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

Well to quote the man who made the winning plan for that decision:

"Bit of Reasoning:
Always found the idea dumb that part of the most important members of Chapter Command are all missing, out and about campaigning. And some special functions and duties are clearly heavily overlapping/absolutely redundant and just flavour speech because GW decided that every Comapany Captain needed another fancy title." -Bohnenpflanzer post 110
I have not seen this guy post at all in this thread lol I understand the reasoning but our captains don't spend all 5 years per turn out fighting battles. Even Yerma, our biggest campaign yet, took a year to fight, starting in 796 and ending in 797. Our captains are away months at a time at the minimum, maybe a year or two at the maximum. I'd seriously prefer reintegrating the Master of the (name) roles with the company captain roles eventually, like when a logistics officer dies or something.
 
Was a bit bored and looked through our armory and seeing what equipment we have on hand to equip to our notables (Our company captains) and I was thinking of this:
I kind of want to simplify it, similar to Company Command as it is. Give Captains and Notables (Techpriests, etc) a 10-BP melee weapon and a 10-BP ranged of their choice. We're getting good mileage out of it, and most combi-weapons are 10 BP or less IIRC (combi pistols for all of them!).

Spears and shields for the honor guard is interesting, but given that we've got an assortment of powerful options for pistols I think we can extend the 2x 10-BP option to them as well, plus Combat Shields and P-Corvus. Maybe a special exemption for 15 BP for a Storm Shield/PW combo since I think that's 10 and 5.

Maybe have our techies develop a combi-spear early?

We've already got 13x Stalker Bolters assigned to 10th company command.
 
I kind of want to simplify it, similar to Company Command as it is. Give Captains and Notables (Techpriests, etc) a 10-BP melee weapon and a 10-BP ranged of their choice. We're getting good mileage out of it, and most combi-weapons are 10 BP or less IIRC (combi pistols for all of them!).
I mean, our Techmarines get the Ominssah Axe for their melee weapon, that's kinda their badge of office. Besides, we already sent that bulk order to Smilnay, so our company command already has their preferred equipment. Also, I don't know if you mean combi bolters or combi pistols but we don't have an option for combi pistols. I just went over what to give our captains from our current armory items.


Spears and shields for the honor guard is interesting, but given that we've got an assortment of powerful options for pistols I think we can extend the 2x 10-BP option to them as well, plus Combat Shields and P-Corvus. Maybe a special exemption for 15 BP for a Storm Shield/PW combo since I think that's 10 and 5.
I've always wanted an honor guard where 5 of them form a shield wall while the other 5 have ranged options with a variety of ranged weapons. Combi-flamer to clear out a horde of enemies, combi-melta for armored targets, combi-plasma, etc... Maybe even just a plasma gun or something since we have some spare plasma guns laying around.


Maybe have our techies develop a combi-spear early?

We've already got 13x Stalker Bolters assigned to 10th company command.
Maybe I missed a conversation but what do you mean by a combi-spear? I doubt we can strap a flamethrower to a power spear lol and putting a spear on the underside of a bolter is just a really short bayonet, so it'd be better to just have a dedicated melee weapon.

And yeah, there's a bunch of stalker bolters for 10th command but that was before I pointed out sniper rifles and other weapons that could be added. I'd prefer our 10th company to live up to its purpose and use snipers to eliminate targets from extreme distance rather than get stuck in a fight.
 
Given that a Power Spear with a Bolter (or something even nastier) is the signature weapon of Adeptus Custodes I am rather hesitant to make them. I would rather not learn first hand who they send as copyright lawyers. :V
 
Given that a Power Spear with a Bolter (or something even nastier) is the signature weapon of Adeptus Custodes I am rather hesitant to make them. I would rather not learn first hand who they send as copyright lawyers. :V
Even 38,000 years in the future, you cannot escape copyright laws :p
 
The Integrated Auxiliary Forces

Aventum V, Ksi'm'yen Sept

Barracks of Integrated Auxiliary Forces



Auxiliary Commander Telmyr Vann was watching training will-be soldiers of Integrated Auxiliary Forces, from balcony of his Office. Some of them were training shooting from their magnetic rifles, some were training their closer combat skills either against mannequins or each other, and its all while being watched by instructors personally-chosen by Telmyr himself.

At this moment, he had only 200 candidates, but according to deal that he made with Ethereal Aun'ghol, if Soldiers of IAF will have skills equal or above Imperium's Tempestus Scions by the time of next Expansion, then Integrated Auxiliary Forces will be expanded and maybe will become permanent part of T'au Empire's military doctrine in the future.

He already imagined his Integrated Auxiliary Forces marching to battle with perfect coordination, equipped in full body carapace armor: black for battleline Troopers, red for Officers, Orange for Soldiers with heavy weaponry and white for Combat Medics...

And that's when one of training Soldiers revealed his psychic powers, by telekinetically stopping accidental ricochet from harming his fellow Soldier.

"Best way to stop a Psyker is to have Psykers among your own forces too. It would be unnecessary waste to not have Psykers as part of Integrated Auxiliary Forces too. I just need to find a way to make them 'only dangerous to IAF's enemies', at least in theory.".

After briefly thinking about "problem with psykers", Auxiliary Commander had possible solution. Now, he just needed to find one of Nicassar.

------++++------

Generally, "thinly-veiled Expies" of ADVENT from X-COM 2 (just as pure Humans, rather than human-alien hybrids)

I feel that I will likely either expand this or add "part 2", where I will described IAF "in-action"
 
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Deathmaster Ska'Vreetch
Deathmaster Ska'Vreetch



Ska'Vreetch moved through the ruin-smoke like a god.
Fast-fast! Silent-silent! Yes-yes!

The fat-man-thing-throne-sitter — Governor Varlock — cowered in his fortress of stone and steel, thinking walls and soldiers would save-save him.
Fool-idiot! Not from Ska'Vreetch!

Outside, the whole sky burned-burned.
Ska'min war-beasts raged through the city streets. Warp-fire cannons ripped the heavens apart. Clan Skak's white-furred psykers blasted screaming Guardsmen into piles of dust.
All distraction! All chaos-veil! Just as planned-planned.

The real victory was here, inside these pretty walls.
The true kill-kill!

Ska'Vreetch tightened his clawed hands around his swords — two in claws, one clamped between dagger-teeth, the last dancing at the tip of his coiling tail.

Four blades. Four deaths for every heartbeat. Four promises kept to Ska'vornu.

Behind him crept his ten lesser-kin — assassins of Clan Eshinox, sworn to follow... for now-now.
Whisper-quiet, they slithered through vents and ducts, planting warpstone charges, disabling heavy turrets, slitting sentry throats.

The walls bled.
The corridors wept.
The fortress crumbled from within.

Soon-soon... Ska'Vreetch would claim the great kill-kill!
The death of a whole world would bear his name-name! "Ska'Vreetch the Governor-Slayer," yes-yes!

His whiskers twitched as he crept through the final passage — the throne-room lay beyond.
He could smell it. Smell the fear, the desperation. Sweet-sweet!

Then, just as his claws pressed against the great iron doors...

Treachery!

A blade hissed from behind.
One of his own — Ska'Zreetch, the fool-fool — lunged, aiming to bury a poisoned dagger in Ska'Vreetch's back.

Heh. Predictable.

Ska'Vreetch whirled with lethal grace.
His tail-blade lashed out, catching Ska'Zreetch across the throat with a single, surgical flick. Blood sprayed in a bright arc, painting the walls with treachery.
The assassin gurgled and fell, twitching.

The others hesitated — confused, panicked.

That was all the time Ska'Vreetch needed.

He sprang among them, a blur of steel and hate, blades flashing from hand, mouth, and tail.
One by one, he silenced their pathetic betrayal-squeaks.
Slashed throats.
Pierced hearts.
Spines split with brutal, efficient flicks of green-lit warpsteel.

In less than a minute, the hall was still.

Only Ska'Vreetch remained — blood-spattered, breathing hard, grinning a broken-toothed grin around the hilt clenched between his jaws.

"Better off dead-dead, yes-yes," he spat, stepping over Ska'Zreetch's corpse.

He kicked open the throne-room doors.

Inside, the Imperial Governor stood in his gilded armor, power sword trembling in his fat fingers, bodyguards arrayed in desperate ranks.

They opened fire the moment they saw him.
Las-blasts stitched the air. Bolter shells roared.
Ska'Vreetch moved like water.

He spun, twisted, ducked, and leapt — four swords singing.
Tail-blade flicked a grenadier's throat.
Mouth-blade drove into a Commissar's eye-socket.
Twin claw-blades danced, severing limbs and spilling guts.

In moments, the last of the guards fell, broken and bleeding.

The Governor tried to run, stumbling up the steps toward his throne, but Ska'Vreetch was faster — always faster.

He slammed the fat man-thing back into his gaudy chair, pinning him there with a casual stab of his left claw-blade through the Governor's gut.

The man-thing screamed.
Ska'Vreetch leaned close, blood dripping from his ragged whiskers.

"Great-Great Ska'Vreetch sends greetings, yes-yes!"

With a brutal twist of his mouth-blade, he silenced the scream forever.

As the fortress burned and crumbled, Ska'Vreetch stood atop the governor's throne, swords gleaming, blood soaking his ragged assassin's cloak.

Through shattered windows, he watched the Ska'min hordes tearing the city apart in endless, joyous betrayal and conquest.

His heart swelled with pride.

He had done it.
The kill-kill was his.
The glory was his.

And if some new fool Ska'min Warlord thought-thought to take the credit...

Well.

Ska'Vreetch's blades were always thirsty.



Authors Note: I'm on a role with these here is the next Ska'min to add to the potential foes and this guy is based on the one piece rat himself Deathmaster Snikch. Also another piece of lore i wanted to add about the Ska'min is that the Ska' at the beginning of the names of a lot of their notables/warlords is a title any Ska'min who achieves even the slightest measure of renown — whether through military prowess, technological innovation, or sheer notoriety — will append the prefix "Ska-" to their name. In their language it mean "The Great" or "Greatest of" although in most cases the title is self bestowed, an often times the feat in which the Ska'min claims to have achieve is ether overexaggerated or completely fabricated. Hope you all enjoy.
 
I have not seen this guy post at all in this thread lol I understand the reasoning but our captains don't spend all 5 years per turn out fighting battles. Even Yerma, our biggest campaign yet, took a year to fight, starting in 796 and ending in 797. Our captains are away months at a time at the minimum, maybe a year or two at the maximum. I'd seriously prefer reintegrating the Master of the (name) roles with the company captain roles eventually, like when a logistics officer dies or something.
For now our battles where only in the sector but in the future that may very well change and we would get longer term campaigns

Plus 2 of our homebound officiers give us together 100 BP so that is good plus we have back ups when ever we get hit like the wardens and they essentially are our homebound commanders in case of something to happen there
 
I have not seen this guy post at all in this thread lol I understand the reasoning but our captains don't spend all 5 years per turn out fighting battles. Even Yerma, our biggest campaign yet, took a year to fight, starting in 796 and ending in 797. Our captains are away months at a time at the minimum, maybe a year or two at the maximum. I'd seriously prefer reintegrating the Master of the (name) roles with the company captain roles eventually, like when a logistics officer dies or something.

Personally I think it's far better to have the roles split, so that way if we lose a captain we're only losing one set of skills instead of both their combat skills and their experience as a Master of some sphere of the chapter. It also helps us have a superior number of notables in many circumstances, which dovetails nicely with our new Relic.
 
For now our battles where only in the sector but in the future that may very well change and we would get longer term campaigns

Plus 2 of our homebound officiers give us together 100 BP so that is good plus we have back ups when ever we get hit like the wardens and they essentially are our homebound commanders in case of something to happen there
That's a fair point, however, those two homebound officers are Fretensis and Utica and the two of them aren't exactly that 'notable' in terms of stats, pun intended. The exceptions are Fretensis' intelligence and Utica's fellowship.


Personally I think it's far better to have the roles split, so that way if we lose a captain we're only losing one set of skills instead of both their combat skills and their experience as a Master of some sphere of the chapter. It also helps us have a superior number of notables in many circumstances, which dovetails nicely with our new Relic.
While I agree having a bunch of notables is good, those chapter command notables (minus the founders) can't be deployed beyond Luctus, reducing our new relics effectiveness. While I intend on making a plan where we can make full use of Severus' new relic (I intend on deploying Severus against Drukhari and throwing a bunch of our psykers at it so we have a bunch of notables lol), its just that our various Chapter Command notables can only be used on Luctus. They'll be useful in investigating the other continent but their stats make me concerned that they might die in a fight against a real foe rather than wildlife.

I've got a feeling that we can only change how chapter command works on the next culture vote on turn 20, so odds are I'm going to forget about this but I will say that this isn't that big of a deal for me. I just like having things be steam-lined and efficient.
 
Reading the last omake I suddenly thought of Konrad suddely having one last vision of the Mist Shrikes for M'Shen takes his head.
I think he would have hated it, one of Konrad's main themes is his complete nihilism and how he just gave up since all his visions showed him as nothing more than a savage animal, he just accepted that and didn't even try to be a better man, the idea that some of his sadistic scum of sons would turn out to be dutiful and noble would be sour to his endless self pity. Korad was a crybaby.
 
Omake about Penitent Engine had Konrad laughing "as if he was only one that got the joke" when 'heretek' was telling him about titular device (that latter "invented")
 
I wonder
Has the population of luctus been having a baby boom?
Multiple refuges have been reclaimed and the presence of astartes have boosted the economy
I think yhe population would be increasing

Which means we will have more possible recruits with a higher population
 
@ThunderOwl In turn 13 and onwards, in the research sections for the Apothecary and Forge, could you maybe list the research progress next to the research options so we remember which options we were researching and how far along we were? It'd help me remember how far along we've progress in something, like our geneseed as an example.

Also, for Lubomir's friends, is Stefan still alive? I remember you mentioning that Artur is still in the 6th company but Stepan was shifted over to the 2nd Company, which means he fought in Yerma. Did he survive the fighting?
 
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Given that a Power Spear with a Bolter (or something even nastier) is the signature weapon of Adeptus Custodes I am rather hesitant to make them. I would rather not learn first hand who they send as copyright lawyers. :V
Inb4 they pay the Shrikes a visit like in Torroar's quest just to see if it's Custodes property or not and then knowing the truth they sometimes draft them for Custodes business.
I think he would have hated it, one of Konrad's main themes is his complete nihilism and how he just gave up since all his visions showed him as nothing more than a savage animal, he just accepted that and didn't even try to be a better man, the idea that some of his sadistic scum of sons would turn out to be dutiful and noble would be sour to his endless self pity. Korad was a crybaby.
I'd say more like mixed feelings considering it was his planet that sent the dregs to be his sons and he hated them as a result.

At that point he'll just accept death even more and give the loyalists new names in his mind for his own failures.
 
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Heres are the main things that I would like to do in turn 13

-[] Assign Equipment Permanently to a company or character (Free action, can be taken multiple times):
–[] Ulpio: 1 Prototype Corvus armor, 1 iron halo
Aelius Catillina: 1 power spear, 1 plasma pistol
Mikhail Vitalievich: 1 power axe
Gallienus: 1 volkite charger
Squad 2-1: 10 boarding shields, 1 melta gun, 1 plasma gun, 1 grav gun
Squads 2-1 to 2-6: 1 plasma gun, 1 melta gun/ squad
Squads 2-9 to 2-10: 1 heavy flamer, 1 plasma cannon
Squad 3-1: 1 grav gun, 1 plasma gun, 1 melta gun
Squads 3-1 to 3-6: 1 plasma gun, 1 melta gun/ squad
Squads 3-9 to 3-10: 1 plasma cannon, 1 multi melta
Squads 10-6 to 10-10: 1 melta gun/squad
Karark Zel: Cathaphractii terminator armor

-[] Research Luctusian Refuges.
-[] Finance a Tech-hunting expedition on Luctus
-[] Investigate Grav-Weapons Working.



Chief Librarian Actions (Choose 1)
-[] Instruct a Neophyte in a particular Discipline
–[] Neophyte Rajko: Telekinesis


Chief Apothecary (Choose 3 Actions)
-[] Study examples of Luctusian Fauna III (Paukvora).
-[] Study examples of Luctusian Fauna V (Sadist Shrikes).
-[] Accelerate Training of Apothecaries-in-Training

Master of Recruits (Choose 2 Actions)
--[] Strength.
--[] Toughness
 
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Also why don't we assign one of the grav guns to mikhail. Also I want to give a cataphractii suit to thrax
Grav guns work better in squads since one marine can hold a larger enemy (helbrute, a tank, armiger knight) while the other squad members blast it apart. We can give one to thrax once he becomes the first captain. The reason I would give Zel one is that if the other suit is destroyed during research due to crit fails then we still have another one
 
Grav guns work better in squads since one marine can hold a larger enemy (helbrute, a tank, armiger knight) while the other squad members blast it apart. We can give one to thrax once he becomes the first captain. The reason I would give Zel one is that if the other suit is destroyed during research due to crit fails then we still have another one
Maybe we can also make some mastercrafted weapons and or armor
 
I don't even want to think about handing out special gear like Mastercrafted weapons or any Terminator Armor until we've got a solid vehicle pool and have our "common" non-standard gear like Plasma Guns and Storm Bolters in reasonable supply. Hell, we're still down quite a few Prototype Mk. VI suits since we've started.
 
^
| This.
As much as I would like to drip out our notables, we're still scraping by when it comes to BP, which isn't gonna get better any time soon when taking into account all the repairs we'll have to make. I'm guesstimating, but its likely that by turn 18 we should have a solid enough basis to start splurging on mastercrafted items.
 
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