Vasenica sector thread. Don't you die on me edition

Ok, what the hell happend to the Vasenica sector? Nothing has been worked on for weeks!

Anyway, here is a quick summary of the sector and what this thread is all about:

The Vasenica Sector is a sector in the Ultima Segmentum, a collaborative effort to make another unified Veeky Forums sector, in a more serious light than the Tiji Sector. It was a backwater sector of little value which came under assault from a coalition of races under the Tau Empire. A mixture of administrative delay and warp storms led to the sector being isolated from the greater Imperium for a century and dissolving into a complete clusterfuck.

The Vasenica sector is divided between six main power blocks: the Imperium, the Orks of Waaagh! Grimsnag, the human separatist Heraclian Confederacy, the Necron Ra'Thekt Dnasty, the Tau Empire, and a splinter fleet of Tyranids. The vast majority of the sector is contested space, between the major parties and more minor, isolated cults and exclaves.

So what I want out of this thread is simple writefaggotry and brainstorming, just to keep the Vasenica sector active

Other urls found in this thread:

1d4chan.org/wiki/Vasenica_sector
twitter.com/SFWRedditGifs

Also, here is the 1d4chan page for the sector
>1d4chan.org/wiki/Vasenica_sector

Do we need any new planets? It feels pretty full.

bump

Question, how do you make a star map like that?

In MS paint. here is the the blank template

Also, I rolled up some other factions using the 1d4chan tables

Several IG regiments, some skitarii and a forge world, a space marine chapter and one renegade, and two chaos warbands. Plus a cult or two.

I was rolling them for fun in a small portion of space of my own design, but that design was in microsoft paint and it looked terrible.

Shall I divulge?

Sure, better than nothing in order to keep this thread and Vasenica alive

any idea how to make the sector map like from tiji sector on the 1d4chan page?

Adeptus Mechanicus Forge World: Herrarri

Forge World type:
Style: Semi-Orthodox: Holds most of the practices of Mars but has many of its own
Products of note: Small Arms
Special Product Bonus: Masterwork

Tech Priests:
Demeanor: Secretive, Very Suspicious, borderline Tech-heretics

Skitarii:
Type: Servitors
Legion strength: Above Average: Skitarii numbers are slightly over-strength

Sorry user, that is beyond me

I also have this for those who are in a rush/lack imagination when it comes to Imperial planets

not much fluff on this one, except that it is in charge of an unusual experiment called Project Dendrite.

Using a large collection of astropaths and is in the center of a large number of star systems referred to as the Qillion Cluster.

Hooking and linking up multiple astropaths together, they hope to achieve a better communication system among the closely neighboring worlds, in a form of space internet.

Ork Klan: Flakka Freakz

Warband:
Propa' Klan

Colors:
Green

Legendary Ork:
Weirdboy
Deed: Beat down a planet o' some new kind o' squig. Big n scary it woz...

Favored God:
Mork

Klan Size:
(9) We gots more boyz dan you can toss a herd o' Squigs at! An' trust me, I tried.

Ally: Ovva Orks

Enemy: Dem 'nid squigs (Tyranids) (Splinter Fleet Morlock)

Speshul Boyz: Storm Boyz

Best Loot: Dunno, ain't looted much, boss

Tyranid Hive Fleet: Splinter Fleet Morlock

Progenitor:
Hive Fleet Behemoth

Classification:
Splinter Fleet

Hive Fleet Size:
FUCKHUEG

Goals:
Rejoin the fleet (Fleet looking to pair up with their progenitor or a larger fleet)

Strategic Tendencies:
Death from Above (Wiiiiings)

Common Biomorphs:
Regenerative Abilities

Specialist Creatures:
Parasitic Broodfather (Parasite of Mortrex)

Rivals:
Tau Sept

Ork Klan (Flakka Freakz)

Maybe you can add this klan to the sector by making them under/following Grimsnag's WAAAGH!!!? And the legendairy ork even fits becuase Grimsnag is a wierdboy

sure, i'll get to it later. Just need to know how to edit wikis.

also, here's what I can tell about Hive Flee Morlock.

They came with Behemoth and tried to nom the sector, but was blown off by combined imperial/eldar/tau forces.

the survivors ran off and nommed a few other worlds and started playing sneaky and smarter, going for easier planets to eat, while sending off diversionary splinters to larger worlds.

Eventually, the splinter grew large enough that it could attempt to retake the sector and hopefully await for the main fleet to return and reinforce it.

Dark Eldar Kabal: Kabal of the Spider’s Shadow

Kabal Age: Young (1 - 2,500 years old)

Current Archon: Hellion that 'graduated' from the mean streets

Kabal Leader’s Personality: Tyrannical: "There is a price to pay for failing me. And that price involves a Haemonculus..." -Common response of Archons to failure from their subordinates.
The Archon considers fear and tyranny to be the best motivators.

Kabal Origin: Formed by members seeking excitement and sport

Kabal Demeanor: Purity Above All - A particular hatred of psykers, for the attention from She Who Thirsts that they bring.

Kabal Flaw: Forbidden Pact - The Kabal has had dealings with another power that would earn it the wrath of the rest of their race if this was revealed.

Territory Location: Exiled onto some other world
Territory Condition: Average

Kabal Tactics: Infiltration Tactics

Kabal Resource: Owned Arena

Kabal Signature Weapon: Heavy weapons

Currently Not Betraying: A Haemonculus Coven

Goals: Murder and Destruction

Go check the archives

not sure about this one, but I'd say that they made a deal with a chaos god, probably Khorne, that should they die, like, really die, that khorne should have their souls rather than slaanesh. This being the secret pact. Of course, some political opponents found out and blackmailed them into exile on some barely inhabited world.

you still around?

Just made one:

Feudal World

Mixed Biome

Safe for widespread habitation

Believers but unorthodox

Planet regularly sends troops to nearby conflicts

Petty cults active

Large amounts of Guard regiments, both local and off-world

Unfortunately, the world is in the path of Tau expansion, though traditionally it has fought the Eldar more than anyone else.

Apparently the planet is also a high gravity world. Sounds fun.

I have a good idea where to go with this if OP is ok with it.

not OP, but what's your idea?

though, if they're a feudal world, I don't see how they'd be able to stand up to eldar.

Skeaphus is a semi-feudal world on the edge of Imperial space, near the border of the Tau empire. The planet is almost entirely cleared for farmland, with walled castle-cities that are spotting the surface growing exponentially in recent years. Once ruled by a king, the planets massive peasent population rebeled after a particularly poor harvest roughly 300 years ago and overthrew the king and previous nobility in the "Golden Revolution". The planet is currently known as the "People's republic of Skeapus", a dictatorship ruled by a Kain Mortag, a former planetary ecclesiarch who gained the people's trust after proclaiming the Emperor told him in a vision to rule in Both his and the people's name. Skeaphus is known throughout the sector and beyond to be the baby boom capital of the Imperium. It's men on average having 8-9 kids throughout their lifetime, not including illegitimate children. This massive, consistently booming population has made the population of Skeaphus a very active recruiting ground for millions upon millions of soldiers. Unfortunately, given the planet had a millennia ago gone through a famine which almost wiped out the entire population, the remains of Skeaphus' populace are noticeably inbred and well, quite dim. However, Skeaphuns are also known for being extreamly loyal, which is much the reason that nearly half of all Skeaphun adults sign up for the imperial guard. Because of the magnitude of recruits each year, not all Skeaphuns are trained equally. Indeed, most are simply handed a lasgun and told to learn as they go, charging into battle with little more than a peasents tunic. As might be expected, casualties are horrendous, but the simple overwhelming numbers to match an Ork horde means that Skeaphuns are able to churn out millions of new troops every year. The ones that survive multiple campaigns obtain invaluable combat experiance that helped the Skeaphuns survive against the Tau invasion forces.

well, the guard always was about drowning their enemies in corpses.

Sounds ok to me.

Imperial Guard Regiment: 64th Huang Jiang Raiders

Regiment Origin:
Planetary Defense Force: What the Guard doesn't want, the PDF will take.

Demographic:
Lottery: Selection by the God-Emperor's grace, and a little luck.

Recruitment:
Standard conscription: Average or above-average citizens recruited from all levels of society.

Homeworld:
Death World: For these people, life was a war before they could speak.
Wasteland: Excellent scavengers and hardy survivors.

Tactical information:
Core Unit: Mechanized Infantry
Specialization: Drill & Discipline

Loyalty:
Adherent: Hold fast to the Creed and His will.

Special Equipment:
Special Vehicle

Regiment Creed:
For The Homeworld: This regiment's mission is to demonstrate the skill and steel of the homeworld to the rest of the Imperium.

Allies:
Imperial Navy

Enemies:
Imperial Guard Regiment (330th Huang Jiang Guerillas)

Imperial Guard Regiment: 330th Huang Jiang Guerillas

Regiment Origin:
Militia: Brave enough to defend their world without training or equipment.

Demographic:
All male [m/f ratio 20:1]

Recruitment:
Standard conscription: Average or above-average citizens recruited from all levels of society.

Homeworld:
Death World: For these people, life was a war before they could speak.
Wasteland: Excellent scavengers and hardy survivors.

Tactical information:
Core Unit: Light Infantry
Specialization: Guerrilla Warfare

Loyalty:
Undisciplined: Will follow the Emperor but don't expect them to bow to authority figures.

Special Equipment:
Exotic Mounts

Regiment Creed:
For The Homeworld: This regiment's mission is to demonstrate the skill and steel of the homeworld to the rest of the Imperium.

Allies:
Administratum

Enemies:
Imperial Guard Regiment (64th Huang Jiang Raiders)

>look at the tiji worlds
>fill out the map accordingly

Skeaphuns of recruitment age gather in large numbers to some of the planets numerous castle-cities once a year. Once they arrive, many Skeaphuns will for the first time in their lives see an Imperial aircraft in the form of a Valkyre gunship. As they attempt to situate themselves upon crowding into the transport craft, the fresh recruits are shipped off to the planets moon, used as military base to begin their basic training. That is, if they have time, as many fresh recruits are simply shipped straight to the front.
The Skeaphun regiments have had to deal with raids from the Kabal of the Indigo skull in the past before the Tau arrived. Simply the amount of bodies they use to swamp their enemies in would eventually be able to grind them down to a pulp.

no, as in, this pic. How do I make it like that?

Even compared to other guard regiments, the Mass infantry tactics of the Skeaphuns would be seen as a bit excessive.

Go into photoshop or probably even paint, select and copy the colored/emblem'd dot you want from the key, then copy it and put it the position you want

And of course, the planet itself is run much akin to North Korea. Secret police, gulags, praising glorious leader etc. It's a pretty obvious shithole, but a useful shithole.

Ok, so I'm basing these guys off of both sides of the Chinese civil war.

The planet of Huang Jiang has an inherent ork problem, in that orks landed there at one point in time, guard came and went, but seasonal mini waaaghs keep fucking things up. Central authority has control over PDF deployments, which is more often than not used to defend holdings of nobles, socialites and higher borne people. Meanwhile, commoners and peasants not lucky enough to be living on the fortified Lu Yang plateau have to fend for themselves. This causes a rift and resentment between those wealthy upper crust of society and the working man. Reflecting this, the Huang Jian PDF are based off of the GMD's elite german trained soldiers that had battled at shanghai, on this world taking expertise in discipline, armored and mechanized warfare as well as urban fighting to push back onslaughts of the green hordes that threaten the businesses and manufactorums that belong to the world and its upper class. The peasants and workers who are outside of the plateau are guerillas, arming what they can and fighting however they can against ork raiders. In the seasonal Green Tide, where the Orks in the surroundings manage to form up into very threatening hordes and attempt to roll over the settlements of Huang Jiang moving Eastward, the PDF often fall back and regroup at designated rally points, blowing dams (which cause numerous floods) and leaving villages and towns to their fates. While the major cities take the brunt of ork aggression, the commoners, forming a militia, will conduct fighting retreats, using hit and run tactics to distract and divert the oncoming orks wherever they can, all the while gathering people and supplies on a long and arduous retreat through many kilometers of mountains, deserts, tundras and jungles to the other side of the Plateau, practically non stop, fighting orks and bandits along the way. It is only there that they will weather out the green storm.

These militia units were modeled after the communists during the long march. Their journey, being performed on a regular basis, transforms these soldiers into very mobile and very deadly guerilla fighters. In contrast, their PDF counterparts prefer more mechanized support.

As another note, because they come from rival classes, the PDF and the militia (as well as the commoners and the noblemen) have an ongoing feud, only tempered by the ever present threat of orks gobbling up everything. On their homeworld, they tolerate one another, though the commoners often try to fight for their rights. Out in the greater universe, however, the two groups will let their hatred for one another boil over into bloody conflicts, their resentment a powder keg just waiting to go off.

to add to the similarities, it's already a buffer region between the greater imperium and the Tau

Imperial Guard Regiment: 134th Skeaphun Men-at-Arms

Regiment Origin:
Militia: Brave enough to defend their world without training or equipment

Demographic:
All male

Recruitment:
Standard conscription: Average or above-average citizens recruited from all levels of society.

Homeworld:
Imperial World: Devout citizens, loyal to the Imperium and raised by the Creed.
Agriworld: Sturdy, hard-working types, glad to be off the farm.

Tactical information:
Core Unit: Infantry Regiment
Specialization: Shock & Awe
Loyalty:
Fanatical: No remorse, no retreat, no fear.

Special Equipment:
Traditional Weapon (Sword and Board, for humiliating those Tau gits)

Regiment Creed:
For the Emperor: Fervent belief in the Imperial cult and the righteous mission of the Imperium fuels this regiment.

Allies:
Ecclesiarchy, presumably the Adepta Sororitas

Enemies:
Eldar/Tau Empire primarily.

I'll get to adding it to the wiki.

yeah, that sounds about right.

well, except for the shock and awe.

I'd have guess drill and discipline.

I decided against it because they're basically barely trained peasants that simply throw themselves at the enemy until it dies, which would fit into the Shock and Awe overwhelming force doctrine better.

By the way, does anyone know of a list of special vehicles to use?

PDF forces have access to special vehicles, so the best I can come up with within reason is them having access to Salamander variants.

Additionally, I also rolled up a creature for exotic mount for the militia. Not sure if I rolled it correctly, but:

Creature: Exotic Mounts for 330th Yin Shan Guerillas

Blue Crowned Raptors

Environment:
Swamp - "Swamps and marshes make up much of the coastal terrain."

Habits:
Carnivore - "The Creature is a natural carnivore killing prey outright when given the chance."

Reproduction:
Allogamy/Autogamy - "Normal reproduction between two species with an egg and sperm."

Main Sense:
6th sense

Creature Conflicts:
Faction with the most dealings: Any other races not listed (includes tau/necron) or other xenos creatures
Role that the species play: Trainable - "Often trained to form a bond with their owner, or is suitably broken/enslaved for use."
Personal Creature Exemplary Actions: Manage to kill a few of Eldar Aspect Warriors that blindly walked upon its path. They were hard to manage kills, but worth it.

Locomotion:
Winged

Skin/Surface:
Feathers - "Feathers make up the creature's surface. Many avian creatures have feathers."

Creature abilities:
Razor Sharp Claws
Enhanced Senses
Vampirism

Adding on, the fact that they'd resort to medieval tier weaponry and through simple strength of numbers, they'd basically be tactically equivalent to Orks, which I don't think are too into the whole drill and discipline thing.

could you add my guys to the wiki, too?

Who are your guys again? You can edit it too you know, don't be shy.

theseI'm also kind of new with the whole editing wikis and all

Renegade Space Marine Chapter: Mourning Crows

Chapter Origin:
Progenitor: Raven Guard
When Chapter was founded: 35th Millennium
Imperial Exodus: Bitter Resentment: The chapter was constantly ridiculed and undermined, and becoming frustrated with the treatment of their Chapter by other forces of the Imperium, they chose instead to strike off on their owned.

Properties/Defects:
Geneseed mutation severity: Significant Mutation

Mutation: Doomed - the Chapter has either lost the ability to generate Progenoids or the Black Carapace, stopping future neophytes from being created. Unless they fix this fast, they're fucked.
(Progenitor mutation: Raven Guard Marines do not have functional Mucranoids (glands that helps them survive space vacuum without protection) or Betcher's Glands (which allows them to spit acid). Additionally, the Melanchromic Organ has a unique mutation that causes the skin of the Space Marine to grow paler with age. This imbalance eventually causes each Raven Guard Marine's skin to become bone-white while their hair and eyes darken, becoming pitch fucking black.)

Chapter Flaw:
Kleptomania - The renegades tend to take anything valuable not nailed down, and then rip up the things that are nailed down.

Chapter Legends:
Figure of legend: Chapter Master
Deeds: The hero led a glorious campaign against a attacking army, defeating the foe and bringing an entire sector back into the Chapter's fold. (Orks)


(1/2)

Territory/Management:
Home Sector: Wild System: A system broken up into multiple different territories(roll 1d3 time on this table, re-rolling this result and true nomads) 1d3 = 3
Stable Space Hulk: These Marines were luck enough to happen on a stable Space Hulk adrift in the void, which they cleared out enough to set it up as their Operating Base. (The Wandering Hollow)
Full Nomads: They drift aimlessly in the void, going from sector to sector avoiding destruction, and acquiring what they need to survive.
Nebula: These Marines park their Voidcraft on the outskirts of a nebula, using the outer floating debris for either resources or colonies.

Rule of Sector: Hiding - "Some say there are Marines behind that moon there, but who the fuck knows."

Combat Doctrine: Siege and Attrition - Marines are skilled at trench warfare, sieges and similar forms of fighting. Able to stretch out fights until the foe starves to death.

Operating Procedure: Rouge Military: Operates essentially like a loyal Space Marine Chapter, who chooses its world and its ideals. It answers what calls for help it chooses, fight where it pleases for reasons it deems worthy.

Specialties:
Unit Restriction: Devastator Marine

Missing/woefully under equipped gear: Powered and Chain Melee weaponry: Excludes all powered melee weaponry and chain weaponry. Note that this does not exclude melee weaponry as a whole.

Special gear: Xenos Weaponry: This Chapter uses exotic xenos-made weapons. This can range from Necron Gauss weaponry, to Tau Pulse Carbines, to Crystaline weapons from the Psy-Gore system...

Chapter Status: Endangered: The Chapter numbers only a handful of Companies or less having suffered devastating losses in combat, accident, or dramatic genetic instability. If recovery is even possible it will take many decades, making every Battle-Brother (and his Progenoids) an invaluable resource.


(2/3)

Goal/Motivation: Chapter Mania: The Renegades have developed a strange need to keep doing something, and just can't stop. It is this mania that drives their actions.

Allies: Inquisition Force/Agent (Radical)
Ennemies: Inquisition Force/Agent (Puritan)

(3/3)

Just click on edit and add a new stub to where it's supposed to go. Make sure to bold it by adding three apostrophes at the beginning and end like so:

'''Subject'''
[Info goes here]

Aww, someone used the table I helped make

>Full Nomads: They drift aimlessly in the void, going from sector to sector avoiding destruction, and acquiring what they need to survive.
You're meant to reroll if you get this on Wild Sector

Rolled 9 (1d10)

ok, I'll give it a try


thanks for making some of it

This one basically wrote itself.

Mourning Crows were descended from Raven Guard. However, they seemed more attuned to siege warfare. I'm going to say they were better at infiltrating fortified locations en mass and fucking shit up.


ok, rolling

Rolled 9 (1d10)

stable space hulk again?
rerolling

At any rate, the chapter's methods didn't mix well with the other astartes in their sector, what with being stealthy and shit. Everyone else wanted to be gaudy and all "camo is the color of cowardice"

They're secretive nature, coupled by their mania for being like Bloody Magpies caused them to have very bad relations with everyone all around. So they lost so much support that when their mutations caused them to be unable to make more progenoids and stuff and no one bothered to help in any way, they flipped everyone the finger took off to find a solution to their chapter's problem

Rolled 9 (1d10)

ok, seriously, enough with the stable space hulk, damnit.

Their search for answers led them everywhere, fighting both imperial and alien and chaotic forces along the way, slowly grinding down on their men and fleet. Eventually, they desperately took to appropriating xeno weaponry to supplement their meager and poorly supplied forces. Along the way, accidentally, to the the space Hulk "Wandering Hollow", where they cleared out the orks and tyranids infesting the mass (led by their chapter master) and re purposed it as their headquarters. They had hoped to explore more of the interior, hoping that there could be artefacts and technology from older times that could cure them.

They float about in their space hulk, going sector to sector, trading off what they don't need or what can be considered valuable in return for favors and needed equipment. They choose desolate and less traveled places to hide their presence while operating in a sector, currently sitting in a nebula within the Vasenica Sector and hoping no one notices.

Rolled 4 (1d10)

ok, what the fuck?

ANYWAY, the inquisition (some radicals) consider the Mourning Crows as valuable assets. Astartes who are renegade and can act outside of Imperial laws as needed, interacting with aliens and conducting assassinations. Other puritanical ones want them destroyed and their space hulk captured for future study.

Oh, finally. Ok, their old sector went dead. Some crazy ass supernova killed everything there so that probably was a bigger incentive to leave other than being declared renegade.

ok, so, if I rolled space hulk multiple times, does that mean I get multiple space hulks

Guys just as a reminder too add the planet your are adding to the map.

Probably means your chapter really likes space hulks

Or its a really fucking huge space hulk

ok, uh, the Wandering Hollow is currently in the Twisted Whirlpool Nebula at the border between Tau, Imperial, and contested space

Ok, then it's a really big and old space hulk, composed of Imperial ships, Ork rokks, and a craftworld

>Imperial ships, Ork rokks, and a craftworld
That's probably how they get their xenos weaponry, there's always nice shit to find when the wreckage is as big as two planets and full of varying race's ships

honestly, in total, I rolled space hulk 5 fucking times.

Fuck it, just making it one giant ass thing.

probably some dark eldar and tau ships thrown into the mix. And Rak'gol, too.

Its probably the only thing in the Nebula, at that point, besides debris

though, now that they have an Eldar Craftworld, they'll probably have quite a few spirit stones in their possession, and that could be a good bargain chip for dealing with those xenos. Additionally, since they are now renegade, they might just be desperate enough to ask the guys in the infinity circuit if they could help cure the chapter of their mutations.

There's probably a bunch of nasty xenos/mutated human elsewhere in the Spacehulk they have to be worried about.

well, like I said, they mostly cleared everything, and they probably negotiated with the craftworld to cleanse their halls of other beasts if their security systems and stuff helped the marines.

actually, I think I'm going to roll up a craftworld for this.

first encountered: M36
biome: Jungle
common path: healer
strength: endangered
autarch's favored tactic: Ranged Combat
common units: Aspect Warriors
Favored aspect warrior: howling banshees
Hero: Lowly Guardian
deed: Lost in a Warp accident, only to reappear every now and then, haunting the enemy's champions and providing prescient (some would say supernatural...) advice to the Craftworld's leaders.
allies: Human Renegades
enemies: Necrons

I rolled all this, I shit you not.

Damn, you get one more faction in this thing and this hulk would count as a world proper, I'd say.

Craftworld Kal'eem Vau

was encountered in M36 by the Imperium, resulting in a pitched battle with Imperial forces, that soon got joined by a band of wandering orks. The resulting battle greatly damaged the craftworld and the resulting gravitational pulls clumped the debris and ships together. Later on, a splinter of tyranid forces managed to crash into the space hulk and started searching for prey, coming in contact with the ork survivors and nearly wiping out the Eldar, who became increasingly pressured to using close quarters combat against these invaders in the cramped halls and corridors of the adjacent 'vessels'.

One of their numbers, the Guardian Ysuvan, attempted to use the webway to find reinforcements and/or a new world for his people to flee to. Unfortunately, he used an unstable webway tunnel, which eventually collapsed and dropped him into the Warp. However, his spirit was not found by the entities of the Warp, and occasionally comes back to help guide his beleaguered brethren.

In recent times, the renegade space marines of the Mourning Crows took shelter in the mass of space ships that were attached to the craftworld, offering them amnesty in return for certain services that they do for the Eldar. One of which, being to fulfill the Craftworld's duty of guarding against a possible necron awakening on an undisclosed Tomb world.

you know what? Splinter Fleet Morlock (or at least a part of it) is probably what's on this space hulk, alongside the Flakka Freakz, explaining their enmity towards one another.

Flakka Freakz left overs probably start their own new klan if they are successful enough.

and also to help the Mourning Crows solve their progenoid issue.

bump

also, for the Mourning Crow's emblem, it would be a Crow head, facing to the right, with a blue tear falling from its eye.

is OP dead?

Most likely