Heralds of Ruin (Wh40k Quest)

Excellent! Shadow Guard are victorious once again, though we might be relying too much on the chaos gods though...
 
that fucking crit fail...holyshit…that really dun fucked them up, time to put investment into the planet.

as well as our own, better to start the clock ticking for chaos cults and make sure they are organized...until we reach 51% of a planets populace twisted to the cults of chaos (6% for slannesh, 7% for nurgle, 8% for Khorne, and 9% for tzeentch...the rest will be undivided/United.)

the idea for the next few turns is to slowly whittle down the sector by playing smart, use our advantages. get chaos marines to be teleported into under-hives or areas where they can set things up to slowly convert people to our side of things.

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Excellent! Shadow Guard are victorious once again, though we might be relying too much on the chaos gods though...

got no choice for this matter, we don't have the numbers or tech to really start hitting the heavy hitters of the regions. So having to deal with daemons is part of the issue we have to go through, once were set up we can start lessening our dependence on chaos itself (only as a tool).

also though, what I did was throw the chaos cults into their favored fighting styles, as well as keeping them entertained and thus compliant with our wishes. next step is to hit the feudal world and maybe either the hive world or the forge world...unless our shipments get the cults going. Which case the cults need to target the astropaths and taint them to our side. Then once that's done we can begin subversion operations with everyone else none the wiser, as communication SUCKS for everyone in the setting...which case we need to begin operations to improve our defenses, improve agriculture so we don't immediately starve once a Argi world is gone (imperium learn a thing or two!)

Next up once we built up our supply and defensive base here in this sub-sector, we start moving into the other expanse, with more legionaries and ships and troops. Which case we then begin to throw in raids on everyone to distract them with "Pirates", all the while hitting the argi worlds again with half of what we got and do the same thing over...just with a little more twist and more corruption into the deal.

untill we manage to finally break into legion numbers and get full on battle-ships AND cruisers for our fleets...

also we use our light and escorts as they are intended...as raider groups and screens.
(and if we can create a full on carrier type ship I will LAUGH)

Anyway, if we find Tau operations we really should trade for their tech...would improve our ability to kill shit and get shit done with less reliance on chaos even when we use them (and get used in the process...we arent dumb like the word bearers.)
 
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Did you know that they genuinely believe that there is a happy afterlife for the servants of the chaos gods, bloddy hilarious.

...
okay, I stand corrected...the word bearers are idoits.

okay going to wait for the next years production, and hopefully we can improve things enough on our argi world to justify the expanded "Defenses" of our local "Governor"...

which case I implement lots of reforms for better land management, more food, ect. plus with defensive ships built imperial style (with hidden rooms for chaos stuff...but it WILL be cleaned up and restored to prime state...sorry nurgle boys and gals, you can stay in the sewage tanks or something).

as we go up in both forces and ranks I will be looking forward to building the armies needed to handle the problems to come...of course the hive world is good for manpower, but the forge world is good for more armor and resources, as well as PP. As such, I think hitting the feudal world next while shrouding the sector LIGHTLY in chaotic memetic hazards to start screwing over all pyskers in this domain. Slowly drive them to our arms as they get sent messages to serve us to be "saved" from daemons claws and such.

also avoiding the black ships...they would do anything to not go on those things. The Fools...now we just need to get our own version of the scholar schooling systems to "educate" the populace of their proper place in the scheme of things...and to also mock the imperium by teaching them BETTER then what they could do. Also we will need more ritual sites in order to properly pacify the chaos gods minions...for a time...

the only way for us to become a equal to the warmaster is to find the blade of Antwerp...a chaos blade of Order (aka the imperial tyrant) that can withstand drach'en and match it blow for blow.
 
Also another thing about the Word Bearers, did you know that they along with their Primarch forced the population of an entire planet to conduct flagellation BEFORE They turned to chaos. The reason was because 'they did not have faith enough in the God Emperor'.
 
Also another thing about the Word Bearers, did you know that they along with their Primarch forced the population of an entire planet to conduct flagellation BEFORE They turned to chaos.

yeah, they were pretty much drinking the coolaid way before they fully turned to chaos, logars home-world was a hidden chaos cult going on. dumbasses...I hope we can attack them sometime when we get the chance, these guys are the true meaning of assholes...

yeah we treat our slaves like shit, but we don't waste them on pointless rituals. What we did was use the correct amount for each one for the chaos gods to fuck the imperial coordination over then do shit ourselves. Next time and IF we have librarians/sorcerers in our proto legion, then we hit the feudal world, cut off communications and such and rebuild it to start "advancing" in age to "support" the imperium of mankind.

of course this means we begin scouting it with warp senses and with actual smugglers carrying the cargo and spies inserted into the region to begin operations. Once they begin really fucking up the imperial forces (starting riots and such) we can begin making our moves...and hopefully the fleets of the imperium will start to fall under our sway.
 
Things to look for, recruit, build:
- hereteks, scientists, engineers
- psykers, navigators, sorcerers, blanks, those whose innate ability kills tech (i forgot their proper name)
- heretical schola to create our own twisted government and administration
- assassination, infiltrator, propaganda schools
- copy the Alpha Legionnaires in having pet and fake Inquisitors
- expand navy and merchant marine
- friendly xenos

@Alucard Vampiry do all of our armor have spikes and horns already? Can we tell our chapter-brothers to make sure that their armor has no iconography to better fool unsuspecting imperials?
 
Good ideas, would also like to know just how many mobs and regiments we get a turn due to my mass build-up...

Hopefully we get at least 3 squadrons of escorts (3 ships each) a turn along with at least 9 regiments and mobs.

Also the PP building and the mechanical effects of ritual sites and such.

Other then that I'm content with keeping 1000 marines a world and 10k regiments/mobs on each world we own along with at least decent levels of protection. The rest we get is for invasion plans and garrisoning.

Got to build up our sector/sub-sector.

Let's avoid summoning greater daemons unless we have no choice...though good news is that we should be flipping both the hive and forge worlds quickly...and invading the feudal world for more resources/manpower...I suggest we turn it into a second Argi world while we turn our civilized world into a recruitment/fortress world along with the second hive world.

Then we can focus on making them all at least capable of maintaining light cruiser type ships and maintaining a strong PDF...

Also for administration us slanneshi perfectionists along with Tzeentch Ian plots to keep the wheels going with nurgle honesty and khornate bullying to keep them all in line. As well asastartes handlers.

Other then that we make the forge world our major shipyardsfor cruiser and ships of all types and battleships.

Finally start "diplomancy" with other sectors as we corrupt them both bottom up and top down.

At least untill we want a warp storm to hit a crusade when it happens.
 
Year 2


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If one would look at Viomia now that wouldn't see a single difference in the world, but if one looked very closely they would start seeing the differences.

Strange symbols could be found everywhere if one looked closely enough, and the population is… strange. Ones seem to be perpetually enraged, while others had mood swings, etc.

An average Imperial citizen would never notice anything out of place and simply think it was because of a tradition or something like that, but the ones who fought against the forces of ruin would immediately notice the signs, and they would be terrified since Viomia is a Agri-World and is feeding the entire sector, from the capital all the way to the forge world.

In Osnaruta roars of unholy beasts could be heard across the entire world as the first Daemon Engines of the warband were created, an unholy combination of technology and the powers of the warp, none would be safe on the Battlefield once they were unleashed.

The time of darkness is here, and all the unsuspecting imperials can do is pray.

+++++++++++++++++++++++++++++++​

[] Patrol Domain (Available Forces at the bottom)
-[] Osnaruta
-[] Viomia

[] Schola Progenium Chaos Version: Grants +2% increase in PP production per year.

Production Points Available: 1,001
Production Points Per Year: 1,780

Domain:

[] Osnaruta:
-[] Minor Shipyards (10 PP) [Can Build, Repair, and Maintain Escorts] {9/150 built}
-[] Void Defenses (15 PP) [7/200 built]
-[] Hydroponics (20 PP) [6/100 built]
-[] Ground Defenses (15 PP) [8/150 built]
-[] Ritual Sites (21 PP) [4/120 built]
-[] Manofactorums (24 PP) [5/110 built]
-[] Daemon Engine Forges (50 PP) [1/100 built]
-[] Army Training Camps (5 PP) [Yearly produces Chaos Imperial Regiments] {9/90 built}
-[] Mutant Haven (5 PP) [Yearly produces Mutant Mobs] {9/90 built}

[] Viomia
-[] Minor Shipyards (10 PP) [Can Build, Repair, and Maintain Escorts]
-[] Void Defenses (15 PP)
-[] Ground Defenses (15 PP)
-[] Ritual Sites (21 PP)
-[] Army Training Camps (5 PP) [Yearly produces Chaos Imperial Regiments]

Ships

(GM Note: You have nine minor shipyards, so you can build nine escorts you can divide and built different classes if you wish so, but ultimately only nine can be built)

Warships:
[] Escorts
-[] Nova (20 PP)
-[] Gladius (15 PP)
-[] Hunter (18 PP)

Tzeentch
-[] Lesser Daemon Army
-[] Greater Daemon Army

Khorne
-[] Lesser Daemon Army
-[] Greater Daemon Army

Nurgle
-[] Lesser Daemon Army
-[] Greater Daemon Army

Slaanesh
-[] Lesser Daemon Army
-[] Greater Daemon Army

(Gm note: You can a raid a world if you don't want to invade it: [X] X World (Raid) when voting)

Rosarious Sector
- [] Forge World KN-78 (Titan Legion Present)
- [] Hive World Klein (Sector Capital)
- [] Feudal World Vocrion

Lockus Sub-Sector
- [] Agri World Luvutov
- [] Forge World LO-90
- [] Hive World Tuacary
- [] Feral World Nechulia (Strange Black Structures)
- [] Agri World Gion 6
- [] Hive World Lockus (Sub-Sector Capital)

Warships:
- Battleships: 1 Battle Barge Fury of Samael (Flagship)
- Cruisers: 10 Strike Cruisers
- Escorts: 8 Gladius Escorts, 6 Nova Escorts

Transport Ships:
- Light Transport: 450 (Carrying Capacity of 350,000 units)
Infantry:
- Chaos Astartes: 850
- Traitor Imperial Regiments: 250,448
- Mutant Mobs: 100,450

Daemon Engines:
- Unaligned: 200 (Composed of Defilers, Maulerfiends, and Forgefiends)

[] Write-in Build Plan
 
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Ships

Warships:
[] Escorts
-[] Nova (20 PP)
-[] Gladius (15 PP)

Alright then.

The Nova: Space Marine version of the Firestorm Frigate, faster, more firepower and a Lance. Besaclly the SM Lance Boat but more powerful, great capital ship hunters
The Gladius: SM version of the Sword Frigate, 1/5 times faster with more potent firepower but can only carry a single squad of Space Marines, good for patrol and other duties.
The Hunter: Don't have a lot on them, they are a more powerful SM version of the Cobra Destroyer but that about it really.

I really want more Novas since they will be excellent ship killers when we do go against the Imperium in combat but we will need the Gladius much more when we are doing it, both for the patrol and other duties that we have to do later.

I would suggest constructing another 6 Novas so we have a squadron as reserve when we do take losses or as a battle squadron when we engage the Imperials and then only produce Gladius and Hunter (but more Gladius then Hunters), the Gladius and the Hunter can both be used for patrol and fleet battle, but I suggest that the Hunter is more battle oriented as they have torpedoes and less guns will the Gladius takes on a more support role as they have more guns and are thus better suited for more roles that we will have a need for.

P.S: When can we produce Light Cruisers or higher, do we need to capture the forge world or other shipyards?
 
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So I say we hit another agriworld and wait till we have all the food. That way when we attack the rat of the sector we can do it at a advantage.
 
So I say we hit another agriworld and wait till we have all the food. That way when we attack the rat of the sector we can do it at a advantage.

But can we do that, if we have all the food the entire Sector Battlefleet and maybe even surounding ones will try their hardest to take them back. We can use them as a distraction as we take more worlds under our Warband but we will not gain much from doing unless we can destroy the imperial battlefleet fast enough. A Imperial Battlefleet have 50 - 75 ships (canon not sure that will be used here), Battlefleet Gothic hade several Emperor and Retribution Battleship and many cruisers (including Battlecruisers and probably a Grand Cruiser or two that we do not know about), while this Battlefleet will be smaller and have less tonnage I don't have a confidence that we can take them on in a head to head butting competicion.

Actually while I am here, hey @Alucard Vampiry when do the imperials notice that their bread basket is going corrupte and how long do we have.
 
So if we use the same plan as before (779 PP) we can produce all the escorts during those 3 years (9 Novas costs 180 PPs) we have for additional construction, meaning we have 9 new escorts next turn increasing by 9 every turn resulting in 54 escorts ready.....yeah I think we can take them on now.
 
I can have a plan ready for later, but I think we should get the feudal world next...and begin raider operations with long-range strikes on the astropaths and navigators, corrupt them and then when the fleets go to take their shit back they end up lost in the warp and scattered.

It's a idea I have that strikes at key components of imperial ships. No navigator, more chances of getting lost in the warp or suffering perils of the warp.

@Alucard Vampiry how long before the imperials get cult uprisings or problems ?

Because I want them contacted and begin the organize so they can cripple key infrastructures.
 
If we have 3 years than we could hit the other 2 agriworlds. Which means all we have to do is wait long enough and we can starve out the enemy.
 
If we have 3 years than we could hit the other 2 agriworlds. Which means all we have to do is wait long enough and we can starve out the enemy.

Pretty much my idea...issue is we need the PP to make sure we can defend our gains...another issue is making sure the plans unfold correctly...besides all that how did you like my planning nurgle my dear boy?

Edited: also @Alucard Vampiry can you explain the action for the scholara? Is it the only thing we can do or can we also do building actions and such?
 
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