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From Devastation - Knights Twilight Warhammer 40,000 Quest

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  • #46
    Originally posted by Arthwys View Post
    What are the odds of encountering a derelict vessel immediately after exiting the Empyrean ?
    Quite high I suspect.

    From what S. shows us from the game mechanics, it seems to be similar to the Far Future game I ran for a while..

    If so "random event rolls" are required at regular intervals, typically after x time has elapsed or when entering or leaving warp etc.

    High Admiral Snowy, Commander In Chief of the Naval Forces of The Phoenix Confederation.
    Major Atticus Finch - ACW Rainbow Co.

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    • #47
      QM: Yeah the random event roll is as it says on the tin. On regularly irregular schedule or when doing something like exiting from warp in unknown system a roll will be made. The list has everything from bustling trade station to deathworld or an Ork ambush. This time it was a derelict ship.
      From Devastation - Knights Twilight Warhammer 40,000 Quest
      Rear Admiral Sander Van der Zee, Commander of Dutch Far East Theatre
      "There is never enough firepower!"

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      • #48
        I would suggest that we pick a heavy weapons item and have our techs begin working on producing it.
        Tacitos, Satrap of Kyrene

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        • #49
          Works for me. Right now we have a derelict freighter to check out and how big a heavy weapon do we need?

          Pruitt
          Pruitt, you are truly an expert! Kelt06

          Have you been struck by the jawbone of an ASS lately?

          by Khepesh "This is the logic of Pruitt"

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          • #50
            QM: To give a tip/advice. Looking at the Chapter Armoury in the google docs, you can see that the Chapter has rather okay supply of infantry weapons. You have options for different threats and few more in the armoury just in case of losses. What you could have more for Infantry is what Master of the Forge Vero suggested. More power weapons, more Errant armour, more Combat Shields, more weapons like plasma guns or plasma pistols. With Vero being chosen as the Master of the Forge, he is going to push for the Battle Brothers to be armed with good equipment, special weapons, better protection etc so that they can achieve their goals. And because your surviving Space Marines are veterans, they know how to use these weapons and can act outside the standard limit of single special weapon per squad.

            On vehicles you are lacking transportation for all Space Marines with Rhinos 4x10 and Razorbacks 2x6 carrying at max 52 Space Marines leaving 5 on foot. You might also bolster your vehicle numbers by acquiring more Vindicators, Vindicator Tank Hunters, Predators and Whirlwinds. It is also good to have a small number of Castraferrum Dreadnought Chassis's in storage if Battle Brother gets wounded too badly to be able to survive without one.

            If you want to bolster your ability to do hit and run attacks and move fast on the battlefield, you might want to invest on Bikes, Attack Bikes and Land Speeders.

            One important note on the vehicles. If the vehicle is enclosed like Predator or Whirlwind, I presume it is manned by Chapter Serfs instead of Space Marines. But open-topped vehicles like Bikes or Land Speeders will require the crews as they are exposed to enemy fire. I will abstract this stuff during the battle write-ups so that you don't have to do the math how many crewmembers are required for Land Speeders and stuff.

            Finally you might want to bolster your firepower by acquiring Tarantula Sentry Guns which are a great boon in defence.


            With especially in the early game, you are relatively starved from Build Points, it would be good to pick a direction where to push the combat capabilities of the Chapter in terms of acquiring equipment. The current leadership of the Chapter doesn't radically move into any direction to give bonuses to specific fighting styles. Really only Chief Apothecary Karrack pushes for more Apothecaries per Company and Master of the Forge Vero pushes for better more specialized equipment for Battle Brothers. Neither of them aren't really changing the fighting doctrine to any direction.

            Edit. Here is the direct link to the google doc. It can be also found on the 2nd post of the thread
            https://docs.google.com/document/d/1...it?usp=sharing
            From Devastation - Knights Twilight Warhammer 40,000 Quest
            Rear Admiral Sander Van der Zee, Commander of Dutch Far East Theatre
            "There is never enough firepower!"

            Comment


            • #51
              Is there a guide we can purchase on Amazon? We are mostly constrained by a lack of Battle Points. If we go with a vehicle, we can't get a Battle Armor like I suggested. Most are around 45 or so Battle Points.

              Pruitt
              Pruitt, you are truly an expert! Kelt06

              Have you been struck by the jawbone of an ASS lately?

              by Khepesh "This is the logic of Pruitt"

              Comment


              • #52
                QM: As I mentioned earlier in the thread, you can start a project and finish it next turn. For example you could build the sixth suit of Errant armour (10BP) and then starting to produce a Whirlwind (45BP). The Errant armour would be finished and available at the start of the next turn, but the Whirlwind would be 40/45BP ready, requiring you to spend 5BP next turn to finish it. This way you can start bigger projects with the meager resources available.

                The two big wikis:
                https://wh40k.lexicanum.com/wiki/Main_Page
                https://warhammer40k.fandom.com/wiki/Warhammer_40k_Wiki
                From Devastation - Knights Twilight Warhammer 40,000 Quest
                Rear Admiral Sander Van der Zee, Commander of Dutch Far East Theatre
                "There is never enough firepower!"

                Comment


                • #53
                  A lot depends on whether or not we want some Land Vehicles for future use. We don't need Land Vehicles to take a Freighter. We seem to have sufficient weapons in the Armory to arm everyone. I am looking hard at Artillery type vehicles. Anyone else having thoughts?

                  Pruitt
                  Pruitt, you are truly an expert! Kelt06

                  Have you been struck by the jawbone of an ASS lately?

                  by Khepesh "This is the logic of Pruitt"

                  Comment


                  • #54
                    In terms of build points, I am tempted by the hint Sen gave us about the Castraferrum Dreadnought Chassis.

                    We have a number of talented special characters we've just been exploring, and I'd like to have one of these in reserve for when one of them is critically injured, to allow us to retain and build on their experience.

                    My build point (short range) vote goes for: finish the sixth Errant suit and begin a Dreadnought chassis (20BP next turn).

                    Whether we agree on this or not, we should have a broader conversation about a long range direction for the Chapter. Do we want to focus on plasma weaponry, armour, high speed hit and run, fortification and heavy weapons, assault or something else entirely?

                    We could of course stay balanced and simply specialise individual companies... in which case we need to address the same question for First Company, which will be our only one for the time being.

                    -------------------

                    Separately... I've actually come around some of the way to using some of our brave crews to multiply our gene-seed. Not a full-commit to the gene-replication program (though I'm discussing some ideas about that), but like it or not we don't have any suitable recruits to join our Tenth Company at this time and it may be some years before we find them.

                    Maybe we should look into implanting the 24 geneseed we have now until they're at least duplicated? If we have 48 viable geneseed by the time we find a new recruiting world, that's a better starting point than half that number.

                    What do you think?

                    --------------------

                    As to the derelict, recommend we approach with caution and behind heavy scans for threats and points of interest. If we (Gotch included) believe there to be points of interest or value aboard, or we identify a threat to the Imperium aboard them then we can board with more purpose than simply searching the thing end to end out of curiosity.

                    Overall I'm probably thinking no more than 20 brothers boarding her for the primary mission (if we have one), possibly led by Captain Valerian with one or two of the relics (I'm eyeing Titan's Shield here).

                    A chance for the new Captain to advance himself.

                    (Advance himself, or... advance, himself? Both of course.)


                    EDIT: Sen points out we already have three spare Dreadnought suits. So amending my suggestion to a Tornado-pattern Landspeeder at 40BP as well as the last Errant suit at 10BP.
                    Last edited by Khryses; 13 Jun 19, 07:16.
                    Captain Khryses, Silver Star Omnilift Wing

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                    • #55
                      Originally posted by Khryses View Post
                      (…)
                      What do you think?
                      I don't like the "geneseed" at all, but it seems to be an inherent part of this setting.

                      Further reading is required for me to formulate an opinion on the issue, carry on

                      possibly led by Captain Valerian with one or two of the relics (I'm eyeing Titan's Shield here).
                      OK with Valerian, I'd leave the relics home though, for what is essentially a "redshirt mission".
                      High Admiral Snowy, Commander In Chief of the Naval Forces of The Phoenix Confederation.
                      Major Atticus Finch - ACW Rainbow Co.

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                      • #56
                        What will we use the Tornado for? If we go with a Storm we can carry five scouts and it just lacks a Flame Weapon. How would we get aboard the Freighter? I doubt bringing a high value escort or the cruiser alongside without a way to get in is not the best use of resources.

                        Pruitt
                        Pruitt, you are truly an expert! Kelt06

                        Have you been struck by the jawbone of an ASS lately?

                        by Khepesh "This is the logic of Pruitt"

                        Comment


                        • #57
                          QM: To get aboard the cargo ship, you have few possibilities. Magnificent is equipped with prow torpedo tubes, so entering by boarding torpedo is possible. Then there is the Teleportarium aboard Magnificent. It allows instant teleportation from the ship to planets surface, to teleport homers or enemy ships. In combat situations, boarding torpedoes can be shot down and teleportation cannot be done if the enemy has their shields up. Teleportation is also more difficult longer the distance which you have to teleport and if there is a lot of warp disturbance at the target. Accidents can happen and you can find the troops that teleported waist deep in ground dying. Luckily that is super duper rare.

                          By thinking long term, having equipment ready for land combat is good thing to have. While Land Speeder Tornado doesn't have anything to do in space, it is rather potent weapon on ground. Land Speeder Storm meanwhile augments the Scouts really well, but currently you are lacking Scouts so outside of ordering bunch of your 1st Company Veterans to go full time Scouts, you wouldn't get full advantage of it.
                          From Devastation - Knights Twilight Warhammer 40,000 Quest
                          Rear Admiral Sander Van der Zee, Commander of Dutch Far East Theatre
                          "There is never enough firepower!"

                          Comment


                          • #58
                            We need to recruit some new men to train for Scouts. Do we need to use Gene Seed to recruit new soldiers? Until I hear different, I suggest two Veterans to serve as Sergeants in the first Section and as trainers. We can add more members as we go along. It looks like we won't need Scouts to take the Freighter, so we can raise them while we take that ship. If we will have difficulty boarding I would suggest scanning the ship thoroughly.

                            Pruitt
                            Pruitt, you are truly an expert! Kelt06

                            Have you been struck by the jawbone of an ASS lately?

                            by Khepesh "This is the logic of Pruitt"

                            Comment


                            • #59
                              QM: Basically Gene-seed is the genetic material that is used to cultivate the 19 different organs that are used in the creation of Space Marine. In terms of the game Aspirant (the recruit) has to advance Neophyte (1st Stage) and from there to Neophyte (2nd Stage) before the Gene-Seed is used. At that moment you have to implant the Neophytes with Gene-seed so that they can grow into full Space Marines. If you don't implant the Gene-seed at that point, the Neophytes grow too old and can't accept the organs anymore efficiently leading to them either dying or the organs not working properly.

                              So the whole progress goes like this in terms of years
                              Year 1 - Aspirant, a fresh recruit of the Chapter
                              Year 2 - Neophyte (1st Stage), first organs are implanted, those who are gifted with psychic powers are usually found here, 10th Company can start using Neophytes in combat
                              Year 3 - Neophyte (2nd Stage), more organs are implanted, those who have leanings towards Apothecaries, Techmarines or Chaplains are found here. 2nd Stage Neophytes have to be implanted with Gene-seed so that they can advance forward, if not they grow too old
                              Year 4 - Scout (1st Stage), proper Scouts of 10th Company who start to resemble real Space Marines more and more, they can fight rather well already
                              Year 5 - Scout (2nd Stage), final organ implants are done here, the Scouts receive final bits of training
                              Year 6 - Scout, a fully graduated Space Marine that is ready to be moved from 10th Company to serve in other companies as a full Battle Brother

                              At this moment the Chapter lacks a source where they can try to recruit Aspirants through the Aspirant Trials, so this is stuff for the future. And as you can see, training new Space Marines take 5 Year/Turns to finish.
                              But your suggestion to send few Veterans to serve in 10th Company to help Captain Grafft is a good one, that is why the Google Doc already has the Scout Sergeants already mentioned under 10th Company.

                              Seeing the thorough scanning winning the vote, I have started writing the update.
                              From Devastation - Knights Twilight Warhammer 40,000 Quest
                              Rear Admiral Sander Van der Zee, Commander of Dutch Far East Theatre
                              "There is never enough firepower!"

                              Comment


                              • #60
                                Year 1 - Aspirant, a fresh recruit of the Chapter
                                So this would be a basic human being, without "modifications" ?

                                QM: To get aboard the cargo ship, you have few possibilities. Magnificent is equipped with prow torpedo tubes, so entering by boarding torpedo is possible. Then there is the Teleportarium aboard Magnificent. It allows instant teleportation from the ship to planets surface, to teleport homers or enemy ships. In combat situations, boarding torpedoes can be shot down and teleportation cannot be done if the enemy has their shields up. Teleportation is also more difficult longer the distance which you have to teleport and if there is a lot of warp disturbance at the target. Accidents can happen and you can find the troops that teleported waist deep in ground dying. Luckily that is super duper rare.
                                Options are always good, depending on what we learn, I suggest to prepare for entry with torpedoes, and for emergency exit by teleportation after our boarding parties (or ship weapons) disable the shields.

                                A simple standard hailing message first maybe, before we go in ?

                                This is our first contact after all
                                Last edited by Snowygerry; 14 Jun 19, 02:43.
                                High Admiral Snowy, Commander In Chief of the Naval Forces of The Phoenix Confederation.
                                Major Atticus Finch - ACW Rainbow Co.

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