Sosiel Vaenic

Azih's page

Organized Play Member. 1,105 posts (17,492 including aliases). 2 reviews. No lists. 1 wishlist. 5 Organized Play characters. 31 aliases.


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Male Human

That was Azih btw. damn aliases!


Male Human

Forgot how long it takes to build a pathfinder character! Hope to be done by Monday. Skills are going to take the longest time.. I've got to tell you guys, I'm ready for 2e.

Anyways, elfchemist's got infusions so any suggestions for formulas?


Male Human

Ok, the concept is kinda coming together. Picking Elf. It's a pretty min/max choice but it leads to an interesting backstory.

Elfchemist (name to be determined) was abandoned as a baby in... Kintargo. Probably by elf parents who would have been scandalized by their tryst when they returned to Kyonin. As such he was raised in a human orphanage which is kinda stressful for an elf baby. He's 'only' 115 years old so a very young adult but he's seen multiple generations come and go. He's adapted as well as possible but has become a pretty distracted person who only really focuses on getting by. That means money and he's become a very accomplished alchemist after spending the earlier part of their childhood learning how to survive in the city.

Kintargo is a good place to be an oddity though and he gets along pretty well with half-elves more than any other group.

He doesn't like the new regime at all and so charged some resistance group a little less then market value to supply them with alchemical equipment. He really resented being forced to supply the forces of the new regime at less then cost and so, in a fit of spite, sabatoged some of what he gave them and that landed him in jail.

He's going to be a straight up alchemist gestalted with three levels of urban ranger. He's traded away all the standard elf racial traits with Urbanite,Crossbow Training, and Silent Hunter.

How does it sound?


Male Human

Hey Guys, I'm one of the invitees. I'm thinking of a bit of an irreverent alchemist/merchant if that fits the group! Focusing on handing out elixirs and throwing bombs.

Basically he would have been a supplier for a resistance group because they paid well but only came to the inquisition's attention when he was required to send supplies to support the new regime's soldiers and sent them... defective... potions out of pique.

Edit: Any fun things like Automatic Bonus Progression or Feat Tax reduction house rules I should be aware of?


Male Human

I'd allow a Scan for Technology option with a Computers check by anyone. Wireless Hack would give a +5 bonus on the skill.


Male Human

I'll post tomorrow hopefully.


Male Human

Question on the battle moons, do they protect themselves or can they strike the planet?


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Male Human

I think it might be good to have some 'test runs' of how combats will be resolved to get a good idea of what the IG would do in similar future situations.

Maybe we can come up with some 'historical scenarios' for the sector and then see how our deployments would fare? That would inform the historical knowledge the IG will bring forward.


Male Human

Well it would depend on the situation but the Guard does try and outnumber the foe but I think it would take a heck of a fight for the IG to commit most of these to any one theatre, right?

In most cases the Guard expects each planet's PDF to take care of things. These special forces are only brought to bear when needed. Otherwise most of them are stationed in high value places to buttress the PDF so they're not just sitting around wasting time.

Since the IG in the area shifted to being more armor reliant the typical mix of units usually has an equal amount of Infantry and Mechanized Infantry with a good amount of Armor presence as well. Special units are assigned as needed depending on the situation on the ground. Super Heavies are usually only deployed when absolutely needed though when things are relatively stable the IK Households agitate to be deployed even in situations where they're not strictly required. Before the problems on Cirillo Prime and then the Great Rift the sector was comparatively tame so there were a lot of situations when the Knights were sent out more for show and a quicker resolution than anything else.


Male Human

Ahh.. what are the macro unit rules?


Male Human

Ok, so the new IG loadout scheme is:

Regular 30
Special 25
Armoured 13
Super-Heavy 2

??

My previous composition was:

Quote:


Infantry composition

2 Light Infantry Skirmishers
7 standard Line Infantry

1 Death World Regiment (Hot Weather specialists)
1 Death World Regiment (Cold Weather specialists)
1 Veteran Defensive Siege Specialists
2 Veteran Open Ground Warfare
2 Veteran Trench Warfare
1 Veteran Sapper Squad
1 Oversized and well armored Line Infantry Unit (Vanguard Unit more durable)

Mechanised Infantry

2 Sentinels
3 Hydras Mobile AA Divisions
5 Standard Chimera Loadouts
3 Hellhounds Mobile Flamers
2 Salamander Scouts

Artillery
3 basilisks
2 manticores

Tank Regiments
2 Leman Russ
2 Leman Russ Destroyer Tank Hunters
1 Leman Russ Punisher (Infantry Hunter)
2 Leman Russ Demolishers (City fighting, Line Breaching)

Super Heavies
4 Knight Households - 4 Knights each 16 Knights total

Not sure how Death World Regiments would relate to The classication. Seems like they'd mostlly be Regular except the Vanguard which was special? Going with that for now.

If so my first Draft had

17 for Regular
16 for Special (mechanized infantry + vanguard)
12 for Armored (5 Self propelled artillery + 7 Tanks)
4 Super Heavies. (Four knight houses with 4 knights each) (Overbudget by 2)

To get to 4 super Heavies I'll give up 4 special and 8 Regular. Which means...

17 for Regular to be expanded to 22 (5 more)
16 for Special to be expanded to 21 (5 more)
12 for Armored to be expanded to 13 (1 more)
4 Super heavies.

I'll add 2 sappers, 2 greandiers, and a siege for Regular

I'll add 2 MASH, 2 Earthshakers, 1 drop troop for Special

I'll add another standard Leman Russ for Armored.

Sounds reasonable?


Male Human

I think I'm mostly good. The point of IG is to field large numbers of units of the same type outside of its super heavies. It's an army, not fancy pants special forces.

I could add some drop troops buutt that sort of stuff is better done by the Astartes and I like the initial loadout being more of a traditional army rather than dynamic. Fighting the Tyranid didn't encourage mobile tactics in the sector's IG in my head canon. They went for a more steel wall approach.

One question though on the super heavy. It seems like I have 16 knights. Isn't that too much? It seems from the fluff and the tabletop wargame that an IK is the rough equivalent of a Baneblade.


Male Human

Isn't the Imeprium attitude towards 'research' changing a bit with the whole Primaris Marines thing? Still I think calling in allies from outside the subsector and finding ancient relics will be the way to get access to special units.

One thing I noticed is that I haven't put in any air units in my loadout. Is that okay for an initial state of affairs?

Air units are a bit odd in any game though, either they're unstoppable or they get shut down right away by Anti-Air.


Male Human

Well the Civ mechanics in this game don't need to be set in stone. The beauty of p and p is the flexibility. The graduation mechanic for marines sounds awesome.

Why can't a squad of tac marines be like 5 or 10 guys and then they can be assigned a squad loadout of special equipment (like assault or snipe or aa) for a cost to turn them into different kinds of combatants?

Assault and Devestator have restrictions on what loadouts they are allowed to take while tacs can take anything, scouts can only pick like two.


Male Human

Let's not scare the new players away Choon!


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Male Human

Ok. Here is my final list I'm pretty sure.

Made heavy use of
https://warhammer40k.fandom.com/wiki/Imperial_Guard_Vehicles

Infantry composition

2 Light Infantry Skirmishers
7 standard Line Infantry

1 Death World Regiment (Hot Weather specialists)
1 Death World Regiment (Cold Weather specialists)
1 Veteran Defensive Siege Specialists
2 Veteran Open Ground Warfare
2 Veteran Trench Warfare
1 Veteran Sapper Squad
1 Oversized and well armored Line Infantry Unit (Vanguard Unit more durable)

Mechanised Infantry

2 Sentinels
3 Hydras Mobile AA Divisions
5 Standard Chimera Loadouts
3 Hellhounds Mobile Flamers
2 Salamander Scouts

Artillery
3 basilisks
2 manticores

Tank Regiments
2 Leman Russ
2 Leman Russ Destroyer Tank Hunters
1 Leman Russ Punisher (Infantry Hunter)
2 Leman Russ Demolishers (City fighting, Line Breaching)

Super Heavies
4 Knight Households - 4 Knights each 16 Knights total
The best of the best of the children of Glory-B are marked for the exclusive academy of Boarboil. In an ancient induction ceremony each child who gains admittance is made to wear an Iron Halo reputedly wrought from a suit of armor worn by the Emperor himself in ages past. The Halo decides which of the four Houses the child is best suited for.

* The House of the Griffin: Honourable and straightforward. Dedicated foes of the enemies of the Imperium. They pilot Knight Paladin Pattern Imperial Knights
* The House of the Elephant: Dedicated to supporting and aiding the weaker members of the Imperium this House usually sticks close to the smaller units they fight alongside, fending off threats that would be deadly to them. They pilot Knight Valiant Pattern Imperial Knights
* The House of the Raven: Intelligent Tacticians who believe in not only being overwhelmingly powerful but also using that power in a fashion that allows them to outlast the foes of Mankind. They pilot Knight Crusader Pattern Imperial Knights
* The House of the Serpent: Opportunistic and Ruthless Fighters who do not believe the enemy is deserving of an honourable duel and will instead strike at their points of weakness as much as possible. They Pilot Knight Errant Pattern Imperial Knights

How the pilots of the Knights get along with each other REALLY changes on the social dynamics of each graduating class.

The House of the Raven is most likely to be asked, or volunteer, to spend a portion of their service under the direction of the Adeptus Mechanicum thus fulfilling the ancient oaths between Glory-B and the Mechanicus Forgeworld of the Fires of Industry.


Male Human

Haha, it does seem like the 40K fan community isn't very strong on the paizo forums, or has gotten smaller at the very least.

I think I've got just a little more to go to finish off my starting army list.


Male Human

The Navy is in some ways the most thankless of the positions if you think about it. I know I'd be leery of playing a position where everybody needs me to provide an escort and break blockades so their ground forces can get to the real action and if I don't then their forces will just.. sit there?.

Might be best to just automate?


I'm the Lord General in this campaign and I can let everyone know that GOW is an excellent and committed GM with an amazing head for coming up with great game mechanics. Anyone interested in the awesome over the top lore of 40K will have a great time in the game almost guaranteed.


Male Human

Hrm. They might have reused the name as there's giant wiki pages for Knight Errant Imperial Knights as well.

https://warhammer40k.fandom.com/wiki/Knight_Errant

And their flavor and loadout fits better for what I had in mind for the House of the Serpent.

The Armiger pattern on the other hand seems like a weaker variant.


Male Human

Artillery rework is pretty simple.

3 basilisks
2 manticores

Ammunition loadout will change depending on engagement.


Male Human

I'd say the class bonds are strong enough that they retain those names once they become pilots they do add the planet name at the end though so they're House Griffin of Glory-B etc. Makes it easy to distinguish their pattern as well.


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Male Human

You know what. Let's lean into this thing.

The best of the best of the children of Glory-B are marked for the exclusive academy of Boarboil. In an ancient induction ceremony each child who gains admittance is made to wear an Iron Halo reputedly wrought from a suit of armor worn by the Emperor himself in ages past. The Halo decides which of the four Houses the child is best suited for.

The House of the Griffin: Honourable and straightforward. Dedicated foes of the enemies of the Imperium. They pilot Knight Paladin Pattern Imperial Knights
The House of the Elephant: Dedicated to supporting and aiding the weaker members of the Imperium this House usually sticks close to the smaller units they fight alongside, fending off threats that would be deadly to them. They pilot Knight Valiant Pattern Imperial Knights
The House of the Raven: Intelligent Tacticians who believe in not only being overwhelmingly powerful but also using that power in a fashion that allows them to outlast the foes of Mankind. They pilot Knight Crusader Pattern Imperial Knights
The House of the Serpent: Opportunistic and Ruthless Fighters who do not believe the enemy is deserving of an honourable duel and will instead strike at their points of weakness as much as possible. They Pilot Knight Errant Pattern Imperial Knights

How the pilots of the Knights get along with each other REALLY changes on the social dynamics of each graduating class.

The House of the Raven is most likely to be asked, or volunteer, to spend a portion of their service under the direction of the Adeptus Mechanicum thus fulfilling the ancient oaths between Glory-B and the Mechanicus Forgeworld of the Fires of Industry.

Edit: From Choon's linked wiki page threw in the kind of patterns they would use. Thanks for that!

I think that's my super heavy done. I need to rework my middle loadout.


Male Human

Ok, working bottom up. Looking for feedback.

Infantry composition

2 Light Infantry Skirmishers
7 standard Line Infantry

1 Death World Regiment (Hot Weather specialists)
1 Death World Regiment (Cold Weather specialists)
1 Veteran Defensive Siege Specialists
2 Veteran Open Ground Warfare
2 Veteran Trench Warfare
1 Veteran Sapper Squad
1 Oversized and well armored Line Infantry Unit (Vanguard Unit more durable)

Mechanised Infantry

3 Tank Hunter Divisions
3 Mobile AA Divisions
4 Standard Chimera Loadouts
3 Mobile Flamers
2 Speeder Transports

Artillery
2 Anti Siege Artillery
2 Anti Air Artillery
1 Anti Infantry Artillery

Tank Regiments
2 Standard Tanks
2 Mobile Close Quarters Anti Infantry
1 Anti Air
2 Siege Breakers

Super Heavies
4 Knight Households TBD.


Male Human

The power gamer in me is struggling to understand why I would have any Light at all :). Faster to recruit? Basically pick them up from a planet and throw them into the fight while Line need a little bit of training and a little bit of GG to equip?


Male Human

Is there a good place to go too to get a list of units available for IG? I downloaded some random android app for 40K army building but it doesn't have Knights in it. I may be overthinking this.


Male Human

Ok, a quick copy/paste to excel shows that the base composition has 112 'points to play with (super heavies are 8 points, tanks and artillery are 4 points, mechanized is 2, and infantry is 1)

I shifted it around to make this more mechanized. Going to 3 super heavies was too darn expensive in terms of throwing bodies at problems which is were a lot of the value of the IG lies so I kept that at 2 and instead I've come up with this basic list:

2 super heavies
7 Tank Regiments
5 Artillery
15 Mechanized Infantry
18 Infantry

For Infantry, do DeathWorld specialists take 1 'point'? How about Light vs Line?


Male Human

Alright, in terms of unit compositions this is the basic framework to work from right?

[One Possibility, IG is very free]
• 2 Super-heavy Regiments
○ (They are not pure super-heavies but rather a Tank regiments with a couple super-heavies as beachhead or squadron lead vehicles)
• 6 Tank Regiments
• 6 Artillery Regiments
• 12 Mechanized Infantry Regiments
• 24 Infantry Regiments of any type
• 6 Bulk Transport Void Ships
○ Each with 10 slots
§ Infantry takes one slot
§ Mechanized/artillery/tanks takes up 2
§ Super-heavy take 3

You can likely see the system behind this.
Tank regiments are about twice the 'points' of a Mechanized Infantry which in turn is about twice of normal infantry. You are free to switch around your setup according to that system to a certain degree.
You probably will want to create 'battlegroups' of several regiments which are usually deployed together to aid eachother.

General Troop Types:
• Armored (Tanks and Superheavy)
• Mechanized Infantry (Infantry with Chimeras Transports)
• Artillery (includes AA)
• Light Infantry (Scouts, Infiltrators, fast deploy, can be recruited fast, cheap and virtually everywhere)
• Line Infantry (many guys with flashlights, some heavy weapon teams)
○ May be specialized, see Only War regiment creation for ideas, including tank hunters, rough riders, pioneers
• Drop Infantry (drop from Valkyries in sub-orbit)
Siege Infantry (more bodies than usual, special


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Male Human

Kachewan-35 - Agri world

Insol-8 - Mining World/Death World

Night/Day Death world shared with CmdKeen

Maximadin-37- Hive World/Manufactorum of mechanized infantry up to and including battletanks as well as the crews experienced with them as well as troops expereinced with defensive seige warfare.

Glory-B - Knight World/IG Millitary Academy in System SO 499-691.46 in alliance with Forge World "Fires of Industry". Takes in GG and recruits and puts out Knight Pilots, IG Officers, and troops experinced in open ground and trench warfare

Which one did you name Archepex?

Flavor
Kachewan-35
Kachewan-35 is as Large as a rock planet can get and is blessed with moderate climate on its one giant continental landmass which sits in a large world spanning freshwater ocean. It is so flat that it is said that you can watch your dog runaway for three years.

Its value as a breadbasket, source of water and seafood is so important that large settlements are not allowed on the surface and the only structures are the space ports that ferry these vital supplies to the rest of the imperium. These ports also contain work camps and the manufactorums that service the giant farming equipment and trawlers used to harvest the bounty of the world.

The planet's atmosphere is so large that it shares it with two of its moons. The first is Grey and covered with tenemant housing. It is in fact a Hive moon that provides the workers that harvest the Agri World and a few recruits for the IG. The second moon is a small orange rock and it is from here that the PDF are organized and the governance of the world and moon managed.

Insol-8
In the countless worlds of the Imperium the Hive World of Insol-8 is just another mote of icy dirt under the ceaseless gaze of the Holy Emperor; just another ink-blot on the ledger of his Administratum. But where most Hive Worlds push the poor to the lower levels while the privileged nobility live above, closer to the heavens and the stars, the opposite is true on Insol-8.

For the surface of Insol-8 is more akin to a frozen Death World than a Hive World. Roiling tempests, some millennia old, roll over the tortured land showering down seemingly endless storms of dagger like ice shards stabbing into a pock marked landscape close in temperature to absolute zero. Elsewhere drifts of snow as large as continents shift and morph, sculpted into alien forms by the ceaseless howling wind before being blown flat again.

It is only the stability of the stolid crust underneath the hellish frozen surface and the vast riches of mineral wealth deeper still that has drawn the attention of the Imperium. Once it was discovered that boreholes and solid vents and shafts could be tunneled deep into the crust with only minimal engineering a project was launched to create a mining outpost. Success breeds success and the initial post was expanded again and again under the auspices of the barely human servitors from the Adeptus Mechanicus with orders only to dig. Now a vast underground rat's nest many layers deep has been created. Vast mining complexes plumb the riches of the planet and a dizzying number of Hab tunnels house the countless millions of miner-citizens.Initially brought in from other Hive and Penal Worlds the population of Insol-8 has been self-sustaining now for generations. Giving the planet worth as it spouts out raw materials to feed the endless wars of the 41st Millenium.

Maximadin-37
Maximadin-37 is a Hive World which features habitable zones that are all heavily urbanized but with large tracts of hellish irradiated wasteland between. Travel between the habitable zones is accomplished through ground based vehicles which range from lightly armored speeders to heavily armored trade convoys which are needed to fend off attacks from the mutated barbarians that dwell in the radiation. These vehicles are built on world in heavily protected industrial areas that mark the boundaries between the habitable zones and the wastes. Not only do these areas produce the highly prized armored vehicles that the world relies on but also serves as defensive walls against the denizens of the wastes. Provides troops, mechanized infantry, light tanks.

Glory-B
Glory-B is an ancient world dedicated to the Imperium with a grand tradition of military excellence which takes pride in contributing troops to the Emperor's cause. One of its island continents (Australia-sized roughly) is completely dedicated to a military academy that turns the brightest or most well connected children of the world into officers for the IG, the most exception and talented of which are given the honor of piloting an Imperial Knight which are provided by the nearby Forge World "Fires of Industry" in an ancient compact between the two worlds. It also takes in offworld recruits in large numbers to be trained into grunt troops. Only the most exceptional of offworlders are able to overcome the prejudice of the natives to get into the officer track and only the dullest or most desperate to get offworld of the natives become troops. It is almost unheard of for an offworlder to become a Knight Pilot.


Male Human

Let's go for something dumb. The planet is named Glory-B. Second planet from it's star.


Male Human

Ah yeah, I changed the concept to a Knight World with a Feudal government setup that supports a very very large IG military academy. The best of the best get to pilot Knights as 'Questor Mechanicus', The second best get to be IG officers, everyone else gets to be a grunt troop.

Basically in alliance with the Mechanics and through GG imports it takes in recruits and generates troops of all kinds as well as Knight super heavies.

The academy continent is mainly open plains so the troops would be good in open ground warfare and drills but also in trench warfare as, a part of training, recruits get to dig a lot of them.

It makes perfect sense for it to be in your (Choon) System 3 and be in an alliance with "Fires of Industry".


Male Human

Thanks for the kind words all. A little bit of time has helped but your words of support have done even more.

It does seem like it's becoming more clear to people how deeply embedded and accepted bigotry has become in our society and that provides some hope that things might actually start to turn around.

I hate to get political for a bit here but if you guys could push back against people in your lives that make blanket statements about "Muslims" or "Islam" then that would be wonderful. Criticising specific Muslims or specific understandings of Islam on the other hand is not only perfectly okay but necessary. Blanket otherizations and demonization of us though is what makes tragedies like this far more likely to take place.

And that applies to any vulnerable group, not just the one that me and mine happen to be a part of.

Playing with you all is a bright spot in my life and brings me a heck of a lot of joy. I hope that I'll have the ability to keep doing so for a long time to come.

I think it's a good idea to combine my death world with the other death world so that it's a good recruitment place for both the Marines and the IG. There was probably an ancient compact between the chapter and the IG that the IG would take the potential neophytes that didn't quite make the cut for the Marines and the'd become crack IG troops.

Also sounds good to turn my Fuedal world into the source of the IG Knights as well.


Male Human

I'm going to take a break from posting for a few days guys. The mosque attack in NZ has me feeling pretty distraught. So many want me and my family dead just for being us. It gets to me.


Male Human

I'm going to take a break from posting for a few days guys. The mosque attack in NZ has me feeling pretty distraught. So many want me and my family dead just for being us. It gets to me.


Male Human

Ok here's my fourth

* A feudal world with a grand tradition of military excellence which takes pride in contributing troops to the Emperor's cause. One of its island continents (Australia-sized roughly) is completely dedicated to a military academy that turns the brightest or most well connected children of the world into officers for the IG. It also takes in offworld recruits in large numbers to be trained into grunt troops. Only the most exceptional of offworlders are able to overcome the prejudice of the natives to get into the officer track and only the dullest or most desperate to get offworld of the natives become troops.

A place like this is also probably well placed to produce Imperial Knights? I admit that the Knights are a part of the lore that I know little about.

I imagine it produces some troops and some light armored units but mostly takes in raw recruits and turns them into competent IG. Would also import food and GG to sustain the academy.


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Male Human

Ok I need to come up with three more planets.

* I already have an Agri World (Food, Water), with a Hive Moon that provides some men.

* I have a Mining World that will generate rare minerals and *occasionally* spit out specialised troops experienced in fighting underground.

Here's some spitball ideas

* A planet with one side that only faces the sun. It's a Death World, one side generates specialised troops experienced in fighting in harsh heat. The other produces specialised troops experienced in fighting in the extreme cold. Since trade between the two sides is the only way that people on either side can survive there has to be communities on both faces of the planet and trade occurs on a small isthmus joining the two main land masses which is wracked with storms due to the meeting of two very different climates. Nevertheless the isthmus also contains a spaceport through which the planet pays its tithes

BTW what's the fluff reason that people don't just leave Death Worlds?

* A Hive World which features habitable zones that are all heavily urbanized but with large tracts of hellish irradiated wasteland between. Travel between the habitable zones is accomplished through ground based vehicles which range from lightly armored speeders to heavily armored trade convoys which are needed to fend off attacks from the mutated barbarians that dwell in the radiation. These vehicles are built on world in heavily protected industrial areas that mark the boundaries between the habitable zones and the wastes. Not only do these areas produce the highly prized armored vehicles that the world relies on but also serves as defensive walls against the denizens of the wastes. Provides troops, mechanized infantry, light tanks.

Does that look fine?

The last would probably be a Forge World pumping out super heavies and heavy tanks.


Male Human

I'm looking at the IG resource on the notebook and it makes sense. For super heavies, do the different tank types matter? I mean fwik Bane Blades are the biggest and the best... Right?

I think I'll shift the IG of the sector to be a little more mechanized as they started to shift in response to the recent Tyranid troubles.

Scouting is usually a big deal in 4x style games, will that be handled by the GM sending us intelligence or would we be expected to take an active role in that part of the strategic and Tactical layer?

Is faction morale going to be a complete function of how well resourced a particular location is? I think that's best to keep things simple and not get into building arenas and churches and what not like you would in a Civ game.

It seems a bit weird for the IG to be completely dependant on the IN for protection as they move about space. How good are bulk transport void ships at defending themselves or running away? I hope only very special and sensitive cargo would require the IG asking the IN for special escorts.

In fact overall it seems like the IN and IG are completely dependant on each other. Am I wrong in that?


Male Human

Space Marines at any level of engagement above DeathWatch style squads only tend to get involved after everyone else is up to their eyeballs in blood, guts, and misery though. They're so rare that they HAVE to be reactive in nature to face true threats unless they're following their own secretive agendas.


Male Human

I'm a pretty committed microsoft nerd but I think a wiki might be better suited for this sort of collaboration.


Male Human

It's a huge change keen but an amazingly fulfilling one, Gratz Keen.


Male Human

Rare minerals make sense to make it a notable world.


Male Human

"Mining-World" is an official world type is it not? I thought of Insol-8 as a Mining world sending resources to Hive and Forge Worlds.It could be both that and a Death World.


Male Human

Aren't Forge Worlds the planets that generate a lot of GGs? I always imagined Insol-8 as one of the worlds that supply the raw materials that Forge Worlds voraciously consume.

For the food situation I think it's fine for imports of food keeping the population morale from being incredibly terrible but the planet being able to get by for a little bit on its own food supplies and rationing before descending into rebellion and chaos.

Space elevators going from underground right up to space is an incredibly cool visual so let's go with that.


Male Human

Well when I said self sustaining I did mean in terms of population when I first wrote it up.

I can imagine a load of underground fungus farms in mined out caverns of the planet taking care of most of the food requirements of the population (might even be a delicacy for other parts of the subsector) but if planets should be more dependant on each other for the purposes of the game (to make trade routes necessary for survival) then we can say that Insol-8 requires regular deliveries of food alongwith machine parts to repair the mining equipment.

Choon: For the Titans it does seem like something like Divisio Investigatus fits the best. But can' you say you're more interested in field testing established technology rather than being very experimental?


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Male Human

Alright. Here's an ice world mining world I cooked up for Simmins originally.

In the countless worlds of the Imperium the Hive World of Insol-8 is just another mote of icy dirt under the ceaseless gaze of the Holy Emperor; just another ink-blot on the ledger of his Administratum. But where most Hive Worlds push the poor to the lower levels while the privileged nobility live above, closer to the heavens and the stars, the opposite is true on Insol-8.

For the surface of Insol-8 is more akin to a frozen Death World than a Hive World. Roiling tempests, some millennia old, roll over the tortured land showering down seemingly endless storms of dagger like ice shards stabbing into a pock marked landscape close in temperature to absolute zero. Elsewhere drifts of snow as large as continents shift and morph, sculpted into alien forms by the ceaseless howling wind before being blown flat again.

It is only the stability of the stolid crust underneath the hellish frozen surface and the vast riches of mineral wealth deeper still that has drawn the attention of the Imperium. Once it was discovered that boreholes and solid vents and shafts could be tunneled deep into the crust with only minimal engineering a project was launched to create a mining outpost. Success breeds success and the initial post was expanded again and again under the auspices of the barely human servitors from the Adeptus Mechanicus with orders only to dig. Now a vast underground rat's nest many layers deep has been created. Vast mining complexes plumb the riches of the planet and a dizzying number of Hab tunnels house the countless millions of miner-citizens.Initially brought in from other Hive and Penal Worlds the population of Insol-8 has been self-sustaining now for generations. Giving the planet worth as it spouts out raw materials to feed the endless wars of the 41st Millenium.


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Male Human

Man, you are going all in Choon! Hope you don't mind the rest of us being laggards.

For my planets. Here's my first idea.

The Agri world of Kachewan-35 is as large as a rock planet can get and is blessed with moderate climate on its one giant continental landmass which sits in a large world spanning freshwater ocean. It is so flat that it is said that you can watch your dog runaway for three years.

Its value as a breadbasket, source of water and seafood is so important that large settlements are not allowed on the surface and the only structures are the space ports that ferry these vital supplies to the rest of the imperium. These ports also contain work camps and the manufactorums that service the giant farming equipment and trawlers used to harvest the bounty of the world.

The planet's atmosphere is so large that it shares it with two of its moons. The first is Grey and covered with tenemant housing. It is in fact a Hive moon that provides the workers that harvest the Agri World and a few recruits for the IG. The second moon is a small orange rock and it is from here that the PDF are organized and the governance of the world and moon managed.


Male Human

It makes a lot of sense to start with a coordinated effort to retake Cirillo Prime as a starting point to bring all of us together but that's a GM decision.


Male Human

Maybe decide a theme for the area?

Certainly being the site of the temporary rift corridor makes it NOW a very important bit of the galaxy, but before that, what was it besides Cirillo Prime and the centre of a genestealer outbreak?

Should we make it a backwater or just a somewhat stable part of the imperium that quietly pumped out recruits and resources from a collection of not too small and not too large forge and hive worlds with enough agri-worlds to be self sustaining. I think the second option gives us more leeway to plonk down planets that we need.

Cirillo Prime should be the largest Hive World by a good amount though. Large enough to get on the map!


Male Human

Maybe we can abstract 'scanners' and other types of internal security to general guard units that are assigned to a world. I don't think we want to get crunchy enough to delve into different 'types' of PDF. But it does seem important to have some simple formula whereby the more forces assigned to protect a planet the better it runs (resource generation) and the less chance there is of something bad happening there and leave it at that.

We do have to decide what to do with Cirillo Prime. In our game is it still a major genestealer hub? I don't think we want our game to bog down in micromanaging a ground war to take back Cirillo Prime.


Male Human

Hrm, can we standardize resources on OneNote or Google Slides or PowerPoint online or a wiki or something? I find Google Docs oddly hard to work with on mobile.

If this area has a history of problems with Tyranids then I'd imagine the local IG has fewer infantry than usual and is way more reliant on armored units, both heavy and mobile, as well as air and long range support. The standard 'throw fodder into the meatgrinder' approach just doesn't work on an enemy that lives on meat. Which means the sector needs to keep the Mechanicus happy. Everything's coming up Coghead...

How does the IG even deal with genestealers? Do they leave that up to Inquisitors?

Reading up on some of the latest lore it seems like this area is important because it's a passage between the Imperium and the Dark Imperium split by the Cicatri Maledictum. As such having the major planet in the area being a Tyranid spawnground seems like it would be a major obstacle to be removed as soon as possible.

Maybe we should start the game off with an Exterminatus on Cirillo Prime? Really clear the deck so to speak.

Thoughts?

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