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Almost nothing is written about Veramar Secundus, except a small exerpt from a Rogue Trader named Matheuz Blackwood mentioning it in his Captain's Logs recalling the exploration of the newly founded subsector Cricilian of the Sector Luwendorf. While the reports don't go into details it speaks of several primitve lost colonies, that should easy to bring back into the light of the Emperor for a loyal and dedicated servant of the Imperium. Carved out and distributed, the mentioned habitable worlds in the old Rogue Trader report were divied up as Lord Governorships, some based on already established influence and close relationships with Senior Imperial officials and some through outright bribery. Some were also won by blood spilt on the battlefield, or won through enterprise and guile.....
>>
>>3687406
How did you becoming Governor of this world?
A. You are the second child of a prominent Noble Dynasty, your family has ruled a wealthy and powerful world for millenia and have established themselves in their local region, the world is highly developed and organized, and supplies large tithes of competent, trained soldiers, foodstuffs and war material for the eternals wars of the Imperium of Man. Your family was able to exploit their wealth and connections to grant you the chance to start your own cadet branch of your glorious Dynasty. Your family has provided you with a staff of servants to look after your every whim, while elite House guards and a few thousand security forces from your homeworld provide your protection, along with several extra ships full of supplies and a large cash gift.
B. You are a Victorious General of the Imperial Guard, the army under along with their families and settlers from the homeworlds of each regiment are given the right of settlement on this new world after a hard-fought campaign against the Ferusians, a small Xenos empire that lies in the north east edge of the sector, near the border and the halo stars. The army under your command was able to finally secure the critical mining world of Garos Primaris after a long a grueling campaign against the Xenos, who were armed with powerful weapons and are a cunning and physically powerful foe. After months of stalemates, you came up with an offensive plan and were finally able to break through and crush the enemy forces. You will start with a large army of loyal veteran troops along with their supplies and equipment.
C. Your uncle, Matheuz Blackwood, the famous Rogue Trainer, was able to negotiate more than just a large finder's fee from the Imperium, he gained a governorship for your father. who served as a competent and skillful right-hand man to your Uncle for many years. Unfortunately your father passed just a few months before he was informed of his receiving of the Governorship. The title passes to you. Your uncle trusts family, and will expect you to perform competently and provide support to his expeditions in the region. Your uncle has also provided you with a ship, large mercenary security force and several of his best people.
>>
>>3687406
>B. You are a Victorious General of the Imperial Guard, the army under along with their families and settlers from the homeworlds of each regiment are given the right of settlement on this new world after a hard-fought campaign against the Ferusians, a small Xenos empire that lies in the north east edge of the sector, near the border and the halo stars. The army under your command was able to finally secure the critical mining world of Garos Primaris after a long a grueling campaign against the Xenos, who were armed with powerful weapons and are a cunning and physically powerful foe. After months of stalemates, you came up with an offensive plan and were finally able to break through and crush the enemy forces. You will start with a large army of loyal veteran troops along with their supplies and equipment.
B. You are a Victorious General of the Imperial Guard, the army under along with their families and settlers from the homeworlds of each regiment are given the right of settlement on this new world after a hard-fought campaign against the Ferusians, a small Xenos empire that lies in the north east edge of the sector, near the border and the halo stars. The army under your command was able to finally secure the critical mining world of Garos Primaris after a long a grueling campaign against the Xenos, who were armed with powerful weapons and are a cunning and physically powerful foe. After months of stalemates, you came up with an offensive plan and were finally able to break through and crush the enemy forces. You will start with a large army of loyal veteran troops along with their supplies and equipment.
>>
>>3687407
>A. You are the second child of a prominent Noble Dynasty, your family has ruled a wealthy and powerful world for millenia and have established themselves in their local region, the world is highly developed and organized, and supplies large tithes of competent, trained soldiers, foodstuffs and war material for the eternals wars of the Imperium of Man. Your family was able to exploit their wealth and connections to grant you the chance to start your own cadet branch of your glorious Dynasty. Your family has provided you with a staff of servants to look after your every whim, while elite House guards and a few thousand security forces from your homeworld provide your protection, along with several extra ships full of supplies and a large cash gift.
>>
>>3687407
>B. You are a Victorious General of the Imperial Guard
Fuck Xenos, fuck rogue traders, and fuck nobles. Praise the Emperor. Simple as.
>>
>>3687429
+1. Simple as fuck.
>>
>>3687407
C. Your uncle, Matheuz Blackwood, the famous Rogue Trainer, was able to negotiate more than just a large finder's fee from the Imperium, he gained a governorship for your father. who served as a competent and skillful right-hand man to your Uncle for many years. Unfortunately your father passed just a few months before he was informed of his receiving of the Governorship. The title passes to you. Your uncle trusts family, and will expect you to perform competently and provide support to his expeditions in the region. Your uncle has also provided you with a ship, large mercenary security force and several of his best people.
>>
>>3687407
>A. You are the second child of a prominent Noble Dynasty, your family has ruled a wealthy and powerful world for millenia and have established themselves in their local region, the world is highly developed and organized, and supplies large tithes of competent, trained soldiers, foodstuffs and war material for the eternals wars of the Imperium of Man. Your family was able to exploit their wealth and connections to grant you the chance to start your own cadet branch of your glorious Dynasty. Your family has provided you with a staff of servants to look after your every whim, while elite House guards and a few thousand security forces from your homeworld provide your protection, along with several extra ships full of supplies and a large cash gift.
>>
B. You are a Victorious General of the Imperial Guard, the army under along with their families and settlers from the homeworlds of each regiment are given the right of settlement on this new world after a hard-fought campaign against the Ferusians, a small Xenos empire that lies in the north east edge of the sector, near the border and the halo stars. The army under your command was able to finally secure the critical mining world of Garos Primaris after a long a grueling campaign against the Xenos, who were armed with powerful weapons and are a cunning and physically powerful foe. After months of stalemates, you came up with an offensive plan and were finally able to break through and crush the enemy forces. You will start with a large army of loyal veteran troops along with their supplies and equipment.
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>>3687407
>A
>>
All the options are cool, but I'm voting C
>>
>>3687463
>>3687429
>>3687412
>>3687437
>>3687463
You and your men were fortunate enough to be blessed with the right of settlement after a long campaign. Losses were high, but your men finally get to rest after almost a decade of war....

You led a diverse army, made up of troops from half a dozen worlds, but the bulk of it came from your homeworld...

You hail from...

A. Cadia- the famed fortress world is known for producing some of the finest troops in the Imperium, your men are no exception, and serve as diciplined, well rounded troops
B. Armageddon- The steel legions are well known for their use of vehicles to crush and overpower even the most stalwart of foes
C. Elysia- Known for its elite drop-troopers, your men trained from an early age to leave your homeworld and fight the many enemies of man, specializing in air drop operations and ship boarding operations
D. Other(Write-in)
>>
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>>3687563
>D. Other(Write-in)

Praetoria

Emperor save the Govenor!
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>>3687563
WAIT SHMEH YOU'RE RUNNING THIS?

A. Cadia- the famed fortress world is known for producing some of the finest troops in the Imperium, your men are no exception, and serve as diciplined, well rounded troops

WHERE HAVE YOU BEEN
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>>3687563
>D Nova Terra- from fragmented records found in the oldest of cogitators. it is known that Nova Terra was one of the last colonies seeded before the age of strife
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>>3687563
>D- Mordian. Disciplined, Brave, Mordian had been known for producing gaurdsmen of the utmost quality. Best known for their tactical and strategic cohesion in large-scale land operations, as well as for their well-armed and armoured infantry. Of course, Mordian is lost to chaos now...
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>>3687563
A. Those bastards may have destroyed our home world, but we will never stop! CADIA STANDS!
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>>3687606
Supporting this, with maybe a bit of fluff about how our men, having grown up with little in assistance from the empire, have proven to be resourceful and innovative, specialized in the areas of improvised weapons and technology.

Not particularly good at military combat(hence why it took so long to pacify this world) but faithful souls with an uncanny ability to get themselves out of many a tight situation.
>>
>>3687736
>>3687606
I like this idea, i'm going to back this
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>>3687563
One of the D options
>>
>>3687736
Would also explain why we got a planet on the first place: perhaps our lack of tradition and unconventional methods unnerved the more “spiritual” parts of the corps, and the people on high decided it was easier to just drop our asses off on one of the newly conquered planets and call it “retirement”.
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>>3687736
specifically could be better tech or intact stc fragments since it was one of the last colonies before the fall
>>3687772
maybe pissed off the mechanicus with tech heresy
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>>3687748
Your homeworld, Nova Terra has had a dark history, being the origin of 2 major uprisings against the Imperium. Due to its immense value and strategic location, your world was reclaimed by loyalist forces and resettled by loyalist survivors and fresh colonists. Due to the stain on your worlds honor, it has sent many of its best and brightest to join the wars of the Imperium in an effort to redeem itself through blood spilt in the Emperor's name, with food and basic industrial production deprioritized in order to to facilitate additional arms production for the war effort, causing famines and rolling blackouts across the cities of Nova Terra.

Your men are used to doing more with less, and using their wits and ingeniuity to improvise weapons and tactics on the fly to win battles, rather than rely on superior training or equipment, as much of the Imperial Guard does....
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>>3687782
You are suddenly thrust into a high state of fear and alertness, as an alarm blares on the bridge of the ship. The Augur officer reading his viewscreens loudly announces that multiple contacts have been detected....
Not fitting any known Imperial design, and demonstrating low speed and energy levels, they seem to have either entered the atmosphere or are trying to flee the system...
Once in orbit you are able to detect large amounts of activity focused on the much larger western continent of the world, mostly clustered in a few highly developed major settlements...
The local people seem to possess some advanced technology but have devolved into a state of Techno-barbarism....
During the scan, several radio frequencies are detected, still unaware of your fleets arrival....
Within a few hours of entering orbit, you receive a communication from the ground....
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>>3687856
You, along with the entire bridge crew are very surprised to hear a voice speaking low gothic on an Imperial Vox channel...

"Thank the God-Emperor you are here! We have been awaiting your arrival for over 200 years! "

"My name is Thaddeus Gantz, I am a missionary of the Missionarius Galaxia, we have been tasked with bringing these people into worship of the Emperor. We have much to discuss, I would like to arrange a meeting at our Missionary settlement in the grand city of Mercium. I have sent landing coordinates to your fleet"
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>>3687881
scan the area if it looks good follow the coordinates
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>>3687888
>>3687881
This
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>>3687888
Support
>>
>>3687888
Also support, but let's try to keep skeptical here.
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>>3687881
Images taken from orbit seem to indicate the coordinates are a large landing pad, part of enclave on the western edge of the massive city....

After reviewing it with your staff, you decide to agree to meet, sending down two companies in full combat load to secure the landing zone before your arrival....

As you descend through the atmosphere you can see a massive city, sprawling from the sea into every direction, its most noticable feature being a massive harbor and commerical port area....

One of your men points out what appears to be Xenos structures and possibly a small ship in an enclave not far from the Missionary coordinates....

You land in the Missionary Enclave, a large walled off estate on the edge of the city....

You look out the main hatch of the shuttle to see your men covering every major approach to the landing zone, taking up firing positions from every possible angle, as you are approached by a small man in simple Ecclesiastical robes, followed by several other robed figures....

The lead figures introduces himself as Theodore Gantz, a gaunt old man....

He tells you the story of how he came to this world, being dropped off by a passing Rogue Trader with a handful of followers, over 5 decades ago, he wandered this world and learned much of its ways and its history....

He has managed to convert a small portion of the population, which help him with funding and manning of schools and hospitals, which are used to help develop the world and bring wayward souls into the light of the Emperor....

The Grand City of Mercium is one of the 3 old cities, and is known for its neutrality and status as a free city, where no one, outside the City Watch are permitted to move about the city armed, as well being a highly tolerant center of trade, art and culture for the world.....

The humans of Veramar Secundus are aware of the Imperium and the rest of the galaxy only in the vaguest and most distant sense, but the rare offworld trader will occasionally visit their settlements, including the occasional Xeno...

You are surprised to hear that the city has also granted an enclave to the Tau Empire, who has sent a representative here, along with several followers, they have had a presence for almost 30 years and attempt to gain influence through conversion to their insidious "Greater Good" and commercial ties, selling the locals advanced technology.

Despite Thaddeus' protests against this to the city's leader, the Grand Syndic, it fell on deaf ears, as the city of Mercium will allow in any merchant who follows their laws and has goods to trade....
>>
>>3687955
Unfortunately even after describing the military forces at your disposal Thaddeus is skeptical that the world can be cowed by Intimidation or overcome purely through force of arms.....

It seems that although you were granted this planet by the Imperium, it was not entirely theirs to give, as you will have to bring Imperial rule to people who have never known the light of the Emperor...

He believes through diplomacy you could get substantial factions on your side and that inroads could be made with many of the people of Veramar Secundus
>>
>>3687968
The local people have little knowledge of the history of their world past the last few millennia, with an event known as the sundering happening in the distant past, rendering them into their current state of barbarism....

The main forces of note on this world seem to be the Diciples of the Eternal Flame, a group based around their mountainous fortress, called Redstone, obsessed with the history of the planet and preserving lost technology, they are highly xenophobic and isolationist, and routinely express disdain for people outside their religion...

Almost two centuries ago they engineered a coup of one of the 3 great Cities, once known as Raverra, is now known as Rojavion, the Red City, it provides crucial manpower, raw materials and manufacturing power to the already powerful Diciples, who are the only faction capable of utilizing vehicles and aircraft in meaningful numbers....

In the north the land is dominated by the Steppe Clans and the Mountain Clans, united once under Clan Kargan almost 800 years ago, they were able to conquer the entire continent, after infighting within the Kargan Dynasty their Empire collapsed within 3 generations, the clans returning to the outlands to squabble over petty disputes....

Life in the north is harsh, and it breeds hard men, it was also home to many structures in the ancient times, leading to widespread looting and repurposing, with crude local versions of chainweapons, power armor and power weapons being a somewhat usual sight amongst the techno-barbarian warriors of the
North....

In recent history Mercium has succesfully held off invasions from the Diciples and their Fire legions, utilizing mercenaries from the Northern Clans as well as a powerful navy to maintain an edge....
>>
>>3688021
Unfortunately the Charter fleet that brought you to this world, must leave shortly and continue their route, where should we place our people on this new world

A. An isolated corner of the main continent, allowing us easy access to the rest of the population
B. An island chain, a few dozen miles off shore from the mainland, giving us some distance and natural defenses, while still being close to the action
C. On the uninhabited Eastern Continent, where you can start a colony uninhibited by the locals
D. Other(Write-in)
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>>3688030
Also im going to bed, and will pick this up tomorrow. I should be able to do a couple story posts after work. I can answer questions about the new world and its peoples though throughout the day
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>>3688030
>A. An isolated corner of the main continent, allowing us easy access to the rest of the population
Those Xenos need to be pushed off-world, ASAP. The cultists are heretics, but at least they're salvageable
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>>3688030
>C. On the uninhabited Eastern Continent, where you can start a colony uninhibited by the locals

I feel we need time to establish ourselves before we make any aggressive moves
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>>3688030
C. On the uninhabited Eastern Continent, where you can start a colony uninhibited by the locals
BUT
Also establish a secondary presence on
>B. An island chain, a few dozen miles off shore from the mainland
to allow us access to the important bits and conduct diplomacy and be a secure staging post while we build our strength to stomp those who cannot be made to see the Emperor's light without "aggressive negotiations".
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>>3688030
>B.
we need the defenses untill we can get some real military production, but we need to be close enough as to kill the xenos as soon as we have a good military
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>>3688030
>B. An island chain, a few dozen miles off shore from the mainland, giving us some distance and natural defenses, while still being close to the action
>>
>>3688030
>B. An island chain, a few dozen miles off shore from the mainland, giving us some distance and natural defenses, while still being close to the action
>>
>>3688030
>C. On the uninhabited Eastern Continent, where you can start a colony uninhibited by the locals
>>
>>3688030
>C. On the uninhabited Eastern Continent, where you can start a colony uninhibited by the locals
Get set, capitalize on existing diplomacy but with some distance so we aren't stepping on toes yet. Get some decent amount of land and some real resources going that we can offer. The neutral city likes trade and money, and the northern barbars like being mercenaries. Maybe get some mechanicus trade going.
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>>3688030
>B An island chain

If this government is to succeed, it must be seen as well as heard. That means close to our people yet defensible enough to enable us to deal with any potential problems that people may have with the new authority.
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>>3688030
>C. On the uninhabited Eastern Continent, where you can start a colony uninhibited by the locals
>>
>>3688030
>C. On the uninhabited Eastern Continent, where you can start a colony uninhibited by the locals
>>
>>3688595
>>3688520
>>3688362
>>3688282
>>3688078
>>3688074

I was able to get a morning post in real quick, ill be back after work

You have your right hand man, Colonel Dag Pendergast, oversee the settlement on the eastern continent, having your military engineers construct large numbers of prefabricated rockcrete structures for people to live in several good settlement locations....

It was also considered wise to build a military outpost on an island chain near the mainland, to keep watch over the locals....
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>>3688760
Idk how your choice system works, I'm assuming we propose courses of actions and others support or oppose? In that case, I'd say:
>Establish a diplomatic presence in all three cities
Regardless of how we choose to pursue the takeover of the planet, embassies will help our effort. Whether serving as forward bases for our army or actual diplomatic centers or even outlets for our spy tech, having a foothold in the major cities is absolutely a must.
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>>3688760
You have also decided to leave Colonel Pendergast in charge of building the colony for the meantime and need to give him orders, as you will be focusing your efforts on diplomacy and power projection for the time being.

What should the Colonel focus on?

A. Building up civilian industry
B. Building up military industry
C. Building up agriculture
D. Other(Write-in)
>>
>>3690319
>C. Building up agriculture
We're in for the long haul
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>>3690319
>C. Building up agriculture
Military factories can wait until we can feed our people
>>
>>3690319
>C. Building up agriculture
>>
>>3690558
>>3690358
>>3690322
You have the Colonel tell the field engineers of your old army to clear land for farming....

Unfortunately the people of Nova Terra are not known for their farming, and mostly toil away in factories or train for battle, the local PDF fighting an endless battle against local heretic insurgents, who held out in the most remote areas of the planet....

The meager food supplies of Nova Terra were supplied by the Munistorum, with most people consuming a diet of nutrient paste and vitamin boosters.

With the exception of a regiment of Hyelian troops and a handful of their families, none of your colonists have experience farming....

While the Hyelians are willing to take up farming on the new colony, the rest of your people are less eager to do so...

You need to do something to resolve this issue

Treasury
100,000 thrones

A. Purchase some farming equipment to make mechanize the agricultural industry(20,000 thrones)
B. Recruit farmers from the mainland(5,000 thrones)
C. Forcibly relocate part of your population to the agricultural zones(Popularity -1 Imperial Colonists)
D. Other(Write-in)
>>
>>3690690
Also feel free to suggest names and a brief blurb of backstory for our main character, the Victorious General
>>
>>3690690
>B. Recruit farmers from the mainland(5,000 thrones)
Spread the legend of imperial civilization among the technobarbarians, acquire free labor. It's Easy!
>>
>>3690690
>>3690690
B. Recruit farmers from the mainland(5,000 thrones)
.....and have them train some of our colonists too. Engaging with the locals is a key part of bringing them around.
>>
>>3690690
>B. Recruit farmers from the mainland(5,000 thrones)
this will give us the chance to convert them
>>
Rolled 59 + 10 (1d100 + 10)

>>3690771
>>3690761
>>3690757
You decide to hire town criers in Mercium to recruit farmers, offering land grants and 5 year exclusion from taxes for any one who has a desire to farm....

This is an easy difficulty roll with only a roll of 25 required to pass.

Due to the work of Imperial Missionaries there are faithful in the city and the surounding countryside that will be wish to join their religious brethren in your colony....

In the future I will include action difficulty whenever a roll is involved

Difficulty thresholds are as follows

Easy- 25
Medium- 50
Hard- 75
Near Impossible 95

Rolls must make the threshold or above to result in success, character skills, situational factors and other factors can grant buffs or debuffs to your score
>>
>>3690690
B. Recruit farmers from the mainland(5,000 thrones)

What about those religious folks in that city?
>>
>>3690809
The recruitment effort is a major success, with 20,000 settlers being recruited in short order...

This frees you up to focus your work on diplomacy and force projection....

Work on our island base is well underway, with fortifications, sensors, and an airfield being constructed, as well as living quarters and support facilities for 2 full regiments to be stationed there full time.....

Based on the information you received from the Missionaries, the two main threats on this world are the Diciples of the Flame, who have been extremely hostile to the Imperial Creed, burning alive any Imperial Missionaries they find in their lands.....

They are the most organized and industrialized of the factions on the planet.....

They have poor relations with the Northern Clans and Mercium...

The other issue is the city of Mercium, freely trading with Xenos and other offworld traders. The Xeno taint must be purged and the offworld traders influence restricted and controlled.

The Tau only have a small garrison of 100 Fire Warriors guarding their embassy, bolstered by a few hundred human followers, who they refer to as Gue'Vesa, restricting even the highest humans to menial labor and common soldiery....

Unfortunately Mercium strictly enforces its weapons regulations and peacekeeping inside the city and an assault on the Tau without the Tacit support of city authorities would be seen as a major breach of trust and would likely turn the city government against you....

What should we focus on dealing with first?

A. The Tau in Mercium
B. The Disciples of the Flame
C. Other(Write-in)
>>
>>3690874
>A. The Tau in Mercium
Suffer the Xeno to purge the Heretic
>>
>>3690874
>A. The Tau in Mercium
F U C K X E N O S
>>
>>3690874
>A. The Tau
Fuck those blueskinned bastards and fuck those that cavort with them.
>>
>>3690881
>>3690889
>>3690907
You decide to deal with Xenos first...

There are two main ways to deal with this problem, we could set up a surgical strike and try to eliminate the Tau in a quick decisive strike. This would unfortunately upset the Grand Syndic and the rest of the city's leaders and likely ruin any chance of gaining their allegiance easily....

You could also have the Missionaries arrange a meeting with the Grand Syndic and other members of the Syndicate Council and try to diplomatically gain the support of the city first...

A. There will no deals or negotiations, the Xeno will be purged now!
B. We should try to use diplomacy first
C. Other(Write-in)
>>
>>3690959
>B. We should try to use diplomacy first
Suffer the Xeno to purge the Heretic
>>
>>3690959
Also I am finishing for the night, I will likely make a morning post and post again tomorrow night. Please feel free to suggest names/backstories for our main character
>>
>>3690959
>Other
Can we undertake some espionage on the DL to anonymously harass the Tau, interfere with their operations and generally make life difficult for them to blunt their effectiveness while we get more established, or bully them off the planet? Perhaps hire some local mercs and recruit some agents.

I feel like it's going to be a steeply uphill battle to evict them either of the other ways.
>>
>>3690959
>B. We should try to use diplomacy first
I want them to fuck off, but we aren't in a position to be starting wars with the Tau
>>
>>3690959
>B. We should try to use diplomacy first
Remove the xenos or we will remove the xenos and your whole city!
>>
>>3690959
>B. We should try to use diplomacy first
FUCKING XENOS REEEEEE
PURGE THEM WITH THE HEAVY FLAMER!!!!!!
>>
>>3694216
+1
>>
>>3694278
>>3694216
>>3691698
>>3691145
>>3691134
>>3690973
You decide to have a meeting arranged with the Syndicate Council to discuss matters.

A few days passes and an agreement regarding the meeting is hashed out. You land with a small group of guards and officers on a landing pad just outside the Syndic Palace, on your way you make sure to fly with several full squadrons of aircraft as an intimidation move against the City.

Once inside, you are given a lukewarm reception.....

You find the Syndicate Council to be a quarellous bunch, the heads of several merchant houses constantly bickering over trading rights and minor grievances....

How should we go about this?

A. Attempt to charm the leaders of the city with gifts and promises of rights under your leadership
B. Attempt to intimidate the leaders with your large military force and credentials
C. Demand their fealty as their rightful ruler
D. Attempt to play the various council members against each other.
E. Other(Write-in)
>>
>>3694941
>B. Attempt to intimidate the leaders with your large military force and credentials
but promise riches if they help imperial rule
>>
>>3694941
D. Attempt to play the various council members against each other.
We charm and bribe them when they are fewer in numbers.
>>
>>3694957
+1, but let's add a little human supremacy in there. Listen, no Xeno's going to pay you as well as a red-blooded human man.
>>
>>3694941
>B. Attempt to intimidate the leaders with your large military force and credentials
Remove xeno or die
>>
>>3694961
Sure.
>>
>>3694941
>B. Attempt to intimidate the leaders with your large military force and credentials
>>
>>3694961
+1
>>
>>3694941
>D. Attempt to play the various council members against each other.
Divide and conquer its a classic
>>
>>3694941
>B. Attempt to intimidate the leaders with your large military force and credentials
The imperium is coming. Accept our outstretched hand or eat the clenched fist
>>
>>3694949
>>3694957
>>3694961
>>3694969
>>3694998
>>3694962
>>3695080
>>3695333
>>3695356
You try your best to figure out the factions of the Syndic Council to play them off each other....

The Militarists are interested in primarily increasing the size of the City's military forces, they are the most hostile to you, as you present an alternative to the City's homegrown military

The Merchants are primarily interest in free trade, and the ability to make and sell their products to as many markets as possible. They are neutral towards you, they fear a crack down on their businesses, which aside from competition with the Disciples, is doing quite well.

The Nobility of the city are your greatest natural allies, and many have already been converted to the Imperial faith, they want to have their rights over the commoners afffirmed, and to maintain their wealth and power in society, which has solely been eroded by the growing power of the merchants and soldiers over the last several centuries...

You present yourself as the rightful Governor of this world, granted the title through victory on the battlefield by the Imperium of Mankind....

You answer a few questions and briefly speak to the Syndic Council, before inviting them to view the superior military might you defeated the Xenos with and that you will use to subdue this world if neccessary....

Both the Merchants and Nobility accepted you offer while the Militarists, except for a few of their most junior members declined your offer....

It took a few days to secure transportation for the council delegates but they were eventually boarded on shuttles and flown to one of your new settlements, where a mechanized regiment, several infantry regiments and half of your airforce put on a live-fire demonstration....

The council members attending are quickly awed and cowed by this demonstration of superior power, with both the nobles and merchants agreeing to oaths of fealty, although they did have questions about maintaining their rights in the new world order....
>>
>>3696442
The Militarists are not pleased with this demonstration and you are informed by your new political allies that they may be arranging a coup attempt on the Syndic council....

They control the City Guard, who provide the military force for the City and the lands it controls....

The average City Watchmen, is armored in cheap flak-quality armor, and armed with an assault rifle and grenades, unfortunately this world seems to have access to powerful anti-armor weapons, with a crude form of melta technology widely available....

They have handful of armored vehicles, mostly heavy duty trucks, covered in armor and with mounted machine guns...

They also have a handful of airship/helicopters that hover above the city and can provide fire support...

Your political allies believe they can rally as much as 1/4 of the City Watch to their side, but the rest are likely to join the Militarists....

The City Watch have a command center a block a way from the Syndic's palace. A surgical strike may be able to eliminate their leadership before the coup gets off the ground...

A. Order a surgical strike on the conspirators
B. Let the consprirators play their hand first, and ready your troops to intervene in the city
C. Other(Write-in)
>>
>>3696490
>B. Let the consprirators play their hand first, and ready your troops to intervene in the city
We're freeing them from tyranny! Lol
>>
>>3696490
B. Let the consprirators play their hand first, and ready your troops to intervene in the city

Offer defectors a good position and the new PDF and have it a hierarchy based on meritocracy. This is one thing all militarist like and respect.
>>
>>3696490
>B. Let the consprirators play their hand first, and ready your troops to intervene in the city
>C. Other(Write-in)
Wait for them to make a move, BUT start secretly building an enormous bomb in the sewers underneath their command centre and watch them closely. If they start a coup, we detonate the bomb and blow their command base into low orbit to decapitate their coup before it gains momentum, and use our troops to mop up. If they don't and things calm down after a while, we dismantle it with them none the wiser.
>>
>>3696575
Seems like a pretty good idea maybe we could find some way to lure their forces directly to their base then detonate it it would be more effective?
>>
>>3696520
>>3696545
>>3696575
You suggest planting explosives under the City Watch command center, but the defenders are supposedly guarding the sewers making such an attack impossible, however, you have a squadron of Marauder bombers prepped to launch a bombing raid on the building, while a mechanized regiment and several of your infantry regiments stand by outside the city...

It doesn't take long for the Conspirators to make their move, with martial law declared in the city, and push all citizens off the street...
>>
Rolled 49, 88 + 20 = 157 (2d100 + 20)

>>3696705
>>
>>3696902
Both the decapitation strike and assault on the broken city watch were a success, with loud speakers being used to cow the army of the conspirators, with many groups of enemies surrendering without a fight given the death of their leaders....

What shall we do with the City Watch that joined the militarist coup?

A. General Amnesty and immediate conscription into the PDF, under your officers
B. Have them hauled off to the eastern continent as prisoners, to do hard labor for the rest of their days
C. Have them executed en masse
D. Other(Write-in)
>>
>>3696918
>A. General Amnesty and immediate conscription into the PDF, under your officers
Form them into separate semi-penal units, if they prove their loyalty and worth as soldiers they will be granted normal status in the future.
>>
>>3697052
sounds excellent.
>>
>>3696918
D. Other(Write-in)
Penal Regiment for 10 years., plus hard labor as dangerous combat engineers.
>>
>>3697207
yeah this
>>
>>3697207
This
>>
>>3697207
Alright Penal Combat Engies, here we come
>>
>>3696918
Backing

>>3697207
>>
>>3697207
To suffer for the Emperor is a virtue, after all.
>>
>>3697888
>>3697543
>>3697309
>>3697273
>>3697214
Those that joined the coup attempt, are given a choice, death by hard labor or service in this worlds new army, where they will serve on the front line in special regiments, redeeming themselves with blood spilt in the name of the Emperor. They will hence forth be known as the 1st through 5th Penal Regiments, and will serve a minimum 10 years with regiments permitted to rejoin the regular army after their term is up or after an act befitting extreme heroism and loyalty....
>>
>>3698096
Unfortunately, as the streets of Mercium are only started to be cleared and cleaned from the brief combat there, you get an intelligence report from one your high altitude reconnaisance flights over the region....

There appears to be movement in the Disciples territory and it looks like they are massing troops near the border with Mercium, likely to take advantage of the chaos in the city....

A. Let them take the city, we will rebuild it in the Emperor's image
B. Prepare the city defenses and bring in reinforcements necessary to stop the attack
C. Land troops outside the city and prepare to launch a pre-emptive strike against he Disciples army
D. Other(Write-in)
>>
>>3698101
>B. Prepare the city defenses and bring in reinforcements necessary to stop the attack
>>
>>3698101
>C. Land troops outside the city and prepare to launch a pre-emptive strike against he Disciples army

We can't just be seen overthrowing leaders and enslaving their town guard. Legitimate power acts proactively. These are our people now, all of them. We'll crush those who rebel like these so called Disciples and protect those who embrace the Emperor
>>
>>3698101
kill all of them kill
>>
>>3698101
B. Prepare the city defenses and bring in reinforcements necessary to stop the attack
>>
>>3698101
C. Land troops outside the city and prepare to launch a pre-emptive strike against he Disciples army
>>
>>3698101
>C. Land troops outside the city and prepare to launch a pre-emptive strike against he Disciples army
>>
>>3698101
>D (Write-in)

Begin creating a series of ambush sights while sending the quickest units around to hit the tail end of the disciples to envelope and destroy their army wholesale. Let's make Creed proud.
>>
>>3698101
>B. Prepare the city defenses and bring in reinforcements necessary to stop the attack
>>
>>3698101
D. Other(Write-in)Prep the city defenders, and make use of the loyalists and penal units.

Make some bombing runs on them and ambushes when they move on us to hamper them. We will paint the path to our city with their dead.
>>
>>3698749
When the Disciples were first named it was mentioned they had aircraft. While the Marauder is capable of defending itself against limited air attack a la the Superfortress, any bombers we send out should still be escorted since we don't know of their exact air capabilities.
>>
File: Fire legion fighters.jpg (108 KB, 1600x1062)
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>>3698113
>>3698114
>>3698122
>>3698165
>>3698364
>>3698395
>>3698425
>>3698664
>>3698749
>>3698952
The enemy seem to have brought a significant number of armor, mechanized units and aircraft with them...

Based on intelligence and recent history, they have been able to use their superior mobile forces and air support to crush their enemies on the planet....

You decide to reinforce the city with a few of your infantry regiments, while your mobile forces and elite troops prepare for a more direct confrontation, using a hit and run strategy to wear the enemy offensive down before they get to the city...

First you will need to gain air superiority over the Disciples forces though....

They are known to employ air superiority fighters and a lots of close air support aircraft including their famous and feared suborbital dive bombers....

While your aircraft are generally more advanced, their large numbers will make gaining air superiority a challenge.

I need 3 rolls of d100s, you need an average of 60 to defeat the Fire legion air forces
>>
Rolled 83 (1d100)

>>3699226
Some fuckin' tough barbaroi
>>
>>3699279
no one else roll we have what we need
>>
>>3699286
gotta roll 3
>>
>>3699226
dice+1d100
>>
Rolled 74 (1d100)

>>3699399
I'm an idiot
>>
Rolled 63 (1d100)

>>3699286
>>3699226
>>
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>>3699279
>>3699406
>>3699423
Looks like rain, boys. Steel rain. Give those heretic flyboys the what-for!

Not our steel, sheesh. Don't look at me like that.
>>
>>3699423
>>3699406
>>3699279
nice
>>
File: Lightning fighters.jpg (244 KB, 830x525)
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>>3699423
>>3699399
>>3699279
Average of 73.333 you succesfully gain air superiority....

You deploy 3 wings of your Lightning air superiority fighters, consisting of over 30 aircraft each....

Your fighters, aided by your Augur installation on your island base, are given excellent detection ability to make the best use out of their BVR missiles tracking systems and successfully landing a powerful first strike against the enemy fighters, destroying 2 of the 3 Wings of enemy fighters before entering into dogfight range....

The Fire Legion pilots, despite flying slower and less manueverable aircraft seem to be able to dodge your aircraft's guns at close range, and seem to be able to land near-impossible shots, and adjust their flight pattern at the last second to dodge shots that normally would have been sure-kills....

Almost like they have the ability to see a few seconds into the future....

roll another set of 3 d100s for difficulty of close combat phase of aerial combat...

Difficulty Base 80
Modifiers
Augur Radar Support -10
Destroyed over half enemy strength-30
Enemy Pilot advantage +20
Final Difficult rating 60

You must get an average of 60 or over to succeed...
>>
>>3699729
Correction on that first line. I decided to make the aerial combat be a 2 phase thing instead, with the first round being long-range combat, and the second being close-combat and dog fighting, after a full 2 phases have finished, we will have the opportunity to disengage, giving the enemy air superiority
>>
Rolled 46 (1d100)

>>3699729
>>
Rolled 82 (1d100)

>>3699729
Base 80 despite having suffered ~66% casualties? Brutal.
>>
Rolled 67 (1d100)

>>3699729
>>
>>3699746
They got wizard pilots :(
>>
>>3699752
Fukken psykers get theirs anyways.
>>
>>3699767 Yea they're definitely gonna get wrecked in the long run.
>>
>>3699751
>>3699746
>>3699737
average of 66.6, you succeed

The enemy pilots put up a strong fight despite taking so many losses, outfighting half a dozen of your fighters despite your sensor and number advantages, it took a few moments but your fighters are able to regroup from the surprising success of the enemy attack and use their numbers to overwhelm the enemy fighters......
>>
>>3699782
The way is now clear for you as you have air superiority over the battlefield, ground forces now get a -20 difficult modifier for the advantage of having superior reconnaisance and close air support on hand ...

The enemy forces were encamped atop a hill but have since begun moving, leading with their mobile forces and followed up by infantry in marching squares...

Your mobile forces launch a first strike at the enemy army....

Difficult base 70
Modifiers- Air support -20
Superior equipment -10
Difficulty rating 40
Roll 3 d100s must hit average of 40
>>
Rolled 16 (1d100)

>>3699833
>>
Rolled 33 (1d100)

>>3699833
C'mon Omnissiah, rig the RNG machine spirit in our favor
>>
Rolled 96 (1d100)

>>3699833
>>
Rolled 93 (1d100)

>>3699782
PURGE THE WITCHES
>>
>>3699836
>>3699848
>>3699881
average of 48.3 a success

The ground attack is preceded by an attack of your Close Air Support, consisting of 2 Wings of thunderbolts armed with Hellfire air-to-ground missiles, autocannons and lascannons...

Their attack destroys dozens of enemy vehicles and hundreds of enemy troops are slain in follow on strafing attacks....

Not long after the Thunderbolts return to base to rearm and refuel, your group forcesl ,ed by a squadron on Leman Russ Vanquishers, 2 full mechanized companies attacked the Disciples, smashing through their front lines and exploiting breakthroughs to encircle and destroy leading elements of the enemy army...

The first strike destroyed and disabled a significant portion of the enemy vehicles, and the enemy mobile forces falling back to regroup with their infantry.

You have a droptrooper regiment available to deploy as droptroopers or air mobile troops, you could drop them in between the fleeing enemy vehicles and enemy ground troops to secure a strong position and prevent the retreat of the enemy vehicles.....

Your CAS squadron leaders assure you they can protect them....

Base Difficult 70
Air Superiority -20
Low enemy morale -10
Difficulty 40

Roll 3d100s need an average of 40 to succeed
roll 3d100s
>>
Rolled 97, 78, 16 = 191 (3d100)

>>3699925
>>
Rolled 18 (1d100)

>>3699925
>>
Rolled 73 (1d100)

>>3699925
>>
Rolled 47, 16, 75 = 138 (3d100)

>>3699925
No mercy!
>>
>>3699937
>>3699940
>>3699947
average of 62.6

Your droptroopers are brought in Via Valkyrie rappelling into a small town and taking the best firing positions available in the town....

Being an elite Nova Terran regiment, they are equipped with carapace armor and a few rare weapons, each regiment has a heavy weapons company, whose troops are doled out as needed, they are equipped with missile launchers, heavy bolters and lascannons....

The town itself is critical as the best road in the region runs through it....

The enemy vehicles are unaware of your troops presence until the leading vehicle was just past halfway through the town, where fire opened up from all sides as your droptroopers begin their ambush of the enemy armor forces....

This delays the enemy by almost half an hour, long enough for your own mechanized troops to reach the area, as your close air support strafe the enemy force multiple times, softening them up for the final assault.....

The enemy tanks put up a strong fight, destroying several vehicles and killing dozens of droptroopers before being encircled and cut off from their infantry support and any additional supplies....

A. Offer terms of surrender to the Fire Legion troops caught in the encirclement(Write-in)
B. Finish them off while they are weak
C. Other(Write-in)
>>
>>3699988
>B. Finish them off while they are weak
Suffer not
>>
>>3699988
>B. Finish them off while they are weak
>>
>>3699988
>B. Finish them off while they are weak
Hopefully we have a few men with pict recorders present to get some good propaganda footage to sway those who hate the Disciples of the Flame
>>
>>3699988
>B. Finish them off while they are weak
SUFFER NOT THE HERETIC
>>
>>3699988
B. Finish them off while they are weak
>>
>>3699988
>B. Finish them off while they are weak
>>
>>3699988
>B. Finish them off while they are weak

Fanatics need to die, letting them join us in any way is going to lead to problems
>>
>>3699988
>B finish them off
>>
>>3700141
>>3700612
Shit am drunk and supported thing twice. please forgive me Shmeh
>>
>>3699988
>B. Finish them off while they are weak
May the Emprah have mercy on their heretical souls, for we will not.
>>
>>3699988

tl;dr story so far?
>>
>>3701238
It isn't even that long bro, fucking read it
>>
>>3700003
>>3700016
>>3700026
>>3700067
>>3700097
>>3700141
>>3700582
>>3700612
>>3701161
the encirclement leaves the enemy trapped in a small area, leaving them highly vulnerable to concentrated air attacks....

Your Marauders launch low altitude bombing runs, dropping large bombs and promethium bombs on the trapped enemy troops, vaporizing and burning them alive, leaving a few broken survivors for your ground forces to finish off......

For now the Disciples have fallen back to defensive positions around Rojavion, and Black Mountain....

Your men have reestablished themselves in defensive positions around Mercium themselves....

After consulting with your top officers and advisors you have 3 choices....

In the north the clans are fighting amongst themselves, but have fallen into two main camps, with one being pro-Disciple and the other being pro independence, we could back the Independent clans and gain an ally against the Disciples....

We could also go on the offensive, establishing a defense line around Rojavion, cutting it off from supplies and putting it under siege....

Finally we could build up our defenses more and wait for the disciples to make their next move....

A. Intervene in the northern clans dispute
B. Besiege Rojavion
C. Hunker down in defensive positions for the time being
D. Other(Write-in)
>>
>>3701510
>A. Intervene in the northern clans dispute
>B. Besiege Rojavion
Why not both? We can assist the Independence clans by providing them with materiel aid and air support, while our ground troops lay siege to Rojavion.
>>
>>3701510
>B. Besiege Rojavion

I feel like the Northern clan that wants independence isn't going to change its mind if we help them out. They aren't going to want to be subservient to us anymore than they do to the Disciples.

I suppose on the other hand, we could help them with a promise of independence and then crush them once we've dealt with the disciples
>>
>>3701522
This.
>>
>>3701547
The very last thing we need is the Disciples taking over the clans, which is what we risk if we don't intervene. The Independence faction is probably isolationist at worst, while the Disciples faction will be actively hostile.
>>
>>3701559
Yeah alright fair

>>3701510
Switching from
>>3701547
to

>A. Intervene in the northern clans dispute
>>
>>3701510
>A. Intervene in the northern clans dispute
>>
>>3701583
>>3701582
>>3701522
>>3701552
>>3701559
Since you dont have the forces to do both jobs, you elect to focus on reinforcing the northern clans...

The Northern Clans have been fighting amongst themsevles since the fall of the Kargan Empire 600 years ago, and have never really recovered from the chaos of the war of Hexarchy that followed....

The Indepedence faction is lead by Clan Kargan, who are ruled by the aging Varus Kargan, known as the Iron Bear, rallying the traditional clans against the pro Disciples clans, who have embraced new technologies and the faith of their allies....

The clans who have fallen under the sway of the Disciples have been armed and equipped with weapons, supplies and vehicles and have used them to gain an advantage over the traditional clans.....
>>
>>3701692
You can arrange a meeting with Varus Kargan and test the waters....

It takes a few days of speaking through go betweens before a meeting is arranged in Gerona, once one of the three great cities, but viciously sacked and burned in the wars of the Hexarchy 500 years ago, and is now little more than a mid-sized market town making use of a small fraction of the old cities ruins....

It is commonly used as neutral ground by the clans for negotiating....
>>
>>3701896
You arrive with several companies for security as you meet with Varus Kargan and other assembled clan leaders, clad in ceremonial armor and their finest furs....

As a sign of respect you exchange gifts, offering a finely crafted bolt pistol, while the warlord offers you 20 slaves for your personal ownership....

"Hail!, I have heard that you are a mighty warlord, able to defeat the disciples in a matter of days...."

"It would greatly benefit us both to have an alliance against our mutual foe, as you wish to expand your realm into their lands, and I wish to crush the upstart clans that have joined them, and denied me the title of High King of the North...."

Their isn't much talk of logistical details or of substantial support from the Northern Clans though, seeming to be that they want us to fight their war for them....

You could try to do the same trick as you did with the Mercians, inviting them to watch a military parade...

You could also limit your support to some arms only...

A. Invite the Clan leaders to your settlement for a show of force
B. Agree to send some arms only to assist them in their war
C. Decline any alliance or support
D. Agree to an alliance
E. Other(Write-in)
>>
>>3701927
>A. Invite the Clan leaders to your settlement for a show of force
>>
>>3701927
>A. Invite the Clan leaders to your settlement for a show of force
>>
>>3701927
>A. Invite the Clan leaders to your settlement for a show of force
>>
>>3701927
A. Invite the Clan leaders to your settlement for a show of force
We need a annexation
>>
>>3701931
>>3701932
>>3701960
You decide a show of force is necessary to gain the true respect of the clans....

You invite them for a grand ceremony, where they will have seats with an excellent view of a parade and live-fire excersise....

You play up your history as a warrior and succesful general as your troops demonstrate your power....

Base difficulty 80
Modifiers
-30 Shock and Awe
-10 Military experience
New difficulty 40

Please roll 3d100s, average must be at least 40 to pass....
>>
>>3701927
>A. Invite the Clan leaders to your settlement for a show of force
And then, once they are suitably impressed by this:
>E. Other(Write-in)
Make our support with this wonderful force conditional on their support, like a partnership rather than a blank cheque. For example, we could pledge them one soldier for every soldier of their they commit, one tank for every fifty soldiers etc. and various other exchanges (or rewards, if you prefer) for effort that they make in the fight to stop them leaning entirely on us. Possibly also appeal to their sense of honour and long martial tradition to imply it would be dishonourable to let another fight your wars for you.
>>
Rolled 50 (1d100)

>>3701977
burn fucker burn
>>
Rolled 35 (1d100)

>>3701977
>>
>>3701977
>>
Rolled 22 (1d100)

>>3701977
Blast them dummies
>>
>>3702001
Our troops missed the static dummies! Heads will roll better than the dice for this embarrassment.
>>
>>3702001
>>3701992
>>3701990
35.66 a failure

Despite your best efforts to persuade them, and the performance of your troops, the stubborn clan leaders rebuff your request of fealty....

An alliance is still a possiblity, but there is no chance of gaining their submission via diplomacy until you build more political capital on the planet...

A. Agree to an alliance
B. Agree to send arms to the clans
C. Declare war on the clans(imprison their leaders)
D. Decline an alliance and let things stand as they are
E. Other(Write-in)
>>
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>>3701990
>>3701992
>>3702001
>average 35

well that's a big fucking ohf
>>
>>3702020
>A. Agree to an alliance
we will just force them into a federation later
>>
>>3702020
>C. Declare war on the clans(imprison their leaders) serve the emperor or serve the firing line
>>
>>3702020
>A. Agree to an alliance
>>
>>3702020
>A. Agree to an alliance.
(for now)
>>
>>3702020
Also does Chief Varrus have a daughter? Might not be a bad idea to marry in to the clans.
>>
>>3702187
>>3702079
>>3702026
You decide to agree to an alliance with the clans, you have at least been able to get a quid pro quo arrangement going, with the clans promising troops for your campaigns once the rebel clans are defeated...

On that point it seems a large gathering of rebel warriors have gathered in the Ferro valley, known for its mineral deposits and its proximity to Clan Kargan lands, a decisive strike could destroy much of their strength in a single battle....

A. Strike the rebel clans
B. Wait until another opportunity
C. Focus on the campaign against the disciples
D. Other(Write-in)
>>
File: bombsaway.gif (7.78 MB, 338x257)
7.78 MB
7.78 MB GIF
>>3702264
Get the Marauders out to carpet-bomb the snot out of the area and send a few units in with clan forces to mop up. Meanwhile, reassign the majority of our forces to the siege, lest we allow the Disciples proper to recover.
>>
>>3702264
>A. Strike the rebel clans
>>
>>3702319
>>3702264
This
>>
>>3702264
>A. Strike the rebel clans
>>
>>3702319
>>3702324
>>3702325
>>3702332
A plan is quickly drawn up in conjunction with the clan leaders support....

The enemy force is strong, consisting of of almost 10,000 warriors armed with fire legion equipment including over 100 vehicles....
The Ferro valley has 2 main entrances on opposite sides, making it highly defensible, however this also makes them vulnerable to being surrounded. You plan to have 2 of your best infantry regiments, supported by clan warriors assault one side, while military engineers with explosives are inserted on the heights above the other entrance....

In addition a firebase with a battery of artillery is established by air on a high ride nearby, while your air forces are fueled up and armed for an attack....

Your frontal assault, along with artillery strikes and air strikes will pressure the enemy to retreat, when the enemy force tries to go through the pass, your engineers will detonate the explosives crushing the retreating enemies in an avalanch and trapping the rest....

Base difficulty 70
Modifiers
Good plan -10
Superior equipment -10
Air superiority- 20

Difficulty 30

Please roll 3d100s need an average of 30 to pass
>>
Rolled 71 (1d100)

>>
Rolled 51 (1d100)

>>3702725
>>
Rolled 92 (1d100)

>>
>>3702740
>>3702749
>>3702750
WE ALL SING
THE CURBSTOMP SONG
https://www.youtube.com/watch?v=mWRuka6I7Ng
>>
You there, Shmeh? I can't not see these berks get stomped!
>>
>>3707400
Shmeh's MO is to run a Planetary Governor quest for a couple days, disappear for a month or two, run for a couple more days and repeat this cycle until people get pissed at him. So uhh we'll either see him again in a day or so or in a couple months
>>
>>3707426
>>3707400
Sorry guys something came up should
Be up and running tonight again for a couple of posts
>>
>>3707426
Sometimes it might be a year apart.
>>
>>3702740
>>3702749
>>3702750
Average of 71, a success

The rebel clans are helpless to resist as the low rumble of approaching aircraft and whistle of incoming artillery fill the air....

Some of their warriors try to push against our men assaulting our troops in one end of the valley, while another large group makes their way to the far pass in an effort to escape.....

Waiting on confirmation from an observation flight over the valley, you give the order to blow the charges around the pass out of the valley, crushing thousands of enemy warriors in an avalanche and blocking the rest in the valley, where airstrikes and artillery attacks are reaping a brutal harvest....

A. Let up and give the chance to the survivors to surrender
B. Keep bombing them, kill them all
C. Other(Write-in)
>>
>>3709399
>A. Let up and give the chance to the survivors to surrender
>>
>>3709399
>A. Let up and give the chance to the survivors to surrender (of a sort)
Those that renounce the heretics that they have so foolishly allowed to deceive them shall be handed to the Independence clans to be done with as they see fit. Those that do not shall be sent to the Emperor.
>>
>>3709399
>A. Let up and give the chance to the survivors to surrender
>>
So far we have been the most forgiving agent of the Imperium ever.
>>
>>3709414
>>3709435
>>3709570
You decide to allow the survivors the opportunity to surrender, calling out over loudspeakers into the valley....

After a few minutes, a small band of warriors raising a white banner approach your troops....

They are willing to surrender and submit to the warlord that has demonstrated his superior strength....

Clan Kargan, claims their leader is the high king of all the clans and that all clans should submit to him, while you are the governor of the world...

A. Allow them to surrender to Clan Kargan
B. Have them surrender to you
C. Other(Write-in)
>>
>>3709648
>A. Allow them to surrender to Clan Kargan
>>
>>3709648
>A. Allow them to surrender to Clan Kargan
>>
>>3709648
A.) Allow them to surrender to Clan Kargan
>>
>>3709648
B. Have them surrender to you
C. Other(Write-in)
Bring em back with us as slave laborers to the continent for a few years.
>>
>>3709648
>A. Allow them to surrender to Clan Kargan
>>
>>3710766
>>3709659
>>3709663
>>3709936
You decide to allow the clansmen to surrender to Clan Kargan....

With Clan Kargan now in full control of the clans again, they offer to send 10,000 warriors for your next campaign...

Clan Kargan is also planning to crown Varus Kargan High King of the Clans in Gerona....

You are now left with two main threats on the planet, the Disciples and the Tau, who still have their enclave in Mercium...

A. Attend the coronation and support Clan Kargan
B. Attend the coronation and intercede on your own behalf, naming yourself high king
C. Avoid the clan politics and deal with the Tau
D. Avoid the clan politics and deal with the Disciples
E. Other(Write-in)
>>
>>3712436
C. Avoid the clan politics and deal with the Tau
Tau scum
>>
>>3712436
>A convince him to swear fealty for trading rights, weapons and a guarantee for all the the land which the enemy clan holds
>>
>>3712436
>A. Attend the coronation and support Clan Kargan
>>
>>3712436
B. Attend the coronation and intercede on your own behalf, naming yourself high king
>>
>>3712436
>A. Attend the coronation and support Clan Kargan
Make sure to find the most prominent place at the coronation as possible.
>>
>>3712436
A. Attend the coronation and support Clan Kargan
>>
>>3712436
C. Avoid the clan politics and deal with the Tau
>>
>>3712436
>B. Attend the coronation and intercede on your own behalf, naming yourself high king
>>
>>3712486
>>3712498
>>3712532
>>3713590
You decide to attend the coronation, placing yourself near the very front of the proceedings and ensuring that your presence is felt in the room....

The old palace in Gerona is the site of the coronation, taking place in the hastily refurbished throne room....

You attend the ceremony and speak to a few clan leaders but you get the sense that they are afraid to speak to you, as it appears they are dividing their loyalties between you and Clan Kargan, you will need to rectify this situation and establish a clear hierarchy if you are to properly rule this world....

To that end you arrange a meeting with Varus Kargan a few weeks after his coronation, ostensibly to coordinate the upcoming campaigns against the Disciples...

During the meeting you also make him an offer he can't refuse......

"I greatly admire the strength and the traditions of the clans, and I respect your place as their leader, but as the greatest warlord on this world, you must swear fealty to me...."

"I will grant you limited autonomy to rule these lands, in exchange for your payment of tributes and men to Planetary Defense Force...."

"Do not cross me, or I will send my bombers to destroy every hold of every clan, and erase the clans from these mountains forever....."

Varus looks at you with defiance for a moment before relenting to your terms(which you can change later to be more favorable once you have a stronger position).....

Now that the North has been secured with the loyalty of the clans, you can focus your attention on other matters

A. Defeating the Disciples
B. Evicting the Tau
C. Developing the Imperial Colony
D. Developing Mercium
E. Other(Write-in)
>>
>>3715310
>A. Defeating the Disciples
>>
>>3715310
>A
Kill Heretics before Xenos
>>
>>3715310
>B. Evicting the Tau
The blueberries need to be purged before they can get antsy and call in reinforcements that will pose a damn sight more threat than the Disciples do.
>>
>>3715310
B. Evicting the Tau
>>
>>3715310
A. Defeating the Disciples
>>
>>3715379
>>3715405
>>3715685
High altitude observation flights show the Disciples falling back to defensive positions around Rojavion and their capital, Black Mountain....

Black mountain, and the foothills surounding it are covered with bunkers and other defensive emplacements...
>>
>>3715740
I'd bet this defensive arsenal includes a highly lethal amount of flak AA. Say, do we have any Earthshakers on us?
>>
>>3716686
Yes we do
>>
>>3715740
The city of rojavion and its surrounding area prices the disciples with much of their manpower, food production and cash from trading with the rest of the planet.

Black mountain is their industrial and religious center, where most of their equipment is made and where the great flame they worship is located....

What should we focus on attacking first?

A. Rojavion
B. Black mountain
>>
>>3716803
>B. Black mountain
>>
>>3716803
A. Rojavion
>>
>>3716803
>B. Black mountain
Strike at the heart
>>
>>3716803
>B. Black mountain
>>
>>3716803
>B. Black mountain
Fuck their religion.
>>
>>3716803
I can’t do another big post for another few hours as I’m pretty busy at work. However we haven’t established a name and background for our Imperial Guard General. I will take write ins for their name and a background blurb for our leader from the recently reconquered world of Terra Nova
>>
>>3717427
>Goddamn it, I wrote a 250 word bio for our general only to realise our military-service bio is basically already written in the first post of the thread. Still, I may as well post it now I've written it fwiw.

Our general is Esteban Tharlee, who found himself deployed to the world of Boros Prime and saw extensive combat in the Battle of the Boros Gate. As they were surrounded and cut off by the endless tide of Chaos assault, they nonetheless held their ground in the strategic linchpin of the siege of the City of Malcaor for weeks by adapting their tactics and equipment for conditions of brutal urban warfare with such success that they made a number of counterattacks against cultist and even Chaos Space Marine forces. By the time they were finally relieved, the XIII Novo Terra Army had become the world's poster child for the mantra of "hold position and await relief" and although casualties numbered nearly a third of their forces, the skill of Gen. Tharlee was accredited with having saved the army from destruction and distracted enough forces to change key battle outcomes elsewhere. Following this, the army was to go on to achieve further legendary successes at retaking innumerable powerful enemy bastions

However, following the end of the battle, other figures of authority within the Imperial Guard conspired to remove him from command to stop him stealing the glory they perceived as theirs, and arranged to have him honourably discharged from a head wound he received in the battle (that has now healed into a large scar across his forehead running from above his right eyebrow to his hair fringe above his left eye) and granted a governorship to buy his silence. Now, with the Imperium having much bigger problems as they frantically run around doing desperate damage control following the Noctis Aeterna, we've been left on our own to try and take this planet ourselves with whatever we managed to bring.....
>>
>>3717000
>>3716829
>>3716853
>>3716908
You decide to attack Black Mountain first, ripping the heart out of the enemy realm.....

The enemy forces are well dug-in and have loads of established defences, however it seems you destroyed most of the enemy air power giving your forces air superiority over all but Black Mountain itself, where its presumed they possess an anti-aircraft defense system.....

You speak to your officers, and they believe the best course of action is to place Black Mountain under siege, and move every artillery gun we have into range to pound its defenses before probing with air attacks, once we have defeated the air defence system, Marauders with bunker buster bombs can blow breaches in the defenses for our men to use in an assault.....

Roll 3 d100s

Initial Difficulty 70
Modifiers
Air Superiority -20
Difficulty 50
Need to beat average of 50 to succeed
>>
Rolled 10 (1d100)

>>3720573
CRUSH THE HERETICS
>>
Rolled 7 (1d100)

>>3720573
>>
>>3720573
in with the saving roll
>>
Rolled 64 (1d100)

>>3720573
>>
Rolled 74 (1d100)

>>3720698
>>
File: Laughing Heretics.jpg (39 KB, 680x425)
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>>3720698
Ahahaha!

Even if someone rolled 100, its THEE AVERAGE OF 3!

BUAHAHAHAHA!
>>
>>3720675
>>3720700
>>3720702
Even being nice and taking the last 3 rolls cannot save this action average of 48.333

Failure

In an embarrassing display, several batteries of large artillery pieces fire barrage after barrage at Black Mountain to no avail as it turns out that your artillery officers and spotters had several miscommunications on the range and angling of the shelling, causing most of the shells to fall short of the targets, doing only minor damage to a few frontal positions leaving virtually all the enemy defences intact....

Whats worse is that the failed attack used much of your ammunition reserves, with enough shells to launch perhaps one more similar attack before rationing of ammunition must be done....

A. Try to bombard them again (Final difficulty 40)
B. Attempt to ring Black Mountain in and perform a siege
C. Attack Rojavion instead
D. Other(Write-in)
>>
>>3721006
A. Try to bombard them again (Final difficulty 40)
>>
>>3721006

B. Attempt to ring Black Mountain in and perform a siege
>>
>>3721006
>A. Try to bombard them again (Final difficulty 40)
>>
>>3721006
>A. Try to bombard them again (Final difficulty 40)
>>
>>3721091
>>3721052
>>3721015
Roll 3 d100s well take the average, 40 is the number to beat
>>
Rolled 62 (1d100)

>>3721103
>>
Rolled 26 (1d100)

>>3721103
>>
Rolled 75 (1d100)

>>3721103
>>
>>3721165
>>3721126
>>3721114
Average of 54 a success

This time, after the firing and demotion of several officers involved in the previous debacle, your shells land on target, raking the mountain side of all exterior defenses and destroying many of the bunkers and other defenses on the north face of the mountain....

Your airforces are standing by to use bunker busting deep penetration bombs to create a breach into the mountain complex itself, but as your bombers approach the target, another swarm of enemy fighters, smaller this time races into the skies to challenge you, while your fighters quickly respond to cover your bombers

Base difficulty 50
- 20 numeric advantage
- 20 Augur support
+ 30 Enemy pilot skills
Final Difficulty 40, please roll 3 d100s
>>
Rolled 78 (1d100)

>>3721202
>>
>>3721209
sooo...
no moar rollers?
should i keep rolling?
>>
Rolled 61 (1d100)

>>3721202
>>
Rolled 17 (1d100)

>>3721202
Here we go again
>>
>>3721359
>>3721266
>>3721209
average of 52, a success

The enemy fighters are once again, mostly defeated by your superior long-range missiles, wiping out most of their number before they could get into range to use their own weapons....

Your fighters are able to fight them off, destroying all enemy aircraft, taking only a few losses in the process, which can be recovered after the battle...

With total air superiority secured over Black Mountain the way is now clear for the ground assault...

Following the aerial victory, Marauder aircraft begin bombing the north face, blowing several deep chasms into the mountain for your men to pour through....

The Clan warriors are standing by, along with several regiments of your best troops to rush the breaches, with the 1st Penal Regiment leading the way with additional breaching charges, expected to take heavy casualties....

Difficulty 80
Modifiers
Aerial Superiority -20
Superior equipment -10
Difficulty 50

Please roll 3 d100s, score to beat is 50
>>
Rolled 56 (1d100)

>>3721380
IT IS A GLORIOUS DAY TO DIE FOR THE EMPEROR
>>
Rolled 73 (1d100)

>>3721380
>>
Rolled 17 (1d100)

>>3721380
THEY WILL SHOW US NO MERCY
WE MUST GIVE THEM NO QUARTER
>>
>>3721522
Emprah, I should stop rolling. Three sub-20 rolls in a row.
>>
File: Armored Sentinel.jpg (22 KB, 306x480)
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22 KB JPG
>>3721420
>>3721483
>>3721522
average of 48.6, a failure.....

The 1st Penal regiment is the first into the breach, with a member of every squad carrying a backpack laden with high explosive....

The first men into the breach encounter a well prepared enemy force, with heavy machine guns behind cover, supported by lots of infantry all sitting behind a seemingly wall of fire....

Despite this your officers push the Penal troops forward, who are cut down almost to a man, unable to plant their explosives and expand the breaches, a few forward most squads are incinerated upon touching the firewall......

Your front-line officers are calling for direct-fire support to give enough cover to the next Penal regiment to try the breach.....

Seeing the strong enemy defenses, the 1st Armored Sentinel Regiment is brought in to provide fire support, hailing from Nova Terra themselves, these men are used to the tight confines of the armored canopys of their vehicles, and aim their heavily armed sentinels with great skill and care....

Difficulty rating 80
Modifiers
Aerial Superiority -20
Superior equipment -10
Heavy enemy entrenchment +20
Sentinel Fire support -20

Difficulty 50, please roll 3 d100s, score to beat is 50...

You are starting to run out of Penal Regiments to throw into the fire
>>
Rolled 26 (1d100)

>>3721681
FUCK
>>
Rolled 42 (1d100)

>>3721681
I lied.
>>
Rolled 70 (1d100)

>>3721681
>>
Rolled 36 (1d100)

>>3721681
>>
>>3723230
Mate it is uncool as fuck to try and game the system like that. Were you going to try and sneakily delete the other roll if this one was higher? Just accept the failure
>>
>>3722114
>>3721692
>>3721944
average of 46, a failure....

The clansmen and other troops standby watching as the 2nd Penal Regiment rushes into the breach, with the sentinels behind them providing close fire support, armed with a combination of autocannons, missile launchers and the rare plasma cannon, they trade fire with the internal defenses, destroying many enemy positions and taking some losses of their own....

This time, the penal troops are able to set some of the explosives, but were pushed back at the last second, when the Fire legion unexpectedly sallied forth, consisting of their elite troops, known as the Emberguard, armed with autoguns, that seem to operate mini-bolters and wearing carapace equivalent armor, they are supported by what appears to be Psykers, heavily robed figures, wearing strange helmets that seem to be throwing fire balls at your men, and creating walls of fire....

The counter attacking enemy troops are eventually contained and pushed back but not before wiping out most of the 2nd Penal Regiment and destroying and disabling several armored sentinels....

Ill take a write-in for the next strategy to expand the breach for a full scale assault into the mountain, you have access to a full range of non-rare Imperial vehicles and forces in the army you came with, plus a regiment of Baneblade tanks, and some rare Leman Russ variants
>>
>>3723845
The objective is to use explosives to open the breaches bigger so that a full scale assault can be launched, rather than small breaches that create a few defensible chokepoints
>>
>>3723861
Bring 3 or 4 artillery guns closer to the city walls and start blasting a few more holes into other parts of the city.

Bring up Leman Russes to act as direct firesupport on enemy strongpoitns and defended positions with infantry screens and spotters.

When we create more openings, we widen them with baneblades, then slowly push in with airstrike support on buildings that house a lot of resistance, and groups of enemies.

Hold the penal units back, we are just wasting them. they aren't even worth losing to the enemy bullets and ammo.

Make sure to take the city walls to allow us in closer, this will make the defenders fall back to a second line.
>>
>>3724227
support
>>
>>3724227
I propose an addendum to that. We bypass tough pockets of resistance by pushing into areas of less resistance, and then connect up to encircle and destroy the tougher pockets.
>>
>>3724372
So long as we don't ignore the strategic ones, that is fine. Too many strong points left alone limits our mobility and ability to push further since our lines and attack formation gets turned into Swiss cheese.

Ideally we force the smaller units and groups into the strong points and then bomb it.
>>
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>>3725357
Obviously we won't ignore them. I'm thinking something like this.
>>
>>3723861
Sorry about the delay guys should be back to posting tomorrow morning
>>
>>3725669
Part of the problem is the forces that will have to move in between two or more strong points. It can cause any force to get fucked up if they do not have sufficient cover or break from easy line of sight.
>>
>>3724227
>>3724229
>>3724372
>>3725357
>>3725669
>>3726278
Equipped with a new plan, you decide to launch another attack on Black Mountain(image related of what black mountain might look like, except warmer and less icy....)

Difficulty 80
Aerial Superiority -20
Superior equipment -10
Heavy enemy entrenchment +20
Leman Russ fire support -30
Difficulty 40

Please roll 3d100s, 40 is score to beat
>>
Rolled 6 (1d100)

>>3727032
>>
File: black mountain.png (1.17 MB, 1200x652)
1.17 MB
1.17 MB PNG
>>3727032
forgot image
>>
Rolled 18 (1d100)

>>3727032
>>
Rolled 84 (1d100)

why even try at this point
>>
>>3727242
>>3727183
>>3727034
average of 36, another failure

Even with close fire support from a squadron of Leman Russ tanks, who carefully navigated up the steep slope to the breaches, and direct fire support from a gun battery placed at the base of the mountain, another breach is unable to be made....

Whats worse is that the enemy forces have grown bolder and started to launch increasingly damaging counter attacks, with elite enemy troops, armed with heavy weapons, led by their pyskers burning and destroying any vehicles and troops unfortunate enough to deal with the brunt of their attacks....

Even with picket squads watching for them, they still manage to do significant damage, often overrunning the pickets and rushing your tanks and exposed infantry waiting to enter the breach....

Wile you have few melta bunker buster bombs available, your air force leader, formerly of the Navy, Commander Tyrell, presents plans to bomb the other side of Black Mountain, creating a second set of breaches, with another set of chokepoints, the enemy will have to split their forces to hold you off....

You also have been handed reports that your outlying forces around the Mountain fortress have reportedly intercepted several small truck convoys filled with supplies, trying to sneak through some of the lesser known and minor mountain passes, notably they are almost entirely filled with food.....

It seems you have 2 ways to deal with these scum....

A. Siege Black Mountain, and attack in a few weeks when they have started to run lower on food supplies
B. Use your airforce to launch another bombing attack and attempt to open another set of breaches on the south face of the Mountain
C. Other(Write-in)
>>
>>3727636
>A. Siege Black Mountain, and attack in a few weeks when they have started to run lower on food supplies

I have a question QM, are there any ships traveling nearby that we could contact that are appropriately armed for orbital bombardment? Could we perhaps pay someone to do a quick flyby and decimate this mountain fortress whilst we siege them preventing any escape?
>>
>>3727656
Unfortunately we lack the ability to detect and communicate with ships until they are in high orbit. It is highly advisable to invest in either a ground based detection system or obtain a ship or space station.

We also are on very recently colonized world on the frontier in previously wilderness space, making a flyby very unlikely until we establish the planet as a trading hub or even just a port for ships passing through to rest and resupply
>>
>>3727707
Fair enough, thanks for the info
>>
>>3727636
>A. Siege Black Mountain, and attack in a few weeks
We're getting too far into the sunk cost fallacy, and the dice gods hate us
>>
>>3727636
A. Siege Black Mountain, and attack in a few weeks when they have started to run lower on food supplies
>>
>>3727636
>A. Siege Black Mountain, and attack in a few weeks when they have started to run lower on food supplies
>>
>>3727730
Oh, also monitor the Tau. We need to know what they are up to, even if our forces are committed elsewhere.
>>
>>3727909
>>3727889
>>3727730
>>3727656
You enforce the siege for several weeks, allowing starvation and nature to take its course with the defenders, before launching another assault...

Difficulty 80
Aerial Superiority -20
Superior equipment -10
Heavy enemy entrenchment +20
Leman Russ fire support -30
Enemy Starvation -20
Difficulty 20

Please roll 3d100s, 20 is score to beat
>>
Rolled 15 (1d100)

>>3729230
INB4 nat 1
>>
Rolled 47 (1d100)

>>3729230
yup

>>3729235
wow just wow
>>
Rolled 14 (1d100)

>>3729230
>>
File: 1564711974173.png (787 KB, 808x805)
787 KB
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>>3729550
>>3729496
>>3729235
>>
We barely pass such a low bar.

>>3729553
This is why you go after XENO scum first!
>>
average of 25 so we pass
>>
>>3729734
Barely, I’ll write up a couple of posts tonight
>>
We've been in autosage for a while and about to drop off the end of the board, so a new thread after that would be a preeeeety good idea.
>>
>>3729832
I’ll make one tonight
>>
This thread will probably survive for another 5 days on the board.
>>
>>3729235
>>3729496
>>3729550
25.33 a pass

Your breacher troops make another attempt, with the 3rd Penal regiment leading the assault this time....

Even with ample fire support and a numeric advantage the fighting around the chokepoints is brutal, as the increasingly gaunt defenders are slowly beaten back....

It takes less than an hour for charges to be planted at each breach, blowing up the enemy positions and creating much larger breaches, large enough for large vehicles to pass through if neccessary....

The waiting infantry and clan warriors rush into the newly created gap, and quickly find themselves fighting their way into the inner sanctum, where the Great Flame is kept, the symbol and god of the Disciples....

Clearly not intended for defense, the Disciples arrange a hasty defense of the inner sanctum, but the accurate fire of your troops and savagery of the clan warriors are able to overcome the hastily reorganized defenders......
>>
File: Great Flame.jpg (11 KB, 256x197)
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11 KB JPG
>>3731692
Despite their best efforts, the defenders are slaughtered to a man defending their false god....

Your men find a massive altar built around a silo containing the great flame itself...

As your men approach, a mighty voice booms

"Halt! You may have defeated my minions but I have much I could offer you..."

The semblace of a face appears in the flame as it begins communicating with your men....

A. Ask about its nature
B. Inquire about its offer
C. Snuff out the Great Flame
D. Other(Write-in)
>>
>>3731744
>C. Snuff out the Great Flame

"There will be no negotiation, no mercy for heretics, no quarter given. Your sacrilegious worship of false idols shall be snuffed out and in the name of the Emperor you shall all die."
>>
I'm so sorry guys. I tried to archive a different thread but pasted this one's ID in by mistake so it's now archived under completely the wrong entry. I don't have a clue how to correct this.
>>
>>3731785
10/10 mate. Thankfully if Shmeh sends the admin of suptg an email it can be fixed
>>
>>3731744
Oh, and
>C. Snuff out the Great Flame
Death to the false god.
>>
>>3731785
How do did mess that up? Unless your trying to archive like 10 threads all in one go.

>>3731796
That almost never happens.
>>
>>3731882
I have several quest thread tabs open at once and didn't pay attention to which one I was copying the URL from
>>
>>3731890
Maybe you should let the QMs archive their own threads mate
>>
>>3731892
I would, if they did. A lot of QMs don't know about it or rely on other users to do it for them, and those that do can botch it as well. I'm not going to completely withdraw from archiving threads and sacrifice thread continuity out of a knee-jerk phobia of messing up. It is archived, just under the wrong title at http://suptg.thisisnotatrueending.com/qstarchive/3687406.

I will now mope in a corner in shame and request forgiveness before an angry mob comes for me.
>>
>>3731744
>C. Snuff out the Great Flame
Be gone heretic
>>
>>3731911
>request forgiveness
Okay but after we burn down your house.
>>
>>3731911
Report to the local commissar for an immediate debriefing on your situation
>>
>>3732411
Im going to be out of town this weekend, so I will start a new thread when I get back, sometime sunday afternoon/evening
>>
>>3731911
>he actually copy pasted the wrong link
>it's still up there
This is peak boomer tech



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