Imperial Reformer, a warhammer system governor quest

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Imperial Reformer, a warhammer system governor quest where you lead a colony in the warhammer 40K universe
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Intial post
Location
netherlands
You are Emma Jackson, born on the hive world of Elysia and the daughter of one of the Highborn living high in one of the spires of the hive. Your family has served for generations as senior officers in the navy and they form most of the senior officers of the system defense fleet(SDF). With your parents spending most their time aboard their ships you spend your time focusing on school and your classmates there you make several friends and the closest of those is Angela Davidson, the first of her family to enter your school after her family became rich after gaining the contract to supply the SDF with meat.

Angela introduces you the central parts of the hive where the merchants and administrators live and even takes you down to the layers where the workers live once day. That day you decide to use the resources at your command to help them and set up a charity to feed the hungry. While working for your charity you learn more about the lives of those living lower in the hive and you promise to improve their lives.

What did you focus on in those years?
[+1 to a skill gives +5 to related rolls(a D100 is rolled for skill checks), currently you rolls at at +0 for all skills]

[early years] Work with the charity
You work to expand the charity recruiting several of the spires nobles so the charity has enough funds to cover a larger area of the hive.
+1 piety +1 stewardship

[early years] You attended the Naval academy
Your family connections are enough to get a appointment as an officer in the Elysia SDF but attending the naval academy will help hone your skills and make connections with other naval officers.
+2 Martial

[early years] Family politics
By focusing on your family you can get more help from them in the future.
+1 Diplomacy +1 intrigue

A year later your niece Sophia Jackson returns to Elysia form the Scholastica Psykana where she was send at ten years old when she first showed signs of being a psyker it has taken several favors from your family to have her trained as a sanctioned psyker and assigned to the Elysia SDF. Her powers are weak, she is a epsilon class diviner but her control over her power is among the strongest of her year at the Scholastica Psykana.
[Gain Sophia Jackson as your second hero she has 12 piety and random other stats(3D4)]

In the years that follow you serve in the Elysia SDF starting as the tactical officer on your uncles cruiser followed by a time as a aide to your grandmother the admiral in charge of the 1st cruiser squadron. After that you are placed in command of a Sword class Frigate, the Achilles. It is at your this assignment you gain the support of one of the powers within the Imperium.

[support] Pyskers
When you became captain of the Achilles you made Sophia Jackson your sensor officer, appointing a psykers as one of the ships officers is not something that is normally done in the imperium and it made you friends and enemies. It was a hunch of Sophia that lead to the discovery of a Xenos infiltrator on a inbound merchant ship earning you the thanks of the ships captain and the order Xenos of the inquisition.
You gain: psyker friend -1 diplomacy +3 diplomacy with psykers
Sophia gains +1 command +1 learning

[support] The civilized worlds
You where updating the flow of the warp in the region surrounding Elysia when you noticed that one of the nearby warp storms had weakened creating a new route trough the warp. You decided to extend your mapping mission to cover the newly reachable area. The region has been cut of centuries before when the warp storm started and only two civilized worlds are still loyal to the empire the rest have fallen to orcs, chaos or collapsed to a point they are now considered feudal and feral worlds.

[support] Adeptus Mechanicus
One one of your patrols you found the wreck of a corvette and decided to tow it back home so it could be repaired but on arrival at the shipyard it turned out that the frigate was build during the Great Crusade era and its void shield use 3% less power then the ones currently used on corvettes. For recovering this technology the Adeptus Mechanicus has promised to help you when you need it.

[support] The imperial Fleet
There is a competition between the Imperial fleet and the local SDF for resources, the use of shipyards and crew but you become known for promoting cooperation between the two. You set up joined patrols, invite navy officers to dinner and regularly share information and try to convince your relatives to do the same. This pays of when combining information from both services leads to the discovery of a pirate base on a remote moon where an attack destroys two pirate corvettes.

When the imperium decides to reconquer and resettle the newly reachable sector you join the fleet that is being assembled for the task. This will be done in stages as there are to few ships and regiments available to conquer the entire sector at once. The first stage is the conquest of the subsector the closest to the entry point to the sector followed by the creation of several colonies on the worlds conquered to help supply the fleet. Your supporters have arranged for you to be named governor of one of those systems and the ships to move the colonist there are expected to depart Elysia in four years.


Finally there is the question of when you become governor of a system, with warp travel this can even be before the Imperium was created or long after it has fallen.
[timeline] The age of Strife
+Colonies of survivors of the fall are still around.
-Start with only what the colonization fleet brought
-Major warp storms

[timeline] somewhere during 38K
-The warp storm will regain stenght during turn 10 cutting of the sector from the Imperium
-No help from outside after turn 10
+Once cut of you become a independent ruler
+Other imperial forces are in the sector

[timeline] Indomitus Crusade(42K)
Roboute Guilliman has become the Imperial Regent and has started to reform the Imperium.
-Impact on the Imperium is minimal as there are a lot of system governors
+Can request help and trade with the greater Imperium

[timeline] write in
 
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mechanics
For the first 8 turns this was used:
This quest is run using a modified version of the crusader kings quest rules where instead of one or more actions per skill(learning,martial ..) you get one or more actions per hero and organization under the players control.
After turn 9 the quest switched to the CK2 voting system.

for all actions a 100 sided dice is rolled to check if the action succeeds where a roll of 5 or lower before modifiers is always a failure and a roll of 95 before modifiers or 50 over the DC after modifiers is give bonuses.
There are 2 main types of actions the first are pass/fail one marked by DC 50 where you need to roll 50 or higher to be successful.
The second type of actions are progress ones where the total of one or more rolls needs to be higher then the number mentioned marked with 0/60 these rolls may be done over multiple turns.

After the initial vote about how you became governor in the post above this one there will be 3 where you take actions and then there will be a vote where you select the system you will colonize and what you bring there with the options for that determined by the actions taken since the start of the quest.
 
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Heroes
Emma Jackson

A former naval officer of the Elysia system defense force that found a wrecked corvette that contained a minor piece of archotech was awarded with the post of governor of the Junction in reward.


Martial base 12 +2(Personal Staff) = 14, +20 to Martial actions
Diplomacy base 10 +1(Politician) = 11, +5 to Diplomacy actions
Stewardship base 12 +2(Personal Staff) = 14, +20 to Stewardship actions
Piety base 10 = 10, +0 to Piety actions
Intrigue base 10 +1(Politician) = 11, +5 to Intrigue actions
Learning base 10 +2(Personal Staff)= 12, +10 to Learning actions

Traits:
Politician(+1 Diplomacy and +1 Intrigue)
Emma grew up in one of Elysia's noble families where she honed her skills in Diplomacy and Intrigue.
Personal Staff(+2 Martial, +2 Stewardship +2 Learning)
Emma has recruited a personal staff trained at Elysia schools that includes several officers trained at the naval academy.


Sophia Jackson

A diviner know for her strong faith and control over her powers one of Emma's strongest allies. Has spent a lot of time with the sisters of battle and two of them serve as her personal guard.

Martial base 10+1(Power armor) = 11, +5 to Martial actions
Diplomacy base 9 = 9, -5 to Diplomacy actions
Stewardship base 9 = 9, -5 to Stewardship actions
Piety base 15 +2(Sanctioned psyker) = 17, +35 to Piety actions
Intrigue base 5 = 5, -25 to Intrigue actions
Learning base 7 = 7, -15 to Learning actions
Psyker base 5 +1(Sanctioned psyker) = 6, -20 to psyker actions


Traits:
psyker: has the Psyker stat
Sanctioned psyker: +2 Piety +1 psyker blessed by the emperor sanctioned psykers carry a small part of the light of the emperor inside themselves
Diviner: Diviner get a reroll using the psyker stat for all actions relating searching this reroll is ignored if it is lower then the original roll.
Strong faith: has a Piety three times as high as her base Psyker power, does not have to roll for control when using her powers
Calm warp: +10 to all pysker rolls at the junction
Sister of battle guards: She has two sisters of battle that guard her at all times +20 to all personal combat rolls
Power armor +1 martial and +20 to all personal combat rolls


Angela Miller

The daughter of a merchant that rose high after some lucky trading still remembers the conditions from before her rise in status and a classmate of Emma during her younger days.
Is the current Minister of the Interior of the Junction.

Martial base 11 = 11, +5 to Martial actions
Diplomacy base 5 = 5, -25 to Diplomacy actions
Stewardship base 12 = 12,+1(Merchant daughter) +1(Elysia education) = 14 +20 to Stewardship actions
Piety base 6 = 6, -20 to Piety actions
Intrigue base 7 = 7, -15 to Intrigue actions
Learning base 7 = 7+2(Elysia education) = 9, -5 to Learning actions


Merchant daughter +1 Stewardship 20% discount on all Stewardship actions taken
Angela is the daughter of a major merchant clan and has made connections that allow her to buy almost anything for sale for less than the normal rate.
Elysia education +2 Learning, +1 Stewardship
Educated in the best schools of Elysia gives her knowledge that many trained in lesser schools lack.
 
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[early years] You attened the Naval academy
Your family connections are enough to get a appointment as an officer in the Elysia SDF but attending the naval academy will help hone your skills and make connections with other naval officers.
+2 Martial


[support] The civilized worlds
You where updating the flow of the warp in the region surrounding Elysia when you noticed that one of the nearby warp storms had weakened creating a new route trough the warp. You decided to extend your mapping mission to cover the newly reachable area. The region has been cut of centuries before when the warp storm started and only two civilized worlds are still loyal to the empire the rest have fallen to orcs, chaos or collapsed to a point they are now considered feudal and feral worlds.

[time] The age of Strife +Colonies of survivors of the fall are still around. -Start with only what the colonization fleet brought -Major warp storms[/time]
 
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[X] Outside the Mold
-[X] Family politics
-[X] Adeptus Mechanicus
-[X] somewhere during 38K

Backing of the cog boys is essential to setting up a civilized world, ability to schmooze and thwart plots is core for a system leader.
 
[X] Outside the Mold
-[X] Family politics
-[X] Adeptus Mechanicus
-[X] somewhere during 38K
 
The vote will close in 18 hours.

As Sophia's stats are random i roll for them now
sunrise threw 3 4-faced dice. Reason: Sophia;s Martial Total: 8
2 2 4 4 2 2
sunrise threw 3 4-faced dice. Reason: Sophia's Diplomacy Total: 8
3 3 1 1 4 4
sunrise threw 3 4-faced dice. Reason: Sophia's Stewardship Total: 9
2 2 4 4 3 3
sunrise threw 3 4-faced dice. Reason: Sophia's Intrigue Total: 5
2 2 1 1 2 2
 
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I like to thank you all for liking and or voting in this quest.
Vote closed.
sunrise threw 1 100-faced dice. Reason: money from your family Total: 27
27 27
sunrise threw 1 100-faced dice. Reason: Adeptus Mechanicus support Total: 4
4 4
 
story+vote post 1
The first reports have returned from the newly reachable sector and the Adeptus Administratum has decided to name it the Thor sector after Sebastian Thor the reformer of the Imperial church who passed away last year. There is only one way into the sector a small gap between two warp storms called Elysia's Gate and only 10 lightyears in the sector lies one of the two remaining civilized worlds, Beacon of Hope. It is known for its faith in the Emperor and as nearby planets fell to orcs those who could fled there providing Beacon of Hope with a constant flow of tech priests, ships and regiments to help defend it against attacks. The captain that found the route trough Elysia's gate, Christopher Eriksson, is currently there planning the reconquest of a nearby feral world to return it to imperial rule.

In your early years you spend a lot of time with your family making connections that serve you well in your later years and follow how your relatives move from one assignment to the next in Elysia's SDF. You also learn about officers you should avoid as some have junior officers do all the work and claim the glory when things go well and blame the junior officers when things go wrong. When you got named as one of the Thor sectors governors you use these contacts to raise additional funds for the colony.
[Family politics: 27 +135 budget +10 budget per turn(till turn 10)]
[Emma Jackson gain the trait: Politician(+1 Diplomacy and +1 Intrigue)]

The help you got from the Adeptus Mechanicus was less then you expected, they helped to get you on the list of governors for the Thor sector and promise to send several tech priest to your colony but this group contains of junior ranked tech priests. The main reason for this is that they are busy preparing an expedition to explore the Thor sector there is a fierce completion to be named the commander of this mission between the senior magos.
[Adeptus Mechanicus: 4: junior tech priests]
[colony gains: junior tech priests, minor increase in production]

You also learn that all of the governors of the new colonies will provided with enough workshops and tech priest to run them to provide their colonies with tools for their farmers and produce Autoguns and ammo to supply their PDF. No ships will be provided initially but once the colonies have grown enough there are plans to tow defense monitors to help protect them. At least three world will be given to long serving imperial guard regiments that will be rewarded by becoming the nobility there with their general becoming the governor.
[Adeptus Administratum: provides 100 Budget and 10 Budget per turn(till turn 6) to all governors]



You have 3 actions this turn, two by Emma Jackson and one by Sophia Jackson.
You have 235 Budget and an income of +20 Budget per turn
Good descriptions of why you want to do a specific plans are rewarded with additional rewards and/or modifiers to the roll
General

Train a skill(write in skill)
Write in a skill to train(Martial,Learning,Stewardship,Intrigue or Diplomacy
the DC is current base skill x 10 - 50
If the rolls is 50 over the DC you get +2 to the skill.

Help with another action
Pick a action that gets +20 on the roll
No roll needed for this action

Martial

Raise a infantry regiment
By raising a infantry regiment you can take part in the fighting on the planned colony worlds. By raising a regiment now we have access to the armories of Elysia and can equip them to a standard that will hard to match later.
The cost includes transporting the regiment to the sector.
Cost: 70 budget upkeep: 10 budget per turn
DC 20

Scout beyond Elysia's gate
By joining the fleet scouting beyond Elysia's gate we can learn more about the situation there.
DC 30

Create a military staff
Creating a military staff is the first step to setting up the administration for the military and it will be able to undertake a single action each turn.
It will act like a hero with only the Martial stat and 3D4 will be rolled to determine its stats.
Cost 10 budget and 5 budget per turn
DC 40

Buy Lasguns for your militia
Your colony will be provided with workshops need to produce Autoguns but lasguns are superior weapons when operating far from resupply. Even taking the gear needed to recharge the power cells in account the lasguns is lighter then a autogun with enough ammo for a long patrol.
Cost 5 budget per regiment

Attend the naval academy
A year at the naval academy can teach you a lot about large scale military operations.
DC 20: +1 Martial
DC 50: gain the trait: Elysia Education +1 Martial
Cost 3 budget

Buy a corvette
The colonies will be protected by the naval squadron assigned to the sector but owning a warp capable ship of your own will greatly increase the options you have.
Cost 120 Budget and 5 Budget per turn
DC 10: you buy a Claymore-class Corvette


Diplomacy

Recruit Angela Miller
Angela Miller was the person that introduced you to how live in the lower parts of the hive was for those living there and has been one of the larger supporter of the charity you set up. As she grew up as part of a merchant family she would be a great help with managing the colonies economy.
Gain a new hero: Angela Miller, she has 12 stewardship and rolls 3D4 for the other stats.
DC 30

Ask the Adeptus Administratum for additional funds
You can request additional funding for the colony
DC 50: +20 Budget
DC 70: +5 Budget per turn(till turn 6)

Meet the other governors
Not all worlds have had governors assigned to them but you can meet those that have been named.
DC 30: character sheets for several governors, options to make deals

Seek out new contacts in the Adeptus Mechanicus
The senior members of the Adeptus Mechanicus are competing for the honor of leading the exploration fleet that is heading to the Thor sector soon but there are lower ranking members you could talk to.
DC 40: new contact in the Adeptus Mechanicus


Piety

Fund Charity
Your charity can use additional funding to improve the lives of those living in the hive and those preparing to leave to the colonies.
Cost 10 Budget
DC 10: +1 Piety
DC 40: More colonist available for the colonies

Meet with the Adeptus Ministorum
The Imperial church will be a minor player on the new colonies unless invited.
Provide funding for the imperial church to set up in your colony.
DC 20: Free church when your colony gets created.
DC 40: +1 Piety

Intrigue

Repair the wrecked corvette
All members of the imperium are expected to help each other when needed and repairing ships is one of the most common forms of help requested and given. The wreck you found is technically a corvette so you can ask to have it repaired giving you a ship for less then building a new one would cost.
Cost 30 Budget and 5 Budget per turn
DC 40

Investigate your fellow Governors
Learn more about the other governors appointed to lead colonies in the Thor sector
DC 20: character sheets for several governors

Stewardship

Hire an additional transport
The Adeptus Administratum is providing two ships to move the colonist and their gear to their new world, we can hire a third one.
Unlocks options to fill the ship, any spare room will be filled with farmers.
Cost 50 Budget
DC 10

Set up the colonial government
By hiring the staff for the government we can delegate the running of the colony to them freeing up Emma's time.
It will act like a hero with only the Stewardship stat, one action per turn and 3D4 will be rolled to determine its stats.
Cost 30 budget and 5 budget per turn
DC 30

Sell the Wreckage
As you found the wrecked corvette you own the salvage rights and can sell it to the Adeptus Mechanicus.
Gain 30 Budget
DC 5

Learning

Visit one of Elysia's schools
Elysia is the home of several advanced schools and the Elysia institute of Engineering offers a one year course on the basics of engineering and advanced math.
DC 20: +1 Learning
DC 50: gain the trait: Elysia Education +1 Learning
Cost 3 budget

Arange training for the colonist
The colonist that sign up for a trip to what is still a warzone are the desperate, a handful of grateful recipients of your charity and those forced to come by the Adeptus Administratum.
They do not make up the best workforce for a new colony provide training programs so your farmers know more then the class aboard the colony ship will provide.
Cost 10 Budget
DC 20 +10% food produced
DC 40 +10% higher production of your workshops/factories
 
Was doubting between writing a longer post and posting now and decided to post it now as i wont have time to write a lot more till the weekend and wanted to maintain momentum. Vote will be open till Saturday at least possibly Sunday. There is also a character sheet for your heroes and i am working on a post about the economy of the colony that will be up sometime in the next few days.

A vote will look like:
[] Plan bad idea
-[][Emma Jackson] Fund Charity
-[][Emma Jackson] Meet with the Adeptus Ministorum
-[][Sophia Jackson] Repair the wrecked corvette
 
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Nice! Can we trade the corvette instead? Maybe in exchange for some more tech priests or equipment to setup a small forge?

also an option to drag along equipment to setup a space dock (maybe by hollowing out an asteroid) would be cool!
 
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Nice! Can we trade the corvette instead? Maybe in exchange for some more tech priests or equipment to setup a small forge?
I add a option to trade the corvette for tech priests and/or gear

also an option to drag along equipment to setup a space dock (maybe by hollowing out an asteroid) would be cool!
If what i read is true ships up to the size of frigates can land on planets so can be build there. You need to secure more industry first to support it but you can eventually build ships if you invest enough time, budget and actions in it.
 
I add a option to trade the corvette for tech priests and/or gear


If what i read is true ships up to the size of frigates can land on planets so can be build there. You need to secure more industry first to support it but you can eventually build ships if you invest enough time, budget and actions in it.

thanks! I was thinking more along the lines of a repair dock/trade port/macro cannon emplacement. As for landing that is not really my understanding of the lore. It is easier for smaller ships, but risky for anything not built with it in mind.

So it's a bad idea for most naval ships and even many merchant ones.
 
Below is the beta version of how i plan to run the planets economy these stats are the basic ones ones before any actions have been taken to improve them and there are better colony sites out there.
Do you think this will be to complex?

Food: 64 produced, 45 eaten, 5 Tithe(to the fleet)
Food Stockpiled: 14 roll 100-food stockpiled each turn to see if there is a new group from population growth
Production: 10 made, 8 spend on tools, 1 Tithe(to the fleet)
Budget: 1 per group = 9 Budget per turn.
Tithe: 5 food per turn, 1 production per turn

Buildings:
Workshop, one group can work here producing 10 production.

Groups
Each group eats 5 food per turn

Farmers
base 6 food per turn
simple tools cost 1 production per turn gives +2 food per turn

farmers with simple tools x8 = 6+2x8= 64 food per turn
workers at the workshop x1 = 10 production per year
 
Raise a infantry regiment
By raising a infantry regiment you can take part in the fighting on the planned colony worlds. By raising a regiment now we have access to the armories of Elysia and can equip them to a standard that will hard to match later.
The cost includes transporting the regiment to the sector.
Cost: 70 budget upkeep: 10 budget per turn
DC 20
Recruit Angela Miller
Angela Miller was the person that introduced you to how live in the lower parts of the hive was for those living there and has been one of the larger supporter of the charity you set up. As she grew up as part of a merchant family she would be a great help with managing the colonies economy.
Gain a new hero: Angela Miller, she has 12 stewardship and rolls 3D4 for the other stats.
DC 30
Set up the colonial government
By hiring the staff for the government we can delegate the running of the colony to them freeing up Emma's time.
It will act like a hero with only the Stewardship stat, one action per turn and 3D4 will be rolled to determine its stats.
Cost 30 budget and 5 budget per turn
DC 30

I am leaning towards these options. @sunrise are we going to have multiple prep turns?
 
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