Loyalty is its own Reward (A Traitor Legion Chapter Master Quest)

We can always put together a team of terminators from the companies (because of the elite 10th company we have an extra battle company in the form of the 1st company. On paper we have a larger pool of potentional veterans)

Also I feel like people hyperfixated on the Sharpshooters being snipers
 
We can always put together a team of terminators from the companies (because of the elite 10th company we have an extra battle company in the form of the 1st company. On paper we have a larger pool of potentional veterans)

Also I feel like people hyperfixated on the Sharpshooters being snipers
On paper, yes. In practise-we'll see, but given that Heretic Astartes are very likely to be one of the more common foes, I am not feeling optimistic.

As for sharshooters, if they are not snipers, what is even the difference between them and regular Sternguard? Actually, @ThunderOwl Now that the vote is done, how different our unique elites are from conventional Vanguard/Sternguard? What are the exact mechanical consequences of our choice? If it is not a spoiler/ something to be determined?
 
Actually, @ThunderOwl Now that the vote is done, how different our unique elites are from conventional Vanguard/Sternguard? What are the exact mechanical consequences of our choice? If it is not a spoiler/ something to be determined?
Vanguard Scouts are different from Vanguard Veterans in the they exchange Jump-packs for stealth capabilities. Think of something like a First-born version of Reavers. Sharpshooter Scouts are more long ranged oriented than regular Sternguard.

Mechanically speaking, any deployment with 1st Company elites would have increased substantially the successes needed for the enemy to win, representing their experience and equipment. An elite 10th Company, prompts the assasination check for enemy Notables in any deployment they are in, which if they succeed allows you to remove them before combat, and depending on the foe might trigger morale checks.

Both options had advantages and disadvantages. I don´t do trap options.
 
I would have preferred the guaranteed bonus of the enemy needing more success.
Lets hope our assassins roll well and the enemy morale rolls poorly.
 
From the other side, I'm curious how "assassination checks for enemy Notables, in every deployment with 10th Company deployed" mechanic will work "in practice"
Depending on whether notables are present and how squishy they are could be anywhere from devastating to irrelevant. I would expect 10th to wreck, say, traitor guard because they depend heavily on their officers and said officers are squishy. On the other hand heretic astartes would be problematic because their notables tend to be very durable. I doubt we would be able to reliably assassinate Chaos Lords for example.
 
Ugh. Well, the thread made its choice. Guess we just have to try to work around this disaster.

I suppose there's at least one upside - we can have an extra Battle Company. Doesn't remotely make up for not having proper Veterans, but we can do more deployments at once without throwing our reservists into the line of fire. At least there's that.
 
Turn 10: Favors and Meetings (785-790 M41)
Luctus System, Raikan Subsector, Aetelian Sector, 784 M41

Reclusiarch Romoren waits patiently in their Thunderhawk. They had landed twenty minutes ago, but the decontamination process of clearing the hangar from the poisonous air outside is apparently a time-consuming process. In his opinion, it made deploying air assets slow and cumbersome, but in truth only the most deluded of Heretics would think of invading a world as perilous as this one.

The other marines in the Thunderhawk with him, a Sternguard Squad from the 1st Company and Epistolary Kirlan, also wait in silence. The squad does so calmly, treasuring the calm in the same manner all veterans do, but Romoren can see Kirlan annoyance plain in his face, just as he expects, he is the one to break the silence.

"We shouldn't be doing this." He complains. "Not in such a manner."

"You must speak more precisely, Epistolary." Counsels Remoren. "For it appears you are suggesting that we shouldn't have come to reclaim Foecleaver."

The Epistolary throws him a glare, before realizing what he's doing and smothering the expression. "You know what I mean, Reclussiarch. It is insulting that we must act as if we owe something to such an unimportant Chapter, least of all for the return of what is rightfully ours!"

Romoren sighs. Kirlan is young for his rank, for he possessed great talent and skill in pyromancy, but in all manners not related to the Warp he showed great arrogance and pride. This displeased the Chief Librarian, so he had asked him to take the Epistolary on this mission so that he learnt some humility on mortal matters.

He's not making much progress.

"We ARE in their debt, for a more unscrupulous Chapter could have kept Foecleaver and we wouldn't have ever noticed." Rebukes the Reclusiarch. "The Deathwatch sent us a pict-image of the blade when they acted as intermediaries. That foul, filth-spawned Inquisitor had defiled the blade so greatly that I, the one in charge of all the venerated relics of our Chapter, could scarcely recognize it!! It speaks well of this young Chapter character that their first reaction was to return it to us, their rightful owners, instead of making use of it. Besides, if being a Fleet-based Chapter has taught us something to our Chapter, Kirlan, is that one needs all the friendly ports it can achieve, for none can predict when a storm might batter our hulls. They might be a young chapter now, but if they endure they will cease to be so, and we shall all be stronger for it."

He can tell that the younger marine isn't truly mollified by the words, but he knows that to truly teach him humility he must persevere and be constant. Still, the remaining minutes of wait are spent in silence, until the door of the Thunderhawk finally opens and they are let into the hangar through a door in their individual landing pad. As he expects from a recently founded Chapter, they lack the great number of Thunderhawks and Storm Ravens that occupy the hangar bays of his Chapter main battle barge, let alone that of the rest of the fleet. He sees serfs and Techmarines tending to the different vehicles, but his attention is soon focused on the welcoming party. Ten marines stand in front of them, and despite two and a half centuries of life, he can help but be somewhat surprised by their eclectic appearance. He has seen chapters with stranger motifs and decoration, but none that showed so much diversity between individual members. The one with more traditional decorations is the one at the corner of the group, wearing the skull-helm and purity seals fitting of the Chaplaincy, whom he guesses is their Master of Sanctity, even if only the helmet is colored black, the rest of the armor bearing the colors of their chapter, a blue darker than the one his own chapter uses. The others wear a far more diverse array of tokens. Chains, animal remains, gang signs, silver and golden filigree, noble emblems, artistic renditions of battle damage. No pattern or coordination amidst each individual marines, and he only identifies who is the Chapter Master by how the other marines are positioned around him. He turns out to be one of the marines with less decorations, only an eagle with thunderbolts painted over one knee, and a silver Aquila on the Iron Halo. He steps forward, taking off his helmet and revealing his face to them in the lowlights of the hangar. Romoren does the same, revealing his shaven scalp, dark skin and the patrician, stern features that identify him as a son of Guilliman.

"Welcome to Luctus, Reclusiarch Romoren." Greets him the Chapter Master, extending his hand in greeting as he closes the distance.

Romoren clasps his arm in the warrior´s handshake. "We are pleased to be here, Chapter Master Severus, especially for a joyous occasion such as this one." He examines the man in front of him with a critical eye. Pale of skin and dark of hair and eye as typical of a son of Corax, even if his short hair and close-cropped beard is streaked with gray. A scar mars his face from temple to cheek, adorning a face with an aquiline nose and a thin mouth. His grip on his arm is strong without making a show of it and he can see in his eyes and posture his experience and composure. All in all, he presents the image a Chapter Master should, something that in Romoren opinion is a good sign for the fledgling Chapter.

Severus continues to speak after they cease shaking arms. "But of course, let us first dispense with the reason for your coming before we speak of other matters." He makes a gesture with his off-hand and a serf steps forward, Foecleaver resting on a richly decorated pillow in his arm. The Master of Sanctity grabs it reverently from the pillow, before presenting it to Romoren, grasping it gently by the blade with the handle facing him. The Reclusiarch feels like weeping out of sheer rage and frustration at seeing how defiled the blade is, the proud decorations of Foecleaver´s blade and guard pried off and smoothed over, leaving it as a bare power sword. He overcomes those impulses, and takes the blade from his cousin's hands gently and slowly. He's pleased to note that the sword has been appropriately treated during their safekeeping, the blade sharpened and polished and the smell of sacred incense and oils coming strong from the sword. He clasps the blade to his hip, before making a bow.

"Let it be known and acknowledged by all that the Angels Revenant, proud sons of Guilliman, owe a debt of honor and deed to the Mist Shrikes, our noble cousins sons of Corvus Corax!" He proclaims loudly, to steady nods of his Sternguard escort and a much slower one from the Epistolary. "You have done us a great service, and it shall be returned in kind!"

The response from Chapter Master Severus is said in a lower tone, but no less sincere. "We are honored and grateful by the favor you as our cousins have shown us, and we swear that such debt will never be called to force neither dishonor nor shame upon you." A small smile breaks through the face of the son of Corax. "Now come, our chapter serfs have prepared a feast to celebrate the newfound bond between our Chapters. I hope that you enjoy Luctusian cuisine, even if there are some elements that are an acquired taste.

An hour later, Romoren is drinking water straight from a pitcher to wash off the taste of the glass of gorionik za usta that one of Severus Honor Guards has offered him. An acquired taste indeed.

-Contact gained: Reclusiarch Romoren (Good-)
-Relationship with Deathwatch improves to Neutral+, Relationship with Watch-Commander Affram improves to Good-
-Relationship with Inquisitor Abraham Harker improves to Good+

Chapter Master Severus
-Lead your chapter (Choose 3):
--[] Meet up with a Local Faction Leader.
---[] Lord Sector Blas Cartagena (Sector Authority).
---[] Adept Beltran Trastámara de Olivares (Adeptus Administratum).
---[] Fabricator-General of Smilnay Nikola Delta-Null 6 (Adeptus Mechanicus).
---[] Fabricator-General of Milan Thomas Epsilon 1874 (Adeptus Mechanicus).
---[] Cardinal Giovanni di Bernadone (Ecclesiarchy).
---[] Lord General Adolphus Tavisolta (Imperial Guard).
---[] Chapter Master Guo Saetang (Blazing Wardens)
---[] Grand Master Baldwin (Angels Crusader)
---[] Reclusiarch Romoren (Angels Revenant)
---[] Inquisitor Harker. (Not a faction leader, but he's your local contact.)
---[X] Meet with the Inquisitorial Aetelian Conclave
--[] Negotiate with a Planetary Governor (You have to add a write-in specifying what you want to negotiate with them.)
---[] Governor Gregorious IV Baetica (Illiberis)
---[] King Roland XXXIII du Martel (Braicam)
---[] Representative of the Durrutian Comunes (Durruti)
---[] Governor Mehmet II Indra (Saffran)
---[] Governor Kazimier Symansky (Zatloczony Tertius)
---[] King Louis LXIV du Soleil (Seibourc)
---[] Governor Kam Chong-Yol (Milae)
--[] Coordinate with the proper authorities to investigate Adept Rojas (Mutually exclusive with Deployment option)
--[] Tutor another Marine (Can be taken more than once.)
---[] Write-in three notables you want to train and in what stat (Note: You can´t train someone in a stat he surpasses the trainer in.)
--[] Reassign Notable to another post (Doesn´t count towards action limits, can be taken multiple times)
---[] Write-in the Notable and the position you are placing them in.

Master of the Keep (Choose 2 Action)
-[] Train Current Luctus PDF Regiments.
-[] Raise more PDF Regiments.
-[] Train Chapter Serfs.
-[] Improve an Aspect of the Fortress-Monastery.
--[] Expand Forges (Increases BP by 25)
--[] Expand Apothecarion (Reduces successes needed to complete actions)
--[] Expand Garages (Increases Ground Vehicle pool by 10%)
--[] Expand Hangars (Increases Air Vehicle pool by 10%)
--[] Expand External Defenses (Increases the Successes an enemy force needs to breach the Fortress-Monastery)
--[] Expand Internal Defenses (Increases the Successes an enemy force needs to advance through the Fortress-Monastery)
-[] Meet with Mayor-Governor Gustav Repnin (You have to add a write-in specifying what you want to negotiate with them.)

Chief Librarian Actions (Choose 1)
-[] Compile Lore about the Warp
-[] Attempt a Divination Ritual
-[] Instruct a Neophyte in a particular Discipline
–[] Write-In which Neophyte you want to instruct and in what Discipline you want him to develop (Pyromancy, Biomancy, Telepathy, Telekinesis, Divination )

Master of the Forge Actions (Choose 3. Production counts towards 1 Action):
-[] Assign Equipment Permanently to a company or character (Free action, can be taken multiple times):
–[] Write- in what do you assign and to whom.
-[] Research Luctusian Refuges.
-[] Research ways to re-weaponize the Mist.
-[] Finance a Tech-hunting expedition on Luctus
-[] Find practical applications for the Mist-hardened skin of the Great Devourer
-[] Investigate Grav-Weapons Working.
-[] Improve Contemptor Dreadnought Neural integrations
-[] Investigate the Strange Device of Adapost
-[] Instruct Senior Techmarines on Great Crusade Era Tech.
-[] Formalize equipment loadout for your 10th Company
-[] Production (Luctus manufacturiums grant you 125BP per turn, while the Forge aboard the
Fear of Judgement grants you another 100BP, Your Master of the Arsenal and Chief Victualler give you an additional 50 BP Each. You have 25 BP extra available from the previous turns. Maintenance costs are negated by your Master of the Marches. To Produce you need to indicate which type of weaponry each Techmarine produces. Techmarines can produce one type of Item each time, Senior Techmarines two types and your Master of the Forge three):
–[] Product Master-Crafted equipment (Can only be taken once, will use all the production slots of your Master of the Forge and the cost of the equipment is double the regular amount).
–[] Repair Equipment:
—[] 2 Stormbirds 50BP Each
—[] 3 Thunderhawk 25BP Each
—[] 1 Rhinos 5BP
—[] 2 Prototype Mk.VI "Corvus" Power Armor 35BP each
—[] Spatha´s Grav-Cannon 35BP
-Bolt Pistol: Standard Issue
Statline: Damage 4, AP 3, Short Range
-Godwyn-Pattern Bolter: Standard Issue
Statline: Damage 4, AP 4
-Chainsword: Standard Issue
Statline: Damage 5, AP 3
-Heavy Bolter: Standard Issue
Statline: Damage 5, AP 4, Heavy, Rapid Fire,
-Reaper Autocannon: Standard Issue
Statline: Damage 4, AP 5, Blast 1, Heavy, Needs Strength 5
-Missile Launcher: Standard Issue
Statline:
Damage 6, AP 2, Blast 2 (Frag)
Damage 5, AP 4, Blast 1 (Krak)
-Astartes Grenade Launcher: 3BP/Launcher
Statline:
Damage 7, AP 2, Blast 2 (Frag), Short Range
Damage 6, AP 4, Blast 2 (Krak), Short Range
-Astartes Combat Shotgun: 2BP/Shotgun
Statline: Damage 5, AP 2, Blast 1, Short Range
Lascannon: 5BP/Cannon
-Statline: Damage 8, AP 4, Heavy, Unwieldy.
-Plasma Pistol: 4BP/Pistol
Statline: Damage 4, AP 3, Blast 1, Short Range, Gets Hot
-Plasma Gun: 6BP/Gun
Statline: Damage 4, AP 4, Blast 1, Gets Hot
-Plasma Cannon: 8BP/Cannon
Statline: Damage 5, AP 4, Blast 2, Gets Hot, Heavy Needs Strength 5
-Plasma Blaster: 15BP/Gun (Requires Great Crusade-Era Techmarine)
Statline: Damage 5, AP 4, Blast 2, Gets Hot, Needs Strength 5
-Volkite Serpenta: 15BP/Pistol (Requires Great Crusade-Era Techmarine)
Statline: Damage 6, AP 3, Spread 1, Short Range
-Volkite Charger: 20BP/Gun (Requires Great Crusade-Era Techmarine)
Statline: Damage 6, AP 3, Spread 1
-Volkite Caliver: 30BP/Gun (Requires Great Crusade-Era Techmarine)
Statline: Damage 6, AP 4, Spread 1, Rapid Fire, Heavy, Needs Strength 5
-Meltagun: 6BP/Gun
Statline: Damage 5, AP 3, Short Range
-Multi-Melta: 12/Gun
Statline: Damage 7, AP 3, Short Range, Heavy, Needs Strength 5
-Storm Bolter: 8BP/Gun [NOTE: Requires Senior Techmarine to Craft]
Statline: Damage 5, AP 4, Rapid Fire, Needs Strength 5
-Stalker Bolter: 6BP/Gun
Statline: Damage 6, AP 4, Unwieldy.
-Scout Sniper Rifle: 6BP/Gun
Statline: Damage 5, AP 5, Unwieldy.
-Kraken-Pattern Bolter: 6BP/Gun
Statline: Damage 5, AP 4
-Kheres Assault Cannon: 10BP/Cannon
Statline: Damage 6, AP 6, Blast 1, Heavy, Unwieldy, Needs Strength 5
-Combi-Flamer Bolter: 15BP/Gun [NOTE: Requires Techmarine to Craft]
Statline: Damage 4, AP 4, Spread 2
-Combi-Melta Bolter: 15BP/Gun [NOTE: Requires Techmarine to Craft]
-Statline: Damage 4, AP 6. Short Range
-Combi-Plasma Bolter: 15BP/Gun [NOTE: Requires Techmarine to Craft]
-Statline: Damage 6, AP 5. Gets Hot
-Combi-Volkite Bolter: 20BP/Gun
Statline: Damage 6, AP 4, Spread 1
-Grav-Gun: 25/BP [NOTE: STC Pattern Unavailable]
-Statline: Damage 7, AP 7
-Flamer: 6BP/Gun
Statline: Damage 5, AP 3, Spread 2, Short Range
-Heavy Flamer: 8BP/Gun
Statline: Damage 6, AP 4, Spread 3, Short Range Needs Strength 5
-Eviscerator-Pattern Chainsword: 3BP/Sword
Statline: Damage 6, AP 3, Two-Handed
-Chainfists: 3BP/Pair of fists.
Statline: Damage 7, AP2, Two-Handed
-Power Fist: 5BP/Fist [NOTE: Requires Techmarine to Craft]
Statline: Damage 5, AP, 5 Blast 1.
-Power Sword: 5BP/Sword [NOTE: Requires Techmarine to Craft]
Statline: Damage 6, AP 5
-Power Axe: 5BP/Sword [NOTE: Requires Techmarine to Craft]
Statline: Damage 7, AP 5, Unwieldy
-Power Maul: 5BP/Maul [NOTE: Requires Techmarine to Craft]
Statline: Damage 6 AP 4, Blast 1
-Lightning Claws: 10BP/Pair of Claws [NOTE: Requires Techmarine to Craft]
Statline: Damage 8, AP 4, Two-Handed.
-Thunder Hammer: 10BP/Hammer [NOTE: Requires Senior Techmarine to Craft]
Statline: Damage 8, AP 6, Two-Handed, Blast 1 Needs Strength 5
-Force Weapon: 15BP/Weapon [NOTE: Requires Librarian to Craft]
Statline: Damage 5, AP 4, Psychic Focus
-Crozius Arcanum: 15BP/Weapon [NOTE: Requires Senior Techmarine to Craft]
Statline: Damage 6, AP 5, Blast 1
-Chainglaive: 10BP/Glaive [NOTE: Requires Senior Techmarine to Craft]
Statline: Damage 7, AP 6, Two-Handed
-Headsman Axe: 6BP/Axe
Statline: Damage 8, AP 4, Two-Handed
-Mk-VI 'Corvus' Power Armor: 10BP/Suit
Advantages: Light (+1 Agility)
Disadvantages: Light (-1 Armor)
Statline: Armor 2, +1 Agility
-Prototype Mk-VI 'Corvus' Power Armor: 40BP/Suit
Advantages: Light (+1 Agility), Reinforced (+1 Armor)
Disadvantages: Prototype (-2 to Repairs)
Statline: Armor 4, +1 Agility
-Mk-VII 'Aquila' Power Armor: Standard Issue.
Advantages: Standard (+1 to Repairs)
Disadvantages: None
Statline: Armor 3
-Mk-VIII 'Errant' Power Armor: 10BP/Suit
Advantages: Reinforced (+1 Armor)
Disadvantages: Non-Standard (-1 to Repairs)
Statline: Armor 4
-Centurion Exosuit: 80BP/Suit
Advantages: Heavily Reinforced (+2 Armor), Augmented (+1 Strength)
Disadvantages: Non-Standard (-1 to Repairs), Cumbersome (-1 Agility)
Statline: Armor 5, +1 Strength, -1 Agility Needs Strength 5
Comes With:
-Centurion Siege Drill: Statline: Damage 5, AP 6
-Centurion Missile Pods:
Statline: Damage 6, AP 2, Blast 2, Rapid-Fire (Frag)
Damage 5, AP 4, Blast 1, Rapid-FIre (Krak)
-Terminator Armor (Indomitus Pattern): 60BP/Suit [NOTE: STC Pattern Unavailable: Improve relations with the Mechanicus]
Advantages: Ultra-Heavy Reinforcement (+3 Armor), Augmented (+1 Strength), Iconic (+1 Willpower, +1 Willpower to all Friendly Units)
Disadvantages: Cumbersome (-1 Agility), Archeotech (-2 to Repairs)
-Iron Halo: 30BP/Piece [NOTE: Requires Senior Techmarine to Craft]
Advantages: Conversion Field (+2 Armor), Badge of Office (+1 Fellowship)
Statline: +2 Armor, +1 Fellowship,
-Combat Shield: 5BP/Shield
Statline: +2 Armor, No Hands Required
-Storm Shield: 10BP/Shield
Statline: +4 Armor, One-Handed


--Boarding Shield: 5BP/Shield
Statline: +3 Armor, One-Handed
-Cameleoline Cloak: 5BP/Cloak
Statline: +1 Agility
-Jump Pack: Standard Issue (5BP/Jumpack For characters)
Statline: +2 Agility (Speed checks only.)
-Rhino: 40BP/Vehicle
Statline: Armor 4, Structure 6, Transports 10
-Razorback: 45BP/Vehicle
Statline: Armor 4, Structure 7, Damage 5, AP 4
-Whirlwind: 45BP/Vehicle
Statline: Armor 3, Structure 5, Damage 6, AP 2, Blast 3 (Frag)
Damage 5, AP 4, Blast 2, (Krak)
-Vindicator: 60BP/Vehicle
Statline: Armor 5, Structure 7, Damage 6 AP 4, Blast 3(Demolisher Cannon.)
-Predator: 80BP/Vehicle
Statline: Armor 6, Structure 8, Damage 8, AP 6 (Lascannon)
Damage 8, AP 6, Twin-Linked (Twin-Linked Lascannon)
Damage 5, AP 4, Rapid Fire (Heavy Bolter)
Damage 6, AP 5, Blast 2 (Autocannon)
-Dreadnought Chassis (Castaferrum pattern): 60BP/Chassis
Statline: Armor 6, Structure 6, Damage 8, AP 5 (Combat Assault Claw)
Damage 6, AP 5, Rapid Fire (Assault Cannon)
Damage 5, AP 4, Spread 3 (Heavy Flamer)
Damage 6, AP 3, Short Range, Rapid Fire (Multi-Melta)
Damage 6, AP 2, Blast 3 (Frag Missile)
Damage 5, AP 4, Blast 2 (Krak Missile)
Damage 6, AP 4, Spread 1 (Volkite Culverin)
-Dreadnought Chassis ("Restored" Contemptor pattern): 80BP/Chassis
Statline: Armor 8, Structure 8, Damage 9, AP 6 (Dreadnought Power Claw)
Damage 6, AP 5, Rapid Fire (Assault Cannon)
Damage 5, AP 4, Spread 3 (Heavy Flamer)
Damage 6, AP 3, Short Range, Rapid Fire (Multi-Melta)
Damage 6, AP 2, Blast 3 (Frag Missile)
Damage 5, AP 4, Blast 2 (Krak Missile)
Damage 6, AP 4, Spread 1 (Volkite Culverin)
-Scout Bikes: 7BP/Bike
Statline: Armor 1, Structure 4, Fast Assault Vehicle, Damage 4, AP 3, Rapid Fire (Bolters)
-Attack Bike: 20BP/Bike
Statline: Armor 2, Structure 4, Fast Assault Vehicle, Damage 5, AP 4, Rapid Fire (Heavy Bolter)
Damage 6, AP 3, Short Range, Rapid Fire (Multi-Melta)
-Land Speeder: 30BP/Vehicle
Statline: Armor 3, Structure 5, Grav Vehicle, Damage 5, AP 4, Rapid Fire (Heavy Bolter)
Damage 6, AP 3, Short Range, Rapid Fire (Multi-Melta)
-Storm Raven: 30BP/Craft
Statline: Armor 4, Structure 5, Transports 12, Transports 1 Dreadnought. Flyer, Damage 8, AP 6, Twin-Linked (Twin-Linked Lascannon)
Damage 5, AP 4, Rapid Fire (Heavy Bolter)
Damage 6, AP 2, Blast 3 (Frag Missile)
Damage 5, AP 4, Blast 2 (Krak Missile)
-Thunderhawk: 50BP/Craft
Statline: Armor 6, Structure 8, Transports 30 (Gunship), Transports 2 Rhino Chassis/1 Land Raider Chassis (Transporter), Flyer, Damage 5, AP 4, Rapid Fire (Heavy Bolter)
Damage 6, AP 2, Blast 3 (Frag Missile)
Damage 5, AP 4, Blast 2 (Krak Missile)
Damage 12, AP 8, Blast 1 (Turbo-Laser)
-Stormbird: 80BP/Craft
Statline: Armor 9, Structure 10, Transports 50 (Gunship), Transports 5 Dreadnoughts/3 Rhinos/ 1 Land Raider Chassis (Transporter), Flyer, Damage 5, AP 4, Rapid Fire, Twin-linked (Heavy Bolter)
Damage 8. AP 6. Twin-Linked (Twin-Linked Lascannon)
Damage 6, AP 2, Blast 3 (Frag Missile)
Damage 5, AP 4, Blast 2 (Krak Missile)
-Land Raider: 400BP/Vehicle [NOTE: STC Pattern Unavailable: Improve Relation with the Mechanicus]
Statline: Armor 10, Structure 16, Transports 10 Terminators, Power of the Machine Spirit, Damage 8, AP 6, Twin-Linked (Twin-Linked Lascannon)
Damage 5, AP 4, Rapid Fire (Heavy Bolter) [Twin-Linked Option Available]
Damage 6, AP 3, Short Range, Rapid Fire (Multi-Melta) [Twin-Linked Option Available]
Damage 6, AP 5, Rapid Fire (Assault Cannon)
Tarantula Sentry Turret: 20BP
Statline: Armor 2, Structure 4, Inmovible
Damage 5, AP 4, Rapid Fire, Twin-linked (Heavy Bolter)
Damage 8. AP 6. Twin-Linked (Twin-Linked Lascannon)
-[] Acquire Vehicles from Smilnay
-Rhino: 1 Minor Favor per 3 Vehicles
Statline: Armor 4, Structure 6, Transports 10
-Razorback: 1 Minor Favor per 2 Vehicles
Statline: Armor 4, Structure 7, Damage 5, AP 4
-Whirlwind: 1 Minor Favor per 2 Vehicles
Statline: Armor 3, Structure 5, Damage 6, AP 2, Blast 3 (Frag)
Damage 5, AP 4, Blast 2, (Krak)
-Vindicator: 1 Minor Favor per 1 vehicle
Statline: Armor 5, Structure 7, Damage 6 AP 4, Blast 3(Demolisher Cannon.)
-Predator: 1 Minor Favor per 1 vehicle
Statline: Armor 6, Structure 8, Damage 8, AP 6 (Lascannon)
Damage 8, AP 6, Twin-Linked (Twin-Linked Lascannon)
Damage 5, AP 4, Rapid Fire (Heavy Bolter)
Damage 6, AP 5, Blast 2 (Autocannon)
-Dreadnought Chassis (Castaferrum pattern): 1 Minor Favor per 1 vehicle
Statline: Armor 6, Structure 6, Damage 8, AP 5 (Combat Assault Claw)
Damage 6, AP 5, Rapid Fire (Assault Cannon)
Damage 5, AP 4, Spread 3 (Heavy Flamer)
Damage 6, AP 3, Short Range, Rapid Fire (Multi-Melta)
Damage 6, AP 2, Blast 3 (Frag Missile)
Damage 5, AP 4, Blast 2 (Krak Missile)
-Attack Bike: 1 Minor Favor per 10 vehicles
Statline: Armor 2, Structure 4, Fast Assault Vehicle, Damage 5, AP 4, Rapid Fire (Heavy Bolter)
Damage 6, AP 3, Short Range, Rapid Fire (Multi-Melta)
-Land Speeder: 1 Minor Favor per 4 vehicle
Statline: Armor 3, Structure 5, Grav Vehicle, Damage 5, AP 4, Rapid Fire (Heavy Bolter)
Damage 6, AP 3, Short Range, Rapid Fire (Multi-Melta)
-Storm Raven: 1 Minor Favor per 3 vehicle
Statline: Armor 4, Structure 5, Transports 12, Transports 1 Dreadnought. Flyer, Damage 8, AP 6, Twin-Linked (Twin-Linked Lascannon)
Damage 5, AP 4, Rapid Fire (Heavy Bolter)
Damage 6, AP 2, Blast 3 (Frag Missile)
Damage 5, AP 4, Blast 2 (Krak Missile)
-Thunderhawk: 1 Minor Favor per 2 vehicle
Statline: Armor 6, Structure 8, Transports 30 (Gunship), Transports 2 Rhino Chassis/1 Land Raider Chassis (Transporter), Flyer, Damage 5, AP 4, Rapid Fire (Heavy Bolter)
Damage 6, AP 2, Blast 3 (Frag Missile)
Damage 5, AP 4, Blast 2 (Krak Missile)
Damage 12, AP 8, Blast 1 (Turbo-Laser)
Land Raider: 1 Mayor Favor per vehicle
Statline: Armor 10, Structure 16, Transports 10 Terminators, Power of the Machine Spirit, Damage 8, AP 6, Twin-Linked (Twin-Linked Lascannon)
Damage 5, AP 4, Rapid Fire (Heavy Bolter) [Twin-Linked Option Available]
Damage 6, AP 3, Short Range, Rapid Fire (Multi-Melta) [Twin-Linked Option Available]
Damage 6, AP 5, Rapid Fire (Assault Cannon)

Chief Apothecary (Choose 3 Actions)
-[] Investigate Mist counter-agents.
-[] Continue on Spatha´s geneseed.
-[] Make test slaves to produce more progenoids.
-[] Study examples of Luctusian Fauna II (Marrow Eaters).
-[] Study examples of Luctusian Fauna III (Paukvora).
-[] Study examples of Luctusian Fauna IV (Bone Grinders).
-[] Study examples of Luctusian Fauna V (Sadist Shrikes).
-[] Study examples of Luctusian Flora.
-[] Accelerate Training of Apothecaries-in-Training

Master of Recruits (Choose 2 Actions)
-[] Train your Chapter
--[] Weapon Skill.
--[] Ballistic Skill.
--[] Strength.
--[] Toughness.
--[] Perception.
--[] Agility.
--[] Intelligence.
--[] Willpower.
--[] Fellowship
-[] Tutor another Marine (Can be taken more than once.)
--[] Write-in three notables you want to train and in what stat (Note: You can´t train someone in a Stat he surpasses you in.)

DEPLOYMENTS.
Write-in how many squads you want to deploy in each assignment and from which Company, and with which vehicles and vessels. You don´t have to send troops to a deployment if you do not wish to.
Deployment Restrictions:
-1.Each Company Captain MUST be deployed with Squads of his Company.
-2.Your Master of the Fleet can be deployed with a vessel, but he will never land planetside.
-3.Your Chapter Champion and Honor Guard can only be deployed alongside your Chapter Master.
-4.Master of the Keep, Master of the Watch, Master of the Arsenal, Master of the Marches, Chief Victualer are non-deployable, except for Luctus Deployments. Master of Recruits is only deployable with Nowalijki Squads.
-5.At least one Apothecary has to remain in the Fortress Monastery.
-6 Dreadnoughts have a Lucidity value that goes from 0 to 100. It starts at 100 when interred and it is reduced by a 2d20 each time they are deployed, recovering 3d10 when they are not. If the Lucidity value is lower than 30, the Dreadnought cannot be deployed until its Lucidty value rises above that number.

Deployments:

-[] Cleansing of Yerma: You have the location of the system where the Eyes of the Mutator have settled their new homeworld. For three millennia they have plagued this Sector, killing millions in the name of the God of Sorcery and lies. It ends now.
–[] Write-in Dispatch Force (Starts the Cleansing of Yerma campaign. If not taken, this deployment will be available in the next turns until it is selected.):
-[] One Plus Five:
The Eyes of the Mutator, seemingly emboldened by your lack of action regarding the information of their homeworld, decided to launch a raid on Durruti, hoping to seize it´s promethium production. Fortunately for the Durrutians, an Angels Crusader Strike Cruiser was in the system at the time and now both forces are engaged in fierce fighting. Go assist your cousins in this matter.
–[] Write-in Dispatch Force:
-[] Saakarbal Remnants:
While most of the Pirates that the Traitor Saakarbal had gathered around him were hunted down by glory-hungry Admirals, some of them appear to be rallying in The Heavens nebula. Show them the folly of that action.
–[] Write-in Dispatch Force:
-[] The Čemnota Issue:
A Minor Xeno species that was until recently the pet project of a Rogue Trader dynasty has launched invasions from their previously forgotten homeworld into nearby systems. The Imperial Guard has successfully repelled most of those invasions, but the Xenos in the agri-world of Batan still hold out. Show them why they should have remained hidden.
–[] Write-in Dispatch Force:
-[] Rebels and Renegades:
An Imperial Regiment sent to suppress a rebellion on the Mining World of Yangu has turned it´s coat and joined the rebels, pushing the remaining loyal regiment out of the population centers and into the mountains. Rally the Loyalists and dispatch the traitors.
–[] Write-in Dispatch Force:
-[] Mechanical Standoff:
The Governor of Acronix has requested your assistance. Heavily armed delegations of both Smilnay and Milan have arrived to inquire about the relic suits of the planet, and they are on the verge of open conflict. The governor wants you to ensure his world doesn't become a battlefield for Skitarii
–[] Write-in Dispatch Force:
—[] If you send forces, Write-in whether you want to favor one side or you will just keep the peace between them.
-[] Warm Fungi:
Another Ork Waaagh, Waaagh Squiglovah, has fled from their defeat at the hands of the Blazing Wardens in the Cassoian Sector and are now hoping to regain their strength in Faisal. Make sure they do not do so.
–[] Write-in Dispatch Force:
-[] Investigating Rojas:
You won´t slow down for red-tape or give time for Rojas to either hide, flee or be silenced. Send forces to apprehend and interrogate the Adept before anyone notices. (Mutually exclusive with the Chapter Master Action)
–[] Write-in Dispatch Force:

Q.M notes: Well, there has been plenty of updated things this Chapter, so let´s get to them. First of all, the informational with armor decorations of your notables, has been updated with the new Honor Guard and Chapter Champion, alongside the decoration of Spatha´s Dreadnought.

Another thing that has been updated is the production table with new goodies. Thanks to @Altom for all the suggestions. Speaking of production and to preempt questions, what that action does is determine a load-out for your veterans, both from the 10th and the command squads, assign equipment and inform you of the cost of filling the extra equipment, which is done with the BP of the next turn. This would have happened with an elite 1st Company too.

Tying to the veterans, Informational has also been updated. With the vote for 10th company elite, there are 10 sergeants freed up, alongside 3 from the 9th Company squads you don´t have yet. They have been moved to the unassigned marines pop-up

Culture vote will be done either on or after the Action Results for this turn, depending on how many votes are on the Action results.

As always, feel free to point out any mistakes, and tell me which planet you want for the next instance of Guide to the Planets of the Aetelian Sector.

Have a nice day, and please, keep all discussion civilized and respectful, we are all here to have a good time :)
 
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Favor get though it seems the Eyes of the Mutator have split part of their force to raid a promethium facility defended by an allied chapter.

Would it still be a good opportunity to go all in by cashing in favors since one of their forces have split off to raid?
 
I'm in favour of working on the Mechanical Standoff if that goes really bad it won't just be Skittari fighting.
 
I won't be able to go over all the new gear ootions right now (RL :mad: ) But there are still some things missing. Should I ask the questions here or in PM @ThunderOwl?
 
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