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Author Topic: Renegade Space Marine Simulator (40k)  (Read 26179 times)

Egan_BW

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Re: Renegade Space Marine Simulator (40k)
« Reply #315 on: February 06, 2022, 03:45:59 am »

If you've already said it out loud then it's not a secret.
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King Zultan

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Re: Renegade Space Marine Simulator (40k)
« Reply #316 on: February 06, 2022, 03:48:16 am »

I'm gonna say that I support the idea of abducting random aliens and experimenting on them!
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BlackPaladin99

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Re: Renegade Space Marine Simulator (40k)
« Reply #317 on: February 06, 2022, 09:22:47 am »

Dwarf me black paladin. 
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Tube Wizard

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Re: Renegade Space Marine Simulator (40k)
« Reply #318 on: February 06, 2022, 01:14:57 pm »

Plan: Getting A Hold of the Situation

In order to bring our holdings in line, they need to understand that the days under the Imperium are over. They are under The Watchtower now, and for us to survive we need to utilize all the resources we can.


Spoiler: Internal Development (click to show/hide)

On further reflection the additional Battle Barge may be a bit overkill based on our situation, we should mothball or reduce the readiness (If we can pay a reduced cost to have it be ready after a month or two that would be great.)

Also what is the cost to build mining outposts and/or refineries? Do we have an approximate idea of how much it will cost to improve our Feudal Worlds to perhaps Civilized ones?
Send Tenth Company on a strike cruiser to abduct some young Gremlins without causing undue unrest. Which is to say, sneakily. Once we have the samples, the experiments may begin!

(Experiments may vary, but it'd be fun to see if we can raise a newborn apart from the xenos culture and teach it low gothic and loyalty.)
My character would approve of this.
As mentioned before, I seek promotion into the Chapter Chaplains.  Belief is still important, after all.  I seek to spread Faith to the Xenos.  Those caught worshiping Nurgle shall be executed (for being stupid enough to get caught).
I'm gonna say that I support the idea of abducting random aliens and experimenting on them!

By the Terran Calendar: 36,133.1k

The chiefest of difficulties facing the Chapter is its lack of resources and its strongest asset is the armada responsible for the same. It is nonsensical to leave its vessels lying in orbit when they could be reaping the benefits of conquest. You can't move too hastily, you require knowledge and must ensure you aren't sending your Astartes into a painful death. "For the moment, our fleet doesn't have much to do, and is the main cause of the resource deficit. We must choose to either mothball some of our ships or put them to work immediately to pay for themselves. Perhaps an invasion of 10/2 in full force? I doubt that the rest of our holdings would mind if we deprived those xenos of their resources. Perhaps their works could even improve the efficiency of our machines, built by short-sighted imperial fools they are."

At your word, a harrowing force is mustered: The 1st Battle Barge, 1st and 2nd Strike Cruisers, 1st and 2nd Gladius Frigates, and the 1st Nova Frigate. On them are 1st, 2nd, 3rd, and 9th Company, with ten units of Antwir Auxiliaries, four already in the fleet, six drawn from volunteers planetside. Though they are armed to the teeth, their mission is one of reconnaissance, not violence. Unless they are pushed, but that's what the macro-cannons and lance batteries are for. They are en-route to outskirts of System #10 near the outer fringe of the Nebula, on the border of the Chapter's territory. Hopefully they aren't engaged in battle with a Xenos fleet when they arrive. As with any transit through the Warp, it will take time. The Prognosticators estimate 1-3 months on average but rare perils of the Warp could cause an erratic shift of expectations. You resolve to lead this expedition personally. egg-G0 will assist the Master of the Forge in overseeing the Fortress-Monastery's more technical affairs in your absence.

The 5th Strike Cruiser and 6th Company are chosen for a dangerous honour. They will be the first to enter the Nebula proper, with instruction to fill their hull with plunder if the chance strikes but to keep wary, and ready to shift into the Warp at a moment's notice. They will be the Chapter's eyes in the gas cloud. The Prognosticators have yet to chart the Warp routes into the Nebula but are confident in saying it shouldn't take them longer than a year or two to return. A fair amount of time for a mortal, barely noticeable to an Astartes that has seen the passage of centuries. Of course, only a handful of you have, yet.

The 2nd Battle Barge is a magnificent vessel and its needs are mangling your treasury. It pains you to say but for the time being it must be moth-balled. It's docked in the Fortress-Monastery, considerably easing the burden of logistics.

The 3rd Strike Cruiser, the 3rd Gladius Frigate, and 10th Company are sent to #7/2 with commands to capture and experiment on the Gremlins there. It should take them no longer than 1 month to arrive, 2 if you're unlucky. Your current knowledge of them is rather lacking. Most of the Chapter cares little of their culture but you've seen picts of their work, and primitive it may be but crude it is not. To let mankind's technology fall into Xenos manipulators is heresy but you're already a Heretek and are most interested in seeing what they could do. Given time and sufficient loyalty, that is.

The 4th Strike Cruiser and 5th Company are sent to #5/5, to ensure the Civilized World's compliance as tithes are increased and help the locals with anything, in reason, they might ask of them. It shouldn't take them any longer than the #7/2 expedition.

The 6th Strike Cruiser is left to the 7th Company and the Circle of Prognosticators for whatever purpose they may see fit. Within a week they've bombarded a seemingly random part of Antwir, causing earthquakes and mudslides in a large region. A few tribes of reavers are disturbed from their usual migration. You imagine this served some kind of purpose.

The 4th and 8th Companies are left to garrison Antwir and assist the local government, an informal gathering of elders that get together every now and then, as it is. The 2nd and 3rd Nova Frigate remain in orbit, watchful of any dangers that could arrive at a moment's notice.

With your commands made, all that's left to do is turn your attention to your craft and wait.

Spoiler: Resource Income (click to show/hide)
« Last Edit: February 06, 2022, 01:32:59 pm by Tube Wizard »
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Egan_BW

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Re: Renegade Space Marine Simulator (40k)
« Reply #319 on: February 06, 2022, 01:52:39 pm »

Well... Off they go. Suppose that's the end of politics for me for at least a year.
Back to production.
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Tube Wizard

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Re: Renegade Space Marine Simulator (40k)
« Reply #320 on: February 06, 2022, 01:56:11 pm »

By the Terran Calendar: 36,133.2k

Your expedition fleet arrives at the edge of System #10 sooner than expected, at only 1 month with minimal Warp turbulence. An omen of good things to come, you hope. The fleet's augur arrays are active immediately, surveying the system for any and all inconsistencies. Apart from a steady stream of distorted radio chatter coming from the second planet in orbit, they find nothing. Your suspicion grows. You examine the system in further detail and find nothing of interest, a lump of barren slag nearest to the star, a small, yellow gas giant, another meeting the same description, and a third after that. There is a fair amount of gas in this system. You aren't sure how much of it is usable but you'll launch a survey later. For now, you turn your sensors directly to the second planet. It is modestly smaller than Terra, slightly humid, and consists of fairly flat, sandy terrain, which can be catalogued as a silty marsh outside of the poles, which are a frozen desert. The temperature is high by human sensibilities but tolerable.

If it weren't for the data you're picking up you suspect it would be suitable for human habitation, if uncomfortable. Unfortunately, by the signs of dome-like rockcrete structures clustered together at regular intervals and of extensive irrigation networks not out of line with rice cultivation, it already appears to be inhabited. By what, you aren't sure but are little able to get a grasp of distinct individuals at this distance. The bridge of the Battle Barge looks to you for guidance. Your servo-arms clasp together as you contemplate.

How do you want to handle the situation?

Draw Closer, to Increase Sensor Fidelity: You aren't sure if they have weapons capable of reaching orbit but if they did, you suspect you would've already seen them.

Send a Radio Signal to the Largest Cities: Embedded with the Fibonacci Sequence and an assurance of non-hostility, if they send something back you'll be able to grasp their intelligence.

Forget the Sensors, You Have a Fleet: You'll land troops on the outskirts of the most populated area, make your arrival known in force, and demand to see their leader-equivalent.

You Have Another Idea: The Prognosticators didn't choose a Heretek to be Chapter Master for his straightforward approach to unpredictable problems.
« Last Edit: February 06, 2022, 02:24:07 pm by Tube Wizard »
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Egan_BW

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Re: Renegade Space Marine Simulator (40k)
« Reply #321 on: February 06, 2022, 02:03:41 pm »

Draw closer for sensor data before proceeding to the surface.

What are they gonna do, lob crude ICBMs at us? An atomic age society is probably of less danger to a properly shielded vessel than a privative with a rock spear is to an Astartes. By which I mean, landing still poses a danger of losing battle brothers before we get more information.
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Madman198237

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Re: Renegade Space Marine Simulator (40k)
« Reply #322 on: February 06, 2022, 02:11:45 pm »

Ease on in nice and slowly and scan the surface very, very thoroughly. We've not made it this far out from under the rotting carcass of the Imperium by being careless or hasty, after all.
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chubby2man

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Re: Renegade Space Marine Simulator (40k)
« Reply #323 on: February 06, 2022, 02:13:44 pm »

Send a Radio Signal, and Draw Closer

Might as well try to establish communications and be direct.
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Madman198237

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Re: Renegade Space Marine Simulator (40k)
« Reply #324 on: February 06, 2022, 02:15:15 pm »

Send a Radio Signal, and Draw Closer

Might as well try to establish communications and be direct.
Let's not talk to them just yet, until we know a bit more. I would rather try and pick up any of their transmissions and whatnot first and then try to translate their language(s).
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m1895

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Re: Renegade Space Marine Simulator (40k)
« Reply #325 on: February 06, 2022, 02:21:25 pm »

Ease on in nice and slowly and scan the surface very, very thoroughly. We've not made it this far out from under the rotting carcass of the Imperium by being careless or hasty, after all.
+1
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Tube Wizard

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Re: Renegade Space Marine Simulator (40k)
« Reply #326 on: February 06, 2022, 03:22:14 pm »

Draw closer for sensor data before proceeding to the surface.

What are they gonna do, lob crude ICBMs at us? An atomic age society is probably of less danger to a properly shielded vessel than a privative with a rock spear is to an Astartes. By which I mean, landing still poses a danger of losing battle brothers before we get more information.
Ease on in nice and slowly and scan the surface very, very thoroughly. We've not made it this far out from under the rotting carcass of the Imperium by being careless or hasty, after all.
+1

You consider sending them a direct radio transmission but opt to approach instead. It's of paramount importance you're fully-informed before you go any further. The fleet makes no effort to disguise itself and isn't capable of doing so to start with. The Naval assets of the Adeptus Astartes are anything but subtle, and their Renegades are no different. What you can monitor of their reaction will tell you much about their mindset. As you come closer you're able to scan the surface more accurately and get a few picts and recordings of the indigenous Xenos.

The species of #10/2 appear to be two heads shorter than humans and thrice as broad, due to the dense, pale shells containing their dark, moist, almost liquid physiologies. They lack a distinct torso and their manipulators, what appear to be a half-dozen flexible, hook-like protuberances darting in and out at twisted angles, lack any apparent specialization between manipulation and motion, as the superior division of human arms and legs possess. These "hooks" are not used to move, but to hold their frames in place or steady themselves as a swollen spinneret emerges, releases a strand of translucent ooze anywhere from two to forty paces long, and moment later flings them forward, attaching to their destination. The strand then slides back into the spinneret, leaving minimal residue, and is ready to fire again in a matter of seconds. They are able to cover large amounts of ground unsettlingly quickly and as you examine individuals, it appears that they lack a face as well, instead having a maw with no sign of teeth that emerges from the shell and gushes ooze of a different hue with the force of a firehose, which then dissolves organic material into a slurry that can be slurped. You see they at least have eyes as you're familiar with them, a dozen or more apiece, embedded in the space surrounding the hooks' joints under thick, protective growths you suspect are analogous to the cartilage that forms scars in humans.

They appear to lack a culture of clothing and there are no signs of a distinct family unit, or of young, from orbit. You see no signs of buried dead but there are numerous dumps you'd initially mistaken for rubble, where emptied shells seem to be piled, polished, and sorted in an esoteric pattern. You can't determine any significant monuments or obvious sites of worship, though their architectural sense seems limited to varying sizes of domes of various material and thickness. They lack paved roads but the concept seems to not be alien, as most clusters have numerous clearings for movement. You can't intuit what the purposes of their buildings is but you can see a number of recognizable radio towers sprouting from similar domes. Looking closer, you can see that certain, thicker and smoother domes have hooked metal poles embedded into them, which support chain nets surrounding their entrances. You can see similar structures, albeit on a larger scale scattered in a chaotic pattern through the marshland. Barricades to prevent movement, perhaps? In high altitudes there are a handful of primitive observatories that doubtless perceived the emergence of your fleet from the Warp, and then of your fleet hanging over their world. You've made no hostile gestures but you doubt these creatures are nonsapient enough to ignore your presence.

Over the next few cycles, their days and nights are shorter than Terra's, you perceive a firm sense of hierarchy among them as they respond to your arrival. Rather than panic and scatter to themselves, their communities, if they can be called such, rally under rapidly gesticulating and vibrating leaders who then set most to work digging trenches to add onto an already expansive network. Some are sent into a dome on the outskirts that the settlements seem to share in common, and emerge with their two of their hooks gripping long-barreled, lever-action rifles that have been made to suit completely alien ergonomics. A handful of these then go onto a leaping patrol of sorts, but most file into bulky, treaded half-tracks that seem to have made no provisions whatsoever for passenger safety and drive to a specific larger settlement. You realize suddenly that the pattern of their settlements isn't chaotic, they're gathered into a series of concentric nodes oriented around the distance these vehicles are capable of driving toward and responding to in a timely manner.

Your augurs pick up on a storm of radio chatter that sounds belligerent but soon shifts into much shorter, stilted communications. You suspect these were between different nations accusing one another of some kind of treachery, and are now taking the threat you or they pose seriously enough to start speaking in code. They're sharing plenty of information but you're not sure how much of that is honest. You also detect much more frequent radio transmissions, geared to the masses, you suspect, consisting of monotonous gurgling punctuated by gunshots and wet screeching for emphasis. You count two and a half full cycles before they attempt to send a radio transmission into space, toward your Battle Barge, specifically. It consists of a specific, repetitive clicking noise that goes on for several minutes, followed by a guttural whooping and deep, throaty keening, also punctuated with gunshots, that sounds somewhat aggressive but you aren't able to intuit its meaning immediately. You can see that in the outskirts of their largest cities, marshland is being cleared or filled to make a landing space vaguely appropriate for your vessels to land. There is no small amount of labour being put into it. No sign of labour-assisting machinery, either, outside of half-tracks being loaded with detritus that is then driven to fortifiers. You aren't sure that they're an advanced civilization but they seem to have some degree of social cohesion.

How do you want to respond to this?
« Last Edit: February 06, 2022, 10:29:16 pm by Tube Wizard »
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Egan_BW

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Re: Renegade Space Marine Simulator (40k)
« Reply #327 on: February 06, 2022, 03:43:08 pm »

Hmph. They seem vaguely militarist xenophobic, aren't particularly compatible with our weapons if we wanted to make auxiliaries of them, and likely aren't producing enough resources to make too much of a dent in our needs. Can anyone think of how we're going to profit from being here?

Send back a transmission with the Fibonacci Sequence and an offer of peaceful annexation. And Bolter Rifle fire, to hint at the fact that our guns are better than theirs.
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Madman198237

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Re: Renegade Space Marine Simulator (40k)
« Reply #328 on: February 06, 2022, 06:10:58 pm »

If they've got this much tech they could, if NOTHING else, be enslaved to produce resources. Might be very interesting with their apparent weird means of locomotion.

Set to the work of translating their language as quickly as possible and move the strike cruisers all the way into low orbit to search for weapon systems. Rest of the fleet will hold further out, ready to provide support but out of immediate danger.
« Last Edit: February 06, 2022, 07:33:59 pm by Madman198237 »
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chubby2man

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Re: Renegade Space Marine Simulator (40k)
« Reply #329 on: February 06, 2022, 07:07:26 pm »

Hmph. They seem vaguely militarist xenophobic, aren't particularly compatible with our weapons if we wanted to make auxiliaries of them, and likely aren't producing enough resources to make too much of a dent in our needs. Can anyone think of how we're going to profit from being here?

Send back a transmission with the Fibonacci Sequence and an offer of peaceful annexation. And Bolter Rifle fire, to hint at the fact that our guns are better than theirs.

If they've got this much tech they could, if NOTHING else, be enslaved to produce resources. Might be very interesting with their apparent weird means of locomotion.

Set to the work of translating their language as quickly as possible and move all the way into low orbit to search for weapon systems.

Like both of these. Though maybe we keep the Battle Barge back a bit, just in case.
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