SIEGE PERILOUS: A WARHAMMER 40K REBEL QUEST

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Questions: is force an accord a trap option? It really seems like it. And does picking the same focus production order more than one turn in a row five assembly line bonuses?
It's not a trap option, its the option to decide that you don't want to deal with this situation this turn because there's other things that you want to do. It's all a matter of tradeoffs. Maybe you think that resolving the Chem Baron/Arbites conflict is not worth not repairing the Vorst-Carayn cruisers for, for instance. But it will definitely pop up later.

As for the second question, no, not in the timeframes involved. Each turn is a couple of months, so I don't think this should be modeled in game. You just get more of whatever you voted for down the line represented by better choices in votes where they are relevant.
 
"Send a fellow up, clear up the bodies. No, wait, add them to the larder. It's been a while since we've had humans, haven't we?"
Well, I can't deny, sapience gives meat this mouthwatering taste. Love, fear, every memory, every thought, those are all naturally produced spices, marinating the meat. Man gonna have to take every occasion, that's just live, can't blame them.

[X] Plan: In the name of our future.
-[X]- Disperse Veterans[Cost: 1]
Scatter the veterans of the last conflict to serve as NCOs of the next batch of guardsmen. Incompatible with Concentrate Veterans.
-[X]- Quarantine Spires: [Cost 3]
Check all incoming and outgoing traffic from each hive city and spires within said hive city to prevent easy travel by pro-Imperium forces.
-[X]- Create Commissars [Cost: 1]
Pick out particularly loyal Thrax separatists to serve roles similar to Imperial Commissars, empowered to raise loyalty to the cause in units they are embedded in.
-[X]- Mass Indoctrination [Cost: 2]
Create a propaganda campaign to indoctrinate the people of Zelung Delta to firmly believe in the cause of Thrax independence.
-[X]- Requisition Eldar Assets [Cost: 1]
Tap Kaeman Mael to see if his Craftworld is willing to lend more aid.
-[X]-Requisition Conspiracy Squadrons [Cost: 1]
Ask the Conspiracy for a reinforcement naval squadron. You do not know how much they can send.
-[X]-Activate Areospace Squadrons [Cost: 2]
Find Thunders and Lightningbolts to deny air superiority to the Imperium response on Zelung Delta.
-[X]-Seed more Defensive Emplacements in System [Cost: 5]
Construct more macrocannon satellites and seed them throughout the orbits of the gas giants and other areas that a naval response most travel through.
-[X]- Force an Accord [Cost: 1]
Gather the leadership of both sides (or what is left of them) and force them to come to a temporary peace.
-[X]- Focus Production: Manportable Anti-Armor [Cost: 2]
Order manufactoriums to focus their efforts on krak missiles, plasma guns, and other weapons that can deal with armored targets easier.
-[X]-Emplace Interplanetary Auger Network [Cost: 2]
Set up early warning augers in the outer system to alert you to hostile activity.
-[X]-Emplace Planetary Auger Network [Cost: 1]
Seed an Auger network on Zelung Delta's surface and immediate orbitals to aid in target acquisition and defense.
-[X]-Dig Fortified Missile Silos [Cost: 3]
Dig tubes into the earth that will allow you to launch powerful missiles into orbit or elsewhere on planet.
-[X]- Hunt down the Space Marines: [Cost: 5]
Form dedicated squads and a patrol rota to finish off the remnant Star Ultima chapter on Zelung Delta.
-[X]-Enact System Cordon [Cost: 5]
Prevent all non-allied ships from leaving Zelung system.
 
sooooo, what the fuck is with this Space Marine chapter??? Base on the chapter master, I believed they are possible influenced by chaos.
They have refined tastes. That's it. Not everything has to do with Chaos. Beside, it's not like cannibalism is some shocking thing in The Imperium. Even on agri-worlds, corpse-starch is common dietary supplement consumed together with the main diet of nutrient bars and whatever this agri-world cultivates.
 
sooooo, what the fuck is with this Space Marine chapter??? Base on the chapter master, I believed they are possible influenced by chaos.
I'd caution against that line of thinking. Oh, it's by no means impossible, but nothing we've seen so far would indicate it's probable. There's not really any of the telltale signs you might expect, like mutations, Warp sorcery, or thematics, numerology, and iconography associated with any of the Four or even Chaos Undivided. All that's really standout is that they... I mean, what, exactly? They have political power and want to keep it? Unusual for Marines, but not unheard of. This feels more like a fundamentally conventional if spicy bout of Imperial politics. It happens sometimes.

The canibalism is barely even weird; that's just using the Omophagea and then not wasting the leftovers.
 
Well since I just realize Fleshtearers exist, they manage to stay loyal, I guess have some cannibalism in the mix doesn't make them corrupted, just a very eccentric space marine chapter.....I suppose
 
[X] Plan: In the name of our future.
I like how the chapter master calls the citizens "your kind" to the inquisitor, and his actions afterwards, goes to really show how different astartes are from humans
 
[X] Plan: In the name of our future.

Space Marines that are hunted are a continual bleed on our trained manpower. Space Marines that are unmolested will cut a planet to pieces by inches.
 
[X] Plan: In the name of our future.
 
[X] Plan: Asset Consolidation
-[X]-Construct Tactical WMDs [Cost: 2]
-[X]- Disperse Veterans[Cost: 1]
-[X]- Quarantine Spires: [Cost 3]
-[X]- Create Commissars [Cost: 1]
-[X]- Mass Indoctrination [Cost: 2]
-[X]-Requisition Conspiracy Squadrons [Cost: 1]
-[X]-Activate Areospace Squadrons [Cost: 2]
-[X]-Repair Vorst-Caryn Cruisers [Cost: 7]
-[X]-Purge the Arbites [Cost: 3]
-[X]-Purge the Chem Barons [Cost: 3]
-[X]- Hunt down the Space Marines: [Cost: 5]
-[X]-Dig Fortified Missile Silos [Cost: 3]
-[X]-Categorize Rogue Trader Horde [Cost: 1]
-[X]-Emplace Planetary Auger Network [Cost: 1]

If we're going to build WMDs, we'll need the silos and auger network to use them to their fullest extent. Additionally, leaving Space Marine squads to run rampant is a recipe for disaster.
 
[X]Plan DAY OF THE JACKAL

Really enjoyed the chapter master's solution to inquisitorial problems. Honestly, not sure why we didn't think of it first.
 
Adhoc vote count started by Dlan the Wizard on Feb 9, 2025 at 11:58 AM, finished with 23 posts and 12 votes.

  • [X]Plan DAY OF THE JACKAL
    -[X]-Construct Tactical WMDs [Cost: 2]
    -[X]- Disperse Veterans[Cost: 1]
    -[X]- Quarantine Spires: [Cost 3]
    -[X]- Create Commissars [Cost: 1]
    -[X]- Mass Indoctrination [Cost: 2]
    -[X]Requisition Conspiracy Squadrons [Cost: 1]
    -[X]- Requisition Eldar Assets [Cost: 1]
    -[X]-Activate Areospace Squadrons [Cost: 2]
    -[X]-Deny Space Stations [Cost: 1]
    -[X]-Repair Vorst-Caryn Cruisers [Cost: 7]
    -[X]-Seed more Defensive Emplacements in System [Cost: 5]
    -[X]-Purge the Arbites [Cost: 3]
    -[X]-Purge the Chem Barons [Cost: 3]
    -[X]-Emplace Planetary Auger Network [Cost: 1]
    [X] Plan: In the name of our future.
    -[X]- Disperse Veterans[Cost: 1]
    -[X]- Quarantine Spires: [Cost 3]
    -[X]- Create Commissars [Cost: 1]
    -[X]- Mass Indoctrination [Cost: 2]
    -[X]- Requisition Eldar Assets [Cost: 1]
    -[X]Requisition Conspiracy Squadrons [Cost: 1]
    -[X]-Activate Areospace Squadrons [Cost: 2]
    -[X]-Seed more Defensive Emplacements in System [Cost: 5]
    -[X]- Force an Accord [Cost: 1]
    -[X]- Focus Production: Manportable Anti-Armor [Cost: 2]
    -[X]-Emplace Interplanetary Auger Network [Cost: 2]
    -[X]-Emplace Planetary Auger Network [Cost: 1]
    -[X]-Dig Fortified Missile Silos [Cost: 3]
    -[X]- Hunt down the Space Marines: [Cost: 5]
    -[X]-Enact System Cordon [Cost: 5]
    [X] Plan: Asset Consolidation
    -[X]-Construct Tactical WMDs [Cost: 2]
    -[X]- Disperse Veterans[Cost: 1]
    -[X]- Quarantine Spires: [Cost 3]
    -[X]- Create Commissars [Cost: 1]
    -[X]- Mass Indoctrination [Cost: 2]
    -[X]Requisition Conspiracy Squadrons [Cost: 1]
    -[X]-Activate Areospace Squadrons [Cost: 2]
    -[X]-Repair Vorst-Caryn Cruisers [Cost: 7]
    -[X]-Purge the Arbites [Cost: 3]
    -[X]-Purge the Chem Barons [Cost: 3]
    -[X]- Hunt down the Space Marines: [Cost: 5]
    -[X]-Dig Fortified Missile Silos [Cost: 3]
    -[X]-Categorize Rogue Trader Horde [Cost: 1]
    -[X]-Emplace Planetary Auger Network [Cost: 1]

Tally.
 
Hmmmmm is creating comisars a good plan? They seem kind of pointless given our situation.
They are supposed to be similar not identical.
Pick out particularly loyal Thrax separatists to serve roles similar to Imperial Commissars, empowered to raise loyalty to the cause in units they are embedded in.
They will be keeping high morale in army units, there's no reason to think, that they only methods to do so will be yelling, threatening and shooting everyone around them. Even Imperial commissars aren't only blaming left and right. So, yes, having people dedicated to coordinating and keeping soldiers mentally sturdy in our army would be useful.
 
Not voting yet - haven't looked at the plans in detail - but I love the idea of responding to the warning about a possible Arbites-gangers civil war by immediately purging the leadership of both sides. Now that's problem-solving!
 
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