[X] Plan Oh God We're all Doomed. Doomed I say.
-[X] Settle Revanche (100/100)
-[X] Pacify Revanche: Evander
-[X] Drill the Militia (65/200): Ariadne
-[X] Who is the Longshot? (37/150): Lilith
-[X] Doctrinal Analysis (0/250): Medea
-[X] Analyze the Dainsleif (429/500): Cobalt
 
Drat, no free goodies.
[X] Plan Oh God We're all Doomed. Doomed I say.

I guess we get the colony set up, grind RU for the starport on our home planet and finaly start that psyker research.
 
[X] Plan Recruit and Expand
-[X] Settle Revanche (0/100) [pay 100RU]
-[X] Pacify Revanche - Ariadne
-[X] Recruit Astartes x6 (4x Storm Crow, 1x Black Templar, 1x Iron Warrior) [Pay 54RU] - Medea
-[X] Analyze the Dainsleif (429/500) - Cobalt
-[X] Drill the Militia (65/200) - Evander
-[X] Who is the Longshot? (37/150) - Lilith

I figure we can expand our infrastructure and Astartes numbers this turn and hit the Eldar(if we plan on doing that) and go resource farming next turn
 
If I recall the main things Eldar mess around on planet for, they consist of:
Pretty much. I mean it's possible that they're doing some Inscrutable Fate Shenanigans that will direct some huge enemy our way so that two hundred and twenty-seven years from now it won't break their coffee machine or something, Armageddon style, but their likeliest goals are probably things we either don't care about or actively want to wish them good luck for.

Seriously, all I want to do is send one ship over flying a flag of truce to say, "best wishes, next time feel free to just tell us you're in the area and to stay away from a given place for a while, no weapons fire necessary." but there's probably no truce signal they'd recognise that hasn't been used for way too many betrayals already.
 
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@Alectai Revanche has what I'm guessing is a pretty sizable mutant population so I was wondering, are you going with the Warhammer canon that mutants are insane humans who can't be reasoned with and they all worship chaos? Or are you going with the Warhammer canon that mutants still have human intellegence and can choose their allegiances? Basically are we going to have to exterminate all mutants or is it possible to make use of them.

(There are two Warhammer "canons" so I was wondering which you were going with, it's annoying how GW can't make up their minds sometimes.)

And then I had an other question, but I don't know if it's possible. After we study on how to manipulate biology with sorcery would it be possible to "cure" mutants? Or possibly "transfer" their mutations? Like say transferring a mutant's third eye to a goat thus returning the man to normal while not having to destroy any of the warp energy that made the mutation?

Because I'd think sorcery which has a lot to do with the connections between things would be better at transferring the contaminates that cause mutations rather then outright destroying them.

That is, if you even rule it possible.
 
@Alectai Revanche has what I'm guessing is a pretty sizable mutant population so I was wondering, are you going with the Warhammer canon that mutants are insane humans who can't be reasoned with and they all worship chaos? Or are you going with the Warhammer canon that mutants still have human intellegence and can choose their allegiances? Basically are we going to have to exterminate all mutants or is it possible to make use of them.

(There are two Warhammer "canons" so I was wondering which you were going with, it's annoying how GW can't make up their minds sometimes.)

And then I had an other question, but I don't know if it's possible. After we study on how to manipulate biology with sorcery would it be possible to "cure" mutants? Or possibly "transfer" their mutations? Like say transferring a mutant's third eye to a goat thus returning the man to normal while not having to destroy any of the warp energy that made the mutation?

Because I'd think sorcery which has a lot to do with the connections between things would be better at transferring the contaminates that cause mutations rather then outright destroying them.

That is, if you even rule it possible.

It varies. Typically though, Mutants who are mutants because of Warp poisoning tend to be Chaos Worshippers, while the ones who are mutated for other reasons have normal motivations.
 
We'll probably get an idea of what the mutant/Chaos worshiper situation is on Revanche after we colonize it.

Fortunatly they're all ferals and we are sending crack regiments of mechanized soldiers and an elite Space marine. Unless they start mass daemon summoning we should be fine.
 
Vote Tally : Renegade Sorceress Quest [40K] | Page 191 | Sufficient Velocity
##### NetTally 1.1.21

[X] Plan Oh God We're all Doomed. Doomed I say.
-[X] Settle Revanche (100/100)
-[X] Pacify Revanche: Evander
-[X] Drill the Militia (65/200): Ariadne
-[X] Who is the Longshot? (37/150): Lilith
-[X] Doctrinal Analysis (0/250): Medea
-[X] Analyze the Dainsleif (429/500): Cobalt
No. of Votes: 14

[X] Plan Meet the new Boss
-[X] Settle Revanche
-[X] Pacify Revanche: Lilith
-[X] Drill the Militia (65/200): Ariadne
-[X] Establish Contact: Altharia - Evander
-[X] Doctrinal Analysis (0/250): Medea
-[X] Analyze the Dainsleif (429/500): Cobalt
No. of Votes: 11

[X] Plan Colony Go
[+] Settle Revanche
[+] Drill the Militia (65/200): Ariadne
[+] Recruit Astartes: Lilith
[+] Pacify Revanche: Evander
[+] Doctrinal Analysis (0/250): Medea
[+] Analyze the Dainsleif (429/500): Cobalt
No. of Votes: 2

[X] Plan reap what you sow
-[X] Settle Revanche
-[X] Drill the Militia (65/200): Ariadne
-[X] Pacify Revanche: Evander
-[X] A Stern Reminder: Lilith & Medea
-[X] Analyze the Dainsleif (429/500): Cobalt
No. of Votes: 2

[X] Plan Recruit and Expand
-[X] Settle Revanche (0/100) [pay 100RU]
-[X] Pacify Revanche - Ariadne
-[X] Recruit Astartes x6 (4x Storm Crow, 1x Black Templar, 1x Iron Warrior) [Pay 54RU] - Medea
-[X] Analyze the Dainsleif (429/500) - Cobalt
-[X] Drill the Militia (65/200) - Evander
-[X] Who is the Longshot? (37/150) - Lilith
No. of Votes: 1


Total No. of Voters: 30
 
Doomed it is!

Locked
Alectai threw 4 10-faced dice. Reason: Drill the Militia Total: 30
5 5 7 7 10 10 8 8
Alectai threw 7 10-faced dice. Reason: Who is the Longshot? Total: 43
6 6 10 10 10 10 6 6 1 1 4 4 6 6
Alectai threw 1 100-faced dice. Reason: Int Growth? Total: 42
42 42
Alectai threw 12 10-faced dice. Reason: Doctrinal Analysis Total: 59
1 1 4 4 10 10 4 4 6 6 3 3 10 10 3 3 2 2 6 6 3 3 7 7
Alectai threw 9 10-faced dice. Reason: Analyze the Dainsleif Total: 44
7 7 7 7 9 9 1 1 2 2 6 6 8 8 1 1 3 3
Alectai threw 1 100-faced dice. Reason: ??? Total: 86
86 86
Alectai threw 2 100-faced dice. Reason: ??? Total: 126
92 92 34 34
 
Surprise
Surprise

+30 Progress on Training the Militia, Ariadne +1 Fellowship!
+38 Progress on Who is the Longshot, Lilith +1 Intelligence!
+56 Progress on Doctrinal Analysis
+44 Progress on Analyzing the Dainsleif
???: 86 vs 85


The first warning that you have is the panicked reports from the Dainsleif, that the Crossguard had been riddled with fire, reducing it to a shattered hulk in the Void, and your own Strike Cruiser crippled through multiple blows to the engines, several being sheared off on the way out. They had bought you a few minutes of warning, but the loss of a ship and the crippling of the other was a heavy initial blow to a day that would soon live in infamy in the annals of Indagus.

Crossguard has been Destroyed!
Dainslief has been crippled! Will be unable to operate this turn!


Raiders. Here--a squadron of starships with jagged lines and flared sails, eradicating your meagre orbital defenses and penetrating their way to your cities, disgorging ther cargo of lithe aliens to kill, enslave, and clap in chains the people of your demense--your own militia forces being helpless to resist, and your Tower Guard being too thinly populated with your commitment on Revanche to do much more than hold Colchis itself.

Only the Storm Crows had the power to save the world, and with your eyes in the sky blinded, you would be hard pressed to maneuver effectively.

Indagus Under Attack!

You have Two Squads of Storm Crows, each can Reliably Engage a single objective.

Make your choices wisely.

[ ] Defend Colchis: The Capital City of Colchis is your seat of power, and the most populated region of the world. An appealing target to who you're up against now, and will surely draw the most of their attention. Though defended by the Tower Guard and significant fortifications, the enemy will bring their finest warriors here for sure to break the back of your resistance. A squad of Storm Crows will remind them that you aren't to be trifled with. Guaranteed Success, Colchis is not breached

[ ] Defend Outlying Settlements: Make use of your limited degree of airmobile transportation to get in ahead of the enemy's skirmishers and deny them from attacking your lesser cities and towns. Less risk, but at present, their militia forces are little more than a speedbump--and you'll take many losses without the intervention of your Crows. 70% success chance, Failure will result in losses in Astartes and war material.

[ ] Attack Landing Craft: Launching a fierce attack on their landers will trap the alien invaders, and prevent them from making off with your people. But a cornered animal can lash out with great ferocity. High risk operation, losses of some kind are all but guaranteed, but minimizes number of captives that can be brought out. 60% success chance.
 
Sails means Eldar. Apparently they foresaw that we'd attack them sooner or later and decided to attack us while the majority of our tower guard was off world.

What dicks.
 
[X] Defend Outlying Settlements: Make use of your limited degree of airmobile transportation to get in ahead of the enemy's skirmishers and deny them from attacking your lesser cities and towns. Less risk, but at present, their militia forces are little more than a speedbump--and you'll take many losses without the intervention of your Crows. 70% success chance, Failure will result in losses in Astartes and war material.
 
Sails means Eldar. Apparently they foresaw that we'd attack them sooner or later and decided to attack us while the majority of our tower guard was off world.

What dicks.

This was brewing since that encounter, it's just that this was the first round they could have potentially attacked.

Then you rolled just above the DC.

Could have been headed off if you did the mission, but such is the price of turtling--you hand off the initative to everyone else who's jockeying for position.

It's just this is the first time that you're directly seeing the consequences.
 
Ah damn... just when it looked like we might be able to establish ourselves as a true power somebody has to come and cripple our fleet.


[X] Defend Colchis: The Capital City of Colchis is your seat of power, and the most populated region of the world. An appealing target to who you're up against now, and will surely draw the most of their attention. Though defended by the Tower Guard and significant fortifications, the enemy will bring their finest warriors here for sure to break the back of your resistance. A squad of Storm Crows will remind them that you aren't to be trifled with. Guaranteed Success, Colchis is not breached

[X] Attack Landing Craft: Launching a fierce attack on their landers will trap the alien invaders, and prevent them from making off with your people. But a cornered animal can lash out with great ferocity. High risk operation, losses of some kind are all but guaranteed, but minimizes number of captives that can be brought out. 60% success chance.
 
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