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!"
You know all this talk of getting a secret group of marines to infiltrate the imperium and feed us Intel when we already have our rogue trader house doing that job for a long while and I think even better than getting a bunch of marines cause astartes are mostly on the martial bent while the von groms can be alot more flexible cause their human and a rogue trader house and can get alot of spy networks and go places where astartes usually can't go too.
You know all this talk of getting a secret group of marines to infiltrate the imperium and feed us Intel when we already have our rogue trader house doing that job for a long while and I think even better than getting a bunch of marines cause astartes are mostly on the martial bent while the von groms can be alot more flexible cause their human and a rogue trader house and can get alot of spy networks and go places where astartes usually can't go too.
Yeah you are right but we suspect that the imperium suspects that they're compromised the same with the Carmine Talons being compromised from the imperiums point of vieuw even tough they're not.
Yeah you are right but we suspect that the imperium suspects that they're compromised the same with the Carmine Talons being compromised from the imperiums point of vieuw even tough they're not.
But it's mostly Astrid group that suspects their compromised so unless we call them to help us publicly they can't do anything drastic against unless they have sufficient evidence to label them traitors. So their safe for now but a good way to keep them safe is mass evaporating all who suspect them compromised so Astrids group and the imperium would likely just file away their evidence as irrelevant with them dead as we are the bigger threat. So killing our foes and making sure our imperium allies don't get found out is a good way of keeping our Intel up in the imperium proper. Hopefully Astrid is too busy dealing with the Crusade to attack the von groms or the talons.
Yeah you are right but we suspect that the imperium suspects that they're compromised the same with the Carmine Talons being compromised from the imperiums point of vieuw even tough they're not.
In hindsight, we probably could have several regular people infiltrate the Imperium instead as long-term agents. We don't have to make space marines do that because it might not be practical for a long time.
Making a background for them would be very easy. They were "refugees" from one of the planets attacked in the war. So we could in theory have millions of spies from "migrant ships" trying to escape destruction. With the chaos of the war, there could be plenty of opportunities for agents to get them into middle management systems. Nothing crazy like becoming Planetary Governor (although that would be impressive), but have access to a lot of intel.
A good backstory for our spies is that they are a blend of a PDF legion and several relatively important government officials... along with several aids connected to them. Their Planetary Governor demanded a full evacuation of the planet and abandoned the world to it's fate (typical callus behavior for them, so nothing that suspicious). Shame they died during the "evacuation" but there are "family members" who could fulfill said duties. But they will have to rebuild their power base from scratch.
At least the Planetary Governor had several other ships that got "lost" in the chaos of the conflict. (A perfect way to bring more infiltrators at later dates.)
Again Remember we already got our rogue Traders for that the Von groms have centuries of naturally grown spies and information networks that inform them and by extension us on what's the goings on in the imperium. Their already doing the work in building an asgardian spy network for us. Why should we even take the time and effort to create our own infiltrators when we already got the agents of the von grom.
Again Remember we already got our rogue Traders for that the Von groms have centuries of naturally grown spies and information networks that inform them and by extension us on what's the goings on in the imperium. Their already doing the work in building an asgardian spy network for us. Why should we even take the time and effort to create our own infiltrators when we already got the agents of the von grom.
Redundancy is never a bad thing to have.
Also with having the merger with the tau empire we have more acces towards stealth options and tech for our own agents that wouldn't make the Von groms more suspect and give Astrid more work to do.
In hindsight, we probably could have several regular people infiltrate the Imperium instead as long-term agents. We don't have to make space marines do that because it might not be practical for a long time.
Making a background for them would be very easy. They were "refugees" from one of the planets attacked in the war. So we could in theory have millions of spies from "migrant ships" trying to escape destruction. With the chaos of the war, there could be plenty of opportunities for agents to get them into middle management systems. Nothing crazy like becoming Planetary Governor (although that would be impressive), but have access to a lot of intel.
A good backstory for our spies is that they are a blend of a PDF legion and several relatively important government officials... along with several aids connected to them. Their Planetary Governor demanded a full evacuation of the planet and abandoned the world to it's fate (typical callus behavior for them, so nothing that suspicious). Shame they died during the "evacuation" but there are "family members" who could fulfill said duties. But they will have to rebuild their power base from scratch.
At least the Planetary Governor had several other ships that got "lost" in the chaos of the conflict. (A perfect way to bring more infiltrators at later dates.)
You are underestimating how easy interstellar communications are and how willing Imperials are willing to accept random refugees, even with unproven claims of nobility. They are more likely to be treated as free grunt labour than be given any position of authority if they aren't just turned away.
[X] The Storm Avengers keep the Sword-class Frigates for their own Chapter Fleet. Costs one Major Favour from the Mechanica Sororitas.
[X] The Storm Avengers keep the Cobra-class Destroyers for their own Chapter Fleet. Costs one Major Favour from the Mechanica Sororitas.
[X] Jostir
[X] Divining and scrying for possible threats.
It is a testament to the fury of the warp storm that Grimvard sees so few of his brothers as the Captain of 1st looks around the room. Most of the Chapter is cut off from Midgardia, either lost to the tumultuous currents of the Immaterium or their communications are disrupted. A third of the Chapter are operating in the Jericho Reach, cut off by the warp storm while another third has managed to gather at Aula Fortis. The final third are missing their whereabouts and current status unknown thanks to the warp storm.
Barely over half a dozen Companies are currently on Midgardia and one of those isn't fit for combat for the foreseeable future. His brother Grimm Stoneson limped back to Midgardia with what was left of 6th Company. Deathwatch can come for their Watch Station and the results had been grievous for the Storm Avengers.
The Deathwatch Kill Team had snuck aboard the space station unnoticed though it hadn't been long before the Imperial Astartes had been detected. 6th Company had swarmed aboard the station, capturing their Corvus Blackstar and slaying four of the Deathwatch Kill Team. Yet it was the failure to end the fifth and final member that spelled the devastation of 6th Company.
The Watch Station Skapula had its self-destruct activated with the majority of 6th Company still aboard. Grimm had stay behind aboard the Sword of Asgardia with his Command Squad and both Devastator Squads, but over a hundred Storm Avengers died in the fiery annihilation of the space station. The deaths of the Deathwatch Kill Team was a silver lining, but the deaths of so many Storm Avengers was an undeniable defeat for the Chapter.
Especially since they included a handful of the remaining Ragnarokian brothers, thinks Grimvard gloomily.
While 10th Company took heavy losses, it is still operational with just under two thirds of its full strength remaining. Yet with the cripplement of their strike cruiser, it looks like Captain Leaf Metalson and his brothers will be remaining on Midgardia for the next decade as the Defiant Light is repaired.
And there is the fact that the Chapter Master isn't here. Torvald has given up the position to focus on his new duty as the Supreme Commander of the Greater Good Coalition. As his designated successor, Stefan has succeeded Torvald as Chapter Master except the Captain of 2nd Company is still in the Lostix Sector with the rest of 2nd Company. With the warp storm cutting off all communications, nobody knows what is going on in the abandoned sector and Grimvard doubts that Stefan knows of his promotion.
"It could be worse, Grimvard," says Scottus, the only other senior captain here, "We still have half of a Codex compliant Chapter here."
"I know, brother," replies Grimvard before taking a metaphorical deep breath as he looks around the room and begins speaking, "Here is the situation. One third of the Chapter is here, another third is the Jericho Reach and the rest are missing. Half of Heimdall's worlds are rising up in revolt and the Knights of Caliban are supporting them. The Norn Sub-Sector has fallen to the Ruinous Powers, but the Iron Sentinels are moving to crush them. The enemy does not have any warships or even any void ships, but a small warband of Thousand Sons is supporting them. Anything else?"
"The first of the new personal shield generators and Stormravens will be arriving shortly," says Horwan Forgeson as the Master of the Forge speaks his piece, "The manufactorums for the Mk IX "Storm" Power Armour will be finished within the decade and the first shipments arriving not long after. We will also be receiving a score and a half of escorts from the shipyards of the Mechanica Sororitas. With those new additions, our Chapter Fleet should have something approaching an acceptable amount of escorts."
"We also have our new commitments to the Tau," says Captain Sten Lightson of 3rd Company, "A fleet to patrol their trade routes and a company to hunt the greenskin."
"An acceptable price for the good it does and the aid they are providing our Chapter with it," warbles Horwan.
"I was not protesting the arrangement," retorts Sten, "But it is a concern that we must address even with our limited numbers available."
"It will be for the best," says Captain Leaf Metalson of 10th Company, "I have been reviewing the matters. The Tau Empire needs protected trade routes and to secure the territory between their septs. That is needed for this Greater Good Coalition to thrive as well."
"The Chapter Master will see to that," says Jannis Hopeson confidently and it takes Grimvard a moment to remember that Torvald is no longer the Chapter Master, but he nor anyone else comments on the Master of Sanctity's lapse.
"Anything to add, Chief Librarian?" asks Lukas Thunderson, the most junior of those seated here.
"Only that the ability of my Librarium will be limited to local scales for as long as the warp storm rages," says Stefan Strangeson, "With such turmoil amongst the Immaterium, it is too dangerous for any psyker to look too far beyond themselves. Until the storm passes and the warp calms, myself and the Librarians of the Chapter will be of limited use. I will also caution that while we have enough space in our current campus, as more Blackships are constructed and human pyskers are brought in from all of Coalition space, it won't be enough. Future expansions will be required at some point in the future."
***
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.
[-] Unavailable. Chapter Deployment
[-] Stefan and his Honour Guard are currently unavailable.
[ ] 1st Company (88% & 125%) is unassigned and currently available.
[-] 2nd Company (120% & 125%) is deployed to the Lostix Sector and currently unavailable.
[ ] 3rd Company (120% & 125%) is unassigned and currently available.
[-] 4th Company (118% & 125%) is lost to the Warp and currently unavailable.
[-] 5th Company (118% & 125%) is deployed to the Jericho Front and currently unavailable.
[ ] 6th Company (100% & 125%) is unassigned and currently available.
[ ] 7th Company (100% & 125%) is unassigned and currently available.
[-] 8th Company (120% & 125%) is lost to the Warp and currently unavailable.
[-] 9th Company (93% & 125%) is deployed to the Jericho Front and currently unavailable.
[-] 10th Company (77% & 125%) is undergoing repairs and currently unavailable.
[ ] 11th Company (110% & 125%) is unassigned and currently available.
[-] 12th Company (80% & 85%) is lost to the Warp and currently unavailable.
[-] 13th Company (120% & 125%) is lost to the Warp and currently unavailable.
[-] 14th Company (70% & 75%) is deployed to Amenophis IV and currently unavailable.
[-] 15th Company (63% & 75%) is deployed to the Jericho Front and currently unavailable.
[-] 16th Company (86% & 125%) is lost to the Warp and currently unavailable.
[ ] 17th Company (100% & 125%) is unassigned and currently available.
[ ] 1st Chapter Fleet is unassigned and currently available.
[-] 2nd Chapter Fleet is undergoing repairs and currently unavailable.
[ ] 3rd Chapter Fleet is unassigned and currently available.
[-] 4th Chapter Fleet is deployed to the Jericho Front and currently unavailable.
[-] 5th Chapter Fleet is lost to the Warp and currently unavailable.
[-] Requilary Battle Barge Might of Storms is lost to the Warp and currently unavailable.
[-] Battle Barge Storm of Salvation is undergoing repairs and currently unavailable.
[-] Battle Barge Implacable Justice is deployed to the Jericho Front and currently unavailable.
[ ] Battle Barge Unrelenting Fury is unassigned and currently available.
[-] Battle Barge Storm Fang is lost to the Warp and currently unavailable.
[ ] 1st Storm Legion (Veteran/53%) is unassigned and currently available. Production (177 Points & 1 Techmarine available)
[ ] Write-in.
-Battle Barge Storm of Salvation requires 2 Major Favours and 2 Turns to repair.
-Battle Barge Void Thunderer requires 2 Major Favours and 2 Turns to repair.
-Strike Cruiser Defiant Light requires 2 Major Favours and 2 Turns to repair.
-Strike Cruiser Carmine Falconer requires 1 Major Favour and 1 Turn to repair.
Development (131 Resource Points available)
[ ] Write-in.
-Escort Targeting Cogitator Manufactorum (53/150) 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
Training the Wardens (Jericho Reach): The nine Astartes Chapters of the Amenophis Wardens are safeguarding the archeotech manufactorums on Amenophis IV. While the fledgling chapters have had their trial by fire and proven themselves against the Array and its brainwashed slaves, they are still young and inexperienced. Help guide them by sending some of your more experienced battle-brothers to teach and train them. Threat Level Low. 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 Mechanica Sororitas despite everything. Nevertheless, the tech-priestesses don't work for free and you will need to do something for them in exchange for their time and effort. Thankfully, the Mechanica Sororitas won't say no to the aid of Space Marines as your assistance is too valuable to turn down. Threat Level Variable. Tzeentichian Uprising (Norn Sub-Sector): The Tzeentichian cultists in the Norn Sub-Sector have not only secured the majority of the worlds in the sub-sector, but they have also been reinforced by a warband of the Thousand Sons. Dealing with this rebellion before it can get entrenched any further is a priority. Threat Level Extreme. Tau Mercenaries (Tau Empire): While the formation of the Greater Good Coalition means that you are all part of the same entity, you can provide aid to other Septs in exchange for future aid. The services of the Space Marines are always in demand and you will always be able to find Sept willing to repay your aid. Threat Level Variable. Investigating the Lostix Sector (Lostix Sector): The sector located south of Asgardia, the Lostix Sector has been abandoned by the Imperium not long after the Age of Redemption came to end. You know little about this region of space except an Ur'Iso battleship was encountered along its border and it is the vector for the Ur'Iso Reclamation's invasion of the Prismur and Mundi Sectors. Find out what lies to your south and is going on in the Lostix Sector. Threat Level Unknown. Ork Empire Purges (Greater Good Coalition): The Tau Empire wants to remove the Ork empires within its borders to secure the movement, trade and prosperity of its citizens. While they can provide the bulk of the ground forces, they want Astartes to break the greenskin fleets and act as the tip of the spear. Threat Level Variable. At least one Company or Chapter Fleet must be assigned per turn.
Asgardia Front (Asgardia Sept): The Asgardia Sector is the home to the Storm Avengers and the centre of both Astartes and human power within the Greater Good Coalition. While the sector is mostly secure, the Darcs Coalition still poses a threat as do several sub-sectors in the sway of the Ruinous Powers with Hell Forge Heimdall and Fortress World Tyrfing being foremost amongst them. Jericho Front (Jericho Reach): 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. As things currently stand, the populated west and north regions have become part of the Coalition while the forces of Chaos control the worlds around the Hadex Anomaly. Tau Front (Tau Empire): A densely populated region with a multitude of xenos species, this area of space consists of secured and developed Septs with swathes of unsecured space between them. Help secure the Septs and push any hostile forces or other threats.
-At least one Chapter Fleet must be assigned to this Front per turn. Prismur Front (Prismur Sector): The Ur'Iso Reclamation has invaded the Prismur Sector and now the Imperial crusade made for Asgardia has been redirected to meet the threat, resulting in a bogged down stalemate. Weakening both sides would be to the Coalition's benefit and there will be plenty of battlefield salvage to recover. Mundi Front (Mundi Sector): The Ur'Iso Reclamation has invaded the Mundi Sector and now the Imperial crusade made for Asgardia has been redirected to meet the threat, resulting in a bloody back and forth stalemate. Weakening both sides would be to the Coalition's benefit and there will be plenty of battlefield salvage to recover.
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, 14 Major Favours, 8 Minor Favours.
Mechanica Sororitas = 4 Honourbound Favours, 0 Major Favours, 0 Minor Favours.
Order of the Sacred Storm = 3 Major Favours, 2 Minor Favours.
Von Grom Dynasty = 3 Major Favours.
Knights of Caliban = 1 Honourbound Favour, 6 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, 2 Major Favours.
Asgardian Ecclesiarchy = 1 Major Favour.
Frateris Templar = 1 Major Favour.
Fulminators = 1 Honourbound Favour.
Blood Scythes = 1 Major Favour.
Owed by the Storm Avengers
Tau Empire = 3 Honourbound Favours,
Carmine Talons = 1 Honourbound Favour,
Mechanica Sororitas = 0 Major Favours, 0 Minor Favours
Completed Research/Technologies
Gravitic Thrusters
Asgardian Black Ship Spatha-class Frigate
Deeper understanding of Land Speeder Anti-Grav technology
Modular Combi-Bolter
Cawl-pattern Bolt Rifle
Belisarius Cawl's insights into anti-gravity technology
Belisarius Cawl's insights into plasma weapon technology
Tau Shield Generator
Tau Railguns
Tau Stealth Battlesuits
Mk IX "Storm" Power Armour
Sub-Sector Development
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 = +116 RP per turn.
Midgardia (Civilised World) = +21 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 (Feudal World) = +13 RP per turn -Orbital Fortifications (Level 1)
Valha (Garden World) = +0 RP per turn -Orbital Fortifications (Level 1)
Minvir (Mining World) = +14 RP per turn -Orbital Fortifications (Level 6)
Grisnir (War/Fortress World) = +11 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 (Agri-World) = +1 RP per turn -Orbital Fortifications (Level 1)
Tannheim (Civilised World) = +12 RP per turn -Ground Fortifications (Level 5)
-Orbital Fortifications (Level 4)
-Chimera Manufactorum
-Valkyrie Manufactorum
Jostir (Fortress World) = +13 RP per turn -Ground Fortifications (Level 17)
-Orbital Fortifications (Level 10)
-Basic Training Site
-Advanced Blank Campus
-Carapace Armour Manufactorum
-Hotshot Lasweapon Manufactorum
-Chimera Manufactorum
-Valkyrie Manufactorum
-Thunderbolt Manufactorum
Thur (Frontier World) = +12 RP per turn -Ground Fortifications (Level 1)
-Orbital Fortifications (Level 1)
-Advanced Psyker Campus
Saemir (Feral World) = +11 RP per turn -Orbital Fortifications (Level 1)
Tau Trade = +12 RP per turn.
Supplying Carmine Talons = -5 RP per turn
Coalition Subsidy = +15 RP per turn.
3 Armour Regiments with Superheavy Attachment
8 Heavy Mechanised Regiments
16 Heavy Infantry Regiments
2 Heavy Airborne Regiments
1 Bomber Regiment
Costs 125 RP
1% Strength costs 1.25 RP
Storm Guard Legion Template
4 Armour Regiments with Superheavy Attachment
4 Artillery Regiments
8 Heavy Mechanised Regiments
8 Heavy Infantry Regiments
2 Heavy Airborne Regiments
2 Bomber Regiments
2 Fighter Regiments
2 Interceptor Regiments
Costs 174 RP
1% Strength costs 2 RP
Recruitment Costs
Infantry Regiment = 2 RP
Heavy Infantry Regiment = 3 RP
Mechanised Regiment = 2 RP
Heavy Mechanised Regiment =4 RP
Airborne Regiment = 4 RP
Heavy Airborne Regiment = 5 RP
Stormtrooper Regiment = 5 RP
Stormtrooper Airborne Regiment = 7 RP
Armour Regiment = 6 RP
-Superheavy Attachment = 3 RP
Artillery Regiment = 6 RP
Interceptor Regiment = 8 RP
Fighter Regiment = 8 RP
Bomber Regiment = 8 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 = Upgrades the PDF to Trained. Advanced Academy/Costs 100 RP = Upgrades the PDF to Regular. Required for recruitment of Stormtrooper Regiments. Minimal Campus/Costs 20 RP = Mildly increased training rate of Coalition pyskers. Basic Campus/Costs 50 RP = Moderately increased training rate of Coalition pyskers. Advanced Campus/Costs 100 RP = Majorly increased training rate of Coalition pyskers. Aspirant Academy/Costs 25 RP = Provides additional Aspirants 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
Escort Targeting Cogitator Manufactorum/Costs 150 RP = Upgrades all of your escort 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 10 RP = Grants +1 Point for Production. Only eight can be built at a time. 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. 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.
21 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
80 Points from Greater Good Coalition
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
Mark VIII "Errant" Power Armour, Cawl-pattern Bolt Rifles, Bolt Pistols & Chainswords are standard issue.
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, 1/1 Tau Shield.
Chapter Champion Sig Stormson: 1/1 Archaeotech Power Weapon, 1/1 Archaeotech Specialist Weapon, Invictus Iron, 1/1 Adamantine Mantle, 1/1 Tau Shield.
6/Honour Guard Squad Zero-Zero: (Strength 100% = 7 PP per Honour Guard, 9/9 Adamantine Mantles, 9/9 Iron Halos) (1 Archaeotech Power Weapon, 1 Archaeotech Specialist Weapon, 1 Artificer Armour, 1 Adamantine Mantles, 1 Iron Halos, 1 Tau Shield)
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 (1/1 Power Weapon, 1/1 Rosarius, 1/1 Archaeotech Specialist Weapon, 1/1 Artificer Armour, 1/1 Adamantine Mantles, 1/1 Iron Halos, 1/1 Tau Shields)
Total/Spare Chaplains: 12/0 (Strength 100% = 5 PP per Chaplin, 13/13 Rosarius) (1 Power Weapon, 1 Archaeotech Specialist Weapon, 1 Rosarius, 1 Artificer Armour, 1 Tau Shield)
Master of the Apothecarion: Bruce Boltson 1/1 Archaeotech Specialist Weapon, 1/1 Artificer Armour, 1/1 Adamantine Mantles, 1/1 Iron Halos, 1/1 Tau Shields.)
Total/Spare Apothecaries: 20/3 (Strength 100% = 5 PP per Apothecary) (1 Archaeotech Specialist Weapon, 1 Artificer Armour, 1 Tau Shield)
Gene-seed: 2,216 (Storm Avengers Primaris)
Chief Librarian: Steffen Strangeson (1/1 Force Weapon, 1/1 Artificer Armour, 1/1 Adamantine Mantles, 1/1 Iron Halos, 1/1 Tau Shields)
Total/Spare Librarians: 102/55 (Strength 100% = 1.5 PP per Librarian) (1 Force Weapon, 1 Tau Shield)
Master of the Forge: Horwan Forgeson (1/1 Archaeotech Power Weapon, 1/1 Archaeotech Specialist Weapon, 1/1 Artificer Armour, 1/1 Adamantine Mantles, 1/1 Iron Halos, 1/1 Tau Shields)
Total/Spare Techmarines: 20/3 (Strength 100% = 7 PP per Techmarine, 21/21 Iron Halos) (1 Archaeotech Power Weapon, 1 Archaeotech Specialist Weapon, 1 Iron Halos, 1 Artificer Armour, 1 Tau Shield)
Battle Barges can carry up to three companies (360).
Strike Cruisers can carry up to one company (120).
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 1st Company
Strike Cruiser Burden of Justice (No Launch Bays, Prow Heavy Lances)
-5 Gladius-class Frigates 2nd Company
Strike Cruiser Storm of Vengeance
-4 Gladius-class Frigates 3rd Company
Strike Cruiser Storm of Wrath (Additional Shield Generator)
-4 Gladius-class Frigate 4th Company
Strike Cruiser Light of Guilliman (Short-Plasma Macrocannons)
-4 Gladius-class Frigates 5th Company
Strike Cruiser Shield of Asgardia
-4 Gladius-class Frigates 6th Company
Strike Cruiser Sword of Asgardia
-4 Gladius-class Frigates 7th Company
Strike Cruiser Talon of Ragnarok
-4 Gladius-class Frigates 8th Company
Strike Cruiser Avenging Thunder (No Launch Bays, Prow Torpedo Tubes)
-4 Gladius-class Frigates 9th Company
Strike Cruiser Bane of Heresy (No Launch Bays, Prow Torpedo Tubes)
-4 Gladius-class Frigates 10th Company
Strike Cruiser Defiant Light (No Launch Bays, Prow Torpedo Tubes)
-4 Gladius-class Frigates 11th Company
Strike Cruiser Storm of Hope
-4 Gladius-class Frigates 12th Company
Strike Cruiser Thunder of Retribution
-4 Gladius-class Frigates 13th Company
Strike Cruiser Avenging Crusader (Additional Shield Generator)
-4 Gladius-class Frigates 14th Company
Strike Cruiser Penance Bearer (Additional Shield Generator)
-4 Gladius-class Frigates 15th Company
Strike Cruiser Eternal Tempest (Additional Shield Generator)
-4 Gladius-class Frigates 16th Company
Strike Cruiser Monsoon of Vengeance
-4 Gladius-class Frigates 17th Company
Strike Cruiser Angelic Storm
-4 Gladius-class Frigates
***
And here is the start of a new turn with new mechanics. The narrative aspect of things is a bit short partially because of the warp storm causing problems in that regard and partially due to me focusing on making sure everything is mechanically up to date. Anyway, you have fairly few free assets available, but hey, that's just how things roll sometimes.
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.
The Watch Station Skapula had its self-destruct activated with the majority of 6th Company still aboard. Grimm had stay behind aboard the Sword of Asgardia with his Command Squad and both Devastator Squads, but over a hundred Storm Avengers died in the fiery annihilation of the space station. The deaths of the Deathwatch Kill Team was a silver lining, but the deaths of so many Storm Avengers was an undeniable defeat for the Chapter.
The Deathwatch Kill Team had snuck aboard the space station unnoticed though it hadn't been long before the Imperial Astartes had been detected. 6th Company had swarmed aboard the station, capturing their Corvus Blackstar and slaying four of the Deathwatch Kill Team. Yet it was the failure to end the fifth and final member that spelled the devastation of 6th Company.
The Watch Station Skapula had its self-destruct activated with the majority of 6th Company still aboard. Grimm had stay behind aboard the Sword of Asgardia with his Command Squad and both Devastator Squads, but over a hundred Storm Avengers died in the fiery annihilation of the space station. The deaths of the Deathwatch Kill Team was a silver lining, but the deaths of so many Storm Avengers was an undeniable defeat for the Chapter.
Bleh! Horrible stuff right there. The one upside is that none of the vehicles were lost but other then that this was a shit show. 100+ Marines for 50 Death Watch Veterans would be an alright trade if not for the cost of our specialists as well. Bah, you win some and you lose some.
On that note, did we manage to extract the Blackstar before the station detonated or was that destroyed in the explosion as well @Oshha?
The Corvus Blackstar isn't superior to the Stormraven. While it is better at stealth and infiltration, the Blackstar is inferior to Stormraven when it comes to a straight up battle with inferior firepower, inferior combat speed and weaker rear armour.
I like think the chapter master-m/ us will essentially big a hulk buster. Like imagine our terminator suit arguments and upgraded with Tau tech. Imagine, repulsers, shoulders mounted missiles, micro missiles in the wrists.
Might be just me, but I really want to see our chapter master in action again.
Well with Watch Station Skapula and Deathwatch taken care of, is one less foe in the Jericho Reach that will mess with the Tau while they expand and build up there worlds there, and they will not be able to help if a crusade comes to the Jericho Reach
Well with Watch Station Skapula and Deathwatch taken care of, is one less foe in the Jericho Reach that will mess with the Tau while they expand and build up there worlds there, and they will not be able to help if a crusade comes to the Jericho Reach
watch station skapula was under our control it was an old one that the deathwatch had abandoned a long time ago and we captured when we took skapula, we had been using to defend skapula, and the deathwatch is definitely not taken care of we basically killed 5 on skapula at the cost of 100 of our marines and captured 5 or 10 at the other place they attacked, they without a doubt have more deathwatch left.
[X] Plan: Doing what we can
-[X] Assign 2 techmarines to research T'au anti-grav tech
-[X] Veteran and battle company template change, 2 sqauds in each company are to be equipped with either bikes or jetbikes (jetbikes are preferred over bikes but if jetbikes aren't available, use bikes)
-[X] Switch the automated factory that produced Contemptor-pattern Dreadnought to now produce Stormravens (10 per turn)
-[X] Skald Action: Send the Skalds and the Master of Sanctity Jannis Hopeson to mediate the Negotiations between the T'au empire and the Mechanica Sororitas and smooth over any problems that may occur between both sides with the objective of the Mechanica Sororitas and the order of the sacred storm joining the greater good coalition without friction. As a gesture of goodwill, mention how we have just captured Elusis the former shrine world and any help the order of the sacred would give to help cleanse it and bring it back into the Emperor's light would be appreciated, also mention how we have started chipping away at Heimdal's sub-sectors and soon enough Heimdall will fall and that the capture of Heimdal would be a great achievement that we would be very happy to share with the Mechanicus if they joined and that while inside of the greater good coalition, we will have the opportunity to fight even more of the Enemies of the Omnissiah and take back the forge worlds that they have desecrated.
-[X] Deployment
—[X] Ork Empire Purges : 11th Company.
—[X] Tau Front : 3rd chapter fleet.
—[X] Tzeentichian Uprising : 1st company.
—[X] Asgardia Front (Help the Knights of caliban and the revolts against Hell Forge Heimdall): 6th company, 7th company, 1st chapter fleet.
—[X] Asgardia Front: 3rd company, 17th company, 1st storm legion, Battle Barge Unrelenting Fury.
-[X] Production 177PP base (6 mech girls major favors and 5 minor in total)
—[X] 5 Adamantine Mantle (25 PP)
—[X] 186 bikes (93PP)
—[X] Wargear Stockpile (41 PP)
—[X] 6 Whirlwinds (18PP)
—[X] Order 6 spatha frigate for 1 major favor.
—[X] Repair the Battle Barge Storm of Salvation at Forge World Thor and have Additional Shield Generators and Reinforced Hull installed on it(2 Majour Favours and 2 Minour Favours)
—[X] Repair the Battle Barge Void Thunderer at Forge World Thor and have Additional Shield Generators and Reinforced Hull installed on it(2 Majour Favours and 2 Minour Favours).
—[X] Repair the strike cruiser Carmine Falconer at Forge World Thor and have Additional Shield Generators installed on it(1 Majour Favour and 1 Minor Favour)
-[X] Sector Development (131RP)
—[X] 2 Industrial Complexes on Jostir and Thur (20 RP)
—[X] 97RP finish the Escort Targeting Cogitator Manufactorum (150/150)
—[X] Gladius-class Frigate (4 RP)
—[X] Spatha-class Frigate (4 RP)
—[X] Repair Strike Cruiser Defiant Light and add Additional Shield Generator and Gravitic Thrusters for 6RP (2 turns)
-[X] Chapter Organisation
—[X] assign 4 land raiders in storage to 1st company and crew them with marines from 10th company.
—[X] assign 5 stormravens to 15th company and crew them with marines from 11th company.
—[X] assign 5 rhinos, and 1 stormraven to 10th company and crew them from the company itself
—[X] assign 2 rhinos, and 4 storm ravens to 17th company and crew them from the company itself
So yea just like the name says we're doing what we can sending some help to Heimdal, meeting our new obligation, keeping some forces in the sector to deal with raids or try to deal with the feral orks maybe even if things are calm try and see what's happening in drac space. And sending a fully kitted out in termi armor and loads of archeotech weapon and 22 land raiders 1st company to make the the thousand suns regret ever stepping foot in our sector. and end this chaos uprising decisively (the IS will provide most of the manpower while the 1st just destroys anything in their path)
Unfortunetly can't do anything about the lost companies while the warp storm is still raging. so Yea also something important is that we didn't use HB favors for either development or productions cause we only have 4 left and we don't know how much the T'au mechgirls negotiations are gonna take. and that's the big things.
for research we doing t'au anti grav cause horwan and the sector as a whole wants us to then design Grav rhinos which will become THE mainstay vehicle as first a transport vehicle but later on just like the leman russ it can modified and they can make designs where they add any kind of canons or firepower they want, a mainstay of the Auxellias (our equivalent of the imperial guard)
also another thing we're switching to stormravens cause one of the long term objectives is that the chapter can be completely transported by air.
The Corvus Blackstar isn't superior to the Stormraven. While it is better at stealth and infiltration, the Blackstar is inferior to Stormraven when it comes to a straight up battle with inferior firepower, inferior combat speed and weaker rear armour.
The stealth and infiltration is what im looking for in our next air vehicle. With all of our Marines in stealth armor pretty soon we will have stealth abilities exceeding all Imperial forces other then Raven Guard. With stealth aircraft to deliver the Marines as well we could be everywhere and nowhere at the same time.