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File: Eternal War.jpg (203 KB, 1025x639)
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+Log I/VII: Momentum+
+Date: 112.375.M41+
+Location: Battle Barge Aspera Dominus, Sector Deus

You can smell smoke.

Aspera Deus is burning. Your mighty Chapter Battle Barge is surrounded by clouds of debris, flames sprouting from its sides. Hundreds of point defence turrets are blindly firing thousands of tracer rounds into silence. Chapter serfs crushed under collapsed bulkheads, navigator drowned in the pool of his own blood, battle brothers frantically trying to keep the boarders at bay, falling one by one to buy you time. And just outside of the porthole, you can see the tentacles of darkness itself, waiting for the ship to finally fail and fall into the abyss.

An explosion by your side rips into a group of Ghosts of Retribution, cooking them alive in their power armour. A moment later, a loud crack shakes your very bones as the ship breaks in half and the void engulfs you.

+++

The smell of smoke was still strong when you woke up. You haven’t had such weird dreams since your encounter with that Eldar entity, Cegorach. And was that even real? It has been so long ago and so weird, that sometimes you start questioning your own memory.

But now is not the time to daydream. Today is the first day of the Styrian Crusade, as your brainchild is about to come to life. While donning your armour, you whisper to yourself a short Prayer of Warding, asking the Emperor to make sure it does not turn out to be anything like the dreams which have been tormenting you these past few weeks.

On the bridge, Brethorius, your First Captain, greets you with a smile and an overview of the situation. The Chapter forces are ready, so are the armies of your allies. Images flood the holo-screen.

Astartes formations, Imperial Guard regiments, Adepta Sororitas battle companies, Imperial Navy ships and the cohorts of enginseers are all lined up at their battle stations, in some cases star systems apart, but united in spirited.There are no grand speeches or spectacle, as per your decision. All that has been done to celebrate this event was a short call to action, which was distributed and read to their men by the officers. All precautions have been taken to mobilise the forces without raising the suspicion of the devious enemy and to ensure maximum first strike advantage. Ecclesiarchy and the nobility are going to be upset about the silent start of the crusade, they would have loved a show, but you have a work to do - time for entertainment is over.

After years of preparation, the Styrian crusade is about to begin.
>>
File: Sector_Deus_Map.jpg (262 KB, 1544x1000)
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+Phase 0+

After long deliberation, it was decided that the Crusade will have two staging grounds.

Mormark, your homeworld will serve as a perfect launch position to attack Kruun, which is only a short distance away and presents the most exposed Styrian Triarchy’s system deep in the Imperial space. Your analysts guess, that the reason why Triarchy decided to establish an outpost so far out is most likely to do with the fact that they expect it to serve as a trip wire and after Kruun is attacked, Triarchy proper would have time to react.

That’s why the second Crusade second staging ground is much closer to Triarchy, in order to minimise the time they will have to prepare their defences at Stranx, where you intend to strike next.

Which planet did you choose?

a) Sygma-477 is a a barren world without an atmosphere, used as a regional base by the Imperial Navy. Tyrel Hagen, High Admiral of Sector Deus Navy advocated this launching ground. This would allow your fleet to depart at maximum readiness and well supplied, however it is still quite far from the Styrian space and the massed fleet will be noticed well in advance.

b) Arkbard is a high-gravity ragged world that belongs to the Squat Norgyr League. It sits just across the border from the Mortis Subsector and would make for a perfect base of operations, if not for its inhabitants. This option is advocated by Amelia Engel, who suggests to use the concentration of forces to expand the scope of the crusade. Squats could be either offered a compensation or outright subjugated to Imperial authority, as they rightfully should be.

What strategy shall you pursue?

a) Strike both Stranx and Kruun simultaneously with two separate armies

b) Strike at Kruun first, blockade Kruun

c) Strike at Stranx first, blockade Kruun


Where shall Chapter Master command?

a) On the frontline at Stranx, leading the Chapter in person

b) Ahead of forces in Kruun, helping to eliminate nuclear warheads present there

c) From the orbit at either Kruun or Stranx, to have a better overview of the situation
>>
File: Astartes.jpg (716 KB, 1584x1151)
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+Preparations overview: I+

Over the past 6 years, you have directed intense preparation efforts to ensure that this crusade is a success. While you faced some setbacks, you have mostly managed to achieve your goals.

+Naval Intelligence+

You have managed to conduct extensive recon operation on Subsector Mortis' warp lanes and space traffic, as well as orbital defences and space fleet strengths.

You have figured out that Styrian Triarchy is using some indigenous system of warp 'singing' or 'channeling', depending on the interpretation, which allows them to navigate and becalm warp without the use of Astronomicon. While highly heretical, this fact allows you to better understand their fleet actions.

Their fleet is still depleted from the crushing defeat at Battle of Vargerod in 367.M41. While you expect that your supply lines will suffer some raiding, your assessment is almost guaranted that Styrian Triarchy does not have enough ships to attempt another decisive battle against Imperium.

Your space navigation and naval intelligence rolls are going to have the following results:
+Sub-Sector Mortis Frontier: (+60)
+Outer Sub-Sector Mortis: (+30)
+Inner Sub-Sector Mortis: (+10)

+Military Planning+

While the details are much more complicated, general plan of the first phase of the crusade is as follows.

First Crusade Army will attack Kruun from Mormark.

Second Crusade Army will attack Stranx from the secondary staging ground.

Third Crusade Army will remain in reserve in the Core Worlds, to support either one of the other two.
>>
>>4593964
>b) Arkbard is a high-gravity ragged world that belongs to the Squat Norgyr League. It sits just across the border from the Mortis Subsector and would make for a perfect base of operations, if not for its inhabitants. This option is advocated by Amelia Engel, who suggests to use the concentration of forces to expand the scope of the crusade. Squats could be either offered a compensation or outright subjugated to Imperial authority, as they rightfully should be.

>a) Strike both Stranx and Kruun simultaneously with two separate armies

>c) From the orbit at either Kruun or Stranx, to have a better overview of the situation

Stranx, though I am not knowledgeable of the finer details of the operation, so the others can override my choices if I'm at fault. I favor surprise Blitz for maximum Shock and Awe, but again I defer to the veterans here in matters of strategy.

Also, hello lads! Feels good to finally catch a session!
>>
>>4593992
Ah, forgot the name.
>>
File: Athenian Regiments.jpg (100 KB, 610x406)
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+Preparations overview: II+

Other efforts did not go so smoothly, but some succeses have been achieved nonetheless.

+Recruiting Tesalia D'anger+
Punisher Squad was sent to find Tesalia D'anger and make peace so she joins our side so she can feed us Styrian intel and act as a double agent. This was a fine plan, if not for the fact that Ghosts of Retribution sold out her father, effectively sentencing him to death. for the past decade she has been engaged in a quest to tear down your Chapter in revenge. So her recruitment is not going to be easy...

Question: Did you offer her money ?
Bonus: +1 to your roll per 10W offered. Also she wants amnesty. She knows her price

Outcome (roll d10):
1) Punish er squad disappears
2) Punisher squad disappears
3) Punisher squad fails to track down D'anger
4) D'anger and Punisher Squad kill each other.
5) D'anger and Punisher Squad kill each other.
6) D'anger takes the money and leaves Sector Deus. If no money is offered, see 5.
7) D'anger joins your side grudgingly
8) D'anger joins your side
9) D'anger joins your side
10) D'anger joins your side enthusiastically

+Calling Allies+
We have also managed to get Drakkon Ursus to pledge regiments from Athena Prime to the Crusade effort. Roll (d3):
1) Impolite refusal
2) Polite refusal
3) Token effort - a regiment of 10,000 soldiers
4) A small force - 100,000 soldiers
5) Serious taskforce - 1,000,000 soldiers
6) Reinforced Army Group - 3,000,000 soldiers
7) Full might of Athena Prime - 12,000,000 soldiers

If you would offer him the position of Crusade High Strategist, you get +3 to your roll. If you offer the release of Saragon Ursus from your prison on Tombstone, you will get +1. If you offer a planetary governorship of one of the conquered worlds to said Saragon Ursus, you will get another +2.
>>
>>4593992
>>4593994
Nice to see you Zippy!I will take 2 more votes before writing the next post, but yours are taken into account.
>>
>>4594007
>Bonus: +1 to your roll per 10W offered. Also she wants amnesty. She knows her price
Quick post while I have time. Will make proper response later. I vote we pay 50w for +5 bonus. Also should I roll for varda income from 370-375.M41?

>We have also managed to get Drakkon Ursus to pledge regiments from Athena Prime to the Crusade effort. Roll (d3):
I say offer him position of High Strategist and free Saragon Ursus but no governor position. My position.
>>
>>4594010
Thanks mate! I'll leave the politics to the others, as they have a better grasp on how to handle these affairs.
>>
>>4593964
>b) Arkbard is a high-gravity ragged world that belongs to the Squat Norgyr League. It sits just across the border from the Mortis Subsector and would make for a perfect base of operations, if not for its inhabitants. This option is advocated by Amelia Engel, who suggests to use the concentration of forces to expand the scope of the crusade. Squats could be either offered a compensation or outright subjugated to Imperial authority, as they rightfully should be.
We kinda helped them not too long ago so we at least shouldn't have a negative reputation around there, even if it isn't particularly positive.

>a) Strike both Stranx and Kruun simultaneously with two separate armies
It'll be harder, but we won't have enemies at our back while we advance.
>a) On the frontline at Stranx, leading the Chapter in person
We can leave the deep ops on Kruun in the hands of our skilled operators.
>>
>>4594013
>>4594007
Luigi's plan sounds fine, but to be honest I'd rather just offer her 90W, it's PROBABLY worth it in the long run. A frigate is worth 120W, an enthusiastic Rogue Trader might be worth more.
>>
>>4594038
Agreed with Lyk on all points here. Mirrors my opinion on the options.

I would recommend Geron take field command of the Kruun operations as it should be generally a much more clandestine campaign, and should open with Operation Flyfish as per: >>>>>4571061
>>
>>4594051
Not to mention making amends will open doors to future cooperation, especially if she comes out of this with a more positive opinion of us than previously. We can create a functional working relationship, if nothing else.
>>
>>4594059
Also referencing the post here:
>>4571062
For expected events between 370-375.M41.

And querying any results from the Noctis underhive raid here:
http://suptg.thisisnotatrueending.com/qstarchive/4519790/
>>
>>4593964
b) Arkbard is a high-gravity ragged world that belongs to the Squat Norgyr League. It sits just across the border from the Mortis Subsector and would make for a perfect base of operations, if not for its inhabitants. This option is advocated by Amelia Engel, who suggests to use the concentration of forces to expand the scope of the crusade. Squats could be either offered a compensation or outright subjugated to Imperial authority, as they rightfully should be.

we might talk to them, given recent events
c) Strike at Stranx first, blockade Kruun


c) From the orbit at Stranx, to have a better overview of the situation

kruun is some sort of sideshow ( i ...think)focus on the important bits
>>
>>4593964
As stated I'll agree with lyk on the first two points:
>b) Arkbard is a high-gravity ragged world that belongs to the Squat Norgyr League. It sits just across the border from the Mortis Subsector and would make for a perfect base of operations, if not for its inhabitants. This option is advocated by Amelia Engel, who suggests to use the concentration of forces to expand the scope of the crusade. Squats could be either offered a compensation or outright subjugated to Imperial authority, as they rightfully should be.
However since we saved the Squats at the Battle of Vargerod, perhaps we could simply ask first before attempting anything aggressive.
>a) Strike both Stranx and Kruun simultaneously with two separate armies
Can't risk being backstabbed.

For:
>Where shall Chapter Master command?
I think we should mix A and C. Brethorius should command from the front in the initial stage while Chapter Master commands above Stranx but once some kind of stable beachhead has been formed then Chapter Master can come down with the heavier units.


I would propose that our Chapter's forces would be split as so:

First Crusade Army
>1st, 2nd, 4th & 6th Companies. 50 Scouts. Aspera Dominus, Ghost's Lance, Morbid (and the vehicles in those ships).

Second Crusade Army
>5th and 8th Companies. Rest of 10th Company + Ghost Company. Pax Sepulchrum (and its vehicles).

Third Crusade Army (Reserve)
>7th Company stationed in the Tombstone. We have to keep our home guarded and they can respond to minor happenings in the Subsector with a few squads etc.
Also the Third Crusade Army should overall be watching and ready to respond to Styrian counterattacks from other directions (or indeed any other faction looking to take advantage).

Ideally we want to take Kruun as quickly as possible then the Second Crusade Army can fold into the First in Subsector Mortis.

Naturally Escort Squadrons, Librarians & Chaplains are distributed roughly evenly.

Also proposing we give Chaplain Axon Terminator Armour and have him accompany the 1st Company Terminators as a matter of typical practice from here onwards. I assume in the intervening years we can get at least one suit of termi armour for 10wealth?

Any disagreements?

Also IRC here: https://chat.mibbit.com/?channel=%23RisingSons&server=irc.rizon.net
And archive here: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Ghosts%20of%20Retribution
>>
>>4594103
Sure.
>>
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+Preparations overview: III+

You have also summoned other Astartes Chapters to join your crusade. How well did you fare?

+Black Templars+
Reputation: Friendly

Marshal Katovar is pleased to hear that you have finally taken up a crusade of your own. Roll (d3)
1) His forces are engaged in cleansing of Farradis Cluster, unfortunately he won't be able to answer your call
2) His forces are recuperating, but he will arrive in person with his honour guard.
3) His forces are on the way before he finished sending this message.

+Raven Guard+
Reputation: Friendly

Corvin Severax responds with a message:
>I'll be there, as promised, little brother, don't worry. I adore the fact that you will have your own crusade. Your Chapter grew so fast, time flies, adorable!

His assistant later confirms that Raven Guard will send two companies, Severax will join you in person as well, however he may not be able to stay there for the duration of the whole crusade.

+Imperial Fists+
Reputation: Friendly

Imperial Fists responds kindly to your request(roll d3):
1) Leutenant Sternberg volunteers to come to your aid with his three squads.
2) He manages to convice his Chapter Master to send another three squads in addition to his own.
3) Imperial Fists are not engaged in other intense conflicts currently, so they agree to send a whole company your way.

+Ultramarines+
Reputation: Acquainted

Ultramarines respond diplomatically, praising your decision and promising their aid. Roll (d5)
1) They send Lieutenant Reman Gaius to bring you a gift of an empty dreadnought chasis, engraved and encased in wonderful artwork, in addition to a gift of 50W to fund your campaign. It's very symbolical, however Lieutenant is not allowed to engage in combat actions directly, only observe.
2) Ultramarines allow Gaius to participate in combat with a Squad of Ultramarines.
3) Ultramarines permit Gaius to utilise half of their scout company in the field, hoping that this minor (in their eyes) Crusade will prove to be a useful training ground for them.
>>
Rolled 1 (1d3)

>>4594114
>Marshal Katovar is pleased to hear that you have finally taken up a crusade of your own. Roll (d3)
>>
Rolled 3 (1d3)

>>4594114
>Ultramarines respond diplomatically, praising your decision and promising their aid. Roll (d5 assume d3))
>>
Rolled 1 (1d3)

>>4594103
Aye

>>4594114
>Imperial Fists
>>
Rolled 1 (1d3)

>>4594007
>Calling allies

Crusade High Strategist, +3
Release of Saragon Ursus from your prison on Tombstone, +1
>>
>>4594038
>>4594014
>>4594059
>>4594096
>>4594103

+++

Ackbard was chosen to serve as the staging ground for the Crusade Second Army, which is headed by yourself personally.

Now, local squat population is not going to be too happy about the arrival of a massive Imperial force. How shall you deal with this problem?

a) Appeal to their sense of gratitude for Vargerod and pay them a symbolic compensation 50W for stripping them of their resources and commandeering their economy for a few years, at least you will receive willing help.

b) Declare the annexation of the Arkbard into the Imperium of Man. If they will resist, you will proceed to bombard their capital from the orbit and leave a 100,000 soldiers for the mop up operations. You would not be able to use their facilities for your purposes for a few months though, until they are taken into control, repaired and adjusted for humans.

c) Ignore them. Use their system for concentration of forces, but don't establish any ground presence, if you are successful in Stranx, there will be no need to have a rear base of operations.

+Income+

You can generate income for the past 6 years as per usual annual incomes.
>>
Rolled 2, 1, 5, 6, 4, 7, 1, 8, 4, 6, 4, 10, 5, 7, 7, 6, 6, 2 + 450 = 541 (18d10 + 450)

>>4594204
>a) Appeal to their sense of gratitude for Vargerod and pay them a symbolic compensation 50W for stripping them of their resources and commandeering their economy for a few years, at least you will receive willing help.
My vote

>You can generate income for the past 6 years as per usual annual incomes.
Rolling cybernetics. 18d10+450 (6 x 3d10+75)

I assume it's okay if I add the aforementioned purchases (6 predators and varda infrastructure) to our assets for a cost of 230w?
>>
>>4594204
a) Appeal to their sense of gratitude for Vargerod and pay them a symbolic compensation 50W for stripping them of their resources and commandeering their economy for a few years, at least you will receive willing help.

A slow annexation is a consensual one. Right?
>>
>>4594206
Agri income for the period. 6d3
>>
Rolled 3, 2, 1, 2, 2, 1, 3, 3, 1, 3, 1, 2 = 24 (12d3)

>>4594209
one job lol

Let's merge. First 6d3 is agri income. Second 6d3 is heresy loss over the period.
>>
>>4594204
>a) Appeal to their sense of gratitude for Vargerod and pay them a symbolic compensation 50W for stripping them of their resources and commandeering their economy for a few years, at least you will receive willing help.
Let's be nice.
>>
Rolled 5 + 20 (1d10 + 20)

>>4594213
>>4594206
Total wealth income: 552. Modified by 1.15 so total = 635w income total.

Also heresy loss of 13% approved?

Finally Varda's decadely population growth percentage. 18+1d10+1d3. For simplicity's sake since we're accelerating I'll just do 20+d10.
>>
>>4594121
>>4594124
>>4594125

+Astartes+
Space Marine forces at your disposal:
- 55 Ultramarine scout under command of Lieutenant Gaius
- 30 Ultramarines under command of Lieutenant Sternberg
- 182 Raven Guard battle brothers under command of Corvin Severax [he proposes to lead the attack on Kruun, after learning of the issues related to nuclear weaponry]
- At the very last moment, a Thunderhawk arrives with three Black Templars aboard - Marshall Katovar's personal champion Horst and his two squire initiates. He passes on apologies from his master and extends his service to you for the duration of the Crusade.
>>
>>4594217
A neat 25% population growth. Increasing Varda from 5.63m to 7.04m.

Approved?
>>
>>4594219
>he proposes to lead the attack on Kruun, after learning of the issues related to nuclear weaponry
Sounds good to me. Neutralising that kind of stuff is the RGs whole shtick.
>>
>>4594219
>- 182 Raven Guard battle brothers under command of Corvin Severax [he proposes to lead the attack on Kruun, after learning of the issues related to nuclear weaponry]
Let's leave it to the specialists.
>>
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>>4594220
>>4594217
>>4594213
>>4594209
>>4594206

Income, population and heresy loss approved, nice rolls.

>>4594216
>>4594207
>>4594206

+Arkbard+

While the little abhumans at some level disgust you with their unnatural ways, you know that they can't help but be born this way in such environments.You manage to negotiate an acceptable deal with their elders and now squat economy is at your command. They will provide your war machine with essential supplies, ammunition and even repair your ships. Having Arkbard much closer to the frontline resolves a lot of problems.

[Secret problem resolved: Ammunition shortages]
[Secret problem resolved: Logistical nightmare]
>>
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===Phase I===

+Stranx Front+

Rapid acquisition of Arkbard and no delay allowed Second Crusade Army to immediatelly proceed into Styrian space. Your naval intelligence allows your force to penetrate deep into their space, before their patrols raise alarm. Your receive reports of two engagements, one of them ends up in complete Imperial victory. Under Admiral Amos Heffin's wise command, Imperial wolfpacks screen your fleet from all sides, protecting the main convoy of transport and logistical ships. Retribution-class Battleship Alexios Komnenos also follows this group, while Overlord-class Battlecruiser Forthright Intervention has remained with the First Crusade Army to lead the assault on Kruun. High Strategist, Ursus, advises not to commit all forces in Phase one, so your transports are bringing only 1,500,000 troops, another 2,500,000 are preparing in Arkbard for targets further down the line.

+Target: Planet Stranx
+Status: Triarchy's colony (developing)
+Population: 2 million
+Geograph: Stranx is mostly a desert of crystalline rocks. Deep canyons cut into the planet's crust. There are scattered crimson fungi, some of which are edible, but most are highly poisonous, unless processed. Known for rakkak's, giant many-segmented scaly creatures slide along, crushing everything in their path. According to rumours, they track down their prey using their psychic powers. The air is thin.
+Civilisation: Imperial frontier level technology, most of the population is concentrated in Stranxburg (est. pop. 900,000), the rest are scattered across the planet
+Expected resistance potential: Minimal. Military age population is around 700,000 individuals in total mobilisation scenario, maybe 50,000 of them are professional soldiers, giving Second Crusade Army an advantage of 30 to 1.


Proposed courses of action:

a) Shock and Awe - rapid entry into system, followed by rapid burn to the planet. Stranxburg will be bombarded from the orbit, after 12 hours, an estimated time for most dust to settle, a million troops to be landed to pacify the rest of the population. Drakkon Ursus advocates for this plan of action. Estimated time for the initial operation to conclude: 4 weeks.

b) Guarded approach - defended entry into the system, screened approach to the planet, followed by ultimatum of surrender. If not adhered to, to be followed as per plan A. Advocated by Amelia Engel, who prefers to reconvert these heretics. Estimated time for the initial operation to conclude: 6 months.

c) Avoiding approach. Upon arrival to system, all enemy ships, stations and orbital infrastructure to be destroyed, capital bombarded, but no landing takes place. This allows to move on as quickly as possible. Estimated time: 1 week
>>
>>4594265
Should we roll for D'anger and Athena Prime troops? I think we decided to split the difference for 70w for +70 to the d'anger roll.

>b) Guarded approach - defended entry into the system, screened approach to the planet, followed by ultimatum of surrender. If not adhered to, to be followed as per plan A. Advocated by Amelia Engel, who prefers to reconvert these heretics. Estimated time for the initial operation to conclude: 6 months.
My vote so we have time to father up intelligence about the Triarchy and its other defences.
>>
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>>4594132
Ursus acceoted your offer and while he believes that his nephew is entitled to some backwater planet governorship as a compensation for the decades he spent in Tombstone, he nonetheless pledges a million Athenian troops to your cause.

>>4594051
>>4594013
>>4594270
Whoever makes the decision, please roll d10 and state clearly how much Wealth are you offering D'Anger in the process.
>>
>>4594270
>Should we roll for D'anger and Athena Prime troops? I think we decided to split the difference for 70w for +70 to the d'anger roll.
Sure.
>>
Rolled 6 (1d10)

>>4594284
>>4594278
dice+1d10
Rolling then.
>>
Rolled 2 (1d10)

>>4594265
>a) Shock and Awe - rapid entry into system, followed by rapid burn to the planet. Stranxburg will be bombarded from the orbit, after 12 hours, an estimated time for most dust to settle, a million troops to be landed to pacify the rest of the population. Drakkon Ursus advocates for this plan of action. Estimated time for the initial operation to conclude: 4 weeks.
Blitzkrieg.
>>4594278
>Whoever makes the decision, please roll d10 and state clearly how much Wealth are you offering D'Anger in the process.
+7 for 70W
>>4594007
>Outcome (roll d10):
>1) Punish er squad disappears
>2) Punisher squad disappears
>3) Punisher squad fails to track down D'anger
>4) D'anger and Punisher Squad kill each other.
>5) D'anger and Punisher Squad kill each other.
>6) D'anger takes the money and leaves Sector Deus. If no money is offered, see 5.
>7) D'anger joins your side grudgingly
>8) D'anger joins your side
>9) D'anger joins your side
>10) D'anger joins your side enthusiastically
>>
>>4594288
>>4594286
Well thank god Luigi is good at rolling high.
>>
>>4594286
>>4594284
For this one, I assume you are spending 70W. It's best if you mentioned in the same post as roll, what resources you are using for that roll and which option you are choosing clearly. Because at first I read it as rolling without any resources until I checked that you are responding to Lyk's suggestion. Just for the future to avoid misunderstandings, because otherwise it would result in bad result.

>>4594288
>>4594270
Shock/Awe and Guard Approach tied. Zippy can break the tie?

+++

D'Anger is not easy to find, but Punisher squad are specialists at their job and they have ample cash to help their investigation. While it isn't easy, they manage to convince her to work with you. In the end, she's happy with the deal she's getting.

At the start of the crusade she is currently located in (roll d3)...
1) Stranx
2) Merceria
3) Styria

She will be able to provide you with valuable information when you will arrive there. She can also bribe Triarchy officers to reallocate her to another part of the frontline, but this would cost 9W and she is not going to pay it from her hard earned income, so the costs are onto you if you want information from a particular place.

+Special Agent acquired: Tesalia D'anger
+Orders: Inform/Critical sabotage if opportunity appears

If you want to change her orders, please clearly state it.
>>
Rolled 2 (1d3)

>>4594295
Shock and Awe, unless D'anger is on Stranx.

>D'anger location
>>
>>4594299
It is me.

We need to move quickly onto other targets before they can fully mobilize, I feel.
>>
Rolled 2 (1d3)

>>4594295
>For this one, I assume you are spending 70W. It's best if you mentioned in the same post as roll, what resources you are using for that roll and which option you are choosing clearly. Because at first I read it as rolling without any resources until I checked that you are responding to Lyk's suggestion. Just for the future to avoid misunderstandings, because otherwise it would result in bad result.
Apologies

>At the start of the crusade she is currently located in (roll d3)...
Rolling

>If you want to change her orders, please clearly state it.
Confirm that current orders sound good

Are you able to confirm marine distribution here >>4594103 is okay and can be get termi armour for Axon?
>>
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===Phase I===

+Kruun Front+
Your forces once more return to Kruun, this time for good. Overlord-class Battlecruiser Forthright Intervention is leading a battlegroup with 1,000,000 troops to unload.

Some decade ago Ghosts of Retribution implanted spies on the planet and bribed their way to information on the rebels, it emerged that they were being supplied by the Styrian Triarchy, a non-Imperial human empire located in Subsector Mortis. Included in the data packet was information on Styrian forces on Kruun, such as HQ locations and WMD launch sites. Same data packet claimed that Styrian Triarchy managed to smuggle in a total of 60 nuclear warheads onto the planet.

+Target: Kruun
+Status: Former Prison-world, now swears allegiance to Kruun
Population: 170 million
Geography: Essentially an ice covered rock in the middle of nowhere, Kruun was a perfect place to create a penal colony for the overflow of Imperial outlaws. Its surface is covered in high mountains, and deep ravines.
+Civilisation: Kruun's surface is covered in a network of gulags and work camps, which have been, since their independence from the Imperium, converted into makeshift cities. As Kruun has been cut off from regular food supplies, they had to instead switch to distributed hidroponics. The biggest cities are Ararco City (from Arrival Area Compound), New Styria (formerly Prison Complex-01) and Emperor's Balls (formerly Prison Complex-02). As can be seen from the naming conventions, Kruun practices a radical form of democracy, where most things, including city names, is put for the popular vote.
+Expected resistance potential: Significant part of Kruun's population are first generation career criminals and radicals, who got their freedom from Triarchy. They are capable of putting up a fight and they have the numbers. Out of the population of 170 million, some 50 million are capable of putting up resistance, which on paper puts First Crusade Army at unenviable odds of 1 against 50. However, due to the distributed and disunited nature of the former prisoner population, Imperial command believes that concentrated guard force, with support of Space Marines will be able to take over the population centres.
>>
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>>4594322

Proposed courses of action:

a) Orbital Bombardment campaign - destruction of every major city will break their will to resist and ensuing famine will decimate the rest. However this means, that Imperium will not be able to retake this world, as rebuilding infrastructure in these conditions will be hellish.

b) Precision strikes - Corvin Severax suggests to insert Raven Guard and Ultramarine scouts a few months before the arrival of the main force, so that they can strike at the leadership centres, destroy the command and control ability of the rebel force and neutralise WMD sites before:

b.1) Offering amnesty to all Kruun rebels in exchange for unconditional surrender of all weaponry and Triarchy military advisors. Prepare Kruun to be reintegrated into the Imperium.

b.2) Conventional invasion of the major population and food production centres. Imperial forces to hold them until the rebels starve or surrender.

c) Use might of the Imperial Navy to melt the ice sheets on Kruun, causing massive floods and climate change. This will take time, but destabilise the enemy, while causing only minimal destruction.
>>
>>4594323
>b.1) Offering amnesty to all Kruun rebels in exchange for unconditional surrender of all weaponry and Triarchy military advisors. Prepare Kruun to be reintegrated into the Imperium.
My vote. In addition the terms will be thus:

Former prisoners will be re-imprisoned.
But the children they have had since the rebellion will only be confined to Kruunian settlements. They won't need to endure the forced labouring and other harships of the 'proper' prisons though will still be subject to Arbites laws and rule.

What do we think?
>>
>>4594328
Sure, I'm fine with that. It'll still mean significant resistance from the former prisoners, but I don't mind integrating their children. Amnesty for all former criminals who fight for us and support our rule, only fair and it'll help splinter the world into factions competing against one another, which will help in retaking Kruun.
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>>4594103
>>4594304
Yes, Chapter distribution is great.

Axon's Terminator armour is also a fine idea.

>>4594059
>>4594065
Alderon Belladon has done quite a significant piece of research throughout these years, becoming the most prominent scholar on the Styrian Triarchy.
>It pains me, that I learned of this civilisation just as it is about to be extinguished. Yet, any questions you have, ask and I will reply to the best of my ability.
Alderon joins you on the crusade as archivist and consultant.


370.M41 = Three Nova-Class Frigates were delivered to the Chapter.. The lead ship is installed with an arcane Matrix Cogitator, which upon testing is revealed to greatly enhance the machine spirit of the ship, allowing greater evasion capabilities and quicker targetting solutions, granting it an equivalent of (+15) to both maneuvers and to firing.

370.M41 = Tribute to the Chapter arrives from the Merchant League. 100W(-2d10, +2d10).

370.M41 = Krion's mutations end.

Lieutenan Krion of the 8th Company appears to have stabilised in his mutations. They seem to have reactivated his Space Marine secondary growth glands that normally are active only for limited periods of time in initiates who are still developing into full Astartes. Results are mixed. He seems to have developed greater strength, agility and resilience, including thicker bones and a greater frame, but he also seems to have changed mentally, his once sharp mind deteriorated and he has become, for a lack of better word, kind of slow. He is still very loyal and dutiful, but you noticed that he struggles to operate vehicles or use holo-projectors.

+Krion's new stats:
Intelligence: 18
Strength: 81
Agility: 65
Toughness: 82
Trait (Mentally Slow)


370.M41 = 3 Librarian Aspirants and 10 Techmarines will complete their training

371.M41 = Artificer Tiberius finished his renovations and upgrades to his five armour relics.

+Session over+
Let us finish for today. We will continue this Friday, at some point after 6 pm GMT.
>>
>>4594341
Good session, sorry to hear about our lad Krion though.
>>
Rolled 9, 5, 4, 6 + 80 = 104 (4d10 + 80)

>>4594341
Thanks Skargan!

Session archived:
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Ghosts%20of%20Retribution
>>
Rolled 5 (1d100)

>>4594288
>Shock and Awe Blitzkrieg on Stranx

The Emperor Protects.
>>
Massage finished.
>>4594341
>He is still very loyal and dutiful
Second best boy. How do his men handle the change?
>>
>>4594323
>b) Precision strikes - Corvin Severax suggests to insert Raven Guard and Ultramarine scouts a few months before the arrival of the main force, so that they can strike at the leadership centres, destroy the command and control ability of the rebel force and neutralise WMD sites before:
>b.1) Offering amnesty to all Kruun rebels in exchange for unconditional surrender of all weaponry and Triarchy military advisors. Prepare Kruun to be reintegrated into the Imperium.

This.
Also, we could probably offer the planet to one of our new friends in the region as a recruitment planet. One of the rare opportunities to make friends with our fellow fated chapters without slicing our limbs off.
>>
>>4594341
>371.M41 = Artificer Tiberius finished his renovations and upgrades to his five armour relics.

We finally have some armour suitable for our Company Captains I think. Here are my thoughts for assignments:

>Armour of the Faithful - Based on MkII Crusade armour. Covered in painstakingly engraved & sculpted symbols of the Imperium and the Emperor, embossed in indestructible gold-adamantium, this armour is enough to instil any observer with intense faith and the wearer of this armour has great resolve even by Astartes standards. [Reroll failed Willpower tests]
I think we should give this to Captain Quintor of the 5th. He's a faithful Deathwisher so I think it will mean most to him.

>The Bulwark - Based on MkIII Iron armour. Thanks to additional layers of ultradense adamantium alloys and gel layers the wearer of this armour is almost impossible to knock down and virtually invulnerable to concussive impact, allowing him to withstand greater punishment than is normal for even Artificer Armour.
Propose we give this to Captain Dreidor of the 4th, as a dependable slogger.

>Tiberian Hauberk - Based on MkIV Maximus armour. Augmented with enhanced cogitator systems as well as the usual artificer enhancements, this armour's highly advanced machine-spirit blesses the wearer with a glimpse of the technological genius of its maker. [+10 to all tests whilst operating special equipment or war machines]
Propose we give this to Captain Kay of the 7th as he uses a jump pack or land speeder / bike etc as he's a fast attack man.

>Unnamed Relic Armour MkII - Based on MkII Crusade armour. This artificer plate will be blessed with a name and characteristics once it has been associated with a great deed.
Captain Harmantos for the 2nd is a large strong man so I think he'd look good with some bulky hard MkII armour. I'm sure he'll perform deeds worthy to give it traits.

>Unnamed Relic Armour MkIV - Based on MkIV Maximus armour. This artificer plate will be blessed with a name and characteristics once it has been associated with a great deed.
For Captain Macedon of the 6th. MkIV is known for its more powerful cogitators and seems more fitting for a man of strategy like Macedon.

Obviously these suits of relic armour will remain symbols of the Captaincy of the Company, and be passed onto successive Captains.

Any other thoughts or disagreements?
>>
>>4595291
Sounds neato.
>>
>>4594295
>+Special Agent acquired: Tesalia D'anger
>+Orders: Inform/Critical sabotage if opportunity appears

Orders for Tesalia whilst she is on Merceria. It is supposedly a more independent world swarming with guns for hire. It would be useful if she can get an idea on their sympathies towards the Triarchy. Perhaps sow rumours that they can get on the Imperium's good side if they start conducting their own operations on Styrian rear positions. Companies of these mercs can probably get into Styrian cities and planets in ways that an Imperial force can't.

They should know that the Imperium will inevitably reach Merceria eventually, and how they help (or don't) during the Crusade is going to shape how the Imperium treats their world.

Also useful if Tesalia can tell us the current political situation on Merceria, how sympathetic they are to the Styrians etc and I daresay there's a lot of people on Merceria that know all about the many dark places of Subsector Mortis.
>>
Rolled 32 (1d100)

Kruun
>>
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+Log II/VII: Gatecrash+
The first days of the crusade were eerily quiet, from what you can recall. A calm before the storm, just with lots of paperwork. Crusade Armies, after set into motion, were rolling like juggernauts through space, with their orders set and sealed.

First blood was spilt in Kruun. Corvin Severax, Chapter Master of the Raven Guard, has taken a squadron of rapid-burn escorts seven weeks before the D-Day to Kruun, Ultramarine scouts alongside them.

The targets have been selected in advance to ensure maximum to damage to the Kruunian command and control structure, their nuclear weapon sites and anti-orbital weaponry. A week before the D-Day, sabotage and assassination campaign begun. 87 targets have been identified, which means that your marines will be spread quite thin. Hard choices had to be made.

+Targets+
Designate multiple choices:
a) Hit soft targets - munition plants, roadside bombs, etc. (-5)
b) Destroy WMD sites (-10)
c) Destroy AO weaponry (-10)
d) Assassinate enemy leaders (-15)
e) Sabotage communication centres (-10)

+Tactics+
Designate multiple choices:
a) Simultaneous strikes everywhere (+30, marine casualty factor +2)
b) Take no prisoners (+10, resistance roll +5)
c) Sequential strikes (+15, enemy gets a counterstrike) [incompatible with (a)]
d) Use Ultramarine scouts in battle line (+20, marine casualty factor +1)
e) Corvin Severax joins the fight directly (+10, chance of injury(10%) or death(5%)

Base line success chance: 50
>>
>>4598961
Please make choices and then roll a d100.
>>
>>4598961
>b) Destroy WMD sites (-10)
Absolutely critical. Everything else can be handled by larger armies but if these are still around they can wipe us off the planet no matter how many men we land.

a) Simultaneous strikes everywhere (+30, marine casualty factor +2)
d) Use Ultramarine scouts in battle line (+20, marine casualty factor +1)

Any other ideas?
>>
>>4598961
>b) Destroy WMD sites (-10)
>d) Assassinate enemy leaders (-15)

>a) Simultaneous strikes everywhere (+30, marine casualty factor +2)
>d) Use Ultramarine scouts in battle line (+20, marine casualty factor +1)
>e) Corvin Severax joins the fight directly (+10, chance of injury(10%) or death(5%)

Decapitate.
>>
>>4598964
>e) Sabotage communication centres (-10)

Good for splintering resistance and it may net us more local support than keeping them intact.

Otherwise, soft targets are cheap, and wound irritate any response to our forces.
>>
>>4598964
>>4598961
Basically i agree,
for later operations it might be usefull to capture people for interrogation but the WMDs are too important to risk that
>>
Final strategy

>b) Destroy WMD sites (-10)

>a) Simultaneous strikes everywhere (+30, marine casualty factor +2)
>d) Use Ultramarine scouts in battle line (+20, marine casualty factor +1)
>e) Corvin Severax joins the fight directly (+10, chance of injury(10%) or death(5%)

Do we agree with this compromise?
>>
Rolled 68 (1d100)

>>4598976
is gay but ok
>>
>>4598976
Aye, sounds good.
>>
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+Landing+
When the First Crusade Army translated into the system, Kruun was already on fire. Space Marines did what they do best - smashed, crushed and truly annihilated the Kruun's defences from inside.

Yet, the Emperor's fury knows no limits - as soon as Astartes retreated to safe distance bringing their dead and wounded, the capital ships of the Imperial Navy started blasting the planet with long-range orbital bombardment. While it is more spectacular than effective, at least until orbital supremacy is achieved, destruction is immense and it sows terror in the hearts of prisoner-rebels.

Within next six hours, ship are positioned above the planet and Imperial Guard dropships by the hundreds start dropping from their underbellies.

As enemy Anti-Orbital guns are mostly intact, the next hour is pure carnage. Preliminary estimates suggest that up to 30% of landing forces were cut down while still in the air or immediately upon landing.

[Initial landing party: 200 000]
[Roll casualties: 40+2d10 x 1000]

However, preparations for Operation Flyfish have managed to substantially reduce this number, as unmanned dummy pods and landers distracted enough of enemy flak fire from the real drop pods.

[Reduce casualty factor by d20, +3 per every extra 1 Wealth invested to buy up additional fake pods]

+Astartes+
Roll: 68
Base: 100
Result: Decisive Victory

Corvus Severax led his men into battle personally, not fearing for his own life. Space Marines concentrated all of their forces on WMD sites, which ensured that their teams were completely overwhelmed and destroyed. One missile site was activated as Astartes were in the process of cutting down their technicians, but with his last act young Ultramarine scout manually shut missile silo hatch, causing the nuclear weapon to go off safely within the silo, claiming his and three of his brother's lives. Another 14 nukes have been destroyed without activation, 32 were captured and the last 13 have been sabotaged beyond repair.

[+32 nuclear warheads]

Casualty factor: 1+3=4
Casualties = Decisive Victory (d10) x 4
>>
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+Battle of the Ararco City+
Meanwhile Imperial Guard attempts to establish beachhead and destroy the AO weaponry in Ararco city, as it continues to mow down your troops by the thousands.

+Enemy leaders are able to organise their men. (+20)
+Factories continue making supplies and ammunition. (+10)
+Communication centres allow them to organise a resistance. (+10)
+However their initial readiness was low and twhile they expected this attack, it still catches them off-guard (-20).

Baseline readiness: 50(+40)(-15)=70

Crusader forces:

+ Heavy initial casualties (-20)
+ Local numerical superiority (+10)
+ Limited orbital support (+10) [can be doubled by putting them at risk]
+ Limited Space Marine support (+10) [can be doubled by putting them at risk]

OPTIONAL: Consecrated the city to the Emperor by launching nukes at the enemy positions (+50). Warning - heavy Imperial Guard casualties expected.

Baseline readiness: 50(+30)(-20)=60

=Rolls=
+Roll for Crusader landing party (d100)
+Roll for Astartes casualties: 4d10
+Roll for IG casualties 40+2d10
+Roll for Operation Flyfish: 1d20
+Roll for Corvin Severax injury chance (d100)
>>
Rolled 7, 8, 9, 2 = 26 (4d10)

>>4599013
>+Roll for Astartes casualties: 4d10
Rolling
>>
Rolled 36 (1d100)

>>4599013
>Crusader landing party
>>
Rolled 63 (1d100)

>>4599013
>+Roll for Corvin Severax injury chance (d100)
>>
Rolled 6, 5 + 40 = 51 (2d10 + 40)

>>4599013
>IG casualties
>>
Rolled 3 + 30 (1d20 + 30)

>>4599013
>+Roll for Operation Flyfish: 1d20
Rolling 1d20 + 30 (10w invested)
>>
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Rolled 27 (1d100)

>>4599019
Crusader roll: 36

Despite thousands dead and burning dropships falling on their heads, Athenian Regiments are drilled well, surviving sergeants with whips, revolvers and battle cries on their lips get them in line, trenches are rapidly dug in frozen ground, artillery is being assembled and Hellhounds roll off the surviving transports, while barrage in the skies continues.

Meanwhile, the enemy launches a counter-attack... [roll]
>>
>>4599030
I vote that space marines are pushed in to support the Imperial Guard line.
>>
>>4599042
sure
>>
We have them in reserve for a reason. Support.
>>
>>4599042
>>4599047
These go together.
>>
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>>4599026
>>4599025
>>4599047
Operation Flyfish enters Athenian military academy manuals as a textbook example of a successful decoy deployment in an active AO landing mission. Years later, analysts estimated, that Flyfish reduced casualties around 60% an ultimately ensured that initial landing party had enough troops not to be crushed in the massive counter-attack that was unfolding below...
IG casualties: 51 000 - 33 000 = 18 000 dead in the first hour
182 000 successfully landed

>>4599022
>>4599018
Severax lives, not a scratch on his smug, heroic face. Yet, 26 of his brothers, do not. 18 Ultramarine scouts and 8 Raven Guard paid the ultimate price to ensure that landing party was no annihilated in the strikes of nuclear fire.

>>4599030
>>4599019
>>4599030
+Fate of Kruun+
Crusaders: 36 vs 70 = 34
Kruun: 27 vs 70 = 43
Outcome: Kruun Minor Victory

Kruun was supposed to be the bait on which the rotten Imperium was supposed to choke, if it ever dared to encroach upon the sovereign territories of the Styrian Triarchy. And choke they did. While nuclear weaponry was destroyed by their crazed zealot warriors, Triarchy's military advisors and Kruunian leaders managed to mount a massive counter-attack upo enemy's landing zones, inflicting heavy damage. For a moment it seemed as if the battle was won, until suddenly Space Marines, some tired and bloodied from their previous missions, while others fresh from the ships, joined the fray and beat back Kruunian forces, leaving thousands dead. At the end of the first day, there were over 70 000 dead from around 500,000 Imperials that landed that day. If not for the Astartes, this number could be tripled or possibly the landing zone might have even collapsed under the pressure, leading to everyone's death or imprisonment. Enemy suffered around 110 000 casualties and another 300 000 were rounded up and taken as prisoners when Ararco city finally fell.

+Result and the future+
Grinding stalemate. Initial assault on Kruun managed to establish a secure landing zone, but it failed to secure neccessary momentum to crush the backbone of their military. 1st and 2nd Companies of the Ghosts of Retribution managed to win over Ararco city after a month of fighting, while 4th Company tracked down and destroyed their secret command bunker in the ice wastes. 6th Company destroyed the mountain factories that were continuing to supply their war effort. However while the conquest of Kruun is back on track, the First Crusading Army won't be able to join your assault on Stranx...

Casualties:
1st Company: d5
2nd Company: d12
4th Comapny: d5
6th Company: d5

When you next speak to Brethorius, he's honest with you:
>Milord, despite the tactical victories, they have been too limited to knock out Kruun. We kicked in their teeth, but until we put a bullet through the brain, the war will continue. I have outlined my options below.
>>
Rolled 6 (1d12)

>>4599063
>2nd Company: d12
>>
Rolled 5 (1d5)

>>4599063
>1st Company: d5
>>
Rolled 2 (1d5)

>>4599063
>First Company
>>
Brethorius' options for Kruun:

a) Nuclear strikes on the remaining cities - Kruun will be an ash heap, but it will be our ash heap

b) Proceed with aforementioned plan of amnesty - however without us having full control, we might need to offer the rebels not just amnesty for crimes, but also allow them self-rule. There have been cases where Imperium did it in the past, but this would be a blow to our morale, even if they agree to govern the planet in the Emperor's name.

c) Continue to wage war in a methodical manner, leave it mostly to the Guard. They estimate that if we leave one company of maines at their disposal, they should be able to retake all 10 of the major cities within two years and destroy remaining organised resistance in 3 to 5 year period. This frees up the rest of us and ensures minimal casualties, most likely less than a squad, maybe not even that.

d) We wage this war the marine way. We go and look for their leaders, follow them into their holes and tunnels. The casualties will be heavy, but I guarantee that the planet will fall within 3 to 6 months, still intact. Numbers? Depends on what they cook up, but I estimate that it could be 3 to 5 squads, judging by operational records from similar missions.
>>
Rolled 1 (1d5)

>>4599063
>6th Company
>>
>>4599069
>c) Continue to wage war in a methodical manner, leave it mostly to the Guard. They estimate that if we leave one company of maines at their disposal, they should be able to retake all 10 of the major cities within two years and destroy remaining organised resistance in 3 to 5 year period. This frees up the rest of us and ensures minimal casualties, most likely less than a squad, maybe not even that.

I say we leave the 2nd Company here. Ice planet for the Ice Wraiths. Leave one Strike Cruiser with them so the rest of us can head to Subsector Mortis.

Agree/Disagree?
>>
>>4599075
Agree, it would be useless to finish the war quickly if there are no manpower to free up for the rest of the campaign.
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>>4599079
>>4599075
Kruun remains under the state of war as Brethorius and the rest of Ghosts depart a few months later, but you know that eventually victory will inevitably follow there.

Next time, we will turn to Stranx...

+Session over+
So, I think I prefer running two sessions per week, but I also am also unsure if I will be able to continue doing this constantly. Preliminarily I will confirm via Luigi whether we are playing on Monday, but if not, then we will do 2 sessions again the next week. Thanks for playing and see you next time!
>>
>>4599092
Thanks Skargan!
>>
>>4599092
Thank you! 'Twas a good session!
>>
>>4599063
During the taking of Ararco City were any of the prisoners high ranking Styrians etc.?

I assume there's some kind of Inquisition or Logis Strategos elements in our forces that are going to be interrogating these people. As per >>4598971

What we want to know are the Styrians' intentions with Kruun. Do they have any ulterior motives with it etc. or is it just meant to be a speedbump to tie up Imperial Forces?

Would be grateful if we could have this intel before locking-in our decision on how to continue with Kruun.
>>
>>4599126
In addition, we should make sure the locals are aware of our amnesty offer for those who have been born since the rebellion.

It's been over 40 years. At least half the population by now must be the children of the former-convicts. They don't need to be imprisoned, they can live on free settlements. Hopefully this kind of offer should at least sow discord between the locals and their Styrian overlords. Even the convicts who know they will be re-imprisoned must surely want to take the offer to save their children.



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