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File: 1339815054699.jpg-(232 KB, 750x562, btlc-space.jpg)
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Previous Threads: http://suptg.thisisnotatrueending.com/archive.html?tags=Planetary+Governor+Quest

Basic Information on your planet: http://1d4chan.org/wiki/Planetary_Governor_Quest

New players are always welcome. It's recommended that you read the 1d4chan page, but not necessary. Same with previous threads.

You are Elyssa von Braun, former Captain in the Imperial Navy and current planetary Governor of Daysimir.

Military strength and wealth are the two greatest sources of political power in the Imperium of Man, just behind Warrents of Trade and Inquisitorial Rosettes. With a small fleet under your control, an expertly trained PDF, the friendship of a Space Marine Chapter, and the throne of one of the wealthiest planets in the Sector (Even if the population is highly Anti-Authoritarian...), you have the nearly unique position of being able to get up to all kinds of borderline-legal shenanigans, the first of which is unfolding right now, in the form of a huge fleet of local merchants, both human and Xenos, and Rogue Traders from across the Segmentum, waiting for higher Imperial authorities to leave so that you can begin your very likely highly lucrative Xenos Mall, a place where enterprising Rogue Traders can act as middlemen in the trade of Xenos goods, legitimizing the sale under Imperial law by owning them for a short period of time during the real transaction.

>CONT
>>
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You have also called together a meeting of the far-flung branches of the Von Braun Clan, almost all are coming to this meeting with an agenda, and you are no exception.

Last but not least, is the Mechanicus Explorator Fleet in the system to pick up an STC printout discovered by the Iron Dragons Chapter while building their Fortress-Monastery. Negotiations with them were put on hold when a Space Hulk entered the system and you began dismantling it, and have already cut two freighters from its surface. The Techpriests may become very interested in this particular Abomination of metal, as one of the core ships is a Mechanicus Light Cruiser, and the Priesthood would not want such an advanced warship to remain in Imperial hands not their own for long....

You are currently overseeing boarding actions from the bridge of your flagship, the Luna-Class Cruiser His Express Permission. You are using your Special Forces branch and your ships Armsmen, supported by Iron Dragons Astartes, to take control of key areas of the Hulk and gain a solid foothold for cutting and demolition teams.

>Select tactics:

>Boarding:
>Take control of a particular ship
>Take control of the surface of the Hulk
>Explore core of the Hulk
>Hit-and-run attacks on various factions (Orks, Genestealers, Feral Tryanids, stranded CSM, unknown Xenos)< Currently Selected.

>Fleet:
>Scan Hulk
>Destroy enemy concentrations via bombardment (Risks damaging or destroying the ships in that section, as well as losing non-ship loot and risking friendly casualties in that section)
>Bombard non-human ships

>Action?
>>
>>19498042
Continue with Hit and run tactics, try to lead packs of enemies into each other and let them weaken each other while we mop up.

For the fleet, scan the hulk for now, find concentrations of enemies, choke points we can use, routes around enemy fortifications, good ways to lure enemies into each other.
>>
>>19498042
Keep hit run and tactics going
Scan the hulk for more valuable ships that we can focus on cutting out of the hulk

Do we have a time scale for when it will pop back into the warp?
>>
Also tell the mechanicus we will give them their warship back if we can free it in exchange for favored trade and assistance promises
>>
>>19498042

Just for clarification about the Starmap, blue=Civilized World, green=Frontier World, brown=uninhabitable system (Either no planets or barren rocks) purple=Minor Xenos, Red=nearest large Xenos Empire, yellow=Death World.

Also, sorry about starting nearly an hour late, something came up and I only just got home.

>>19498073
>>19498165

This plan proves somewhat successful, as the disorganized and incoherent enemies kill each other or are ambushed, allowing your forces to inflict high casualties on enemy forces while taking minimal losses themselves. Your Special Forces are not experienced in ship-to-ship combat as your Armsmen are, but the specialist tunnel-fighting and anti-Tyranid/Genestealer training they have received helps. They are also more adept at hit-and-run warfare and preparing ambushes than your Armsmen, who are having difficulty adjusting effectively to this tactic.

Iron Dragons forces have withdrawn from the cargo hold of the embattled Freighter, leaving the Traitors and Xenos to fight amongst themselves and breaking the mechanical Spider-Xenos forces that had surrounded the Armsmen and Spec Ops PDF sent to support the Astartes in question.

The most valuable ships on the Surface Layer (The top layer of three) are four formerly Void-Pirate Cobra Class Frigates that are currently being used as staging grounds for your boarders, who have conscripted the resident, slightly Tribal, Pirates on-board as guides and backup. A concerning fact is that two of those ships were unable to jury-rig their Geller Fields into operation before the Hulk last drifted through the Warp, and as a result most aboard those two ships are not entirely sane.

Unknown. What is known is that the more Warp Drives you take offline, the more time it will spend in real-space. Cutting ships free will also disrupt the Hulk and delay its return to the Warp.

>CONT
>>
>>19498328

The Arch-Magos replies that he is most interested in the presence of a lost Mechanicus ship in the midst of the Hulk, and offers the assistance of the Skitarii forces at his disposal in reclaiming it. He simply says that rewards for aiding the Priesthood of Mars in reclaiming such a valuable weapon of the Omnissiah will be factored into later planned negotiations.

Please roll 1d100 +10 (Bonus for Archaneotech Scanners in your fleet) for Scan effectiveness (So many different ships of different origins, having spent so long fused together while drifting through the Warp, play Hell with scanning equipment)
>>
rolled = 0

>>19498341
That is most acceptable. We might have the iron dragons but more allies are always useful

Let's try and scan up something cool. Maybe a smallish ship with archeotech
>>
rolled 36 = 36

>>19498366
Rolling a 1d100 instead of a d00 might help
>>
rolled 33 + 10 = 43

>>19498341
Rolling for Scan.

Also having Skitarii could be useful for clearing stuff out, it also means we can pull bullshit like fucking with life support on enemy ships before restoring it to normal, and should make disconnecting stuff easier with a tech team on the inside.
>>
rolled 21 + 10 = 31

>>19498341
>>
Unless they attack us first order our forces to avoid the unknown mechanical xenos for now. We don't know what were up against, what they are, or what they want.
>>
rolled 73 + 10 = 83

>>19498431
Also rolling for scan.
>>
rolled 77 + 10 = 87

>>19498341
Get the skiitaari in there and see what we can manage
I wouldn't mind seeing if they could knock multiple warp drives offline quickly to maximize our time in the hulk
>>
>>19498371

Thanks for spotting that. I was about to say that the Hulk had somehow reflected the energy from your scan in a way that caused severe and possibly irreparable damage to your extremely valuable Archaneotech Auspexes, along with all of your fleets other scanners.

>>19498408
>>19498424

Your scan reveal some helpful information regarding the layout of the Space Hulk, +3 bonus to all future Boarding Actions, so long as the layout isn't radically changed.

The Spiders are somewhat larger than humans and have decent body armor, combined with nasty weapons that appear to be some kind of Xenos-Melta and are uncannily agile. They are, however, no match for Astartes in updated MK.III plate with Bolter Rifles.
>>
>>19498515
Ask the Mechanicus if they have any knowledge of the spiders and focus our current efforts on helping the Skiitaari reclaim and detach the Mechanicus ship.
>>
>>19498515
I was actually wondering how the hell I got a 0 on a d100 at first since it only goes 1-100

This is a decent enough result
>>
>>19498515
See if the Mechanicus can hack or disrupt the Spiders, or at least see if they know anything about them. It'll be nice to know if we can scavenge them for parts later.
>>
>>19498503
>>19498507

Sorry, didn't see you guys. make that a +10 bonus. You also discover a small Tug in the core of the ship that you hadn't noticed before, along with power signatures indicating a functioning, if somewhat damaged, Archaneotech device on the Ork Ramma.

The Explorator Fleet has left orbit of Daysimir and is heading towards the hulk, but will not be there for several hours.

>>19498566

The Techpriests do not know of this species, and have never encountered them or their ships before, although it is possible that the Imperium has stumbled across them elsewhere. The Galaxy is a big place...

>Salvage:
>Cut quickly, use lots of charges (Damages ships the most).
>Normal Operations, medium charges (Middling damage to ships).
>Careful cut, charges only when needed (Damages ships the least, but takes the longest).

>Debris:
>Clear it out: destroy space junk and asteroids attached to the Hulk.
>Quick Scan: Check debris for valuable pieces of salvage or raw materials.
>Search: Sift the debris for valuable remains, highest chance of finding profitable salvage, but is the slowest method.

Roll 1d100 +10 for Boarding Action.

> Other Action?
>>
rolled 94 + 10 = 104

>>19498683
Normal operations and try to keep damage to the ships we aren't salvaging
Get some teams to that Orkish Ramma and secure the archeotech

Do a quick scan and if anything shows up then do a full sweep
>>
>>19498683
Salvage do normal operations, we're in a bit of a hurry. For any of the really valuable ships, like the Mechanicus one or any other ones we really want the salvage from do a careful cut, if it's worthless to us we can do a quick.

Quick Scan on the Debris, we're in a bit of a hurry to make sure this place doesn't Warp out but we don't want to ignore it.
>>
rolled 51 + 10 = 61

Careful Cut and Quick Scan. Also rolling for boarding.
>>
rolled 84 + 10 = 94

>>19498683
Salvage: Careful Cut
Debris: Search
>>
>>19498721
Well I think we can say boarding actions went well
>>
For salvage I say normal to Quick cut - we need to hurry about this before it returns to the warp and cant dally about.

So :
Salvage Quick/Normal Cut
Debries: Quick scan.
>>
>>19498873
If we knock more warp cores offline we can keep it in realspace longer
We should set some astartes and skiitaari to that end
>>
>>19498721
>>19498748
>>19498729

Your men surge forward, achieving victory upon victory against their foes. Eventually, enemy forces are forced to retreat deeper within the Hulk.

Congratulations, you now control the entire First Layer! (Three Freighters, four Cobra Class Frigates) Your men have also seized the Tau Freighter (Second Layer), and it is being secured for use as a staging ground for future operations.

+5 to all future Boarding Actions aboard the Hulk.

The Techpriests highly doubt that they can interfere with the Xenos Spiders, but they will give it a try upon arrival.
>>
>>19498912
So we are at +15 now or did we forget to count the +3 from earlier?
>>
>>19498953

>+10 replaced +3 after two posters succeeded in their rolls to a greater degree before I posted. The total is at +15.

>>19498912

Normal cutting proceeds as planned (Freighter 3 23% free).

6/10 Warp Drives aboard the Hulk have been disabled, Iron Dragon Terminators continue to attempt to secure and shut down these devices.

Your men discover an Arbites pattern Eagle Interceptor and some raw ore and salvageable space debris among the layer of junk and rock coating the Hulk.

The Mechanicus fleet is nearing and preparing for deployment.

>Action?
>>
>>19499094
Collect the salvage, Direct the mechanics towards our forward staging area and ask if they can deploy their skiitaari squad they promised us to assist the iron dragons in taking warp drives offline, and see if we can't get them to put more troops to it if possible with the reasoning it will give us more time to properly extract their prize

Run an in depth scan since we found some salvage in the debris field there is a good chance there is more to be found
>>
>>19499094
ask the admech if they can run various demolition scenarios fast, to go for the best way to cut the ships securely- the faster we strip of the layers, the sooner we get to the admech cruiser before the hulk goes to the warp. Skitarii are nice and all but their massive cogitator arrays are what they have above us - lets put that to use, to boost our cutting.

Also the fury interceptor is sweet. if we can duplicate it it will be a godsend.
>>
>>19499094
Dispatch a strike team to the Orcish Ramma as well
There was archeotech readings coming from it and I want to know what it is
>>
>>19499189
This

We need archeotech when it pops up, the advantages of it are generally huge even if they are damaged parts
>>
>>19499182
Very good plan. Tell them the quicker we can strip the layers the faster they can get their ship and the AdMech will be all over it

>>19499189
Thirding this, we don't get archeotech chances for nothing so it will be worth our time
>>
>>19499263
>>19499337
Indeed, our own archeotech device would be a very good study piece for our own engineers. perhaps best if we can do it without the admech knnowing or involved in its retrieval, and use it as a additional bargaining chip for joint study between them and our own engineers somewhere down the line.

to get fast results on it we need to either buy the next tech level (no money) or outsource it- and risk loosing it.

this way we get a diplomatic gain through it, observe admech research practices and get results on it (perhaps a bit slower than the other two, but eh.)
>>
>>19499145
>>19499182
>>19499189

A more careful search is instituted.

Skitarii forces have landed and are combining with Iron Dragon strike teams to disable Warp Cores and maximize chances of recovering the Light Cruiser.

Arch-Magos HNGRK-11202255, also known as Argot, agrees to run the demolition scans and simulations (+10% speed to Cutting).

An Assault has been launched upon the Ork Ramma. The entrances appear to have been barricaded in typical crude Orkish fashion, and are backed by Big Shoota' emplacements.

>Try to blast alternate entrances through the hull.
>Try to take barricades.
>Other
>>
rolled 2 + 10 = 12

>>19499520
Blast alternate entrances.
>>
Blast, we don't care about the ship/
>>
>>19499520
Blast a alternate entrance
Maybe two or three either above or behind the barricades
>>
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SEND EM BACK TO THERE MAKER! BLAST EM TO HELL!
>>
Blast alternate entrances. Ork ships can't be used by humans so no need for keeping the ship intact.
>>
rolled 65 + 10 = 75

>>19499520
lets try to take them. nade spam them and charge- not much else to do.

perhaps team it up with blasting one or two alternate entrances nearby, and barricading them too afterwards.
>>
>>19499586
http://www.youtube.com/watch?v=rxps--huGKY
>>
>>19499549
>>19499562

The blasting grants your forces and their superhuman allies the element of surprise and allows your forces to bypass the building Ork forces at the barricades. +5 to Ramma Combat.

The handful of Orks and Gretchen present in the halls that your forces storm are quickly overwhelmed, leaving them free to pursue new objectives:

>Assault the Barracks.
>Assault the Engine Room.
>Assault the Bridge.
>Assault the Communications Tower.
>Assault the Squig Pit.
>Attack Ork forces concentrated at the barricades.
>Fortify blasted entrances.
>Dispatch Death Cult Assassins with anti-tank weaponry to eliminate Warboss.
>Start wiring superstructure with explosives (May damage nearby ships).
>Other
>>
rolled 18 + 10 = 28

>>19499675
Dispatch Death Cult assassins and sow chaos and infighting in their ranks by killing the Warboss.
>>
rolled 61 + 10 = 71

>anti tank assassinate the warboss
> take bridge and com tower.
lets destroy any organisation they have.

a second would be to
>assault the barricades
from both inside and outside to minimize casualties, and get more entrance points for more transport volume for our troops.
>>
>>19499675
Hit the engine room and the bridge

They will have the highest chance of the archeotech device being there so we should hit them hard and fast then run and hopefully lose the orks in the corridors or lead them into other enemies

Also the warboss probably has the archeotech device if it isn't ship size so hitting where he will probably be is our best bet
>>
Thought I wouldn't make it tonight. Am here, finally.
>>
>>19499704
>>19499731
>>19499744

The Cultists are dressed in mesh armor, their bodies disfigured by crude metal implants and a mix of blade-scars and swirling geometric tattoos. They gladly seek the Death of one who would blaspheme a relic of the Dark Age of Technology.

Strike Force Alpha heads towards the bridge, with your other forces splitting off to assault other targets, but is blocked by a very sturdy barricade protecting a vital central intersection. How should they proceed?

>Try to take the intersection and use the barricades against the Orks.
>Try to destroy the barricade to gain passage.
>Try to destroy heavy-weapons emplacements with Krak Missiles.
>Backtrack and find another way (Will take longer)
>Blast a path around the barricade through the walls.
>Other
>>
>>19499953
Try to take the intersection and use the barricades against the Orks.

If there are barricades in place already we should try to use them instead of writing them off.
>>
rolled 69 + 10 = 79

>>19499979
>>19499953

indeed grenade shock them out of position and rush them out of the positions.
that or blow through the walls.

blowing ourselves through the walls is always a solution.
>>
>>19499953

Use barricade against orks.
Use antifungal agents against orks, their internal organs have a variety of fungal components/symbiotes/whatever and this should hurt them badly if effective.

The AdMech or Iron Dragons may have some of these.

See if we can send a secondary force to secure the warp drive.
>>
planetARY GOVERNONor quest. high and drunk but I'll try guys.
>>
>>19500038
by the way., take the barricades.
>>
>>19500038
You could just come back next time.
>>
>>19499953
Keep the pressure up on them and blast behind them
Then we can pincer them and wipe them out quickly
>>
>>19500066
But I'm never here!. Besides, my typing isn't perfect, but can make some good calls while drunk!
>>
>>19500073
>>19499979

Seconding.

>>19499996
>blowing ourselves through the walls

No unnecessary casualties, please.
>>
>>19500113
This is the 41st millenium. Every casualty is nessecary.

But I admit the workforce can't really take losses. I still like just murdering them with explosives.
>>
rolled 59 + 10 = 69

>>19500113

i dont think there are unnecessary casualties involved in blowing up access ways through blockages and bulkheads. in any ways less casualties than storming machine gun boxes.

well unless you can rush them fast enough and keep them away from firing position with some shock waves- and the only thing we have is grenades (no arty.)
>>
>>19500206
I was mostly just commenting on the phrasing. Didn't like the sound of anyone blowing themselves through walls.

Send in the Skitarii and the murder servitors (now would be a great time to ask the AdMech if they brought in Praetorians) and all that if we find the need for it to break a machine gun nest or whatever. The Archmagos is going to be so fucking happy to recover that light cruiser if we get it that he won't mind a few people being dead the way our populace might.

This is assuming there's anything SUFFICIENTLY deadly to create political concerns. The very idea of having to triage who's on the front line this way is revolting.
>>
>>19500328
This is our side mission for archeotech though, we want to keep it away from their notice

Their mission for their ship should be kept in their focus s we can do our best sneakery and get as much for ourselves as we can
>>
>>19500328
i'd rather not involve the admech in recovering the archeotech device because of this:

>>19499400

they will get the light cruiser. lets keep the archeotech as a prize for ourselves and a second bargaining chip if we need one.

letting them have it or letting them know we have taken it right now will diminish it value.

as well as giving them the opportunity to gain access to it, and make it a joint recovery making it shared property by definition - we dont want that
>>
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>>19499979
>>19499996
>>19500027
>>19500064
>>19500073

On a fuzzy helmet-cam feed, you see you men position themselves for an assault upon a the miniature fortress of twisted scrap metal.

Soon, the first volley of grenades is launched, sailing over the crude barricades and sowing confusion and anger in the Orkish ranks. Then another falls, and another.

After the fifth volley, the other 1/3rd of the Strike Force that was busy preparing a series of demolition charges under cover of the noise of the Grenade volleys emerged from a bulkhead on the other side of the Barricade and launched its own assault.

Divided, and with additional forces fanning out to encircle the emplacement, your Officer on the scene calls for one unified grenade volley before the charge.

>Roll 1d100 +5
>>
rolled 59 + 5 = 64

>>19500432
>>
rolled 92 + 5 = 97

Let's show them some real WAAAAGH
>>
rolled 17 + 5 = 22

Charge!
>>
>>19500361
This is not how it works.

It's our system, any salvage is already ours as is the salvage operation, and the negotiations will happen after the op's done.

If anyone tries anything stupid like negotiating in the middle of the fight, all we have to do is train one lance battery on the cruiser buried in the hulk and another on the AdMech fleet's warp drive and remind them that the Iron Dragons are with us just now because of their sense of justice. If they don't stop being dicks right then and there, things will not go well for them.

If they get clever in later negotiations, look at previous accomplishments in negotiation:

-Got Ultramarines to drop a planetary claim
-Integrated angry vets into our military after they threatened to blow us up
-Got Sisters of Battle to move to the moon and cease agitating for mass conversion at the sword

I think we have a LOT of room to negotiate, considering we live on a planet fucking studded with archaeotech that would be at extreme risk if the natives got rowdy enough to necessitate an invasion. Daysimiri would quite possibly suffer exterminatus before bending to external influence at this point, and exterminatus might break precious DaoT tech - not to mention fuck up the biosphere of the planet which was created by DaoT tech and is likely holy to any Magos Biologis that comes near it.
>>
rolled 98 + 5 = 103

>>19500432
Lets blow them to bits, take the position, and the bridge , then move on. perhaps leaving a few men behind to man the fortification and monitor the bridge instruments for internal surveilance.
>>
rolled 20 + 5 = 25

>>19500432
Where the fuck are those anti-fungal agents? We're developing anti-ork bioweapons, god-dammit.
>>
rolled 53 + 5 = 58

>>19500481
>>19500432
most likely not ready for deployment yet. and not with the fleet.
>>
>>19500587
I was hoping we'd have some in storage, or the AdMech would.

Incidentally, if people second my idea of sending in combat servitors for the brutal and dangerous work that requires little forethought, please second the idea.

>>19500458
>>19500361

Final point on this note: they're AdMech, their explorator fleets are designed to scan for archaeotech. They probably know it's there and have since they got anywhere near the hulk, so we may as well just be up front about it.

If we're not, we take the risk of them raising our lack of scruples in negotiations and then we lose ground and give up bargaining chips to move forward.
>>
>>19500670
We aren't going out of our way to hide it but we aren't telling them it's there
>>
>>19500481

I don't recall you guys starting an anti-Ork bio-weapons project, but it's entirely possible that I just forgot about it.

You do have some Zombie-Fungus (Which isn't adapted to humans very well) under study though.

>>19500445
>>19500449
>>19500477

One of your Morale Officers feels the Emperors hand upon his blade and surges forward ahead of the main body of your troops with incredible agility, his chainsword seeming to glow with a golden light.

Your men charge forward under a ceiling of suppressive fire from grenade-launchers, an ID Terminator simply hacking a hole in the barricade once the wall is reached.

Once inside, your men prove that Kreig-pattern lasguns and Daysimiri marksmanship make a deadly combination, mowing down Greenskins by the dozen and spilling spore-infested blood across the floor tiles.

In a few moments, it is done. Every shot is true. Every grenade, even the blindly launched ones, land in the center of a tightly packed grouping of Orks. The Orkish weapons prove even more inaccurate and unreliable;e than normal, with only three soldiers receiving injuries from Orkish weapons.

A Nob about to wade into an infantry squad is stopped cold by every man in the squad stabbing him in the gut with their bayonets in perfect unison, at exactly the right moment. A fraction of a second later a grenade flies over the wall and lands in his open mouth, the explosion spraying the walls with red and green gore. An Ork Shoota' fires point-blank into a veteran officers face, the only bullet that hits him miraculously lodges in a piece of shrapnel imbedded in his skull years before.

Truly, the Emperor is with you this day.

>Barricades and intersection taken.
>The area has been secured, Strike Force Alpha leaving behind a holding garrison and continuing towards the bridge.

>Action?
>>
>>19500698
Still waiting on the Death Cult?

Let's keep the push up on the bridge, maybe reinforce our breaches in case of a counter attack.
>>
>>19500698
>Action?

Strike force Beta should be formed to secure, deactivate, and seal orkish warp drive while Alpha
causes a commotion taking the bridge.

Ask rogue techpriests from pirate vessels if they can do anything useful for you in terms of matters undertaken throughout the hulk to make the fight easier.

Ask the AdMech for use of combat servitors alongside Skitarii, particularly Praetorians if they have them (Praetorians being super-heavy combat servitors, size of a Space Marine, on tracks or mechanized legs, something of an answer to Chaos Obliterators but not really).

Ask the AdMech for anti-ork-fungal agent, not that I think they have one.

What's going on in the rest of the hulk?
>>
>>19500698
Push through to the engine room and see if we can get a lock on the archeotech device so we can head towards it
>>
>>19500730
Fistbump for an author of a good quest.

Seconding suggestions in this post, also.
>>19500774
Also seconding this, Strike Force Beta can do that on their way to the warp drive or after securing it.

We shouldn't deviate too far from our strategy of keeping the hulk here long enough to take it apart.
>>
>>19500824

You know what I hate? I hate 4chan going offline for 30 seconds and EATINBG MY HUGE POST FUCKING GRSHJDSHGDSFS GRRRRRRRRRRAAAAAAAAAAAAA

Please give me a few minutes while I re-type the goddamn thing from memory.
>>
>>19500945
Dammit, man, get notepad++ for post draftan or something. You're only going to make yourself cry tears of pure rage.
>>
>>19500945
It really is terrible.

I write everything in Word so it doesn't happen, and I can easily flip back to the decisions that've been made and the characters we've been introduced to.
>>
>>19500945
ALSO.

I was going to have some diswcussion threads about this quest in the coming week involving how to streamline things, like creating a five year plan with budget projections and chosen upgrades and crap like that.

That way you could maybe cherry-pick cool things to adopt into the quest, etc if you wanted, or just ignore us completely.
>>
>>19501071
That sounds pretty cool.
>>
>>19501071
ALSO.

I was going to have some discussion threads about this quest in the coming week involving how to streamline things, like creating a five year plan with budget projections and upgrades chosen in advance with yearly revisions and crap like that to help get the silly arguments out of the way.

That way you could maybe cherry-pick cool things to adopt into the quest, etc if you wanted, or just ignore us completely.
>>
>I actually had Notepad installed just for that very reason awhile ago, but completely forgot about it. Thanks for reminding me.

Your forces aboard the Ramma split to peruse several objectives some time ago.

Strike Force Delta is en route to the Engine Room, Strike Force Beta is heading towards the Comm Deck, and Strike Force Pincer is attacking the Ork-held barricades from behind while your main force in the area assaults them from without.

Arch-Magos Argot is initially reluctant to pull troops away from reclaiming their lost ship, but becomes suddenly enthusiastic upon hearing about energy signatures similar to a Dark-Age generator. He says the signature seems to be of a small generator that served as an independent power source for large and complicated machines. He agrees to send in a force of Skitarii and Servitors with Praetorian support.

They have a common Imperial fungicide on-board, but all it will do is control the spread of Spores.

>This segment is mostly in real time. The rest of the Space Hulk segment takes place over hours and eventually days of in-game time. If you want, I can "zoom out"and manage this bit just like the rest of the Hulk (IE: Location X on Ork Ramma taken, X Y and Z result. Ship X \17% cut free, etc). I just thought you guys would like a more hands-on section instead of you guys sitting around while I throw minor events, one-line descriptions, and percentages at you for a few hours.
>>
>>19501135
Will the fungicide be harmful to humans?
>>
>>19501153

Dangerous to unprotected humans in high concentrations. Fortunately, your PDF are wearing respirators designed to filter out Tyranid toxins, and the Void Pirates are also wearing masks.
>>
>>19501186
Lets go ahead and ventilate it throughout the ship. then.
>>
>>19501135
>zoom out
Nah, not necessary. However, if the rogue techpriests working with the insane pirates can use any of their tricks to help us out, we can ask them in real time.
>>
>>19501202
Well, it depends. Are we going to keep the ship, or just strip the generator from it? If we are, there's no need to use the fungicide.
>>
>>19501135
I like this tactical approach. Strat-sim is only fun for so long since we're basically just approving choices and waiting for writing.

This is more involved, and I have more fun with it.
>>
>>19501135
This hands on section is nice. We can switch to zoomed out once we have this under control
>>
>>19501224
Ork spores, man. If we don't kill them and make sure our men don't bring them back with them, we may have a problem. We also don't want them spreading through the rest of the hulk.
>>
>>19501224
IIRC ork ships cannot be piloted by humans because it is the orks innate psyker ability that causes the otherwise nonfunctional ships to work. However due to ork constructions ramshackle nature we might be able to salvage something.
>>
>>19501135
The hands-on section is good.
>>
>>19501202
>>19501211
>>19501224
>>19501229
>>19501239

Large amounts of the fungicide are being transported for use in Spore Control.

>Knew I forgot something when I was re-writing my Post:

The Rogue Techpriests/Hereteks agree to help, likely to try and win favor from you once the Arch-Magos has enough free time on his schedule to pencil in a few Servitor Conversions.

>>19501246
>Spreading through the rest of the Hulk

A bit late for that.

You can, however, take measures to safeguard your planet, fleet, and orbital installations from Ork infestation.

>>19501224

The generators are also Orkish in design. The Power Core detected was of the kind that was often installed inside large pieces of machinery as an independent power source, making it highly likely that it's simply powering something else.
>>
Task Force Alpha has reached bridge. However, it appears to be an Armored Bridge looted from an Imperial warship and will likely prove difficult to siege without Melta weapons on hand.

>Action?
>>
>>19501391
Can we pull back and direct ship-to-ship fire against it? Or maybe we can use our demo charges to separate it from the hull?
>>
>>19501391
What sort of resources do we have available? I don't want to be redirecting people from their jobs and making a mess of things.

Can we explode our way in with charges? Or maybe the AdMech dudes can hack it open?
>>
>>19501391
Get techpriests, rogue or otherwise, to walk us through subverting it if possible.

>Melta weapons
We have Skitarii, spec forces, and Space Marine terminators, and nobody has melta weapons with them?
>>
>>19501391
If it is imperial in design then we have the advantage in knowing the layout

Contact the ID commander and ask the best way to storm it
>>
>>19501398
>>19501399
>>19501406
>>19501420

Out of ammunition. Task Force Alpha has been doing a lot of Bulkhead-cutting and Fortification-busting recently, plus a high number of Ard' Boyz. Powered Armored Nobz, and an absurdly high number of Cyborks. The Meltas have been getting a lot of use and resupply is a ways behind them.

The Bridge is just under the Hull at the front of the ship, but is also imbedded in the side of one of the Frigates, which will have to be cut loose before the Bridge can be targeted.

Strike Force Alpha has several Melta charges left, and enough suicide-Servitors to rush the blast door and take it down. The entryway will still remain a defensible choke-point, and it will require most of the remaining charges to break through the door.
>>
>>19501488
Get the techpriests to hack some locks for us, if they're nearby. Otherwise seek a secondary/flanking entrance and secure the way to resupply.
>>
>>19501488
We've taken down a lot of warp engines, this hulk has to be a long ways from making re-entry. I think we can hold back and let the resupply teams move up. It'd be devastating if an enemy counterattack hit while we were so far away from supplies.
>>
>>19501510

Roll 1d100 for hacking attempt.
>>
Damn I'm getting tired, forgot my trip.

Roll 1d100 for Hacking.
>>
rolled 87 = 87

>>19501537
Hack them doors
>>
rolled 14 = 14

>>19501537
Rollan.
>>
rolled 66 = 66

>>19501537

Rolling!
>>
>>19501567
Fucking tgdice.
>>
rolled = 0

Hacking.
>>
>>19501615
GOD DAMMIT WHY???
>>
>>19501615
D00
Rofl
>>
>>19501563
>>19501567
>>19501578

Fortunately, the crude manual lever-mechanism the Orks installed to replace the irritatingly tiny buttons that were needed to open the door did not actually remove the button-operated controls.

A Servo-Skull advances across the floor of the hallway on small metal spider-legs, dragging a long cable behind it. It darts from cover to cover, keeping rubble between it and the Orks operating the looted Assault cannon-Autocannon monstrosity that pokes out of the firing slit, eventually working its way up to the bulkhead.

Here it runs into a problem: Its legs were not designed for climbing. After unsuccessfully trying to scale the battle-scarred metal for several minutes, the Techpriest controlling it spends nearly half an hour walking the Servo-Skull through the process of converting itself back into anti-gravity mode before it finally extends the snakelike jack into the panel.

The door slides open, and the surprised Orks are obliterated in a storm of weapons fire.

How do you proceed?

>Servitors in first
>Astartes in first
>Terminators in first
>Spec Ops in first
>Armsmen in first
>Honored Brother Ironfist in first (May have some trouble fitting through the door)
>Other
>>
>>19501663
Servitors first with honorable brother ironist bringing up the rear

Spec ops stay with the rearguard and astartes follow up the servitors
>>
>>19501663
Servitors fisrt, some skitarii and an IG spearhead, some spec ops if they're useful inside, but also ARMSMEN who may know more about the bridge because they work on ships and it is a ship component.

If the Honored Brother is a dread, he should hold the rear position because getting charged from behind by orks while clearing a bridge is bad news and dreads kick ass.


>>19501674
Seconding more or less.
>>
>>19501674
Seconded
>>
>>19501693
>IG spearhead
Iron Dragon spearhead, durr.
>>
>>19501693
>>19501674
Your men surge onto the bridge after the initial wave of Servitors alongside their Skitarii allies, followed closely by the ancient Warriors in Ceramite that they have fought alongside from the depths of the sewers beneath your Capitol, to the hellish streets of Raiders Grief, to the deadly and maze-like corridors of this very Space Hulk. These men are prepared to take on any challenge that the Greenskins can throw at them.

Unfortunately, they are not greeted by typical Greenskins.

In a massive Orkish throne that hums with the crude and often insane techno-magicks of the Orkish Mekboyz, sits a Behemoth in green. His posture has been altered, more human-like than the apish creatures that most Orks are, with very little of the typical hump. His body is covered in mutated spines and large numbers of cybernetic enhancements. Theses implants seem top be of standard Orkish make, but more...Refined somehow, as if a Techpriest had fixed them up as best he could after the fact.

His Mega-Armor is the same, and appears to have been grafted into his tough, rhino-like skin. What little of his face can be seen behind the crude implanted Respirator , full helm, and Cybork eyes seems almost...bestial and canine in appearance. He stands up from his throne, a dozen tentacles that were plugged into the machine extract themselves and thicken, producing venomous bards three inches long and extending bladed tips, producing deadly flails. His arms appear to be surprisingly unaugmented considering the rest of him, lacking the Big Gunz or Power Klaws normally attached to such a high-quality suit of Mega-Armor. The variety of oversized weapons hanging on his belt suggests that he prefers variety and adaptability over raw power, likely because he already has plenty of that to spare.

>CONT
>>
>>19501761

Behind him appears the Mob. A collection of normal Boyz whose presence is overshadowed by the Huge, muscular Squigs, large, mutated Cyborks, and monstrous Orks that would appear similar to the apparent Warboss at first glance, but upon closer inspection look both clumsier and somehow cruder than the Beast upon the throne, bearing far fewer mutations and implants, and evidently lacking in intelligence despite their huge size, as they are lead by Runtherdz on leashes and carry no ranged weapons even as they tower head and shoulders over the apparent Warboss.

Once the shock of the initial glance passes, it becomes apparent that this mob is both more heavily augmented than even the wealthiest Deffskullz Mob, and are even larger and more hulking than the Goffs despite the modified Blood Axes symbols scattered across the Bridge. These Orks are also obviously hopped up on some very high quality combat drugs, which are both somehow affecting Orks and not propelling them into an instant mindless blood-lust. What's more, they hold their weapons like someone who has actually practiced with a firearm a bit. Not anywhere close to truly disciplined, but certainly not a wildly firing tide of green beasts either.

The Gretchen and Snotlings have been changed more radically, their heads having grown huge to accommodate row after row of razor-sharp teeth. They are literally foaming at the mouth to enter the fray, a far cry from the cowardly, sniveling creatures that are normally dragged to the front of a Waaagh!!! Somehow, the unnaturally silent Runtherdz seem to be keeping their charges in check without the use of the nasty glass-imbedded whips carried in their hands.

>CONT
>>
>>19501823

>Sure it will definitely help a lo

Finally, the Warboss steps forwards towards the door of his abode, his mechanized voice crackling harshly across your ears, but also using amazingly correct grammar, although the occasional slip back into the normal Orky dialect suggests that this manner of speech was practiced:

"Ere' at last, I was beginnin' to think you wouldn't show. Good thing, though, or else I wouldn't have ad' the time to finish upgrading my best Boyz."

"You might be wonderin' what you're looking at: You are looking at da *future*, the future of the Orks, and the future of the whole zoggin' Galaxy. It's too bad that this Hulk didn't just spend a month or two longer on its way here, or dis' ere' siu- situaua-, *SITUATION* would have been very different."

"You've gotten a lot farther than you should ave', but then you haven't met Fang either. Your ride's over, Umie'. Time to die."

>Orders?
>>
>>19501919
If anyone has a haywire gun it needs to be shot until it melts, because EMP is awesome.

EMP weapons need to be brought to bear. Get that Dreadnought in here, he has something worthy of his power level to murder.

Iron Dragons with meltas and flamers to the front behind a moving screen of kill-servitors. We'll fuck up their morale and melta their warboss or targets of opportunity.

Snipers to roosts. Skitarii supporting IG in close combat. Special ops taking on targets of opportunity and securing the rear so our supplies can fucking get delivered.

And tell the techpriests to try to fuck with their bionics. This is a good time for some Rites of Fucking With Bionics and so forth.
>>
>>19501964

Fang unholsters a massive Orkish plasma weapon and destroys a Praetorian in three disturbingly well-aimed shots, but by this time your forces and their allies are already on the move.

>Roll 1d100 for Combat
>>
See if the techpriests could rewire their bionics into attacking the other orks. Also kill the Gretchin and Snotlings first.
>>
rolled = 0

Rolling for combat.
>>
>>19501919
What is this, a mad Dok? Let's show him the future the Emperor has planned for his Orks...

Meltas everywhere, with techpriests hacking the bionics and making their machine-spirits rampage with viruses and scrapcode. The Space Marines should lead the charge, Imperial Guard and Skitarii following behind with their heavy weapons.

And get the dreadnought in here, like he said.

I'll upload the planet rar to mediafire.
>>
rolled 54 = 54

>>19502026
Lol i'm tired and I rolled a 1d00 again. Real roll here.
>>
rolled 60 = 60

>>19502009
I hope this roll is better than the ones that happen in my quest.
>>
rolled 98 = 98

>>19502009
Bit late to the party but going afk for dinner does that
Now let's show these abominations of abominations the emperor fureah!
>>
rolled 93 = 93

>>19502071
Nice roll.

>>19501919
Jesus Christ, this took a long time to upload: http://www.mediafire.com/?px6wa79nhvwa9g7

If you've got something that can read psd, you'll find a template in there that you can modify.
>>
>>19502038
>>19502056
>>19502092

These Orks may be a cut above average, but your troops more than prove human superiority in discipline and marksmanship. Unfortunately, the Orks also prove their superiority in durability and melee combat.

The Techpriests find it surprisingly easy to hijack the Orks implants, it seems almost as if they were re-designed around STC technology. This wreaks havoc in the Ork ranks.

Fast action by the heavy flamer soldiers in the Combined Force prevents your soldiers from being overwhelmed by a swarm of ankle-biters, as PDF, Skitarii, and many, many Iron Dragons flamers sweep the onrushing horde of sickly fanged mouths on legs, burning them to a crisp.

Fang fires his oversized Plasma weapon until it nearly melts down (Since it was an Orkish weapon, that means about six shots), resorting to punching through Praetorians and physically picking up and throwing Terminators before Ironfist finally squeezes his bulk through the door and stares him down.

Brother Iron fist soon makes his entrance known, bringing down two of the hulking monsters and eliminating dozens of Orks within seconds, visibly turning the battle in your favor before breaking off to engage Fang in single combat.

What turns the odds further in your favor is an inventive Spec Ops Veteran and a young Pirate Heretek turning the combination Autocannon-Assault Cannon on the Ork hordes.

>Action?
>>
Kill the boyz, save the warboss. We should find out how it's been corrupting human technology to suit it's purpose. Then kill it.
>>
>>19502159
Focus fire on the Warboss.
>>
Stay out of the single combat and focus on the boyz.
>>
>>19502179
>>19502182
>>19502197

While the massive Warboss is a natural fire magnet, especially for the less disciplined Void Pirates or Servitors with independent auto-targeting, most of your soldiers focus their fire on the swarm of lesser Orks, seeking to cut off the Warboss from mob support.

>Roll 1d100
>>
>>19502159
Break their morale using whatever means presents itself.

Support Ironfist in killing warboss, maintain your momentum if possible, MAINTAIN ACCESS to the supply line, fucking REARM when they bring you your melta ammo.

Do not give an inch. Kill their smartboys. Cover your flanks. Keep them at arm's length with flamers and servitors.
>>
rolled 2 = 2

>>19502230
Rollan.
>>
rolled 36 = 36

>>19502230
>>
rolled 41 = 41

>>19502230
Rolling.
>>
First the chaos warband fuckup, now this. I should bash myself senseless next time I think about rolling /tg/ dice ><
>>
>>19502230

Cripes, this is shoddy rolling.
>>
rolled 18 = 18

>>19502230
Leave none standing
>>
rolled 100 = 100

>>19502291

doh
>>
rolled 94 = 94

welp, here goes
>>
>>19502298
>>19502296
Guess we may have a chance after all.
>>
>>19502245
>>19502248
>>19502250
>>19502252

As quickly as you can taste sweet Victory, it turns to ash in your mouth. The Orks manage to break through the killing field of highly accurate weapons fire, engaging your soldiers in bloody melee. While the Door Gun continues to make a difference, it does not have infinite ammunition, and even a lot of firepower can only do so much.

Oblivious to the changing battlefield dynamic around them, Fang and Ironfist continue their Epic struggle. Both are heavily damaged, although Fang recently gained the upper hand by ripping off Ironfists ranged weapon, which he was using as a club after running out of ammunition.

Your forces at the barricades are finally victorious, and fresh munitions are on their way. Whether they will get there in tome remains to be seen...

>Action?
>>
>>19502296
What. Let's hope Gameroom is refreshing the page.
>>
>>19502306
Pull our infantry back behind Servitors, use liberal doses of fire to push the Orks back.
>>
>>19502328
Seconding.

If the techpriests can get cyborks to shut down temporarily, this would be a good time to try it.
>>
>>19502328
Sensible option, if we have any Astarte reserves now is the time to throw them in.
>>
>>19502296
>>19502298
>>19502328
>>19502338

Just as swiftly, the Tides of War once again turn in your favor, as a cordon of Iron Dragons manage to form a solid wall behind close-combat Servitors, using their bolters and under-slung flamers to push the Orks back to a safe firing distance, the humans using the crude scaffolding erected across the bridge for one reason or another to pour withering fire down onto their foe.

Brother Ironfist recalls a battle from a campaign against a heavily entrenched force of Iron Warriors, and the Chaos Dreadnoughts that he fought there. Filled with inspiration by memories of enemy close-combat tactics, he electrifies the jagged metal in his arm stump and stabs Fang in the chest, the torn Admantium piercing clean through his armor.

Your Techpriests experience a breakthrough back in the hallway, discovering a way to simply shut down the vital functions of Cyborks with many neural-enhancements, taking out a good chunk of some of the enemies most effective fighters.

>Orders/Actions?
>>
Whoa, i remember part two of this. Didn't realize i missed so much.
>>
Kill any surviving boyz but leave the warboss alive for questioning. We need to find out where he got the cybernetics and what he means by "future of the orks and the galaxy".
>>
>>19502386
Let's kill all of them at once. It'll be hard to capture the warboss, and I don't want to deny the glory of the kill to Ironfist.
>>
>>19502404
>>19502386
Mop up, secure fang if possible, but put him down if he's too dangerous to contain.

Secure that Archeotech ASAP and scrap the Ork warp core. Keep ALL technically proficient Daysimiri and Iron Dragons on the alert for ANY items of interest, quarantine all finds.
>>
>>19502386
>>19502404
>>19502410

>Roll 1d100, probably for the last time.
>>
Slaughter them
We will get nothing from interrogating the greenskins and the magos biologos of the exploratory fleet will be able to tell us if there is anything atypical of orks from an autopsy

Let brother Ironfist claim his victory then have our men spread out and mop up the remaining orks while we look for and remove the archeotech generator to our ship for scanning and possible repair
>>
rolled 50 = 50

We are master POW taker.
>>
rolled 41 = 41

>>19502422
For the EMPEROR.
>>
rolled 26 = 26

Purge dat xeno scum. Purge it good.
>>
rolled 57 = 57

>>19502422
Kill the Orks.
>>
rolled 8 = 8

>>19502422
Rolling.
>>
rolled 68 = 68

>>19502422
Well, we can't roll for shit now.
>>
rolled 42 = 42

>>19502422
Lets get lootin!
Beat the orks at their own game
>>
>>19502428
What is this I don't even okay.jpg

We can probably learn useful things from dead orks, interrogating living ones can get messy.

Also a clean victory will bind our forces together to a greater degree.

And, of our original force of 5K spec ops and however many armsmen and ID marines were involved, how many are dead?
>>
The final battle is fierce, bodies coat the floor and blood hangs thick upon the air.

Brother Ironfist finally vanquishes his foe, having lost both of his legs and missing huge chunks of his body, he succeeds in finally ripping his enemy in half, landing on top of it in the process.

The Orkish abomination begins to laugh as an inconspicuous device on the front of his armor begins to flash and beep:

"HA HA HA, jokes on you, Umie', I pl\PLANNED fer dis'."

The beeping intensifies, as reality begins to warp around the Warboss. At this point, the device sparks and fizzles out in a puff of smoke.

"Oh Zog I-" is all Fang manages to get out before Ironfist nails him to the floor by smashing his powerfist into the Orks chest.

"STAY."

You have won the day, but at a cost. Of the 500 soldiers in Strike Team Alpha, 150 lie dead. Casualties were lighter among the Skitarii and Astartes, but even there blood was spilled.

Casualties throughout the entire Space Hulk are much lower, mainly due to the lack of pitched, close-quarters battles with "upgraded" Orks, but the total number is still unknown.

Strike Forces Delta and Beta are engaging enemy forces at their objective, who appear to be losing what little cohesion they had as the death of their Warboss weakens the Waaagh!!! field that holds them together. Your other forces are taking the ship piece by piece.

Meanwhile, the AdMech have traced the power signature of that piece of Archaneotech. It appears to be in the last p[lace you would have thought it would be: The Squig Pit.

The day is your. But the question remains, what exactly is it that you have won?

>And thus we end for this week. Same time, same place, probably more politicking and overweight rich people and Techpriests than action and mutated Orks and cyborg Squigs.
>>
>>19502549
Excellent quest-runnan tonight. Take care, Gameroom, see you next week.
>>
>>19502549
Nice work game room, I am off to catch up on the threads I missed of this

Have a good weekend
>>
Good show!

Though to be honest I am looking forward to getting back planetside and ensuring everything is secure. We've gained a lot of very powerful allies (and this is a good opportunity to get the Mechanicus onside) but I think we need to work harder at securing the favour of the populace.
>>
nice. i was out for about 4.30 h and it seems the quest is over. although i am saddened the techpriests were involved, as now they will want the archeotech and we cant use it as a hidden ace.

i really dont like that, Editor.
sure they would have know about some readings, but without certainty about what it is, it could have prooven usefull to lure them ot more favorable terms for ourselves, considering we have our own Engineering and Scince department.

also, in the update snippets should i assume techpriests meant - Admech fleet techpriests, rogue/hulk techpriests, now under our banner, or our some from own engineering core?
>>
>>19502671

>techpriests involved
I hear you on that one, man, and I agree, but it was out of my hands several threads ago when someone said to contact the AdMech after finding that first DaoT STC printout or whatever.

As soon as we did that the cat was out of the bag. And as for a
>hidden ace
Well, we had an explorator fleet in-system that was likely configured to scan for archaeotech.

Our strategy has to shift from telling them we don't have it, which will get us marked as hostile to the machine cult and just make them pissed off when the on-world techpriest presence verifies that we're dishonest, to something else entirely. Which I won't reveal until next thread to see if I can keep the Gameroom on his toes a bit.

>i really dont like that, Editor.
>sure they would have know about some readings, but without certainty about what it is, it could have prooven usefull to lure them ot more favorable terms for ourselves, considering we have our own Engineering and Scince department.

Consider what other means we might have to force favorable terms and hold off the AdMech forcing us into compliance.

>also, in the update snippets should i assume techpriests meant - Admech fleet techpriests, rogue/hulk techpriests, now under our banner, or our some from own engineering core?

For what it's worth, every time I mentioned them I was talking about the rogue techpriests who were with the pirates onboard ship except when asking if anyone brought praetorians or making references to the Explorator fleet.

We should keep the rogues and hereteks around and try to add the less dangerous ones to our engineers, the ones whose tech-heresy was 'share technology with non-AdMech people' or the like. We may be able to duplicate some of their bionics and truly have our own AdMech if that hasn't happened yet.
>>
>>19502779
>>19502779
no, no I was totally and entirely for showing them the ting, but without them knowing what it exactly is, until they agreed to a joint research of it, or something like that.

it would have made them more compliant considering our technological independence situation.

it also would have made research results useful in quest time, perhaps in a decade or so (so ten one year skips) which would be by then us buying the next tech level perhaps and allow us to replicate the findings.

with the techpriest and the rogue techpriests induced into our own engineer core it could heve been made a interesting thing.- still can be , but the disfocus on it by the AdMech was a good bargaining strategy. now that they have eyed it as well- dunno, it will be a small bit harder sell, but i usually try to go for the best negotiation position, it is what i am getting schooled for after all.

also bugger, for the last four or so threads i forgot the nick.
>>
nice one.

perhaps a encore this evening?
>>
a encor would be nice indeed about now..
>>
hopefull bump
>>
well not today. next week perhaps.


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