Founding Chapter: Ultramarines Founding: M32/Fourth Founding Chapter Master: Torvald Thunderson Homeworld: Midgardia (Current), Ragnarok (Former) Fortress-Monastery: Aula Fortis (Current), Aula Occisi (Former) Speciality: Combined Arms, Naval Warfare & Boarding Actions. Colours: Red and white with a golden trim. Symbol: Crossed golden lightning bolts behind a red lambda 'A'. Battlecry: "We are the Avenging Storm!"
@Oshha I'm curious but what the fate of Ragnarok? Destroy when the Imperium declares as traitors or is it currently in the hands of the loyalists Storm Avenger?
@Oshha I'm curious but what the fate of Ragnarok? Destroy when the Imperium declares as traitors or is it currently in the hands of the loyalists Storm Avenger?
[X] Give it to Yngmar Dynasty. Gain 1 Minor Favour from the Yngmar Dynasty.
[X] Hand them over to the Asgardian Ecclesiarchy. Gain 1 Major Favour with the Asgardian Ecclesiarchy. Improves relations with the Asgardian Ecclesiarchy.
[X] Give it to the Mechanica Sororitas. Gain 1 Honourbound Favour from the Mechanica Sororitas.
[X] Hand them over to Gabriella von Grom. Gain 1 Honourbound Favour from the Von Grom Dynasty. Improves relations with the Von Grom Dynasty.
[X] Allow the request. The Asgardian Ecclesiarchy needs to be able to defend itself properly.
Adhoc vote count started by Oshha on Oct 23, 2024 at 4:26 AM, finished with 55 posts and 23 votes.
[X] Hand them over to the Asgardian Ecclesiarchy. Gain 1 Major Favour with the Asgardian Ecclesiarchy. Improves relations with the Asgardian Ecclesiarchy.
[X] Give it to the Aristocracy of Asgardia. Gain 1 Major Favour from one influential Asgardian noble.
[X] Hand them over to the Asgardian Ecclesiarchy. Gain 1 Major Favour with the Asgardian Ecclesiarchy. Improves relations with the Asgardian Ecclesiarchy.
[X] Give it to the Mechanica Sororitas. Gain 1 Honourbound Favour from the Mechanica Sororitas.
[X] Hand them over to Gabriella von Grom. Gain 1 Honourbound Favour from the Von Grom Dynasty. Improves relations with the Von Grom Dynasty.
[X] Allow the request. The Asgardian Ecclesiarchy needs to be able to defend itself properly.
"We were once Death Guard, but we can no longer call ourselves that," says Solrek Mortoss as he stands before you, clad in the recovered Cataphractii-pattern Terminator Armour while the Relic Power Axe Reaper of the Witch hands from his side, "I was once a Dusk Raider, but it doesn't feel right to go back to that."
To the surprise of you and Ovald, all five of the Death Guard survived and all five of the gene-seed was extracted successfully. Osmadiel on the other hand was unfazed by the news, saying he knew the stubbornness and spite of the Sons of Mortarion.
"Do you have a name in mind then?" you inquire and Solrek nods.
"When we found Mortarion and he first saw us, our gene-father's words were 'You are my unbroken blades. You are the Death Guard.'," answers Solrek, "Our Legion stopped being the Dusk Raiders and we became the Death Guard while those of us who were there called yourselves the Unbroken. We might not be able to call ourselves the Death Guard, but unlike our traitorous brothers, we can still call ourselves the Unbroken Blades of our Primarch. So we shall be the Unbroken Blades."
"That is a good, strong name," says Osmadiel approvingly, "You have a plan for your Chapter's future?"
"For now, we shall bide our time as preparations are made," says Solrek, "We need to adjust to this forsaken future and everything needs to be prepared for our Chapter. We need decades of Test-Slaves to build up our gene-seed stockpile and it will also take decades for the Mechanicus to build us a fleet and fill our armoury. As a Space Marine, it aches to be side-lined from the fighting, but the truth of the matter is that it will be a couple of generations before we are in a position to fight without being annihilated."
Fortunately for the Unbroken Blades and the other Chapters of the Asgardia Sector, the Mechanica Sororitas have recovered enough from the civil war to reopen for business for lack of a better term. While they had still been supplying the Order of the Sacred Storm with wargear and Battlefleet Asgardia with new warships in addition to providing repairs, you can finally request new construction from them and begin to call in the grand debt that they owe you.
"When the time comes, the Storm Avengers will be honoured to fight alongside the Unbroken Blades," you tell the Death Guard, "Unless you have anything else to add, I propose we move onto other subjects."
"That is acceptable," says Solrek.
"The Invincible Reason should be restored a decade into the new century," reports Osmadiel, "We should also double our numbers at around the same time, which would give us the manpower to properly garrison the warship."
"You believe that is important?" inquires Ovald.
"Things might be different to those of you who grew up in this era, but a Gloriana is meant to have thousands of Marines aboard," says Osmadiel, "Without them…we have all witnessed how vulnerable even a battleship of its might is."
"Indeed," you say, "My Chapter's veterans struggled to capture it as things were. If the Dark Angels had a proper garrison of Astartes aboard, I cannot say they would have succeeded."
"Moving onto the crusade, things should be concluded by the end of the century," says Osmadiel, "The greenskins are firmly on the backfoot and with no chance of regaining orbital supremacy, victory is a matter of when not if at this point. I will recommend sending more Asgardian Auxilia to replace losses sustained, but further warship and Astartes reinforcements are not required in my opinion. Even with Grotsmasha leading the defence, we have more than enough vessels for orbital supremacy and enough brothers to handle whatever comes up."
"With the crusade in hand, I would like to address the outstanding threats to the sector and any future concerns," you say, "The Kabal of the Black Reaping have dealt a grievous blow, but it has been some time since we last struck at the Darcs Coalition or the Strulrot Empire. The xenos have had ample time to rebuild and I suspect that at least one of them will make a move sooner rather than later. The homegrown Chaos threats are a low priority at the moment with even Hell Forge Heimdall having bled greatly over the past couple of decades.
"That said, the Archenemy is still dangerous and I do not mean that as just a general warning. The Steel Hunger is still strong enough to crush a lone Chapter and the Tau have begun to fight both the Death Guard and the Thousand Sons in the Jericho Reach. They have also encountered elements of another warband called the Pyre, but the reported equipment of the Pyre is closer to that of a renegade Chapter than what is used by the Traitor Legions."
"Don't forget that the Alpha Legion has a presence in the Jericho Reach," warns Ovald, "My brothers were able to slay some of them, but the majority successfully escaped to the Reach."
"Indeed and speaking of the Jericho Reach, there is a grave threat there," you say grimly as you push a button to display the relevant data from the Hololithic Projector, "This is Amenophis IV, a Hive World in the Jericho Reach near the border with the Asgardia Sector. It is a world ruled by an Abominable Intelligence, who has enslaved the local human populace and displayed the ability to produce new archeotech."
And like that, you have the full attention of the other three Chapter Masters.
"We do not know the details of how it came about, but sometime between now and the Imperium abandoning the Jericho Sector, Amenophis was taken over by an AI," you continue, "It appears to have the planet fully under its control and when reacted with violence towards the Water Diplomats of the Tau. When it engaged their Fire Warriors and Air Pilots, its forces were human, but they were wearing power armour and equipped with assorted weaponry, including volkite weapons and grav weapons that were new constructions. As of such, we know that this AI has the means to produce new archeotech weapons."
"Any signs of expansion?" asks Solrek.
"At the moment, the Abominable Intelligence appears to be content to remain upon Amenophis IV," you answer, "Whether that is by choice or because it lacks the means or resources to reach into the void is unknown. I am inclined to believe it is the latter as even a hive world has limited strategic resources and the Abominable Intelligence must be stretching them thin after so long. Yet that said, we cannot rule out the possibility of escalation by the monster so if we are to strike at this threat, it must be swift and decisive."
"Is an urgent strike needed?" inquires Osmadiel, "I remember how much of a threat Abominable Intelligence could be back in the Great Crusade."
"From what the Tau have provided us, I believe it can wait a decade or two to recover from the Dark Angel invasion," you tell him and the others, "For now, the Abominable Intelligence shows no intention of growing into a greater threat. Unless provoked, we can expect it to remain that way."
And so the wheels of governance grind on, as the Asgardian Triumvirate goes from being ruled by three Chapter Masters to being led by four of them.
***
Free Actions (Choose up to three) Perform actions that don't fall under Production or Chapter Deployment. Also includes non-Codex compliant changes to your chapter organisation.
[ ] Write-in.
[ ] Write-in.
[ ] Write-in. Skald Action A diplomatic venture taken by your skalds such as calling in a Favour or reaching out to another faction.
[ ] Write-in. Godi Action The Godi are your dedicated research team of mortal scientists. They provide a free Research action that can be taken so long as they aren't already committed to another project.
[ ] Write-in. Chapter Deployment
[ ] Torvald and his Honour Guard are permanently unavailable.
[ ] 1st Company (80) is unassigned and currently available.
[ ] 2nd Company (90) is unassigned and currently available.
[ ] 3rd Company (56) is assigned to the 1st Asgardian Crusade and currently unavailable.
[ ] 4th Company (28) is unassigned and currently available.
[ ] 5th Company (52) is unassigned and currently available.
[ ] 6th Company (38) is unassigned and currently available.
[ ] 7th Company (42) is engaged on Tyr and currently unavailable.
[ ] 8th Company (62) is unassigned and currently available.
[ ] 9th Company (36) is unassigned and currently available.
[ ] 10th Company (80) is unassigned and currently available.
[ ] 11th Company (80) is unassigned and currently available.
[ ] 12th Company (80) is unassigned and currently available.
[ ] 13th Company (30) has a crippled Strike Cruiser and is currently unavailable.
[ ] 14th Company (60) is unassigned and currently available.
[ ] 1st Chapter Fleet is unassigned and currently available.
[ ] 2nd Chapter Fleet is assigned to the 1st Asgardian Crusade and currently unavailable.
[ ] 3rd Chapter Fleet is unassigned and currently available.
[ ] 4th Chapter Fleet is in need of repairs and currently unavailable.
[ ] 5th Chapter Fleet is in need of repairs and currently unavailable.
[ ] Requilary Battle Barge Might of Storms is unassigned and currently available.
[ ] Battle Barge Storm of Salvation is assigned to the 1st Asgardian Crusade and currently unavailable.
[ ] Battle Barge Implacable Justice is unassigned and currently available.
[ ] Battle Barge Unrelenting Fury is unassigned and currently available. Production (96 Points & 6 Techmarine available)
[ ] Write-in.
-Battle Barge Tempest of Justice one Turn to be repaired.
-Battle Barge Storm Invictus one Turn to be repaired.
-Strike Cruiser Eternal Tempest needs a Major Favour and one Turn to be repaired.
-Strike Cruiser Avenging Crusader needs a Major Favour and one Turn to be repaired. Development (84 Resource Points available)
[ ] Write-in.
-[] Plasma Reactor for Automated Foundry Alpha = 5 RP
-[] Plasma Reactor for Automated Foundry Gamma = 5 RP Chapter Organisation (Optional) This is here so you can make Codex-compliant changes to the chapter to suit your preferences. Think things like assigning vehicles or warships to a company or replacing losses in a battle company from a reserve company. Most of this will happen automatically and will be sorted out by me, the QM, but here is the option if anyone wants to do it themselves.
[ ] Write-in.
***
Missions
Amenophis: Archeotech & AIs (Jericho Reach): The Hive World of Amenophis IV has been taken over not by Chaos or Xenos, but by an Abominable Intelligence. Enslaving the entire populace, the AI managed to repel a Tau attempt to liberate the world using widespread Archeotech weapons. Archeotech weapons that have been constructed since the AI took over. Amenophis is home to both a grave danger and a great treasure as the AI must be stopped before it can expand further while the secrets to create new Archeotech should be seized if possible. Threat Level Exterminus. Skapula: Deathwatch & Hereteks (Jericho Reach): Once a Forge World of the Jericho Sector famous for its medicare facilities, Skapula is now a Dead World home to a band of hereteks, roving feral marauders and a sealed off Watch Station. The Tau have requested assistance in dealing with the Watch Station and the former Forge World is a potential treasure trove of technology. Threat Level Extreme. Tyr: Celeste Cultists (Tyr Sub-Sector): The Chaos cultists continue to prove wily as the local authorities struggle to put them down. The heretics themselves don't pose much of a strategic threat with the main concern being putting them down before external slaves of the Dark Gods can come to their aid. Threat Level Low. Pirate Hunting (Asgardia Sector): While a far cry from the Pirate Lords that existed when you first arrived in the Asgardia Sector, a new pirate threat has emerged. These pirates are a leftover from the anarchy and turmoil of the Reximus Succession Crisis, a threat to sector trade and economy that should be dealt with sooner rather than later. Threat Level Medium. Hell Forge Heimdall (Asgardia Sector): Easily the biggest threat in the Asgardia Sector right now, Hell Forge Heimdall has grown in strength, growing connections and customers in the Jericho Reach. Heimdall has in turn used those to conquer the surrounding sub-sectors and acquire the services of the Chaos Space Marine warband called the Steel Hunger. While direct strikes at the Hell Forge are too dangerous, hitting its fledgling empire is not. Threat Level High/Extreme. Fortress World Tyrfing (Tyrfing Sub-Sector): The brief homeworld of the Bloody Steel, Tyrfing is a very troublesome planet to invade, but its elimination would go a long way to safeguarding the Asgardia Sector. Currently aligned with Hell Forge Heimdall and acting as a bulwark and staging ground for it. Threat Level Extreme. Feral Ork Purge (Asgardia Sector): Thanks to a series of past Waaaghs, a good many of the worlds in the Asgardia Sector have a populace of Feral Orks. While the greater threat of these primitive xenos is usually nominal, every Space Marine knows what the Orks can do when left unchecked. Conduct a purge on the Feral Orks to curtail their threat. Threat Level Low. 1st Asgardian Crusade (Grendel Sub-Sector): While devastated by the fighting in the Beowulf Sub-Sector, enough of the ground forces remain intact enough that striking at the crusade target is still viable. Especially since the Greenskins of Grendel themselves are currently weakened with the recent destruction of Waaagh! Ironrekka at the hands of the Dark Angels. Threat Level High. Chaos in the South (Asgardia Sector): While the largest group of heretics outside of Heimdall's empire, they are also the weakest. Lacking unity and industrial strength, these four sub-sectors will require time more than effort to reclaim. Threat Level Low Khornate Raiders (Asgardia Sector): Bordering both the Iron Sentinels and the Order of the Sacred Storm along with the Imperium, these heretics serve Khorne and value martial prowess and glory greatly. Over the past several decades, they have avoided attacking the Asgardia Sector for the most part, preferring to send raids across the border into the Imperium. While their discipline and wargear varies in quality, they have no shortage of fighting spirit and experienced veterans. Threat Level Medium Feuding Heretics (Asgardia Sector): Despite being grouped together due to their proximity, the Helheim and Muspelheim Sub-Sectors are not united. Ruled by Nurgilite and Slaaneshi cultists respectively, this pair of the sub-sectors spend more time fighting each other than raiding Loyalist territory. Threat Level Medium Patrolling (Asgardia Sector): There are many minor threats to the Asgardia Sector and the loyal Imperial citizens calling it home. Having forces patrol the sector will allow the Chapter to proactively deal with any threats that unexpectedly appear in the sector. Threat Level Variable. Raiding (Asgardia Sector): There are many threats within the borders of the Asgardia Sector, from Orks to heretics to minor xenos powers. Sending forces to raid these foes can weaken them by hitting targets of opportunity. Threat Level Variable. Home Guard (Gard Sub-Sector): As important as it is for the chapter to go out and slay the enemies of humanity, it is also important the chapter protects its home on Midgardia. Stationing forces on Midgardia will help deter opportunities or planned attacks on the fortress-monastery. Threat Level Variable. Omnissiah Service (Asgardia Sector): A good relationship with a Forge World is vital for any thriving chapter and your Chapter is on fairly good terms with the Adeptus Mechanicus despite everything. Nevertheless, the tech-priests don't work for free and you will need to do something for them in exchange for their time and effort. Thankfully, the Adeptus Mechanicus won't say no to the aid of space marines as your assistance is too valuable to turn down. Threat Level Variable. Tau Mercenaries (Tau Empire): Thanks to the Utgard Agreement, the Tau Empire has withdrawn from human space and allied with the Asgardian Triumvirate. Having witnessed the fearsome might of the Adeptus Astartes firsthand, the Tau Empire are willing to trade industrial assistance in exchange for martial assistance. Threat Level Variable. Driving Back the Dracs (Asgardia Sector): The Dracs Coalition is the biggest threat of the minor xenos powers. Undermining their control over human worlds and targeting their war machine would slow down their expansion into the Asgardia Sector. Threat Level High. Purging the Strulrot (Hardrad Sub-Sector): The Strulrot Empire is an expansionist and highly aggressive xenos empire. Over the past few decades, the Strulrot have been marshalling their strength and scouting reports technological advancements on their part. Threat Level High. Jericho Reach (Jericho Sector): The Jericho Reach is a sector to the galactic north-east of the Asgardia Sector that has both been abandoned by the Imperium and fallen to the Ruinous Powers. The Tau Empire is currently expanding into the Jericho Reach and it may be a good idea to see what the xenos are up to while culling any Chaos threats encountered. Threat Level Variable.
Iron Sentinels
1st Company (105/Veteran) = Deployed to the 1st Asgardian Crusade 3rd Company (58/Battle) = Deployed to Mjolnir Sub-Sector. 4th Company (72/Battle) = Patrolling the Asgardia Sector. 5th Company (67/Battle) = Patrolling the Asgardia Sector. 6th Company (66/Battle) = Deploying to Mjolnir Sub-Sector. 10th Company (90/Scout) = Deploying to the 1st Asgardian Crusade.
Knights of Caliban
Order of Deathwing (88) = Deployed to the 1st Asgardian Crusade. Order of Stormwing (88) = Deployed to the 1st Asgardian Crusade. Order of Ironwing (88) = Deployed to the 1st Asgardian Crusade. Order of Firewing (93) = Raiding the Strulrot. Order of Ravenwing (88) = Deployed to the 1st Asgardian Crusade. Order of Dreadwing (86) = Deploying to the Beowulf Sub-Sector. Order of Coldwing (83) = Patrolling the Asgardia Sector Order of Voidwing (83) = Deployed to the 1st Asgardian Crusade. Order of Nightwing (83) = Patrolling the Asgardia Sector. Order of Truthwing (83) = Deployed to the 1st Asgardian Crusade.
Relations
The degrees of Reputation you can earn range from Despised, to Hated, to Bad, to Suspect, to Neutral, to Good, to Liked, to Honoured, to Exalted.
Favours range from Minor to Major to Honourbound.
Favours Owed to the Storm Avengers
Battlefleet Asgardia = 3 Honourbound Favours, 4 Major Favours, 8 Minor Favours.
Mechanica Sororitas = 9 Honourbound Favours.
Order of the Sacred Storm = 2 Major Favours, 2 Minor Favours.
Von Grom Dynasty = 1 Honourbound Favour, 2 Major Favours.
Knights of Caliban = 2 Honourbound Favours, 4 Major Favours.
Vanaheim Valkyries = 1 Honourbound Favour, 1 Major Favour.
Iron Sentinels = 1 Honourbound Favour, 5 Major Favours.
Carmine Talons = 1 Major Favour.
Unbroken Blades = 2 Honourbound Favours, 1 Major Favour.
Asgardian Ecclesiarchy = 1 Major Favour.
Owed by the Storm Avengers
Tau Empire = 1 Honourbound Favour
Minor Tau Favour is worth 3 RP.
Minor MechSororita Favour is worth 6 RP.
Major Tau Favour is worth 15 RP.
Major MechSororita Favour is worth 25 RP.
Honourbound Tau Favour is worth 75 RP.
Honourbound MechSororita Favour is worth 120 RP.
Unfinished development projects must have at least 10% of their total cost or 10 RP, whichever is lower, committed to them. Otherwise you will lose 5% of their total cost or 5 RP, whichever is lower, in progress.
No more than half of your RP per turn can be spent on Industrial Complexes or Orbital Industrial Complexes.
Sub-Sector Status
-Total Income = +84 RP per turn.
Midgardia = +17 RP per turn -Ground Fortifications (Level 10)
-Orbital Fortifications (Level 7)
-Basic Academy
-Basic Training Site
-Advanced Training Site
-Carapace Armour Manufactorum
-Hotshot Lasweapon Manufactorum
-Chimera Manufactorum
-Leman Russ Manufactorum
-Valkyrie Manufactorum
-Basilisk Manufactorum
-'Baneblade' Manufactorum
-Fury Manufactorum
-Thunderbolt Manufactorum
-Marauder Manufactorum
-Strike Cruiser Shipyard
-Gladius-class Frigate Shipyard
-Spatha-class Frigate Shipyard
Danlan = +9 RP per turn -Orbital Fortifications (Level 1)
Valha = +0 RP per turn -Orbital Fortifications (Level 1)
Minvir = +10 RP per turn -Orbital Fortifications (Level 6)
Grisnir = +8 RP per turn -Ground Fortifications (Level 15)
-Orbital Fortifications (Level 10)
-Basic Training Site
-Carapace Armour Manufactorum
-Hotshot Lasweapon Manufactorum
-Chimera Manufactorum
-Leman Russ Manufactorum
-Valkyrie Manufactorum
-Basilisk Manufactorum
-Thunderbolt Manufactorum
Folkvangr = +1 RP per turn -Orbital Fortifications (Level 1)
Tannheim = +8 RP per turn -Ground Fortifications (Level 5)
-Orbital Fortifications (Level 4)
-Chimera Manufactorum
-Valkyrie Manufactorum
Jostir = +9 RP per turn -Ground Fortifications (Level 17)
-Orbital Fortifications (Level 10)
-Basic Training Site
-Carapace Armour Manufactorum
-Hotshot Lasweapon Manufactorum
-Chimera Manufactorum
-Valkyrie Manufactorum
-Thunderbolt Manufactorum
Thur = +8 RP per turn -Ground Fortifications (Level 1)
-Orbital Fortifications (Level 1)
-Advanced Campus
Saemir = +7 RP per turn
Tau Trade = +12 RP per turn.
Supplying Carmine Talons = -5 RP per turn
Recruitment Costs (Green/Trained/Regular)
Infantry Regiment = 1 RP/2 RP/3 RP
Heavy Infantry Regiment = 2 RP/3 RP/4 RP
Mechanised Regiment = 2 RP/3 RP/4 RP
Heavy Mechanised Regiment = 3 RP/4 RP/5 RP
Airborne Regiment = 3 RP/4 RP/5 RP
Heavy Airborne Regiment = 4 RP/5 RP/6 RP
Stormtrooper Regiment = ~/~/5 RP
Armour Regiment = 4 RP/6 RP/8 RP
-Superheavy Attachment = 3 RP (Next 5 are free)
Artillery Regiment = 4 RP/6 RP/8 RP
Interceptor Regiment = 6 RP/8 RP/10 RP
Fighter Regiment = 6 RP/8 RP/10 RP
Bomber Regiment = 6 RP/8 RP/10 RP
Strike Cruiser = 16 RP. May only spend up to 6 RP per turn. Gladius-class Frigate = 4 RP. Spatha-class Frigate = 4 RP.
Available Planetary Projects
Industrial Complex/Costs 10 RP = +1 RP for the planet. Can be taken an unlimited amount of times. You can only build one at a time per world. Orbital Industrial Complex/Costs 25 RP = +1 RP for the planet. Can be taken an unlimited amount of times. You can only build one at a time per world. Basic Academy/Costs 50 RP = Allows recruitment of Trained-rated Regiments. Advanced Academy/Costs 100 RP = Allows recruitment of Regular-rated Regiments. Required for recruitment of Stormtrooper Regiments. Minimal Campus/Costs 20 RP = Mildly increased training rate of Asgardian pyskers. Basic Campus/Costs 50 RP = Moderately increased training rate of Asgardian pyskers. Advanced Campus/Costs 100 RP = Majorly increased training rate of Asgardian pyskers. Aspirant Academy/Costs 25 RP = Provides additional Aspirants per turn. Basic Training Site/Costs 10 RP = Produces one free Heavy Infantry Regiment per turn. Each planet is limited to one per every 5 RP per turn. Advanced Training Site/Costs 25 RP = Produces one free Heavy Mechanised Regiment per turn. Each planet is limited to one per every 10 RP per turn.
Ground Fortifications/Costs 10 RP times level = Self-explanatory. Requires the prior level of fortifications to be built. Orbital Fortifications/Costs 10 RP times level = Self-explanatory. Requires the prior level of fortifications to be built.
Escort Dockyard/Costs 25 RP = Allows the refitting or repairing of one escort-sized warship. -Upgrade to Escort Shipyard (Write-in Type)/Costs 35 RP = In addition to the above, it allows the construction of the chosen warship class. Cruiser Dockyard/Costs 75 RP = Allows the refitting or repairing of one cruiser-sized warship. -Upgrade to Cruiser Shipyard (Write-in Type)/Costs 125 RP = In addition to the above, it allows the construction of the chosen warship class. Battleship Dockyard/Costs 300 RP = Allows the refitting or repairing of one battleship-sized warship. -Upgrade to Battleship Shipyard (Write-in Type)/Costs 500 RP = In addition to the above, it allows the construction of the chosen warship class.
Carapace Armour Manufactorum/Costs 40 RP = Upgrades PDF with Carapace Armour. Unlocks Heavy Regiments. Hotshot Lasweapon Manufactorum/Costs 50 RP = Upgrades PDF with Stormtroopers. Required for recruitment of Stormtrooper Regiments. Chimera Manufactorum/Costs 20 RP = Upgrades PDF with APCs. Required for recruitment of Mechanised Regiments. Leman Russ Manufactorum/Costs 50 RP = Upgrades PDF with Tanks. Required for recruitment of Armour Regiments. Valkyrie Manufactorum/Costs 30 RP = Upgrades PDF with Gunships. Required for recruitment of Airborne Regiments. Basilisk Manufactorum/Costs 40 RP = Upgrades PDF with Artillery. Required for recruitment of Artillery Regiments. 'Baneblade' Manufactorum/Costs 100 RP = Upgrades PDF with Superheavy Tanks. Required for recruitment of Superheavy Attachments. Lightning Manufactorum/Costs 100 RP = Upgrades PDF with Interceptors. Required for recruitment of Interceptors Regiments. Thunderbolt Manufactorum/Costs 100 RP = Upgrades PDF with Fighters. Required for recruitment of Fighter Regiments. Marauder Manufactorum/Costs 100 RP = Upgrades PDF with Bombers. Required for recruitment of Bomber Regiments. Warbringer Manufactorum/Costs 600 RP = Unlocks the production of Warbringer Nemesis Titans.
Astartes Development Projects
Vehicle Targeting Cogitator Manufactorum/Costs 100 RP = Upgrades all of your vehicles with the archeotech targeting cogitator. Escort Targeting Cogitator Manufactorum/Costs 150 RP = Upgrades all of your escort warships with the archeotech targeting cogitator. Capital Targeting Cogitator Manufactorum/Costs 200 RP = Upgrades all of your capital warships with the archeotech targeting cogitator. Huskarl Targeting Cogitator Manufactorum/Costs 200 RP = Upgrades all of the Huskarl power armour with the archeotech targeting cogitator. Requires Power Armour Manufactorum.
Skald Targeting Cogitator Manufactorum/Costs 50 RP = Upgrades all of the Skald power armour with the archeotech targeting cogitator.
Forge Foundries/Costs 30 RP = Grants +1 Point for Production. Only one can be built at a time. Power Weapon Manufactorum/Costs 10 RP = +5 Power Weapons per turn. Specialist Weapon Manufactorum/Costs 10 RP = +5 Specialist Weapons per turn. Heavy Weapon Manufactorum/Costs 10 RP = +5 Heavy Weapons per turn. Jump Pack Weapon Manufactorum/Costs 10 RP = +5 Jump Packs per turn. Iron Halo Manufactorum/Costs 50 RP = +1 Iron Halo per turn. Rosarius Manufactorum/Costs 50 RP = +1 Rosarius per turn. Adamantine Mantle Manufactorum/Costs 50 RP = +1 Adamantine Mantle per turn. Indomitus Terminator Manufactorum/Costs 150 RP = +1 Indomitus-pattern Terminator Armour per three turns. Bike Manufactorum/Costs 10 RP = +2 Bikes per turn. Tarantula Turret Manufactorum/Costs 10 RP = +3 Tarantula Turret per turn Land Speeder Manufactorum/Costs 20 RP = +1 Land Speeder per turn. Land Speeder Storm Manufactorum/Costs 20 RP = +1 Land Speeder Storm per turn. Land Speeder Tornado Manufactorum/Costs 20 RP = +1 Land Speeder Tornado per turn. Land Speeder Typhoon Manufactorum/Costs 20 RP = +1 Land Speeder Typhoon per turn. Rhino Manufactorum/Costs 20 RP = +1 Rhino per turn. Razorback (Heavy Bolter) Manufactorum/Costs 30 RP = +1 Razorback (Heavy Bolter) per turn. Razorback (Heavy Flamer) Manufactorum/Costs 30 RP = +1 Razorback (Heavy Flamer) per turn. Razorback (Assault Cannon) Manufactorum/Costs 30 RP = +1 Razorback (Assault Cannon) per turn.
Razorback (Lascannon) Manufactorum/Costs 30 RP = +1 Razorback (Lascannon) per turn. Vindicator Manufactorum/Costs 30 RP = +1 Vindicator per turn. Whirlwind Manufactorum/Costs 30 RP = +1 Whirlwind per turn. Predator Destructor Manufactorum/Costs 40 RP = +1 Predator Destructor per turn. Predator Annihilator Manufactorum/Costs 40 RP = +1 Predator Annihilator per turn. Castaferrum Dreadnought Manufactorum/Costs 120 RP = +1 Castaferrum-pattern Dreadnought per turn. Contemptor DreadnoughtManufactorum/Costs 300 RP = +1 Contemptor-pattern Dreadnought per three turns. Stormtalon Manufactorum/Costs 60 RP = +1 Stormtalon per turn. Stormraven Manufactorum/Costs 300 RP = +1 Stormtalon per two turns. Land Raider Phobos Manufactorum/Costs 600 RP = +1 Land Raider Phobos per six turns. Land Raider Crusader Manufactorum/Costs 600 RP = +1 Land Raider Crusader per six turns. Land Raider Redeemer Manufactorum/Costs 600 RP = +1 Land Raider Redeemer per six turns.
Production
Available Output
Output is available for a single turn and cannot be stockpiled. Any Points not spent during the turn will be lost and won't be available in any following turns. The exception to this is points from Adeptus Mechanicus Favours, which can be stockpiled for later use. Any wargear that requires a Techmarine to build purchased via an Adeptus Mechanicus Favour costs triple.
19 Points from Techmarines.
12 Points from Forge World Thor.
12 Points from Forge World Odin.
12 Points from Forge World Loki.
12 Points from Forge World Sif.
12 Points from Forge World Baldur.
12 Points from Forge World Freya.
5 Points from Forge-Hammer of Vulcan
Tau Empire Minor Favour is worth 15 Points
Adeptus Mechanicus Minor Favour is worth 25 Points or it can be used as a Techmarine substitute.
Tau Empire Major Favour is worth 80 Points
Adeptus Mechanicus Major Favour is worth 120 Points
Tau Empire Honourbound Favour is worth 400 Points
Adeptus Mechanicus Honourbound Favour is worth 600 Points
Equipment Costs
Power Armour, Boltguns, Bolt Pistols & Chainsaws are standard issue.
5 Power Weapons = 1 Point
5 Specialist Weapons = 1 Point
5 Heavy Weapons = 1 Point
5 Jump Packs = 1 Point
Warship Costs
Escort = 1 Minor Favour/1 Turn
6 Escorts = 1 Major Favour/1 Turn
36 Escorts = 1 Honourbound Favour/6 Escorts per 1 Turn.
Cruiser = 1 Major Favour (Forge World Thor)/3 Turns
4 Cruisers = 1 Honourbound Favour (Forge World Thor)/1 Cruiser per 3 Turns
Battle Barge = 1 Honourbound Favour (Forge World Thor)/10 Turns
1 Minor Favour can be used to refit a Strike Cruiser or Battle Barge.
Chapter Status
Chapter Master Torvald Thunderson: Worthy Thunderer, Aegis of Antonius, Timeless Liberty, 1/1 Adamantine Mantle.
Chapter Champion Sig Stormson: 1/1 Archaeotech Power Weapon, 1/1 Archaeotech Specialist Weapon, Invictus Iron
5/Honour Guard Squad Zero-Zero: 9/9 Archaeotech Power Weapons, 9/9 Archaeotech Specialist Weapons, 9/9 Artificer Armour, 9/9 Iron Halos.
Master of the Keep (1st): Grimvard Thunderson
Master of the Watch (2nd): Stefan Freeson
Master of the Arsenal (3rd): Sten Lightson
Master of the Fleet (4th): Karl Voidson
Master of the Marches (5th): Mathias Hailson
Master of the Rites (6th): Grimm Stoneson
Chief Victualler (7th): Scottus Lightson
Lord Executioner (8th): Halla Stormson
Master of the Relics (9th): Heimir Windson
Master of the Recruits and Reconnaissance (10th): Leaf Metalson
Master of Sanctity: Jannis Hopeson
Total/Spare Chaplains: 12/0 (13/13 Power Weapon, 13/13 Rosarius)
Master of the Apothecarion: Bruce Boltson
Total/Spare Apothecaries: 18/4
Gene-seed: 978 (Storm Avengers)
Chief Librarian: Steffen Strangeson
Total/Spare Librarians: 66/24 (66/66 Power Weapon)
Master of the Forge: Horwan Forgeson
Total/Spare Techmarines: 19/5 (21/21 Power Weapon, 21/21 Artificer Armour)
Unassigned Power Weapons: 30
-Unassigned Archaeotech Power Weapons: 27
Unassigned Specialist Weapons: 0
-Unassigned Archaeotech Specialist Weapons: 42
Unassigned Heavy Weapons: 13
-Unassigned Archaeotech Heavy Weapons: 51
Unassigned Jump Packs: 0
Assigned Vehicles
46 Tarantula Turrets
3 Land Speeders
3 Vindicators
3 Whirlwinds
2 Predator Destructors
3 Predator Annihilator
3 Stormtalons
Land Raider Phobos Ferrum Tonitruum
Land Raider Phobos Vaccus Tonitru
Land Raider Phobos Terra Tempestas
Land Raider Crusader Imperialis Procella
Land Raider Redeemer Imperialis Tempestas
Land Raider Phobos Fury of Redemption
Land Raider Phobos Storm of Penance
Land Raider Phobos Midgardian Honour
Land Raider Phobos Leonis Ira
Assigned Warships
Strike Cruiser Burden of Justice (No Launch Bays, Prow Heavy Lances)
-4 Gladius-class Frigates
2nd Company (Battle Company)
Captain Stefan Freeson: 1/1 Archaeotech Power Weapon, Storm Stinger, 1/1 Iron Halo, Silver Sentinel, 1/1 Adamantine Mantle.
Champion Robert Strangeson: 1/1 Archaeotech Power Weapon, 1/1 Iron Halo, 1/1 Artificer Armour, 1/1 Adamantine Mantle.
Librarian Thord Lightson
Librarian Aelianus Waveson
Librarian Lennart Metalson
Chaplain Ogmund Flameson
Apothecary Bjorn Thunderson
Techmarine Einar Freeson
Company Traits Independent Operators = Bonus to all rolls when operating without support from the rest of the Storm Avengers
Squads
3/Command Squad Two-Zero/Razorback (Lascannon): 3/3 Power Weapons, 3/3 Specialist Weapons
9/Tactical Squad Two-One (Veteran Sergeant)/Stormraven: 1/1 Power Weapon, 2/1 Specialist Weapon, 1/1 Heavy Weapon.
9/Tactical Squad Two-Two (Veteran Sergeant)/Stormraven: 1/1 Power Weapon, 1/1 Specialist Weapon, 1/1 Heavy Weapon.
9/Tactical Squad Two-Three (Veteran Sergeant)/Rhino: 1/1 Power Weapon, 1/1 Specialist Weapon, 1/1 Heavy Weapon.
9/Tactical Squad Two-Four (Veteran Sergeant)/Rhino: 1/1 Power Weapon, 1/1 Specialist Weapon, 1/1 Heavy Weapon.
10/Tactical Squad Two-Five (Veteran Sergeant)/Rhino: 1/1 Power Weapon, 1/1 Specialist Weapon, 1/1 Heavy Weapon.
9/Tactical Squad Two-Six (Veteran Sergeant)/Rhino: 1/1 Power Weapon, 1/1 Specialist Weapon, 1/1 Heavy Weapon.
9/Assault Squad Two-Seven (Veteran Sergeant)/Stormraven & Stormraven: 1/1 Archaeotech Power Weapon, 2/2 Specialist Weapon, 10/10 Jump Packs.
9/Assault Squad Two-Eight (Veteran Sergeant)/Stormraven & Stormraven: 1/1 Power Weapon, 2/2 Specialist Weapon, 10/10 Jump Packs.
9/Devastator Squad Two-Nine (Veteran Sergeant)/Razorback (Heavy Bolter) & Razorback (Lascannon): 1/1 Power Weapon, 4/4 Heavy Weapon.
8/Devastator Squad Two-Ten (Veteran Sergeant)/Razorback (Heavy Bolter) & Razorback (Lascannon): 1/1 Power Weapon, 4/4 Heavy Weapon.
27 Rhinos
1 Razorback (Heavy Flamer)
15 Razorback (Heavy Bolter)
14 Razorback (Lascannon)
22 Land Speeder
2 Land Speeder Storm
24 Vindicator
23 Whirlwind
33 Predator Destructor
23 Predator Annihilator
10 Predator Baal
32 Stormtalon
53 Stormraven
Land Raider Phobos Ferrum Tonitruum
Land Raider Phobos Vaccus Tonitru
Land Raider Phobos Terra Tempestas
Land Raider Crusader Imperialis Procella
Land Raider Redeemer Imperialis Tempestas
Land Raider Phobos Fury of Redemption
Land Raider Phobos Storm of Penance
Land Raider Phobos Midgardian Honour
Land Raider Phobos Unending Storm
Land Raider Phobos Thunder of the Faithful
Land Raider Phobos Reborn Wroth
Land Raider Phobos Avenging Fury
Land Raider Phobos Thunder of Midgardia
Land Raider Phobos Hidden Vengeance
Land Raider Phobos Faithful Wrath
Land Raider Phobos Storm Unleashed
Land Raider Phobos Leonis Ira
Chapter Fleet
Battle Barges can carry up to three companies (300).
Strike Cruisers can carry up to one company (100).
All warships have increased speed from improvements to their engines.
All warships have superior sensor arrays for tracking and identifying targets.
All warships have a targeting matrix that links their weapons to sensor arrays for either greater general accuracy or targeting precise points.
Attached
Strike Cruiser Burden of Justice (No Launch Bays, Prow Heavy Lances)
-4 Gladius-class Frigates
Strike Cruiser Storm of Vengeance
-4 Gladius-class Frigates
Strike Cruiser Storm of Wrath (Additional Shield Generator)
-4 Gladius-class Frigate
Strike Cruiser Light of Guilliman (Short-Plasma Macrocannons)
-4 Gladius-class Frigates
Strike Cruiser Shield of Asgardia
-4 Gladius-class Frigates
Strike Cruiser Sword of Asgardia
-4 Gladius-class Frigates
Strike Cruiser Talon of Ragnarok
-4 Hunter-class Destroyers
Strike Cruiser Avenging Thunder (No Launch Bays, Prow Torpedo Tubes)
-4 Hunter-class Destroyers
Strike Cruiser Bane of Heresy (No Launch Bays, Prow Torpedo Tubes)
-6 Sword-class Frigates
Strike Cruiser Defiant Light (No Launch Bays, Prow Torpedo Tubes)
-4 Gladius-class Frigates
Strike Cruiser Storm of Hope
-3 Gladius-class Frigates
Strike Cruiser Thunder of Retribution
-3 Gladius-class Frigates
Strike Cruiser Avenging Crusader
-3 Gladius-class Frigates
Strike Cruiser Penance Bearer (Additional Shield Generator)
-3 Gladius-class Frigates
***
Start of Turn 20 and the end of your first century in-universe. You have your third Veteran Company now though unlike 1st and 12th Companies, 14th Company won't be using Terminator Armour as you don't have enough to go around. What remains in the Armoury will be used to fill out the last two squads of 1st and 12th Companies once manpower allows for that.
Anyway, the Asgardian Triumvirate begins to poke at the Jericho Reach as your own local threats begin to get dealt with. And you have a potential treasure trove of archeotech next door, which is honestly something I wasn't planning to give you at the start of the quest. Archaeotech Weapons are originally meant to always be beyond your ability to build except it turns out that I accidentally put you next door to a canon source of such a thing.
That said, Amenophis is not going to be a walk in the park. It is a highly dangerous target and while you can get the means to make Archeotech Weapons if you play your cards right, you could also screw up any hope of getting your hands on that if you aren't careful or are just unlucky.
Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to.
First thing to do is create a facility where test-slaves are constantly sent there from other planets. The test-slaves being criminals who crimes are warranted to be sent there.
19 Points from Techmarines.
12 Points from Forge World Thor.
12 Points from Forge World Odin.
12 Points from Forge World Loki.
12 Points from Forge World Sif.
12 Points from Forge World Baldur.
12 Points from Forge World Freya.
5 Points from Forge-Hammer of Vulcan
To the surprise of you and Ovald, all five of the Death Guard survived and all five of the gene-seed was extracted successfully. Osmadiel on the other hand was unfazed by the news, saying he knew the stubbornness and spite of the Sons of Mortarion.
"From what the Tau have provided us, I believe it can wait a decade or two to recover from the Dark Angel invasion," you tell him and the others, "For now, the Abominable Intelligence shows no intention of growing into a greater threat. Unless provoked, we can expect it to remain that way."
It was already put out it was the men of iron themselves without aid from chaos or the void dragon they rebelled without them and got helped by some forgotten xenos. Though the men of stone didn't join and fought alongside humanity.
Men of Gold were high-end cyborgs.
Men of Stone are not the Votann/Squats.
Some of the Men of Iron rebelled due and were put down by an alliance of humanity, several friendly alien species and loyal Men of Iron. No Chaos or Necron involvement, just regular human stuff.
[ ]Proto Development Plan: Thatguy Wants industry (84RP)
-[]10RP industrial Complex (minvir)
-[]10RP industrial Complex (midguardia)
-[]10RP indusitral Complex (Saemir)
-[]10RP industrial Complex (Thur)
-[]5RP Plasma Reactor for Automated Foundry Alpha
-[]5RP Plasma Reactor for Automated Foundry Gamma
-[]10RP Orbital Defense Lv1 (Saemir)
-[]4 RP construct a Gladius Frigate using our shipyard
-[]4 RP contruct a Spartha Frigate using our shipyard
-[]6 RP begin construction of a strike cruiser (6/16)
-[]10RP Ground Defense Lv1 (Minvir)
Dont call on any favours, because there is talk IIRC of using a honour bound for production rather then industry, the defenses can be switched out if someone wants, but i recomend keeping the orbital defenses at least, at that will put us at lv 1 orbital, which is very important IMO.
Edit: not making a full plan, but feel free to use this in your plan if you want to not handle industry, this gets midguardia to 20RPT, which might unlock somthing new, keeps upgrading minvir, and otherwise just keeps the expansion spread out.
I think we should research the shield tech now so we could increase survivability for all our marines and regular soldiers. I wouldn't mind giving away the shield tech to the other Chapters if it reduces casualties.
This might be a little out there, but I wonder if we could research the hammer and see if we can mass-produce it. It might be of inferior quality, but it is a hammer of all things. It shouldn't be as complex as an automated foundry, since it is just a tool. Even if it is restricted to our Techmarines, we could still make some impressive gains even if it is an inferior copy.
Maybe also work on finally joining the Tau since we should finally get around to that talk. I want Tau tech so we can introduce the next Imperial crusade to some interesting guns.
So while I doubt we're lucky enough that this AI is just misunderstood and not enslaving humanity but protecting them and one of the good guys. We do need to clean our own sector up of a few more threats so we can focus on things like taking that worlds tech base intact. Which of the two xenos are the most hostile to everyone?
Speaking of xenos how many actions to get at the ships navigation files so we know if we're dealing with an entire empire?
I don't know about the rest of you, but I want to activate one of these and use the other one for research. We don't have much of a PP problem since we can get 600 PP for one HB from the MechSororit. We could build so much stuff in the short-term that activating a second Automated Foundry seems redundant.
I would rather figure out how it works and mass-produce it. It might take several turns, but cracking that should multiply production around the Sector. Even multiply how much PP we get from the Forge Worlds eventually. Something we will probably need for the inevitable next big threat.
I don't know about the rest of you, but I want to activate one of these and use the other one for research. We don't have much of a PP problem since we can get 600 PP for one HB from the MechSororit. We could build so much stuff in the short-term that activating a second Automated Foundry seems redundant.
I would rather figure out how it works and mass-produce it. It might take several turns, but cracking that should multiply production around the Sector. Even multiply how much PP we get from the Forge Worlds eventually. Something we will probably need for the inevitable next big threat.
Hmm, in that case I would recommend going after the Strulrot first. The damage they cause is greater, and we can get more dead Strulrot per Marine sent because they aren't as good in a fight.
Is that in regards to when there was only one though? It makes sense that you need to see it working to figure out how it works, but it would also makes sense that having an inactive one to check against would make it easier to figure out.
Is that in regards to when there was only one though? It makes sense that you need to see it working to figure out how it works, but it would also makes sense that having an inactive one to check against would make it easier to figure out.
it was in regards to the first one, Which leaves @Oshha to decide, Can we study the innactive foundary once we have the other one on, or can we only study the active one?
Studying the Ur'Iso Dreadnought while making damn sure there ain't any traps hidden in it should be top priority and with extra tech marines we can start on shields and maybe the automated foundry.
When it comes to potential missions I see us patrolling the sector and keeping a lookout for more dark angles, raiding or severely weakening the Strulrot and dracs for a follow up of actually conquering them considering they have been building up these past decades I would not be surprised if it was harder than anticipated.
While I would love nothing more than to focus on Heimdall and kick them while they are licking their wounds we can use this as an opportunity to eliminate more threats plaguing our sector.
I consider the missions in the Jericho reach to be lower priority than further securing our sector, when we have the extra marines from mass recruitment and we are not so stretched thin then we can think about the goodies there and helping our ally's.
Our free actions are going into getting a sector wide recruitment to use up our gene seed as well as give a few hundred to the iron sentinels to help them with their numbers problem.
In terms of industrial assistance getting more industrial output in our subsector never hurts and we can use a Mechanicus Honourbound Favour to get an ass load of equipment we have 9 of them for crying out loud let's use them!
And yes we should power the auto foundry's it's obvious enough I shouldn't have to say it but just in case.
[X] Plan: Legion building.
-[X] Gift 100 Gene-seed to the Iron Sentinels
-[X] Create 550 Test Slaves
-[X] Organise a mass recruitment of suitable aspirants in the entire sector.
-[X] Have the skald and our master of sanctity Jannis Hopeson approach the leaders of the Mechanicus Sororitas and the Order of the Sacred Storm to ask them their opinion on possibly joining the T'au empire.
-[X] Have the Godi research the T'au shield tech we traded for.
-[X] Deployment
—[X] Skapula: Deathwatch & Hereteks (Jericho Reach): 1st company, 5th company, 6th Company.
—[X] Homeguard: 4th Company, 13th company, Battle Barge Implacable Justice.
—[X] Driving Back the Dracs: 14th company, 10th Company, 1st Chapter Fleet.
—[X] Purging the Strulrot: 2nd company, 11th company, Battle Barge Unrelenting Fury.
—[X] Raid the steel hunger: 12th company, Battle Barge Might of storms.
—[X] Patrol: 8th company, 9th Company, 3rd chapter fleet.
—[X] 1st Asgardian Crusade: 1st storm Legion.
-[X] Production (4 major favors and 3 minor in total)
—[X] 2 major favor from the Mechanica Sororitas for 240 PP, (336 PP total)
—[X] 2 Contemptor-pattern Dreadnought (20 PP, 1 Techmarine and 1 hammer-forge)
—[X] 125 Power Weapons (25 PP)
—[X] 125 Specialist Weapons (25 PP)
—[X] 125 Jump Packs (25 PP)
—[X] 125 Heavy Weapons (25 PP)
—[X] 15 Iron Halos (75 PP)
—[X] 15 Adamantine Mantle (75 PP)
—[X] 198 Tarantula Turret (49 of 3 types and one type 51) (66 PP)
—[X] Order 1 strike cruiser from Forge World Thor for 1 major favor.
—[X] Repair the strike cruiser Eternal Tempest at Forge World Thor and have Additional Shield Generators installed on it and have Reinforced Hull installed on the 2 battlebarge still in repair Tempest of Justice and Storm Invictus (1 Major Favours and 3 Minor Favours)
—[X] Repair Avenging Crusader at Midgardia shipyard
-[X] Sector Development (84RP)
—[X] 1 HB favor from the Mechanica Sororitas and 2 minor favors from the T'au for 126 RP (210 RP)
—[X] 8 Industrial Complexes on all possible planet (80 RP)
—[X] 10 RP orbital Defense Lv1 (Saemir)
—[X] 5RP Plasma Reactor for Automated Foundry Alpha
—[X] 5RP Plasma Reactor for Automated Foundry Gamma
—[X] Gladius-class Frigate (4 RP)
—[X] Spatha-class Frigate (4 RP)
—[X] Additional Shield Generator (Avenging Crusader) (2RP)
—[X] 100 RP on Capital Targeting Cogitator Manufactorum/Costs 200 RP (100/200RP)
—[X] Move 1 heavy mechanised regiment from Midgardia to thur
-[X] Chapter Organisation
—[X] assign the 2 land raiders in storage and 1 storm raven in storage to 14th company and crew them with marines from 2nd company.
—[X] assign 68 tarantulas to 14th company and 10 more tarantuallas to each company.
—[X] assign 9 Adamantine Mantles to the Honourguard.
—[X] assign 4 Adamantine Mantles to Master of Sanctity, Master of the Apothecarion, Chief Librarian, and Master of the Forge.
—[X] assign 3 Iron Halos to Master of the Apothecarion, Chief Librarian, and Master of the Forge.
—[X] assign 14 Iron Halos to all the techmarines assigned to the companies.
so tldr of the plan, for action help the IS, begin legion building with mass recruitment and do test slave for next turn when the huge amount of aspirants we get need geneseed implanted.
skald action is to see if the mechanics and sororitas opinion on the T'au if there may be friction later and for the possibility of maybe joining with the T'au later on.
goti action is t'au shield cause the shield is gonna be the easier research option since the T'au basically gave us a manual and instruction and we need to read them and understand them.
for deployments, 4 main threats in the updates it's talked about how both the dracs and the strulort are likely to attack us since they recuperated so we attack them,
the steel hunger have been attacking us each turn so we send a veteran unit and MoS to harras and raid them and destroy as much stuff as they can
and finally The T'au which we owe a HB favor with and whose army helped us against the dark angels asked us for help here in that planet no reason not to help them.
for production just preparing for the coming surge of recruits by stocking, and making our elites that much harder to kill.
for development cogitator is the big thing as building the cogitator factory and having all of our capital ships have that upgrade would be a huge bonus, each space fight our ships would have an even bigger bonus
and finally chapter org, the 14th company vehicle bay is empty so putting some vehicles in it, and assigning the various iron halos and mantles.