Emperor's Satrap: Warhammer 40k Imperial Governor quest

You know, I'll probably try to warm up the hype regarding the missing discussion on the choice of plan. And to be specific, I will describe the gaming benefits of each bonus.

Bureaucrat: Both options use this bonus, so I'll start with it. You get +2 to rolls on the subject of bureaucracy. This applies both to direct control of the planet and to official appeals to the Administratum. I expect you to have a few of these rolls each turn, so despite the weakness of the bonus, you'll still benefit from it.

Intuition: You get an extra roll to anticipate a possible danger or a serious mistake you might make. You will not see the very fact of the roll, but since, by the fact of its existence, you could guess that there is a second bottom here.

Erudition: I love this fact, it's another interesting tool for me as a master to insure players. In this case, this is an opportunity to give a bonus to the rolls that I want, since your possible knowledge can be very diverse.

Perception: A strong bonus that you may or may not need often. +5 to rolls for interpersonal communication. This applies only to personal communication, and not communication through an astropath or letters using spaceships. Depending on how the quest goes, this can be an incredibly useful bonus, or a very weak one.

Correspondence: With this option, you will get an expanded range of potential advisors that you could invite to the planet. These advisors will be stronger than normal ones, but it is not necessary that they would be more useful. Still, an excellent specialist in an industry that is not interesting to you may not be as good as just a competent general-purpose adviser. Plus, it's another option for issuing bonuses at my will.

Finally, the options you didn't choose:

Duelist: Not only do you have banal bonuses for hand-to-hand combat, but also good bonuses for personal interaction with those who value such skills. In you will be seen not only as a strange planetary governor, but also as a person familiar with the most prestigious sports discipline in the Imperium.

Friends: This is not exactly like Chat. The general concept of the bonus can be described in the following story: One day a badly damaged frigate arrived on your world, and you helped the crew of the ship to settle on the planet, at the same time establishing friendly relations with the captain of the frigate. Now this captain is the admiral of the sectoral fleet. You would have several of these allies, which would open doors for you.

Schemer: what could be better than a bonus for banal intrigues? In fact, it also comes with a reroll of cases where they try to trick you. After all, you have become so accustomed to deceit that it has become much more difficult to deceive you.

Economist: Much like a bureaucrat, but in relation to the economy. These bonuses would overlap and add up a lot as you work to improve the planetary economy. Also, these bonuses would be suitable for the conclusion of trade agreements.

Special on the black market: You would have access to the sectoral black market from the very beginning and you would get a bonus for trying to get something there. Oddly enough, this can be really useful, for example to sell the bodies of xenos raiders who would probably buy some Mechanicus of questionable orthodoxy. In addition, it is quite difficult to request means of combating psykers, and there are specialists on the black market to destroy or capture them.

I hope this gives someone the extra urge to vote, campaign for their preferred option, or change their vote.
 
"Doing paperwork at the office."

Strange as it may seem, but big profits can be any trite. And given the problems of the Administratum, the benefits can be obtained completely by accident.

For example, you received a shipment of valuable equipment that was intended for a sector lord in another Segmentum. However, it turned out that the name of the capital of your planet coincides with the name of the sector on the other side of the Galaxy. And the Astropath's transmission of information caused the message to be corrupted, so that the Administratum official on the spot was sure that it was you who should receive it.
 
"Yo where did you get those sick gains, bro?"

"Doing paperwork at the office."
I mean, consider the Administratum, pumping volumes of Imperial Law and Taxation Policies would be a legitimate work out. Some of those have the height and thickness of pillars at the Imperial Palace.
 
I mean, consider the Administratum, pumping volumes of Imperial Law and Taxation Policies would be a legitimate work out. Some of those have the height and thickness of pillars at the Imperial Palace.
You probably burn quite a few calories just signing for everything, let alone having to move stacks and stacks upon rows of ledgers and tomes that probably can be used to bash a man's skull in.
 
Vote closed
Wow, this one is just a gorgeous development. I did not even think that there would be an equality of votes even in the second round.

I will probably decide on the winning option myself.

And yes, I have already been scolded for thinking of giving you a description of the options only in the middle of the second round of voting. I'm sorry. I really didn't think to give you the information right away.

Scheduled vote count started by Karlov on Aug 9, 2023 at 4:59 AM, finished with 32 posts and 28 votes.
 
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Sector choose
Winning option:
[X] Brains, Brawn and Biomancy
-[X] Timor Platinus
-[X] Perception
-[X] Bureaucrat
-[X] Correspondence
-[X] Sister Nyota
-[X] Elder Photios


*****

Timor Platinus descended into one of the most secret places of the citadel, which for several centuries belonged to the Chapter Astartes, since they settled on this planet. Although Chapter will now be only on the pages of history, however, his legacy will live on. The walls of this citadel. He himself, as well as the rest of the Thralls left here. Countless human lives and their descendants saved throughout the Imperium. All of this keeps the memory of the generations of Astartes who valiantly defended humanity.

You were the Majordomo of this Chapter, that was your official title. You were in charge of the day-to-day life of the Chapter when it wasn't an Astartes officer. Although the blessed warriors may be great warriors and defenders of the Imperium, their work would be many times less effective without the numerous servants who worked from the shadows to ensure the normal functioning of the entire war machine. After all, it was you who was responsible for ensuring that the Astartes always had enough lubricant for their bolters, and the Rhinos were always refueled. The most inconspicuous, but no less important work.

Chapter is now destroyed and therefore your future is still not fully clear (the sector lord refused to give an official decision, directing the question to Kar Duniash), but it is your responsibility to ensure that any future ruler of the planet receives it in due condition.

The descent into the very depths of the citadel is long and tiring, but you need to meet someone, but the feeling of emptiness still does not leave your heart. The Astartes of the Steel Colossi have never been overly verbose and jovial (which is normal for the sons of Ferrus Manus), but even the usual household noise is now almost silent.

No more day-to-day conversations, and technicians no longer do daily maintenance on all gear. After all, why do it if there is no one else to use it? The death of Chapter means more to everyone than just a change of masters. It is the disappearance of the meaning of existence. The end of the oaths that all were sealed here. Uncertainty. You yourself would have been glad to immerse yourself in these thoughts, but you had to admit that you did not have the luxury of immersing yourself in such thoughts.

"How does he feel?" - you ask a question, having hardly entered the huge hall.

The question was addressed to the petite maiden who was currently meditating on the stone floor. An unfamiliar person, seeing the refinement of her face and beauty, would have suggested that this is the daughter of some aristocrat from High Spires, who would hardly even have turned thirty.

Of course, nothing could be further from the truth.

You knew that she was over eighty and had served this Chapter longer than you, though she had not aged a day in all the years. Fragility of physique means little to a biomancer, for the only reason she cannot grab you by the throat and lift you off the ground with one hand is that you are simply much taller. There was no kinship with the aristocracy, of course, either.

"Sleepless, which continues to worries me." - Nyota doesn't even turn around in your direction, continuing to meditate in front of a huge dreadnought.

"Elder hasn't been able to fall asleep for several years, he doesn't move and doesn't say anything…" - this fact disturbed you too, because such behavior is completely abnormal even for dreadnoughts, - "If you feel his body, could you try to help him? "

"Is that a joke?"- she answers with a slightly annoyed voice, but still gets up and approaches the dreadnought, and then gently touches it, as if afraid to hurt it, - "This is not some kind of human, his body was created by the genius of the Emperor, and now crippled. It is sustained only by the mechanics of a Dreadnought, and it itself is well beyond normal age, even for an Astartes. Interfering with something like this… there is hardly anyone in the entire galaxy capable of doing this right now."

Nyota fell silent, continuing to run her hand over the metal of the huge dreadnought. You heard her whisper something melodious, as if she were singing a song, although you could not make out her words. It was hard for you to understand such things, but she was a psyker, and they see the world a little differently. Perhaps for her it was a way to comfort the pain of the venerable old man, and you could not blame her for that. Perhaps she sang to him a lullaby that her mother told her in childhood, or maybe it was some kind of Adeptus Telepathic mantra that helps to keep her sanity. Who knows…

"Let me talk to him" - is not some commanding tone (although you are indeed older than her in title), but rather a request.

Sister gives you a worried look for a couple of seconds, but then nods and slowly moves away. You, having finally got the opportunity, sit down on your knees in front of the sarcophagus.

The first two minutes stretch like hours for you as you try to find the right words.

"Elder…I will probably never understand your pain. You have seen generations of new Astartes rise and die in their duty to the Emperor. To you, I am probably nothing more than a fleeting spark that should have come and gone. I… don't know much about you personally, but you've been written about as having lived for debt all these thousands of years. From the moment you were buried in the sarcophagus, you refused to rest in death, instead continuing to carry out your duty as the Master of Forge, for there was no one who could do it like you."

It was actually hard for you to imagine what it was like to be someone like him. You don't even know how old he really is, but you do know that he remembers both Terra Nova Interregnum and Century of Blood. What is it like to carry your debt?

"It's even scary to imagine what kind of determination is needed for this. I am sure that if one day you decided to die, then no one in the Imperium, not even the Emperor himself, would condemn your choice. You showed no weakness and were always true to your heart and choice. I do not know what awaits us after death, but I am sure that you would adequately accept any fate. But you have carried your duty up to this day."

You look up and take in the giant dreadnought with your eyes. Each dreadnought is large in size, but this one is especially so. What sets it apart from most Dreadnoughts in the galaxy is the number of mechadendrites that dot it. Among them there is a place for huge claws capable of breaking a metal beam, and thin manipulators designed to implant cybernetics into the brain. You slowly look around each of these devices in the hope that at least one of them will move.

However, your hopes are in vain. The mechadendrites do not move. Similarly, you can't hear his voice in your head, although he could communicate with you through a brain implant.

One more breath and you continue.

"It's hard for me to imagine a loss like yours. For thousands of years you have suffered pain to help your generations of your brothers. However, at the decisive moment, you could neither help them nor die in the attempt. We all mourn with you. I cannot say that I understand you, but I ask that if you have a request, please let us know."

You touch the metal of the dreadnought and for a few minutes you just wait. You can't even tell if you're hoping for an answer or if you're waiting for your own sake. The thoughts in my head just disappeared. However, in the end you get up and go to Nyota.

"We still have many things to do," you declare, "and my debt to the Emperor is still outstanding. We have many things to discuss before we have freedom."

The psyker nods back at you, clutching her staff.

"You know, I felt that he responded to your words. Nothing impressive, but I felt how his body responded to it." - together with you she climbs the stairs, - "The movement of the eyeballs and the pulse. Something that even the Astartes cannot fully control. I am glad about this, because it means that he has not yet completely lost touch with our world, as I feared."

At least one piece of good news for you, for you were afraid that Photios might be lost altogether.

"Understood." - you answer with a nod, - "Good news. I recently received word from an astropath that the Segmentum Lords on Kar Duniash have made their decision. The ship has been sent to the sector capital, and we will soon find out what their will is."

****

I used the Mayto generator in a slightly modified form, with his permission.

****

To create a sector, you have 20 points. You can take an unlimited number of options, as long as you can keep within your points limit.

Write-in sector name:
[] - Please, no memes or references.

Sector settling: When was the sector settled? Choose one option.

[] - The Dark Age of Technology
The origins of the settlement of this sector are based before the Great Crusade. Humanity has populated the territory of this sector, settling on many worlds where human survival is generally possible. If there were no such worlds, then space stations were created.
The sector is heavily populated. Almost anywhere humans can live is inhabited. Many terraformed worlds.
Access to technology in the sector is as good as you can find in the Imperium.
Thriving voidborn population centres. Spaceflight is available to the middle class.
Costs 8

[] - The Great Crusade

The sector was first settled during the creation of the Imperium of Man, when the Legions Astartes were creating the greatest state in the history of mankind. Days of great battles, the Second Golden Age of Mankind. This left its mark on the sector.
The sector is heavily populated.
Access to technology in the sector is as good as you can find in the Imperium.
Some voidborn population centres.
Costs 6

[] - Age of the Imperium

The sector was created after the ascension of the Emperor to the Golden Throne. The planned expansion of the Imperium has pushed the influence of mankind to these limits.
The sector is heavily populated.
Access to technology in the sector is as good as you can find in the Imperium.
Wild disparity between technological progression on most worlds.
Costs 0

Suffering during the Age of Strife:
What is the history of the sector during the Age of Strife? (Only available if The Dark Age of Technology was picked.)

[] - Nuked to the stone age
The bloody ages of the Age of Strife ended with local wars. These wars were local only on the scale of the Galaxy, but in fact they led to the complete collapse of human civilization in the sector. When the Imperium came to these territories, it was mostly either the inhabitants of space who ignored the planets, or the inhabitants of the planets who lost their achievements.
All archeotech has long since been looted.
Only voidborn populations held onto their technology.
There are many feral and feudal worlds in the sector.
Costs: -6

[] - Under an alien yoke

Like many other worlds, humanity had to face the treachery of the xenos, who stabbed humanity in the back and tried to subdue the natives of Terra.
The sector has preserved a large number of xeno-technological artifacts that can still be found on various worlds.
Costs: 1

[] - Armory of Old Night

The Sector has retained its own military traditions along with the use of weaponry considered too rare and sophisticated by the rest of the Imperium to be used en masse.
Very strong military traditions
Reliable access to the best technology the Imperium can still produce.
Cost: 2

[] - Gene-smiths

For the Age of Strife, it was perfectly normal to use genetic engineering to adapt the population of the worlds to changing conditions. With the advent of the Imperium, the most heretical practices were put to an end, but the remnants of those times were not completely outlived.
Developed genetic engineering with creation of bio-thralls for different purposes and using medicine against disease.
Cost: 2

[] - Guardians of Humanity

There were multiple Knight Worlds in the sector that held on during Old Night and managed to survive. They are Questor Imperialis.
There are Knight Worlds in the sector
Cost: 2

The Great Crusade:
When the Great Crusade reached your sector, the fate of humanity there changed forever. (Only available if The Dark Age of Technology or The Great Crusade was picked.)

[] - Built on the ruins of a horrific threat
During the Great Crusade, most of the sector was subjugated by a terrifying empire of the worst kind. Records say they were humans, but it's hard to tell if they were psykers, techno-heretics, or fleshsmiths trying to cross-breed humans and xenos.
The sector has preserved a large number of technological artifacts that can still be found on various worlds.
Costs: 1

[] - Footsteps of a Primarch

This sector was liberated by one of the blessed Primarchs. Those worlds on which they set foot have since been made shrine worlds.
The Ecclesiarchy has a strong presence in the sector.
Costs: 2

[] - Shadow in Records

Despite the fact that the military campaign to subjugate the sector was carried out with huge forces, however, no source of information preserved the identity of the commander. Many of those interested in this issue sometimes simply disappeared.
Inquisition has a strong presence in the sector and maybe here is something bigger.
Costs: -2

[] - This world is sacred for He set foot there

One of the worlds in the sector is able to prove The God Emperor of Mankind set foot there during the crusade. This Shrine world is visited by billions of pilgrims each year.
The Sisters of Battle and the Inquisition both have a sizable presence in the sector.
Costs: 6

[] - Sons of Saturnite

A large faction of the Solar Auxilia participated in the settlement of this sector, forming a political elite on a whole group of worlds. People from ancient Saturn brought their knowledge and traditions here.
Very strong military and void traditions.
Costs: 2

[] - Remnants of an ancient threat

Despite the destruction of the threat present in this sector, not all threats were completely destroyed. Automatic defense systems, caches of dangerous technology, stasis shelters of the last representatives of their civilization. This has to be dealt with from time to time.
Costs: -6

Age of the Imperium:
After the Imperium's founding, the sector developed under its watchful eye.

[] Comprehensive naval construction:
The sector's battlefleet is supported by large shipyards which are both able to support the sector fleet, and export hulls to other sectors. Their creation is the pride of the Battlefleet and the Adeptus Mechanicus.
The Sector has a thriving naval construction industry.
Costs: 2

[] Abundant civilian shipping:

The shipyards of the sector produce many cargo ships for use by the trading cartels and merchant consortiums of the sector. Many of these are small haulcraft for making interplanetary hops, although inter system cargo vessels are also produced.
The Sector has a thriving civilian shipping and trading industry.
Costs: 2

[] - Ave Omnissiah:

One of the star systems in the sector is completely under the domain of the Adeptus Mechanicus and has been turned into a hub of material production:
The sector contains a system with several Forge Worlds.
Costs: 2

[] - Inquisitorial Fortress, Puritans

The sector contains a fortress of Inquisitors, who are known for their extremely conservative views. These inquisitors ruthlessly destroy any trace of heresy.
Costs: -2

[] - Inquisitorial Fortress, Radicals

The sector contains (although no one knows exactly where) a citadel where a conclave of radical Inquisitors meets. Although their views cause hatred of certain groups, they are not considered open heresy.
Costs: 2

[] - The Deathwatch:
The Deathwatch maintains a watch station in this sector for dealing with the alien threat. (You must pick an active xenos threat to be able to pick this)
Costs: 2

[] - Great Bastion

During the era of the young Imperium, the planetary system of the Imperial Knights was formed, whose task is to contain any threats to the sector. Most of these knights are the Questor Mechanicus.
Worlds along the sector's borders are protected by Knight Worlds.
Costs: 2

These are mutually exclusive options

[] - No Knights:

During the existence of the Imperium, the Houses of Knights were either not created, or were lost for various reasons, be it complete extermination or heresy.
Costs: -2

[] - Ave Titanica:

The God-Machines of Mars can be found within the sector:
The sector has a forge world with a titan legion.
Costs: 4

[] - Elite Imperial guard formations:

Certain worlds in this sector have proven their martial Prowess time and time again and the regiments coming for them have great reputations and are widely sought after.
The sector has the famous regiments of the Imperial Guard, which appeared here during the existence of the Imperium.
Costs: 4

OR

[] - Mediocre Guardsmen:

The sector's imperial guard are generally seen as only useful for padding out numbers or providing cannon fodder:
Costs: -2

[] - Abundant Agri-Worlds:

The Administratum has, just two centuries ago, organized the settlement and construction of ten Agri-Worlds within the sector. These hyper-industrialized farm planets ensure the sector has an abundance of food
The sector has a large food surplus
Costs: 4

OR

[] - Food insecurity:

The loss of two Agri-Worlds to unidentified xenos raiders has caused famine to sweep much of the sector:
Costs -2

[] - Abundant Mining-Worlds:

The Administratum has, just two centuries ago, organized the settlement and construction of ten Mining-Worlds within the sector. These hyper-industrialised Mining planets ensure the sector has an abundance of Minerals and resources.
The sector has a large mineral surplus
Costs: 4

OR

[] - Material shortages:

Many of the most important mines in the sector ran dry in short succession and this has destabilized the sector's economy:
Costs: -2

[] - 'Squats':

According to the Administratum, many of the industrial and mining worlds in the sector have a population of short nomadic abhumans with a knack for technology that regularly lend out their services as miners and mercenaries. So far they've proven very reliable:
'Squats' are not an unusual sight on the mining worlds of the sector.
Costs: 2

[] - Quarantine worlds:

A string of worlds in the sector has been declared off-limits by the Inquisition.
Costs: -2

[] - Adeptus Astartes Recruitment Worlds

A chapter of the Adeptus Astartes operating as a fleet has taken it upon themselves to see to the defence of the sector, actively recruiting from whomever in the sector can provide suitable aspirants.
Costs: 4

[] - Death world

The sector is home to a ferocious death world riddled with animals almost as horrific as Catachan. Unfortunately for would-be prisoners across the sector, the biosphere of these worlds is a highly valuable resource, and some worlds are also rich in minerals.
Costs: 2

[] - Navigator Houses

The Sector has a presence from three navigator houses that are very prolific for their kind.
Navigators are abundant in the sector, greatly boosting sector trade.
Costs: 2

[] - Ogryns

One of the worlds in the sector is a feral world dominated by an abhuman species known as Ogryns. Their intellect... is not impressive, but they are loyal to the Imperium and are good workers.
Costs: 2

[] - A venerable Rogue Trader

An ancient dynasty of Rogue Traders exists within the sector, controlling an entire cluster of worlds. These worlds are sufficiently isolated from the rest of the Imperium to limit any contact, but they still serve as both a hub for future expeditions and a market for booty.
A rogue trader owns whole subsectors and everything in it.
Costs: 2

Sector Leadership:
How is the sector run? Choose one option.

[] - A heavy-handed sector government:
The sector is ruled by an absolute autocrat from a single family which has an absolute stranglehold over power. Whenever it can, it will attempt to subordinate planets in the sector to its will.
The sector government is incredibly authoritarian, but also very capable of bringing the sector's power to bear against enemies.
Costs: -6

[] - A very light sector Government:

Like many sectors, this sector government has historically been a very light one, which does not actively involve itself in planetary matters. Ancient Precedent and documents drafted during the founding of the modern imperial sector, upheld by the sector's courts, have so far reduced the Sector Governor to one which is involved in military affairs, trade beyond the sector, and serving as mediator between factions.
There is disunity in the sector, as the factions that make up the imperium are largely allowed to conduct their own affairs so long it does not complicate military matters.
Costs: 0

[] - The sector governor has to listen to a democratic assembly

The origins of the sector's modern organization trace back to a rather visionary sector lord who believed that he did not have all the knowledge to make decisions alone. He created an advisory body of representatives from different worlds, as well as various respected personalities, whether scientists or priests. This is not only a limitation on the power of the Sector Lord, but also a platform for negotiations between the worlds.
The sector government is slower, but there's less chance of revolt, and it is unusually well informed and capable on economic matters.
Costs: 4

The Abominable Xenos Threat:
The Alien is the oldest enemy of mankind, and must always be opposed.

[] - The Frontiers are not secure
Drukhari, Aeldari Corsairs, Orks, a myriad of other xenos, and even many human pirates, regularly enter the sector in search of soft targets to hit:
The sector has a serious problem with alien piracy.
Costs: -4

[] - The opportunistic Demiurge

According to the Sector Ministorum, the foul species named the Demiurge has been identified as operating in the sector, mining imperial worlds and selling their services as mercenaries.
A demiurge fleet operates somewhere in the sector.
Costs: -2

[] - Active Front: Xenos

The outskirts of the sector border on the possessions of a small race of xenos, with which there is a long confrontation. Despite the absolute superiority of the Imperial forces in the Galaxy, however, the priority of confrontation with these xenos was always too small to crush them. The front periodically changes, and the xenos or the Imperium capture the border worlds.
You will have to face the threat of an organized xenos invasion.
Costs: -4

[] - A Craftworld

Going by the amount of Eldar Corsairs troubling the sector, there is a Craftworld somewhere in the sector, although nobody has been able to find it and live to tell the tale.
Costs: -4

[] - Xenos Infiltration

There are markets on the frontier worlds of the sector where a species of blue-skinned xenos will openly trade with humans. They sell advanced technology and even some weapons that match anything the Imperial Guard fields. They are gathering a disturbing amount of influence, and the taint of the alien is growing. However, some people are even happy about it.
Costs: -4

[] - A Greenskin presence

There's feral orks on multiple worlds in the sector, the remnants of an ancient Waaagh!!!
Costs: -6

OR


[] - Orkoid Empire on the border
The sector borders an orkoid empire of twenty worlds that has survived multiple Imperial crusades. Many worlds along the border have routine outbreaks of feral orks that need to be culled before they develop technology. Currently in remission after the Deathwatch assassinated the warboss last year.
Costs: -10

The Detestable Mutant Threat:
Twisted perversions of the human form. They can not be allowed to Prosper.

[] - Abhuman labour force:
The Beastmen are that species of abhumans who look closer to beasts than man, but were spared due to their genetic stability. Most worlds in the sector have populations of beastmen that are used as a labour force, with many industries dependent on them. Keeping them in line, however, is a big problem.
Every industrial world in the sector has a population of beastmen.
Costs: -4

[] - League of Votann

According to the Sector Adeptus Arbites, a group of abhumans that refuses to recognize the primacy of the Imperium has a presence somewhere in the sector. They offer their services as miners and mercenaries, threatening the livelihoods of true Imperial citizens. They must be eradicated or brought into the Imperium.
A League of Votann Fleet operates somewhere in the sector.
Costs: -2

[] - Active Front: Mutant War

Three major worlds have been lost to the Imperium due to a warp storm, isolating them from any contact. When the Imperium was able to reach the planets, it turned out that the influence of the Warp led to monstrous mutations. Of course, the conflict was absolutely inevitable, the complete extermination of these worlds is necessary.
Despite all restrictions, mutants penetrate other worlds of the sector, settling in remote places, whether in the far corners of civilization or slum areas.
Costs: -6

[] - Mysterious mutants

Several worlds in the sector have been tormented by the appearance of mutants with bony ridges on their foreheads, additional arms, and an aversion to sunlight. Nobody quite knows what they are.
Costs: -2

The Vile Heretic Threat:
Recidivism and heresy are, as always, great threats to humanity.

[] - Active Front: Heretics
The lord of a small sub-sector has risen in rebellion, renouncing the Light of the Emperor. According to him, the Imperium is rotten and intends to use the inhabitants of these worlds for the benefit of distant Terra. Now there is a slow war to suppress the corresponding threat.
Heretic agitators spread throughout the worlds of the sector, trying to start uprisings and looking for possible allies.
Costs: -8

[] - Old Rebellion

In times past, a rebellion wracked this sector. Though its name has been excised for history, the stain still affects the sector to this day, being lower in priority for imperial reinforcements and facing higher tithes to make amends for their rebellion.
Costs: -4

[] - Heretek Forge-World

Several generations ago, a Warpstorm effectively isolated the remote Forge World from ties to the Imperium. Although contact was re-established ten years ago, in the intervening time the world has definitely gone beyond what is considered acceptable to the Mechanicus. The use of Abomination Intelligence, Warp-based technology, and the hybridization of humans and xenos is their job.
Costs: -4

[] - Dark Circle

A group of five Renegade Knights operate in this sector. Four of them are champions of one of the Ruinous Powers, while their leader is a servant of Chaos Undivided. This is the most dangerous group of Freeblades, who have evaded retribution more than once.
Costs: -3

[] - Active cults

Multiple Chaos Cults that are active across the sector have resisted any attempt to root them out. They're well led, financed, and disturbingly effective.
Costs: -2

8 hours moratium. Please desciuss plans and ask me questions about options.
 
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[]Plan: Remnants of an Age & Barbarians at the Gate
-[]Sector Name: Normandy
-[]The Dark Age of Technology: (-8 points)
-[] Under an alien yoke: (-1 point)
-[] Armory of Old Night (-2 points)
-[] Gene-smiths (-2 points)
-[] Comprehensive naval construction: (-2 points)
-[] Abundant civilian shipping: (-2 points)
-[] Ave Omnissiah: (-2 points)
-[] No Knights: (+2 points)
-[] Sons of Saturnite (-2 points)
-[] This world is sacred for He set foot there (-6 points)
-[] Remnants of an ancient threat (+6 points)
-[] Elite Imperial guard formations: (-4 points)
-[] Abundant Agri-Worlds (-4 points)
-[] Abundant Mining-Worlds: (-4 points)
-[] Navigator Houses: (-2 points)
-[] Inquisitorial Fortress, Radicals (-2 points)
-[] A heavy-handed sector government: (+6 points)
-[]The Frontiers are not secure: (+4 points)
-[] Xenos Infiltration: (+4 points)
-[] Active Front: Xenos (+4 points)
-[] League of Votann: (-2 points)


Here was the plan I made in the Mayto game (with a few edits), please consider it at your leisure.

Edit: Well there are now some major edits but it is now compliant
 
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[]Plan: Remnants of an Age & Barbarians at the Gate
-[]Sector Name: Normandy
-[]The Dark Age of Technology: (-8 points)
-[] Under an alien yoke: (-1 point)
-[] Armory of Old Night (-4 points)
-[] Comprehensive naval construction: (-2 points)
-[] Abundant civilian shipping: (-2 points)
-[] Ave Omnissiah: (-2 points)
-[]No Knights: (+2 points)
-[] Elite Imperial guard formations: (-4 points)
-[] Abundant Mining-Worlds: (-4 points)
-[] Fortress Worlds: (-4 points)
-[] Navigator Houses: (-2 points)
-[] A heavy-handed sector government: (+6 points)
-[]The Frontiers are not secure: (+4 points)
-[] Xenos Infiltration: (+4 points)
-[] Active Front: Xenos (+4 points)
-[] Orkoid Empire on the border: (+10 points)
-[] League of Votann: (-2 points)
-[] Stable Warp Currents: (-6 points)
-[] Warp chokepoints: (-6 points)


Here was the plan I made in the Mayto game (with a few edits), please consider it at your leisure.

Good plan, but not all option valid here, since I remove or add some.
 
[] Plan: Realm of the Gorgon
-[] - Phorgys Sector
-[] - The Great Crusade (-6)
-[] - Footsteps of a Primarch (-2)
-[] - This world is sacred for He set foot there (-6)
-[] - Sons of Saturnite (-2)

-[] - Remnants of an ancient threat (+6)
-[] Comprehensive naval construction: (-2)
-[] - Ave Omnissiah: (-2)
-[] - Ave Titanica: (-4)

-[] - Abundant Mining-Worlds: (-4)

-[] - Great Bastion (-2)
-[] - A very light sector Government: (-0)
-[] - Adeptus Astartes Recruitment Worlds (-4)
-[] - A venerable Rogue Trader (-2)
-[] - The opportunistic Demiurge (+2)
-[] - 'Squats': (-2)
-[] - Active Front: Xenos (+4)
-[] - League of Votann (+2)

-[] - Old Rebellion (+4)

Going for the idea that this was a sector which was taken by Ferrus Manus and the Iron Hands during the Great Crusade. Name is based on the mother of the Gorgon Medusa.
 
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[]Plan Strange Red Stars
-[]Sector Name: Mangal
-[] - The Dark Age of Technology (-8)
-[] - Under an alien yoke (-2)
-[] - Armory of Old Night (-2)
-[] - Guardians of Humanity (-2)
-[] - Built on the ruins of a horrific threat (-1)
-[] - Sons of Saturnite (-2)
-[] Abundant civilian shipping: (-2)
-[] - Ave Omnissiah (-2)
-[] - Inquisitorial Fortress, Radicals (-2)
-[] - The Deathwatch: (-2)
--[] - Orks
-[] - Great Bastion (-2)
-[] - Ave Titanica: (-4)
-[] - Elite Imperial guard formations: (-4)
-[] - Abundant Agri-Worlds: (-4)
-[] - Abundant Mining-Worlds: (-4)
-[] - Quarantine worlds: (+2)
-[] - Adeptus Astartes Recruitment Worlds (-4)
-[] Comprehensive naval construction: (-2)
-[] - A heavy-handed sector government: (+6)
-[] - The Frontiers are not secure (+4)
-[] - A Craftworld (+4)
-[] - A Greenskin presence (+6)
-[] - Heretek Forge-World (+4)
-[] - Dark Circle (+3)

= = =

Perhaps a bit much, but main idea is a Mars-dominated Sector with abundant resources for its work and the civilian populace, with the only caveat being rampant Eldar and Orc piracy with the blemish of Evil Knights and Hereteks to contend with. Luckily there are ample military arms to handle the situation.
 
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