Of Lords and their Legions (A Necron Overlord Quest)

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The forgeworlds are the worst early targets, they're extremely heavily fortified, the local population are fanatically devoted and it just costs too much to assault, unless you plan to just fly past and Exterminatus it.

On the flip side, most forgeworlds are not self sufficient, they suck in resources to produce all their shit, cut those off and they'd need to venture out or lose production. Perfect for starving on the vine.

agriworlds are gaping wounds on imperial logistics
destroy them and the sector go into open rebellion as they tear each other apart
 
Time skip part 2
Years 13 through 20 of the Yulenoths restoration

Military

-[X][Military] Establish Starbases and defenses - 8 pts
The conflict with the Imperium has taught you much, specifically it has informed you of the sheer scale of the threat you face. The Imperiums armies are vast on a scale nearly unimaginable, and though their sciences, methods and cohesion are all lacking in some way, they could still sweep over your small fleet and not notice the losses.

Thus the scarabs and Nanofactories begin the reconstruction of Daeloths grand defenses. First to be rebuilt are the picket forts and tripwire defenses just behind the minefields. Not capable of holding back a fleet by any means, but certainly suitable for killing small escorts which may slip past the mines. These small forts also act to stall enemy fleets as their solid construction and long range means they must be destroyed before any invasion can move onward.

Smaller, more mobile minefields are next created further within the system. More easily detected than those in the out system, but able to be directed at the Overlords will. Acting more as highly destructive missile swarms with incredible payloads than traditional minefields.

fortresses then begin to rise slightly beyond Telgu's orbit. While not so vast nor impenetrable as a Nekhet grand bastion, they are nonetheless of such scale as to act as lynchpins in the defense of the system. As powerful as a Cartouch class light cruiser and far more protected, they each possess layered batteries of tesla, particle and gause weaponry, ready at a moments notice to annihilate any who would appear within the Yulenoths heartland

Finally came the monitors. Vessels unburdened with the expense of phasing technologies or intersteller rated inertialess drives . Instead these slow but sturdy vessels are intended to act only as the defense fleet of Dailoth. Though they number only a few, these ships focus nearly entirely on firepower and armour, and outclass true warships in both aspects. A true force to be reckoned with should any try to surprise the Yulenoth while their fleet is away.



-[X][Construction] Maximise Resource extraction (in system). - 1 + 1pts
The foundries of Daeloth must churn if we are to survive, and though our speed of our artifice is much increased over that of the standard Tomb. This matters little if we cannot feed the forges. Fortunate it is then the The imperials were able to fund some of the required expansion. Once the engines and power plants of the vessels were substantially improved and the inner workings hollowed out for space they were set to work. Now they act as freighters going to and from the inner and outer systems to the new atmospheric refineries of the gas giants and the mineral mines of dwarf planets. To acquire and return to daeloth the fruits of its system

2/7 levels of resource extraction - rudimentary extraplanetary mining and transport



-[X][Research] Create a system scale marvel - 8 pts
The great project is nearly complete and the black hull stretches more than a dozen kilometres from tip to tip. Only the very core of the device still needs to be created with suitable subjects being discovered to fulfill the adequate emotional resonances. Nevenokh requests only the smallest amount of additional time to work on the vessel before it is finally complete and ready to be wielded against the dynasties' foes.

-95% complete

-[X][Personal] Hone your skills of creation (rolled with learning) - 2 pts

42,61
Alas, no fresh breakthroughs come to you after the human invasion. Though you create many items of note, these lack the flair of the great leaps of advancement that you have seen over the last decade. You are sure that there is further work to be done. But mastering the arts of the crypteks was never meant to be the task of a single lifetime.


-[X][Diplomacy] Attempt to recruit a Cryptek/s (Unlocked by "Scholar Lords") - 9 pts
Recruiting some crypteks


43, 81, 31, 68, 7, 9, 66, 88 (-20 to dc) , 79, 19 - 2 successes

Aztemikh the wanderer. specialisation = 1d6 = 3 = Chronomancer, artifice skill 40/60/90/95/100 = 52 = 2


Once a promising young son of the Sautekh dynasty turned cryptek. Aztemikh was banished by his father, a lesser overlord from the realm after trapping a lordly rival of his in a time loop, lasting centuries until Orikan himself intervened in the scandal. The Cryptek has since wandered from court to court, not setting himself down long enough for suspected assassins to ever catch up to him. Now, on the other side of the galaxy, he is hoping for a few centuries of obscurity for tempers to cool so he can travel in safety once more.

Hetamhet The sky warden. specialisation = 1d6 = 4 = Ethermancer,artifice skill 40/60/90/95/100 = 94 = 4


Formerly the court cryptek of the Malezem dynasty to the galactic east, she tells a cautionary tale of not underestimating the younger races. She tells of how the Malezem were in only the beginning of their awakening when they realised their planet was occupied by primitive interlopers. Great, primitive foundries covered the surface and the seismic activity caused by the tombs awakening had spooked the locals. Millions of crudely mechanised soldiers carved their way into the tomb, with only thousands of warriors ready to fight against them. It was quickly realised that the battle would be lost and the royal court scrambled to board a Dirge class escort and escape while the rest of the Malezem fell to the red robed horde. Now a wandering vagabond she has joined your court, though her hatred of this mechanicus burns bright in her heart for wasting hundreds of years worth of her experimentation

(hates the mechanicus)

Sarnekh diplomacy

An imperial riposte (Year 16)

The Saunekhs advance into imperial space has progressed nearly unopposed, with the two sectors being fought over only able to call upon local fleets and their own resources. One of the two Saunekh battlefleets descended upon a local forge world which through both its armies on the ground and its personal fleet had fought a hard but ultimately doomed resistance. Bolstered as they were by superb gene altered warriors conducting teleport strikes from one of their manufactories. It seemed a last desperate strike was being launched when they teleported aboard the Tomb ship "Eternities will" and damaged its inertialess drive. However, simultaneous to this assault, the imperials finally responded in force. Fully six hundred ships of the line with an attendant escort swarm descended upon the captive Saunekh fleet,

Suddenly outnumbered near seven to one though unwilling to sacrifice their tomb ship. The two forces would meet in battle. The wounded Tomb ship found itself matched against the immense fortress vessel designated Phalanx, whose profligate weapon batteries appeared much superior to imperial standards. it rained fire not only down upon the Eternities will but also upon the supporting Necron fleet. Who though potent and resilient, were simply unable to match the numbers sent against them. This only worsened as more gene warriors were teleported aboard the Tomb ship and nearby scythes, wreaking havoc on critical systems even as the immortal garrisons were levied against them. Eventually, the Saunekh had to conclude that the battle was lost and phased their fleet out of combat. Leaving behind their prized capital ship and dozens of burning wrecks.


A furious expulsion. (Year 18)
The Triarchs have been banished from the realm of the Saunekh! After being locked in consultation with the Triarchs judicators for three days, the Pharekh Agranasta ejected them from her realm. The Triarchs in response have disavowed the Saunekh dynasties dynastic privileges, the first time such a power has been utilised since the awakening. Stripping the dynasty of any protections due to them under Necrontyr law and granting all other Necron rulers carte blanche in waging war against them. Lords both within and without the Saunekh domain wonder if this could sound the death knell for the suddenly reeling dynasty. Especially as the Triarchs have offered the aid of a judicator fleet to any who take up arms against the dynasty.


Thotk Diplomacy

Bittersweet deals (Year 15)

While the wars against their former subordinates have not proceeded poorly. It is extremely difficult for them to prosecute campaigns against foes who take nearly a full year to send forces against. Even victories turn pyric as tomb worlds, heavily fortified as they are can sometimes take decades to fully reduce in lengthy and risky sieges. The Thotk have decided do not currently possess the manpower or the ships to wage these wars of reconquest and have been forced to sign over independence to both the Tecrim and Krimekh dynasties. Now they turn inwards, to snuff out the last remaining sparks of rebellion and reconstruct their grand inertialess highways.


Jannissaries (Year 19)
The Thotk have taken inspiration from the Yulenoth and have acted to create their own living forces while attempting to abide by the letter of the law. Capturing vast populations of humans, they have instituted rudimentary living conditions on their worlds and are arming these humans as soldiers, arguing that to arm a people is not the same as uplifting them. Many within the dynasty see trusting these apes as little more than arming future rebellions and the dynasties are calling for a session of the court of Lords to determine its legality

-[X][Intrigue] Ensure the Sirano are acting in good faith - 1
The noble houses were quite difficult to pierce. Many had servers and data storage completely cut off from the wider Sirano data sphere. Physical scarabs had to sneak through security measures and active countermeasures. Which while largely successful is going to become significantly more difficult as they develop. Nevertheless much information was gathered from the higher ups of their society. From the offices of Generals there was both a mix of great fear and great excitement. They see incredible funding directed toward the military and the corresponding improvements in capability as nothing short of incredible. However they also see the erosion of their own power beneath that of Necron generals as a massive threat. While most lords feel leading Sirano to be beneath them, there are several whom the SIrano themselves have come to see as capable and respectable leaders worth following. The traditional Sirano Nobility worry that if too many Necron lords grow more tolerant, they themselves may be made redundant.

The Political sphere is far more jubilant in regards to the "saviors" return except for those at the very apex of government. The mainstay see the promise of a return to the stars in the Necrons. With Telgu being terraformed and scouting being conducted of nearby systems by Jornakh, they see the near future as a golden age where the nobility will be granted vast estates to manage on newly colonizable worlds. The great lords of the SIrano however, are worried. They see the re-settling of cloned veterans loyal mostly to their generals and their overlord as a direct threat to any power they might acquire. As their own power, traditionally controlled through the army raised and payed for by them is being undercut by Jornakhs grand clone legions

-[X][Intrigue] Keep an eye on Jornakh - 3 pts

Jornakh is an Intelligent creature and you believe that he would not do anything self destructively foolish. However, you have not survived this long by allowing threats to develop at will beneath your nose. Lukaten can account for that. Therefore you instruct Lasthule to emplace several lords within the small court Jornakh seems to be developing around himself. Several of those tapped find themselves quickly but surely relegated to other tasks in Jornakhs domains. Overseeing crop production and ensuring oversight of the scientists assisting in the Sirano's technological developments. In fact so many of your agents appear to have either been turned by Jornakh or made politically irrelevant that you believe yourself to have failed in penetrating his inner circles.

Then, years after being sent out you begin receiving coded transmissions from two lords you believed to have been turned. Sophisticated work has to be done to properly read the messages but by the conclusion of your readings you feel satisfied that they have not been subverted

-two spies embedded in Jornakhs retinue, will receive espionage information on Jornakh like any other dynasty

Overproduction of personal and vehicle grade wargear
One of your lords within Jornakhs retinue has been placed in charge of auditing the weapons earmarked for the expeditionary Grand Legions. While they produce sufficient weapons to equip the legions being sent forth, the amount produced per factory has not increased to a level matching their increasingly sophisticated production capabilities. Your agent acting on a hunch and monitored the outgoing traffic from several armament production facilities to discover that significant production is being stored in state owned warehouses. Warehouses whose contents are periodically emptied for a purpose he knows not.


-[X][Intrigue] Establish listening posts in the depth of space - 2 pts

The listening posts are towed into location throughout the subsector via multiple journeys via shroud class light cruiser. Where they are released and go about their missions. Within only a few years, the depths of space within the subsector are known to us. Allowing us to track and monitor the vast majority of traffic through these space lanes.



-[X][Intrigue] Spies in dynasties (requires envoys in dynasties to have at least 1 point invested) - 3pts


-[X] The Agrek'un: 1
Nothing as of right now

Your spy has managed to delve quite deep into the inner workings of the dynasty, however there is little to the Aghrekhun that you do not know already. Your spy managed to delve deep enough into their inner workings that he discovered the presence of the Sirano, on loan to the Aghrekun in return for mineral and industrial wealth. But it seems the war for survival is too intense

-[X] The Nilankh: 1
A secret gate/A secret Invasion

The Nilankh overlord Visron has been found and she is leading an invasion. It seems that the hermit kingdom to our south has been busy in a system far from any other active dynasty. Having built an entirely new Dolmen gate far to the south of their main holdings. Our spy has been tapped to participate in the invasion we now know is currently ongoing against the thought to be dormant Dorinon dynasty. The Nilankh have forced open the Dorinon gate and are pouring through with all their might. Already most of the Dorinon cities have fallen and only a few clustered around their capital stand resolute, covered from orbit by defensive pylons. But the Nilankh legions are massing to fall upon the weakest link in their defences.

-[X] The Sarnekh: 1
Nothing as of right now
Having only recently arrived in the system, the spy has little to report. Either than the information already told to you via your ambassadors and diplomats



[Construction] Transform Telgu - 6 pts
Telgu, is a world coated from its poles to its equator in ice and tundra. Though not quite as cold as it had been in ages past, any sirano who wishes to make a home here would need to live in immense climate controlled dome cities. Fortunately, in their great cataclysmic war The Necrontyr had faced similar problems, as truly habitable worlds were annihilated in the crossfire between the galactic powers. They had therefore long ago discovered methods for the creation of a habitable biosphere.

Thus canoptic swarms were sent to descend upon the planet in swarms so immense they could be seen from orbit. Some of these swarms were dedicated to heating the struggling core of the planet. Creating vast self sustaining reactions to heat the planet's mantle. The slowly warming rock forming molten pools before escalating into an entire subterranean layer. Shifting and moving in such a way to sustain a planetary scale electromagnetic field, blocking the sun's scouring winds. The Imperial ships captured and converted into industrial freighters were put to work, transporting the atmospheric molecules to the planet in quantities great enough to make a difference. No longer having its atmosphere scattered in the solar winds the world gradually began to warm. The heat cast down upon the planet by its sun's rays gradually being absorbed. Then slowly but surely, the ice began to melt.

Other swarms were dedicated to a vast ecological project. Planting the seeds of innumerable hardy algaes upon the surface of the planet. A tide of dark greens achingly slowly spreading across the planet, their near black surface capturing and storing the heat of the sun far more effectively than the icy surface of the world.

Finally, once the magnetosphere was firmly established, and it was deemed unlikely there would be significant wastage of material, two cartouche class light cruisers were brought down near the surface of the planet above the thickest glaciers of Telgu. Then they began firing their tesla batteries at the walls of ice. Massive detonations occurred as kilometres of ice was melted by the incandescent lighting and then flash frozen by the freezing temperature and arctic winds. The cartouches kept firing. Vast plumes of captured compounds and molecules evaporated into the atmosphere to be finally re-integrated with the atmosphere of the planet. The cartouches would continue to move around the planet, reinvigorating the natural planetary shield of the planet shockingly quickly .

  • Telgu's average daily temperature of -7 has been flash heated to 4 and will gradually rise by one degree a year while the canoptic swarms continue to introduce a biosphere. The only question is how hot do you desire the planet to be?

[ ] A temperate paradise; Average temperature of 17 degrees. This is the temperature at which the Sirano are most comfortable. Substantially colder than Daeloth, but they are evolved to deal better with a more temperate climate

[ ] Desert Oases ; Average temperature of 21 degrees. The sun of the Necrontyrs civilisation was powerful and harsh. Creating vast deserts of scorching dunes, with great river valleys for many millennia being the only true location of Necrontyr civilisation. Daeloths wet nature makes the similar temperature much more humid than the Necrontyrs home, but Telgu could be made to fit their ideal far more closely.


alright then. Now i simply have to fill in what the Sirano have been up to and we can get back to the quest proper
 
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[X] A temperate paradise; Average temperature of 17 degrees. This is the temperature at which the Sirano are most comfortable. Substantially colder than Daeloth, but they are evolved to deal better with a more temperate climate

seems like best choice as it does not matter what the temperature is for us, but it will be great for the Sirano and we did make this world for them
 
[X] A temperate paradise; Average temperature of 17 degrees. This is the temperature at which the Sirano are most comfortable. Substantially colder than Daeloth, but they are evolved to deal better with a more temperate climate
 
[X] A temperate paradise; Average temperature of 17 degrees. This is the temperature at which the Sirano are most comfortable. Substantially colder than Daeloth, but they are evolved to deal better with a more temperate climate
 
Could probably let our heir solve that fear of being replaced by the Generals. Because quite simply, there will always be more Sirano then there are Necron generals capable of leading them.

As for the top leaders of Sirano leadership, in one word step up or shut up. If they want to spread their influence among the new colonies, then they should petition our heir through the standard court processes. You know the usual, trading of favors, economic benefits, bribes, relinquishing of certain powers in return for nominal authority on how said worlds are ruled, etc.

So as far I can see it, our heir and son and solve most of the Siranos issues.

Edit: [X] A temperate paradise; Average temperature of 17 degrees. This is the temperature at which the Sirano are most comfortable. Substantially colder than Daeloth, but they are evolved to deal better with a more temperate climate
 
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[X] A temperate paradise; Average temperature of 17 degrees. This is the temperature at which the Sirano are most comfortable. Substantially colder than Daeloth, but they are evolved to deal better with a more temperate climate
 
spies and diplomats
how the rumour mills and spy rings actually work in this campaign

Every dynasty will have secrets both large and small which they wish to keep hidden from their fellows and both diplomats and spies can discover these. The severity of the secret and the level of secrecy the dynasty keeps it under determins the dc

Every level of embassy you have within a foreign dynasty gives you bonuses to negotiations with them and costs more for each level implemented. However they also give you an additional roll each year of discovering their secrets. A low roll or a natural one in this instance having no mechanical effect.

Spies, once in place do not cost you anything. They also do not grant any relationship bonus, but they roll against a much lower dc for discovering secrets and can find out even the deepest hidden secrets of a dynasty. The main risk for them is detection. on a roll of 2-5 the spy is detected and promptly executed. If a natural 1 occurs the spy is discovered and their undeniable allegiance is discovered, imperiling your own reputation. Spies can also be used for tasks such as sabotage or assassination, but these carry much higher risks. They can also be withdrawn or asked to not risk detection and thus provide no useful information. But there is a small risk in such situations they they simply join the opposing dynasty.

Im also making a limit on the number of "embassies" a tomb world can possess at 10 per tomb world. Though this can be increased through upgrades
 
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[X] A temperate paradise; Average temperature of 17 degrees. This is the temperature at which the Sirano are most comfortable. Substantially colder than Daeloth, but they are evolved to deal better with a more temperate climate
 
[X] A temperate paradise; Average temperature of 17 degrees. This is the temperature at which the Sirano are most comfortable. Substantially colder than Daeloth, but they are evolved to deal better with a more temperate climate
 
[X] A temperate paradise; Average temperature of 17 degrees. This is the temperature at which the Sirano are most comfortable. Substantially colder than Daeloth, but they are evolved to deal better with a more temperate climate

Could probably let our heir solve that fear of being replaced by the Generals. Because quite simply, there will always be more Sirano then there are Necron generals capable of leading them.

As for the top leaders of Sirano leadership, in one word step up or shut up. If they want to spread their influence among the new colonies, then they should petition our heir through the standard court processes. You know the usual, trading of favors, economic benefits, bribes, relinquishing of certain powers in return for nominal authority on how said worlds are ruled, etc.

So as far I can see it, our heir and son and solve most of the Siranos issues.
I think they're worrying over nothing really, because the number of intelligent Necrons are static - as we expand, anything we take that isn't a tombworld of our own dynasty needs their guidance...though for our own stability reasons we probably want a few more vassal races, Jornakh winding up with de facto control of the vast bulk of our holdings would encourage unwise behaviors.
 
The human question is coming up, what should be our position on it? Personally, I don't believe 40k Imperial worlds should be given the same position as that of the Sarino. The largest reason of course, is religion.

The Imperial Creed preaches hatred of all Xenos, of which we are. And even if we curb said religion and get the Priests to strike that particular line from the books, it would be impossible to rule Imperial worlds without a very large base of dissent.

Edit: Now some sort of puppet relationship? Where the world in question is banned from space travel and whose only use should be manpower for Penal Legions. And above all else, restriction from ever touching Necron tech.
 
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I have to agree, best thing would be to only take the children or those that can be...'re-educated' as our vassals, otherwise we purge to avoid too many problems when it comes to Imperials. For non-imperial humans I suggest we take a case by case basis.

I feel like for our Dynasty, if Im reading it correctly, our angle should be: Enlightened Self-interest and practicality.
 
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I have to agree, best thing would be to only take the children or those that can be...'re-educated' as our vassals, otherwise we purge to avoid too many problems when it comes to Imperials. For non-imperial humans I suggest we take a case by case basis.
Agreed. Small isolated populations from Space Hulks and Imperial Vessels should give us a small enough population of humans that we could "convert" in a reasonable amount of time. That should provide us a small of growing human population that we could eventually use to control/convert Imperial worlds.
 
After all, we don't want to annihilate the galaxy...just restore our glorious rule. We stood alone, stood apart, and now let us stand above.
 
Give us time and we can pull a eternal throne and save the galaxy for all sentient beings. In Battle Fleet Gothic, we are the hero's who closed the Eye of Terror (and destroyed the Phalanx, killed Admiral Halt, and captured a Primarch, but let's not talk about those hairless apes).

Edit: For those who dont know what I'm referencing
 
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The human question is coming up, what should be our position on it? Personally, I don't believe 40k Imperial worlds should be given the same position as that of the Sarino. The largest reason of course, is religion.

The Imperial Creed preaches hatred of all Xenos, of which we are. And even if we curb said religion and get the Priests to strike that particular line from the books, it would be impossible to rule Imperial worlds without a very large base of dissent.

Edit: Now some sort of puppet relationship? Where the world in question is banned from space travel and whose only use should be manpower for Penal Legions. And above all else, restriction from ever touching Necron tech.
Definitely agree on the puppeting, although I wouldn't say they are only good for Penal Legions. Humans are a bit more psychic than the Sarino which may have its uses, and whatever benefit we could gain from the cannon fodder is probably outweighed by the benefits of just putting them all to work building things for our #1 underlings.

Slightly off topic: the Imperium currently still has better technology than the Sirano, does it not?
 
Slightly off topic: the Imperium currently still has better technology than the Sirano, does it not?

The lines are blurring and the Sirano certainly have far superior weapons and a better foundation across most technologies, but the Imperium still as a whole is more advanced. With some of their high technologies still being far out of reach of the Sirano
 
Definitely agree on the puppeting, although I wouldn't say they are only good for Penal Legions. Humans are a bit more psychic than the Sarino which may have its uses, and whatever benefit we could gain from the cannon fodder is probably outweighed by the benefits of just putting them all to work building things for our #1 underlings.

Slightly off topic: the Imperium currently still has better technology than the Sirano, does it not?
I'm not sure our vassal has developed any Psionic institutions to train their powers.

Technology wise, everything but infantry equipment. While the Sirano should have a broader tech base (indicated by their hover technology), they lack the means of production to use said base to its fullest potential. That, and their infantry gear is our Necron infantry gear.
 
[X] Desert Oases ; Average temperature of 21 degrees. The sun of the Necrontyrs civilisation was powerful and harsh. Creating vast deserts of scorching dunes, with great river valleys for many millennia being the only true location of Necrontyr civilisation. Daeloths wet nature makes the similar temperature much more humid than the Necrontyrs home, but Telgu could be made to fit their ideal far more closely.


They will be the children of the Necrontyr.
 
I'm not sure our vassal has developed any Psionic institutions to train their powers.
Something to use our Imperial territory for, then.
Technology wise, everything but infantry equipment. While the Sirano should have a broader tech base (indicated by their hover technology), they lack the means of production to use said base to its fullest potential. That, and their infantry gear is our Necron infantry gear.
So if we go with our plan to starve out the local worlds by taking over Agri-Worlds and Mining Worlds, we would take over any Hive or possibly Forge World after they've been deprived of needed materials, which would give our Sirano the infrastructure and material needed to progress further technogically.
 
How advanced is Necron tech ? Could we infiltrate a forge world and just pretend to be a tech priest ? Is our technology good enough that we could impersonate the Fabricator General ?
 
Something to use our Imperial territory for, then.

So if we go with our plan to starve out the local worlds by taking over Agri-Worlds and Mining Worlds, we would take over any Hive or possibly Forge World after they've been deprived of needed materials, which would give our Sirano the infrastructure and material needed to progress further technogically.
Any major conquests of industrial and resource rich materials are going to be put under our direct control. Seeing as we could make better Star ships and that the Sirano are only allowed limited system fleets, it's a wise decision. Maybe when we have multiple species and our manpower pool for trained Captains run out, we can revisit this issue. That, or if the Sirano makes any technological or Psionic breakthrough that warrants such a level of investment.
 
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