Cool. I also want to see what new traits/modifiers our characters bring to the situation. Are the Fangs providing us our intelligence report, or are those coming in during the results?
Right sorry about that:
Description: The children of the Lion of Caliban are scouring this galaxy looking for something seemingly known only to them based on their often erratic movements. Binding these deployments of elements from the Dark Angels' successors together is that all of them adopt the Dark Angels' Hexagrammaton structure, with the Deathwing, Ravenwing, Dreadwing, Stormwing, Ironwing, and Firewing specialist units and have their chapter masters officially titled "Grandmaster". Based on the reports from within agents embedded within the Imperium, not even the Inquisition is aware of what they are looking for, or why it's so important that after dragging away some advisors to a Khornate horde they left the territory they had rescued to be savaged by the undead.
It is believed that there are agents reporting to the Dark Angels' successor chapters within Tian'Chaonese territory, but if there are they aren't interested in conducting acts of sabotage or pilfering any of the usual information. Either that or they're just so good at their jobs that nobody can tell where they've been or what their sticky fingers have grabbed. Their search seems to still continue even with most Imperial territories in Vay-Gir currently under some form of attack, dispatching smaller search elements from their assets nominally present to assist the call to arms.
Known Dark Angels successor chapters with at least one banner operating in Vay-Gir. Due to the extremely secretive nature of the deployments of the unforgiven strength estimates are not available, but can be presumed to be smaller than a throng each to avoid questions on why large chunks of their chapters would be present in a galaxy not normally considered in their patrol radius.
- Knights Indomitable
- Ever-Vigilant Crusaders
- Soldiers of the Eclipse
- Lionhearts
- Bearers of the Old Vigil
- Wardens of Milvetia
Possible Remedy: Form a diplomatic plan to uncover Dark Angel successor cells to uncover potential disposition of the Unforgiven, minimum investment of 5 RP for any chance of success.
Potential Rewards: Unknown
Description: The Imperium of Man and the T'Au Spheres are in a state of heightened conflict with one another following the escalation of the Zeist Campaign by the Adeptus Astartes to try and contain Third sphere expansion efforts leading to open conflict across the primary lanes of Contact between the Imperium and the T'Au. At the moment, the T'Au are advancing, exploiting the Imperium's overconfidence in the Astartes and Mechanicus to press against multiple provinces whose defences have been reshuffled to deal with other threats. While the size of polities relative to the ability to transit across them makes a universal state of war difficult to actually prosecute, this likely means that the T'Au in the Kelesh Supercluster will start moving against the Imperial forces within sooner than later.
Based on the intelligence reports of the Black Lotus Agency, the T'Au will likely seize the K'Ren Satellite galaxy within the decade and then use its warp channels to launch an invasion on the core of Imperial territory in Vay-Gir as well as strike the Imperial-controlled Ku'un Lun satellite galaxy. The Imperium's response is already in motion, though unusually the most likely leader of the Crusade is of the Adeptus Mechanicus rather than the Imperium, Grand Archmagos Dominus Waldemar von Harkonnen, a veteran of millennia of war in the Omnissiah's name. Though the T'Au will be just one part of the offensives for the coming Bentusi crusade.
Possible Remedy: This is not deemed a matter of concern for the People's Celestial Realm beyond that they will likely try to rope in others into the conflict. The Imperium so that they don't have to expend as much force on dealing with a rising nuisance and the T'Au so that they can better challenge the Imperial goliath.
Possible Rewards: N/A
The Black Lotus Agency in cooperation with the Crimson Guard has rooted out the spread of Genestealer cults in its sweeps through the new territories, usually hitching rides within trade ships or leaving samples of Genestealer DNA in things likely to be consumed by people such as food. With the advance of Hive Armada Baphomet, shutting the door tight on Genestealer cult activity is deemed an essential priority by the Zhu twins, but of course how their efforts are handled is up to you, the Jianyi. Based on the vectors of attempted infection, it is likely the Rogue Trader houses of Cornwall, Eastex, and Lancastershire are thoroughly, potentially even
fully compromised.
So long as the genestealers are allowed to persist they will continue to attempt to infiltrate the celestial realm and twist its mechanisms towards ends that will ensure the victory of the hive fleets. A genestealer cult with the reach of a rogue trader house is very dangerous indeed, and will need to be dealt with thoroughly to prevent any further crisis. Based on their registrars, they likely have bases of operations in No-Man's space between the T'Au and southern Imperial territories
Possible Remedy: Espionage plan of at three RPs of expenditure to contact the Ordo Xenos and the Rogue Trader house of York to enlist their aid in slipping in purgation forces to destroy the rotten houses. Alternatively a military deployment can be guaranteed to do it but without forewarning the T'Au and Imperium can be taken the wrong way.
Potential Rewards: Stockpile of 20 RP gathered by rogue traders, increased good-will from the Imperial Prefecture government if they are brought into the loop.
There has been a rash of pirate attacks by raiders in league with the Black Legion and the Red Corsairs as well as Marauder Tribes unaffiliated with either. The Black Legion and Red Corsairs raiders seem mutually hostile to one another, and are currently content to be a nuisance in Hae Tan, finding the defences of Drae Nang too rich for their blood. They both seem to hate the Marauder tribes as well as the Chaotic xenos reavers flinging themselves out of the Vortex of Despair, and of course; all parties involved hate the Drukhari who launch their nuisance raids as they always do.
From the word of Vrailius, the four great Chaos reavers; the Corsair Lady Voladrana, the Black Legionary Lord Mortivar, the xenos Reaver King Bilgeraxis, and the Marauder Queen Stjarna Wulfbane; will attempt to negotiate at the Vay-Dar system within the Arakal Nebula but the deal will inevitably go south and the Dark Eldar under Archon Esperexa Helsheart will come in to try and kill everyone involved. With Eldar assistance, a counter-raid could be launched to kill all of them at once and then strike their hideouts in what had once been a haven for pirates thanks to its largely uninhabited nature.
Possible Remedy: Have at least one element of a fleethorde in the territory within the turn
Potential Rewards: Gain 15 RP from the pirate booty. Gain one research credit for Dark Eldar derived technology.
The Cruorans are often compared to Vampires, being an offshoot of the Necrons formed from an alternate sort of biotransferrence in the war in heaven to take on bodies far more like their living selves rather than the skeletal full body death-masques of the necrons. Furthermore, they also have the dread thirst, much like the C'tan they seek to drain energy, particularly that of living beings, but whereas the Necrons generally regard "conscripting" non-necrontyr to be beneath them due to their imperious disdain for most other life; preferring to create derivative engrams from extant necrons or copy the engrams of lesser ones when they need to expand their numbers; the Cruoran do so as a matter of course, even having ways to do it quickly and cheaply to create basic thralls and warriors, while giving the gravemark to those they seek to invite to their silent aristocracy.
There are many lineages of Cruoran, often but not always divided on the original living species or which ancient progenitor they "descend" from in a line of gravemarkings. One of the most infamous is the von Stahlmacht lineage, a plague on the houses of both the Holy Empire and the Imperium and one that is particularly interested in coming to dominate the politics of human polities to set up feeding grounds, "protecting" their chattel from other predators such as the undead, Chaos, genestealers, the strangers, cults of destruction, or their own original polities. A number of covens of von Stahlmacht activity have been uncovered in Drae Nang, clustered around former imperial aristocracy who were easy marks in the wake of the demise of Imperial Authority in the territory, and only Xinyi's direct intervention stopped them from kidnapping a member of the Jianyi for forcible conversion.
Possible Remedy: A diplomatic action plan with at least three RP worth of investment can force the Cruorans to scatter before they can take enough control to attempt a take over.
Potential Rewards: The Arkantor Dynasty of Necrons in the nearby Tu-Ran galaxy will approve. Two Research credits towards what can be gleaned from Cruoran superscience (regenerative armour, robotics, energy weapons, field quench weapons)
Character stats are based on a derivative of either 9th edition warhammer 40k or 2nd edition dark heresy based on what I work out for testing. Stats will be forthcoming when I grok out the math for them. For the sake of my fingers I probably won't type out transcripts of rolls except on request.
All characters of course gain generic stat buffs when they level up and you have levelled up to 3.
- Battlemage
- Gains the Lore of Shadows
- Increases in capabilities as an Esotericist, especially in melee combat
- Confers greater bonuses to esoterics and individuals of importance
- Significantly improves as a duelist, particularly against enemies that she is superior to either in esoterics or physicality or both.
- Skein Strategist
- Becomes better at using divination psychic powers, sorcery, and magic, conferring a general strategy bonus to military deployments
- Gains a bonus to positive interactions with Eldar
- Can give predictions of what an enemy she is in the same battle with is likely to do, or what a negotiating partner may respond to an offer with
- Greater chance of preventing enemy surprise actions or gaining surprises against the enemy whether in negotiation or war
- Abjuring Conjurer
- Gains a major bonus to dispelling enemy magic effects or protecting your own assets
- Can Lead rituals to summon elemental spirits with a high magic action or during a duel to bolster your forces
- Gains a bonus against corrupted enemies or in purging corrupted areas, halving the RP cost if he is present
- Bonus to teleportation type High Magic actions
- Dragon Warrior
- Gains a bonus in duels with enemies he has met at least once before in some capacity, even psychic clairvoyance
- Gains a bonus to fighting enemies in astral projection form, vital for exorcising daemons or battling the Strangers in their Dreamtime
- When he dispells magic or counters a spell, the force of that spell has a high chance of being returned to the enemy for a catastrophic dispell
- Allows for dragon blooded characters to temporarily take on dragon form, giving a boost to your super infantry and individuals of importance.
- Trollguts
- Has a permanent regenerative factor
- Gains in physical strength and durability
- Offers enhanced recovery to his troops (additional 10% free repairs)
- Wounded Recovery Time reduced to One Phase (If mortally injured in a battle, will be ready to fight again in the next battle within that turn)
- No Voice in our Ears but the Maw
- Gains a bonus against corrupted enemies or in purging corrupted areas, halving the RP cost if he is present
- Gains a bonus against mind altering effects and helps protect units he is attached to
- Can have up to 5RP spent before a battle to provide a random augmentation to the fleethorde with his culinary magic
- Can receive missions from the Maw
- Bigger and Fatter
- Counts as a massive unit in duels
- Improves the morale of Ogors she is assigned to
- Becomes more effective against enemy massive units
- Gains a bonus to commanding Ogor massive and War Engine units
- Ogors my lord
- Always have access to at least one Ogor mercenary unit to hire
- Can challenge the Tyrants of other Ogor tribes to get them to switch sides
- Chance of random ogor encounter replenishing losses or possibly even expanding on size
- Ogors under her command have begun to grow smarter...
- The Arcane Scholar
- Provides an extra free slot of research
- Reduces cost of Esoteric related researches
- Allows for an additional high magic action
- Learns the Lore of Time
- Compass Keeper
- Doubles effects of Strategic Wu Jin Compass
- Doubles Effects of Tactical Compasses
- May, once per battle, alter the winds of magic to favour one and disfavour another
- Increases Navigation Range to Cluster Level
- The Beast Shaman
- Reduces cost of biological research
- Reduces cost of Spirit related research
- Allows for an additional high magic action
- Learns the Lore of Space
- The Immortal Phoenix
- Has a permanent regenerative factor
- Gains in physical strength and durability
- Offers enhanced recovery to her troops (additional 10% free repairs)
- Wounded Recovery Time reduced to One Phase (If mortally injured in a battle, will be ready to fight again in the next battle within that turn)
- The Pink Tiger
- Gains, the Lore of Yang
- Reduce Cost for Stealth or Espionage related research
- Confers a bonus to fast or stealthy actions
- Allows for one Espionage Action per turn to be taken for free with maximal RP bonus
- The Death Rose
- Gains a major advantage against any enemy character already engaged in a duel with someone else
- Gains a bonus to sabotaging Planetoids and superweapons
- Penalizes enemy individuals when able to operate freely and is involved in the same combat
- Increased chance to catch retreating enemy characters when involved in the same combat
- The Green Tiger
- Gains, Lore of Yin
- Reduce cost for Detection or Scanner related research
- Confers a bonus to discovering or countering fast or stealthy actions
- Allows for one Counter-Espionage Action to be taken for free with maximal RP bonus
- The Giving Fangs
- Gains a major bonus to helping any friendly characters engaged in a duel
- Gains a bonus in countering enemy sabotage
- Increased chance for your characters to withdraw from a duel without further injury when involved in the same combat
- Can automatically block one enemy assassination action per battle