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Messages - Ardent Debater

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16
Just curious, does the Euclite AdMech favor some particular color? I know that the classic AdMech color is red, but that's technically specifically the color of Mars, and other Forgeworlds are able to have their own favored colors.

Hmm... I hadn't determined it beforehand but on consulting the sages it's become clear that they favour Navy Blue and traditionally used it in concert with Martian Red highlights. Since they've broken their oaths and declared for the rebellion, everything is subject to change. Some of the tech-priests feel that it should be abandoned outright for something new, while others are confident that full Navy Blue regalia would suit them better. A minority argues that as they are the legitimate heirs to the wonders of Mars, as true innovators, they shouldn't change their colours or should even take on Martian Red entirely.

On a closely-related note, I didn't predetermine Euclite's circumstances. I left it to the whims of chance and your circumstances could've turned out radically differently. Any Forge World is an industrial powerhouse, but you could've just as easily ended up with a Forge World focused on equipping Imperial Guardsmen en-masse or forging Voidships for battle. This hasn't come up explicitly yet, but Euclite holds a grudge toward the Adeptus Arbites (due to their past restriction of them seizing direct control of a few of the Sector's key mining worlds) and is oriented toward the bulk production of Heavy Weapons. If it wasn't involved in bulk production, it would've had 600,000 generalised industry and 400,000 specialised industry. That might've been better for the rebellion itself but, as is, there will be a significant shortage in new Heavy Weapons for several surrounding Sectors, if not further, if this rebellion isn't put down quickly. However, Euclite isn't capable of domestically manufacturing most plasma munitions, as it lacks the STCs.

17
Remain Divided and Press On We must not give up the initiative so soon!
As for the other stuff frankly I got no qualms with copying the imperiums stuff although id prefer our own thing thats built in a way to directly counter how the imperium divides things I aint knowledgeable in that though so ill give some time for people to think on that (I think copying the Mechanicus military organization is not a good idea though)
Remain Divided. The ignition of our war must be done with absolute haste.
Try Something New. The Imperium built itself on unquestioning tradition and nepotism; while we will gladly take what works, its broken aspects must be excised and replaced.
+1
+1
+1 If we're traitors anyway,why not dabble in some tech-heresy and see if we can't build some Men of Iron, or even *shudders* Tau-like Drones?
+1 Embrace the true path of the machine!
What about clones with robot brains?

You chose to have Taskforce Ahrsa and Taskforce Bairkan Remain Divided and Press On to seize as much territory as possible as swiftly as possible. Once they've conquered their swathe of the Subsector or suffered a catastrophic defeat, they'll return to Euclite to undergo repairs and rally. If they're in excellent shape, they may return to a further star so that no time is wasted. It's only a matter of time before the Sector command is aware of the rebellion and retaliates. There's a high chance they're already preparing, and if not it's a certainty within five years.

Your numerical and military disadvantage is so profound it cannot be put into words. The only advantages you have are in momentum and manufacturing, both temporary assets that will be lost the moment the might of the Imperium and the toil of the Adeptus Mechanicus is turned toward your annihilation. Therefore, you must make the most of them while they last with the utmost speed. Then, when the Vox Meritum has carved out a domain, it will prepare. If you cannot match the noble tyrant's wealth, you shall use what little you have better.

You must Try Something New and utterly reimagine your military apparatus. The Imperium is built on unquestioning tradition and nepotism, both values that have served them well to hold their stability, but they are useless to you and must be abandoned. You are glad to take what works, but its broken aspects must be excised and replaced. You'll need to analyse these in detail. Perhaps the Commissars are a waste of life, or perhaps the idea of an ideological enforcer is wise. Perhaps the massed, footslogging assaults and static defences of the standard, Cadian-pattern Imperial Guard are foolhardy. Perhaps even the structure, that of companies of roughly one-hundred men, broken into platoons of roughly thirty not counting officers, and further into specialised squads of roughly half a dozen, is flawed and irrational. Possibly even the division of regiments, of separate, specialised forces working as one is flawed and each force ought to stand alone. Such is your freedom in this, even the word regiment could be done away with for something else. It merits great thought.

At the very least, the names must be changed. Colonels leading regiments, Captains leading companies, Lieutenants leading platoons, and Sergeants leading squads is a mirror-image of the Imperium, the same structure you intend to replace. That must be remade to suit the needs and ideals of the Vox Meritum. Even the most fundamental precepts cannot be held sacred if you are to survive against a hostile galaxy. You have rumours, legends of forbidden machines and xenotech horrors. Abominable Intelligences, and things that fly like servo-skulls, and men born not from a woman's womb, even false brains engraved with Meritorious zeal at the deepest layers of consciousness.

If the Imperium will hold millions in chains beneath their incompetence and ignorance, you will counter them through enlightenment no number of massed fanatics can overcome. You'll arrange a meeting with the Fabricator-General, Bastalek Krake, in person sometime soon, and will discuss the potential mastery of such "heresies". In the meantime, you'll consider slightly less controversial but no less impactful structural changes.

What do you want to change about the Imperium's military structure? You can leave some parts intact or even have a change of heart and mimic it entirely, but majorly altering your tactical organisation will be vastly more difficult when it's spread over more than a handful of stars.

When you and your advisors have discussed this for some time, the next order of business arises. As it is, the Vox Meritum is an entirely ideological abstraction and while there is a certain purity to that, some qualified elements of the leadership, assigned to their positions by Merit, believe it would be best to solidify the image of the rebellion. Namely, the design of an emblem worthy to match the Aquila, fit to fly on a banner and inspire the fighting-men! Likewise, to stamp on documents and so on, to add a degree of pizzazz to the usual proceedings.

It should be simple enough that any child could recognise and draw it, yet symbolic enough that any scholar could see its worth- its triumphant Merit! The colours are important as well. Dyes in this era, even under the Imperium, are sophisticated enough that any visible to baseline humanity are possible, but it's encouraged that you choose either a bold and striking contrast or something pleasing and soothing to the eye. Even a monocolour is possible, if you feel you could pull it off. The leadership is in general agreement that we shouldn't attempt to match the Imperium's grandiose style, but if you doubled-down enough, maybe we could surpass it. At the same time, it may be better to do something subtler and understated. No matter your choice, you are assured that when the decision is made, the finest pictographers of Euclite will attempt to capture your genius.

What is the Vox Meritum's flag?

There's some discussion as well concerning the emblem in relation to the soldiery, and more specifically, how you'll be preventing friendly fire incidents in future engagements. You mull over this for some time. Some suggest a simple standardised armband or headband would suffice but others feel a more intricate, consistent look would serve our men better. Many believe something rugged and simple would be best, as many others that it ought to be a striking and aggressive statement, and a few even suggest frills and codpieces like the condottieri of the Sector's near-forgotten past. In the end, as acting leader of the rebellion, it is your decision to make. This too, will be pictographed, but capturing the human form is such a challenge it is better thought of as an approximation. You aren't sure if this reassures or worries you.

What should the Vox Meritum's standardised uniform be? This can be different for each rank or the same, but there must be some way for soldiers to tell who's in charge. With Euclite supporting you, there are few, if any logistical concerns.

18
The ignition of our war must be done with absolute haste.
Thus, I think, that we should opt for having the war-fleets be staffed by our finest generals while we continue to lead the people. This should probably change as soon as we come to face something bigger than a speedbump.
Tycho Abigantus to Taskforce Bairkan. We've got a chance of having a first step being not so violent by some definitions, and this is obviously the best one to park this guy at.
Avidius Cassius to Taskforce Ahrsa. Extremely militant Militants miltiarize to militant outcomes. Obviously the best out come.
We, us, whatever stay at Ushevan
This sounds good to me. Both Commanders will hopefully be able to secure their target systems with a minimum of losses
+1!
+1
Believe it or not +1!
After some time analysing the military situation, you decide that it would be best for you to administrate Ushevan in its critical formative years and send your most competent militant commanders to lead in your stead. That is the core of Meritocracy, the crux of the Vox Meritum's new, secular doctrine! You assign Avidius Cassius to Taskforce Ahrsa on its mission to the Xephenus system and Tycho Abigantus to Taskforce Bairkan on its mission to the Ganars system. Their commands are simple: rapid, aggressive conquest by any means they see fit. The populace of the planets themselves must be brought into the fold but they are not to waste any time. You send them off with a single phrase that will be oft-repeated in the future of the Euclite Subsector's conquest.

"The ignition of our war must be done with absolute haste."

Given that you aren't able to command them immediately and if all goes well will only hear how their campaigns went from the Vox Meritum freighter crews months, if not years afterward, they need to have a plan for what to do after their designated systems are claimed. The probabilities of taking major losses with local void supremacy are slim, but any vessels too damaged to risk fighting will limp back to Euclite's foundries on their own.

What are their orders for the future?

Return to Euclite to Debrief: Here, they can give you firsthand accounts and rally into a singular armada. There is some concern of losing a portion of the initiative but transparency is key to an orderly campaign.
Regroup at Ganars and Continue In Force: It is critical that your fleet isn't divided early on while you have the momentum. Separated, there is a small chance one of the Loyalists could pull off a strategic miracle.
Remain Divided and Press On: They'll seize the system following their earlier routes. Taskforce Ahrsa to Xephenus, Ophus, and Sebaustia. Taskforce Bairkan to Ganars, Lendypso, and Rana's Pearl. You are confident in your chosen admirals and the Subsector's bounty needs to be funneled back into Euclite's forges as rapidly as possible.

After that is done, you turn your attention to the business of administrating the planet you seized in glorious revolution. The long, tedious, and dull business that you, tragically, happen to be most suited for. It's good that part of you enjoys the work. Slowly but surely, one year passes.

1 Year Since Rebellion (YSR)

The opening shots of your war for independence have been fired and sitting in your office, you have no idea how they went. Rather than anxious, you are exhilirated. Examining the current costs of your movement, you hope that the conquest of Xephenus I went well at the least.

Spoiler: Ongoing Projects (click to show/hide)
Spoiler: Vox Meritum Production (click to show/hide)

However extreme the Vox Meritum's logistical demands may be, you note with pride that Ushevan's domestic industry has more than doubled under your efficient rule. Yet more potential remains to be realised. Ushevan's mining and production may be a small contribution to the whole, but it will be the best it can be. Such industry exhilirates you, but there are other matters of import that need to be attended to. There are three, arguably four, on the annual docket. For maximum efficiency, they will be brought to you and your advisors one at a time.

The rebellion in Ushevan was a blow against the bloated and cruel Imperium, driven by generations of hardship under unqualified tyrants. It was only the beginning of your glorious struggle, but the Vox Meritum has outgrown its original planet and there has been some discussion on the rebellion claiming its own distinct identity. As a violent uprising, that starts with the armed forces.

How should the Vox Meritum's military, both void and ground, be organised? (For the most part, this is just fluff but radical changes for the better or the worse may see small differences in outcome for your forces. While we're at it, would you prefer me to keep the broad Navy/Military split, or record everything under which Taskforce it's in?)

Copy the Imperium: It has worked for thousands of years and your struggle isn't with the Imperium's ranking system. It's with who's filling the ranks. Arguably boring but efficient, and may even earn a brief pang of sympathy from the future armies sent to stomp your rebellion into the dust.
Switch the Names: If the Vox Meritum is to be a new path for Mankind, it must have a new aesthetic, but you can't depart from centuries of tried and proven functionality. It's the best of both worlds, all of the old organisation with all new words for the same things.
Try Something New: If the Imperium's ancient system has led to its current state, it must be done away with. You will determine new squad formations, new titles, possibly even new tactical doctrine. This doesn't need to be absolute or all at once, but you can get creative with it, especially with Euclite's industrial support.
Copy the Mechanicus: Euclite is doing well enough and its Skitarii are fearsome. You'll take inspiration from them and shift your regiments to take on Skitarii organisation methods, even if your men's fleshy bodies and emotional minds aren't capable of replicating their lockstep fanaticism. Euclite might be flattered or disquieted but you doubt this will change your working relationship.

19
+1 Kashyyk’s plan as well.
So. To put that in an easily parsable format:
Quote
Spend 400 Resources to Build 4,000 Resource Extraction on Ushevan
Put the 8 units of Light Weaponry in Storage and replace with 8 units of Heavy Weapons (800 resources). Then build 10 units of Carapace Armour and 10 units of Recon Vehicles for 2,000 Resources, upgrading our Heavy Infantry to Mechanized and Carapace Armoured.
Then, form two task forces:
Taskforce Ahrsa
 - 125 Rad Weapon Skitarii Regiments
 - 125 Heavy Weapon Skitarii Regiments
 - 5 Ushevan Regiments (1 Trained Militia, 4 Basic Militia)
 - 1 Titan Legion
 - 3 Cobra Destroyers
 - 5 Sword-class Frigates
 - 2 Falchion-class Frigates
 - 5 Firestorm-class Frigates
 - 2 Lunar-Class Cruisers
Taskforce Bairkan
 - 125 Rad Weapon Skitarii Regiments
 - 125 Heavy Weapon Skitarii Regiments
 - 5 Ushevan Regiments (1 Trained Militia, 4 Basic Militia)
 - 3 Cobra Destroyers
 - 4 Sword-class Frigates
 - 3 Falchion-class Frigates
 - 4 Firestorm-class Frigates
 - 1 Lunar-class Cruiser

Send Taskforce Ahrsa to the Xephenus system. Their Orbital presence is minor, and should be easily dealt with. Xephenus I is likely to capitulate the moment we neutralise the Orbital Platform. Xephenus VI might need some additional encouragement, hence the Titans and slightly larger complement of ships.
Meanwhile, send Taskforce Bairkan to the Ganars system. The single colonised planet there will hopefully surrender when offered the choice of Orbital bombardment vs a life where people are not executed at random.
That’s a lot of logistic stuff for me, so I’m just going to say I like the idea and add a +1 to it
+1
+1!

Ushevan's current mineral and production capacity is unacceptable for a war-footing, especially this close to a Forge World. By the God Emperor, you will see it remade into the grandest stepping stone the Segmentum Pacificus has ever seen. Once, a forgotten colonial rock, soon, a thriving center of Meritocracy! At your command, 8,000 Resources are set aside for maximising Ushevan's Resource Extraction and Industrial Output. The work begins immediately, though it will take years, the fight for promotion by excellence rather than family will be the struggle of generations. If you have your way.

Next, you decide to refit the Ushevan forces as well as possible. They are only a handful next to the massed Skitarii of Euclite but they are where the uprising began and they will lead the way. The Imperium outnumbers you millions to one, so your one must be as well-armed as possible. At your command, the Light Weapons of the militants are stored on Ushevan and the production of enough Heavy Weapons, Carapace Armour, and transport vehicles to supply the entirety of Ushevan's forces begins, for a combined 2,667 Resources (8 Heavy Weapons discounted from 800 due to specialisation). As Euclite is used to supplying the needs of hundreds, if not thousands of regiments, it requires only a month, during which the publicised noble trials begin and you plan.

You must make the most of your localised naval strength and cover as much ground as possible. To that end, you'll divide your forces into two groups, Taskforce Arsha and Taskforce Bairkan, as listed below for ease of record-keeping.

Quote from: Taskforce Ahrsa
- 125 Rad Weapon Skitarii Regiments
 - 125 Heavy Weapon Skitarii Regiments
 - 5 Ushevan Regiments (1 Trained Militia, 4 Basic Militia)
 - 1 Titan Legion
 - 3 Cobra Destroyers
 - 5 Sword-class Frigates
 - 2 Falchion-class Frigates
 - 5 Firestorm-class Frigates
 - 2 Lunar-Class Cruisers

Quote from: Taskforce Bairkan
- 125 Rad Weapon Skitarii Regiments
 - 125 Heavy Weapon Skitarii Regiments
 - 5 Ushevan Regiments (1 Trained Militia, 4 Basic Militia)
 - 3 Cobra Destroyers
 - 4 Sword-class Frigates
 - 3 Falchion-class Frigates
 - 4 Firestorm-class Frigates
 - 1 Lunar-class Cruiser

Taskforce Arsha shall be sent to the Xephenus system, where it will crush the Loyalists of Xephenus VI or better yet, convince them to lay down their arms. Xephenus I is likely to surrender immediately on neutralising the orbital platform, and its mines will be critical to the rebellion's success. After that, perhaps it will go to Ophus and then to Sebaustia, but this is less immediate.

Taskforce Bairkan shall be sent to the Ganars system, where it will use the threat, and possibly the force, of orbital bombardment to bring their Planetary Governor, or failing that, the masses to capitulate. Their practice of random, ritual sacrifice goes against every part of Meritocracy and must be brought to an end. After that, perhaps it will continue on to Lendypso and then to Rana's Pearl, but again, this is farther in the future and you'll decide then.

You consider the incredible gulf between systems and that indoctrinated, if pious, Astropaths can't be trusted to consistently relay accurate messages. You aren't able to be everywhere at once, so, like with the rebellion, you have little choice but to delegate to those you believe you can trust. Most of them commanders you fought with and can trust are loyal and have at least the bare minimum of competence, the only differences being their methodology. The last is from Euclite and you can be confident is at the very least adequate.

Who should be in charge of Taskforce Ahrsa and Taskforce Bairkan? You can only command one of the two. At your discretion, you could also choose to stay in Ushevan and leave both Taskforces to different commanders.

If desired, you could assign one the position of planetary administrator over Ushevan, though you haven't worked out the titles or precisely how your government works yet. If there is no planetary administrator, societal decisions will wait until you can oversee them in person. If there is, they'll default to a mix of their personality and what they think you would choose in their stead.


Matthias Patrias: An ancient man approaching his sixtieth Terran summer. He was originally a clerk for the colonial government before he silently joined the movement and used his position to reroute and fabricate several key documents for your sake. Friendly and approachable, with a Balanced approach to tactics and an almost uncanny luck.
Tycho Abigantus: A quiet former bricklayer, who keeps his grooming immaculate and you've never once known to raise his voice in anger. He is also one of the deadliest militants of the rebellion with a confirmed personal kill count of twenty-six. To your experience, he has an Aggressive approach to tactics and prefers nonviolent means of victory where possible, with some leeway in what he considers nonviolence.
Signe McGaffee: An older medicae who joined the movement out of disgust for the Imperium's inefficiencies and insists on rigid professionalism. She has little direct combat experience but has seen and stopped many deaths through her brilliant expertise, though she has a semi-hidden vice for gambling. As far as she's advised you, you know she has a Cautious approach to tactics and prefers multilayered plans.
Avidius Cassius: A promising militant who rapidly rose to the ill-defined rank of squad leader, and then to a leader of squad leaders despite his relative youth. An excellent shot and former farmer, since he's learned to read he's studied constantly and is fanatically committed to the cause of Meritocracy. In previous engagements, he's had an Aggressive approach to tactics and an extreme hesitance to risk civilian casualties, even in the heat of battle.
Hosch Gelimen: A mostly cybernetic Magos Logi, seconded to the Vox Meritum as a gesture of goodwill by Euclite. He is deeply immersed in his interpretation of probabilities and something a pessimist in regards to your chances of success. You are informed he has a Defensive approach to tactics and doesn't like to press the attack until victory is a near-certainty, although he's never decisively lost in the simulations.
Laertes Vaaric: An experienced, competent militant and incidentally your own cousin. He's zealously embraced the idea of Meritocracy and constantly insists that his men try their best to one-up and replace him. In combat, he has a Reckless approach to tactics and only cares about maximizing damage dealt with minimal regard for his own safety.

20
I should clarify because my original wording was unclear, and apologise for any confusion. Every 1 point of Resource Extraction and 1 point of Industrial Output requires 1 Resource invested, at a 1:1 ratio, and every 100 points of either takes one month to establish. You can simultaneously increase Resource Extraction and Industrial Output but Ushevan's entire economy is barely noticeable compared to Euclite's generalised production. Already established Industrial Output costs 1:1 Resources to respec but is much more efficient, and only takes one month per 1,000 Industrial Output.

To reach Ushevan's capacity at an additional +4,000 Resource Extraction will take 40 months, or 3.3 years. Returns on Resource investment are annual so after two years it's a profit but those Resources could've gone into manufacturing or maintaining material. As you have a Forge World with immense quantities in storage, the cost is negligible, but it is there and on rereading my explanation I realised the even ratio wasn't very clear. I'm going to go ahead with the voted plan at the higher cost of 4,000 Resources.

On a side-note, I randomly generated the Subsector, its planets, and its Warp routes and you got extremely lucky with the position of Xephenus I and its type of mining. If you can get industry running full-tilt in time to prepare and are strategic or lucky enough to disable or commandeer the two other major battlegroups patrolling the wider Sector, the Imperium will likely have a miserable time retaking Vox Meritum space. Of course, if you manage to fight off the first invasion, they'll send another, stronger, then another, then another, etc. The better you do, the more attention you'll get. All you can do is strengthen yourself as much as possible, as quickly as possible, and try to minimise losses.

[...]Turns will be yearly, with possible subturns by month depending on what's happening within a year.[...]

Well I've only really suggested a month of economic actions there. We might as well maximise our Industrial Capacity on Ushevan as well, and refit most of that 800k of Heavy Weapons specced Industrial Capacity too. We should've asked Bastalek Krake if it would be possible to build a second Legion of Titans. Not that we can afford the upkeep right now.

A million Industrial Capacity would be enough to equip one hundred Regiments with Light Armour simultaneously, so I honestly don't think we'll need any specialised production any time soon. Not sure what y'all thoughts are?

Euclite doesn't have the STCs or facilities for major Titan manufacture, which does require specialised production, but the Fabricator-Locum knows they have the STC for Warhounds and is in theory capable of manufacturing them, at a cost of 1,250 Resources upfront and an upkeep of 125 Resources and a decade to forge, per Titan, with a recommended minimum of 50 per Legion. This would require at least 1,250 Industrial Output respec'd to Titan manufacture, which doesn't grant the usual discount and costs x5 as many Resources to properly anoint. It is absolutely worth every last bolt, wire, and can of WD 40 sacred unguents however.

21
For ease of reference, I've collected all these costs/times/ratios together.

Spoiler: Numbers and stuff (click to show/hide)

Thank you. I think I'm going to work on a PDF of the mechanics for future convenience later on, once the Vox Meritum's naval and ground forces have gotten into combat. Again, the mechanics aren't complicated but they'll hopefully be fun: A somewhat simplified ripoff of Battlefleet Gothic and an abstracted opposed roll system with regiments, their health/remaining numbers, and possible traits from their regimental culture, tactics, or experience. Most of that will be automated in the background (recorded in quotes) but where Ignatius is at, you'll be able to fight more directly. Turns will be yearly, with possible subturns by month depending on what's happening within a year.

In many cases, in other systems, you'll have to delegate operations to one of several possible commanders, who'll approach problems according to their personality and you'll only hear about the outcome after the fact. That's to simulate the "fog of war" that comes out of 40k's difficulty getting information across the Warp and massive distances involved. As the Vox Meritum is only contained to a single Sector, it has an advantage over the Imperium in that it has a vastly shorter reach for its supply chain and command apparatus to cover. For important battles or, if you'd prefer that to the fog of war just in general, we'll do a PoV switch from Ignatius to the other commander in question.

Now, some of those numbers sound a bit weird (10 years for professional soldiers?), but this is 40k. Throwing untrained, ill-equipped conscripts into the meat grinder is definitely on brand.

The weirdness is definitely intentional, as it's from an IC 40k standpoint. Trained Militia are perfectly competent if not exceptional soldiers but Trained Infantry is the (usual, ideal) minimum for Imperial Guardsmen and that's Ignatius and by extension the Vox Meritum's reference point of what infantry is. I'm going to wait for a couple of more hours for anyone that's lurking to weigh in if they'd like to. I notice the thread's activity dropped off after the last update and hope I didn't alienate anyone with the crunch. There'll be a fair amount of societal/ethical choices as time goes on, things come up, and the Vox Meritum decides on how to handle them. If the rebellion survives long enough, it will eventually develop a distinct, non-Imperium identity and that'll be fun to see evolve.

22

Spoiler'd wall-of-text. I figure abstracting vehicles and maintenance to the regimental level is the easiest way of keeping track of it without needing the Adeptus Administratum’s help myself.

23
You're not kidding about being a hefty turn.

Don't forget we also have 500 Skitarii Regiments (we have the option of Heavy and Rad weapons) and the Titans to deploy. Makes sense to split them down the middle, with 125 Heavy and 125 Rad equipped Skitarii to each task force. I'm not sure if the Titan Legion can be split, as that might not work for their Logistics tail, but uf they can there are even numbers of both Titan types. If not, I'd propose they get sent with Group 1 to ensure rapid access to Resources.

Euclite is also tooled towards Heavy Weapons almost exclusively, so we need to think about how much of that we should reallocate.

With our ridiculous Industry to Manpower ratio, I'm inclined to set all 10 Ushevan Regiments to Heavy Weapons and Carapace Armour, this will cost an extra 1,800 Industry to produce and 172/year to maintain.

I think it'd be worth looking into the costs of various Air and Ground vehicle production, as well as producing (or at least ensuring we can repair/refit) Voidships.

It was a very substantial turn. Euclite insists that the Titan Legion remain a cohesive whole for the sake of the machine spirits but where and how they're assigned is vastly more flexible. I'm at work right now, so I'll list the vehicle production as well as Euclite's voidship capabilites when I get on my lunch break in a few hours.


I take it, then, that vehicles of any sort require specialized production rather than allowing generalized production. Fair enough.

Probably best to get at least some of them in production now, though, so that they can be trained with early. What’s the cost of building and maintaining them?

Euclite is also tooled towards Heavy Weapons almost exclusively, so we need to think about how much of that we should reallocate.
Unfortunate thing about that, reallocating industry is both expensive and time-consuming. Reallocating even just 1000 of it would cost 1000 resources and, more importantly, 10 months of time; switching a more-useful 10,000 would be 100 months, or 8 and a third years.

That was a typo, my apologies. It's one month per 1,000 points of Industrial Output to shift a planet's industrial specialty. It is expensive and time-consuming but retrofitting a substantial amount of the Forge World's industry would only require a few decades, rather than centuries. I'll have a list of the vehicles Euclite is capable of manufacturing, as well as their production and maintenance costs soon.

Edit: Most vehicles don't specifically require specialised manufacturing but their cost is substantial enough that the discount is incredibly useful.

24
Before anything else, a question: do tanks fall under Heavy Weapons, or should they be their own category? (I think autocannons are a tank weapon rather than infantry equipment.)

Tanks fall under their own production category, the Resouce cost of which differs by the variety being manufactured. Many autocannons are tank weapons but there are smaller crew-served variants, which Euclite is focused on.

Spoiler: This is the average (click to show/hide)

The Vox Meritum is in a strange position as it's practically swimming in otherwise rare, valuable Heavy Weapons but has almost no artillery, air, or tank support. At full bore, Euclite could equip every Regiment in this Sector with much to spare, but that's vastly more than necessary for your current militia forces. If desired, Euclite could begin manufacture of standardised tank variants but they require a heavy Resource investment and tank regiments take time to raise.

25
Strip them of their titles, that’s in the spirit of meritocracy.

The rebellion is in support of the God Emperor. In my opinion it will makes rallying other planets easier than if we are neutral or in support of the Omnissiah. Keeping the Imperial faith may gives us a small chance to turn the rebellion into a civil war similar to the Age of Apostasy, in time. Plus we could claim to reform the Imperium rather than going full secessionist.

Vox Meritum is fine.
+1 to this
+1
+1
+1
+1
+1

The surviving nobility of Ushevan shall be stripped of their titles and where applicable, tried in a fair interim court for their crimes. This solidifies your rebellion as an existential threat to the nobility, though not necessarily a lethal one. The rebellion’s leadership consider this a wise and fair decision. While a few would have preferred more violent retribution, they cannot disagree with the principles.

As for your view on religion, that much is clear. The rebellion is in support of the God Emperor and seeks to oust the Ecclesiarchy that has grown fat and cruel on the backs of Mankind. It is secondary to your true ideological aims but so long as the Ecclessiarchy continues to oversee the incompetent stratification of our glorious species, there can be no true universal Meritocracy. Therefore, it must be removed and replaced.

The rebellion will be called the Vox Meritum in a clear, simple High Gothic statement of your ideals. This is unanimously agreed upon as excellent. Now that everything is taken care of, you turn your attention to your strategic position.


This crude pictogram is the finest the Euclite Mechanicus can provide, and serves to summarize the Warp routes of the Euclite Subsector. A straight line indicates a stable Warp route which usually takes 2-6 months to traverse, while a squiggly line indicates an unstable Warp route which usually takes 1-12 months to traverse. The Euclite Subsector is notably stable and has only one unstable Warp route, going from the Xephenus system to the Ophus system. This may be a benefit or a detriment to the Vox Meritum going forward.

Below is the known information on the varying planets of the Euclite Subsector.


Needless to say, you have an overwhelming, if localised advantage. Even alone, your fleet would be capable of dominating the Subsector quite handily but with Forge World Euclite’s industrial support, you see no major obstacles to your swift domination of these eight stars. Of course, you aren’t concerned about the Subsector. Once the wider Sector realises your treachery, it will retaliate in force and the Imperium itself will follow. It will take time for news of the rebellion to reach the Segmentum Pacificus capital Hydraphur and time for a coordinated reprisal to arrive. The Euclite Mechanicus estimates the Vox Meritum has fifty Terran years before an Imperial incursion, possibly less, hopefully more.

You consider the Vox Meritum’s current industrial capacity and the resource requirements of its various armed forces.

Spoiler: Resource Explanation (click to show/hide)
Spoiler: Vox Meritum Production (click to show/hide)

In short, Euclite has enough resources stockpiled to keep the Vox Meritum at full military and industrial capacity for roughly four Terran years, give or take. The Forge World is heavily specialised toward Heavy Weapons production and will require some time to retool, if deemed necessary. Previously, Euclite received a steady stream of minerals from across the Sector but now that it has pledged to the Vox Meritum, that has been cutoff and income is reduced to what can be extracted locally. At the moment, that isn’t much. The Fabricator-Locum recommends that we prioritise resource income and conquer the Euclite Subsector as rapidly as possible.

Euclite is willing to allow the provisional use of its Titan Legion and of one-fourth of its sitting Skitarii garrison, 500 regiments, for this purpose, though the Forge World is unwilling to lose any more of its defences and HIGHLY recommends that you are careful not to receive any more Titan casualties than absolutely necessary. As the current leader of the Vox Meritum, the future of the rebellion is yours to decide. First of all, you decide to keep track of time with a new calendar tracking the Years Since Rebellion rather than keeping the Imperium’s time system. After that, you do some strategizing and make your first moves.

What is your initial plan?

26
A word of warning: This upcoming update is a doozy, but future updates will most likely be smaller as the mechanics themselves are fairly simple. If you have any questions or unusual plans, don't hesitate to ask.

27
We are Ignatius Vaaric, representative of the Common folk of Ushevan. Of average height, average build, and sandy brown hair, we are the classic picture of an imperial citizen.

We believe in Meritocracy. No longer will incompetent scions of inbred houses rule us. Those who rise to power will have earned every Iota of power, respect and worship they receive, whilst those left to scratch the dirt do so because they are not capable of anything more.

+1!
Yeah, I’ll give this a +1.
+1

You are Ignatius Vaaric and your movement was founded on the idea of Meritocracy. No longer will millions of brilliant, capable men languish under the whims of an incompetent few, whose only claim to the right to rule is that they were born to more of the same. It is your sincerest belief that authority should not be a blood lottery, it should be earned! The Euclite Mechanicus found this perspective sympathetic, as it reflects their own. Their forges would've been turned to your aid no matter your ideology but it reassures them that you are of one accord.

The victory over Ushevan has been won and this system is yours, as well as what was once a battlegroup under the Imperial Navy. You will need to strike out at the Imperium and free the multitudes from noble tyranny soon, but there are several key issues that must be resolved before you begin to make your battle plans. First is the matter of what to do with the surviving nobility of Ushevan. There are many thousands of them, who have surrendered and are now rightfully terrified for their lives. As Ushevan is only a colony, the gulf between the average citizen and the average aristocrat is narrower than in more established worlds, but it is there, as is their unearned arrogance.

In the end, your decision is to...

Hold them for ransom: The Sector nobility is wealthy and these nobles, though lesser, have valuable connections. You'll hold them in comfortable conditions and sell them back to their families in the future. It's likely this will be unpopular with your men but it will prove to the nobility that your movement isn't completely lacking civility.
Strip them of their titles: There is no better response to unearned privileges than to remove them. From here on out, these nobles will be no better than anyone else, and will work for a living or starve. This is perhaps the most humane choice and solidifies the movement's commitment to pure meritocracy, though it does leave some minor loose ends.
Quietly execute them: No muss, no fuss, and no need to make a spectacle of ghastly but necessary work. You'll have them quickly and painlessly executed in private. The idea of nobility is obsolete, the people need to move forward and the best way to do that is to ensure former nobles are forgotten.
Make an example: These few are the purest representation of the Imperium's iron-fisted rule and are anathema to your cause. At your command, they will be paraded through the streets and executed in as public and painful a fashion as possible. This is certain to improve morale but it will burn bridges with the Sector's nobility.

When the fate of the Ushevan nobility has been decided, a less urgent but no less significant matter is mentioned. The God Emperor on Terra. More specifically, the movement's official stance toward the Imperial Cult. Our philosophy of how authority should be assigned does not require faith to function and the people of Ushevan are quite willing to follow your lead, but religion is incredibly important to off-worlders. You've spent much time thinking of it and need no more to decide.

What is the rebellion's official stance on the Imperial Cult?

The rebellion is in support of the Imperial Cult: Some parts of the Ecclessiarchy may be corrupt, but it is Terra you march against, not the Throne. This will ensure you won't have to sway the masses from their faith for them to rebel, but may complicate things and lead to infighting in the future.
The rebellion is in support of the God Emperor: The Ecclessiarchy as it stands is a festering shadow of its former self and in defiance to the true will of the God Emperor, which you are fighting for. This will greatly ease the leap of logic needed for the masses to rebel but does bind your movement to a certain set of core beliefs.
The rebellion has no official stance on religion: Matters of faith and spirituality are just that, matters of faith and spirituality with no bearing on how the new administration conducts its affairs. The movement has no interest in legislating what one believes, it is a purely philosophical cause. The masses may take more to sway but the movement itself will remain flexible.
The rebellion is in opposition to the God Emperor: For hundreds of centuries, Humanity has suffered under the reign of a rotting corpse. For Mankind to be truly free, shrines must be shattered and the scriptures burned. This will cause most of the masses to be initially opposed to you, but may win you strange friends in strange places.
The rebellion is in support of ancient folk religions: Ages ago, the God Emperor decreed your ancestral faiths to be heresy or integrated into the Imperial Cult at His convenience. No longer, the movement will reject the Imperial Cult and replace it with its own truer religion. The finer details haven't been determined but aside from a few indoctrinated fanatics, the masses are likely to be more receptive to an alternative religion than aggressive anti-theism.
The rebellion is in support of The Omnissiah: Your friends on Euclite have taught you many enlightening things, of the machine spirits that must be appeased and that the pursuit of knowledge through technology is critical. Unlike Mars, the Euclite Mechanicus have realised that shackling human innovation is anathema to the truth and intend to research with only the barest minimum of restraint. You will join them in their sacred cause and spread their creed across the stars, though there's no telling how the masses or the Imperium will react.

Once the matter of religion has been addressed, only one critical question remains. When you were localised to Ushevan you could get away with calling yourselves the rebellion or the movement with no confusion, but now that you've emerged into the greater galaxy and are trying to present yourselves as an alternative to the Imperium of Man, a more specific name may be in order.

What should the rebellion call itself?

28
Ushevan Only guys with a actual ideological motive for rebellion rather than as a matter of survival or just being oppressed a bit too hard

(Except for Operth V I guess but those guys just seem like a buncha psychos)

+1 to Ushevan. Having an actual ideology will make it much easier to spread the rebellion. All the other planets' casus belli seem pretty particular to themselves.
Ushevan

The rebellion began in Ushevan to great fanfare among the hard-bitten frontiersmen whose fathers and grandfathers first set foot on their desolate world. Generations ago, they considered the planet to be a fresh start for the Imperium and today, the gathered Secessionist leadership could not agree more. You are the foremost of the assembled men and women here, it was your tongue that gathered the fuel of doubt, your vision that lit the fires of rebellion, and your cunning that kept that flame from being extinguished in its infancy. The others fought or schemed, where you spoke, and in the end, it was your voice that cast the Planetary Governor from his petty throne. You've earned the absolute respect of your inner circle and many of them consider you the father of their rebellion, but you know that the struggle for independence has only just begun.

What is your name? (You can describe the Common Demagogue's appearance and mannerisms as well, if you'd like. He'll be your viewpoint character for the rest of his lifespan, outside of exceptional circumstances or a change in the rebellion's leadership.)

You lean back in your chair, close your eyes, and think of how you came to be here. You think of years spent tilling hard soil for meager returns, years of thinking without care for doctrine, and years of carefully planning how you were going to seize control. The war was decided before the first lasbolt was shot. Even if the Forge World Euclite hadn't sent word from the outer system of their support and put meltaguns and krak grenades in your men's eager hands, you would have rebelled. They only guaranteed your victory, and you are forever grateful for that. The Fabricator-Locum Iotapianus Falasco was sent to represent his planet on the Fabricator-General's behalf and has a place of honour here. All of the Euclite Mechanicus do. You believe you could have made the first step without them, but making strides through the Sector would have been impossible. With their industrial support, now anything is possible. You think of the driving force behind the Ushevan philosophy. Its start was rocky and slow but when the rumours caught on despite the overseers' best efforts, they spread with incredible speed.

At its core was a single, groundbreaking idea that went against everything the Imperium stands for. (You can suggest another if you like, as long as it contradicts the Imperium's fundamental worldview. This is the initial core tenet of what will likely become a more complicated ideology if the rebellion survives long enough.)

Meritocracy: The idea that only those with clear, demonstrated skill should hold power.
Fairness: The idea that institutions should be unbiased and accountable for their actions.
Equality: The idea that none are inherently inferior or superior, no matter their status.
Freedom: The idea that the people should act as they will, without higher restriction.
Atheism: The idea that no higher power has the right to dictate how the people live.
Pacifism: The idea that war is not glorious and should only be fought to bring peace.

29
(Alternatively rather than Live Fast Die Hard we got...) Slow and Steady Wins the Rebellion!
[3] Proper Battlegroup
[1] Heretek Forge World
[2] Low Priority Region in Segmentum Pacificus:
[6] Lone System
[4] Desperate and Skeptical
[5] Common Demagogue
[3] Proper Battlegroup
[1] Heretek Forge World
[2] Low Priority Region in Segmentum Pacificus:
[6] Lone System
[4] Desperate and Skeptical
[5] Common Demagogue
+1 to this. With the Forge World, we can probably deploy Titans, which combined with the decent Fleet we have, will make short work of most local military groups. Its just a shame we can't afford a more Charismatic leader.
+1
Gives us time to prepare and the resources to capitalize on it, I like it.
Oh this is gonna be good, +1
The rebellion commenced in a Low Priority Region in Segmentum Pacificus and overtook a Lone System at the lead of a Common Demagogue. Mere hundreds of millions of men back it, Desperate and Skeptical, but by their leader's cunning, a Heretek Forge World and Proper Battlegroup have been roped into joining them. Only time will tell if their uprising will go down as among the bloodiest the Imperium has ever faced or be swiftly crushed and forgotten, a footnote in the galactic history.

Which planet kicked off the rebellion? (This is largely a fluff choice but each has its own minor bonus. They are otherwise similar and the Forge World renders concerns of industrial capacity moot.)

Yanralea: A heavily-forested Civilised World, known across the Sector for its vast titan trees. Its people are known for their friendliness, preference for all manner of woven cloth, and distaste for the urbanity common elsewhere. They rose in rebellion when their Planetary Governor's ambition to burn the woods and reclassify their home as an Agri-World became clear.
Operth V: A frigid iceball of a Penal World, dumping ground for the Sector's lowest scum. Its people are known for their exceptional bloodlust, tolerance of foreign ideas, and hatred for rightful authority. They rose in rebellion when they managed to infiltrate the Planetary Governor's orbital palace and captured the planet in one fell swoop.
Balbinus' Sanctum: A sandswept and barren Civilised World, named after the Rogue Trader who first reclaimed it from the Ork menace. Its people are known for their diligent work culture, reliance on technology, and praiseworthy xenophobia. They rose in rebellion when their Forge World neighbours declared independence, for fear that they would be left to fend off the planet's hostile, boiling conditions on their own.
Enos III: A blessed Civilised World with a climate reminiscent of Terra, and an unfortunate quantity of poisonous chemicals in its atmosphere. Its people are known for their love of art, universal adaptation of respirators, and strange ideas toward personal property. They rose in rebellion when their Planetary Governor's excesses went too far and her attempts to make amends were too little, too late.
Ushevan: A cratered and dark Frontier World which was only recently colonized by the Imperium. Its people are known for their silent demeanour and little else, as they've only been on their planet for half of a century. They rose in rebellion after secular philosophy contrary to Imperial doctrine became popular and its underground successionist movement realised they would have a Forge World's backing.

30
Forum Games and Roleplaying / Doomed and Futile Rebellion (40k SG)
« on: July 11, 2023, 10:34:39 am »
The Imperium of Man is the cruelest and most bloody regime imaginable, spanning so many multitudes of stars that any one man means no more than a grain of sand on the seashore. It is beset by numberless threats within and without, which seek only to ravage and ruin. The God Emperor sits on His Golden Throne and is either powerless to intercede or cares not. The High Lords on Terra sit and politick while whole continents starve and are eradicated in the time it takes them to file a motion for higher tithes. The Adepta bicker and feud among themselves for snippets of power while the work of millennia crumbles around them. Whole worlds are ground to nothing between the gears of blind and senseless tyranny, and any hope of peaceful reform died dozens of epochs ago. The only recourse then, is violent rebellion in opposition to a galaxy-spanning dominion. All such uprisings are doomed to fail and this is no different.

It is, however, yours, and will live and die by your command.

Choose One(1) choice from each category below to determine the initial circumstances of your rebellion. Consider carefully, you cannot choose the same number twice. For Naval Forces and Industrial Capacity, choosing [1] will also provide the benefits of [3].

The Imperium of Man will not rest until your attempt at secession has been crushed, true victory is impossible but battles can be won and the end can be delayed. The only question is for how long and how many lives will be lost.

Naval Forces
[1] Renegade Chapter: Nearly a thousand of the legendary gene-sons of the Emperor, who for reasons unknown, have chosen to fight against their gene-sire. Their ancient history, true motivations, and battle doctrines are a mystery and impossible to determine ahead of time, but pound-for-pound their martial prowess is unmatched. It will have to be, if they intend to fight the Loyalist marines that will be sent in to counter them.
+A handful of veteran companies, with their own Battle Barge and four Strike Cruisers have rallied to your cause.
+Guaranteed to be non-Chaos, not related to the Alpha Legion, and to be committed to the bitter end.
-Their existence will enrage the Imperium even more than your succession already has.
[2] Full Battlefleet: By tongue or by guile, the rebellion has managed to coerce a true naval Battlefleet into backing them. Enough tonnage to enforce the Lex Imperialis on hundreds of stars, their macrocannons have been turned against the Adeptus Terra itself. Such a force would be sufficient to give a Crusade pause in the hands of a fool, let alone under a shrewd admiral.
+Seventy assorted Frigates, Destroyers, Cruisers, and Battleships have pledged to your banner.
-The fleet requires extreme resources and there's no certainty casualties can be replaced.
[3] Proper Battlegroup: For reasons of their own, the forces already assigned to the region have fallen in with the rebellion.  They aren't the most numerous but are at naval standard and can be expected to perform admirably against peer threats. It will take cunning leadership for them to stave off backlash from the Segmentum.
+Twenty-three Frigates, six Destroyers, and three Cruisers are at your disposal.
-The fleet requires heavy resources and it's no easier to replace lost ships.
[4] Ramshackle Armada: The very best the rebellion could muster on very short notice, this "fleet" has been subject to unspeakable tech-heresy. Their hulls are rusted and their munitions faulty but they are warp-faring and can fight, though they're just as likely to evaporate against the massed gunnery of the Imperial Navy.
+Thirty assorted "warships" comparable to Frigates are following your orders.
-The fleet is weak and fragile, but its resource requirements are equally small.
[5] Local Garrisons: While the rebellion has no true interstellar navy worth speaking of, their orbital defense platforms and system ships are up to par. At the least, they may dissuade petty opportunists before the Imperial Navy arrives.
+Basic orbital defenses are operational and may serve as a speedbump.
-The rebellion's force projection is questionable at best.
[6] Almost Nothing: The rebel leadership's authority is strictly planetside and it will be an ordeal to bribe smugglers into ferrying their troops between systems, but it must be done. Any enemy, no matter how weak, will be able to invade and bombard its worlds at its leisure. The Imperium is one thing, the vultures that may beat them to the rebellion's still-moving corpse are another.
+The fleet isn't draining any resources because the fleet doesn't exist.
-Anyone with a voidship will enjoy complete orbital supremacy against you.

Industrial Capacity
[1] Heretek Forge World: In defiance of the Cult Mechanicus, a Forge World has rejected the dictates of Mars and pledged its foundries to the rebel cause. Even alone it would be sufficient to meet the needs of a lesser Sector with much to spare but now it serves exclusively to amplify your own production. The specialty and philosophy of the Rogue Mechanicus remain to be seen, though they are guaranteed not to be in accord with Chaos. Only time will tell if they thrive or doom themselves in reckless innovation.
+Extreme production and research capacity once unchained from martian dogma.
+Views the rebellion as integral to their survival and back it nigh-unconditionally.
-The Adeptus Mechanicus will be personally invested in your annihilation.
[2] Orbital Shipyards: The planets of the rebellion possess a rare commodity, one or more shipyard(s) capable of churning out new warships. They are necessarily small and take a long time arriving but the ability to avoid stagnancy in their naval forces is a critical advantage.
+Capable of manufacturing Destroyers in years and Frigates in decades.
-The construction of warships requires constant, heavy resources.
[3] Refined Manufactorums: The planets of your rebellion are at the high Imperial standard, able to manufacture lasguns, armoured vehicles, and industrial goods at an interstellar scale. Further, its artisans are able to produce scarce sophisticated munitions, including plasma and melta technology.
+Imperium standard technology, respectable domestic manufacturing base.
-This industry requires external resources to sustain its operations.
[4] Mineral Extraction: The planets of the rebellion aren't primitive, per se, but the overwhelming majority of their industrial capacity is tuned toward extracting and purifying resources for industrial use. Its domestic production is feeble and demands improvisation for subpar results, though there's no lack of material for what manufactorums there are.
+Rapid, vast acquisition and refinement of resources critical to the war effort.
-Minimal industry capable of using those resources to manufacture material.
[5] Local Industry: The planets of the rebellion are primitive and barely reach the civilized Imperial standard. Lasguns are an enigma to manufactorums, let alone advanced alloys and warptech, but they are at least aware of what an assembly line is. Outside of external factors, the Imperial Guard will have an easier than expected time reclaiming its worlds.
+They're at least capable of manufacturing autoguns and could improve in theory.
-It will be a struggle to meaningfully contribute to the rebellion off-world.
[6] Archaic Backwater: The planets of the rebellion are largely incapable of comprehending what that means. Ranging from Feral to Feudal, gunpowder is a groundbreaking innovation to the population at large and the region as a whole is centuries of development behind being able to support an interstellar empire. It's questionable that they could put up any amount of resistance to an off-world invasion.
+A near-complete blank slate for constructing a society without Imperial influences.
-No means of manufacturing or maintaining military assets for the foreseeable future.

Galactic Location
[1] Isolated in Segmentum Tempesteus: The rebellion took place in the galactic south, on the farthest fringes of the Astronomicon's guiding light. In such distant void, the long arm of Terra reaches its limit and the inhuman Other rears its sensory appendages.
+The Imperium is barely aware of this region and will take over a century to retaliate.
+Numerous small Minor Xenos polities in the area that can be allied with or conquered.
-These Minor Xenos remember the Great Crusade and most of them hate humanity.
[2] Low Priority Region in Segmentum Pacificus: The rebellion took place in the galactic east, where the fires of eternal war rage quieter. Long ago, the Great Crusade cleansed this region of alien life but Mankind has yet to fully settle and exploit the habitable worlds that remain.
+The region is of low importance to the Imperium and blessedly free of most external threats.
-It is of low importance because most of its planets are barely developed or populated.
[3] Between Warfronts in Segmentum Ultima: The rebellion took place in the far galactic west, in the middle of other, more urgent threats. This fortune has earned them a reprieve just as surely as it has ensured their future struggle.
+The Imperium has more pressing concerns nearby, and will focus on them for the time being.
-Those pressing concerns are likely to become your pressing concerns if they aren't suppressed.
[4] On the Fringes of Segmentum Obscurus: The rebellion took place in the galactic north, near to the taint in the Eye of Terror. Here, the lure of Chaos is an ever-present temptation that the multitudes must stand firm against.
+The Imperium has more urgent heresy to crush and infrequently sends its forces so far afield.
-If they aren't kept at bay, vile Chaos reavers and daemonic whispers will scour your worlds.
[5] Near Critical Systems in Segmentum Ultima: The rebellion took place in the near galactic west, surrounded by sites of critical interest. Its opening salvos and skirmishes determined if it would merit massed force or be swiftly forgotten.
+There are several heavily-fortified planets that, if taken mostly intact, could be an invaluable asset to the rebellion.
-The Imperium considers this region to be a high-priority and will soon retaliate with overwhelming force.
[6] In Spitting Distance of Terra, in the Segmentum Solar: The rebellion took place in the galactic center, in an audacious rejection of The Throne's authority. Destruction was inevitable anywhere, but here, the prayer of any more than the briefest of delays was in vain.
+The rebellion has reached the attention of the illustrious High Lords of Terra, who dedicated an entire two-hour meeting to it.
-The Imperium will reroute a handful of Crusades and mobilize a fractional percentage of the full might of the Imperial Navy.

Scale of the Rebellion
[1] Multiple Sectors: Centuries of bloated bureaucracy, the Imperial fleet's inability to address external threats, and arrogant misrule by the Segmentum Lords has taken secessionist sentiment to a fever pitch.
+Over one-hundred systems have sworn to the rebellion and can boast economy of scale, if nothing else.
+Thousands more are sympathetic and could be swayed to join the rebellion if the war seemed winnable.
-These stars are almost certainly lacking something critical or are in a terrible strategic position.
[2] Full Sector: The logistical needs of distant warfronts have forced the Sector Lord to levy unsustainable tithes. Broken by starvation and stripped of their best sons, it's no surprise that their subordinates have declared independence.
+Twenty systems have declared open rebellion and hundreds more hide treasonous sympathies.
-The loss of so many systems will alarm nearby Sectors, who are likely to retaliate on their own.
[3] Partial Sector: Nepotism within a small handful of noble families and subtle mismanagement for their own enrichment has had dire consequences. In an act of rebellion, the masses of several planets have overthrown their administration and yet more may join them.
+A dozen systems have risen in rebellion and dozens more could be swayed to join them.
-The Sector the rebellion has torn itself from, and its garrisons, will be thrown into disarray.
[4] Full Subsector: Continued useless shipments in response to the region's requests for relief and demands for resources its worlds lack entirely or simply cannot produce have strained trust in the Imperium to the point of snapping.
+Six systems have rebelled and a dozen more are watching their initial struggle with bated breath.
-Neighbouring Subsectors are obligated to join together in putting down the rebellion.
[5] Several Systems: An Astropath's misinterpretation of a critical message led to a crackdown on revolutionary sentiment that wasn't there. Paranoia in the leadership saw this spread and in their panic, they caused the uprising they were trying to stop.
+Three systems have banded together in a mass-uprising and six more are likely to join them.
-If the rest of the Subsector can't stop the rebellion in a timely manner, the Sector at large will mobilize.
[6] Lone System: The circumstances that caused the rebellion are isolated to a single world and it is alone in its attempt at secession. Expansion against an enormously larger foe will be difficult but staying isolated is to await the inevitable.
+One system has dared to defy the million stars of the Imperium, and likely has reason to think it can win.
-As far as every other system is concerned, they are upstart traitors and must be crushed.

Population Loyalty
[1] Rabid Fanaticism: No matter their leadership, industrial capacity, or strategic position, the masses are hell-bent on rebellion. They are so utterly committed to the cause that even the thought of surrender is incomprehensible.
+The masses are gripped by frenzied (secular) zeal and won't consider laying down their weapons, even in the face of annihilation.
+Their enthusiasm is contagious and will likely smooth over assimilating former Loyalist elements.
-Mobs may go too far against suspected Loyalist infiltrators or recently conquered populations.
[2] Willing To Fight: The masses have extensive grievances and are prepared to endure misery and struggle if that's what it takes to win their independence. Their dedication is intense but it is within the bounds of reason.
+The population is committed to the war-effort and have realistic expectations of what it will require of them.
-The rebellion isn't made up of zealots and they may lose their resolve if victory seems impossible.
[3] Overconfident: n the rebelling territories, the Imperium is a distant abstraction, a far away metaphor for their overseers to harp on. The masses are eager to throw off their shackles and fight but they fail to grasp the sheer scale of the endeavour, or their odds of success.
+The masses are eager to embrace any propaganda of their impending victory, no matter the facts.
-If the masses realize how outnumbered and outgunned they truly are, they'll break immediately.
[4] Desperate and Skeptical: There is no delusion among the masses of what they're doing and what the consequences will be, but they have been pushed to the breaking point and feel there's no other escape. They will fight until no hope remains, and they have little left.
+The masses will become increasingly driven by the cause with each victory that's won.
-If the masses believe they can win some concessions, they'll likely betray the rebellion.
[5] Riddled with Loyalists: Many among the masses agree with the rebellion but there are many who don't, and most among those are clever enough to keep quiet. The war effort will be plagued by sabotage and treachery, to say nothing of domestic industry and logistics.
+Constant paranoia and propaganda may be able to reverse hostile sentiments, over time.
-All manner of spies and saboteurs will be running rampant through population centers.
[6] Forced at Gunpoint: The rebellion commenced without the consent of the masses, who still pledge loyalty to Terra. Outside of the military and key administrative and industrial positions, there is little to no sympathy for the struggle. Even the most basic governmental functions will be an ordeal and a counter-revolution is likely inevitable.
+The Inquisition will only have to commit a bare minimum of atrocities to reclaim lost territory.
-Suppressing the looming uprising will take substantial time, effort, and resources.

Leader of the Rebellion
[1] Gene-Sculpted Paragon: The end result of a noble selective breeding and gene-culling program spanning millennia, it is no exaggeration to say this man is most likely the best out of any given trillion. More than that, he is a genuinely humble man who found the excesses of the Imperium obscene, and rebelled for the sake of the common citizen.
+An ingenious prodigy in every field, nigh-unrivaled orator and diplomat, functionally prescient strategist, and consummate duelist.
+From a highly prestigious bloodline famed among the noble houses, and genuinely cares about the masses beneath his rule.
-If there are any downsides to him, it's that he is too perfect and will have difficulty finding a successor in several centuries.
[2] Scheming Rogue Trader: Among the wealthiest individuals in a dozen Sectors, with the lofty credentials and storied career to prove it. Fortune alone cannot slake the thirst for authority which has driven him into willful treason.
+A smooth, silver-tongued negotiator with an enormous personal treasury and an opulent flagship Cruiser.
-Incredible arrogance and hunger for power, no real consideration for the masses, only how he is perceived.
[3] Ruthless Pirate Lord: Coated in grime and festooned in ill-gotten gains, this raider admiral was already in a lifelong struggle against the Imperium. Throwing his lot in with the winds of rebellion was only a natural progression.
+An excellent void admiral and vicious warrior who comes with his own fleet of a dozen dilapidated Frigates.
-Blinded by greed and will insist on extracting tribute from the masses and raiding Loyalists whenever possible.
[4] Jaded Imperial General: This officer of the Imperial Guard has seen and done the unspeakable over centuries of struggle for the Throne. He is old, old and tired of fighting for faraway bureaucrats when he has the strength to seize control for himself.
+The veteran commander of a hundred campaigns, a brilliant ground tactician with twenty elite regiments under him.
-No personal charisma, will resort to hellish martial law and brutal crackdowns to keep order, much like the Imperium.
[5] Common Demagogue: One of untold quintillions of forgotten men, one more part of the rabble risen to violent rule. There is no lineage behind him, no legacy worth mentioning, he came from nothing and without this rebellion he would be nothing.
+Came from less than nothing and is a master at rabble-rousing, guerilla warfare, and subtle infiltration.
-Lack of pedigree destroys all legitimacy in the sight of powerful nobles that might've otherwise joined.
[6] Inbred Planetary Governor: True fools are rare in the highest echelons of the Imperium, but these beneficiaries of nepotism are unmistakable and from time to time, one fails to realize how vulnerable their position is. Corpulent, boorish, and vulgar, it's doubtful this man could lead a petty food cart, let alone a rebellion.
+Excellent at sniffing out disloyalty, real or imagined, and stopping even the best assassination attempts.
-Occasionally, he'll stop holding lavish feasts to personally micromanage random critical tasks.

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