inquisition (Token Presence) - An aberration among hiveworlds for not being under the control of the Adeptus Mechanicus. An abberation among worlds in general for not being under anybody's control, really. The administratum comes closest to controlling the world, but even then does not have the influence to fully implement its duties. Noted for a lack of piety on the planet, as while the machine cult is slightly more common, neither they nor the ministorum have any real power here. The planet is noted for an abnormally high amount of psykers for the population, so the Astra Telepathica are one of the most potent forces, but in spite of this there are few astropaths available on-world, complicating communications and trade with the sector. In truth, the ones who run Corondanus are mainly the Corondanites, with fairly little oversight. SIZE: 110,000 kilometer equatorial circumference
AXIAL TILT: 18 degrees LENGTH OF DAY: 11 standard terran hours
LENGTH OF YEAR: 85.09 local days (39 standard terran days) SATELLITES: 3 moons (Hematonus, Galenon, Pitchblendon)
GRAVITY: Very Heavy Gravity ATMOSPHERE: Normal Atmosphere
HYDROSPHERE: Average TEMPERATURE: 11-70 degrees (Warm on average. Centigrade?)
TERRAIN: Almost alll land on the island is composed of volcanic or formerly volcanic, largely mountainous islands CLIMATE: The mountains and volcanoes of Corondanus are characterized by thin soils overlying the lava rocks which characterize the world as a whole. In the low-lying areas, it is a tossup between beaches of black sand, hard rock from lava flows, and rich, fertile river valleys - laden with volcanic soils.
NATIVE FLORA AND FAUNA: Very little of the terrestrial native life of the planets remains, for the mountains and volcanoes have been overtaken with the forge-cities dedicated to advanced industries that make it a forgeworld to begin with, while the valleys are overtaken with agricultural activities where possible and yet more industrial urban areas where it is not. The oceans, however, host an unbelievably strongly thriving (generally tropical) biosphere, which greatly affects the local diet. The very efficient manufacturing practices of the planet have gone a long way to ensure the lack of actual pollution the locals enjoy. COUNTRIES AND CONTINENTS: While strictly speaking the planet is unified under one governor, most governance actually occurs on the level of distinct island chains and clusters born of single hotspots, of which there are too many to count. The planet has no true continents, but still enjoys 34% land coverage due to the truly obscene amount of volcanic activity experiences, the CO2 emissions from which fuel the obscenely bioproductive oceans.
POPULATION: 5,231,947,302 people (48% Abhumans (Jaguarian), 35% Jaguarian-Human Mix, 17% Standard Human) SOCIETY: Democracy - After the local Adeptus Mechanicus were relegated to being servants within the planetary industries rather than their lords, masters, and secret keepers, the people of the planet decided to establish a constitutional republic with a bicameral parliamentary government.
ECONOMY: Based primarily on VERY high tech industry and mineral extraction, with the addition of an urban service economy, followed by the tourist economy, with agricultural and fishing economies tied for fourth. EXPORTS: Highly advanced technology, weapons, and valuable mineral goods, technological knowledge
IMPORTS: Luxury food items, cat lovers, technological knowledge CONFLICTS: No real conflicts on the planet, but the admech is always a bit livid at them, both on and offworld.
DEFENCES: Enforcers (N/0/0); Militia (N/0/0); Standing Army (N/0/0); Armoured Force (Y/9/21); Titan Force (Y/26/22); Private Army/Armies (N/0/0); Naval Force (Y/28/9); Orbital Station(s) (Y/8/12); Missile Silos (planet) (Y/20/15); Missile Silos (orbital) (Y/12/18); Defence Lasers (Y/19/18); Mercenary Force (N/0/0) - There are no infantry divisions or foot cops on Corondanus. The military is comprised primarily of an exceptionally large and rather high quality force of titans and knights built on-world, with supplemental antigrav vehicles, tanks, and ships (which double as the tools of the trade for the police other than the small arbites presence). The planet has a very large but rather poor quality orbital defense fleet, much of which is also employed at times as a merchant marine or as message runners. These are supplemented by their orbital stations of middling quality, their large amount of missile silos, and their somewhat remarkable supply of defense laser platforms of upper middle quality. IMPERIAL GUARD RECRUITMENT: Three types of regiments are based from the planet, with equipment the guard can normally only dream of. One variety is tank regiments, another uses small mech suits, and the third uses antigrav vehicles. Though as a forgeworld they normally should not need to raise regiments, they do so as a bribe to avoid being taken to task for the fact that the Mechanicus isn't in charge.
CONTACT WITH OTHER WORLDS: Despite the near nonexistent astropathic presence lowering the possible bandwidth of communication with other worlds, Corondanus does invest a sizable amount of effort in communicating with and continuing trade with other worlds, since a forgeworld must have people to export to. Still, the difficulty of contact was crucial to the overthrow of the local mechanicus - without it, forces surely would have arrived before the cruel masters of a forgeworld among those counted as truly second only to mars could be subjugated by their own techno-serfs. One other thing this lack of communication (and the near absence of any inquisitorial moles) on the planet has allowed is for them to carry on a clandestine tech exchange with the Tau of the Gau'tse expanse, and to hire the Void Hydras for tasks entirely unrelated to planetary defense.
This is the fuckiest forgeworld ever. If I interpreted anything incorrectly, feel free to call me out on it.
Conclavia Major- A great shrine-world, and most important in the sector for here did the Emperor's boots briefly trod the earth. Conclavia, then merely known as Rictus, was host to a mixed band of pirates and xenos who the Emperor purged, freeing their human slaves and briefly touring a refugee camp set up on this world before leaving to continue his great reconquest of humanity. Now, Conclavia is the greatest seat of pilgrimage in the entire sector, with millions standing in line to see one of dozens of identical vials of sand that may have once been part of an imperial footprint. Conclavia's Cardinal-Governor is dangerously close to breaking several laws about wearing two hats in the Imperial Org chart, but the cardinal-governors are a devious bunch, all old men with minds as sharp as daggers and evil plots. However, in keeping with Eclisarchical law, they must second command of the sector's military to a Sister of Battle or other champion.
You know, it's funny - I started rolling things for the Necrons, and one of the results was that they were trying to understand and learn to manipulate the Warp so they could use it themselves. (They were also Silent King loyalists, fought alongside the Nightbringer, viewed anything threatening the supremacy of their dynasty as a hated enemy, and wanted to become perfect machine lifeforms instead of returning to the flesh. If I'm not to busy in the next couple days, I might try writing something up.)
(Unification) Fought under the command of the Triarch and the Silent King.
C'Tan fought alongside before betraying during the War in Heaven - The Nightbringer
Most Hated Nemesis - Any who challenge the Dynasty's supremacy
Mental Damage - Obsessed with either returning to the sensations and freedom of the flesh or embracing the ultimate strength of metal, leading to a galaxy wide search for a perfect vessel and a way to escape their own.
Greater Goal/Objective - Through those races who understand and can manipulate the Warp they seek to understand it so that they can use it for themselves and control the very powers the Old Ones once used against them.
Favored Conversion Subject - None – For one reason or another you don't seek the return to flesh. Perhaps you see fit to simply work to repair the negative effects of your current body, perhaps you simply see no downside or that flesh is weak and unworthy, or you may think you still have your last one. Regardless, you have no interest in changing bodies.
The Senedj Dynasty is an ancient but relatively minor power among the many Necron Dynasties. They faithfully served the Triarchs and the Silent King during the attempts to maintain Necron unity, and with the coming of the C'tan they received bodies that were generally superior to those that had to be forced to submit. Moreover, they frequently fought alongside the Nightbringer itself, leading to a dynasty that consisted of extremely brutal, extremely skilled warriors and soldiers. The higher ranks of the dynasty frequently disdain the ornate paraphernalia of most Necron Lords and Overlords, instead favoring simple concealing robes similar to those worn by their patron C'tan - a habit which has saved an Overlord's existence more than once, as an enemy attacked what turned out to be merely a Lychguard and not the intended target.
The Senedj Dynasty refuses to seek out mortal bodies for their own use, and while they don't appear to disdain Necrons who pursue that choice, they are unremittingly hostile toward Flayed Ones - the flesh-crazed Necrons are never found among Senedj hosts, and the dynasty has been seen interfering with attacks by other Necron Dynasties if Flayed Ones are present. Curiously, despite their association with the Nightbringer and their disdain for flesh, the Destroyer cult is no more pervasive among the Senedj than it is among most other Dynasties. Indeed, they seek to expand their holdings and their mortal servants, ruthlessly crushing those who resist and obliterating any groups that send raiding parties, leading to a near-constant stream of battles against Orks, Tyranids, Chaos, Eldar, and Dark Eldar forces. Only the Tau - where they have submitted to Necron suzerainty - and the forces of the Imperium - who have enough to deal with without picking a fight with the Necrons - seem to not be embroiled in constant conflict with the Dynasty.
In battle, the Senedj display a surprising amount of tactical flexibility, along with a heavy focus on close air support. Their one weakness - if it can be called that - is that they refuse to allow an enemy flight or surrender: any hostile force is obliterated, leaving no survivors. This has been used against them not only by the Eldar, but even by Orks and Tyranids, although not always successfully, as the Senedj have proven quite willing to use their heavy weapons on their own forces. In one memorable instance, the Necrons attacked an Eldar Maiden World shortly before a combined Ork-Tyranid fleet descended upon the planet. Although no official reports have been made on the incident, Rogue Traders have reported that what was once a vibrant, life-bearing world has been reduced to an airless husk, with Ork and Tyranid corpses still on the planet, and a massive crater gouged out of the larger continent.
Despite their desire to retain their necrodermis bodies, however, the Senedj Dynasty is infatuated with the Warp and psyker powers; when possible, they conduct raids on the Eldar and Dark Eldar for prisoners, in order to study their differences in biology and psyker abilities, and clandestine signals have been recorded being sent to the Titan Legions of the Sector, offering the services of Senedj Crypteks in exchange for information on so-called 'psi-titans.' They have even sent diplomats to the Corundum Falcons and Inquisitor Quietes, requesting their assistance in acquiring subjects for study or their assistance in matters of the Warp, although as far as is known, they have received no reply.
The location of the Senedj Crownworld - or any major Tomb Worlds, for that matter - is completely unknown, although numerous smaller installations and outposts have been sighted on inhospitable planets. AdMech explorers who delve deeper than the outermost levels vanish without a trace, presumably after having gained the notice of the Necrons. Shortly after the Sector was confirmed as a target for a Hive Fleet, however, several uninhabited planets across the Sector vanished completely, leaving behind no trace of their presence except lost natural satellites (and, in one case, the shattered remains of an Imperial Navy outpost, its records obliterated). Presumably, these worlds were considered important to the Senedj, and they moved to protect them from the Tyranids' advance; Imperial scribes have been looking into every record related to those planets, in case there is a verifiable link that may be used to locate other Necron worlds.
Phase of Sept Founding: 10- 5th Sphere of Expansion
Homeworld Terrain: 5- Swamp
Philosophy: 6- Kauyon, the Patient Hunter – Lure your enemy into a trap and surprise them
Preferred Units: 24- Static/Stationary units shelling enemy before they risk casualties in combat
Primary Function: 9- Planetary Defense
Ethereal Presence/Adherence to Greater Good: 10- No presence/Questioning adherence to Greater Good
Size of Auxiliaries: 2- Larger than average sized auxiliary
Auxiliary Composition: 1- Majority of auxiliary are Gue'vesa
Preferred Enemy: 31- Space Marines
Cadre Leader: 6- Shas'el - Fire Caste Noble
Leader Personality: 7- Doran - Stoic
Can someone please come up with some lore for this, I don't know what to make of these rolls?
Phase of Sept Founding: 10- 5th Sphere of Expansion
Homeworld Terrain: 5- Swamp
Philosophy: 6- Kauyon, the Patient Hunter – Lure your enemy into a trap and surprise them
Preferred Units: 24- Static/Stationary units shelling enemy before they risk casualties in combat
Primary Function: 9- Planetary Defense
Ethereal Presence/Adherence to Greater Good: 10- No presence/Questioning adherence to Greater Good
Size of Auxiliaries: 2- Larger than average sized auxiliary
Auxiliary Composition: 1- Majority of auxiliary are Gue'vesa
Preferred Enemy: 31- Space Marines
Cadre Leader: 6- Shas'el - Fire Caste Noble
Leader Personality: 7- Doran - Stoic
Can someone please come up with some lore for this, I don't know what to make of these rolls?
Dude, if I remember 4chan made a Tau sept based off the Viet Cong. So maybe we can have something similar, like say this:
The N'am Sept
The N'am Sept is a Tau Cadre that suffers from low supplies and has resorted to many underhanded tactics to survive, meaning that diplomacy is often out of the question. Many times they are seen covering themselves in camouflage and scrapping old machinery for spare parts, other times they're working with their Gue'vesa Auxiliaries in defending their camps. Often times they set up bunkers made up of old ships, and take the weapons for either mounted attack or infantry purposes. They function as the Shi No Numa's Planetary Defense, even if they lack the supplies to do so.
They are often much more violent than normal Tau Fire Caste, and often have red streaks of paint (or blood) going across their face. But their leader, Shas'el Vic'er is the most dangerous of them all. While his brothers have rage on their side, he carries the torch of a cold, stoic hatred against the Astarte that have attacked them over and over again.
Phase of Sept Founding: 10- 5th Sphere of Expansion
Homeworld Terrain: 5- Swamp
Philosophy: 6- Kauyon, the Patient Hunter – Lure your enemy into a trap and surprise them
Preferred Units: 24- Static/Stationary units shelling enemy before they risk casualties in combat
Primary Function: 9- Planetary Defense
Ethereal Presence/Adherence to Greater Good: 10- No presence/Questioning adherence to Greater Good
Size of Auxiliaries: 2- Larger than average sized auxiliary
Auxiliary Composition: 1- Majority of auxiliary are Gue'vesa
Preferred Enemy: 31- Space Marines
Cadre Leader: 6- Shas'el - Fire Caste Noble
Leader Personality: 7- Doran - Stoic
Can someone please come up with some lore for this, I don't know what to make of these rolls.
Well, you started writing this right as I decided to make the catgirls of Corondanus filthy tech exchange partners with some tau.
If you think this plays Corondanus up too much...I'll gladly remove this.
The Septs of the Gau'tse Expanse were founded illicitly during the 5th sphere of expansion, taking no Ethereals and little that drove people to follow the greater good. The colonizers fled through the Startide Nexus and then made a break west, arriving in the Sanguis Vitam sector's Sanguis Titanicus subsector. After settling into the swampworlds that they now call home (which had preexisting human and abhuman populations, now serving alongside their T'au masters), they quickly found themselves under siege by the Void Hydras, who had been paid generously to commit forces to the liberation of those worlds.
Yet poorly established, the Gau'Tse expanse T'au committed themselves firmly to the task of making their planets unassailable, seeking to make them impossible to bombard from space and impossible to land troops upon without seeing them battered by railguns and plasma, and ultimately left to drown in a mix of swamp water and their own blood. Further, to steel themselves against the Void Hydras, they sought allies who could provide them with resources and armaments, for their own production was limited. They found the quasi-renegade (for while it is still considered loyalist, few could say its actions are truly those of loyalists) forgeworld of Corondanus a willing partner, so long as they would in turn hand over massive quantities of scientific and technological data, and so the needed war material began to arrive, emboldening their defense until it could not falter.
They count themselves as fortunate to have such good friends in the area, but in truth they have none. Corondanus is the current employer of the Void Hydras, using them to apply pressure the T'au newcomers in order to subtly strongarm them for technology. They count themselves as unfortunate to have such persistent enemies in the area, but in truth they have none. The whole conflict will be over as soon as Corondanus is done milking the T'au for technology, as they will then cut payments to both the Void Hydras and the Gau'Tse expanse. They aren't the sort to keep up a business transaction that no longer pays off.
Edit: Oh, someone wrote something first. Maybe they can be combined.
Edit: This post should be redacted
Dude, if I remember 4chan made a Tau sept based off the Viet Cong. So maybe we can have something similar, like say this:
The N'am Sept
The N'am Sept is a Tau Cadre that suffers from low supplies and has resorted to many underhanded tactics to survive, meaning that diplomacy is often out of the question. Many times they are seen covering themselves in camouflage and scrapping old machinery for spare parts, other times they're working with their Gue'vesa Auxiliaries in defending their camps. Often times they set up bunkers made up of old ships, and take the weapons for either mounted attack or infantry purposes. They function as the Shi No Numa's Planetary Defense, even if they lack the supplies to do so.
They are often much more violent than normal Tau Fire Caste, and often have red streaks of paint (or blood) going across their face. But their leader, Shas'el Vic'er is the most dangerous of them all. While his brothers have rage on their side, he carries the torch of a cold, stoic hatred against the Astarte that have attacked them over and over again.
Well, you started writing this right as I decided to make the catgirls of Corondanus filthy tech exchange partners with some tau.
If you think this plays Corondanus up too much...I'll gladly remove this.
The Septs of the Gau'tse Expanse were founded illicitly during the 5th sphere of expansion, taking no Ethereals and little that drove people to follow the greater good. The colonizers fled through the Startide Nexus and then made a break west, arriving in the Sanguis Vitam sector's Sanguis Titanicus subsector. After settling into the swampworlds that they now call home (which had preexisting human and abhuman populations, now serving alongside their T'au masters), they quickly found themselves under siege by the Void Hydras, who had been paid generously to commit forces to the liberation of those worlds.
Yet poorly established, the Gau'Tse expanse T'au committed themselves firmly to the task of making their planets unassailable, seeking to make them impossible to bombard from space and impossible to land troops upon without seeing them battered by railguns and plasma, and ultimately left to drown in a mix of swamp water and their own blood. Further, to steel themselves against the Void Hydras, they sought allies who could provide them with resources and armaments, for their own production was limited. They found the quasi-renegade (for while it is still considered loyalist, few could say its actions are truly those of loyalists) forgeworld of Corondanus a willing partner, so long as they would in turn hand over massive quantities of scientific and technological data, and so the needed war material began to arrive, emboldening their defense until it could not falter.
They count themselves as fortunate to have such good friends in the area, but in truth they have none. Corondanus is the current employer of the Void Hydras, using them to apply pressure the T'au newcomers in order to subtly strongarm them for technology. They count themselves as unfortunate to have such persistent enemies in the area, but in truth they have none. The whole conflict will be over as soon as Corondanus is done milking the T'au for technology, as they will then cut payments to both the Void Hydras and the Gau'Tse expanse. They aren't the sort to keep up a business transaction that no longer pays off.
Edit: Oh, someone wrote something first. Maybe they can be combined.
I'd appreciate if they were locked to being 4th or 5th sphere, and having astartes for their enemies, just so the backstory holds roughly true.
I can adapt the stuff about their doctrine and the like easily enough.
Phase of Sept Founding: 10- 5th Sphere of Expansion(again)
Homeworld Terrain: 4- Forest
Tactical Philosophy: 2- Mont'ka, the Killing Blow – Study the enemy before attacking its weak point
Preferred Units: 27- Mobile units for rapid strikes and creating confusion
Primary Function: 3- Conquest of new worlds
Ethereal Presence/Adherence to Greater Good: 4- Normal presence/adherence to Greater Good
Size of Auxiliaries: 1- Majority of the Cadre is non-Tau auxiliary
Auxiliary Composition: 16- Majority of auxiliary are Anthrazods (What the heck are Anthrazods?)
Preferred Enemy: 49- Orks
Cadre Leader: 1- Shas'el - Fire Caste Noble (again)
Leader Personality: 5- Alhosive - Reclusive
I rolled this for you.
Edit: Oh, I didn't see that you wanted their Enemy to be Space Marines, well I guess you can have your world bribe the Orks with weapons.
Phase of Sept Founding: 10- 5th Sphere of Expansion(again)
Homeworld Terrain: 4- Forest
Tactical Philosophy: 2- Mont'ka, the Killing Blow – Study the enemy before attacking its weak point
Preferred Units: 27- Mobile units for rapid strikes and creating confusion
Primary Function: 3- Conquest of new worlds
Ethereal Presence/Adherence to Greater Good: 4- Normal presence/adherence to Greater Good
Size of Auxiliaries: 1- Majority of the Cadre is non-Tau auxiliary
Auxiliary Composition: 16- Majority of auxiliary are Anthrazods (What the heck are Anthrazods?)
Preferred Enemy: 49- Orks
Cadre Leader: 1- Shas'el - Fire Caste Noble (again)
Leader Personality: 5- Alhosive - Reclusive
I rolled this for you.
Edit: Oh, I didn't see that you wanted their Enemy to be Space Marines, well I guess you can have your world bribe the Orks with weapons.
Orks don't really make that kind of deal, and a group that's so completely offense-focused is hard to write as needing to buy equipment to survive, now that I'm trying.
Heh.
Maybe it'd be better to just imagine that there are two cadres based off of the swamp world rolls, one of which is spess nam, the other of which is getting duped by Corondanus.
Sorry 'bout troubling you needlessly.
Still, at least we have multiple groups of T'au here now.
Orks don't really make that kind of deal.
Heh.
Maybe it'd be better to just imagine that there are two cadres based off of the swamp world rolls, one of which is spess nam, the other of which is getting duped by Corondanus.
Still, at least we have multiple groups of T'au here now.
One thing I would to point out is that the second Sept I rolled is based on a forest world, so it could still work for whatever you planned. For the Orks maybe you can have it that Corondanus tipped them off, that they can find a good fight there. Also I looked up what Anthrazods are, apparently they are considered by the Tau to be a sturdy but dim-witted race that is very good at asteroid mining, and the only image of them I can find, has them look a lot like Wookiees.
Phase of Sept Founding: 10- 5th Sphere of Expansion(again)
Homeworld Terrain: 4- Forest
Tactical Philosophy: 2- Mont'ka, the Killing Blow – Study the enemy before attacking its weak point
Preferred Units: 27- Mobile units for rapid strikes and creating confusion
Primary Function: 3- Conquest of new worlds
Ethereal Presence/Adherence to Greater Good: 4- Normal presence/adherence to Greater Good
Size of Auxiliaries: 1- Majority of the Cadre is non-Tau auxiliary
Auxiliary Composition: 16- Majority of auxiliary are Anthrazods (What the heck are Anthrazods?)
Preferred Enemy: 49- Orks
Cadre Leader: 1- Shas'el - Fire Caste Noble (again)
Leader Personality: 5- Alhosive - Reclusive
I rolled this for you.
Edit: Oh, I didn't see that you wanted their Enemy to be Space Marines, well I guess you can have your world bribe the Orks with weapons.
One thing I would to point out is that the second Sept I rolled is based on a forest world, so it could still work for whatever you planned. For the Orks maybe you can have it that Corondanus tipped them off, that they can find a good fight there. Also I looked up what Anthrazods are, apparently they are considered by the Tau to be a sturdy but dim-witted race that is very good at asteroid mining, and the only image of them I can find, has them look a lot like Wookiees.
The Sanguis Titanicus subsector is known to the T'au of Sept Gas'dreya as the Gau'tse expanse.
When they entered the subsector as part of the 5th Sphere of Expansion, the colonists were quickly assailed by the Void Hydras (Being paid by Corondanus to do exactly this to any orks who arrived), who pursued them until they entered a largely ork infested section of the sector and settled upon a partially infested planet. Forced to go on the offensive to wipe out the orks and secure their new home, they nonetheless found it difficult to secure enough resources and equipment to pursue such a desperate war of extermination and survival, given the rushed nature of their settlement and offensive.
Their salvation came when the quasi-renegade forgeworld of Corondanus sent a ship to them with a message: "We will give you the materials you need, if you will share with us the technological and scientific knowledge of your people. If your earth castes will teach us all they know, we will supply you with everything necessary to eradicate the orks and secure your new home. A future alliance is not out of the question either."
Caught between extinction via stagnation and whoring out the knowledge of their people, Gas'dreya chose the latter, at first trading knowledge of T'au science and technology for raw materials, and later for finished T'au and Anthrazod military gear as the Corondanites became capable of manufacturing it.
However, the Corondanites are apt to call upon the forces of the Void Hydras and their allies again in the future, for they are not willing to share their subsector with loyalist T'au. Once the orks are exterminated, they will once more enrich the war chests of the sector's most prolific mercenaries and have the Gas'dreyans purged, such that their worlds can be recolonized with Corondanite stock.
Profiting in wisdom and gold is the Corondanite way.
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I realized there was a way to use this T'au group's rolls to good effect for establishing much the same story.
Between these guys and the Nam Tau, the Greater Good isn't doing too hot in Sanguis Vitam, is it?