Heralds of Ruin (Wh40k Quest)

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?
I think we should put off striking astropaths and such till turn 3. The reason is when we start hitting those they are going to figure out that something is up reall quick. We should hit 2 worlds this turn or another agriworld.
 
You can do it with the others.

Thanks!

I think we should put off striking astropaths and such till turn 3. The reason is when we start hitting those they are going to figure out that something is up reall quick. We should hit 2 worlds this turn or another agriworld.

I'm thinking of hitting the feudal world next and raiding the other two Argo worlds...preform a smash and grab for any useful tech and lay down the seeds for heresy.

Make that region take the heat for our messes here as we build up our escort armada for surprise hit and run attacks on the eventual attack to take back the Argo world.
 
I'm thinking of hitting the feudal world next and raiding the other two Argo worlds...preform a smash and grab for any useful tech and lay down the seeds for heresy.

Make that region take the heat for our messes here as we build up our escort armada for surprise hit and run attacks on the eventual attack to take back the Argo world.

I came here as soon as I hear escort armada.

Since you are the one making the plan, can I ask what ships you are going to construct and how big the raid will be.
 
I came here as soon as I hear escort armada.

Since you are the one making the plan, can I ask what ships you are going to construct and how big the raid will be.

So far people want gladius over novas, so a 2-1 build, next turn it should double again and again. We have 2 more turns untill we have a invasion force to attack that planet...issue is by my thinking nothing should be the matter unless a messenger ship got away. Or someone divinated our attack.

Which means we need both void and ground defenses stat.

Also holding back on hydroponics and ritual circles this turn, so we should have more pp on those kinds of things...give me a hour or two, I got RL work to do (house work and such).
 
[X] Plan: Chaos, Come Onto ME!

-[X] Patrol Domain (Available Forces at the bottom)
--[x] Osnaruta
---[x] 1 strike Cruiser, 2 gladius and 1 nova escorts
--[x] Viomia
---[x] 1 strike Cruiser, 2 gladius and 1 nova escorts

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

-[X] Domain actions:
--[X] Osnaruta:
---[x] Minor Shipyards (10 PP) [Can Build, Repair, and Maintain Escorts] {9/150 built} x9
---[x] Void Defenses (15 PP) [7/200 built]+3
---[x] Hydroponics (20 PP) [6/100 built]+4
---[x] Ground Defenses (15 PP) [8/150 built]+2
---[x] Manofactorums (24 PP) [5/110 built]+7

--[X] Viomia
---[x] Minor Shipyards (10 PP) [Can Build, Repair, and Maintain Escorts]x7
---[x] Void Defenses (15 PP)x10
---[x] Ground Defenses (15 PP)x10
---[x] Army Training Camps (5 PP) [Yearly produces Chaos Imperial Regiments]x10

-[X] Shipyard actions:
--[x] Escorts
---[x] Nova (20 PP)x6= 120
---[x] Gladius (15 PP)x3= 45

-[X] Target('s)
--[x] Rosarious Sector
---[x] Feudal World Vocrion (Invade)
----[x]Space Forces: Battle Barge, 6 strike cruiser, 8 escorts
----[x] Ground forces: 425 Astarte's, 125,000 Traitor Guard, 75,000 Mutant Mobs, 100 Demon engines

--[x] Lockus Sub-Sector
---[x] Agri World Luvutov (raid)
----[x] Space forces: 2 strike cruisers

PP total: 1,001
PP Used: 998

Alright heres my plan: first off patrols, we need to make sure we don't get shit going on in our back-yard, and escort's with strike cruisers should do the trick in both our territories. doubling our shipyards at home and adding 7 more to our newest acquisition to allow us to get 25 escorts next turn, and then after that continue doubling down until we have enough escorts to do a defense in depth strategy...or maybe use the torpedo boats for a alpha strike while the rest of the fleet charges in to do MAXIMUM DAMAGE...the escorts are meant to die by the dozen, so as to preserve the more valuable strike cruisers until we get medium shipyards...which is going to take time. also based on my messages to the QM, each Void/ground defense gives a +5 to the roll for fighting in those territories respectively. also getting hydroponics so we can at least supply a 1/10th of our population without the argi world in our sector, guessing a full 100 will keep us fed no matter what happens. Adding 7 more manufactories to get PP up so as to allow us to continue to keep our growth rate upped...as well as rounding out our homes defense to a +50 which is NO laughing matter...

think of Cadia with 200 void stations and 150 ground defense...that's just the defenses themselves without the fleets around and any specials bullshit cadia has. also built army camps at our newest aquisition to allow more regiments to be deployed, next turn is going to be hectic with the build orders in order to make sure our argi world can handle a full-scale imperial counter attack by the sectors fleet...

for those worrying, don't be...battle fleet Armageddon and gothic are TOP heavy and emperor battleships are RARE to build...in fact each sector has its own fleet to deal with stuff and usually its led by grand cruisers or a battleship...and imperial's don't risk those ships lightly in engagements...so we can expect probing attacks unless the commanders are incompetent and lead the charge...which case? We do our thing.

now for our escort swarm that's in the making...yes I'm making a escort swarm...only way to damn well make sure we have enough ships to throw at our enemies until we can balance the fleet out with my favored tactics of having 1 cruiser, 6 novas, 3 gladius, and maybe 3 of those hunters if we need a long range torpedo bombardment...yes its stilly due to "light" torpedo's...but you guys do remember about Melta-torpedo's right? the things that can fuck over a ship badly and may even put a emperor class out of commission for a time as it would need repairs...especially if we use them to ambush the emperor class from above and below. Destroy the top part (and command deck) and wreck its exterminatus guns...or rather the bombardment cannons that are usually used in planetary attacks besides macro cannons (very much inaccurate) or lance strikes (diffuses in atmosphere).

Our final thing on the plan is a raid on luv...we just want to know what's going on there and then blow shit up, maybe do a smash and grab for any shiny tech or something, or some tech preists if we can manage that. (get the Shinies!)
 
Vote closed, also there was supposed to be a dark eldar raid on Osnaruta but your patrol forces managed to beat them back before they even reached the planet and with no losses among the patrol fleet (and yes I already did the rolls)
 
Vote closed, also there was supposed to be a dark eldar raid on Osnaruta but your patrol forces managed to beat them back before they even reached the planet and with no losses among the patrol fleet (and yes I already did the rolls)

even with 10 defense stations?

wow...dark eldar really don't know what they would be messing around with...did we take any of them prisoner? Because if so...then we get some NASTY ideas going.
 
even with 10 defense stations?

wow...dark eldar really don't know what they would be messing around with...did we take any of them prisoner? Because if so...then we get some NASTY ideas going.
These are the rolls:

Dark Eldar: 1d100= 15 + 20 (Aeldari) + 10 (Void Experts) = 45

Patrol Fleet: 1d100= 100 + 100 (Critical Success) + 20 (Astartes) + 10 (Biological Experiments) + 50 (Void Defenses) = 180

And no you did not take any dark eldar prisoners.
 
These are the rolls:

Dark Eldar: 1d100= 15 + 20 (Aeldari) + 10 (Void Experts) = 45

Patrol Fleet: 1d100= 100 + 100 (Critical Success) + 20 (Astartes) + 10 (Biological Experiments) + 50 (Void Defenses) = 180

And no you did not take any dark eldar prisoners.

holy fuck...a critical success...at the dark eldars best they could get a 150, we would then need to roll a 50 just to match them...holy fuck.

Well, at least we stopped the raid and probably destroyed them utterly. issue is the other cabals....
 
Just caught up with this quest, it's safe to say this is Lords of Darkness all over again.

*shakes head in amusement*

Anyway, quick question? Will omakes give the same benefits as your last quest?
 
Year 2 Part I
[X] Plan: Chaos, Come Onto ME!

-[X] Patrol Domain (Available Forces at the bottom)
--[x] Osnaruta
---[x] 1 strike Cruiser, 2 gladius and 1 nova escorts
--[x] Viomia
---[x] 1 strike Cruiser, 2 gladius and 1 nova escorts

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

-[X] Domain actions:
--[X] Osnaruta:
---[x] Minor Shipyards (10 PP) [Can Build, Repair, and Maintain Escorts] {9/150 built} x9
---[x] Void Defenses (15 PP) [7/200 built]+3
---[x] Hydroponics (20 PP) [6/100 built]+4
---[x] Ground Defenses (15 PP) [8/150 built]+2
---[x] Manofactorums (24 PP) [5/110 built]+7

--[X] Viomia
---[x] Minor Shipyards (10 PP) [Can Build, Repair, and Maintain Escorts]x7
---[x] Void Defenses (15 PP)x10
---[x] Ground Defenses (15 PP)x10
---[x] Army Training Camps (5 PP) [Yearly produces Chaos Imperial Regiments]x10

-[X] Shipyard actions:
--[x] Escorts
---[x] Nova (20 PP)x6= 120
---[x] Gladius (15 PP)x3= 45

-[X] Target('s)
--[x] Rosarious Sector
---[x] Feudal World Vocrion (Invade)
----[x]Space Forces: Battle Barge, 6 strike cruiser, 8 escorts
----[x] Ground forces: 425 Astarte's, 125,000 Traitor Guard, 75,000 Mutant Mobs, 100 Demon engines

--[x] Lockus Sub-Sector
---[x] Agri World Luvutov (raid)
----[x] Space forces: 2 strike cruisers

PP total: 1,001
PP Used: 998



Gm note: Gonna do the invasion first then the raid.

+++++++++++++++++++++++++++++++​

The common man and woman are and at the same time aren't aware of various things, they aware that a God Emperor resides within the holy kingdom known as Terra and watches over all of them, and that the sky people who visit their world are his servants.

The population of Vocrion belongs to a Feudal World who had just entered the iron age, no one not even their rulers are aware that they make part of a empire who might expands millions of worlds, with trillions upon trillions of mortal troops, and they shall never knew of these truths.

But there are some who are very aware of these truths along with another truth.

Dozens of chaos cults with thousands of followers exist in their society, they are results of the tainted food imported from Viomia, all of them started receiving visions of a mighty host of the servants of the true gods. They waited from these 'Angels' to guide them to the next step the gods showed

They did not to have await anymore as a warp rift opened at the edge of the system space.

+++++++++++++++++++++++++++++++​

Space: No void defenses.

Ground: The world is divided into two continents thought only one is populated by humans, the governance is divided into multiple kingdoms led by self-serving nobles, the nation named 'The Kingdom of Knark' is the one with most chaos cultists. Have just reached the iron age in terms of technology.

Warships:
- Battleships: 1 Battle Barge Fury of Samael (Flagship)
- Cruisers: 6 Strike Cruisers
- Escorts: 4 Nova Escorts, 4 Gladius Escorts

Transport:
- Light Transport: 290
Infantry:
- Chaos Astartes: 425
- Traitor Imperial Regiments: 125,000
- Mutant Mobs: 75,000

Daemon Engines:
- Unaligned: 100

[] Write-in Invasion Plan
 
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The question here is should we toy with them first?

[X] Plan Chaos Playthingz
- [x] send a couple of brothers to contact the cultists and better train, arm and organize them
- [x] send more brothers to look among the nobility of these kingdoms who could be swayed to our cause. Recruit the most bloodthirsty for Khorne, the most hedonistic for Slaanesh, the ambitious for Tzeench and the diseased for Nurgle.
- [x] look for any sign of Imperial organizations and subvert or kill them. Start with the Ecclesiarchy
- [x] once the planet is more divided and chaotic, strike at the planetary governors seat and replace him with our pet. Then hide again in the shadows, with the greater imperium none the wiser.
 
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I will say be careful of playing with your food people, while they are lower in tech we don't know everything...don't be like the average chaos idiot and just get it over with it.
 
If it isnt clear, my plan plays to the strengths of the Shadow guard which is assymetrical warfare and revolves around subversion of imperial institutions while corrupting the higher-ups of the society from the top and the cultists from the bottom. The reason for this is to fool the greater imperium so that they won't respond too quickly, remember that we already corrupted a sector as a backstory hence when they find out that the shadow guard is here they will send their best.

This world is also unique in the way that it has several nations in it instead of just one, hence a revolt from the bottom would take too long, better to influence the ruling class first and subduing any loyalist with our superior tech and replacing the planetary governor with our own.
 
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