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Prevous Thread- >>1091845

You are Alexander Pallas of House Pallas, an ancient, struggling Rogue Trader dynasty. Fortunately, you've recently come into some good fortune that is sure to change that: exclusive exploration rights of a hundred systems in the Veiled Region, a cluster of thousands of stars on the edge of the galaxy. You have already managed to bring one system of humans (members of a socialist state called the Ambarian Worker's Collective) into the light of the Emperor (and the pockets of your House) through the conversion of its Supervisor to the Emperor's Light. Unfortunately, loyalist elements were able to warn the larger Collective of this betrayal and sabotage their devices in their "Pre-Crime Department". Fortunately, their ships are primitive, and without Navigators, so you have some time before their navies arrive to attempt to retake the system. The populace (for now) thinks only that the Collective and Imperium are "making overtures for a greater alliance", blissfully ignorant of your shadow rule. You've spent most of the past week mixed between reviewing the documents left by the previous owners of your ship, the Absolution; practicing fencing with a training-servitor; and having some corrective optical surgery done by a crack team of Othhite medicae.

You are currently in your planet-side study with your butler-cherub, Roger, fitting you for a new suit in stylish greys, to fit in better with the local fashion while still maintaining your regal fashion. A stack of documents rests on a nearby table; a report from Planetary Governor (formerly Oversupervisor) Karlyle about the Otthaw's system's riches.

>Look over the files

>Call an officer on your micro-bead (Which one? About what?)

>Contact your teleportarium and teleport aboard your ship

>Write-In
>>
>>1117792
>Look over the files
>Call an officer on your micro-bead (Which one? About what?)

Father Walpurgis, check in on his estimates or expectations for conversion to the Imperial Creed
>>
>>1117813
supporting
>>
>>1117792
>>Look over the files
Let's look over what we've got.

>Write-In
We should call a general meeting with our officers, Karlyle, and some leading members of the system leadership.

We should look into strategy for undermining other systems of the collective, see if we can't bring others to our side.
>>
>>1117813
Supporting
>>
>>1117792
>>Look over the files

>>1117813
this is good
>>
>>1117818
This.
>>
>>1117792
Both of these >>1117813 >>1117818
>>
>>1117818

What we'd need is dossiers on the ship types of the collective fleet.

The size of the docking ring suggests that its going to be much smaller than us, possibly destroyer sized at most but knowing how their weapons work would be good.

Theres also the possibility of adding their fleet to our own since we can easily teleport our boarding parties onto their bridges and shutdown their operations.
>>
>>1117839
Seconding this.

Huzzah for colonialism.
>>
>>1117848
>What we'd need is dossiers on the ship types of the collective fleet.

True enough. Without a doubt our ship is superior to anything they can muster, but even so I'm sure we're quite outnumbered. Safe to assume they have shielding, which will hamper our ability to make use of our teleporter.

Reason why I say we should at least try and sow some dissent in their ranks.

What's going on with that debris field?
>>
>>1117889
>Reason why I say we should at least try and sow some dissent in their ranks.

Always a good thing to do. If they don't have void shields, teleporting bombs to areas of the ship and then broadcasting a call to arms would probably make their shipboard commissars go mad with blamming.
>>
>>1117813
You take a look at the dossier as Roger begins work on the suit.

The Othhaw system consists of four worlds of major strategic value: Othhaw itself, a large, high-gravity world valuable mostly for being a habitable world where food can be grown (All but the very straps of exploitable industrial minerals have been mined already, and the supplies of radioactive materials on-planet would last maybe a decade of mining). The larger of Othhaw's two moons is more exploitable, with rich mineral deposits mined by a colony of slave-laborers consisting of the system's undesirables, who are sent there to be worked to death under the boiling-hot world's thin, acidic atmosphere. A sub-section goes into the geology and ecology of Othhaw proper: you set this aside for now.

>Othhaw:
>Industrials: 1
>Radioactives: 28

>Othhaw-1:
>Industrials: 63

Three planets in the system are designated mining worlds by Collective documents. Mining World Alpha is a small, low-gravity planet with an unbreathable atmosphere. Enough minerals to sustain a mining colony are buried in the planet's soil, but the planet itself has remained undeveloped as of yet. Mining World Beta, on the other hand, is all but stripped of minerals: the mines on the planet were shut down over a century ago, as the remaining deposits were deemed too deep to effectively mine. Mining World Gamma, the outmost planet in the system, is rich in minerals: mostly industrial, but with traces of others. Mining operations were under construction at the time of your arrival.

>Mining World Alpha:
>Industrials 65

>Mining World Beta:
>Industrials 15

>Mining World Gamma:
>Industrials 158
>Ornamentals 17
>Radioactives 31

The asteroid belt surrounding the planet, unimaginatively named The Belt, is filled with radioactive minerals: mining these minerals was the system's primary purpose. Mining operations were centered around a station located near the ship wreckage, which apparently "just turned up" one day. Descriptions of the ships found include Imperial, Chaotic, Ork, and Eldar designs, most of which were little more than scrap. One of the Imperal and Eldar ships sounded like they were in salvagable condition, however.

>The Belt:
>Industrials 18
>Ornamentals 5
>Radioactives 112
>Xenotech 162
>Possibly Salvagable Firestorm Frigate
>Possibly Salvagable Eldar Hellebore


The system's manufacturing center is located on a moon above Mining World Beta: ready to receive the raw materials of the system and refine them. A Strategic Uranium Reserve and Nuclear Test Site are also in the system, but are held by Collectivist forces.

You put a call through to Father Walpurgis, asking about the rate of conversion: "We really aren't equipped for that in our present state, Lord-Captain. Most of my priests are Ra'tyn, and their... unique beliefs may be off-putting. We should return to the civilized world before we think of such things."
>>
>>1118138

>Reference Ecology and Geology documents

>Return to the Absolution

>Talk to Officer/Planetary Governor/Clan-Lord (about what?)

>Visit another planet in the system (Which one? Why?)

>Set off for another system in the sub-sector

>Set off for Port Iridescence

>Other.
>>
>>1118147
>Set off for the 'belt' to look over the Imperial and Eldar ships that sound salvagable, while seeing if we can get contact with those 'Merc's to bring them in and be ready for a 'counter' invasion.
>>
>>1118147
>>Talk to Officer/Planetary Governor/Clan-Lord (about what?)

Karlyle, about swaying other systems/the collectivist forces in our system to our side.

and then, look into salvage.
>>
>>1118147
>>Reference Ecology and Geology documents
I'm interested on the impacts of higher gravity on the population.
>>
>>1118147
>>Talk to Officer/Planetary Governor/Clan-Lord (about what?)

The New Planetary Governor and his staff, Casmirre von Golgoth, Three-Shots" Marsen, Harald Lion-Beard, Elder Locke, Magos Nikola.

Call a war conference. We need to know the possible composition of the enemy fleet and exactly how long it will take for their ships to arrive, their armaments and potency.

The Magos and our master at arms should also take a look at the inventory of the locals to see how much of advantage our Mercs will have over the incoming army.
>>
>>1118179

Supporting this, we need to be ready for it when it comes
>>
How do we go about proving our loyalty to the Officio QM? Or will it be a companion quest sort of thing

>in b4 it's Snake Runner
>>
>>1118179
I'll switch from just karlyle to a war conference
>>
>>1118188
They'll step forward when the time is right (meaning soon™).
>>
>>1118188

I'd imagine it'd it based on our general conduct beyond the borders of the imperium.

Spread the word of the Emperor, bring back planets into the fold of the Imperium, do not consort with traitors and heretics (aliens get a pass since thats already within our remit), work to the general benefit of the greater Imperium all while turning a profit.
>>
>>1118157
>>1118165
This
>>
So is Occultist Quest dead?
>>
>>1118195
>>1118182
>>1118179
(Oops! Forgot to mention a planet!:
>The Flooded Strand: a strange, watery world that has yet to evolve life more complex than microbes, located in the Belt. Wreckage from the shipwrecks has fallen all across the surface, where salvage teams have been picking for parts for years.
>Industrials 185
>Radioactives 34
>Exotic Materials 97
>Archeotech 22)


You assemble Karlyle, Carmirre, Marsen, Harald, Elder Locke, and Magos Nikola into the meeting hall where, not a week ago, you won this planet by a display of superior technology.

"Gentlemen: in a few... months, perhaps? The full force of the Ambarian Worker's Collective will bear down on this system. Now, for the Imperial Navy, this would be no problem. We are not the Imperial Navy. We have one ship. So, I need to know: how mighty is the Ambarian Army and Navy, and are we ready for them?"

"My Lord, we-I mean, the Ambarians- currently have seven dedicated ships capable of faster-than-light travel. Four of these are armed troop conveyors, each capable of moving tens of thousands of soldiers across the stars. The other three are smaller than your ship, but highly manuverable. I belive they would fall within your Frigate class. I must confess I do not know the specifics of their weapons, but we have developed laser, plasma, and solid-shell weaponry for void combat."

"I've been checking the functionality of our cannon, sir! Everything's good, we are combat-ready!"

"+++I HAVE CONDUCTED AN ANALYSIS OF PLANET-SIDE WEAPONRY. SURFACE-TO-ORBIT MACROCANNONS ARE PRESENT, AS IS AN EMERGENCY VOID SHIELD SYSTEM AROUND KEY STRUCTURES. OTHER TECHNOLOGIES ARE WOEFULLY UNADVANCED: AUTOWEAPONS ARE USED OVER LASER PATTERNS, AND MELTA TECHNOLOGY IS LACKING. ESTIMATED TIME UNTIL CONQUEST BY ENEMY FLEET UPON SIEGE INITIATION: 9 MONTHS. ESTIMATION NOT USING METHODS PROSCRIBED BY CARMIRRE VON GOLGOTH:: 2 MONTHS.+++"

"I'm afraid I have to agree, Lord Pallas. My men have done an audit of strategic reserves and musters, and this planet simply isn't suited for a long-term siege. Yes, the planet is rich in natural edibles, but many of them offer a good chance to eat YOU instead. In addition, urban constructions are not up to Imperial standards for siege warfare, and their army lacks the guard's rigor of training."

"Give me time, my king. I will beat these men with the hammer of pain on the anvil of discipline, and they will be your swords!"

"Poetic affectations aside... we must consider what the Tactica Imperialis says about this situation: when strong, pretend you are weak. When weak, pretend you are strong. Always conceal your true numbers and position from your enemy, and you will never lose a battle. Besides, by the calculations I have made our Astropaths and Navigators run, we have about 8 months until the fleet arrives: enough time to amass significant strength."
>>
>>1118461
Basically, yeah. Combination of me running out of ideas and general steam running out in the thread itself =( How did you figure me out?

>>1118499
>Locke, do we have any clue about when our mercenaries will arrive?

>Magos Nikola, can you bring the equipment of these people up to Imperial par?

>Harald, train these men, and train them hard.

>Write-In
>>
>>1118504
>>Locke, do we have any clue about when our mercenaries will arrive?
>>
>>1118504
You posted under the trip
>>
>>1118504

>All three

Plus

> Prepare expeditions to the water world and the wrecked ships - we're looking for ones we may restore in time to use, or failing that, vortex torpedos or archaeotech.
> Prepare a spoiling attack! Rather than let them come to us as a coordinated group, we shall go to them and engage them piecemeal. We may even catch them at anchor.
>We should have an edge.Build fission weapons from the material hereabouts and teleport them into their ships.

Because fuck you, thats why.
>>
>>1118504
>Magos Nikola, can you bring the equipment of these people up to Imperial par?
>Write-in
"If we intercept the troop transports, then we won't have to worry about the groundside fighting.

>Occultist Quest
That's disappointing. I was really liking Redd, even bailing him out of bad situations that stupid decisions that were out of character for his intellect got him into.
>>
>>1118504
>>Write-In

Magos, Casmirre, we have preliminary information that there is a salvagable Firestorm Frigate in the asteroid belt, how long might it take to restore her to readiness and can we spare enough crew from our ship to crew her effectively. A rough estimate will suffice.

Hand them what data we have on it.

>>Harald, train these men, and train them hard, do your best to reinforce what defensive structures you have.

>>Locke, do we have any clue about when our mercenaries will arrive?

Sev, how long was the transit time from Port Iridescence to here?
>>
>>1118522

I forgot.

>Do they have fighters or bombers, or are they equipped to fight them? Ours may be an advantage.
>>
>>1118504

Also

>>Write-In
"Karlyle, do your vessels come equipped with void shields?"
>>
>>1118526

Might be kinda rough getting some of our crew to work on another ship.
>>
>>1118525
So was I, anon. I may post storytimes of his IRL crew's continuing stories in a pastebin. Just ended up kind of running out of steam, both on my side and the low number of dedicated posters.
>>
>>1118547
The problem was each thread was too slow paced to meaningfully interact with.
>>
>>1118550
Honestly there are other quests that are just as slow, and have lulls in the number of posters.
>>
>>1118545
Imperial systems should be fairly standard and we mostly need engines and weapon systems online at minimum.

Whats more the native dont appear to have lance weapons. This gives us a decisive first strike/long ranged capability that they cannot match and we can force the frigates to accelerated to intercept us before we engage the troopships, allowing us to dictate the battlespace.
>>
>>1118562
>Imperial systems should be fairly standard and we mostly need engines and weapon systems online at minimum.

It's more getting the clansmen to leave their home and work on another ship, figure that might present some issues. Of course, I'm sure they might be convinced to do so temporarily.

Fully crewed a firestorm takes 25k men, we're already short several thousand men. Not sure how many we could even spare. Of course, may yet be able to train up some crew from the system planets.
>>
>>1118511
>>1118522
>>1118525
>>1118526
>>1118528
>>1118537

>Locke, do we have any clue about when our mercenaries will arrive?

"Our current projections put arrival dates anywhere between two and four months, Warp conditions prevailing."

>Magos Nikola, can you bring the equipment of these people up to Imperial par?
"+++GIVE ME FULL CONTROL OF THE MANUFACTORA AND ACCESS TO ALL MATERIALS, AND SOME OF THE WEAPONRY ABOARD THE SHIP. OMMNISSIAH WILLING, I WILL ATTEMPT TO HEAL THE SOULS OF THEIR MISGUIDED MACHINE-SPIRITS.+++"

>Harald, train these men, and train them hard.

"Understood, Sir! They will not disappoint!"

>Do they have fighters or bombers, or are they equipped to fight them? Ours may be an advantage. How about Void Shields?

"We have force-shields, yes. No fighters or bombers that I know of, though: we haven't solved the depressurization issue."

"Good. Get this planet ready for war."

>Dismiss council

>Bring up other issue (what?)
>>
>>1118570
>What can be done about the other worlds in system to bring those men into support us?
>Where are the Communes shipyards at?
>What type of normal fleet invasion is followed up here?
>Where is the most likely path of them arriving so we may ambush them?
>How do we win the hearts and minds of the people on the planet?
>>
>>1118570
>Bring up other issue
Salvaging and restoring ships and archeotech to provide us with a squadron instead of just a single ship (and that means we get to become a Lord-Commodore and get an even bigger, fancier hat).
>>
>>1118570
The salvage questions in>>1118526
>>
>>1118570
>>Bring up other issue (what?)

Convincing the other collective forces in the system that they need to join with us.

Far as crewing that firestorm, pretty good place to draw some crew from would be those undesirables enslaved for mining. Grab some of those and some others from the system and train them on board the Absolution.
>>
>>1118612
When their fleets are destroyed they won't have much of a choice.
>>
>>1118629

While true, it could mean extra manpower.
>>
>>1118636
A handful of destroyed ships leads to a handful of systems under our control.
>>
>>1118636
I think it best to avoid conquering too many other areas. We can avoid colleteral damage to the other mining facilities in the system. And if we wanted more bodies, we could easily take them from this planet, where they believe they are still under orders from the collective, instead of a recently subjugated outpost/station.

It reduces the chances for any sabotage. The rest of the outposts will fall naturally once the fleet is gone.

The only ones that might be critical to secure beforehand would be the nuclear test facility and the asteroid belt with our derelict ships.
>>
>>1118658
>A Strategic Uranium Reserve and Nuclear Test Site are also in the system, but are held by Collectivist forces.

I thought these were the only places that still were under the control of collective forces in the system?
>>
>>1118669
If thats the case, then we do not need to try and convince the other outposts to surrender.

I've been working on the assumption that there are still small crews of collective armed forces with the other scattered outposts who are still loyal to collective and we just havnt flown out to deal with them.
>>
>>1118582
>What can be done about the other worlds in system to bring those men into support us?
"These locations... they are hardline bastions of Collectivist rule. The Founder's Guard crews them to a man, and they are unshakable. I should know: I have been trying to break one of them this entire week. I have resorted to every non-permanent means of torture I can think of, and nothing!"

>Where are the Communes shipyards located?
"There is one shipyard, in the Ambaria system itself. A proud piece of ancient technology, older than our own civilization! The Founder predicted it's location on his deathbed, so it is said! Ahem. Although, of course, the Founder is nothing compared to the... glorious might of Him on Earth."

>What type of normal fleet invasion is followed up here?
"We... simply strike with all of our power. Defense is a matter of surface-to-air weaponry. It worked for us against the Androxians."

>Where is the most likely path of them arriving so we may ambush them?
"They will likely approach along a vector bringing them to their strategic reserve. I have no doubt they will want to rain atomic fire down on us for our betrayal."

>How do we win the hearts and minds of the people on the planet?
"The people of Othhaw value hard work, honest living, selflessness, and respect for the Founder, like all good workers."

>>1118586
>>1118600
"+++[INTERROGATIVE]: SALVAGE OPERATIONS. [INTERROGATIVE]: ON A XENOS WARSHIP. [SARDONIC]: CERTAINLY, I WOULD LOVE TO VIOLATE MY OATH TO THE OMMISSIAH AND BECOME A HERETECH. [FORCEFUL]: NO, I WILL NOT AID IN ANYTHING OF THE SORT. I WILL HELP WITH THE FIRESTORM IF YOU WISH, HOWEVER, BUT IT WILL TAKE RESOURCES AND TIME AWAY FROM MY MODERNIZATION OF THIS PLANET'S ARMY. MY TIME IS DICTATED BY YOUR DESIRES, CAPTAIN.+++"

"The people of Othhaw stand ready to aid you, My Lord-Captain! I am... not sure how professional we are compared to your men, but I have over 5 billion men across this system!"


>>1118692
This is half the case. IF your rule became apparent, instead of in the shadow, there would be more revolts. The Nuclear Test Site and Strategic Uranium Reserve, however, "do not exist", and therefore, are not broadcasting.
>>
>>1118810

I think we were referring to the Imperial ship as far as salvage was concerned, the Firestorm frigate?
>>
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238 KB JPG
>>1118810
>A proud piece of ancient technology, older than our own civilization
>>
>>1118810
Assign Nikola for the next month:
>Help with Modernization (0/800)

>Firestorm Repair (0/450)

>Help Archeotech Scavenging (Continuous Pump)


Assign Karlyle for the next month:

>Convert Planet by spreading Pro-Imperial Propaganda (0/1200)

>Help with Modernization (0/800)

>Firestorm Repair (0/450)

>Hellebore Repair (0/1050)

>Provide Oversight to owned operations in-system (which one?)


Assign Locke for the next month:
>Convert planet by helping to restructure Othhaw Government to fit Imperial Standards (0/1200)

>Conduct Economic Survey of a system location (choose one: will help determine best economic usage)

>Conduct Scholarly Survey of a system location (choose one: may reveal hidden mysteries)

>Replenish stores (9 months, 2 weeks remaining)


Assign Casmirre for the next month:

>Convert Planet by any means needed (0/1200)

>Help with Modernization (0/800)

>Firestorm Repair (0/450)

>Hellebore Repair (0/1050)

>Conduct Economic Survey of a system location (choose one: will help determine best economic usage)

>Conduct Scholarly Survey of a system location (choose one: may reveal hidden mysteries)

>Replenish stores (9 months, 2 weeks remaining)

>Help Archeotech Scavenging (Continuous Pump)


Assign Harald for the next month:

>Help with Modernization (0/800)

>Suppress Unrest (Current Unrest level: blissfully ignorant)

>Guard another officer's assignment (decreases odds of attack and penalty for the same)

>Mount an armed expedition to a system location (Will attempt to eliminate known threats at that location)


Assign yourself for the next month:

>Convert Planet by winning hearts and minds (0/1200)

>Help with Modernization (0/800)

>Firestorm Repair (0/450)

>Hellebore Repair (0/1050)

>Conduct Economic Survey of a system location (choose one: will help determine best economic usage)

>Conduct Scholarly Survey of a system location (choose one: may reveal hidden mysteries)

>Replenish stores (9 months, 2 weeks remaining)

>Help Archeotech Scavenging (Continuous Pump)


Custom assignments may be submitted as well, and other officers not previously listed may be given assignments too! (I will tell you if an officer can or cannot do the work you would order them to do, but try to use your common sense: the Master-at-Arms will not be good at social jobs, and the Ship's Confessor will not be good at machine work.
>>
>>1118810
"Fear not magos. I only intent to restore the Firestorm. Very well. Task some of your senior adepts to lead the modernisation efforts of the armed forces while you lead the rest to begin restoration of the frigate. Another vessel will greatly even the odds."

Tasks to finish, take the belt and begin salaving works as this is by far the most time limited task. Then our ship can swing by to take over the nuclear facility.

I think we might be able to get away with the pretense that we went through with the original trade and are there to pick up the nuclear fuel. We can arrange a 'tour of the facility' and then recapture it with a teleported attack.
>>
>>1118841
>>Firestorm Repair (0/450)

Anyone else in favor of picking up some crew for it from the slave miners? They certainly won't have any mixed loyalties with the collective.

>Convert Planet by spreading Pro-Imperial Propaganda (0/1200)

>Convert planet by helping to restructure Othhaw Government to fit Imperial Standards (0/1200)

Best Karlyle has someone making sure he's going about things correctly.

>Conduct Scholarly Survey of a system location (choose one: may reveal hidden mysteries)

Ocean planet

>Mount an armed expedition to a system location (Will attempt to eliminate known threats at that location)

Place with the nukes

>Convert Planet by winning hearts and minds (0/1200)
>>
>>1118841
Assign Nikola for the next month:
>Firestorm Repair (0/450)

Assign Karlyle for the next month:

>Convert Planet by spreading Pro-Imperial Propaganda

Assign Locke for the next month:
>Convert planet by helping to restructure Othhaw Government to fit Imperial Standards (0/1200)

Assign Casmirre for the next month:
>Help with Modernization (0/800)


Assign Harald for the next month:

>Mount an armed expedition to a system location (Will attempt to eliminate known threats at that location)
Nuclear facility.

If we can pull off the deception in >>1118849 , then pull our planetary governor off duty for the ruse.


Assign yourself for the next month:
>Convert Planet by winning hearts and minds (0/1200)
>>
>>1118841
Supporting this >>1118867
>>
>>1118841
With regards to our lower officers, i think it best to generally spread them out through assignments, otherwise we will muck it up with too much micromanagement.

Generally though, lower Admech officers ro help with salvaging the firestoms, father confessor to help convert the planet, Master of Whispers, Gustave Roberts to help break the prisoner and begin counter measures against insurgency and perhaps our purser to conduct an economic survey of the system. Beginning from any location of her choosing.
>>
Going to bed, be back 12PM EST, but first: here's some information about the Androxians you've managed to dig up this past week:
They are a race of carnivorous aliens with a "cyberpunk" level of technology. The entry of their prototype warp drive ship into Collective Space, crash-landing on a civilized world, and subsequent attacking of the populace, led to the Collective conquering them in retaliation. They're essentially a client state used as shock troops by the Ambarian military. None are present in the Othhaw system due to many people in the public being wary of them for their appearance (four clawed arms, massive canines, surly dispositions).
>>
>>1118867

This is a good plan
>>
>>1118867
Sounds like a good plan to me.
>>
>>1118867
I will also support this
>>
>>1118904
Is there anyway to attack the oncoming fleet while its in transit with the crew in stasis?

Failing that we should launch an attack somewhere else in collective space. Thanks to the warp our ships have far greater FTL speed. We can outflank the collective and force them to divert ships to rearguard defence.
>>
>>1119261
We can do this when our backup arrives, I fear that if we leave a small or no garrison here these people might turn on us
>>
>>1118841
Assign Nikola for the next month:
>Help with Modernization (0/800)

Assign Karlyle for the next month:
>Convert Planet by spreading Pro-Imperial Propaganda (0/1200)

Assign Locke for the next month:
>Replenish stores (9 months, 2 weeks remaining)

Assign Casmirre for the next month:
>Mount an armed expedition to a system location (Will attempt to eliminate known threats at that location)

-
I needs more details
"Convert Planet by any means needed"
-

Assign yourself for the next month:
>Convert Planet by winning hearts and minds (0/1200)


>>1118858
Poor, desperate, dying people can fight like fanatics if we promise them a new life. Give them faith, The Emperors light shall touch them.

>>1119261
I agree, we should do a early first strike offense or a spoiling attack on their staging area.
>>
>>1119261
>>1119318

Far as ambushing the enemy ships go, we can make use of the debris field at least. The firestorm hanging there wouldn't look out of place for sure.

We're a bit short on crew as it is, if enough slave miners are there we might even be able to shore our own numbers up.
>>
>>1118841
Assign Nikola for the next month:
>Firestorm Repair (0/450)

Assign Karlyle for the next month:
>Convert Planet by spreading Pro-Imperial Propaganda (0/1200)
We will want the system under our control when the enemy arrives.

Assign Locke for the next month:
>Conduct Economic Survey of a system location
Mining World Beta

Assign Casmirre for the next month:
>Convert Planet by any means needed (0/1200)

Assign Harald for the next month:
>Help with Modernization (0/800)

Assign yourself for the next month:
>Hellebore Repair (0/1050)
>>
>>1119318
>should do a early first strike offense or a spoiling attack on their staging area.
I'm broadly in favour of this.

With our superior weapons tech and FTL capacity, a lighnight strike will serve to hurt them materially while also causing panic at our superiority.

It does reveal our capabilities early though...
>>
>>1119218 here

changing to this>>1119396

but I want the survey to be on the Ocean world, there is archeotec there and we may find something usefull
>>
>>1119261

The first bit isn't too possible since slip-stream implies some form of near-FTL. Striking at their home planets should be doable but im not sure what it would accomplish besides collateral damage.

Remember that this is their only fleet. Once we take it down, everything is for the taking.

What might work perhaps would the capture of the Head Overseer of the collective. If we could get him to issue a standdown order which could be played to the incoming fleet... it might work.
>>
I would heavily stress Firestorm repair early because if we get it serviceable quickly enough then it can accompany the Absolution on our spoiling raid.
I've assigned Casmirre to Hellebore repair because I want to know any potential issues from that ASAP, by assigning our first officer to it now we can see long progress might take.
Locke and the Purser's surveys are being done early so we have as much time as possible to take advantage of any discoveries that might be made.
Finally I've dredged through the list of crew trying to look for any way anyone might help the cause.

>>1118841
Assign Nikola for the next month:
>>Firestorm Repair (0/450)
Assign Karlyle for the next month:
>>Convert Planet by spreading Pro-Imperial Propaganda (0/1200)
Assign Locke for the next month:
>>>Conduct Scholarly Survey of a system location [The Belt]
Assign Casmirre for the next month:
>>Hellebore Repair (0/450)
Assign Harald for the next month:
>>Mount an armed expedition to a [Nuclear Test Area] (Will attempt to eliminate known threats at that location)
Assign yourself for the next month:
>>Firestorm Repair (0/450)

Others
Master Helmsman, Master of Ordnance, Master of Aetherics, Infernus Master, Chief Bosun
>>Train up the most loyal of the locals as supplementary crew for the Firestorm
Choir Master Sigurn and Warpmaster Mckaal
>>Investigate the matter of pre-crime detection and this system's management of nascent psykers
Purser Macharius
>>Conduct Economic Survey [The Belt]
Master of Whispers Roberts
>>Convert planet (0/1200)
Father Walpurgis
>>Convert planet by developing and spreading a communist re-imagining of the Imperial Creed (0/1200)
Enginseer Cryptke
>>Firestorm Repair (0/450)
Omnissianic Congregator Harkonnen
>>Firestorm Repair (0/450)
Twistcatcher Bartleby
>>'Rehabilitate' and convert the planet of 'dissenters'
Master of the Vox Higgs
>>Replenish [food] stores (9 months, 2 weeks remaining) (a long shot I know but he's pretty rural)
Steward Mulligan
>>Replenish stores (9 months, 2 weeks remaining)
>>
>>1119517

I don't agree with that much added micro
>>
>>1119517

I think we should only do a raid on a nearby system after our backup arrives in 2-4 months, we shouln't leave this system undefended as there are still loyalist forces and the populace are not fully converted
>>
>>1119528
Better than not using our assets to their best capability. Look at the Twistcatcher for example, it takes only a little lateral thinking to realise he'd be well suited to building loyalty among the Collective's moonful of slaves and rejects ... but if we don't direct him to do it then we get nothing.


>>1119543
Agreed. Definitely shouldn't leave the area until we've secured our place here.
>>
>>1119543

What's to raid? Once their fleet is knocked out it's simply a matter of securing their shipyard and then going system to system delivering terms. Looks better on us if we don't go around ravaging systems.

>>1119575

For one it sets a precedent of micromanaging every single officer on the ship all the time, which just no. As well, it's a bit gamey having more than double the amount of characters taking actions imo
>>
>>1119590
If knocking out their fleet was a foregone conclusion then I'd agree with you, but by launching preemptive raids then we force the collective to hold ships back for system defence making their ain assault fleet smaller and allowing us to destroy them piecemeal.

>For one it sets a precedent of micromanaging every single officer on the ship all the time, which just no. As well, it's a bit gamey having more than double the amount of characters taking actions imo
Just because we direct people carefully this time, doesn't in any way mean we need to make a pattern of it. And I'd say it's more metagamey for our relatively intelligent protagonist not to use his crew most effectively because it feels like we're taking advantage of the system or something.
>>
>>1119575
I'd agree with >>1119590 about the micromanagement. Perhaps we can just ask sev to have the head officers assign those under them as they see fit.


I'm wondering if we should be just salvage the hellebore. Our men won't be able to pilot that ship anyways and we might be able to grab a holo field generator or the star cannon modules off it.

Either one will give us a great boost in combat capability.

>>1119646

That doesn't work if their ships are near or are FTL. They are already on their way and even if we hit their home system, they are not going to get any messages till they drop out into realspace. They've already hammered home the firing pin, the bullet just hasnt left the barrel.
>>
>>1119691


I still prefer to try an salvage it, if we can work out an interface and use the ship it would be an immense boost, and ifwe can't we can always salvage it later

Like someone very wise said: "the only thing worth a ship is a ship"
>>
>>1119746

repair it, I meant repair it
>>
>>1119746

Could always try to sell it
>>
>>1119746

Aye but it IS an eldar ship. Something the Inquisition would dearly want and even stripped of modules, could easily fetch a good bounty from either them or the Ad Mech, maybe even enough to get another ship.

Theres just that matter of time. Not sure if we have enough to fully repair it though but I guess theres no harm seeing if we can restore it even without the needed wraithbone.
>>
>>1119758
>>1119750

we have an entire unexplored sector here guys, lets put it up to shape and use it to explore
>>
>>1119770
Especially if we can get it using the webway instead of warp, makes exploration so much better and faster
>>
>>1119758

I would support this over anything else, we can try to get word back to the Imperium that we have the location and are willing to provide it to the Inquisition. I just don't want to risk our own relationship with the AdMech over this
>>
>>1118547
Wait you are the QM of the shadowrun occultist quest?
>>
>>1119517
An important factor to consider: if you have all of your officers elsewhere in the system, you leave your ship's chain of command boiled down to the Clan-Lords: at least one of which has very bad feelings about you. This is the sort of environment in which revolts forment.
>>
>>1120638
And he won't take any actions unless he wants his clan outright destroyed.
>>
>>1120638
leave the 2nd tier to those officer above them
>>
>>1120586
Yes, I was, omae. Sadly, it just ended up going too slow. First quest, mistakes were made on both sides.
>>
>>1120638

Yeah, I don't think the added Micromanagement has that much support
>>
>>1120653
It was a good quest I liked it.
>>
>>1119318
"Convert Planet by any means needed" is what it sounds like: crush dissent by the sword and the gun. Risky early on, as the general populace's minds may be turned away from the Emperor's light by such an overt display of his Wrath, but effective once a turning point is reached, and the dissenters can be cast as enemies of the state more easily.
>>
>>1118867
>>1118872
>>1118942
>>1119031
Alright, since this one seems to have the most support:
make 6 Command tests (roll 1d100) Each one of these will be used for one of these task (from the top down).
>>
Rolled 3 (1d100)

>>1120722
>>
Rolled 43 (1d100)

>>1120722
>>
Rolled 53 (1d100)

>>1120722
>>
Rolled 18 (1d100)

>>1120722
>>
Rolled 76 (1d100)

>>1120722
>>
Rolled 54 (1d100)

>>1120722
>>
Rolled 68 (1d100)

>>1120722
>>
>>1120737
>Magos Nikola's report: +++HAVE INITIATED REPAIRS ON FIRESTORM-CLASS FRIGATE. PLASMA DRIVES HAVE BEEN REFITTED AND REPAIRED, BUT WILL REQUIRE ADDITIONAL FUEL TO FUNCTION. FORTUNATELY, SHIP IS EQUIPPED WITH A PLASMA SCOOP. HAVE ALSO RESTORED COGITATION BANKS AND LIFE-SUPPORT SYSTEMS TO ACCELERATE REPAIRS. SHIP SHOULD BE FULLY REPAIRED WITHIN TWO MONTHS+++
Firestorm Repair Progress (252/450)

>>1120738
>Karlyle's Report: A new propaganda film, "The Imperium: Our Friends from Afar" has been filmed by the Ministry for Education and is being shown in all vocational centers in Othhaw. As the Founder said, "He who owns youth owns everything", so I have decided to start our campaign by making the youth well-disposed towards our new government. It is uncertain how well the film is being received, but we can only hope the seed has been planted!
Conversion Progress: (14/1200)

>>1120740
>Locke's Report: I have begun to aid Planetary Governor Karlyle in 'trimming the fat' of this planet's governmental system. I have started by developing a tithing code for the more efficient extraction of resources from the populace. This code has been put into effect with great success during the first couple weeks. Hopefully, things will progress quite well from here.
Conversion Progress (total): (110/1200)

>>1120753
>Casmirre's Report: I have taken shipments of the lasguns aboard our ship to the manufacturing centers of the Othhaw systems, along with weapons schematics from your quarters. We now have solid-slug weapons slowly being phased out in this system for the superior lasgun and multilaser. I will report further on this as it develops.
Modernization Progress: (98/800)

>>1120757
>Harald's Report: I have failed you, Lord. Many apologies. The enemy were armed with surface-to-orbit nuclear weaponry, and responded to our approach with a salvo. The losses to our security forces were negligible, but we were forced to fall back and reconsider our position.

>>1120765
You went forth to mingle with the general population, winning them over with kindness and grace. Unfortunately, thus far the people of this planet view you with fear and distrust, as a stranger from another world and another civilization. It seems like it will take them some time to adjust.
(Conversion Progress (total): 110/1200)

>Assign officers for the next month

>Do something else (what?)
>>
>>1120950
>Assign officers for the next month

These seem like a good fit for positions the only change I would make is for Harald to not follow up with another strike immediately, focus on containment and send a recon force to the other blacksite
>>
>>1120950
everything the same but we start to work on the eldar ship
>>
>>1120950
>Keep everything the same.

We'll deal with the Eldar one...soonish.
>>
>>1120969

What could we get out of the Eldar ship without pissing off the AdMech?
>>
>>1120950
>>Assign officers for the next month
Same assignments

>>1120969
Well, we'd have to change someones assignment to do that.

>>1120975
The issue I'm more concerned with is crewing the thing. Probably better off selling it to AdMech or the Inquisition. Or some other xenos
>>
>>1120975

we have some privileges anon, what the eye doesn't see the heart doesn't feel.

we are not parading it in front of the admach, but its webway tecnology would be too valuable as an exploration tool to pass up

anything people say against us is just lies and slander, we are an honorable and ancient house after all
>>
>>1120986
...Why the hell do you think an Eldar ship has webway tech on it?
>>
>>1120992

don't know m8

>>1120097
this guy did
>>
>>1120969
this
>>
So, first of all, how are we going to go about crewing an Eldar ship?

Fixing it? We certainly don't have access to spare parts, or anyone that knows how their ships work. Where we gonna find an engineer to keep it working?

Granted, as a RT we could get away with having the thing for the most part, but it would undoubtedly invite trouble.

If we could get someone that knew anything about navigating the webway, there be Deldar in them waters

If there is some useful gear we could scavenge off it, that'd be sweet. Though, we might still run into issues maintaining it.
>>
>>1121024

how about we see that when we get there man? we haven't even entered the ship to see if its rapairable or not, or what it's equiped with, and if we can use anything in it to improve our fleet.

hell we can even find a use for those xenos as crew of the ship, but first we would have to see if they have any biological advantage for it to be worth it to maintain them alive
>>
>>1121024
The Eldar solar sails are a ridiculous source of propulsion, able to move the vessel with the propulsion of an Imperial plasma engine without any visible power source. There's also the famous holofields of the Eldar, which allow it to sail through macrocannon volleys with a fraction of the damage normally done. We could make a lot of money from this vessel IF we can sell it without getting shot by the prospective buyer.
>>
>>1121024
Doesn't mean we shouldn't go and see what's up with it.
>>
>>1121032
We have no clue how to repair the ship, We have no crew members at all that can pilot it. This race of aliens we're dealing with are not Eldar.

>>1121037
We'd need to understand how the sails work, where to sell them, if they are even in sell-able condition. We'd have to do the same with eldar Holo-fields and if its just floating as it is, I doubt the Holo-field worked.

>>1121038
We can go and see 'whats up' with it after the other stuff is taken care of.
>>
>>1121045
ship controls are not dna locked m8, if it was impossible it wouldn't be an option.
we can fluff it any way we can imagine, we changed the interface we bypassed some system, we strapped a psycher to the engine or anything

this is space magic, and we are the ingenuous human race, if we can fuck with that ship we will(figuratively and literally)
>>
>>1121032

I am alright with a quick survey but overall I would just want to mark it's position, put up a small picket to keep an eye on it and give the AdMech or Big I it's coordinates, the Ordo Xenos should at least be interested in having a sample to study
>>
>>1121024
Some important facts about Eldar ships (ones that any Rogue Trader would know with some general knowledge):
1. Eldar ships are designed for use by the Eldar, who are all at least mildly psychic. Many pieces of Eldar technology require psychic input to function at full capacity.
2. Eldar ships are made out of wraith-bone, a kind of physical material made out of warp energy that naturally 'grows' and is 'alive' in some ways.
3. Eldar ships are incredibly fast and agile thanks to their solar sails, but are fragile when directly fired on due to the relative 'softness' of wraithbone.
4. Instead of using void shields, Eldar ships use holofields, which create phantom signals and physical afterimages to guide fire away from enemy ships and which make lock-ons almost impossible.
>>
>>1120961
>>1120971
>>1120985
Alright, roll Command for the first five, Charm for the last one (still 1d100 and with the same target numbers)
>>
Rolled 58 (1d100)

>>1121080
>>
Rolled 46 (1d100)

>>1121080
>>
Rolled 61 (1d100)

>>1121080
>>
Rolled 62 (1d100)

>>1121080
>>
Rolled 71 (1d100)

>>1121080
>>
Rolled 17 (1d100)

>>1121080
>>
Rolled 2 (1d100)

>>
>>1121083
>>1121084
>>1121086
>>1121117
>>1121126

God-Emperor damn it
>>
>>1121083
>Magos Nikola's Report: +++VOX SYSTEM IS BACK ONLINE. WRECKAGE CLEARED FROM LOWER LEVEL AND BIO-DECONTAMINATION PROCEDURES COMPLETE. HAVE SENT REQUEST TO MANUFACTURING CENTER TO COMPLETE ASSEMBLY OF REMAINING NEEDED PARTS. SHIP LIKELY TO BE COMPLETED NEXT MONTH.+++
(Repair Progress: 352/450)

>>1121084
>Karlyle's Report: Major strides have been made in increasing society's acceptance of the Imperium! I have managed to strike upon a singularly effective propaganda tool after reading some about this idea of a 'Saint'. New editions of the 'Words of the Founder' are being produced as I write this that portray the Founder as having been inspired by a vision of a divine light from the stars: further revisions will be introduced when the time is right portraying this light as the Emperor. On a related note, I would like to submit the Founder for nomination for Sainthood.
Conversion Progress: (198/1200)

>>1121086
>Locke's Report: Am experiencing some pushback from within the government that is interfering with my reforms. Many apologies.
Conversion Progress: (198/1200)

>>1121117
>Casmirre's Report: lasguns have been manufactured and distributed. I have brought our chief Bosun ashore to aid in discipline of planetary troops and training them in Imperial tactics. The army is still... rather lacking, but progress is definitely underway.
Modernization Progress: (191/800)

>>1121126
>Harald's Report: I seem to live under a black star these days, my Lord. I have not heard from my vanguard in a week, and the enemy on the ground taunts me with blank missiles. Nothing else to report, save a request for one month's shore leave.

>>1121137

You have enjoyed far more success in personally turning the people to the Imperium this month. The masses seem to have warmed to you, and your displays of the vast wealth and power of the Imperium have filled the heads of the people with dreams of ascendant power. Already, people are growing more tolerant of religion, and less tolerant of the Androxians. Among the political class, you have seen Imperial fashions and the Aquila become fashion statements.
Conversion Progress: (402/1200)

Sigurn has sent you a message from your ship via telepathy:

"My brothers have spoken to me from the depths of the Warp. By next month, your new fleet shall be here, Captain. Four ships."

Gustave Jonson has sent you a message by Messenger-Cherub:
"After all methods were exhausted, Governor Karlyle called me down to examine this unbreakable guard. After a brief examination by an astropath, I have found why: this man has been surgically altered! Something has been done with his brain; something familiar to me. I will let you know when I am certain of this, but if my suspicions are correct, our foes may be more formidable than first thought..."

>Assign officers for the next month

>Do something else (what?)
>>
>>1121272
>Keep it up, lets go lets go!
>>
>>1121272
>>Assign officers for the next month

Keep up the work, I suppose.

Looking at canonizing the Founder would probably be a top notch propaganda move.

Grant Harald the leave.

Might do to set up a marshaling area for our incoming troops, somewhere lightly inhabited. No doubt they're a bunch of wildasses.
>>
>>1121272
>Assign officers for the next month
Move Harald to Modernization.
Move ourselves to Archeotech Scavenging.
>>
>>1121272

Things are going pretty damn good considering those last rolls, poor Harald though

Grant his request for shore leave, give him a chance to refresh and recharge
>>
>>1121272

Grant Harald's request for shore leave, keep everything the same and have Gustave continue breaking the Founder's Guard. If required, have our +CHIEF CHIRUGEON+ and +CHOIR-MASTER TELEPATHICA+ aid him in cracking this asshole.
>>
>>1121272
>>1121272
Shouldn't we restock food? Didn't we at first check have 2 weeks worth, and we should now be -9 weeks for rations on board?
>>
>>1121360

If needed we can just get the steward to help with the resupply. Since this is an agri-world, shouldn't be too big a problem.

>>1121318

Perhaps with the assault in the following month, we should commit ourselves and our ship as well. Bring in the teleporting murder servitors to finally crack this nut.
>>
>>1121360
The Devine light of the emporer is feeding us do not ask such doubtful questions HERETIC!
>>
>>1121360
It's actually -5 weeks Rations, for a total of 8 months, 1 weeks. Rations deplete at half rate when in orbit around a colonized planet with a verdant biosphere.
>>
>>1121360

We've got time. Not like we're going anywhere anytime soon.

>>1121365

>Bring in the teleporting murder servitors to finally crack this nut.

We don't have those.
>>
>>1121318
Seconding Harald's leave.

Let's move Locke to:
>Conduct Economic Survey of a system location - Otthaw.

Otherwise let's keep everyone else in the same place.
>>
>>1121383
Huh. My bad then. Thought we had that module for some reason. Still we can teleport down armsmen directly into the fortress and that should be a strategic advantage.
>>
>>1121419
Yea, no doubt. It was in the runnings during chargen, we still have some space on the ship for goodies. I could dig picking some up at one point or another.
>>
>>1121428

If we can get it, we'll just rape everything in Hit and Run.
>>
>>1121272
Assign Harald to modernise the army. Otherwise keep everyone the going as they are.

Are there any other shisps floating in the Belt or elsewhere? I don't expect to get a whole working ship out of it but we might be able to rig up some wrecks as torpedo pods or fighter-bomber platforms. Or even just activate the electronics so they look like a threat and keep the collective offbalance
>>
>>1121594
All other ships not listed are essentially scrap. Examination shows signs of... something. Strange burns cover many of the ships, and some components are stuck THROUGH each other at impossible angles. Just looking at the hololithic displays of a couple choice wrecks gives you a headache.

(also, sorry for the delay: drawing up ships)
>>
>>1121603
I vote we definitely get a scholarly and economic survey of the belt done asap.
>>
>>1121622
I'll back getting some surveys done on our next round
>>
>>1121622
>>1121651

The Magos should be done by the end of this month, he can stay there to survey the other ships there. maybe send our purser for a joint economic survey as well.
>>
>>1121309
>>1121318
>>1121399
Okay, roll 1d100, first five results will be used.
>>
Rolled 76 (1d100)

>>1121785
>>
>>1121785
Derp.
>>
Rolled 82 (1d100)

>>1121785
In The Emperor's Name.
>>
Rolled 21 (1d100)

>>1121785
>>
Rolled 52 (1d100)

>>1121785
>>
File: IMG_1052.gif (1.23 MB, 800x667)
1.23 MB
1.23 MB GIF
Rolled 15 (1d100)

>>1121785
>>
Rolled 59 (1d100)

>>1121785
>>
Rolled 61 (1d100)

>>1121785
Rollin because why not? (Hoping to roll high and burn our bad luck now)
>>
>>1121787
>>1121793
>>1121797
Anyone want to spend a Fate Point on these? (sorry, still working on ships. May be until like 12:30, max)
>>
>>1121870
What are those rolls for? Considering the length of this thread and that we might run into combat later, I think it best not to.
>>
>>1121870
Eh. Even Karlyle dicking up his job should be countered by our own good ass roll for hearts and minds.

A delay in bringing the firestorm online shouldn't be that big of an issue.

i'd say negatory
>>
>>1121870
na na let it roll
>>
>>1121875
>>1121877
Agree with both if these. If it gets toward the end if the thread and it looks like the enemy fleet won't arrive then we bkiw them then.
>>
>>1121877
I'll agree with a no on using a fate point.

Do we currently have one or two?
>>
>>1121895

We had a reset with this thread so it should be 3 now i think.
>>
>>1121895
3: It was decided, with how long threads stay up on this board, that they fully charge between threads.
>>
>>1121798
>says the capitalist who ignores 20 million people dying of starvation and lack of shelter and thirst every year just because it's not profitable to help those people.

>the person probably from USA where thousands of people still die from no healthcare.
>>
>>1121963
Implying starvation isn't an appropriate consequence of overpopulation in famine-prone regions. If people would voluntarily reduce their fertility rates then we starvation wouldn't be a problem.
>>
>>1121963
lol lefty loser gets trigger and goes all the way to posting in a thread he was never a part of.

inb4 ignores the 100 million who died under commie rule pursing a socialist utopia dream.
>>
>>1122015
So we can import refugees with the excuse that we have labour shortages, when in reality they are future debt slaves to carry the burden of the welfare state.
>>
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>>1121963
y tho
>>
>>1122021
The burden of the welfare state would be easily affordable if governments hadn't allowed decades of economic prosperity to benefit the elite at the expense of the people.
The importation of refugees is just the latest attempt to maintain a corrupt system.
>>
>>1122035
>>1122024
>>1122021
>>1122018
>>1122015
>>1121963
Please take all political talk to /pol/. A game about merchant capitalism and colonialism in a transhuman, post-apocalyptic future where the Nazi Holy Roman and also Roman Roman Empire fights the Sino-Celtic Space Elves isn't a place to discuss the relative benefits of planned vs. free-market economies.
>>
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>>1121963
>commiefag bitching about people starving under other systems of governance

Well, at least in our case it isn't due to incompetence. Nevermind the numbers.
>>
>>1122018
ONE HUNDRED MILLION OVER THE COURSE OF A FUCKING CENTURY!

Including ALL remotely countries called communist or socialist.

Even with including USSR and Mao's China and whatever, it still doesn't beat 6 years of capitalism.
>>
>>1122049
>>1122043
>>
>>1122043
Soz bro. Didn't mean to shit up a cool thread.
This is what happen if you spend too drawing up ships.
>>
>>1122050
Okay, buddy, seriously. Either let me finish with my ship-building and then join in this thread, or get your ass to >>>/pol/ .
>>
Oh this was a Rogue Trader Quest.

Well, this thread just suffered a communist coming through the warp. I request a handful of countries ruled by an authoritarian dictator called Thanatos sometime in the next two threads as a boss for anons to defeat.

;)

>JESUS School captcha
>>
>>1122058
Are you building the hellebore and firestorm?
>>
>>1122072
I'm building your 4-ship fleet + those two. One of the ships required... some work.
You'll like it.
>>
>>1122075
Need help?
>>
>>1122080
Nope, almost done!
>>
Come oooooooon
>>
>>1122126

Have patience anon, good things take time.
>>
>>1122137
>>
>>1121787
>Magos Nikola's Report: +++THE SERVITORS I HAVE BEEN USING TO REPAIR THE SHIP ARE MALFUNCTIONING. AM REDUCED TO HIRING HELOTS FROM THE MANUFACTURING CENTER. PROGRESS SLOWED. WILL DELIVER NEXT MONTH.+++
(Repair Progress: 352/450)

>>1121793
>Karlyle's Report: Disaster! My latest piece of propaganda, attempting to normalize Servitor technology, has sparked riots! Apparently, some view the conversion of death-row inmates into labor devices as 'barbaric'! I am attempting damage control, but the public backlash is... powerful. I fear our mission is damaged."
Conversion Progress: (303/1200)

>>1121796
>Locke's Report: Despite the recent rise in anti-Imperial sentiment, I have made some progress in altering the government, my Lord. Namely, I have convinced the penal colony to discreetly implement genetic purity tests, as per Imperial standard, into medical exams. This testing bed will hopefully spread the idea of genetic purity monitoring to the entire system.
Conversion Progress: (321/1200)

>>1121797
>Casmirre's Report: Continuing training with the bosun, this time in the penal colonies. The idea of reduced time for military service has caught on among both the wardens and the inmates. The Othhaw First Penal Legion will be ready for combat within six months.
Modernization Progress: (279/800)

>Harald's Report: Many thanks for shore leave, my Lord. The blind snake-wolves of Othhaw are worthy prey! I feel like a true man again! Ready to serve!

>>1121798
You have had to spend much of this month undoing the damage caused by Karlyle's Servitor educational propaganda. Fortunately, the people of this planet seem to trust you greatly, and your explanation of the painlessness and humaneness of the process, and how it allows the (small number) of condemned who are made into Servitors a last chance at redemption has smoothed over the error. Indeed, a temple to the God-Emperor has been opened in a fringe town, and soon, you suspect, more will pop up.
Conversion Progress: (603/1200)
>>
>>1122178
Meanwhile, the rest of your fleet has arrived. The first ship to arrive was a light and fast Privateer ship, apparently acquired by your house after the death of its previous crew to a man by Ork raiders (the ship, fortunately, was retrieved before the Orks could desecrate it). Its captain, Jaboky Drexel, has expressed some concerns about the... unsettling nature of certain nighttime noises, but is ready to serve.

+THE DAGGER OF SPITE+
Class: Hazeroth-class Privateer

Speed: 10 Maneuverability: +23
Detection: +23 Hull Integrity: 38
Armour: 13 Turret Rating: 1
Machine-Spirit: A Nose For Trouble
History: Haunted
Excess Power: 6
Unused Space: 2

Essential Components:
Jovian Pattern Class 2 Drive
Strelov 1 Warp Engine
Geller Field
Single Void Shield Array
Armoured Command Bridge
M-1.r Life Sustainer
Pressed-crew Quarters
Mark-100 Auger Array

Supplemental Components: Fire Suppression System, Field Bracing System

Weapon Components:
Prow: Mars Pattern Macrocannons (Strength 3 Damage 1d10+2 Crit Rating 5 Range 6)
Dorsal: Sunsear Laser Battery (Strength 4 Damage 1d10+2 Crit Rating 4 Range 9)
>>
>>1122197
The next two ships arrive in tandem: two ships retrieved from illegal Cold Trade operatives and placed into possession of your House. One is a frigate equipped with an INCREDIBLY advanced teleporter device, more sophisticated than any Teleportarium ever see, made of a strange black-and-green metal with no known energy source. The other is a modified transport ship with a drive that baffles the Mechanicus: it seems to move the ship in realspace in defiance with laws of momentum and inertia, allowing the ship to turn on a dime or go from a standstill to top speed (or vice versa) with no negative consequences. The drive is made of the same metal as the teleporter, and apparently was found in the same place, which both ship's crews refuse to speak of.

+THE CARRION CROW+
Ship Class: Sword-class Frigate
Machine-Spirit: Adventurous
History: Xenophilius
Excess Power: 4
Unused Space: 3

Speed: 8 Maneuverability: +20
Detection: +5/25 Hull Integrity: 35
Armour: 18 Turret Rating: 2
Space: 40

Essential Components:
Jovian Pattern Class 2 Drive
Strelov 1 Warp Engine
Geller Field
Single Void Shield Array
Armoured Command Bridge
M-1.r Life Sustainer
Pressed-crew Quarters
Mark-100 Auger Array
Supplemental Components: Murder-Servitors, Empyrean Mantle, Munitorum, ??? Teleporter.
Weapon Components:
Dorsal: Mars Pattern Macrocannons (Strength 3 Damage 1d10+2 Crit Rating 5 Range 6)
Dorsal: Mars Pattern Macrocannons (Strength 3 Damage 1d10+2 Crit Rating 5 Range 6)
>>
>>1122218

Ahahahahahahaha

Fuck.

This god damn terror boner.
>>
>>1122218
(Shit, forgot the other ship)

+THE THIEF OF HEAVEN+

Class: Jericho-class Pilgrim Vessel

Machine-Spirit: A Nose for Trouble
History: Xenophilius
Excess Space: 9

Speed: 3 Manoeuvrability: –10
Detection: +5 Hull Integrity: 50
Armour: 12 Turret Rating: 1
Space: 45

Essential Components:
Strelov 1 Warp Engine
Geller Field
Single Void Shield Array
Voidsmen Quarters
??? Drive
Combat Bridge
M-1.r Life Sustainer
Mark-201.b Auger Array

Supplemental Components: Main Cargo Hold

Weapon Components:
Prow: Starbreaker Lance Weapon (Strength 1 Damage 1d10+2 Crit Rating 3 Range 5)
Port: Thunderstrike Macrocannons (Strength 3 Damage 1d10+1 Crit Rating 6 Range 4)
Starboard: Mars Pattern Macrocannons (Strength 3 Damage 1d10+2 Crit Rating 5 Range 6)
>>
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>>1122228
>>1122218
>>
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>>1122228
>>1122218
>>1122197
god damm
>>
Oh fuck guys look at the pastebin that firestorm goddamn
>>
>>1122259
UNF

I'm loving this fleet
>>
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>>1122249
>>1122231
>>1122226
You ain't seen nothing yet!


>>1122228
The final ship causes a brief red alert as it enters the system on the last day of the month: its vast size (over 14 kilometers in length, 3 kilometers abeam, 1.5 kilometers in height) causes your other ships to believe that the enemy fleet had arrived early. Instead, you were greeted by a monster of a ship, a Universe-class transporter whose underbelly bristles with orbital analysis arrays and drop-pod bays, clad in resplendent blue, red, and white. A booming vox-proclamation issued to the entire sector from the command bridge says it all.

"This is Captain-General Robert Merriweather Albert Jackson Profundus von Guggenheim Alladeen Markus of the Void Titans Combined Regiments hailing Lord-Captain Alexander Rupert Benjamin Albus Blanc Pallas. The Planet-Taker "Fortress Perambulator" has arrived. I hope you don't object to us all piling into this thing: there wasn't a lot of room in the other ships, and the Planetary Governor was VERY agreeable about parting with this ship."
>>
>Universe-Class Transporter

Holy Fuck
>>
>>1122263

(Apologies, this thing's statline needs two posts)

+FORTRESS PERAMBULATOR+
Class: Universe-Class Transporter
Speed: 1 Maneuverability: -22
Detection: +11 Hull Integrity: 71
Armour: 13 Turret Rating: 1
Space: 94
Weapon Capacity: 1 Dorsal, 1 Port, 1 Starboard
Machine-Spirit Nature: Resolute
History: Haunted
Plasma Drive: Lathe Drive
Warp Engine: Albanov 1 Engine
Gellar Field: Warpsbane Hull
Void Shields: Repulsor Shield
Life Sustainer: Clemency-Pattern
Bridge: Combat Bridge
Crew Quarters: Voidsman's Quarters
Augur Arrays: BG-15 Assault Scanners

Weapons Systems:
Dorsal: Stygies Macrocannons (Strength 3 Damage 1d10+3 Crit Rate 5 Range 5)
Port: Thunderstrike Macrocannons (Strength 3 Damage 1d10+2 Crit Rate 6 Range 4)
Starboard: Thunderstrike Macrocannons (Strength 3 Damage 1d10+2 Crit Rate 6 Range 4)

Supplemental Components: 4x Main Cargo Bays, Temple-Shrine to the God-Emperor, 3x Drop Pod Launch Bays, Medicae Deck, 3x Barracks, 2x Auxiliary Plasma Banks, Munitorum, Extended Supply Vaults, Additional Armor Plating, Spacedock Piers
>>
>>1122263
Holy shit qm no, I only have so much blood for an erection
>>
>>1122267
Qualities:

>Resolute: +10 to Repair Tests

>Ride the Shallows: Double the base travel time for a journey through the Immaterium. It may be further modified by the results of the Navigation (Warp) Test.

>Steady as She Goes: Add a +20 bonus, cumulative with any applicable bonus for Assessing Warp Conditions, to any tests made on Table 7–4: Warp Travel Encounters (see Rogue Trader page 186).

>Quiet Entrance: When leaving the warp, the vessel has ample time to accurately position itself. Any tests the Navigator makes to fix the exit point gain a +10 bonus.

>Shield of Faith: Any Navigation Tests to pilot the ship through the warp gain a +10 bonus. When rolling on Table 7-4: Warp Travel Encounters (see page 186), the GM rolls twice and allows the Navigator to chose which result is applied.
Field Repulsor: Ignore nebula, dust ring, etc. penalties.
Incoming!: All Ballistic Skills Tests against planetary based targets gain a +5 bonus.

>Mark your targets: When working towards a Military objective, the players earn an additional 50 Achievement Points towards completing that objective.

>Mobile Spaceport: When not moving, the huge attachments covering the ship allow up to four smaller vessels to dock. The stationary ship acts as a space station for purposes of making full repairs or replenishing Morale, and grants a +10 to the Acquisition Test when making full repairs. Due to their size, station fittings prevent any weapons with the Broadside rule from being installed (although smaller weapons may still be installed in Port and Starboard weapon capacity slots). When working towards a Trade objective, the Explorers earn an additional +100 Achievement Points towards completing that objective.

>Private Army: When working toward a Military objective, the players earn an additional 300 Acheivement Points towards completing that objective.

>Unassailable: If the ship is transporting troops, it gains +60 to all Command Tests involving boarding actions and Hit and Run Actions.
Steel Typhoon: When working towards a Military objective, the players earn an additional 150 Endeavour Points towards completing that objective.

>Drop Pod Deployment: The players may use drop pods. The “Storm” design is equipped to hold 20 pods, although it may only launch 10 every 30 minutes or so (in other words, it may launch 10 pods every Strategic Turn). The pods must be recovered from the planet’s surface before being reused.

>Diagnostics and Treatment: The Medicae Deck adds a +20 bonus to all Medicae Skill Tests performed within this Component. The number of patients that may be treated without penalty is increased to three times the character’s Intelligence Bonus.

>Virtually Unlimited Storage Space: Whenever this ship works towards a Trade objective, it adds an extra 500 points towards that objective.
>>
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>>1122263
Magnificent.

"Captain-General Roberts, good of you to join us in the newest realm of The Emperor's domain. We expect great things from the service of you and your men."
>>
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>The war will never stop now
>>
How many of our own men do we have here now?
>>
>>1122278
QM, might I suggest a separate Pastebin for the other ships stats and a another one for our officers. Leave our stats and just a listing of ship names, classes and statuses on the main pastebin.
>>
>>1122301
Good point.

>>1122299
All of them. All 1 million of your mercs are on the Fortress Perambulator.
>>
>>1122278
>Plan next month's schedule (can now give orders to the other ships in your fleet!)

>Do something else (what?)
>>
Assign Nikola for the next month:
>Firestorm Repair (0/450)

Assign Karlyle for the next month:
>Convert Planet by spreading Pro-Imperial Propaganda (0/1200)


Assign Locke for the next month:
>Convert planet by helping to restructure Othhaw Government to fit Imperial Standards (0/1200)


Assign Casmirre for the next month:
>Help with Modernization (0/800)

>Firestorm Repair (0/450)

>Hellebore Repair (0/1050)

Assign Harald for the next month:
>Mount an armed expedition to a system location (Will attempt to eliminate known threats at that location)
Nuclear Facility

Harald should draw teams from the Combined Regiments and utilise the ship Teleportariums to effect Lightning strikes on their Command and Control during the assault.

Assign yourself for the next month:
>Convert Planet by winning hearts and minds (0/1200)

Fleet and Army Review with the Planetary Governor. Show them but a fraction of the might of the Imperium on display.
>>
>>1122313
Shit, that should be:

>Assign Casmirre for the next month:
>>Help with Modernization (0/800)

ayyye.

Also check in with our Master of Whispers if any headway has been made with the interrogation.
>>
>>1122310
>>Plan next month's schedule (can now give orders to the other ships in your fleet!)

With the exception of Locke and Casmirre, keep everyone working at what they were working at, dispatch the fleet to bring collective holdouts in line. I should think a show of force should do well enough.

Have Locke and Casmirre look into the ocean planet and debris belt for goodies, respectively.
>>
>>1122313
>Fleet and Army Review with the Planetary Governor. Show them but a fraction of the might of the Imperium on display.
Backing this 100%. Nothing beats seeing martial prowess in a good Ol' fashioned parade!
>>
>>1122353
>>1122313
>Not testing the effectiveness of your Planet-Taker by pointing them at the Uranium Reserve and saying 'Get me that'.

For shame.
>>
>>1122365
I vote for this and whatever else is leading but mostly this
>>
>>1122365

I second this.
>>
>>1122365
Yea but a frontal assault is likely to lead to the place self-destructing so hence why im advocating for surgical strikes to bring it down.
>>
>>1122313
>>1122378
>>1122380
Roll 1d100, first 6 results (though you practically won't need to roll for one...)
>>
Rolled 21 (1d100)

>>1122390
>>
Rolled 14 (1d100)

>>1122390
>>
Rolled 91 (1d100)

>>1122390
>>
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Rolled 73 (1d100)

>>1122390
>>
Rolled 44 (1d100)

>>1122390
>>
Rolled 70 (1d100)

>>1122390
rolling again due to dice
>>
Rolled 10 (1d10)

>>1122407
Alright, marking this as a Fate Point re-roll, and also rolling for your Lucky: on a nine, no Fate Point is spent. FYI: you cannot re-roll Fate Point re-rolls.
>>
I want to add, if the people don't want servitors, that's fine. we won't force it on them, but its there loss.

And Converting the planet by helping to restructure Othhaw Government to fit Imperial Standards can go with a lighter touch, we only need the core/most important aspects implemented, the rest can follow in a few decades, if at all.
>>
>>1122413

Wait what?

No. I actually meant rerolling due to the not enough people rolling d100s.
>>
>>1122420
Oh! Fuck, my B. DISREGARD >>1122407 I SUCK COCKS.
>>
>>1122365
TELL US WHAT ACHIEVEMENT AND ENDEAVOR AND OTHER POINTS ARE USED FOR SLUT
>>
>>1122440
Basically, they're a way to keep concrete track of how much progress you are making on a task (FFG uses the two interchangeably). Generally, you have to score 900-1500 of them to complete an "Average" objective, while big ones (like colonizing an entire sector) can cost tens of thousands of points.
They're the 'progress' points you're racking up currently.
>>
Fleet Orbat:

Main Battle Line:
+THE ABSOLUTION+ Star Gaelleon
+THE CARRION CROW+ Sword Class


Long Ranged Bombardment Battle Line:
+THE DAGGER OF SPITE+ Hazeroth-class Privateer
+Unnamed Firestorm Class+

Planetary Defence Auxiliary:
+FORTRESS PERAMBULAM+ Universe Class
+THE THIEF OF HEAVEN+Jericho-class

I think this will probably be our formation, Our long ranged units can strike at the transports, forcing the frigates to accelerate to intercept them and then we can move to engage frigates while the lancers fall back and keep the enemy at range.
>>
>>1122391
>Magos Nikola's report: +++I HOLD MANY CONCERNS ABOUT THE SHIPS DESIGNATED CARRION CROW AND THIEF OF HEAVEN. WHILE I WILL NOT INTERFERE, NOTHING GOOD CAN COME OF ALIEN MECHANISM. ALSO, I HAVE FINISHED REPAIRS ON THE UNNAMED FIRESTORM: CHRISTENING RITES CAN BEGIN AS SOON AS WE FINISH FUELING.+++

>>1122393
>Karlyle's Report: Success! The people of Othhaw have been exposed to the Imperial Creed in its full: and they like what they hear! Already, we have people clamoring for revolution and breakaway from the Collective into your fold in public! I have ordered them jailed to keep up appearances, but plan to release them after the public backlash. I have no doubt that this world will soon be in the Imperium's pocket!
Conversion Progress: (807/1200)

>>1122394
>Locke's Report: My latest batch of reforms have met with mild discontent. My attempt to introduce Psykana protocols have been met with distrust, sadly. Still, it is nothing we cannot deal with later.
Conversion Progress: (777/1200)

>>1122395
>Casmirre's Report: Ran into some snags in the modernization effort: namely, an attempt on my life by a Collective sleeper agent. Apparently, there are a number of them in the ranks of the government, and they have been maneuvering towards killing us. I dispatched my assailant easily enough, and am currently leading a purge with the crew. Currently in the middle of a raid on the sleeper's base: this explains the death-screams you are hearing in this recording. Good day, sir.


>>1122406
>From the desk of Captain-General R.M.A.J.P.G.A. Markus: I write this letter by Calligraphus Servitor, as I lounge in the personal quarters of the Collective Strategic Uranium Reserve's former commander, who is currently being forced, at gunpoint, to sing rude songs for my amusement as I eat grapes. The defenses of this base were pathetic, to say the least: they lacked any effective way to counter a 30-Drop Pod assault by my men, as their AV guns were primitive and their STV atomics lacked all but the most primitive of internal guidance systems. They use ELECTRONIC GUIDANCE, can you imagine! They may as well be living in caves. My men are busy loading this reserve's entire Uranium supply, missiles included, aboard my ship as war treasure. Afterward, with your approval, I would like to test their atomics development by knocking out this base's comms array, abandoning all survivors in it, and bombarding them with their own weaponry from orbit. Best wishes, RMAJPGA Markus. PS: I plan to take the commander as a vanity Servitor, an exception to the aforementioned fate. I do not intend to give this unpleasant moron the honor of dying with his men.
Strategic Uranium Reserve: under Imperial Control. Access to the equivalent of 4 Atomics weaponry gained.

(cont)
>>
>>1122407
Public opinion among the politicals has started to turn against you. Now that the novelty has worn off, most of the politicos not already onboard with Karlyle see you for what you really are: A would-be usurper of the Collective. Most are too afraid to speak out against you for now, but going forward, they may strike.
Conversion Progress: (762/1200)

>Gustave's Report: It is as I've feared. The enemy is using psycho-surgery, most likely with the aid of biomancers or telepaths. The Founder's Guard is likely made up of a small core of unsanctioned psykers and utterly enthralled soldiers with no more personality than a Servitor.


>Assign Month 5's work schedule

>Do something else (what?)

>Optional: Decide the fate of the Strategic Uranium Reserve
>>
>>1122462
>keep it the same

>Use the 90% of nuclear weapons against the enemy fleet when it arrives but the rest shall bomb the base and let the Captain have his new servitor
>>
>>1122453
I would like to say that we don't necessarily have to blow the transports. Without their escorts they ain't shit, and I don't doubt one bit that we outclass their escorts by a ridiculous amount.

Poor fools don't know their wrong, we can at least give them the chance to surrender and see the light of the God-Emperor.

>>1122457
>I dispatched my assailant easily enough

hm

Surely we could find a better use for the collective prisoners? Besides, if word got out, killing all the prisoners will simply discourage others from surrendering. Do we have any real use for the facility tho?

>>1122462

Keep on keeping on
>>
>>1122462
>Optional: Decide the fate of the Strategic Uranium Reserve

We ask them one simple question: Do they accept The God Emperor of Mankind, and our authority under them. The consequences of them saying no should be obvious.
>>
>>1122467
under him, rather
>>
>>1122462
Assign Nikola for the next month:
>Help with Modernization (0/800)

Assign Karlyle for the next month:
>Convert Planet by spreading Pro-Imperial Propaganda (0/1200)


Assign Locke for the next month:
>Conduct Scholarly Survey of a system location (choose one: may reveal hidden mysteries)
Asteroid Belt

Assign Casmirre for the next month:
>Hellebore Repair (0/1050)

Assign Harald for the next month:
Assign Master Gustave for the next month:
>Mount an armed expedition to a system location (Will attempt to eliminate known threats at that location)

Counter insurgency work, they are to ferret out the enemies that Mister von Golgoth has uncovered. They have free reign to use the regiments brought with us and the teleportariums on the ships for lightning raids.

Assign Purser for the next month:
>Economic Survey of the Asteroid Belt

Assign yourself for the next month:
>Convert Planet by winning hearts and minds (0/1200)

I don't suppose it will take much to renovate the facility to our uses.

Keep the facility and belay execution order for the men and officers of the garrison. Captain-General Markus' new objective will be to throughly train and indoctrinate them in the ways and mindset of the Imperial Guard, Detonation collars are authorised to ensure obedience, however if they serve loyally and effectively for a perhaps a decade, they can win back their freedom as mercenaries under our command. This will allow us the possibility of using the facility as a trap for the incoming fleet as we know that they intend to swing by to pick up atomics. We can ambush them as they put in to dock.
>>
>>1122466
I don't want to destroy the transports either. However our Planetory gov has stated they have void shields, we can drop the shields on one and the escorts will be forced to move up to engage us to protect their transports. That way we can split up their fleet further.
>>
>>1122472
Actually, yeah I can get behind the scholarly expeditions and reassigning Harald to helping keep insurgents down alongside our conversion efforts
>>
>>1122457
>>Strategic Uranium Reserve: under Imperial Control. Access to the equivalent of 4 Atomics weaponry gained.
>>"Atomics ... If an atomic was detonated within a starship or station, however, its destruction would be guaranteed ... An atomic may be fired from a shipboard macrocannon ... it is, of course, entirely possible for players to invent other ways to use atomics, such as hit-and-run attacks. The GM should allow any reasonable idea a chance to succeed, although the GM is the final arbitrator of what is “reasonable.” "
>>"Teleportarium ... Characters may make Hit and Run Attacks without a piloting test, as they travel directly to the heart of the enemy vessel ... The teleportarium may be used in any number of other ways ... at the GM’s discretion"
Sooo we get the Carrion Crow and the Absolution within 5 VUs of the any enemy vessel and blow it to pieces without firing a shot.
That should ensure prompt surrender
>>
>>1122485
those ships will be valuable loot. I say we leave that to last resort. Remember that the carrion crow has murder servitors as well as the teleport system. Those two on a ship plus our own armsmen teleporting in will make a ship kneel over and die.
>>
>>1122483

Well, we outnumber and outgun their combat craft, may as well just blast the shit out of them rather than waste time on the transports.

>>1122485
Well, they've got shielding, so that'll have to be dropped before we can tele nukes onboard
>>
>>1122490
To be considered, if we can disable/capture their combat craft we could make local defense ships out of them
>>
>>1122492

This is to force the enemy escorts to advance against our forces.

The escorts will be matching the slow speed of the transports.
Our long ranged flotilla engages them at maximum range, dropping the shields of one of the transports, outside of range for return fire against them.
The escorts will be forced to accelerated to catch them and we can split up their forces before we engage.
>>
>>1122501

but anon

We can just hammer away at the escorts just the same
>>
>>1122509

And then more likely we will see the fleet move up as one big blob, giving them more macrobatteries to fire at us in one turn?
>>
>>1122511
And if we concentrate fire on their combat craft from the start using our initiative?

If, as you've said, the combat craft match speed with the transports won't that give us more time to hammer at them without response?
>>
>>1122517
>>1122511
Honestly as long as we kill the enemy warships. We can bombard the transports from orbit or some distance away
>>
>>1122490
The shock and awe of watching us completely obliterate two ships with a just a salvo each should force a rapid surrender. The damage avoided - to our own ships and the Collective's - by avoiding a long, drawn-out combat of repeated macrobattery broadsides would likely outweigh the ships lost to the nukes.

>>1122492
You know, I'd never seen that void shield addition to the teleportarium rules until I searched for it just now. Oh well, looks like we'll need at least one salvo.

Tactics-wise I'm putting in a vote for ensuring they're well into the system before we truly unleash the pain. Whether we capture or destroy, I don't want anyone fleeing home to fight another day.
We might want to leave a ship or two on 'silent running' to sneak behind the fleet, catch them in crossfire and cut off anyone who runs.
>>
>>1122472
>>1122484
Roll 1d100: first 7 are used.
>>
Rolled 37 (1d100)

>>1122527
>>
Rolled 7 (1d100)

>>1122527
>>
Rolled 6 (1d100)

>>1122527
>>
Rolled 34 (1d100)

>>1122527
>>
>>1122517

Was reading up on the rules again. Fair enough I guess. I was thinking of trying to use the raider to bait the Escorts so that we could ambush them from silent running, dropping their shields and boarding them in on swift action since there was the possibility that they might just turn again and flee if they see the whole fleet bearing against them.

>>1122524
Possible. Or we could teleport a bomb onto their bridge.
>>
Rolled 46 (1d100)

>>1122527
>>
Rolled 29 (1d100)

>>1122527
Rip
>>
Rolled 96 (1d100)

>>1122527
>>
>>1122539
dammit lol
>>
>>1122539
Anyone want to re-roll this one with a Fate Point?
>>
>>1122544
Thinking of it. Put it to a vote?
>>
>>1122546
Yeah.

Spend a Fate Point to re-roll >>1122539 ?

>Yes
>No

First to three.
>>
Also, I'd like to submit a name for our recovered frigate

Vagabond.

>>1122539

Guess we accidentally a nursery

>>1122548
>>Yes
>>
>>1122548
>Yes
>>
>>1122548
>>Yes
>>
Rolled 33 (1d100)

>>
Rolled 8 (1d10)

>>1122555
Nice trips, and rolling for recovery.
>>
>>1122551
Bit of a raider type name. Maybe something more Imperiumish?

Emperor's Light or something. Maybe even Spear of Ottaw. Just to get the system into a more patriotic mode.
>>
>>1122558
Resolute?

Adrift for an age and returned to the Emperors service
>>
>>1122559
Works for me. The crew will need to standfast in the face of the many misfortunes they will run into.
>>
>>1122558
>>1122559
Here's the statline:
Class: Firestorm-class Frigate
Speed: 8 Maneuverability: +26
Detection: +25 Hull Integrity: 38
Armour: 20 Turret Rating: 1
Space: 40
Weapon Capacity: Dorsal 1, Prow 1
Machine-Spirit Nature: Blasphemous Tendencies
History: Wrested from a Space Hulk
Further History: Ancient Vessel
Drive: Modified Jovian 2 Drive
Warp Engine: Miloslav G-616.B
Gellar Field: Standard Field Array
Void Shield: Single Standard
Bridge: Antique Bridge
Life Sustainers: M-1.R pattern
Quarters: Pressed-Crew Quarters
Augurs: X-470 Ultimo Array

Weapon Systems:
Prow: Titanforge Lance (Strength 1 Damage 1d10+4 Crit Rating 3 Range 6)
Dorsal: Sunsear Laser Battery (Strength 4 Damage 1d10+2 Crit Rating 4 Range 9)

Supplemental Components: Plasma Scoop, Armor Plating, Reinforced Interior Bulkheads, Crew Reclamation Facility

Unused Space: 2
Excess Energy: 4

Qualities:
Haste of the Dammed: Halves all Warp Travel Times, but increases rate of Warp Dangers emerging.
Eyes Everywhere: Add +10 to all Command Tests or social Skill Tests any character makes while on the bridge.
Stale Air: Increase all Morale loss by 1.
Cramped: Decrease Morale permanently by 2.
Active Scanning: +15 to detect vessels on Silent Running when using Active Augury.
Signal Beacon: Due to the intense energy signature of the array, vessels targeting a ship equipped with this component gain +5 to all Ballistic Skill Tests to fire their weapons.
Recycling: Reduce all losses of Crew Population by 3, to a minimum of 1. Increase all losses to Morale by 1.
Cursed: This ship draws misfortune to itself.
Thing of the Warp: +15 to Warp Navigation rolls, all crew suffer -10 Willpower.
>>
>>1122567
How will we go about training a crew for the vessel?
>>
>>1122574
Considering it's press ganged, I think some mix between prisoners and slave miners would make a good start.
>>
>>1122579
Given the warpy nature and malus to morale and will suffered by crews, I say we make it a redemptive posting for the most devout of our new flock. May Mate start with those who were arrested for pushing rebellion, so we can portray it as a punishment to the populace and a trial to the prisoners to be first in line in the new Imperium pecking order.
>>
>>1122579
Perhaps not prisoners though. I think we should have volunteers from our current planet. Considering the problems that will face this crew i think it best that they be treated decently for good morale.
>>
>>1122583
>volunteers for horrid conditions suited for a press ganged crew

I mean, I'm sure there are a couple odd fellas into that but, we might have a rough time crewing her
>>
>>1122584
Penitents an explosive collars.

Make it a trial. Service in the first "Native" warship. I also suggest we name it "The Promise" as a reference to the promise of the Imperium returning as seen by the Founder and the ship being left by the Emperor to protect this system when it re-entered the Imperium, against the corrupt men who had replaced the founder and treated with Aliens.

Hopefully we can even cast the Xenos as WHY we came at this time.
>>
>>1122528
>Magos Nikola's Report: +++MODERNIZATION INITIATED. HAVE STARTED BY CONVERTING OTHHITE NETWORKS INTO COGITATOR RELAYS. FORTUNATELY, THESE PRIMITIVES HAVE CLONING VATS AND NERVE-MATERIAL SAMPLES. MANUFACTORUM EFFICENCY AT WEAPONS PRODUCTION IS UP 75.9831 PERCENT.+++
Modernization Progress: (385/800)

>>1122529
>Karlyle's Report: I have managed to get a committee formed for withdraw from the Collective! The transfer of power has begun in earnest! All it will take is two votes: one of public opinion, and a second among the politicals.
Conversion Progress: (1110/1200)

>>1122530
> Locke's Report: The fascinatingly large number of radioactively active elements in this asteroid belt is not random, My Lord. Astromantic analysis indicates that this belt was once a planet that underwent, through unknown- but doubtlessly Chaotic- forces underwent nuclear detonation, scattering its atomic material to the solar winds. It appears that a section of this belt serves as a 'realspace eddy', capturing detritus swept along in warp-tides and depositing it in realspace. This may explain the... bizarre nature of some of the wreckage: the claw of Chaos works in cruel and mysterious ways.
>My investigations have also uncovered an Eldar evacuation device adrift near the site of the Hellebore, loaded down with documentation. A partial translation seems to indicate the Hellebore was a Corsair smuggling craft moving contraband between two factions of their inscrutable race: I advise mounting a full expedition into the Hellebore for these goods: they may be lost, damaged, stolen, or thrown out by ignorant workmen in the repair process otherwise!

>>1122531
>Casmirre's report: have begun work on repairing the Hellebore. This Solar Sail technology is... difficult to work with. Our men are doing the best they can, but there are certain limitations we have in terms of equipment and experience with Xenos craft.
Repair Progress (98/1050)

>>1122535
>Counterinsurgency Report: Enemy actors are currently suppressed. Moving on their bases. They have lost almost all public support, and are now simply focusing on sabotage for the incoming fleet.

>>1122537
>Purser's Report: The economic benefit of this area is obvious. Set up a Radiation Mining Operation in the Belt proper and sell to the Mechanicus: the priests of the cog love atomics, for some reason. As for the wreckage: you can sell scrap to the Cold Trade, if you want, but if you put an Economics officer like myself on oversight here for a month, we can help dig through the trash to find xenotech for you.

>>1122555
You have drummed up almost enough support for the vote to go through. By next month, this system should be throughly Imperial.
Conversion Process: (1190/1200)

>>1122472
"As you wished, I have converted this preserve into a mock-garrison. A number of my men are even now beating the Imperial Creed into these reprobates (more-or-less literally)."

>Arrange month 6's schedule
>>
>>1122589
Going to bed. Need sleep. Be back at like 2PM EST.
>>
>>1122590
thanks for running
>>
>>1122589
Who would be most appropriate for mounting a recovery expedition on the Eldar craft? Whoever lets have them do that, and halt work on the craft.

Have Locke look into the ocean planet

Purser on restocking the fleets supplies

Everyone else keep on keepin on

Hold that big ole fanciful military parade
>>
>>1122595

We do have our first officer there on site right now. We could go and have help with both operations. A survey team will enter a section first and only when it is cleared that it is nothing valuable then repair work will continue.
>>
>>1122589
Assign Nikola for the next month:
>Help with Modernization (0/800)

Assign Karlyle for the next month:
>Convert Planet by spreading Pro-Imperial Propaganda (0/1200)

Assign Locke for the next month:
Assign Casmirre for the next month:
Assign yourself for the next month:
>Hellebore expedition to retrieve materiale. Locke should be able to identify and cross reference the goods.
>Hellebore Repair

A survey team will enter a section first and only when it is cleared that it is nothing valuable then repair work will continue.

Assign Purser:
>Oversight for xenotech scavaging (Asteroid Belt)
Assign Harald for the next month:
Assign Master Gustave for the next month:
>Mount an armed expedition to a system location (Will attempt to eliminate known threats at that location)

Continue Counter insurgency work
>>
>>1122598

this
>>
>>1122589
Assign Nikola for the next month:
>>Help with Modernization (385/800)
Pump)
Assign Karlyle for the next month:
>>Convert Planet by spreading Pro-Imperial Propaganda (1190/1200)
Assign Locke for the next month:
>Hellbore expedition
Assign Casmirre for the next month:
>>Help Archeotech Scavenging (Continuous Pump)
Assign Harald for the next month:
>>Suppress Unrest (Current Unrest level: Suppressed Saboteurs)
Assign yourself for the next month:
>Hellebore Expedition/Repair
Assign Purser
>Help Archeotech Scavenging (Continuous Pump)
Assign Twistcatcher (Suppress Unrest)
>>
>>1122598
Second all of this except for the Hellebore repair.

It will take so much time to repair it, i don't think it's worth it. I'd rather rip it apart for cool parts / understand of Eldar ship design.

Also, we should consider declaring part of the Belt a no-go zone after we're done with it - to help prevent any chance of chaotic infection.
>>
>>1122598


I'm supporting this

I wanted to survey the ocean planet , but I guess we can wait for next month
>>
>>1122567
this ship demands a servitor crew.
>>
>>1122746
i know right, its a fucking deathtrap. Morale is going to be fucking shit.

We'll need to completely refit the thing, strip out that engine and hab decks. Replace with more conventional stuff.
>>
>>1122771
Servitor crews are actually a thing! They don' t have morale and related stuff, though they perform a bit worse on average. Don't know in which splatbook they are crunched out.
>>
>>1122968

see we have a use for those undesirebles
>>
With regards to the incoming fleet, I suggest perhaps that we attempt to entrap the enemy, force them to charge at us and lock them into a heading with most of our fleet without any opportunity for them to flee once their courses are locked in.

Like say our flagship and the Universe-class are enroute to the Nuclear facility when the fleet enters the system.

The garrison sends a message saying that the big thing is a transport that just conquered the main world and is on its way to take control of the nuclear facility and requests support to head it off.

If we play this right and position the rest of our fleet behind the planet the nuclear facility is on, hidden to the fleet, the enemy might attempt to charge and close in on them, allowing the rest of the fleet to come out from behind the planet and spring the trap on them, bringing all our forces to bear on them.
>>
>>1123086
That might not be needed, given their mobility is apparently (at their greatest speeds) a tenth of ours...

However capturing their ships would be useful, perhaps the cog-boys can learn something from these vessels...at the very least they can be refitted to work as mining vessels for the asteroid belt.
>>
>>1123107
Man wouldn't that be a bitch. Your greatest military vessels captured and condemned to being converted into mere mining ships. What a moral blow
>>
>>1123122
morale
>>
>>1123122
>>1123129
we have the means to do it with the universal-class boarding pods and million soldiers. we just have to put it close enough or disable their guns
>>
>>1123107
>That might not be needed, given their mobility is apparently (at their greatest speeds) a tenth of ours...

Do we know that? If it is true that'll be great. Still this plan was formulated so that the universe-class might have a chance to board one of the frigates and take it out of action rapidly. Otherwise with a speed of 1, its not going to catch up with anything.
>>
>>1123138
They use slip stream drives which are according to OP "1 tenth as fast" as our warp drive. Admittedly this means little for actual combat but we can warp to the other side of them in the battle and hit them from behind, between us and the Universe-class while having our other ships attack from similar places.
>>
>>1123158
Thats FTL/near-FTL drives. Realspace drives are a different thing altogether.
>>
>>1123168
True but since their drives don't seemingly take them out of real space, we can jump "ahead" of them and then fire into their path.


Combat warping is something some ships do, it's just really stupid because for all the tactical benefits it may bring, you are essentially jumping in and out of hell just to avoid a long run...


Also it should be noted that they use nuclear fuel to power their ships, which is far weaker than what Imperial ships use to my understanding. So chances are their engines are going to be slower too.
>>
>>1123158
>Admittedly this means little for actual combat but we can warp to the other side of them in the battle and hit them from behind
I don't think any imperial ships have that ability...

A 'short-distance' warp jump would be incredibly taxing for our navigator. Also, as there is no time in the warp, we could attempt this and emerge a month later...or even a year.
>>
>>1123280
I totally agree with that! Lets not commit to extreme warp-dabbling to defeat this enemy. If we were to use our warp drive we could try to intercept them and hope that they are in such a hurry that they dont fly in a convoy. We could take some of them out before the battle has even begun.
We could also prepare the battlefield: if we know their preferred strategies we might predict their preferred attack direction. Then we could just shoot at some asteroids. High-velocity space debris is a really really nasty thing.
>>
>>1123280
>>1123381
Like I said it is extremely risky but it is a tactic. In the same way as a bayonet charge is a good tactic. They are both insane, risky, high effort and low reward methods of turning a fight but dammit they can work...
>>
>>1123395
on the one hand: it IS the type of behaviour the Emperor might reward with permanent fate points, on the other hand: it might also derail this young, very well-written quest. I guess the latter is worse
I think captain Pallas is too responsible towards his crew to make this type of decision (at least until he has no other choice).
>>
>>1123395
While they can work, it is best to attempt a desperate tactic when the situation is, well, desperate.

As it stands, unless the enemy is much more powerful than we believe or has hidden allies we outnumber and outgun the enemy. I don't want to risk losing one of our ships if we can win an easier way.
>>
Everyone is super loyal to this Founder guy? We have a giant troop ship? Why don't we just warp to the capital and grab him while they're traveling?
>>
>>1123438

Teleport-y nukey kaboom.
>>
>>1123107
Their mobility in realspace is equivalent. They are 1/10th as fast as your ships when it comes to FTL, because they use a technology similar to the Tau's Gravitic Jump Drive.
>>
>>1123618

If we're in a pinch I guess we can do that. I'd prefer to keep it as our ace in the hole in the event things go ploin shaped, though. If we have a more dangerous battle later having that ability be secret could be a life saver. I'm also a bit adverse to just blowing up the ships on principal. Any kind of warp ship, even a shitty 1/10 as fast as a regular imperial ship warp ship, is worth billions of thrones. My inner Rogue Trader just can't walk away from that kind of profit.

>>1123614
If I remember my 40k lore correctly, charting new warp routes is much more dangerous and much more uncertain than following established paths. I suspect that's partially why our warp journey into this system was so shitty to begin with. If this was a well charted route I think we'd have a really good chance of sniping the Collective capital/leadership while their ships were enroute to us. As it is, with so many uncertainties on the table, I'd like to secure the valuable system we have here first, crush (and if at all possible capture) the ships coming to reclaim it, and then move on the Commie stronghold with our main force while the extra troops use the captured ships to stay behind and guard our system.

Maximum possible profit, minimum possible loss. Unless you see it otherwise?
One additional strategy I'm open to trying is to ram the hostile ships. Almost all Imperial ships are built to function as rams and I'm willing to bet our enemies' ships aren't. They probably won't even know we're trying to ram them until it's too late to dodge because ramming is far outside what conventional space combat probably is to them. Once rammed/grappled, it should be relatively easy to cripple/board the hostile vessels without destroying them.
>>
>>1123158
Warp jumps between two points in-system are... not a good idea. As in "you have a significant chance of temporal displacement/popping out in the depths of the gravity well of a planet and dying." Only Orks (who don't care about such risks), Eldar (who use Webway Transition engines instead of Warp engines), and Necrons (who can make their ships attain the C-point paradox) can do such things.
>>
>>1123614
Pretty sure he died ages ago mate...

Hence the whole 'sainthood' propaganda angle.
>>
>>1123694

Whoever the leader is. Like. Goddamn. We could just teleport nukes down until we were sure we got him. Or hidhide our ship and use it. Not like they know shields block teleporters.
>>
>>1122589
voting for having our ship shoot up a few asteroids to produce high-velocity micrometroids in areas of space that are unexpected for our enemy.
>>
>>1123677
>>1123733
also, we could build nuclear space mines! There are nuclear bombs as light as 40kg, we could deploy them via teleport directly in front of the enemie`s flight path. Special bonus: these types of bombs kill mainly via radiation, leaving technology intact.
>>
>>1123760
Yes! So much yes
>>
>>1123760
The problem with this is that most voidships are rad-shielded to protect against the gamma rays that fill the void.
>>
>>1122598
>>1122618
>>1122625
Roll 1d100. First five results will be used for the non Hellebore expedition work.
>>
>>1123733
Pretty sure their energy shielding - while inferior to ours - would absorb the energy of these kinetic blasts quite easily.

Now throwing entire asteroids at them, that's a different matter entirely!
>>
Rolled 63 (1d100)

>>1123813

For The Emperor!
>>
Rolled 27 (1d100)

>>1123813
>>
Rolled 46 (1d100)

>>1123813
>>
Rolled 97 (1d100)

>>1123813
D
>>
Rolled 79 (1d100)

>>1123813
>>
Rolled 68 (1d100)

>>1123813
>>
Rolled 14 (1d100)

>>1123813
4 Kay-Oss!
>>
>>1123824
Anyone want to re-roll this? (This would be the Purser's roll)
>>
>>1123842
yes, reroll
>>
>>1123842
Question:
Do our more important NSCs have Fate points?
>>
Rolled 65 (1d100)

>>1123842
Sure.
>>
>>1123855
Not for the purposes of these rolls.
>>
Rolled 8 (1d10)

>>1123856
Rollan for recovery.
>>
>>1123842
> Checks Purser in pastebin

Holt fuck me, why is she where she can be shot at?
>>
>>1123871
Does the roll I made count? just forgot to clear the email field.
>>
>>1123842
Yes re-roll
>>
Rolled 20 (1d100)

>>1123871
re-roll
>>
>>1123881
If that's the case, then no. This guy's roll counts >>1123883
>>
>>1123818
>>1123821
>>1123823
>>1123825
>>1123883
Alright, now, the final question: of Casmirre, Locke, and yourself, which ones are going on the expedition?
>>
>>1123910
I WILL.
>>
>>1123910
It's the Imperium we lead from the front!
>>
>>1123910
Ourselves and Casmirre

Lets bond
>>
>>1123910
We go, let the other 2 fous on the repairs
>>
>>1123910
we go. gotta see the insides of this thing
>>
>>1123910

The Emperor smiles upon those who act with determination.

> at least Pallas goes
>>
>>1123939
>repairs

no
>>
>>1123951

wait, didn't the repair option win m8?
>>1122598

we already started it, might as well finish it
>>
>>1123910
Locke sounds like some1 who shouldn`t be to close to a Xenos purge... The former assassin, on the other hand...
>>
>>1123970
It's unfortunate.

An accountant wouldn't know fuck all about repairing even an imperial ship.

Not exactly the field of the Captain and First Officer either.
>>
>>1123984

they will oversee it, the apropriate personel will be brought from ou staff
>>
>>1123984
And Cassmirre already proved he can do it as seen on this update >>1122589

man, just let us have this one, this is the beauty of quests, not everything goes your way when more people want something else
>>
>>1124004
Her first job is training someone to take over.

She's too valuable for the posting.
>>
>>1124030
well, maybe next update but we clearing the roons on that expedition is the exact action that will make her job there less dangerous.

I get the felling you will not let this go no matter how much I debate with you, if that is correct please let me know so I can stop. I really like this quest and don't want to shit it up with endless discussion on a thing that's already in motion, sorry if I offended you in any way.
>>
>>1124030
>>1124079
>her

There are IDs anon.

Besides, it was voted down in favor of selling it to the AdMech or Inquisition before, this quest tends to go all day so different anons at different times want different things.
>>
>>1124097

didn't see that, its been a long day....
>>
>>1124097
Ah. Sell it away then. I'm phone posting. Seventy5 seems to have it under control though. I trust him.
>>
>>1123813
>>1124097
Does this note have us rolling for repair?
>>
>>1123673

>Ramming the enemy.

The enemy uses STC patterns as well. Whether they are built to serve as rams is something worth asking QM about.

Well? QM?
>>
>>1124281
Hmmm, well we know the enemy has STC pattern space stations. I'm not sure if they have STC pattern ships, though. At least I would have assumed that STC ships would have had a better warp drive. You may be right, though.

Even if they can ram us, it doesn't necessarily mean us ramming them would be a substantially less effective attack. On the other hand, it does make it slightly more likely the enemy would anticipate a ramming attack.

If we do decide to ram and board (which I am not necessarily convinced alone is the best strategy) we should make sure to move elements of our mercenary companies off the Universe class and onto our lighter ships. The Universe is slow and ungainly it's much easier to avoid than any other ship we have.
>>
>>1124281
>>1124350

Well, they are using a ship manufactorum that they didn't build. Could be deviant from standard construction.

But, we can outshoot them, that's almost a certainty. If they refuse to surrender after a good pummeling I don't think it will be necessary to ram them in order to conduct boarding actions.
>>
>>1123920
>>1123926
>>1123939
>>1123944
>>1123948
(Apologies for the prolonged absence: I had a party to attend)

Your boarding party's crafts roll across the void-tide towards the stranded Eldar vessel. A security team of the Gilded Ones, led by Aldrakus, your guide from a few months ago, has accompanied you on this journey. Your team don their void-suits as you pull up alongside a gap in the wraithbone hull: the stale air of your supply stings your eyes and lungs.

Your team leaps across the gap between the lander's carrier section and the hull of the ship.

"According to Locke's partially-translated map of the ship, we should be about 2 kilometers from the deposit. You lead the way, My Lord."

Roll 1d100: one of the first five will be used for your Navigation test.
>>
Rolled 13 (1d100)

>>1124576
>>
Rolled 16 (1d100)

>>1124576
rolling knuckle bones
>>
Rolled 36 (1d100)

>>1124576
>>
Rolled 7, 2 = 9 (2d100)

>>1124585
Is no one else going to roll? I'll do it if they won't.
>>
Rolled 2 (1d5)

>>1124584
>>1124585
>>1124595
>>1124612
>>
Rolled 86 (1d100)

>>1124642
>>
>>1124642
Wow,
So it looks like we got 13, 16, 36, 7, and 2 as our range to roll from. Not bad... not bad at all.

Of course, next time all our rolls will be in the 90+ range to make up for it.
>>
>>1124585
You navigate along the halls of strange crystalline ivory with your team, deeper into the heart of the vessel.

At a certain point, the walls... change. The dead, lifeless crystal begins to glow from within with an unearthly, faint blue light, which pulses like a slow heartbeat. You feel a presence of some kind in the walls, one which you cannot easily put into words. Your men bunch up closer to you. "Xenos sorcery. My Lord would do well to scuttle this thing and erase it from his memory."

You slip out into a section of the craft that appears analogous to the concourses of your ships: towering statues of Eldar line the hallway, cruel and indifferent in aspect, wielding the unnaturally fluid and sinuous weapons of their race. A thin bridge stretches across the empty hall.

>Cross the bridge

>Try to find another way around

>Write-In
>>
>>1124681
>Cross the bridge
>>
>>1124681
>>Write-In

Take the weapons from the statues (if that's possible), then attempt to cross the bridge.

Eldar Weapons are pretty neat. Even if we can't use them all personally, they're great to sell on the cold trade or give to the Inquisition for brownie points.
>>
>>1124721
Um... these are epic-scale status. Like, 10 meters tall at least. And the weapons are statue weaponry.
>>
>>1124681
>>Cross the bridge
>>
>>1124735
Ah, okay then. In that case.

>Cross the bridge
>>
>>1124736
>>1124690
>>1124775
You and your men start crossing the bridge. You stride forward along the narrow length...

About halfway across, a cracking, splintering noise filters into your void-suit. Looking down, you see that the wraithbone of the bridge is beginning to break apart!

Roll 1d100 to make an Agility test to get across in time!
>>
Rolled 52 (1d100)

>>1124786
>>
Rolled 40 (1d100)

>>1124786
>>
Rolled 5 (1d100)

>>1124786
>>
Rolled 98 (1d100)

>>1124786
Rollin
>>
Rolled 92 (1d100)

>>1124786
>>
Rolled 2 (1d5)

>>1124786
>>1124797
>>1124819
>>1124832
>>1124836
>>1124863

So... We want to roll a 3 right? Here goes.
>>
Rolled 2 (1d5)

>>1124905
Save the re-roll for when I actually roll for the thing. Speaking of which...
>>
>>1124819
Rolled: 40
Target Number: 39

Re-roll?
>>
>>1124968
Nah, We fine.

>off by 1
Lol
>>
>>1124968
Yes.

>>1124984
A fail is a fail son. I'd rather not be stuck in a medbay when the collective arrive
>>
>>1124968
Only a 20% chance of success on a reroll. It's not worth it. Let's see what we get.
>>
>>1124968
keep it.
>>
>>1124968
No.
>>
>>1124819
You almost make it across the bridge onto the other side of the ship, but, less than a meter away from the other side, you step on air and start falling to the floor beneath you. You manage to shoot out a hand and grab an outcrop on the wall. You start desperately trying to pull yourself up.

Roll 1d100 for the Strength test to pull yourself up.
>>
Rolled 80 (1d100)

>>1125079
>>
Rolled 28 (1d100)

>>1125079
>>
Rolled 2 (1d100)

>>1125079
>>
Rolled 49 (1d100)

>>1125079
>>
Rolled 11 (1d100)

>>1125079
>>
Rolled 2 (1d5)

>>1125083
>>1125085
>>1125091
>>1125095
>>1125151
>>
>>1125224
Rolled: 28
Needed: 22
Spend a Fate Point to add a degree of success (from 1 degree of failure to 1 degree of success)?
>>
>>1125257
>Y

Damn our weak noodle arms!
>>
>>1125257

Fuck yes.
>>
>>1125257
yeah sure, by the way QM, is there a character sheet for Pallas?
>>
>>1125314
In the pastebin.
>>
>>1125314
danke, ive been around since the first cultist quest, im glad you didnt get discouraged, sometimes it takes a while for a quest to really hit it off.
>>
>>1125301
>>1125303
>>1125314
By some superhuman effort, you manage to pull yourself up the wall and onto the platform.

A couple of your team members aren't so lucky. you can see them lying, injured, on the floor, many meters below.

"Accessing biometrics data... they're still alive, but their legs are broken. They'll need to be retrieved by a medicae team."

>Leave them. If they are righteous, the Emperor will keep them alive.

>Send some of the men to retrieve them. I will go ahead with a reduced guard.

>Current Guard strength: 11 healthy, 2 injured at the bottom of the hall.

>Write-In
>>
>>1125384
>Send some of the men to retrieve them. I will go ahead with a reduced guard.
>>
>>1125384
>>Send some of the men to retrieve them. I will go ahead with a reduced guard.

>out of fate points over space elf bullshit

i swear

So, we need to pump some iron come our next level up I think
>>
>>1125384
>Write-In
Just teleport them back on the ship.
>>
>>1125393
This
>>
Rolled 7 (1d10)

>>1125303
Rolling for recovery.
>>
>>1125393
>>1125409
"Coordinates acknowledged. Retrieving signals... signals retrieved."

The fallen team members are teleported out.

The rest of your team continues into the ship...

Roll 1d100 for a Navigation test...
>>
Rolled 47 (1d100)

>>1125496
>>
Rolled 32 (1d100)

>>1125496
Damn, it's late.
>>
Rolled 87 (1d100)

>>1125496
>>
Rolled 91 (1d100)

>>1125496
>>
Rolled 60 (1d100)

>>1125496
>>
Rolled 1 (1d5)

>>1125503
>>1125512
>>1125517
>>1125520
>>1125530
>>
>>1125503
You head ever-deeper into the ship's decks. The Wraithbone around you now has... strange, blackish veins in it, that unsettle you and your men You finally emerge in a large storage chamber of some kind. Ahead of you are a series of large chests stacked in piles around a pair of strange wraithbone constructs: like statues with faceless teardrop heads.

>Get the treasure!

>Write-In
>>
>>1125569
>Write-In
Order one of the armsmen in our party to open each chest individually, one by one, and slowly.
>>
>>1125569
>Write-In
Teleport the treasure, and us, back on the ship. Leave the statues, probably a trap of some kind.
>>
>>1125569
Can we teleport ourselves and the chests out?

If so, do that
>>
>>1125586

Do this. If we can't, aim meltaguns at the statues before triggering the trap.
>>
>>1125586
Do we really want the chests aboard our ship if they're booby-trapped...?
>>
>>1125587
>>1125586
"Etherics, lock onto these coordinates and teleport the objects within."

"My Lord... we can't get a signal lock on your position! Signal's all over the place!"

You look at the pulsating black veins in the walls, and how they trace further into this cargo chamber...

You have a bad feeling about the signal loss, the black veins, and the ship's derelict status being linked.

>Men, fire on these walls! Get us a clear signal to the teleportarium!

>Follow these lines, gentlemen. And pray.

>Get those chests and move them up the passage until we get signal reception again!

>Write-In
>>
>>1125665
>Write-In
Fal back to the previous chamber where there was signal, then teleport a servitor to our location. Have it open or carry a box while we stand at a safe distance.
>>
>>1125665
>Write-In
We have melta's right? Have everyone with one take aim at the statues and start shooting. Once thats done we follow the lines deeper.
>>
>>1125665
>>Follow these lines, gentlemen. And pray.
>teleport in a backup team with medicae and heavy weapons
>>
>>1125705
>>1125697
>>1125683
I say we combine these ideas, it seems that we'll have everything covered
>>
>>1125712

This works. Maybe add a teleport homer for emergency extraction.
>>
>>1125705
>>1125697
>>1125683


Thiriding the combo. No kill like overkill.

>>1125665

Afterwards we can still follow the lines to their destination.
>>
>>1125665
Actually let's also telepirt the chest somewhere OTHER than our ship in case it's the actual trap.
>>
I really do dislike the teleporters

too easy
>>
>>1125781
That's why we used an Archeotech slot for it. It's *pricey*.

We should have had a heavy weapons team regardless. On standby in the shuttle. Demo charges at the least, for dynamic entry and exit.

Or surprise pic related.
>>
>>1125776
Not possible. Teleportaria can only teleport objects:
1. From Teleportarium chamber to remote location
2. From remote location to Teleportarium chamber.

No dice otherwise. Also, the position must not be psychically shielded, protected by an active force field, and you must be able to get a lock-on with the ship's augur systems.
>>
>>1125793

I think we just found what our murder-servitor teams should look like....

Maybe name them something creepy like "little sisters"
>>
>>1125793
>That's why we used an Archeotech slot for it. It's *pricey*.

I know, but still.
>>
>>1125813
we aren't tau m'lad
>>
>>1125665
>>Men, fire on these walls! Get us a clear signal to the teleportarium!
>>
>>1125712
>>1125719
>>1125766
"Dammit... Etherics, get a servitor and a backup group with a medicae and some heavy weapons down here. And a teleport homer."

"Understood, Lord-Captain. Unfortunately, we don't have a teleport homer on-ship, Captain. Apologies. And... dispatched. They should be coming down the passage now."

A group consisting of a medicae, a multilaser team, a plasma cannon team, and a cargo-hauler servitor comes down into the chamber.

"Men, train your weapons on those statues and get ready to fire. Servitor: retrieve that chest."

"*WHIRR*un-der-sto-od*WHIRR*"

The servitor shuffles over to one of the chests and lifts it up. It turns around and begins bringing it back...

The statues shift and begin to move.

Your men open fire, laser and melta beams breaking on hardened wraithbone. The animated statues, meanwhile, seem content to shuffle about unguided.

>Concentrate fire! Take them down one at a time!

>Ignore them, they're unguided! Get as many of these chests as possible into Teleportarium range!

>Ignore them: let's see what is causing these veins...
>>
>>1125889
Unguided as in what?

Just milling about?
>>
>>1125889
>>Concentrate fire! Take them down one at a time!

>>1125894
sorta they would normal need a warlock to guid them round since there just souls stuck in amor pretty much but they can still do things
>>
>>1125889
>Concentrate fire! Take them down one at a time!
I'd feel better knowing that the ultra strong kill bots are gone, even if they are effectively harmless right now.
>>
>>1125894
Yep. They seem to be... shuffling around, grasping with their arms and moaning in Eldar.
>>
>>1125889
>>Ignore them, they're unguided! Get as many of these chests as possible into Teleportarium range!

Could well be other defensive measure set in place, hell, they could simply be there to keep intruders busy
>>
>>1125889
>Focus fire, while the Sevitor keeps grabbing chests. Aim for the Knee joints and arm joints
>>
>>1125926
>>1125907
>>1125906
"Servitor, keep grabbing chests! Men, focus fire on the joints! Cripple the Godless things!"

Roll a Command test.
>>
Rolled 5 (1d100)

>>1125939
ded
>>
Rolled 58 (1d100)

>>1125939

For Profit and the Imperium! (but mostly profit)
>>
Rolled 28 (1d100)

>>1125939
>>
Rolled 27 (1d100)

>>1125939
>>
Rolled 46 (1d100)

>>1125939
>>
>>1125944
God, Glory, and Gold

we best 40k
>>
Rolled 1 (1d5)

>>1125941
>>1125944
>>1125949
>>1125951
>>1125954
>>
>>1125939
I wonder if we can capture some. Imagine what the inquisition would pay for them.

Or eldars might pay in goods for the return.

... and we can get stasis holding bays from the yards here...
>>
>>1125983
Rip, we died.
>>
>>1125985
yer but if people found out we kept them and not distroyed them then we can get killed>>1125988
its roll under though
>>
>>1125985

Rather destroy the space elf fuckery desu.

>>1125988

Rolls are reversed in this system.
>>
>>1125989
Selling some tovthe =][= would be a net good for the imperium though so it can be justified as doing our god given duty.
>>
Rolled 78 (1d100)

>>1125941
The servitor begins dragging the chests out one in each clamp-hand as your men shift their fire onto one of the behemoths, blasting its legs clean off.

The shift in fire, however, gives the second Wraith some breathing room. It lifts a strange Eldar weapon from its midsection and fires...
>>
>>1125985
we can take the scrap and give it to the ]|[ or the Mechanicus or something.

For a small fee of course.
>>
>>1125988
Quest is roll under.

>>1125989
I would like to destroy them and save any precious stones they might be adorned with as trophy jewelry. Put it on imitation statues or tapestries of the Guardians
>>
>>1126003
same here also the soul stones the elader will give alot for them as any eldar that dies or gets there sould stone broken go to the sex god.
>>1125996
yer but its the imperium and this is xeno tech cant have any of it gota burn it all
>>
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>>1126001
>Rolled 78 (1d100)
>>
>>1126001
is that for us to not get hit or is that the elder shooting at us?
>>
>>1126001
A pulsing wave of... SOMETHING screams over the heads of your men and impacts the wraithbone wall. You see the wall... BEND unnaturally, like light through the bottle of a bottle. Shards break away and fall to the floor. A few had small tendrils of black on the inside: these steam unnatural black smoke as they lie.

>The servitor has moved about 20% of the chests

>Finish off the grounded one! That was a blind-fire shot!

>Shoot at the standing one before it gets another shot off!

>Write-In

>>1126015
Not quite. There are many loopholes... and people who just don't care.
>>1126019
For the Wraithguard.
>>
>>1126003
>taxidermised eldar wraith trophy in our trophy room.

I want this.

>>1126015

Know thy enemy. The ][ will find some good use for it.
>>
>>1126003
>Stealing 'precious stones' from an Eldar ship
>>
>>1126022

>Shoot at the standing one before it gets another shot off!

>Write-In
Send a servitor to steal away the gun of the grounded eldar.
>>
>>1126022
>Shoot at the standing one before it gets another shot off!
>>
>>1126022
>>Shoot at the standing one before it gets another shot off!

Also, totes down for some soulstone jewelry. Or at least snatching them up
>>
>>1126022
>>1126033
Also:
>write in
Order the men to spread out and not bunch up.
>>
>>1126022
>>Shoot at the standing one before it gets another shot off!

wow lucky there unguided
hmm i guse but youl have to becarfull about it
like if we take the guns and remake them them inot men wepons then could work.
>>1126042
soulstones i want as well
if we can just pull it out they will stop fighting
>>1126022
call in more men
>>
>>1126033
>>1126034
>>1126042
>>1126057
Roll a command test.
>>
Rolled 68 (1d100)

>>1126070
>>
Rolled 76 (1d100)

>>1126070
WE'RE FUCKED
>>
Rolled 10 (1d100)

>>1126070
>>
Rolled 30 (1d100)

>>1126070
>>
Rolled 41 (1d100)

>>1126070
>>
Rolled 5 (1d5)

>>1126072
>>1126074
>>1126075
>>1126076
>>1126081
>>
Rolled 33 (1d100)

>>1126081
"Spread out and bring guns about! That one Automata got off a shot!"

Your men spin their guns about and concentrate fire on the second Wraithguard, forcing it backwards under the rate of fire. The second one, however, lifts up its horrid weapon from the floor and fires...
>>
Rolled 30 (1d100)

>>1126070
>>
Rolled 63 (1d100)

>>1126111
>>
>>1126057
>>1126042
>>1126027

No Meta!

Yeah we're stealing bling. Also no heresy! We have ties to the OA and also the Mechanicus.

Destroy foul Xenos equipment. Mount trophies in reproductions. Stay safe from corruption.
>>
>>1126111
The shot strikes home on the multilaser team! Their image BENDS horribly and they ripple away. One of the team members ends up slamming against the wall with an audible CRACK. The other... ends up IN the wall, screaming in clear agonizing pain.

Make a Fear Test (Willpower-based).
>>
>>1126111
Ooohh. Not good.

A share of the loot goes to the families of the men who died getting it.

Fits our noble charitable motivations.
>>
Rolled 65 (1d100)

>>1126124
>>
Rolled 99 (1d100)

>>1126124
>>
Rolled 53 (1d100)

>>1126124
>>
Rolled 57 (1d100)

>>1126124
>willpower

Goddamn space elves ain't got shit on the horrors we faced fighting nids
>>
Rolled 39 (1d100)

>>1126124
>>
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>these rolls
>>
>>1126139
We pass if he rolls a 5.
>>
>>1126128
what have i done!!??
hole shit
we are fucked
>>
Rolled 1 (1d5)

>>1126127
>>1126128
>>1126132
>>1126133
>>1126134
>>
>>1126146
lucky it wasnt the 99 on
but still could be better, though we have had good rolls till now
>>
Rolled 89 (1d100)

>>1126127
Rolled 65
Target Number: 47

1 degree of failure. Rolling on Shock table with +10
>>
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>>1126152
>Rolled 89 (1d100)
>>
>>1126152
Oh dear.
>>
Rolled 3 (1d5)

>>1126152
Reason abandons you. There is nothing you can do against this... abomination. You feel bile rising in your stomach even as you open your mouth to scream, and you spew in your void-suit, splattering your face-plate with sickly sweet vomit. Your entire body shakes as the image of the man plays out over and over in your mind: parts of his body MERGED with wraithbone in hideous ways, flesh and crystal blended like... Emperor save you...

>Rolling to see now many rounds you are incapacitated.
>>
>>1126152
>98

OH BOY WE'RE INTO THE FUN SHIT.
>>
>>1126184
we're fucking dead, yay!
>>
>>1126185
I miscalculated. The Willpower roll should have been at -20, Horrifying
>>
>>1126184
We brave Sir Robyn now.
>>
>>1126193
Its fine, This will teach anon's to save our fucking fate points for important rolls now.

How close we were to instant breaking and turning into a gibbering mess?
>>
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>>1126202

Nevermind it's going to be a good long while before they refresh. Like a week or so
>>
>>1126184
When you regain awareness of your surroundings, it is already over. The bodies of a couple of Gilded Ones lay around you, their limbs cleanly severed, dead, not from the amputation, but from depressurization. The Wraithguard are limbless, their teardrop heads twitching back and forth on their shoulders as they lie on the ground. The servitor is being aided by a number of crewmen in moving the chests up and out of the chamber. Another two are huddled in a corner, a foil blanket thrown over their void suits.

The team medicae is standing over you; you must have collapsed to your knees at some point.

"My Lord, are you alright? You were... screaming."

>I'm fine. Let us depart this pit of nightmares.

>Get all the crew off of this ship, load up the chests, then deploy bombers and turn all guns on this unholy Xenos creation.

>I'm fine... investigate the taint without me, I will return with the treasure.

>I'll manage. Just... disturbing, seeing something like that happen. Let us carry on towards the source of these veins.

>Write-In

Also, roll 1d5 for Insanity points. First roll decides.

>>1126221

Don't you guys still have 1 left? One of those rolls was my mistake.
>>
Rolled 5 (1d5)

>>1126229
>Get all the crew off of this ship, load up the chests, then deploy bombers and turn all guns on this unholy Xenos creation.
>>
Rolled 4 (1d5)

>>1126229
>I was remembering the enemies of my home, what they did was unnatural. I seemed to have faltered for a moment but no more! Let us send the treasure back and keep pushing, along with our new trophies.
>>
>>1126229
>I'll manage. Just... disturbing, seeing something like that happen. Let us carry on towards the source of these veins.

>Write-In
Commend the survivors for a job well done. A months bonus with immediate effect.
>>
>>1126234
well guse we have brain iusses
>>
Rolled 3 (1d5)

>>1126229
>I'll manage. Just... disturbing, seeing something like that happen. Let us carry on towards the source of these veins.

In for a penny in for a pound
>>
>>1126229
>>Get all the crew off of this ship, load up the chests, then deploy bombers and turn all guns on this unholy Xenos creation.

suffer not the spess elf
>>
>>1126240
Nope! You're still considered 'Stable' by game rules! You can take a few shocking experiences without risking madness.
>>
Rolled 2 (1d5)

>>1126229
Meh too late now but yes.

> >I'll manage. Just... disturbing, seeing something like that happen. Let us carry on towards the source of these strange veins.

Distract the men by pronouncing a share of loot to the families of those who fell against the Guardians.

> Truly the weapons of the Xenos are foul, those who suffered not just death but indignity at their hands shall not be forgotten.

Get trophies to portray it as Asa bold victory while downplaying our role in passing out.
>>
>>1126249
ok well we are on the path.
im going to sleep now night
thanks
>>
>>1126249
>Nope! You're still considered 'Stable' by game rules! You can take a few shocking experiences without risking madness.

Curious, just what are the implications of the insanity score? We have a 1 I know, but just what does that mean in game terms? What would increase it?
>>
>>1126240
Dude. I'm also phone posting but I think your excessive bad spelling is offending the Emperor.
>>
>>1126257
Every 10 points, you have a risk of going into an extended state of shock, ranging from spending a day in a withdrawn, shell-shocked state to temporary fugues. At 40, 60, and 80 you develop increasingly acute mental disorders, as your grasp on reality begins to break down. At 100, you go completely insane and can no longer be played. The GOOD news is that, as it is written, Only the Insane Can Prosper!: At 20 Insanity, Disturbing things no longer bother you; at 40, Frightening things; at 60, Horrifying; and at 80, Terrifying (leaving only the highest level of Fear, Nightmarish, capable of effecting you).
>>
>>1126273
There's a similar track for Corruption, wherein you slowly develop mutations and mental alterations from falling under the thrall of the Dark Gods, and at 100... well, let's just say the campaign can take a turn.
>>
>>1126275
Can't we reduce Insanity or was that only added in the later books? Cause I know Corruption can be 'some-what' managed by hacking off corrupted limbs and getting bionics.
>>
>>1126276
Insanity is difficult to reduce, and generally involves spending time on vacation on Paradise worlds, taking stupendous amounts of pharmaceuticals, and praising the Emperor a lot. During such sojourns, your enemies can easily make moves on your claims...
>>
>>1126273
>>1126275

Well I can deal with being a crazy, but I read over the mutation list

And let me just say, I could dig getting made stronk, but the risk for the physically disfiguring mutations is just too much
>>
>>1126282
Clearly we need to set up a Paradise world or a Paradise ship.
>>
>>1126282
> praising the Emperor a lot.

We should already be doing this.
>>
>>1126286
We should also already be doing this for our ship.
>>
>>1126289
I really meant "flagellation with an electro-whip while wearing a hood".

>>1126286
Your personal quarters and Arboretum qualify as sufficient space- provided you insulate yourself from the stress of running a ship during your convalescence.

>>1126235
>>1126237
>>1126241
>>1126250
"I just... faltered a bit, but no longer! Send the treasure back via Lightning Strike, and reward the families of these poor souls! One month's bonus to all who join me! We press onwards!"

The chambers you press into are... unnatural, even more so than the ordinary work of Alien minds. You can see the black veins growing more numerous and thicker.

>Make a Navigation Test (+20 bonus, thanks to the veins)
>>
Rolled 31 - 20 (1d100 - 20)

>>1126306
FOR RICHES AND SWEET ALIEN ASS!
>>
>>1126306
Can we get a few flamethrowers and Promethium burners to burn this crap away on the walls?
>>
Rolled 62 (1d100)

>>1126306
>>
>>1126326
It's not ON the walls.
>>
Rolled 51 + 20 (1d100 + 20)

>>1126306
>>
Rolled 95 + 20 (1d100 + 20)

>>1126306
>>
Rolled + 20 (1d00 + 20)

>>1126306
>>
Rolled 84 + 20 (1d100 + 20)

>>1126306
Yes I meant that too.
>>
Rolled 4 (1d5)

>>1126339
>>1126333
>>1126331
>>1126327
>>1126316
>>
Rolled 90 + 20 (1d100 + 20)

>>1126316
Well. The emperor abandoned me. Time to see what Chaos and degeneracy could have wrought.
>>
>>1126340
Fug
>>
>>1126340
so 42, Fucking hell. How do we fuck up following the vains?

>>1126342
Clearly pretty fucking good shit with a 90.
>>
>>1126340
>don't teleport our and obliterate the xenos ship they said

well then
>>
>>1126351
>being a sissy while playing RT

Its almost like you think this is Only War.
>>
>>1126333
Against all odds, you have gotten lost. The veins are now almost a solid tide of black pulsing in the walls: with their multiplication, you've also noticed that they glow, faintly: a faint ruddy light, like smoldering embers. Your men have clustered close to each other, and glare at every shadow.
Aldrakus eventually cuts ahead and speaks to you face-to-face.

"My Lord cannot be serious with this! There is no glory to be found in this place, only madness and death at the hands of the xenos or whatever foulness has caused this black plague! We MUST withdraw!"

>Fine, you have a point.

>(Command) Nonsense. Steel yourselves, men: there shall be great treasure and many a tale to be had by the end of this.

>(Intimidate) Any man who runs, gets shot by me.

>(Charm) I know you are afraid, gentlemen, but just have heart: I am certain the worst is behind us!

Thought for the day: Some options are better than others.
>>
Rolled 76 (1d100)

>>1126360
>(Command) Nonsense. Steel yourselves, men: there shall be great treasure and many a tale to be had by the end of this.

>You would dare sully the men who fell for us to push forward by turning around like children? How would that look on us for spitting on giving there lives?!
>>
>>1126360

>(Command) Nonsense. Steel yourselves, men: there shall be great treasure and many a tale to be had by the end of this.

"To do great work we must go beyond the visible light of the Emperor, to push back the darkness."
>>
>>1126352
>obliterating xenos filth
>sissy

You sir, need a stern talking to by men in leather trenchcoats.

>>(Command) Nonsense. Steel yourselves, men: there shall be great treasure and many a tale to be had by the end of this.

By the Emperor my gilded men at arms! Every man of you shall bring great glory to your ancestral clans by the deeds you do today, glory to the bold!
>>
>>1126360

>(Command) Nonsense. Steel yourselves, men: there shall be great treasure and many a tale to be had by the end of this.

Do i not walk these darkened hallways with you? I am not merely some general who would order you to do something i would not do myself. Follow me! Just a little more, to venture into the depths and bring back the riches contained within."
>>
>>1126360
>Fine, you have a point.
>>
>>1126381
>>1126376
>>1126374
>>1126369
Roll 1d100, process this stuff around 2 PM tomorrow. Goodnight, thread.
>>
>>1126386
On second thought: I won't be retarded: leaving this open to vote until I get back around 2PM tomorrow.
>>
Rolled 72 (1d100)

>>1126386
thanks for running
>>
Rolled 53 (1d100)

>>1126386
>>
Rolled 90 (1d100)

>>1126386
>>
ITT

Shitty dice
>>
>>1126386
Ded
>>
>>1126360
>>(Command) Nonsense. Steel yourselves, men: there shall be great treasure and many a tale to be had by the end of this.
>>
Rolled 62 (1d100)

>>1126386
>>1126409
Whoops, forgot to roll. Hopefully that wasn't a good thing...
>>
Rolled 20 (1d100)

>>1126386
I forgot we were rolling low.
>>
>>1126386
We still have one fate point THANK GOD.

Let's not use it here.

Instead we should call for more backup.
>>
>>1126424
I dont believe we do. We used 2 on our endevour challenges and one to not fall down the pit. Thats 3.
>>
>>1126386

Guys, do you think we can get those weapons from the automatons? they would at least catch a good price if we are not able to reproduce them.
>>
>>1126441
I expect if or when we fallback, we will drag their bulky corpses and all their bits and pieces with us.
>>
>>1126447
yeah man, so much potential profit on this thing, even the veins are intriguing.

good thing rogue trader's interactions with xenos and xenotech can go a little beyond hur dur purge!
>>
>>1126450
We should mount one head or a pieced together one for our trophy room.
>>
>>1126433
See
>>1126229

We have one left.
>>
>>1126452
Reproductions. Destroy the xenos taint.
>>
>>1126447
>>1126441

We should destroy it.

Remember our loyalty is still under question.
>>
>>1126462

Loyalty to who, exacly?

calm down on the purge trigger man, we can't make business with ash
>>
>>1126457
Ah, cool. Good to know.

>>1126459
>>1126462

Our remit allows us to deal with xenos in what way we see fit. Its not like we're spreading chaos taint.
>>
>>1126463
The Officio Assassinorium and through them the Imperium

Rogue Trader Warrants gives some leeway but not the whole highway
>>
>>1126473

man, that's one of the reasons rogue traders exist, so we can make the deals that the others on the imperium can't.

Seriously, our whole thing is to explore, find xeno, archeo our other bizzarre things and use them first for our personal benefit, then for the benefit of our house, thirdly for profit and finally for the benefit of the imperium.

next thing you are going to say to me is that if we find a crate of Tau Pulse Rifles you are going to send it to the nearest star
>>
>>1126462
That we should. Likely chaos taint to this xenos filth by the look of it in any case.

>>1126463
While the cold trade is a thing, a few odds and ends of space elf gear aren't really big money for us. Certain individuals which may or may not be a part of our crew and officers may or may not be observing us and our actions for their respective masters.

What profit a tiny bit of xenos gear might net us ain't worth the risk. Gotta think scale man, our dynasty has approx 9 million men at arms, 1 mil of which are with us, multiple systems under their control, and quite a few very nice ships which are directly under our control, we basically acquired rights to 100 systems here. And the maintenance of all that isn't even in question.
>>
>>1126477
The odds and ends will have loyal use, selling it the =][=.
>>
>>1126480
Which I am in favor of. Leave it all on the ship, contact =][= and let them deal with the whole wreckage. Not to mention studying the warp tainted debris belt itself. I'm sure they'd be better equipped to deal with it as well.

>>1126475
>man, that's one of the reasons rogue traders exist, so we can make the deals that the others on the imperium can't.

Not exactly our main purpose. And tau are on the other side of known space, so no risk of having to argue over that xenos commie filth.
>>
>>1126477
>>1126480
>>1126481


Are you guys seriusly discussing problems with that the big =][= may bring us because of this ship while two of our ships have necron tech installed on them?

seriously, and I repeat, we do not need to purge every xeno we come across, we have the authority to deal with them and even use them as we see fit.

Hell, there are rogue traders that have xenos on their crew for emperor's sake
>>
>>1126487
I don't think you understand

Fuck space elfs

But in any case, it's not required to purge the xenos sure, but containing them is certainly something we should do Contain them until someone else purges them.

Xenos tech is one thing, a flat out elfdar ship is another. That looks like it's tainted with chaos at that.
>>
>>1126493
Well, if your problem is with eldars specificly think about this

What better way to piss them off than using their pressious tecnology and ships against them while defiling it with our mon'keigh hands.

Hell, this may even damage our relations enough that we will be forced to fuck them and purge every last one of them while defiling even more technology.

as of the chaos part, I completely agree, and thats why I want to follow it and see if these veins are chaos taint, but I don't want to waste the flexibility this ship would add to our fleet
>>
>>1126487

I say having the two ex-cold trade ships just keep a low profile.

I'm in favour of selling the hellebore hull after we strip the modules off it since GM has already said that humans have difficulty using and repairing it due to it requiring psychics to pilot.
>>
>>1126494
You're not going to convince me, because in that case you'd just vote for capturing elfdar ships. Trading with Eldar? Working with Eldar corsairs? Sure. Using their ships? Sillyness

>>1126495
Truly. Without some elfs we really aren't going to be able to operate or maintain the thing.
>>
>>1126499

So you don't hate eldars you just have a specific hatred for their ships? yeah, I don't think I'll be able to convince you either.


As for the operation and maintaining, we can just servitorize some psykers and strap them to the controls to give it juice or something, we are humans we allways find a way hehe

but yeah this discussion is becoming stale and pointless because the voting will decide, but it was good chating with you guys.
>>
>>1126501
Loyalty is a coin all of it's own, for one thing.

And while we might have the legal leeway to get away with shit like this, being blatant about it will MAKE US ENEMIES.

Of which we already have some thanks to our character creation choices.

And you want us to piss off our actual allies?

Didn't occur to you that maybe, maybe we could take this ship that is

a) Not easily used by humans due to the psychic nature,

b) possibly infested with the taint of chaos, and

c) the site of a personal failing of ours in front of our men and a traumatic experience

and nuking it in a grand show of disgust for xenos might not be useful for getting some leeway later when we find something ACTUALLY nice, like a bunch of "Tau Pulse Rifles".

Which I would still insist we dress up as Imperial tech for the sake of appearances.

> As for the operation and maintaining, we can just servitorize some psykers and strap them to the controls to give it juice or something, we are humans we allways find a way hehe

> Servitorize some psykers and strap them into the controls

What. The. Fuck.

> we are humans we allways find a way hehe

You're verging on "That Guy" territory.

I say we loot the ship, destroy it, then make a big stink about "Filthy Eldar" leading the successors to the Founder astray to the point that they would actually accept abhorrent Xenos into their society instead of containing or eradicating them as is proper.

Especially since any ]I[ would immediately go "You tried to keep it? You idiot. It had clearly disturbing tainted veins? You double idiot. YOU TURNED PSYKERS INTO SERVITORS THEN PLUGGED THEM INTO A CHAOS-TAINTED XENOS PSYCHIC SHIP" and that would be the last thing we heard because honestly at that point the execution would be putting us out of our misery more than anything else.

Like. Please read up on 40k to understand how bad of an idea that is. I'm actually concerned that you suggested it.

At least read the All Guardsmen Party.
>>
>>1126509
wow, that escalated quickly

the part of the servitorized psyker was obviously meant as a joke, hence the "hehe" at the end, but I admit that it's dificult to convey emotions or intent through text speech for me.

as for the impossibility of using it, I may not be as knowledged as you on w40k lore, but as the QM himself presented the option I was temped to believe it was possible

but like I said before here>>1126494
, this discussion is pointles because if these veins are indeed chaos taint(and they most probably are) we would have to purge it
>>
>>1126501
Do you know what the servitor process does to people? And you want psykers, who need precise control to use their powers so they don't explode into a fountain of gore and daemons to be subjected to that? While keeping a chaos tainted xenos ship for quick cash?

Are you trying to get us killed by the Officio agent on the ship?
>>
This latest adventure just reinforced my view that randomly.picking from our dice is absolutely fucking retarded, and once again, renders any and all thought that it invites player participation or makes us feel like we matter entirely invalid.
>>
>>1126509
What's the latest in AGP, that shit is some of the best stories i've ever heard.
>>
>>1126499
but using their ships is a perfect cover for a false flag operation, we can get support from lots of people because "eldar pirates" are striking convoys and shit. It could work as a useful cover.
>>
>>1126571

Whatever for.

If we're trying to do it against the people of these 10 systems, we just need to take and convert them like we have here. Sparing us the need to repair their infrastructure.
>>
>>1126514
Servitor crews are acceptable.

Servitor crews on slightly tainted imperial ships is 40k.

Servitor psykers on a xenon psychic ship is already three bad ideas in before adding possible chaos.
>>
>>1126571
Not as useful as looking loyal to the Sanctioned Assassin's on our ship.

Maybe a different RT would be into it, but I doubt the guy we rolled up would be.

Why do you have such a hard on for this TAINTED ship anyways? Are you trying to derail the quest?
>>
>>1126386
Hey. I can't make 2pm. Can I vote in advance to destroy the Elder ship after we loot it or sell it to the inquisition?
>>
>>1126809

Relax mate, its not gonna happen anytime soon. First we have an enemy fleet to capture.
>>
>>1126441
Unfortunately, no. Wraithcannons explicitly work only in the hands of a Wraith. Once removed, they fall silent forever.
>>
>>1126956
Obvious we cut the hand off a wraith then~

They'll make good trophies and curiosities.
>>
>>1126983
Replicas. Why have heretical items? Especially when we can vent our disgust when designing the replicas.

Grab the jewels though.
>>
>>1126533
If that's how you feel, no one's making you stay. Clearly, other people don't feel the same.
>>
Rolled 1 (1d5)

>>1126392
>>1126397
>>1126401
>>1126411
>>1126415
Okay, since you guys ended up rolling 5 results anyways, I won't be difficult and ask you to roll again.
>>
>>1127033
Rolled: 72
Target Number: 62

1 degree of failure. Re-roll?
>>
>>1127038
Nah.

Fuck this ship. We got loot already. Hopefully. Instead of deadly trap chests.
>>
>>1126392
"Nonsense, men! Steel yourselves, there will be great treasure at the end of this!"

"We already HAVE treasure! The shock of seeing what happened to Axumander must have rattled your senses! Let us GET OUT OF HERE! Etherics, can you get a bead? Etherics? Damnation! This wicked crystal must be interfering with our signal!"

>Try and find your way back to an area with reception (Navigation)

>Force your men to press forward into the ship's heart (Navigation, penalty to Command tests for rest of mission)

>Try and shoot/blast open a hole for reception (you have 1 meltagun operator and three breaching charges)

>Write-In
>>
>>1127157
>>Force your men to press forward into the ship's heart (Navigation, penalty to Command tests for rest of mission)

Pussies
>>
>>1127157
>Head back and swap out crew members. Have those 'fleeing' and 'demanding' to go back, Disposed of.
>>
>>1127168
this
>>
>>1127167
Seconding.

I am sure that we can make it.
>>
>>1127157
>>Force your men to press forward into the ship's heart (Navigation, penalty to Command tests for rest of mission)

I'm all for blowing this ship up but we may at least see the adventure through.

>>1127168
>>1127293
nah, they have more sense than we do, be damned if we should lose more men over this goddamn elfdar ship
>>
>>1127157
>Try and find your way back to an area with reception (Navigation)

Why the fuck are we still on this ship, we should leave and blow it the fuck up, or failing that mark it's position so that we can sell or gift it to the Big I or AdMech
>>
>>1127315
It's fun and promises loot (and sure maybe some bad stuff)?
>>
>>1127315
Unfortunately the prospect of loot

My inner gambler can't let the chance rest.

But yeah, sell/trade the ship to =][= no doubt
>>
>>1127314
>>1127167
>>1127293
You fire a plasma round into the air.
"Any man who flees will be shot out the airlock! I AM THE CAPTAIN AND I WILL BE OBEYED! NOW FORWARD, YOU SPINELESS SONS OF GROXES!"

Roll for Navigation.
>>
Rolled 25 (1d100)

>>1127373
>>
Rolled 47 (1d100)

>>1127373
>>
Rolled 62 (1d100)

>>1127373
>>
Rolled 13 (1d100)

>>1127373
>>
Rolled 69 (1d100)

>>1127373
Not what i voted for but alright.
>>
Rolled 3 (1d5)

>>1127379
>>1127384
>>1127385
>>1127400
>>1127402
>>
>>1127385
You manage to drag your crew further down into the ship, until you finally emerge in a large, spherical chamber. The veins here have completely overwhelmed the normal coloration of the wraithbone, and pulse black and unnatural. In the center of the room, a shrine of some kind rests, baleful red light emanating from a jewel set- no, DRIVEN- into the top.

The shadows seem to whisper, and the light catches off ambient dust in disturbing ways. Roll Willpower, with a bonus +30 to the target number.
>>
Rolled 42 (1d100)

>>1127423
>>
Rolled 23 (1d100)

>>1127423
>>
Rolled 3 (1d100)

>>1127423
>>
Rolled 93 (1d100)

>>1127423
>>
>>1127439
Now watch us roll a 4
>>
Rolled 97 (1d100)

>>1127423
>>
Rolled 3 (1d5)

>>1127426
>>1127428
>>1127436
>>1127439
>>1127455
>>
>>1127471
whew
>>
>>1127471
You shake off this vile darkness and press forward, toward the shrine. Up close, you can clearly see that the gem is part of some kind of spiked metal clamp that was driven into the shrine. A few dozen fractured opal-cut stones adorn each side of the shrine, flickering with red lightning.

The prone figure of an Eldar, long-since mummified by voidfrost, is slumped over the shrine, the snapped half of a spear held in one hand. The head is driven in to where the spike violated the shrine. Scars around the edge show the work of levering action.

>We should leave this place. It is forsaken by the Emperor and the Eldar's dead gods alike.

>Order one of your men to fire his meltagun at the clamp

>Order your strongest men to pull the clamp out

>Write-In
>>
>>1127503
>Order your strongest men to pull the clamp out
>>
>>1127503
>Order your strongest men to pull the clamp out

Fuck it, worse comes to worse we can kill him... hopefully
>>
>>1127503
>We should leave this place. It is forsaken by the Emperor and the Eldar's dead gods alike.

This is the Inquisition's sort of problem, we already have treasure from the ship and can make more from the information we've gathered
>>
>>1127503
>>Order your strongest men to pull the clamp out
We wouldn't be a Rogue Trader if we didn't take dangerous xeno shit
>>
>>1127519
>>1127541
>>1127549
"Men, pull that... device out!"

"My Lord-"

"I WILL NOT REPEAT MYSELF YOU INGRATES!"

The two strongest men on your team seize one side of the gem each and start pulling...

Roll 1d100.
>>
Rolled 30 (1d100)

>>1127571


Oh Emperor, bless these dice with low rolls.
>>
Rolled 51 (1d100)

>>1127571
hm
>>
Rolled 54 (1d100)

>>1127571
>>
Rolled 50 (1d100)

>>1127571
ded, Also have the Melta's watching the doors and stuff.
>>
Rolled 43 (1d100)

>>1127571
>>
Rolled 2 (1d5)

>>1127575
>>1127577
>>1127578
>>1127581
>>1127605
>>
>>1127608
When your men rip out the gem and its spiked weight from the shrine's heart, a spray of black smoke erupts from the hole and begins to fill the room. You see the darkness begin to drain from the walls....

On the other side are the crew of this ship. Their bodies, stripped naked and posed in obscene contortions. Their flesh, clinging so close to their bones that in some cases the bone breaks through to the surface. Their skin, as grey as moldering cloth. Their faces, contorted in expressions that blend highest ecstasy with deepest agony.

Roll a -10 Fear test
>>
Rolled 33 (1d100)

>>1127631
>>
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Rolled 63 (1d100)

>>1127631
>>
Rolled 55 - 10 (1d100 - 10)

>>1127631
>>
Rolled 58 (1d100)

>>1127631

Fucking demon possessed Eldar, gotta mess with the thing they said
>>
Rolled 62 + 10 (1d100 + 10)

>>1127631
oh great...
>>
Rolled 36 (1d100)

>>1127631
>the loot is tainted as fuck
>leds geddit

Emperor save us
>>
Rolled 2 (1d5)

>>1127632
>>1127638
>>1127640
>>1127642
>>1127645
>>
Rolled 88 (1d100)

>>1127638
Rolled: 63
Target Number: 37
Degrees of Failure: 2

Rolling on Shock Table with a +20...
>>
>>1127682
Whyyyyyyyyyyyyyyyyyyyyyyyy
>>
>>1127687
Because retarded dice is why
>>
>>1127682
The last thing you feel is yourself hitting the ground.

You wake up on the cold iron floor of the teleportarium chamber, your void-helmet off and the medicae standing over you.

"You... passed out again, My Lord. Quieter, this time. We all managed to get out before the... smoke or whatever, touched us more than a little bit. It was... bad."

>You feel unstable and groggy, like being drunk or stoned. Roll 1d5 and gain that much Insanity (first result taken). You gain 1 Corruption.


>Get all men off of that ship and blast it to shards.

>Seal the decks near it and get the men off. This is a matter for more pure souls than our own

>Write-In
>>
Rolled 4 (1d5)

>>1127706
>>Get all men off of that ship and blast it to shards.

Let this be a lesson for playing around with xenos baubles and chaos taint.
>>
>>1127706

>Regroup and try again! Our legacy WILL not be denied! Victory is within our grasp.
>>
>>1127706

Yup, it's time to erase it from existance

we should have better luck on the next xenos bauble UAHuAHu
>>
>>1127711
>Side Note: You now have 10 Insanity, bringing your mental health to Unsettled! (you cannot lower your Insanity Points below 10). Roll a Willpower +10 test to avoid any Trauma effects.
>>
>>1127706
>>Get all men off of that ship and blast it to shards.
>>
>>1127722
huh? I thought we had 1 insanity before
>>
Rolled 89 (1d100)

>>1127722
>>
>>1127727
1 + 5 from the Wall Incident + 4 from this Other Wall Incident.
>>
Rolled 49 (1d100)

>>1127722
>>
>>1127736
ah.

Stupid ass space elf ship
>>
>>1127706
>Get all men off of that ship and blast it to shards.

See now we let the demons out and now we gotta scuttle the ship
>>
>>1127719
Not with this system still in effect, not as long as it all comes down to complete randomness
>>
>>1127737
(Flipped a coin for the sake of moving this bit along: no trauma (for now))

>>1127777
>>1127724
>>1127711
"All hands, mass evacuation of the Hellebore. Ordnance, lock on and fire. All weapons. Scramble the Grand Owls and tell them to rain fire and death in between salvos. That ship is evil itself. Have Father Walpurgis in the room when we audit the treasure holds to find and destroy anything tainted."

"Understood, Lord-Captain."


You men dig through the chests of glittering treasure. Most of it is mere geld or ornament with no worth beyond trade or ornament, but a few valuable pieces stick out from the rubble...

Roll 1d8. First four results will be used for treasure generation.
>>
Rolled 6 (1d8)

>>1127829
>>
Rolled 3 (1d8)

>>1127829
>>
Rolled 3 (1d8)

>>1127829

>>1127827
Or we realize our fragility and don't put ourselves in situations where we shouldn't be.
>>
Rolled 8 (1d8)

>>1127829
>>
>>1127827
Only if you don't look at your stat sheets, never upgrade, and make all of your decisions at random.
>>
>>1127833
>>1127848
>>1127849
>>1127858
You found:
2 Ranged Weapons
1 Armor Piece
1 Tool

Roll 1d10, first 4 results determine the nature of the equipment (pistol vs. rifle, etc.).
>>
Rolled 4 (1d10)

>>1127875
>>
Rolled 5 (1d10)

>>1127875
>>
>>1127875
>>
Rolled 2 (1d10)

>>1127875
>>
Rolled 6 (1d10)

>>1127875
>>
>>1127861
And even then you invalidate all that and make the outcome random
>>
>>1127887
Bro, I get that you have a hard-on for the best-of-three system, but I have a suggestion for you: if you don't like this thread and how it works, leave. You've spent this entire thread and the previous ones bitching about how I'm somehow 'invalidating' all choices by having people... roll dice for outcomes. In an RPG. Where dice-rolling is part of the system.

I just don't get it.
>>
>>1127887

That's why these games have dice, if we were playing a game where you only had to make choices and never had an element of randomness we would be playing a Choose Your own Adventure
>>
>>1127879
>>1127880
>>1127882
>>1127884
You've recovered some kind of armored cloak, a rifle, a pistol, and some kind of navigational device.

>Cloak

Roll 1d10: the first four results will be used to generate the cloak's equipment profile.
>>
Rolled 7 (1d10)

>>1127929
>>
Rolled 7 (1d10)

>>1127929
>>
>>1127907
I wasn't going to say anything, but I agree with that Anon. I have a problem with the dice system too. I was a very active participant in the chargen thread and the thread prior to this one, but the dice system has been a real turn-off for me. It just feels like it discourages risk-taking, which is part of the fun of something like RT.
>>
Rolled 1 (1d10)

>>1127929
>>
Rolled 7 (1d10)

>>1127929
>>
>>1127948
But on the other hand if the dice system is geared toward our success it takes a lot of the risk out.

The system is different, but I kinda like it. Loads better than averages, that's for sure.
>>
>>1127948
Well, I guess we disagree on that. Risk-taking isn't risk-taking unless there's real RISK involved, and the 40k RPGs emphasize that concept. You just took a risk and got some loot out of it, at the cost of Insanity points: this is the sort of trade-off that's common in 40k. This quest is going to be true to the source material, which means it WILL be harder than the normal quest. Open disclaimer.
>>
>>1127948
Look in the dice rollings defense if we were playing IRL you wouldn't get to roll 3 dice and pick the best, you'd roll your single dice and deal with it. Quests in the best of 3 section are fun in a diffrent way as the character passes mroe often than not however this is RT...everyone dies, there is no hope, cleanse enough xenos and remain pure and pray the emperor takes you to his side.
>>
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>>1127962
>which means it WILL be harder than the normal quest. Open disclaimer.
>>
>>1127935
>>1127937
>>1127949
>>1127952
The cloak is made of a strange, flexible silver-green material, cracked and pitted with scars. While wearing it, it seems to cling close to your skin and trip you up (-10 to Agility when wearing it), and provides 3 armor. As demonstrated during a stress-test, it seems to release a powerful electrical current along its external surface when struck, electrocuting melee combatants (Enemies who strike in melee must pass a +0 Agility test or take 1d5+2 Shock damage). It also occasionally snaps off your body while maintaining functionality (once per combat, ignore the -10 penalty when making a Dodge test).
>>
>>1127993
Now the pistol! Same deal.
>>
Rolled 5 (1d10)

>>1127997
>>
Rolled 1 (1d10)

>>1127993
Interesting


>>1127997
>>
>>1127993
Cool we got a static cloak, it sticks to us annoyingly and tazes those who touch us.
>>
Rolled 5 (1d10)

>>1127993
can i get a 10 please mr dice?
>>
Rolled 8 (1d10)

>>1127993
>-10 to Agility when wearing it

Well, it's not as though we get into a lot of acrobatic stuff.

>>1127997
>>
Rolled 9 (1d10)

>>1128001
>>1128003
>>1128013
>>1128021
AND one more roll due to result.
>>
>>1128001
>>1128003
>>1128013
>>1128021
>>1128029
The pistol is an ancient Archeotech pattern, all glowing sinister lights and howling barrages of lasfire. Well-crafted and powerful, it exudes authority (+10 to Command and Intimidate tests while armed with it, and BS tests when shooting it.) A series of internal gyroscopes seem to create a natural balance within it. Upon you touching its grip, a strange beeping noise emitted from the gun: everyone else who has tried to handle it directly has been shocked and caused a loud, deafening klaxon to sound from within the gun. Truly, a marvel of the DAoT. (Range Increment 30m; Fire Rates S/2/–; Damage 1d10+4 E; Pen 2; Clip 5; Reload 2 Full)

Roll for the rifle!
>>
Rolled 5 (1d10)

>>1128052
fuck yes
>>
Rolled 7 (1d10)

>>1128052
nice
>>
>>1128052
god damn, what should we name it? Howl? it bites those not it's owner and has one hell of a bark and bite?
>>
Rolled 3 (1d10)

>>1128052
>>
Rolled 4 (1d10)

>>1128052
>>
Rolled 7 (1d10)

>>1128058
>>1128062
>>1128064
>>1128066
One more one.
>>
>>1128058
>>1128062
>>1128064
>>1128066
>>1128154
Your tech-priests say that the runes on the bottom of this gun read "nano-scale dismantling rifle". This rifle fires a spurt of grey putty that seems to cannibalize any material nearby, then break down into sand. It seems to require battery packs to power the nanyte production process. The nanytes are unpredictable and delight in confounding your expectations, but remain fairly accurate (+1 degrees of success when succeeding; +2 degrees of failure when failing: +10 to BS tests, with an additional +10 once per combat). Profile: Range Increment 90m; Fire Rates S/3/5; Damage 1d10+7 R; Pen 6; Clip 20; Reload Full; 7kg

Roll for the nav-device! I'll be out for a while: have my IRL group to GM for.
>>
Rolled 4 (1d10)

>>1128188
Ha cool.
>>
Rolled 2 (1d10)

>>1128188
>1d10+7 R; Pen 6

That's nasty right there.
>>
Rolled 9 (1d10)

>>1128188
>>
Rolled 9 (1d10)

>>1128188
>>
Rolled 9 (1d10)

>>1128188
Sweet gun right there.
>>
>>1128188
So we have
>Static Cloak
our defense againt getting stabbed in the back

>Howl
Our "fuck off im in charge" gun

and now
>The Maw
Our scare the shit out of someone gun
>>
>>1128246
I mean if you insist on using names Howler sounds better than Howl. Nanyte rifle sounds just fine
>>
>>1128317
Still a las pistol. Might as well call it a gun of command.
>>
>>1128389
I'm just fine calling it an archeotech las pistol as well
>>
>>1128399
Meh, not so hard up on the name. Im just wondering if the Archeotech weapons will accept standard upgrades.
>>
>>1128188
>>1128052
Dat rifle.

I'm glad you've been holding firm against the occasional dice system bitching. If you're not soiling your void suit from either pants-shitting terror or loot-induced orgasm at least twice a session then you're not doing 40k right. If there's no real risk of failure then the success feel cheapened. So far you've been representing the tone of the game perfectly.
And the complaints about it invalidating player choices are ridiculous. We still have complete freedom to choose what we want to try to do.

>>1128399
>>1128389
I don't care what we call the pistol so long as we get a nice minimalist holster to hold it high up on our chest where everyone can see it.
>>
>>1128188
Also, how long do we think we have until the collective fleet arrives?
>>
>>1127907
Mate you completely missed my point, YOUR roll to randomly pick from our rolls is solely what I take issue with, otherwise I reckon this quest is pretty great, but when YOU randomly roll to pick from ours, you may as well not have us roll at all and just use a single d100 for everything and we have the same amount of participation and effect
>>
>>1128848
How so? It's still just a random determinate.

How would you do it differently?
>>
>>1128848

How else would he pick which one to use?
>>
>>1128848
Personally l like it. I just like rolling but best of the 3 is too easy.

If you want to pick randumb choices, and not know when to say "fuck this dumb gay space elf ship and its tainted chaos bullshit" then you are GOING to suffer.

I hope you all learned something from trying to brute force your way through the ship with dice alone.

I look forward to this happening again

>>1127966

> everyone dies, there is no hope, cleanse enough xenos and remain pure and pray the emperor takes you to his side.

This yo.
>>
>>1128188
Thanks for running! I'm really enjoying it, and the actual risk.
>>
>>1129155
>best of the 3 is too easy.
Hahaha, you've not played enough best of 3 quests, even when using that system in place the dice gods can still ruin your butthole!
>>
>>1129362
A) I play Valen Quest. You have no fucking idea what "hard" actually is.

B) Yes, you can get fucked by relying solely on Dice even with best of 3. Without it, you're going to have to do things like "think" and "plan", including planning for "What do I do if this doesn't work?".

People get cocky because they have Fate points, but we've seen in this thread just how fast those can go if you are reckless.

TL;DR Don't go in with "Win or die" plans. Because you are NOT going to win every time.

Severus is actually being really nice to us by not putting in a couple scenes where we interact with our fire team and learn their names and THEN phasing them halfway through a bulkhead.

Get used to Fate/Dice NOT being on your side, and start thinking about how to deal with that.

Otherwise I'm going to have to say that this kind of game isn't for you and maybe you should read a good book instead.
>>
Rolled 5 + 1 (1d5 + 1)

>>1128193
>>1128198
>>1128199
>>1128203
>>1128222
The navigational device is a complex piece of archeotech, an impressive micro-cogitator with a hololithic projector that throws up a map of the universe. The map of stars is incredibly detailed, and seems to be able to detect both realspace and Warp phenomena. It also has natural plugins with the ship's comms network, allowing commands to be issued easily. A small lev-generator and position marker (Grants +20 to all Navigation Warp and Stellar tests to the holder, as well as +10 to all Command tests. Can never be lost or stolen.)

>>1123818
>Nikola's Report: +++INSUBORDINATION IN RANKS. MEN HAVE REGRETTABLY DISCOVERED NATURE OF COGITATORS. CURRENTLY ENGAGING IN REPLACEMENT OF DISOBEDIENT COMMAND STAFF WITH COMPLIANT MEN.+++
Modernization Progress: (385/800)

>>1123821
Karlyle's Report:The vote has been passed! This world is now part of the Imperium of Man, with me as the Planetary Governor! As my first act, I have ordered the tearing-down of the statue in Brotherhood Plaza, the plaza's re-naming as Piety Plaza, and the construction of a statue of the Founder receiving a vision from the Emperor!
Conversion Progress: (1216/1200)

>>1123823
>Locke's Report: As per your orders, the Hellebore has been destroyed.

>>1123824
>Purser's Report: We have managed to find some usable xenos artifacts within the asteroid belt! (roll in this post to determine how many were found).

>>1123825
>Counterinsurgency Report: Collective agents uprooted with aid of local Arbites force, in their first official operation. Have rounded them up and sent them to nascent Servitor conversion facility.

Roll 1d10 to determine the alien origin of recovered artifacts.
>>
>>1130025
>Being this mad at peoples opinions
Its like you want to play all alone, yes a portion of the players voiced their discontent but that doesn't mean they don't want to play.
A good game has feedback and communication between all players, when you get that, you can get a good group and game going. If you just say fuck off to everyone who doesn't agree with you. You''ll either get shunned or people just won't stick around, since your "that guy".
As for "hard", well your just being autistic now, imagine if I said "you have no idea fucking idea what hard is, I play/do ________.
>>
Rolled 1 (1d10)

>>1130094
>>
Rolled 10 (1d10)

>>1130125
> A good game has feedback and communication between all players

Then drop the "Best of 3" BS. It's not changing from the current play style. If you think it's too hard, bounce.

>>1130094
>>
Rolled 3 (1d10)

>>1130094

So between our handheld and the fancy shooter, we're we're pretty solid on command tests, good shit.
>>
>>1130140
In what way was I advocating for BO3 dice for this quest?

If its too hard for you to interact with other players then maybe you should bounce.
>>
>>1130125
>>1130140
Look, I don't want this thread devolving into an autistic slapfight. >>1130125: I respect your opinion, but I do not think I am going to change the roll format. If you don't like it, you can leave, or you can stay, but please, do not whine (not that you are whining now: sorry for snapping earlier, was not my best)
>>1130140: I respect your passion for defending the roll method, but please don't get confrontational with people who are just expressing their opinion and not shitposting.
>>
Rolled 5 (1d10)

>>1130094
>>
Rolled 6 (1d10)

>>1130094
Praise The Emprarah!
>>
>>1130182
Can I recommend Valen Quest to players here?

It's actually really good and I don't want the difficulty to drive people off.
>>
>>1130179
It was the other anon that you agreed with. He's been bitching about best of 3 for a while.
>>
>>1130128
>>1130140
>>1130176
>>1130094
>>1130187
To clarify:First two results to match determine the origin of the six items (this is actually important: Ork tech is different than Eldar tech, and so on.)
>>
>>1130211
>First two results to match

likely gonna be a while
>>
Rolled 1 (1d10)

>>1130094
>>
>>1130182
I think the best way to address the players discontent with the roll is either to help them better understand the roll system, and how to take actions/make the rolls favor. Or just warn anons about hard rolls. Some people don't have very good awareness to how dangerous a action can be, and what risks there are. Instead they go, yolo lets go do it for funzies.

Slow post, was trying to find a clip from its always sunny in Philadelphia where they go buy a boat and one of the guys tries to be smart about the purchase and haggle, while the other dude just wants to buy the boat for the first price that is asked. So just imagine that scene.
>>
>>1130255
Maybe a disclaimer at the top?

Sorry for getting heated. Like >>1130200
Said another person was bitching and I hate that sort of thing coming up every time an action fails.
>>
>>1130255
Okay, I'll add a disclaimer thing to the Pastebin.

>>1130128
>>1130229
A large pile of Orkish technology has been gathered for your examination.

First Artifact:
>Roll 1d10: first four results will be used to generate the artifact.
>>
Rolled 5 (1d10)

>>1130278
>>
Rolled 5 (1d10)

>>1130271
I'd only bitch if it was competently blue, like we went to sleep and woke up with +15 corruption, no explanation or dice roll.

Anyways, I think we're done for this topic.

>>1130278
dice.
>>
>>1130200
>He's been bitching about best of 3 for a while.
If you look back at his posts, you can see that he's not necessarily saying that he prefers Bo3, just that he has problems with the system. Clearly this isn't a quest where criticism is allowed, so it doesn't really matter. Hell, my own issue with the dice system isn't anything that would make me not want to play, it's the other players being assholes about any conflicting opinion. Well, that and the fact that the QM talks down to anyone who criticizes his perfect dice system. Quite simply, the quest itself is fun, but the players and QM have made it not worth playing. So yeah, I guess this isn't the quest for me, seeing as I can't even politely voice an opinion without being told to fuck off by players and the QM.
>>
>>1130290
We need a discord or whatever for chat so this isn't all in the quest.
>>
>>1130301
It's literally at the top of the thread
>>
Rolled 10 (1d10)

>>1130278

>>1130290

yea whatever dude.

>>1130301

there is
>>
Rolled 10 (1d10)

>>1130278

>>1130290
I managed to resolve things with >>1130301 after we calmed down a bit. But yeah. We should be done with this.
>>
>>1130280
>>1130283
>>1130309
>>1130320

Looks like we're either going with a 5 or a 10 then?
>>
>>1130324
Double 5, double 10. Probably double big and double dukka with a splash of red paint. Who knows, can't wait to see though
>>
>>1130328
Well. The 8 was either the cloak or the navigator device.

So.
>>
>>1130280
I'm not trying to be condescending, anon, and I apologize if I condescended. I'm not interested in you (or anyone, really) "Fucking off": I just don't want the quest to degenerate into "X complains about Y, which leads to Z telling X to fuck off, leading X telling Z that his mother was a whore". Not a fan of OT posting eating up a thread. Kind of like some people are doing now by jumping to my defense. I'm just trying to run this quest: people will like it, or not. I'm sorry that myself and the players have led you to not want to participate. If you would like to talk this out more, I would prefer if you used the Discord instead of the thread.

>>1130280
>>1130283
>>1130309
>>1130320
This deep blue Ork cloak is covered in Ork scrawl-runes and lined at the end with teeth. Thick, heavy,and made with the closest thing to craftsmanship the Ork race can display, this cloak offers incredible protection, and is said to grant "lukk" by Ork tradition (weighs 6 kg, grants 7 armor to all body parts save the head, as long as you wear it, you have 1 extra Fate Point that you can spend, but not burn, each thread).

Roll for second artifact.
>>
Rolled 5 (1d10)

>>1130383
>>
Rolled 2 (1d10)

>>1130383
>>
Rolled 3 (1d10)

>>1130383
>>
Rolled 6, 3, 2 = 11 (3d10)

>>1130383
>>
Rolled 6 (1d10)

>>1130383
>>
>>1130383
So. Are we going to establish an Equerry and/or Bannerman to pimp out with the bling we don't wear ourselves? I say we get ourselves a tribal bodyguard/Bannerman for the big obviously dangerous and scary stuff, and we get a Batman/Equerry for the discrete stuff.

It's reasonable to have them both accompany us at all times.

We could have the Bannerman be the result of a competition among the tribals of our ship, while the Batman is elected by our advisors. Totally not offering that as an opportunity for our Assassin contact
>>
I think we should hold some kind of tornie to see who wins the Cloak we don't wear. We keep the Pistol and rifle.
>>
>>1130389
>>1130391
>>1130392
>>1130394
An Orkish chestplate came with the cloak: an ugly, massive thing made from a piece of voidship hull beaten into armor and dyed bright purple. While impressively resistant to fire, this armor keeps getting misplaced; a quality you normally wouldn't associate with bright-purple chestplates. (Weighs 30 kg: Chest armor 8. If you place it down for more than a few moments, you must make a Search (-10) test to locate it again).

Roll for third artifact.
>>
Rolled 10 (1d10)

>>1130449
>>
Rolled 1 (1d10)

>>1130418
>>1130442

I could dig having a few named retainers.

Since we've got gear made for an ork, I say we stick it on an Ogryn.

>>1130449
>>
Rolled 1 (1d10)

>>1130449
hoping for the best Choppa this side of the galactic core
>>
>>1130449

30 fucking kilograms?! Wow.
>>
Rolled 8 (1d10)

>>1130449
>>
>>1130461
Do we have an Ogryn? Maybe we can find something close to it from the Bilge people.

Could even be a nice theme, "They continue to do our dirty work". But make it a point of pride instead of a punishment.

Nice ironic contrast with having a Batman who does the ACTUAL dirty work.
>>
I'd also like to point out that while the nanyte rifle is stronk as fuck, the archeotech las pistol grants command bonus to us while wielded, which is more important for a leader of men. A retainer with it would be very choice though.

>>1130489
We have a company of Ogryn among our mercs.
>>
Rolled 4 (1d10)

>>1130301
>>1130307
>>1130309
I know, I mean for him>>1130290
to chat in discord. "needa".

>>1130467
We could sell it, I wonder if we put it in a big ass locked heavy box, if we'd have to still search for the box, or search for the item in the box....
>>1130449
>>
>>1130501
Ogryn bodyguard with that breastplate?
>>
>>1130558
And some other ork gear why not, we've got 6 pieces
>>
>>1130558
It would be amusing to see a Ogryn looking for his breastplate all the time.
>>
>>1130456
>>1130461
>>1130462
>>1130481

This set of clanky, massive, scrap-metal plasma drives were found in remarkable working order, although they ARE quite massive for the escort-class ship they were clearly meant for. They appear meant to send the ship they are mounted on screaming through realspace at top speed, with no regard for such things as "turning". Their sturdy build should allow them to take a hit, however. (Fits only on Raiders or Frigates: generates 43 power, takes up 19 space. Grants the ship they are mounted on +4 Speed and -15 Maneuverability: Additionally, if the ship's engines are critically hit, ignore the first result each combat, but the engines automatically wreck if crippled thereafter (the engines are held together out of lashed rope and scrap sheets more than anything else). Crew Morale on a ship with these installed permanently decreases by 1, due to the constant howling racket made by them.

Artifact 4.
>>
Rolled 2 (1d10)

>>1130692
>>
Rolled 8 (1d10)

>>1130692
>>
Rolled 1 (1d10)

>>1130692
>>
Rolled 4 (1d10)

>>1130692
Lucky charms, gimmi an Orkish lucky charm
>>
Rolled 1 (1d10)

>>1130692
>>
>>1130701
>>1130707
>>1130708
>>1130710
>>1130739
This power sword clearly once belonged to some unknown Imperial soul, before it was "looted 'n kustomized", to use the Ork terms. Its power field flickers unpredictably, its balance has been thrown off by the introduction of several battery packs on the hilt, and an edge has been filed down to turn this blade into a kind of 'power cleaver'. It swings wide often and severely, but delivers felling blows when it hits. The power field flickers and surges randomly, and frequenly fails altogether due to shorts in the wiring that no amount of repair seems to be able to fix (Damage; 1d10+5 E; Pen 5; Unstable (10% chance to deal half damage, 80% chance to do normal, 10% chance to deal double damage), adds 1 degree of success to all sucesses and 2 degrees of failure to all failures, -10 to WS when attacking with it, weapon automatically rolls a 1 on Unstable if a 96 or higher was rolled for an attack last turn. 6kg)

Number 5.
>>
Rolled 5 (1d10)

>>1130811
>>
Rolled 74 (1d100)

>>1130811
FOR THE EMPEROR and our coffers.
>>
Rolled 2 (1d10)

>>1130811
>>
Rolled 7 (1d10)

>>1130811
Off by a zero lol
>>
Rolled 5 (1d10)

>>1130811
>>
Rolled 3 (1d10)

>>1130811
We should offer some of these pieces to our retinue and officers.
>>
>>1130856
By the size of the things I think we need to introduce more ogryn stop our bodyguard unit.
>>
>>1130822
>>1130838
>>1130839
>>1130840
This pitch-black set of Ork armor oozes aggression and weighs a ton. It still smells a bit from where it was cut off of the void-frozen Ork who wore it. Seems to soak up a ton of fire initially before letting some shots through. Fits one Ork-sized being. (All locations Armor 8, Armor 12 the first time the target is fired on. 60 kg)

Last one.
>>
>>1130864
I still think Ogryn are over-rated.

They're just a little too dumb for my tastes, I'd prefer a Catachan style human Deathworlder or Tribal Champion. Someone who can know when to remain quiet or let us handle a bit of insult or danger in negotiation.

Also someone whom we could bring along to civilized dinner parties. Ogryns are still mutants, even if sanctioned, and not appropriate for higher class venues.
>>
>>1130891
*Fired on each combat.
>>
Rolled 8 (1d10)

>>1130891
>>
Rolled 2 (1d10)

>>1130891
HENRY ROLLINGS
>>
Rolled 6 (1d10)

>>1130891
>>
>>1130902
Key question, is this just metal armour or is it powered?
>>
>>1130916
Just metal. If it was mega-armor, I would be noting it.
>>
>>1130864
Just one should be fine, though a pair could have interesting dynamics I suppose.

>>1130898
All about intimidation, and a terror on the battlefield. No reason we can't have more than one bodyguard. 3 or 4 would probably be good stuff. Could get 1 of each, or say some genetically enhanced spyrer for high society functions.
>>
>>1130936
Its that or we just sell some ofcthese items to collectors. Orky things arent very dangerous anyways.
>>
>>1130957
Well, beyond the risk of their guns exploding.
>>
>>1130960
Caveot emptor
>>
>>1130936
Maybe a Brute Squad for teleporter shock attacks? See if there are any BONEheads in the Ogryn to lead it and give them the heavy shit.

We could also give the cheaper or flawed and more non-chaos heretical stuff to Clan leaders as gifts. Reinforce our position and prop them up as Scapegoats if we her Inquisitioned.
>>
>>1130973
or have a bonehead bodyguard

being retardedly loyal and strong is very nice quality in a bodyguard
>>
So I think our tribalistic fellows may like this gear. I suggest we give the Orc gear the a number of the clan heads by having them do X or for achieving Y
>>
>>1130973
Like ork power sword for harald?
>>
Quick note: we need one more d10 roll to generate the item.
>>
Rolled 4 (1d10)

>>1130891
>>
>>1130990
Shock Cloak - For our Bannerman recruited from the bilges

Ork Armour - For our Brute Squad Ogryn Bullgryn (if they have one), or an Ogryn with the Bio Ogryn Neural Enhancement as second choice.

Ork Engines - Give them our our White Scar tribals who like to go fast. Get them to compete with their best design/idea for what to do with it and then have them race against it to win the right to pilot it.

Ork Sword - Gift it to some Tribal Leader. Maybe the Black Noose dudes could use it for executions.
>>
>>1131029
I think we should keep the shock cloak until we get something better, it seems regal
>>
>>1131029
>Shock Cloak - For our Bannerman recruited from the bilges

I think we might should keep the cloak for ourselves, dunno why we'd want a bilge mutant bodyguard tho

>Ork Armour - For our Brute Squad Ogryn Bullgryn (if they have one), or an Ogryn with the Bio Ogryn Neural Enhancement as second choice.

You mean for our oathbound ogryn bodyguard?

>Ork Engines - Give them our our White Scar tribals who like to go fast. Get them to compete with their best design/idea for what to do with it and then have them race against it to win the right to pilot it.

It's engines for a ship, not a fighter.

>Ork Sword - Gift it to some Tribal Leader. Maybe the Black Noose dudes could use it for executions.

Harald would probably be a good choice, Black Noose lads like hanging people.
>>
>>1131067
> I think we might should keep the cloak for ourselves, dunno why we'd want a bilge mutant bodyguard tho

Ideally he would be within the acceptable Human range, just big like Catachans. It would probably be best to have the Clans decide him through a Championship tourney.

>Ork Armour - For our Brute Squad Ogryn Bullgryn (if they have one), or an Ogryn with the Bio Ogryn Neural Enhancement as second choice.

> You mean for our oathbound ogryn bodyguard?

You only want one Ogryn bodyguard? Besides, we need someone who can represent us better than an Ogryn can. If we want a meat shield, a Bullgryn would be better.

We can discuss this more in the discord if you want.

> Ork Engines - Give them our our White Scar tribals who like to go fast. Get them to compete with their best design/idea for what to do with it and then have them race against it to win the right to pilot it.

> It's engines for a ship, not a fighter.

That's why we let one of them Pilot it and don't give it to them outright. Or we could sell it, or give it to our Mechanik and see what they want to do with it.


>Ork Sword - Gift it to some Tribal Leader. Maybe the Black Noose dudes could use it for executions.

> Harald would probably be a good choice, Black Noose lads like hanging people.

Point. I had forgotten about that. They also work kind of in the shadows. Maybe we could appoint an official executioner role for it?
>>
>>1131067
It's been pointed out in the Discord that we have a personal clan the Gilded Ones.

Probably best to pick a Bannerman from them, either a champion or the successor to the head. Makes sense politically, gives us the chance to influence the successor and build trust.
>>
>>1130906
>>1130909
>>1130912
>>1131003
This set of wrenches, hammers, screwdrivers, strange diagnostic "gubbinz", and a blowtorch are apparently known by Ork-kind as "Mek Toolz", and are used to maintain, modify, and repair their crude engineering. While no tech-priest would sully their hands with such barbaric tools, some lesser engineers may like them, especially since many of the tools have clearly been fashioned with secondary combat use in mind. The runes on the apron the tools were found it proclaimed them to be "fav'rd by Gork". They seem to either repair things excellently, or ruin them. (+10 to Tech-Use tests when using these tools, adds 1 degree of success to successful tests and 2 degrees of failure to failed tests. Has a melee profile: (Melee; 1d10 I (Krump 'em wit a 'Ammer!), R (Snik 'em wit a Screwdriva!), or E (Burn da Grot!); Pen 0; Unwieldy))
>>
>>1131117
> +GRAND OWLS+

> Non-standard modification and personalization of aircraft is another Grand Owl tradition:

Looks like I know who to give those to.
>>
>>1131117
Ork stuff is so shit sometimes. Only good for selling.
>>
>>1131117
+WHITE SPIRALS+
Augur maintenance-men. Led by "Snake-Runner", the ship's former Helmsman, who has a massive chip on his shoulder about you. The clan seems to be shunning you as much as they possibly can without invoking the wrath of the bosuns.

Second choice.
>>
>>1130989
A Preatorian class servitor would accomplish the same role - and is probably more acceptable to high society if we dress it up.

Given our ties to the AdMech, would could probably get one.
>>
>>1131137
Maybe if we gift them the ship we fixed? we can get a Preatorian or two...
>>
>>1131175
>gift them a ship

For what purpose.
>>
>>1131175

I doubt they're going to want to leave home.

Sell the engines I say
>>
>>1131187
Yeah, I just got caught up in the gifting.

Although then again, there's always SOMEONE who is troublesome to have at home but not really a person that can be kicked out easily.

Promotion to Glory, White Elephant Gift etc.
>>
Info about your new possession (will be echoed in the pastebin):
++Othhaw System++
Purpose: Mining/Industrial
Size: 5
Order: 6
Productivity: 9
Complacency: 5
Piety: 0
Ruler: Governor Karlyle (Vainglorious Representative)
Transport Development: Railway Systems (+1 Productivity and Complacency)
Power Development: Plasma Power Plants (+4 Productivity)
Water Development: Water Treatment (+1 Complacency and Order)
Food Growth Development: Plantation Growing/Three-Field System (+1 Productivity and Complacency)
Support Infrastructure: Industrial Facility, 4x Arbites Enhancement
Current Tasks: Mine Othhaw's Minerals, Mine Othhaw's Radioactives, Mine Othhaw-1's Minerals, Mine Mining World Alpha's Minerals, Mine The Belt's Radioactives.
>>
>>1131182
Too get major rep and i have a bad feeling about that ship
>>
>>1131258
Maybe we could get it to build a pocket-carrier that could deliver their fighters into battle.

Zoom in, drop them off, then zoom out.
>>
>>1131258
our ship is their home though, and if we got rid of them all we'd have to replace the entire department that they oversee.
>>
>>1131272
Pocket. Carrier.

Also a way for the Clan Head to distance troublesome members.

Or provide a rite of passage for the younger generation so that they understand how bigger ships handle better.

Or a combination.
>>
>>1131283
Clan. Quarters.

Living conditions on that ship a shit anyways, it'd have negative consequences banishing them to it.
>>
>Arrange month 7's schedule

IMPORTANT: Reference the Holding List for this system!: http://pastebin.com/gETQPFWh

Useful crewmen: Magos Nikola, First Officer Casmirre, Elder Locke, Purser Macharius, Master-at-Arms Harald (Karlyle is now busy with administration of your system colony).

Possible Assignments:
>Security at X (attempts to purge threats in that area, or secure against outside threats otherwise)

>Work X (Works a known resource that is not already being worked)

>Assist X (Assist in a working a resource)

>Survey X (Searches the area for undiscovered sources of income)

>Explore X (Searches the area for the strange and unusual that wouldn't be considered in a Survey)

>Negotiate a Deal (specify with who and for what)

>Modernize Army (Current Progress: (385/800))

>Custom Task (Specify what)
>>
>>1131291
They would just leave for a bit, and come back home.

Like, have you never traveled? It's a rite of passage for lots of clan based cultures. Isolate the older and the younger guys to have a less stressful job and teach for a bit, and a less dangerous job while they learn, respectively.

And a Pocket Carrier is a smaller carrier ship that drops fighters off. Gives them a chance to be more actively involved in battles and earn higher honours, something they're all about.
>>
>>1131363
So.

We assign roles from the pastebin?
>>
>>1131363

General Markus:
Security at Uranium Facility

Locke:
Survey "Flooded Strand" world

Magos Nikola:
Modernize Army

First Officer Casmirre:
Modernize Army

Purser:
Survey Othhaw-2

Harald:
Security on Othaw 1, permission to pursue other targets on other locations if the world is secure

Alexander Pallas:
Modernize Army
>>
>>1131374
>Like, have you never traveled?

They don't make a habit of it, considering their clan goes back generations of living on the ship.

The frigate is set up as a shooter already anyhow.

The clan that pilots craft are the Grand Owls, the White Spirals are Augur maintenance-men.
>>
>>1131386
Just fill out the listing here, like normal. The Holdings List is just my way to let you guys know what's on surveyed and unsurveyed worlds.
>>
>>1131363
> Magos explores Flooded Strnd for Archeotech

> First Officer surveys mining world Beta 2 &3

> Elder Locke modernizes the Army

> Harald trains us.

> Purser negotiates for trade to be made with the rest of the house.
>>
>>1131374

This is 40k though. Regular travel isn't a thing that happens here except for the very rich or well connected.
>>
>>1131416
Or the Guard, or Navy, or Rogue Traders.

And there's plenty of On-planet travel.

You're thinking of Space Travel, which we're already doing.

Besides, they're just going onto another ship. It's not like they wouldn't be able to, you know, shuttle back and forth. It's like "Oh no, they're gone for a week." Or "Oh no, they're gone for a month."

>>1131363
Could we get a word of God here if there would be a significant issue with members of the Owls spending time on a pocket-carrier ship?

Yes.

That's totally moving away forever and ever.
>>
>>1131410
>>1131398

Also shit this seems good enough to me. I'm not terribly interested in that part of the game.

IDFK what he means with the purser though.

> Have the Purser set up operations on Othaw 2

Double down on the developed planet.
>>
>>1131363
>>1131392
This. Gotta get ready for war.
>>
>>1131429
Imperial Institution, Imperial Institution, Peer of the Imperial.

Regular people do not do space travel regularly. Rogue traders are not regular people.

It is possible within a fleet but with the different styles of command and control in different ships, it can and will be very disruptive. One would think that if they wanted their clan-kin to go away for a while, sending them to another clan to live with and learn how they do things would be better since it reinforces inter-clan ties on a ship where everyone has to work together or die.
>>
>>1131363
>>Security at X (attempts to purge threats in that area, or secure against outside threats otherwise)

Master-at-Arms Harald should handle that. Crack down on the whole sector. We have 1 million men, we should use them.

> >Explore X (Searches the area for the strange and unusual that wouldn't be considered in a Survey)

"Flooded Strand" world (Minerals 185, 34 Radioactives, 22 Archeotech) (???), get Purser Macharius to do this. They handled the last Xenotech exploration, and the Magos might have sticky dendrites.

>Assist X (Assist in a working a resource)

Actually, get Elder Locke to assist Harald with tracking down whatever financial assets might be used by dissidents/rebels, and hopefully this will lead us to stashes as well as helping enforce order.

>Modernize Army (Current Progress: (385/800))

Magos Nikola.
>>
>>1131392
>>1131432

Actually I'll switch to this.
>>
>>1131445
Why do you think the pocket carrier would have another clan on it if we're GIVING it to the Owls?

> sending them to another clan to live with and learn how they do things would be better since it reinforces inter-clan ties on a ship where everyone has to work together or die.

Nah, they don't need to learn how other clans work. They need to learn how to expand their capabilities.
>>
>>1131363
Elder Locke
Explore Othhaw-2

Purser Macharius
Explore Gamma-1

Magos Nikola
Modernize Army

First Officer Casmirre
Modernize Army

Master-at-Arms Harald
Modernize Army
>>
>>1131392
>>1131439
>>1131453
Roll 1d100, first 7. Rolling more than once okay given the late hour.
>>
>>1131457

I see no purpose or gain in giving an entire ship to a single clan, furthermore I do not believe you have thought through the political ramifications of giving a clan a ship. The rest of the clans will be demanding a ship of their own and loyalty for all of them will sink faster than a rock. I see no advantage in giving the grand owls or any other clan an entire ship.
>>
Rolled 88 (1d100)

>>1131474
Rolling
>>
Rolled 24 (1d100)

>>1131474
In His Name.
>>
Rolled 97 (1d100)

>>1131474
>>1131480
It will probably give the Snake-runners good arguments and reason to stir up more shit, if we showed that much favoritism to one clan. we should mix a bit of everyone onto that ship, with maybe a preference to the owns if it serves as a carrier.
>>
>>1131429
The clan we're having issue with is the White Spirals, not the Grand Owls.

Hardly any of the clans ever leave the ship, they consider being banished to the bilges to be a very severe punishment, being sent to another ship? They'd be none too happy, and other clans might not like it much either. Considering the clans are dedicated to their one area of work on ship, they wouldn't even know how to run the ship. Firestorm takes a crew of 25k as well iirc, which is way more than any one clan.

I doubt the ability of the ship to be more useful as a small converted carrier compared to what it is now for that matter as well.
>>
Rolled 22 (1d100)

>>1131474
>>
>>1131492
Or just crew it with different people, plenty of manpower in system.
>>
>>1131497
Untill we deal with all the collective sleeper agents I don't want them on any of our ships. Unless we crew em with the penal battalion.
>>
Rolled 85 (1d100)

>>1131474
>>
>>1131502

It is a ship built around having a press ganged crew.
>>
Rolled 75 (1d100)

>>1131474
>>
>>1131502
>>1131506
Press gang crew with loyal officers and overstrength security battalion.
>>
Rolled 86 (1d100)

>>1131474
>>
>>1131510
Sounds pretty square to me.

>these rolls

ouch
>>
>>>>1131510
A press-gang crew is something of a punishment, it's a pretty harsh way to live
>>
>>1131517
Well, the ship is built around it, the conditions on board wouldn't be drawing many volunteers in I don't think.

Already that moon with all the miner slaves, we've got some prisoners we've taken, we could probably draw some manpower out of jails.
>>
>>1131521
Yeah we can literally press-gang a crew. Just not our own men
>>
>>1131480
>The rest of the clans will be demanding a ship of their own and loyalty for all of them will sink faster than a rock.

This is a good point actually. I hadn't considered that.

>>1131493
We could give the White Spirals the tools we found, or recruit a technician from them to be part of our personal retinue.

> I doubt the ability of the ship to be more useful as a small converted carrier compared to what it is now for that matter as well.

We just have plasma drives. It's not a ship at all.
>>
>>1131506
>>1131510
So penal battalion it is!
>>
>>1131530
+THE UNNAMED+
Class: Firestorm-class Frigate
Speed: 8 Maneuverability: +26
Detection: +25 Hull Integrity: 38
Armour: 20 Turret Rating: 1
Space: 40
Weapon Capacity: Dorsal 1, Prow 1
Machine-Spirit Nature: Blasphemous Tendencies
History: Wrested from a Space Hulk
Further History: Ancient Vessel
Drive: Modified Jovian 2 Drive
Warp Engine: Miloslav G-616.B
Gellar Field: Standard Field Array
Void Shield: Single Standard
Bridge: Antique Bridge
Life Sustainers: M-1.R pattern
Quarters: Pressed-Crew Quarters
Augurs: X-470 Ultimo Array

Weapon Systems:
Prow: Titanforge Lance (Strength 1 Damage 1d10+4 Crit Rating 3 Range 6)
Dorsal: Sunsear Laser Battery (Strength 4 Damage 1d10+2 Crit Rating 4 Range 9)

Supplemental Components: Plasma Scoop, Armor Plating, Reinforced Interior Bulkheads, Crew Reclamation Facility

Unused Space: 2
Excess Energy: 4

Qualities:
Haste of the Dammed: Halves all Warp Travel Times, but increases rate of Warp Dangers emerging.
Eyes Everywhere: Add +10 to all Command Tests or social Skill Tests any character makes while on the bridge.
Stale Air: Increase all Morale loss by 1.
Cramped: Decrease Morale permanently by 2.
Active Scanning: +15 to detect vessels on Silent Running when using Active Augury.
Signal Beacon: Due to the intense energy signature of the array, vessels targeting a ship equipped with this component gain +5 to all Ballistic Skill Tests to fire their weapons.
Recycling: Reduce all losses of Crew Population by 3, to a minimum of 1. Increase all losses to Morale by 1.
Cursed: This ship draws misfortune to itself.

That's the ship we recovered.

You're talking about just the Ork engines? We don't even have a way of building a ship, nevermind it'd take a long time if we did.

>>1131535
Well, why waste the penal battalion that's forming on it? We can throw prisoners that didn't volunteer onto the ship.
>>
>>1131535
Actually, come to think of it, we can put the penal battalion on for wardens/armsmen
>>
>>1131540
Don't ground troops suffer more casualties than shipmen?

Wait lemmie look up the ship.
>>
>>1131540

we should keep those engines, soon we will have the shipyard those collective guys own
>>
>>1131540
Yeah.

>>1131029

> Ork Engines - Give them our our White Scar tribals who like to go fast. Get them to compete with their best design/idea for what to do with it and then have them race against it to win the right to pilot it.

Just kind of a "Hey, what kind of ship would you design around this" because at first I didn't realize how big they were.

A Frigate is the right size for a pocket carrier though.

And we're going to conquer some Shipyards.
>>
>>1131563
>>1131564

Yeah, it's a good ways off though. Don't see anything wrong with keeping the engines for later.
>>
Hmmm, I think a good use of the penal unit crew em as boarding parties on the ships with teleporters, have them sent to wreck havoc since the'd probably understand the systems better than our own men, throw in some Ogryns and commissars and we're golden.
>>
>>1131576
>>1131564

We could just let them name it, and involve them in the design if we do go with a pocket carrier. Since it will be carrying their fighters and all.
>>
>>1131581
>Since it will be carrying their fighters and all.

Pretty sure it'd have it's own fighters, with it's own pilots
>>
>>1131580
A motivated elite force would be better imo - given our extensive teleporter capabilities

If we have to use penal troops, let's fit them out with chem-breathers, so they can go mental on enemy craft.
>>
>>1131580
I would rather NOT try to force them to fight their own people. Save them for fighting the Xenos in the system.

Who will probably be used in a role much like our Ogryns, so we should save THEM for a counter-shock attack.

"Sir, they've brought monsters into the battle!"

"So have we."
>>
>>1131585
I think it's a lot harder to train new fighter pilots than just make new ships, and they customize their own ships.

Probably easiest to just station some of them on there while they train replacements.
>>
>>1131587
Ogryn shock troops would be pretty awesome for a teleporter force though.
>>
>>1131588

Well, they were undesirables sent to die mining on a harsh moon, I really don't think they'll have much love for collective forces.

Set up on the press gang ship as armsmen would probably be a good role for them.
>>
>>1131595

Probably depend on the situation really. Anything requiring some precision would need other men, but they'd certainly be worth keeping around for whipping some ass.
>>
>>1131600
Just have the other men hide behind the Ogryns. Bullgryns & BONE'EADS are things too, so you could have like 4 Bullgryns w/ shields and melee weapons, under a BONE'EAD and then fill out the rest with a heavy weapons fire team.

I have no idea how many men we can teleport at once.
>>
>>1131482
>From the desk of Captain-General RMAJPGA Markus: Thus far, Garrison construction is going swimmingly! I have only had to put down three rebellions, which, in my experience, is a very small number for one month! Regrettably, one of these rebellions damaged one of the 10-foot tall golden statues of you and I that I had commissioned back in the civilized realms. Fortunately, I have a dozen others! A small note: we may need a TOUCH more men up here, as I put down the third rebellion via decimation (as the previous punishments of starvation and handing the instigators over to our..."Special" anti-infantry unit as "Target Practiss" and then displaying the bodies did not seem to be enough. Wishing you all the best, Captain-General RMAJPGA Markus

>>1131483
>Locke's Report: The Flooded Strand is, frankly, quite a fascinating world from a geological perspective, with its severe plateaus and deserts, ungraced by mortal footstep, standing in cold defiance of the surf and sun. It almost brings out the poet in me. Regardless: my survey has turned up a most incredible discovery! While taking my flyer across the oceans between two of the iron-rich islands of the Western continent, I espied a glacier of some sort, with snow falling upon it- despite the fact that the waters in which it drifted lay upon the equatorial band of the planet! With my curiosity piqued, I took my men in closer and conducted an examination, and brought forth a sensational discovery. I have discovered, here on this world, a mineral with incredible cooling properties! This "Pallas Ice", As I have named it,absorbs the heat in any substance it touches at a rapid rate, quickly freezing ice, chilling air, and other such effects. While mostly a novelty for the elites, these crystals, properly stored in a cool environment (they eventually break down in warmer ones), may be a windfall for your House! Vast quantities of it are present on the seabed of this world.
>97 Pallas Ice found

>>1131492
+++DISSIDENTS WITHIN THE ARMY HAVE SABOTAGED MY COGITATORS. HAVE CONVERTED DISSIDENT FACTIONALS INTO NEW COGITATORS, BUT PROGRAMMING IS TAKING TIME. APOLOGIES.+++
Modernize Army: (367/800)

>>1131495
>Casmirre's Report: I have spent some time overseeing the conversion of the armor of these people to the new Imperial patterns and forming a proto-Commissariat to ensure obedience. Our new Model Army should be complete well in time for the enemy.
Modernize Army: (652/800)

>>1131505
>Purser's Report: There is nothing of strict economic value here, my Lord. Comb over this place for xenos ruins or abandoned bases, if you like, but you will find no valuable minerals.
>>
>>1131610
20 men, though I'm sure ogryns would cut down the amount
>>
>>1131597
True. I'm still saying explosive collars just to be sure.

Are they really worth the teleporters time?
>>
>>1131615
Teles can run 20 men every half hour, so I really wouldn't think so unless we were out of men otherwise
>>
>>1131613
Cool. So a 5 Ogryn team, and a 10 man heavy fire team. Bullgryns are awesome, they're like double Ogryns.
>>
>>1131619
That's not really enough men to make it worth it to use press-ganged dudes.

Unless we use the chem-breather idea & wire them to explode when they die.
>>
>>1131612
Hey. Are we going to be able to work on building a retinue at all? Ogryn bodyguard/Teleshock team?
>>
>>1131612
>>1131508
>Harald's Support: We have crushed the last of the Collective's resistance, but I fear that we flirt with disaster. Last night the Arbites seized a youth painting the Star of Eight upon a wall. I have rendered the boy unto the nascent priesthood of this world, that his soul might be saved, but I fear the Enemy may have come to this world with us.

>>1131512
For all of your many talents, it seems that planning special operations drills is not one of them. Your... obsession with ensuring that your groups "stay clear of the walls, lest Xenos weaponry imprison you within" seems to have but some among the units off their muster and caused a certain degree of turnover.
Modernize Army: (640/800)

I'm off to bed, but while I sleep, some things to consider:

>Plan Month 8's schedule

>Build a Retinue (Options for members: Clan-Crew, Mercs, Ogryn, Psykers, Orks (From Markus's 'Special Unit', Da Ledd Storm)

>Plan Crew for the Unnamed (Will have to assign an Officer to gather crewmen)

>Other business
>>
>>1131630
>>Build a Retinue (Options for members: Clan-Crew, Mercs, Ogryn, Psykers, Orks (From Markus's 'Special Unit', Da Ledd Storm)

An Ogryn bodyguard, for one. Could use a word on a hard limit for the size of our retinue.

>Plan Crew for the Unnamed (Will have to assign an Officer to gather crewmen)

Undesirables/prisoners press ganged, penal battalion as a start towards armsmen.

>schedule
Keep it going, survey two other planets.
>>
>>1131630
Open competition to be our Bannerman, or Appointed by our Master-At-Arms.

Ogryn bodyguard unit, one BONE'EAD and 4 Bullgryns, with each clan that wishes to also presenting a champion. Kind of like Deathwatch. Max 12 clans + 5 Ogryn = 17 members. 3 members of our bodyguard are to be from our own House and recommended by our Master-At-Arms. 20 members total. Any clans that don't want to present a champion will be replaced with Gilded Clan members.

> Orks (From Markus's 'Special Unit', Da Ledd Storm)

What. I'm going to need details on this.

Batman - make it known that we're looking for this. Get our High Factotum to make a recommendation. Let him know that we expect him to be able to do wetwork in addition to his normal duties.

Arm Candy - Our Purser seems fucking badass, see if she knows any suitable ladies that would be helpful to have around and easy on the eyes. Let her know she should be capable of spying and intrigue.

Technical adept - Get Magos Nikolas to assign us one of his more diplomatic underlings. Let him know he's expected to possibly work with non-standard or even Xenos technology.

I'm unconcerned about the other things.

I would like us to train up our strength.
>>
>>1131630
>Plan Month 8's schedule

Keep on with exploring for Archeotech, set up more mining operations, etc. same as we have been doing.

> Retinue

People should check the Discord.

We should have a Champion/Bodyguard. I like the idea of having an open competition for it. Humans only. No Xenos or Mutants. Maybe just from the Gilded Ones since that's their MO. Whatever is most like a Gurkha lol.

A Diplomat/Batman sounds good, and a good opportunity to be contacted by the Assassins.

A tech specialist, since we got the tools.

A Pilot. Maybe make the Tech have to have piloting skills.

Sanctioned Psyker. Always risky, Always useful.

>Plan Crew for the Unnamed (Will have to assign an Officer to gather crewmen)

Our Steward should be able to gather appropriate Crewman. See if any of our Clans want to seed the Firestorm with offshoots. Press-ganged otherwise.
>>
>>1131630
General Markus:
Modernize Army

Locke:
Survey Ocean Planet for Archeotec

Magos Nikola:
Modernize Army

First Officer Casmirre:
Set up a voluunteer recruitment for the Unnamed crew (exalt it as only the brave are capable of manning that ship)
Purser:
Survey Othhaw-2 for Archeotec

Harald:
Security on Othaw 1, permission to pursue other targets on other locations if the world is secure

Alexander Pallas:
Modernize Army
>>
>>1131654
>> Orks (From Markus's 'Special Unit', Da Ledd Storm)
>What. I'm going to need details on this.

It's in the discord, part of the mercs we acquired. Probably not the best of ideas having them real visible.

>6. Da Led Storm: A... 'unique' acquisition that must be housed in a secret section and kept out of contact with the more fanatical elements on-ship, this warband is deployed (although 'unleashed' may be a better word') as a shock force. Contrary to their usual nature, these Orks revel in ranged combat, dragging all manner of bizarre heavy weaponry into combat with them. Generally dig in on a vantage point and rain fire on anyone they aren't expressly ordered NOT to shoot.
> A... 'unique' acquisition that must be housed in a secret section and kept out of contact with the more fanatical elements on-ship
>>
>>1131630
>>Plan Month 8's schedule

I believe a focus on gearing up the population for war and patriotic fever is best. We need to finish modernising the army and training the new ships crew.

General Markus:
Prep Uranium Facility for a battle, either as a trap or against the incoming enemy. Have him report on the status of the training of the previous Commanding Officer, we may need him to broadcast a false Mayday call to the enemy flotilla when it arrives.

Magos Nikola:
Modernize Army

First Officer Casmirre:
Locke assisting:
Put together crew for the new vessel. I believe we put a name forward already? "Resolute"? With all the shit this ship will encounter, they will need to be.

He should work with the clan leaders to pull some promising leaders to act as officers for the new vessel and put together a reinforced battalion of armsmen as enforcers on the new vessel, these men obviously be loyal, yet more simple, to avoid predations of the warp. Locke can help with the paperwork to find suitable personnel.

Purser:
Survey Mining World-Beta 2

Harald:
Modernize Army

Father Walpurgis:
Help conduct sermons with references to worshipping false idols.

Master of Whispers:
Gustave Roberts should work to search for any sign of the the Great Enemy among the populace. This needs to be contained and sanctified with the greatest urgency.

Alexander Pallas:
Planetory Governor:
Commisioning of the new Planetary Defence Force of Othhaw and a House parade review of House Pallas' Fleet Elements and of our Mercenary Companies. Time to build that fevour for the oncoming war.
>>
>>1131630
Shit.

Double down on indoctrination over the next month.

Check we didn't release anything from the ship.

Interrogate the populace about the Collectives knowledge of Chaos.

> Retinue

Support >>1131654 seems most planned out.

> Firestorm Crew

Servitor Crew. Name it "The Pomise". ask it for its name

> Other Business

Get Father Walpurgis to check your fleet for Chaos taint.

Purify yourself for your shame on the Elder ship.
>>
>>1131684
Haha yeah no then.

>>1131630
>>1131673
I'd like to add a Pilot and Priest to our Retinue.

Preferably the Bodyguards would be a separate unit, not part of our official Retinue as well in the political sense.
>>
>>1131654
>>1131673

I can agree to some manner of diplomat/sneak, and filling out large party of guards. Could do to look into a few from the merc companies alongside the clans though, there are a million hardened troops to choose from.

Snatching up a techpriest is solid too.

A Sanctioned Psyker... worth a shot. Can we even drum one up on short notice though?

idk about arm candy though
>>
>>1131684
>It's in the discord, part of the mercs we acquired. Probably not the best of ideas having them real visible.

Details like this really need to be in pastebin
>>
>>1131630
>>1131692

Also I'll agree to this plan for month 8, its time for war.
>>
>>1131588
They were sent by their own people to die, to be worked to death by their collective government. We gave them a second chance, and the opportunity to strike back at not just anybody, but the oppressive G-men that do the work of oppressing and in the end either executing or sending them back to the mines to die.

Plus they do technically fall under volunteers.
>>
>>1131700
Arm Candy is vital to diplomatic negotiations. VITAL. It's like getting a free spy whose sex you can sell for favours.
>>
>>1131673
o btw, there's already at least one assassin on board.
>>
>>1131710
Why did we pick assassins over xenos?
>>
>>1131731
What?
>>
>>1131673
>A tech specialist, since we got the tools.
Finding a tech priest who is more opening to exploring and making use of xenotech would be useful. Our magos a loyal man but sometimes we need to deal with their technology.


>A Pilot. Maybe make the Tech have to have piloting skills.

One of the Grand Owl's best shuttle pilots maybe. To fly our personal aquila.
>>
>>1131731
Because we Abhor the Xenos.
>>
For anyone not going to be, Valen Quest is running!
>>
>>1131734
We choose Officio Assassinorum over the Ordos Xenos.

>>1131751
Not saying for our character to yiff in the warp!
>>
>>1131809

I thought you meant actual xenos

because
>>
>>1130383
>I'm not interested in you (or anyone, really) "Fucking off"
And yet that was the first thing you said to me when I voiced my issues with this system, and has been your only response to any of my posts about it...
>>
File: 1479014929760.jpg (77 KB, 640x480)
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>>1132019
>>
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>>1131829
Ah. Ordos Xenos. Well we didn't know we would be going forth into uncharted territory.

>>1132019
Aight pally pal. Howsabout you walk away.
>>
>>1131701
This mistake has been rectified: http://pastebin.com/By94rLJN

>>1131642
20 members of your retinue is a reasonable max.

>>1131700
Your ship has around 5 Sanctioned Psykers and 15 Astropaths on board, along with 10 Navigators.

>>1131692
>>1131702
Roll 1d100, first 8 results are used.
>>
Rolled 34 (1d100)

>>1133016
>>
Rolled 20 (1d100)

>>1133016
>>
Rolled 60 (1d100)

>>1133016
>>
Rolled 84 (1d100)

>>1133016
>>
Rolled 89 (1d100)

>>1133016
>>
Rolled 43 (1d100)

>>1131673
Gotta have that arm candy / seductress / spy as well.
>>
Rolled 32 (1d100)

>>1133016
>>
Rolled 9 (1d100)

>>1133016
>>
Rolled 34 (1d100)

>>1133016

New thread?
>>
File: The Retinue you Want.jpg (623 KB, 1046x1500)
623 KB
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>>1133127
Femme Fatale is the term I believe
>>
File: The Retinue you get.jpg (13 KB, 267x189)
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>>1133016
>https://discord.gg/jPpUJms

Don't forget to join in the Discord for Discussions!
>>
>>1133024
>From the desk of Captain-General R.M.A.J.P.G.A. Markus: I have managed to achieve compliance from the garrisoned men here! The unbreakable have been executed, and the compliant now have mercenary oversight. Your new Garrison should aid greatly in the defense of this system.
>Garrison Constructed (+1 Order, +10 to Command and Intimidate tests made to defend system, +100 Achievement Points towards any Military Endeavors)

>>1133030
+++HAVE INITIATED ENGINSEER REPAIR CREWS INTO THE CULT MECHANICUS. REPAIR PROTOCOLS BROUGHT TO IMPERIAL STANDARDS. THE MACHINE-SPIRITS SHALL NOW BE PROPERLY CONSECRATED.+++
Modernization Progress: (660/800)

>>1133043
>Firestorm Staffing Report: We have press-ganged a new crew for the Resolute. Officers have been recruited from the other fleets under our command and tested for loyalty and purity, while the ratings and crewmen have been gathered from the penal colony. If you wish, you may appoint a captain from the Absolution's officers or Clan-Lords: otherwise, we shall appoint a suitable candidate from the officers present.
Resolute: Crew Population: 100, Morale: 88

>>1133045
>Purser's Report: Initial testing shows that there are Pyronium deposits in the cracks of this wretched, volcanically-active world. Pyronium, as you may know, My Lord, is valuable due to its vital role in the manufacture of ceramite, and is a valuable material for that reason. Unfortunately, my survey has failed to determine the exact amount of Pyronium present: that will have to wait until we commence mining operations.
??? Pyronium present.

>>1133126
>Harald's Report: the men of this planet are craven cowards! They say they are true warriors, true men, but when I order them to strangle the snake-wolves of this planet with their bare hands, or hunt me down the underground demons they say steal their children, they look at me like I was mad! Some steel they have in their hearts!
Modernization Progress: (624/800)

>>1133127
>Father Walpurgis's report: I have prepared sermons for the Ecchlesiarchal initiates of this world on the blasphemies of the Warp, ordering the populace to steel their hearts against dark temptation. Hopefully, this will encourage them onto a right and proper path.

>>1133163
>Roberts's Report: I have seeded my spy network amongst the populace and have initated a campaign against dissent and heresy. If there is a Chaos cult forming on this world, I shall find it soon enough.

>>1133207
You have assembled a military parade to display the full might of the First through Ninth Regiments of the Planetary Defense Forces of Othhaw, along with your own power. Much of this time was spent modernizing the forces, and by the time the parade rolls around, they are fully up to par. Said parade impresses the citizens of your new holding well.
Modernization Complete
>>
>>1133502
News: Sigurn has sent you an Astropathic message: "The Administratum has learned of our holdings here, and has begun taking steps towards adding us to the trade routes. As part of this, we now have Astropathic access to the broader Imperium. It would be wise to try and find buyers for the resources we currently possess."
>Prepare for Month 9
>>
Rolled 71 (1d100)

>>1133515
>>
>>1133502
>Captain-General RMAJPGA Markus
oversee construction of a fortress on our main planet

>Magos Nikola
Aid in fortress construction

>trust for the appointment of a suitable candidate

>Purser
We have more left to explore? Do that

>Harald
aid in fortress construction

>Father Walpurgis
Continue with Ecchlesiarchal work

>Roberts
keep working at it, perhaps establish some secret police?

>ourselves
Set up buyers and for our goods?
>>
>>1133583

I am pretty alright with that list but would suggest switching our Purser and ourselves roles

Purser searches for buyers

We go do some exploration of our new holdings, be able to get out of the offices and get our boots on the ground (it's necessary for our sanity, though, discount that last exploration)
>>
>>1133515
For reference:

Unsurveyed Worlds: Mining World Beta, Moon Beta-3, Mining World Gamma, Moon Gamma-1

Unexplored Worlds: As Unsurveyed, plus the Flooded Strand, Moon Beta-2, and Othhaw-2
>>
>>1133583
Alright, roll 1d100, first six results used for all non-PC activity. Then, we move on to BUSINESS.
>>
Rolled 86 (1d100)

>>1133754
>>
>>1133502
>Captain-General RMAJPGA Markus
modernization

>Magos Nikola
modernization

>trust for the appointment of a suitable candidate

>Purser
explore flooded strand

>Harald
modernization

>Father Walpurgis
Continue with Ecchlesiarchal work

>Roberts
keep working at it, perhaps establish some secret police?

>ourselves
explore othaw-2
>>
Rolled 39 (1d100)

>>1133754
How about mining world beta?

>>1133761
We've modernized, I figure having a solid fortress on the planet would help with keeping things under control while we go on our expedition to the collective homeworld.
>>
Rolled 22 (1d100)

>>1133754
>>
>>1133775
we still haven't finished, and I think this will be our last chance
>>
Rolled 34 (1d100)

>>1133754
>>
Rolled 89 (1d100)

>>1133754
>>
>>1133502
>Modernization Complete

>>1133787
>>
>>1133816
my, bad, failed to see it on the last update as it didn't have the usual progress matter
>>
Rolled 54 (1d100)

>>1133754
>>
>>1133754
Reminder that the Administration is not our friend and is circling our house after scenting weakness.
>>
>>1133754

I vote we put on the lucky ork cloak before we begin negotiations.

If any asks, just say it was a war trophy.
>>
>>1133858
I concur, they smell weakness don't let them take us.
>>
>>1133958
Better to look fanciful.

And I don't support wasting a fate point on negotiations if it come to it, we do have fighting to do later.
>>
>>1133958
Sounds like a good idea.
>>
>>1133758
>From the desk of Captain-General RMAJPGA Markus, Castellan of Atomic Fortress Alpha: I have, unfortunately, run into a problem: namely, financials. The price of shipping Adamantium and Ceramite to this region of space is immense, and unfortunately, this makes assembling a proper fortress on this planet a non-starter without your financial backing. This will require an extensive investment of your personal funds, and will not show reimbursement for some time, but ultimately, is the security of this system not worth it? My military accountants project that this project will require an initial investment of (7 Profit Factor), which may be mitigated by offering use of the fortress to the Imperial Guard or, once trade routes are opened and the colony is fully operational, by directing colonial output and funds towards the construction of the fortress. The details, you can leave to me.
Many warm regards, RMAJPGA Markus

>>1133775
>Magos Nikola's Report: +++AS FORTRESS CONSTRUCTION PROVES UNFEASIBLE FOR NOW, I HAVE DECIDED TO EXAMINE THE FLOODED STRAND FOR ARCHEOTECH. I SHALL BRING ANY RECOVERED TECHNOLOGY TO YOU IMMEDIATELY.+++

>>1133780
>Purser's Report: I have finished my survey of Mining World Beta. Unfortunately, I have found little of economic interest beyond what was already known to be there. The mining claims here are essentially played out. Send an exploration team here, perhaps. Or just wait until that governor trips over something here.

>>1133798
>Harald's Report: Since there is no money or resources for building the fortress, I have gone on an exploration of this planet's second moon. If I should find something that will bring glory to the house, I shall let you know!

>>1133803
>Father Walpurgis's Report:I fear that my preaching falls upon deaf ears. The people here love the Emperor, of this I have no doubt; but the very complacency that makes them ideal citizens also makes them blind to heresy. May the Emperor forgive me my failure, and punish me instead of this world...

>>1133842
>Roberts's Report: My eyes and ears are everywhere now, my Lord. I have pin-pointed one small cult and exterminated it already: fortunately, none of its members were beyond salvation yet. HOW the word of Chaos came to this world, I do not know yet. But my Arbites Obscurus will find out.
>>
>>1133997
>>1133958
>>1133754

I say we go in with Governor Karlyle. Double down on dealing with these dicks for one, introduce him to the Administratum for another so he gets a sense of what it's like to deal with them, and he's also knowledgeable about what his sector has to offer and can talk up what the rest of the Collective will have to offer once we conquer them.

Ideally he can play them up as a rich but easy conquest, a government that hasn't faced real war or a military challenge whose people will be happy to join the Imperium once they learn that they've been denied their rightful place in it.

We can also use him as bait to see if anyone tries to undercut us by dealing with him directly.
>>
>>1134018
>(7 Profit Factor)

eh. May as well wait to build something like that on their home planet once we take it, and use that as our center of control.
>>
>>1134031
>>1134018

see this.Heck I would like to bring our Purser along too if possible.

And I gotta run.
>>
>>1134018
>(7 Profit Factor)

Thats abit much. We cant afford that for now.

We do have that mineral for ceramite, perhaps we can setup that facility and reduce the initial investment cost.
>>
>>1134018
>>1134038

Didn't we just find stuff to make ceramite? Lets invest in developing that first.
>>
>>1134038
>>1134042

yeah, let's focus the idle pesonel on survey and exploring
>>
Now; NEGOTIATIONS! First, what Imperial bodies shall you send trade overtures to? You have time to arrange meetings with three groups this month, given current Warp conditions.

Noteworthy Imperial Bodies include:

>The Navis Nobilite (the Navigator Houses, by whose Warp Eyes ships sail through the Immaterium)

>The Administratum (The lords of the counting-house, who manage the labyrinthine bureaucracy needed to see to the needs of innumerable worlds.)

>The Inquisition (the only other body of the Imperium as free as the Rogue Traders; they defend against enemies Within, Without, and Beyond)

>The Ecchlesiarchy (the priesthood of the God-Emperor, by their litanies of faith alone are men kept safe from Chaos)

>The Adeptus Mechanicus (The priesthood of the Machine-God, who know the ancient secrets of the Men of Gold)

>The Adeptus Arbites (They are the final court of law; only Rogue Traders and the Inquisition are above their judgement)

>The Scholastica Psykana (It is they who Sanction Psykers and manage the legions of soul-bound Astropaths)

>The Astra Militarium (The Imperial Guard: planets break before their lines do)

>The Astra Navium (The Imperial Navy: through them, the void is kept clean of pirates and xenos)

>Other Rogue Traders (Allies and enemies at once, they could offer you quite a great deal of coin if you have something they want)

>The Merchant's Guilds (petty nobles who lack a Warrant of Trade, content to gather up scraps from your tables)
>>
>>1134031
Having Karlyle along on talks with the administratum is a good idea, but no sense in telling them anything other than what resources we have and are going to be able to access.

The particulars of the collective govt and forces are none of their concern.

>>1134042
>>1134050

We have one of the minerals required to make it, I believe.
>>
>>1134056

Administratum, gotta cut tha red tape

Adeptus mechanicus, gotta honor that loyalty

Merchant guilds, gotta make some money

but I accept the navis or the militarium as those may be our may clients seeing as we are mercenaries
>>
>>1134056
>>The Merchant's Guilds (petty nobles who lack a Warrant of Trade, content to gather up scraps from your tables)

For trading our goods, like the Pallas glass

>>The Ecchlesiarchy (the priesthood of the God-Emperor, by their litanies of faith alone are men kept safe from Chaos)

Bringing in some missionaries set for working with commies, to help smooth over our conquest of these systems.

>>The Adeptus Mechanicus (The priesthood of the Machine-God, who know the ancient secrets of the Men of Gold)

See what manner of resources we can trade them.

I'd like to say we should keep other powers out so that we can claim sole conquest on these systems.
>>
>>1134067

I meant navium not navis
>>
>>1134056
The Inquisition definetly, maybe Arbites and Militarium
>>
>>1134067
>but I accept the navis or the militarium as those may be our may clients seeing as we are mercenaries

Well, right now we're conquistadors looking to set up our own little empire. Bring in folks like that we may be seeing some pieces of our pie getting taken.
>>
>>1134056
>>The Administratum (The lords of the counting-house, who manage the labyrinthine bureaucracy needed to see to the needs of innumerable worlds.)

To arrange surveys of the worlds to calculate tithe levels.

>The Adeptus Mechanicus (The priesthood of the Machine-God, who know the ancient secrets of the Men of Gold)

Before we begin, have our Magos examine the state of the STC to see how complete it is to better facilitate trade negotiations.

>>The Merchant's Guilds (petty nobles who lack a Warrant of Trade, content to gather up scraps from your tables)

This planet will need regular supply and trade. We can arrange trade routes which will bring in much needed materiale for our planet and send the wealth of this system to the greater imperium.
>>
>>1134076
inquisition is the last thing we want near our xenos riddled vessesl man
>>
>>1134087
Getting other rogue traders in our turf is terrible idea. We need to get these 10 systems completely under our sway and influence.
>>
>>1134078
>
>>1134067

These work for me
>>
>>1134056
I'll support >>1134069

Also I think we should donate all our records of our warp journey to the Navis Nobility on the condition that they protect our exclusivity for the time being until we are more established.
>>
>>1134103
Sorry I don't know what I was thinking.

>>1134056
Switch to supporting >>1134069
>>
>>1134056
>The Adeptus Mechanicus (The priesthood of the Machine-God, who know the ancient secrets of the Men of Gold)
>The Merchant's Guilds (petty nobles who lack a Warrant of Trade, content to gather up scraps from your tables)
>The Astra Militarium (The Imperial Guard: planets break before their lines do)

Pity we don't know any Space Marine chapters, they might also be interested in Ceramite production
>>
>>1134067
>but I accept the navis or the militarium as those may be our may clients seeing as we are mercenaries

Actually the Militarum, the Guard especially, is on BAD terms with us.

It's in one of the pins on the Discord.

Yeah.
>>
>>1134083
They'll find out anyway, might as well come clean to show we have nothing to hide and then point them at any undesirables
>>
>>1134123
Mate, can you copy paste and post whats on the discord into the thread?
>>
>>1134111

I should think the house whose services we are currently using is taking care of that, if not they should certainly have rights to them.
>>
Why do you want the ecclesiastry here again? We've already converted those people

the administratorium may legitimaze our claim and start the proper thiting and paperwork
>>
>>1134123
Wait really? Is it in the pastebin since I can't discord
>>
>>1134056
>>1134067
>>1134078
These.
>>
>>1134131
We've already got a claim I do believe, and having missionaries specifically geared towards converting these type of people will make the process a lot quicker.
>>
>>1134123

didn't know about that, also a discordless
>>
Why don't y'all just join the discord? Lotta fun talk goes on in there too y'know
>>
>>1134137

we have an agreement with the merchant guilds

we need the imperium to reconize this asap before other sections of the imperium get a wiff of what we have here, like other houses the eclesiastry the guard and so on, they may all want to claim a part of our discovery
>>
>>1134083

We might need to bring in the =][= eventually with this outbreak of chaos worshipping. Especially since this area is new, they'll need a new place to setup.

Like what if we offer the nuclear facility to them as a Inquisitorial fortress for the region.
>>
>>1134056
>The Ecchlesiarchy (the priesthood of the God-Emperor, by their litanies of faith alone are men kept safe from Chaos)

For conversation we require their services.

>The Merchant's Guilds (petty nobles who lack a Warrant of Trade, content to gather up scraps from your tables)

For profit. Best stay away from other rogue traders given how we are still rather weak.


>The Astra Militarium (The Imperial Guard: planets break before their lines do)

We have ships but we have worlds that need to be held and worlds to bring back into the fold. We could even charge them for our aid and squeeze them for benefits.
>>
>>1134146

my emperor, the more holdings and influence they have here the less flexibility we have on our actions man. Let's keep them away while we can please
>>
>>1134145
huh. I thought it was the administratum we had an agreement with.

Well, if we physically hold the systems that's that. It'd take a good long while for anyone to get here, and further to make progress. Taking their homeworld should make it easier to force a surrender of the other systems.
>>
>>1134116
>>1134151

Guys, inviting the Guard is a surefire way to lose our claim on these systems.

They don't like us either.
>>
From the Discord (will add to the pastebin, too)


Officio Assassinorum: They use our ships to move about and recruit new Assassins from the spawn of our mercenaries (or our House itself, at times). A good, positive relationship.

AdMech: Our ships have saved multiple Forge Worlds over 10,000 years, and we're always willing to test their developing technologies. However, we're still outsiders. A good relationship, but one that has to be maintained a bit more (preferably by stuffing our staff with AdMech members)

.
Administratum: Our struggling finances have their pursers circling like hungry sharks.
The Imperial Guard: They see our hired guns as poor imitators of them, and do not take such imitation as flattery.

The Inquisition: They distrust us for how closely-aligned we are with the Assassins. Still, they see fit to use us, at times.

The Ecclesiarchy: Our tolerance of behaviors others may deem... heretical puts them on edge. Expect their servants to question our piety.

Imperial Navy: See "Guard", but replace "guns" with "ships". They'll consider us for jobs that they view as beneath their notice.
>>
>>1134135
Officio Assassinorum: They use our ships to move about and recruit new Assassins from the spawn of our mercenaries (or our House itself, at times). A good, positive relationship.
AdMech: Our ships have saved multiple Forge Worlds over 10,000 years, and we're always willing to test their developing technologies. However, we're still outsiders. A good relationship, but one that has to be maintained a bit more (preferably by stuffing our staff with AdMech members)

Administratum: Our struggling finances have their pursers circling like hungry sharks.
The Imperial Guard: They see our hired guns as poor imitators of them, and do not take such imitation as flattery.
The Inquisition: They distrust us for how closely-aligned we are with the Assassins. Still, they see fit to use us, at times.
The Ecclesiarchy: Our tolerance of behaviors others may deem... heretical puts them on edge. Expect their servants to question our piety.
Any other branches you want to know about?

> Guard includes the Navy's opinion of us
>>
>>1134152
I doubt they'll be in a mood to talk if we try to make an Imperium Tertiarium
>>
>>1134152

We are still pretty flexible since we are considered a peer of the Imperium which means they cant just blam us on their word alone.

Also, this is only being considered due to the presence of the Great Enemy here in this region. Do you want to face a full blown chaos incursion when Inquisitorial aid is months away? If things go ploin-shaped, we will need their help and offering them secured facilities to use will increase goodwill, offering us more leeway in this area, since we are helping to set them up in this new region.
>>
>>1134056
>The Adeptus Mechanicus (The priesthood of the Machine-God, who know the ancient secrets of the Men of Gold)
Friends first we need them here we're alone


>The Ecchlesiarchy (the priesthood of the God-Emperor, by their litanies of faith alone are men kept safe from Chaos)
No Heresy here boss

>The Scholastica Psykana (It is they who Sanction Psykers and manage the legions of soul-bound Astropaths)
They have many psykers here who we need to deal with, plus we're alone so communication between worlds is a must.
>>
>>1134166
Ah, lad, we're golden so long as we pay our tithes.

Once we having the holdings secured, we have them assessed for tithes and start paying.
>>
>>1134159
Agreed.

We should just go:
>The Administratum (The lords of the counting-house, who manage the labyrinthine bureaucracy needed to see to the needs of innumerable worlds.)

>The Ecchlesiarchy (the priesthood of the God-Emperor, by their litanies of faith alone are men kept safe from Chaos)

>The Adeptus Mechanicus (The priesthood of the Machine-God, who know the ancient secrets of the Men of Gold)

>The Merchant's Guilds (petty nobles who lack a Warrant of Trade, content to gather up scraps from your tables)

Add major ties to the Imperium, and some side deals to get us wealthy.

When does the enemy fleet arrive?
>>
>>1134161

just to make clear, when we went to the merchants guild to purchase trade rights for this region did it include the colonization and assimilation of this sistems and more importantly is it reconized by the administratum?
>>
>>1134161
>The Inquisition: They distrust us for how closely-aligned we are with the Assassins. Still, they see fit to use us, at times.

Strangely this is standard for the =][=. Question everything and everyone.

Which means we're mostly ok. Since you won't use an asset which has a certain level of trustworthiness.
>>
>>1134056
>The Adeptus Mechanicus (The priesthood of the Machine-God, who know the ancient secrets of the Men of Gold)
Gotta maintain our relationship.

>The Navis Nobilite (the Navigator Houses, by whose Warp Eyes ships sail through the Immaterium)

>The Merchant's Guilds (petty nobles who lack a Warrant of Trade, content to gather up scraps from your tables)
>>
>>1134209
fuck it ill support this
>>
>>1134191
Yes and kind of. The Administratum likes to outsource a lot of the ground-level work for remote regions, so they can get back to filing paperwork. Your rights are recognized, and will be for so long as you are a Rogue Trader. However, that requires you remain fiscally-solvent: if you go bankrupt, your Warrant of Trade will be seized, along with all of your assets.
>>
>>1134191
If we have a warrant from the Crusade era, it's pretty much a guarantee to be covered in that.
>>
>>1134254
How much goodwill will bringing in more planets for them to tithe bring?
>>
>>1134151
>>1134161
I take back the guard vote.

Replace it with

>The Scholastica Psykana (It is they who Sanction Psykers and manage the legions of soul-bound Astropaths)

because we got rogue psykers to deal with. Come to think of it...could we somehow contact the assassins for help in regards to our rogue psyker problem? I would rather go through them then the Inquisition because they actually like us.

I would suggest against contacting the administratum because we are still setting up the holdings. If we invite them too soon we'll have to request an audit which is a pain given the bureaucracy.

The inquisition its best to contact them later once we have some options in terms of where they can set up a base. They might not be happy with us for only having a single system to choose from. I think its best to wait till we have some more options to offer them. Not to mention the ecchlesiarchy is more important at the moment for stopping heresy and converting the new worlds.

We can wait on contacting the adeptus mechanicus because they like us and we are still setting stuff up. I do agree we should contact them soon but i don't we think we have to do it right now.
>>
>>1134265
It will help improve things. I feel like that description is more poetic than it should be, so I'll come out and say it instead: yes, the Administratum want to revoke your Warrant of Trade and seize your assets, or at least kick you down to the level of the Merchant Captains. The thing is: they want to do that to EVERY Rogue Trader: they're beaureaucrats, and hate the idea of people being able to work outside your red tape. The fact that your family is financially struggling just makes them look like a prime target for dismantling and incorporating their assets into the Adeptus Terra's holdings.
>>
>>1134260

Found this pretty amazing legal draft of a RT warrant.

https://www.scribd.com/document/43912507/Rogue-Trader-Warrant
>>
>>1134296
ok fuck them. no touching them until we're thriving again
>>
>>1134366
I don't think we have that much of a choice though. Their tithe collectors will come and if we don't deal with them we will be in violation of the law of the Imperium. We might as well get it done on our terms and with some goodwill, bringing in more holdings for them to tax.
>>
>>1134411

Yes, they'll come. But lets only invite them once we have a strong position.
>>
>>1134448
You know that not inviting them to a discovery like this can be easely interpretated as some kind of space tax evasion
>>
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>>1134067
>>1134109
>>1134078
>>1134135
You gather into the Astropathic Broadcast Chamber, deep within the bowels of the ship, to attend your meeting. On every side, the assembled ranks of the Astropaths who manage your ship's psychic communications stand, figures in hooded shadow holding their focus-staves with white knuckles. The air pulses and thrums with psychic energy as 15 minds focus on one target: the next relay in the great Astropathic network. A small table has been set up in the center of the circular room: you sit at it.

"Well, we don't have all day: the Navigator said that there should be a clear shot at the next relay-station for the following six hours, and I intend to use every second of it. Initiate Astropathic Broadcast!"

The psychic tension in the air breaks like a storm, as three figures erupt in a cloud of blue fire in the empty seats at the table. To your left sits the image of Ordinate-Major Carfour Millenius, bearing his symbolic rod of rank and (apparently) going over records while waiting for the call. To your right, Senior Negotiator Hilbarth, in his tricorn hat and ruff, hastily finishes a pull from a hip flask before composing himself and turning to face you. Across from you "sits" the robed bulk of life-support equipment that is Archmagos Carter of the Forge-World of Axis. He is the first to break the small stretch of silence, the normal blare of his vox-box further distorted by the Astropathic signal:

"+++I WAS INFORMED THERE WERE TO BE TRADE NEGOTIATIONS.+++"

"Ah, yes!... the Merchant's Guild of the Maccabee Sector is interested... in what you have to show for us Lord Pallas."

"Yes, let us see... what do you have to offer, Mister Pallas? Congratulations on your acquisition of four new ships that now operate tithe-free, by the way."

>Lay all your cards on the table

>Hold some assets back (which ones?)

>Go straight to negotiating (offer each party some asset in the system, or less tangible benefits, such as Passage Rights, Exclusive Claims on planets, or Improvements to your colonies that would benefit them)
>>
>>1134472
Yes, and the two rules that DO apply to Rogue Traders are:
>Stay True To the Emperor (don't sell out to Chaos or an alien power)
>Do Not Interfere with the Collection of Tithes.
>>
>>1134481
>Go straight to negotiating (offer each party some asset in the system, or less tangible benefits, such as Passage Rights, Exclusive Claims on planets, or Improvements to your colonies that would benefit them)
>>
>>1134481
>Go straight to negotiating (offer each party some asset in the system, or less tangible benefits, such as Passage Rights, Exclusive Claims on planets, or Improvements to your colonies that would benefit them)

We don't waste time with hagglers
>>
>>1134481
>Go straight to negotiating (offer each party some asset in the system, or less tangible benefits, such as Passage Rights, Exclusive Claims on planets, or Improvements to your colonies that would benefit them)
>>
>>1134481

A tri conference? This is the worst method. Now we can secretly show one party better stuff. Was hoping to be able to offer better goods to our admech bros.

>Hold some assets back (which ones?)
Xenos artifacts in the belt
>>
>>1134481
>>1134525
Oh, right, and this one:
>Hold some assets back (which ones?)
Hold back the xeno artifacts. We want to keep those, if only to offer them to buyers who would actually want them.
>>
>>1134515
>>1134521
>>1134525
Generate a pool of 10 Commerce test results. I will roll three times to draw from it, to represent your offers to each of the three parties.
>>
Rolled 37 (1d100)

>>1134552
Rolling for Him on Earth
>>
>>1134481
>>1134525

Inform the administratus of the planet and negotiate the apropriate fees

offer the mechanicus trade for the radioctive materials that they love so much

and hold back on everything xeno or archeo related

arrange trade agrrements with the merchant guilds for what we need(materias for the fort) in exchange for what we have
>>
Rolled 51 (1d100)

>>1134552
My his gaze guide my rolls
Fuck i'm nervous
>>
Rolled 9 (1d100)

>>1134552
>>
Rolled 29 (1d100)

>>1134552
>>
>>1134554
>>1134564
>>1134565
well that could have gone worse...
>>
Rolled 91 (1d100)

>>1134552
>>
Rolled 86 (1d100)

>>1134552
>>
Rolled 86 (1d100)

>>1134552
Praise be to the God Emperor, may his light shine evermore.
>>
Rolled 22 (1d100)

>>1134552
>>
Rolled 23 (1d100)

>>1134552

>>1134570
thanks for the jinx
>>
>>1134570
You JUST had to jinx it.
>>
Rolled 30 (1d100)

>>1134552
AVE IMPERATOR
>>
Rolled 6 (1d100)

>>1134570

Lemme just jinx it again and say that the administratum will pick that 91
>>
I'll go to the lower decks for awhile as punishment, im sorry
>>
Rolled 10 (1d100)

>>1134552
>>
Rolled 1, 7, 2 = 10 (3d10)

>>1134564
>>1134565
>>1134567
>>1134573
>>1134575
>>1134576
>>1134578
>>1134584
>>1134600
>>1134603
Rolling...
>>
>>1134616
if you gt picked here>>1134578
your sins are paid for
>>
>>1134620

Dammit, can we reroll that 7.
>>
>>1134620

we master negotiators
>>
>>1134639
It's a 22, why would we reroll it?
>>
>>1134656
Oh, read it wrongly, my bad.
>>
>>1134620
Do you wish to use a Fate Point to re-roll the 51?
>>
>>1134639

If anything we want to reroll that 1
>>
>>1134639
the only fail was 51
>>
>>1134656

he secretly works for the administratum

>>1134666
do we have the courtesy of the target number like in the other ones?
>>
>>1134666
Nah i think. Its not terribly good but its still a deal.
>>
>>1134666

Yes Satan
>>
>>1134677
>>1134666

and more importantly, who is it for?
>>
>>1134666
No, we have a bonus with them. No need, it shouldnt be a fail I think
>>
>>1134666
fuck no

save

No more squandering fate points
>>
>>1134677
>>1134691
First roll is for the Administratum, second roll is for the Merchant's Guild, third roll is for the Adeptus Mechanicus. Target numbers are:

Administratum: 35

Admechs: 62

Merchant's Guild: 52
>>
guys, the fail is for the administratum, reroll I repeat, reroll
>>
>>1134737
dude no, even if we did

We have 1 fate point thanks to the ork cloak.

It maybe another week before we get more and we are certain to run into shit that is far more important to pass than a fucking trade deal
>>
>>1134726

Fuck, I don't think we're going to hit those numbers for the administratum. Save the fate point.

Can we sweeten the deal further after this roll to make them agree? Like agreeing to a working building of the administratum on the planet?
>>
>>1134754
We already the three rolls chosen by his dice were the rolls, those were the target rolls
>>
>>1134726
Don't spend fate, Its fine.
>>
>>1134666
No reroll.
>>
>>1134759
The rolls say they dont agree to the initial offerings. What I'm saying is further negotiation concessions after that.
>>
Remember fate refreshes each thread ... We must be nearing the end of this one.
>>
>>1134853
>We must be nearing the end of this one.
>page 5

We've got some time.
>>
>>1134754
Yes, you will have a chance to renegotiate.


>>1134564
"Ordinate-Major, I have brought one system into the light of the Emperor already, and, if you are willing to settle for a reduced tithe-grade for the first century, I am certain many will follow."

"This is the minimum of your duty to the Emperor. Or are you saying you require bribes to remain loyal?"

>>1134578

"Archmagos, this system is rich in radioactive materials, and I am willing to ship all output from our mining to you."

"+++A WORTHY PROPOSITION. CONSIDER YOUR FLEET'S FUEL FOR THE NEXT DECADE SUBSIDIZED.+++"

(All Radioactives are shipped to Axis by ships under your command. In exchange, you gain 1 Profit Factor now and 1 month's supplies whenever one of your ships stops at a Mechanicus Outpost founded in the sector.)

>>1134565
"As for the Merchant's Guild... I am certain you will be very, VERY interested in exclusive mineral rights to the industrial materials in the system. The titanium reserves in particular are quite impressive..."

"Where do I sign? Oh, wait, are we there yet?"
(You gain 10 Profit Factor)

>Attempt Re-negotiations (with who?)

>Leave things as-is
>>
>>1134882
That last one should say "You cannot use the Minerals in Othhaw for Endeavors and gain 10 Profit Factor"
>>
>>1134882
>Leave things as-is

Considering how low we need to roll I think we leave things as is. We can manage a regular tithe from this planet no worries.
>>
>>1134882
>>Leave things as-is
>>
>>1134882

You know, the funiest thing about this thead is that we learned that to a rogue trader the inquisition is nothing but a toothless cat compared to the hungry wolves of the administratum and their endless red tape hunger

add, This new sector has been separated from the light of the emperor for too long, and the teaching required for this man to be proper citizends is draining our coffers.

this colonization effort is much different from an empty planet, we already have the people, but we have to beat their ancient costumes out of them, you know the saying....an old dog...
>>
>>1134882
>Attempt Re-negotiations (with who?)

Admin. Tell them that if we are forced to halt our expansion now, while the sector is weak, because of unrest in the areas we have already conquered then the Admin will be doing the Enemies work for them.

Ask instead that the money be spent investing in the system to make it the hub of the new sector.

Offer to allow Administratum oversight of those funds, to ensure they are properly spent. I'm pretty sure he's asking us for a bribe. That could be it.
>>
>>1134882
>>Attempt Re-negotiations (with who?)
Administratum.

Inform him that we are beginning a campaign that will bring about 10 star systems under the light of the Imperium that will be fully compliant.

That these 10 star systems will bring in wealth for the Imperium and the Administratum to tax in perpetuity. We're not asking for too much of an initial tax relief, say 20% for all the systems together. This will allow us to divert more of its initial funds to growing the economy of this new sector, allowing the masters of the Administratum to tax the area better.

Also if hes still not convinced, offer land to setup administratum buildings to handle paperwork.
>>
>>1134916
>>1134882

To be clear, we aren't asking to NOT pay the tithes. We're asking that they merely be used locally instead.

And once we have an Administratum representative isolated there, we can work on converting him, or corrupting and blackmailing him, or scapegoating failures on him.

On the other hand, having direct authority over that kind of a position could be very good long-term for an individual.
>>
>>1134916

I'm pretty sure he isn't asking for bribes in front of the mechanicus and merchants leaders
>>
>>1134933

Everyone is always asking for a bribe when they mention it.
>>
>>1134882
>Leave things as-is
>>
>>1134885

Didn't see this.

Renegotiate with the Merchant Guild to allow a clause that allows us to purchase a percentage of the material at cost+some markup for our own use in the surrounding systems. Fluff it as saying we'll save them the cost of transporting the minerals back to the greater Imperium so it can be cheaper and we're still also not intent on cheating them since we're willing to pay above cost price.
>>
Rolled 2 + 1 (1d5 + 1)

>>1134980
>>1134899
>>1134895
"These terms are... agreeable. I am sorry things could not work out for the Administratum, but-"

The Administratum's line has already closed.

"As for you gentlemen, I'll hand things over to my lawyers and accountants for the legal niceties."

>New Profit Factor: 43
>Nikola's Dig Report

Nikola has found some Archeotech!
(Roll is to determine how many artifacts were uncovered)
>>
>>1135260
Roll 1d10: first 6 results used to generate first artifact.
>>
>>1134901
>>1135260

Was this supposed to be a vote for renegotiating?
>>
Rolled 7 (1d10)

>>1135288
Bless this dice
>>
Rolled 10 (1d10)

>>1135288
>>
Rolled 5 (1d10)

>>1135288
>>
Rolled 9 (1d10)

>>1135288
>>
Rolled 2 (1d10)

>>1135288
>>
Rolled 3 (1d10)

>>1135288
>>
Rolled 8 (1d10)

>>1135288
Activate it
>>
>>1134901
If this was meant to be a vote for re-negotiating, I apologize and did not mean to exclude you.

>>1135297
>>1135300
>>1135303
>>1135342
The first recovered item is a void-suit made from some kind of adamantium mesh. Its stiff structure makes movement in it slow, but all manner of tool-assist devices seem strapped into it to help in void navigation (this void-suit can never be damaged or destroyed, although its air supply can run out as normal, and you can still take damage while IN it. You have a -3 to Initiative while in it, but always count as having rolled 1 degree of success more than usual when navigating zero-g or atmosphereless environments while wearing it. Your total bonuses and penalties to navigation in zero-g or atmosphereless environments never exceeds +30 or -30 while wearing it.)

Second item. Roll 1d100, first six (or possibly seven, depending on outcome) rolls used.
>>
Rolled 14 (1d100)

>>1135402
>>
Rolled 52 (1d100)

>>1135402
>>
Rolled 86 (1d100)

>>1135402
>>
Rolled 73 (1d100)

>>1135402
>>
>>1135402
Shit, 1d10.
>>
Rolled 8 (1d10)

>>1135438
>>
Rolled 10 (1d10)

>>1135438
>>
>>1135441
>>1135449

>Its another fucking void suit.
>>
>>1135458
ur a fuckin void suit
>>
Rolled 9 (1d10)

>>1135402
>>
>>1135461
u2, mate

We're all void suits here
>>
Rolled 8 (1d10)

>>1135438
I thought it kind of odd.
>>
Rolled 3 (1d10)

>>1135438
rolling again.
>>
Rolled 10 (1d10)

>>1135438
>>
Rolled 6 (1d10)

>>1135438
>>
Before I go any further: is this >>1135487
meant to be a reroll for this >>1135441 ?
>>
>>1135558
Fuck, I meant this >>1135449
>>
>>1135558
no.

Its just to speed up the rolling since no one else was stepping up to roll dice.
>>
>>1135441
>>1135449
>>1135466
>>1135471
>>1135487
>>1135512

This... strange void-suit is covered in rust and a thin layer of grease, no matter how much you scrub at it. Its three-lens view-helm gives it a sinister aspect. It works well, but wearing it for too long seems to wear people down. When you wear it, it feels like someone's looking out for you...(Grants +10 to all tests to navigate terrain while using it. However, if you should fail a test while wearing it, you gain a level of fatigue unless you pass a Toughness test. Grants 1 extra Fate Point that you can spend, but not burn, for as long as you wear it.).

Roll 1d10 for the third.
>>
Rolled 9 (1d10)

>>1135625
Rolling for something that isn't a voidsuit
>>
Rolled 8 (1d10)

>>1135625
>>
Rolled 10 (1d10)

>>1135625
>>
Rolled 2 (1d10)

>>1135625
>>
>>1135640
>cursed
dammit.
>>1135643
>Bloodlust

...

Huh. This might actually work.
>>
Rolled 5 (1d10)

>>1135625
>>
Rolled 10 (1d10)

>>1135625
Rolling once more to speed up the process.
>>
>Common bloodlusting lance that grants additional fate point
>>
>>1135758
>Common steak knife, can only be used on rare meat. Grants one additional fate point that can be used but not burnt.
>>
>>1135758
Indeed.

>>1135635
>>1135637
>>1135640
>>1135643
>>1135717
>>1135724

This immense ship's lance has curious bronze accents and spiked ridges around its tip. Something about its appearance sets you on edge. You don't like how the first group of crewmen who discovered it immediately broke out into a spasm of lethal violence over who would first report it to Magos Nikola.

(Weapon Profile: Energy 6 Space 4 Strength Damage 1d10+7 Critical Rate 3 Range 6. Whenever this component suffers a critical hit, the ship takes -1 Population and -3 Morale, as panic and mayhem suddenly ensue, with members of the ship briefly slaughtering each other in a rage.)

+++THIS SEEMS TO BE MOST OF THE ARCHEOTECH ON THIS PLANET OF ANY VALUE. THERE ARE LIKELY A FEW PIECES LEFT, BUT ONCE THEY ARE REMOVED, THAT WILL BE ALL.+++

>8 Archeotech remains.

Trade ships have started entering this system, marking it as an official colony of the Imperium! The colony has prepared its first shipment of worked materials for the incoming fleet.

>Mineral mining in Othhaw fully developed: development workers reassigned to work Mining World Beta.

>11 Radioactives left on Othhaw

>58 Minerals left on Othhaw-1

>59 Minerals left on Mining World Alpha

>106 Radioactives left in the Belt

The colony is online! It adds +6 to your Profit Factor for as long as it's successfully running.
>Total Profit Factor: 49

>Otthaw Colony remains stable.

>Month 10

The omens have been read. The enemy fleet approaches.

>Finalize battleplan for engaging the enemy fleet
>>
>>1135877
Yo Severus, do we have any space mines we could lay down in the general area of where we believe the enemy will appear?
>>
>>1135898
i mean, space combat is pretty vast
>>
>>1135877
Wait back from where we theorize they'll enter the system, allowing them to come in closer before attacking fast escorts they have with long distance weaponry, allowing our ships to amass around and capture and or destroy the larger assumedly slower vehicles.
>>
>>1135909
It is but mine fields aren't out of the realm of possibility. I'm sure it's been done before and we know they are coming to retake a planet
>>
>>1135877
>>Finalize battleplan for engaging the enemy fleet

Form up the fleet and wait. Pick off the escorts, capture if possible. Force a surrender or disable the transports.
>>
>>1135877
Also lets alpha-strike the flagship, if we take out its shields without destroying it we can then teleport in a bomb. Afterwards we demand the surrender of the entire fleet
>>
>>1135877

Can we refit our missile battery and replace it with this lance instead before the battle?

I'd suggest having our Universe-class be stationed abit of a distance from the Nuclear facility. We know that the enemy fleet will swing by to try and pick up atomics from it. Rest of the fleet standby on the farside of the planet where the nuclear facility is.

The indoctrinated Enemy Garrison commander should then immediately broadcast a mayday, asking for relief against the incoming Planetary Assault Ship, getting the fleet to move to engage, maybe making the frigates break off from the transports for more speed. As they get close enough that their orbital trajectories make them unable to break away, the rest of our fleet will emerge from the farside of the planet and engage the enemy.

Fleet composition:

Main Battle Line/Brawing:
+THE ABSOLUTION+
+THE CARRION CROW+

These ships along with our Universe class should close and then engage in hit and run and then boarding actions.

Long Ranged Attack Line (Hang to the rear while firing with lances):
+THE DAGGER OF SPITE+
+RESOLUTE+ (if thats the name we confirm for the firestorm)

Bait:
+THE FORTRESS PERAMBULATOR+
Save a couple of regiments, the rest should be disembarked.
>>
>>1135915
I mean if you were trying to defend a strategic location sure, but spread mines across where we think they might show up at?

That'd be a fuckload of mines
>>
>>1135933
Using the facilities of the Fortress Perambulator, yes.
>>
>>1135933
I like this.
>>
>>1135915
>>1135898
You don't have a ship with a minelayer bay, so no.
>>
>>1135933
This looks generally fine i think.

At least one of the regiments should be on the nuclear facility to ensure the success and the mayday transmission should either be taped or be time delayed.
>>
>>1135933
>>1135955
>>1135991
(Your ships would be dangerously close if they tried to ambush from the other side of the planet (in-orbit), so I'm trying to follow the group consensus's spirit while making it work. Apologies.)

With your newly-installed lance, Your ships slide out of the shadow of the belt, engines running silent as they approach the Uranium reserve. You wait with bated breath to see if the enemy has fallen for your trap...

>Roll 1d100 to determine the success of the indoctrinated commander's Deceive test.
>>
Rolled 45 (1d100)

>>1136075
FOR THE EMPEROR
>>
Rolled 57 (1d100)

>>1136075
>>
Rolled 37 (1d100)

>>1136075
>>
Rolled 86 (1d100)

>>1136075
I hope we put on the lucky cloak and equipped the archeotech laspistol before hand.
>>
Rolled 80 (1d100)

>>1136075
>>
Rolled 1 (1d5)

>>1136077
>>1136083
>>1136084
>>1136096
>>1136103
>>
>>1136112

Not the worst, not the best but I hope it works.

>Rogue Trader Pallas on his bridge, strutting around in a rusty lucky void suit.
>>
>>1136077
"...Enemy ships are falling in. They've taken the bait! Closing on their position..."

>Keep silent: we don't want them to pick us up.

>Full speed! Bring us into engagement range NOW!

IMPORTANT LINK: NAVAL COMBAT CHEAT SHEET: https://www.dropbox.com/sh/0bebs1mkw1ogyma/AABIWNNkFVGVHoCJUhsCSlpsa?dl=0
>>
>>1136142
>>Full speed! Bring us into engagement range NOW!

"Lord Pallas to all ships. Weapons free."
>>
>>1136142
>>Full speed! Bring us into engagement range NOW!

pew pew pew
>>
>>1136142
Will our ships be strung out if we engage now? Or does it just mean we engage at a further distance?

Also, might i suggest the narrative method for tracking the distances and positions otherwise it will be a massive headache with the maps.
>>
>>1136148
Seconding.

"Get close and let them taste the night of the Emperor's guns."

"Prepare boarding parties - I want that flagship captured."
>>
>>1136170
>>1136148
>>1136149
"Understood, sir! Firing reactors NOW!"

>Roll 1d100 for the test to go All Ahead Full. Target Number: 70.
>>
Rolled 83 (1d100)

>>1136189
>>
Rolled 2 (1d100)

>>1136189

"DRIVE ME CLOSER. I WANT TO HIT THEM WITH MY SWORD."
>>
Rolled 53 (1d100)

>>1136189
Well then.

FOR THE EMPEROR
>>
Rolled 87 (1d100)

>>1136189
>>
Rolled 14 (1d100)

>>1136189
>>
Rolled 1 (1d5)

>>1136193
>>1136194
>>1136196
>>1136199
>>1136202
>>
>>1136207
Fuck. Reroll?
>>
>>1136207
>1 degree of failure.

re-roll?
>>
>>1136207
fug
>>
>>1136211

What will a failure here do?

We're still closing in on the trap right?
>>
>>1136211
nah
>>
>>1136217
Yeah, it just slows you down in relation to the rest of your fleet. 2 or more degrees of failure is what's dangerous.
>>
>>1136223

Then no. We can still launch fighters and engage with our lance.
>>
>>1136211
Nah we can fix this
>>
>>1136225
Our lance is only range 6, our plasma batteries are our long range shooters
>>
>>1136230
You can shoot up to 2 times the listed distance
>>
>>1136219
>>1136225
>>1136228

"+++ENGINES ARE DISPLEASED, CAPTAIN. THE NEW LANCE HAS OFFENDED THEM.+++"

"Damn the engines! The rest of the fleet has pulled ahead of us!"


"Lord Pallas, this is the captain of the Dagger of Spite! We've pushed the engine too hard, it's overheated! We've got teams on damage control now, trying to get her back online, but we don't know how useful we'll be until then!"

"Captain, scanning enemy plasma signatures... ships identified... Three Vagabonds, one Jericho, one Havoc Raider, and... Three Tempest Frigates! Captain, our data's off! They have another frigate! Nearest target's 22 Void Units from us!"

>Your orders? (first three in agreement decides)
>>
>>1136259
>>Your orders? (first three in agreement decides)

Arm the guns, hail their commanding officer.
>>
>>1136259
Has the enemy noticed us yet?

Continue closing in on the enemy. Which ship is closest to us?

How far away are they from our universe class? Or is our transport with us in the fleet?
>>
>>1136267
"Nearest enemy ship to the Universe is 9 Void Units, sir! It's one of the frigates! Ship closest to us is the Havoc Raider! And given the signal our ships are putting off, there's no way they haven't, sir!"
>>
>>1136267

It's a sitting duck cut off from the rest of the fleet.
>>
>>1136267
"We are 31 Void Units away from the Fortress Perambulator!"
>>
>>1136259
Have the magos continue to nurse the engines.

Push the engines once more to catch up with the fleet.

No point hailing them.
>>
>>1136259
>>1136276

Fleet gunnery officers should begin preliminary gunnery protocols (aim action) on nearest vessel. They may fire when at max range. Concentrate fire on the nearest frigate. Take them out one at a time.
>>
>>1136284
>nearest frigate

Derp. That should be raider. Since its the closest
>>
Going to bed, but first: a dispatch from the fleet elements that acted before you:

"This is the Fortress Perambulator! Enemy ships closing in! Their guns are dinky, though: bounced right off of our armor, the little clink-toys! Solving for firing solutions as we speak!"

"Dagger of Spite, reporting! We should have our engines back in around an hour (2 Strategic Turns)! Doing our best to drift their direction for now, though!"

"Resolute, reporting in! We've taken fire from the enemy: their cannon were mere pea-shooters, but they had a lance! Lucky it didn't hit anything important! Crew aren't taking to this well, though!"

"Carrion Crow, reporting. We've drawn into Portal Strike range and deployed our servitors against the enemy vessel. Now we know why this Frigate was a secret: it had Lightning Strike capacity. Disabled the Teleportarium for now and set their crew quarters on fire. They will pose no threat soon enough..."
>>
>>1136368
"Oh, yes... the Resolute turned all guns against the target as well... it should hulk very, very soon..."
>>
>>1136368
So. Anyone have their shields knocked down so we can teleport in some prize crews to take the ships bridge? Sabotage their power systems?
>>
>>1136370

Thanks for running man.

In any case, I'll vote for this plan.
>>1136284
>>1136309
>>1136276

Can we also order Fortress Perambulator to try and board that frigate near it and broadcast to the ships in the area that if they want to survive, they should strike their colours and power down.
>>
>>1136382
>>1136370

Thanks for running, I'll also back those plans
>>
>>1136382

I agree with everything writen here and also think that the fortress should try to board any vessesl in range, capturing them would be a great boost sinse they have the proper stc hulls, it would only be a matter or replacing those engines
>>
>>1135625
Found a pic for the suit.
>>
>>1136368
Am I reading the carrion crows report? The collective have teleporters?
>>
>>1137038
One, on a secret frigate that (clearly) the Planetary Governor didn't know about.

>>1136407
>>1136396
>>1136382

Roll for attempting to go All Ahead Full (target number: 70)
>>
Rolled 93 (1d100)

>>1137072
>>
Rolled 43 (1d100)

>>1137072
>>
Rolled 84 (1d100)

>>1137072
>>
Rolled 29 (1d100)

>>1137072
>>
Rolled 70 (1d100)

Uh, roll
>>
Rolled 62 (1d100)

>teleporters
>rare

i think not
>>
Rolled 31 (1d100)

>>1137072
>>
Rolled 2 (1d5)

>>1137073
>>1137075
>>1137090
>>1137099
>>1137193
>>
>>1137280
"+++DRIVES AT FULL POWER. BRINGING US IN RANGE... PREPARE FOR TURN...+++"

"Etherics, Captain. We are on an intercept path with an enemy Jericho-class vessel. Shall we maintain course?"

>Engage!

>No! Target the nearest frigate!

>No! Take down that raider!
>>
>>1137380
>Engage!
"All enemies of the Emperor shall die!"
>>
>>1137380
>>Engage!
>>
>>1137380
>Engage!
>>
>>1137394
>>1137407
>>1137411
"Understoo- SIR! The Vagabond has adjusted its course! It's coming right for us! Our augurs are picking up target acquisition signals!"

>Helmsman, Etherics: evasive maneuvers! Scramble targeting signals! (Will prevent ship from adjusting speed and angle and interfere with firing)

>We have nothing to fear: let their fire break worthlessly on our hulls!
>>
>>1137431
(Tac-net readings indicate ship is armed with 1 Prow-mount Starbreaker Lance and 1 Turret-mount Thunderstrike Macrocannon. Ship is oriented prow-to-prow with you.)
>>
>>1137431
>We have nothing to fear: let their fire break worthlessly on our hulls!
>>
>>1137431
>>Helmsman, Etherics: evasive maneuvers! Scramble targeting signals! (Will prevent ship from adjusting speed and angle and interfere with firing)

No need to be arrogant. It is he who underestimates the enemy that falls the hardest.
>>
>>1137431
>>Helmsman, Etherics: evasive maneuvers! Scramble targeting signals! (Will prevent ship from adjusting speed and angle and interfere with firing)
>>
>>1137431
>Helmsman, Etherics: evasive maneuvers! Scramble targeting signals! (Will prevent ship from adjusting speed and angle and interfere with firing)
>>
Huh.

Might I suggest that we concentrate fire on the enemy warships first before we attack the transports in the following rounds of combat?

Once the warships are down the transports will be sitting ducks.

>>1137431
>>We have nothing to fear: let their fire break worthlessly on our hulls!
>>
>>1137501
>>1137510
>>1137514
Roll 1d100 for evasive maneuvers: target number 68
>>
Rolled 100 (1d100)

>>1137715
>>
Rolled 3 (1d100)

>>1137715

>>1137719
aaaaaa
>>
Rolled 92 (1d100)

>>1137715
>>
Rolled 34 (1d100)

>>1137719
Well fuck

Voting to use a fate point for this if we get it
>>
Rolled 26 (1d100)

>>1137715
Doing a second roll to fill up the dice pool.
>>
Rolled 5 (1d5)

>>1137719
>>1137724
>>1137750
>>1137752
>>1137782
>>
>>1137794

Thank the God-Emperor
>>
>>1137656
no doubt
>>
>>1137794
phew
>>
>>1137794
What a surprise, no one nitches about the dice roll system when it lets us avoid 100s
>>
>>1137782
"Initiating evasive actions!... Thunderstrike shots missed! Same for Lance-beam! Hah, we didn't even need our shields!"

"Dagger of Spite reporting, captain! Finally got our engines back online, closing on enemy raider!"

"Fortress Perambulator calling in! We're under heavy fire! Thrusters are shot, we can't adjust angle! Crew is holding out for now! Preparing for boarding actions!"

"Resolute opening fire on enemy transport... Sunsear batteries impacting! Lance... damn, missed! Calibrating for later combat!"

"Captain of Fortress Perambulator speaking, again! The crew are trying to mutiny! We just took a massive barrage from one of the transports, no idea how, they were dammed Thunderstrike rounds for the Emperor's sake! Attempting to suppress riots now!"

"Carrion Crow, engaging in boarding action on targeted enemy frigate... We have forced a surrender from their forces. Frigate captured. Their forces have capitulated."

"Bringing us to port broadside! Readying fire!"

Roll 1d100 for firing plasma cannons. Target number: 45.
>>
>>1138159
>"Captain of Fortress Perambulator speaking, again! The crew are trying to mutiny! We just took a massive barrage from one of the transports, no idea how, they were dammed Thunderstrike rounds for the Emperor's sake! Attempting to suppress riots now!"

Wait. If a crew is going to mutiny, they only do so at the end of combat.
>>
File: Untitled.png (213 KB, 627x338)
213 KB
213 KB PNG
Rolled 30 (1d100)

>>1138159

Ruling from RT Core, page 225.

Rolling for dice.
>>
Rolled 91 (1d100)

>>1138159
>>
Rolled 9 (1d100)

>>1138159
>>
Rolled 93 (1d100)

>>1138159
Emperor be with us.
>>
Rolled 94 (1d100)

>>1138159
Rolling once more for expediency.

Carrion Crow should move to engage a second warship and repeat the process.
>>
Rolled 2 (1d5)

>>1138187
>>1138216
>>1138222
>>1138225
>>1138241
>>
>>1138285
Re-roll?
>>
>>1138285
shit. FP reroll please.
>>
>>1138285

Reroll, we have one left right?
>>
>>1138296
1 left from our pool, 1 from the lance and if we put on the lucky ork cloak before battle, another 1.
>>
>>1138285

Use a FP to reroll
>>
>>1138392
>>1138296
Re-roll.
>>
Rolled 24 (1d100)

>>1138418
>>
Rolled 1 (1d100)

>>1138418
>>
Rolled 4 (1d100)

>>1138418
>>
Rolled 29 (1d100)

>>1138418
>>
Rolled 61 (1d100)

>>1138418
One more time to speed up
>>
>>1138428
>>1138432
>>1138536
>>1138539
>>1138555
>>
>>1138679
The suspense!
>>
Rolled 3 (1d5)

>>1138679
Shit, forgot the code.
>>
>>1138694
Niceee. I believe thats a crit.
>>
>>1138694
"Void shield overloaded, Captain! Shots impacting!"

>Roll 1d10: the first two will be used to determine damage: the third, for the critical effect.
>>
Rolled 6 (1d10)

>>1138712
BIG MONEY
>>
Rolled 8 (1d10)

>>1138712
BOMBS AWAY
>>
Rolled 2 (1d10)

>>1138712
Eat shit.
>>
>>1138723
>>1138729
>>1138737
>Enemy has taken 5 HP of damage

Internal damage crit! Choose one internal component that isn't the Bridge, Warp Drive, or Engine: it is damaged.

>viable targets: Starbreaker lance, Thunderstrike Battery.
>>
>>1138793
>Thunderstrike Battery.

A lance has only one hit which is negated by a void shield. This makes it toothless.
>>
>>1138793
Starbreaker lance
>>
>>1138793
>>1138802
If this is correct, it has my vote.
>>
>>1138802
>>1138828
It is (you have two Void Shields, which means that you absorb the first two shots in a salvo).

"Firing Titanforge Lance!"

Roll 1d100 to fire the lance. Target number: 45.
>>
Rolled 5 (1d100)

>>1138880
>>
Rolled 19 (1d100)

>>1138880
>>
Rolled 22 (1d100)

>>1138880
>>
>>1138889
>>1138892
>>1138896
No one roll
>>
>>1138902
Need five results to finish, F A. M
>>
Rolled 23 (1d100)

>>1138880
Rolling again to fill it up
>>
Rolled 31 (1d100)

>>1138880
>>
Rolled 4 (1d5)

>>1138889
>>1138892
>>1138896
>>1138922
>>1138930
>>
>>1138975
"Lance impact registered!"
(Roll 1d10 for damage)
>>
Rolled 5 (1d10)

>>1139009
>>
Rolled 5 (1d10)

>>1139009
>>
>>1139017
>Enemy ship has sustained 17 HP of damage.

"Enemy ship has taken heavy damage... projections carry its path within 500 miles of us: within range of a boarding maneuver! Orders?"

>Prepare to board.

>Lock intercept and accelerate to ramming speed.

>Keep us in range and sustain fire.
>>
>>1139062
>>Lock intercept and accelerate to ramming speed.
>>
>>1139062

"Comms, open a channel to the bridge. They will surrender or they will die."

"Etherics! Give me a deep scan of that ship, I want to know whats in its holds and wheres its components are."

If its filled to the brink with troops, boarding it would be hell. Much better to simply target its environmental systems or open it to vacuum if they don't surrender.
>>
>>1139062
Hail them and call on them to strike their colours.

If they will not:
>Prepare to board.
>>
>>1139075
>"Comms, open a channel to the bridge. They will surrender or they will die."
>>
>>1139095
>>1139090
>>1139075
Roll Intimidate. Target Number: 84
>>
Rolled 86 (1d100)

>>1139109
[Gun of Command brandishment intensifies]
>>
Rolled 13 (1d100)

>>1139109
>>
Rolled 80 (1d100)

>>1139109
>>
Rolled 44 (1d100)

>>1139109
>>
Rolled 97 (1d100)

>>1139109
one last time to finish the set
>>
Rolled 1 (1d5)

>>1139119
>>1139129
>>1139138
>>1139147
>>1139157
>>
>>1139182
2/5 and we fucking blew it
>>
>>1139182
shit. Reroll?
>>
>>1139157
You rolled both shit rolls. How do you feel?
>>
>>1139219
Shit sucks but it was that or keep waiting for no one to roll.
>>
>>1139226
The ease at which you accept mediocrity is troubling, young Padawan
>>
>>1139217

no
>>
>>1139119
"WE WILL NEVER SURRENDER! FOR THE FOUNDER!"


>Prepare to board

>Ram
>>
>>1139364
>>Prepare to board

Send an away team on a hit and run action before we board.
>>
>>1139364
>Prepare to board
I'll drink from your skull
>>
>>1139364
>>Prepare to board

Send a strike team to the bridge
>>
>>1139364
>Ram

Don't want to waste the time here.
>>
>>1139364
Ram we are so much bigger than them
>>
>>1139364
Prepare to board
>>
>>1139364
>>1139505
Prepare to board.
And direct another ship to aid the Perambulator
>>
>>1139505
>>1139389
>>1139382
>>1139371
Roll 1d100 for boarding. Target number: 50.
>>
Rolled 96 (1d100)

>>1139672
praise the machine god.
>>
Rolled 6 (1d100)

>>1139672
lets do this
>>
Rolled 15 (1d100)

>>1139672
>>
Rolled 9 (1d100)

>>1139672
EMPEROR ACKBAR
>>
Rolled 16 (1d100)

>>1139672
once more
>>
Rolled 2 (1d5)

>>1139675
>>1139681
>>1139684
>>1139687
>>1139705
>>
>>1139733
The mag-grapnels fire across the void and your engines synchronize to the enemy's own.

"Strike teams, deploy NOW! Attack!"

>Roll for first assault. Target number: 120 (roll is to determine how much damage).
>>
Rolled 93 (1d100)

>>1139737
MWAHAHAHAHA

ZASSHU
>>
Rolled 15 (1d100)

>>1139737
Emperor take these infidels to an early grave
>>
Rolled 45 (1d100)

>>1139737
>>
Rolled 30 (1d100)

>>1139737
>>
Rolled 36 (1d100)

>>1139737
>>
Rolled 1 (1d5)

>>1139742
>>1139745
>>1139747
>>1139769
>>1139771
>>
>>1139792
Sigh...
>>
Rolled 2, 4, 1 = 7 (3d5)

>>1139742
>3 degrees of success

Rolling for damage.
>>
>>1139792
kek. Well its an autopass anyways.
>>
Rolled 82 (1d100)

>>1139796
Rolling for enemy capitulation (target number: 24)...
>>
>>1139802
"Captain, we've managed to thin out their ranks a bit, but they're retaliating! Preparing to receive!"

>Roll 1d100 for repelling boarders, target number: 72
>>
Rolled 54 (1d100)

>>1139814

Huh, I thought it was an opposed command test.
>>
Rolled 30 (1d100)

>>1139814
>>
>>1139825
It is: I'm alternately rolling their roll and your roll first, and applying the outcome as positive or negative mods to the other's roll. Makes it a bit more dynamic IMO.
>>
>>1139828
Ah cool.
>>
Rolled 50 (1d100)

>>1139814
DRIVE THEM INTO THE WARP
>>
Rolled 66 (1d100)

>>1139814
>>
Rolled 30 (1d100)

>>1139814
>>
Rolled 4 (1d5)

>>1139825
>>1139827
>>1139832
>>1139848
>>1139849
>>
Rolled 86 (1d100)

>>1139852
Rolling for enemy boarding attempt (Their target number: 55...)
>>
Rolled 4, 3, 5, 4 = 16 (4d5)

>>1139856
"Boarders repulsed! We're driving into their territory now!"

Rolling for enemy damage.
>>
Rolled 31 (1d100)

>>1139859
Rolling for capitulation... (target number: 40)
>>
>>1139860
welp, we gotta keep killing them I guess,

whats the next nearest target?
>>
>>1139862
They already failed an earlier capitulation test though. Not sure how its gonna play out.
>>
>>1139864
the first one was an intimidate test for us and we failed miserably

this is their first will test I think
>>
>>1139860
"Please!... for the love of all things decent and wholesome, show mercy! How many more thousands of my men must die before your hunger for blood is satisfied?"

"The enemy is capitulating, Captain!"

"Excellent! Battlegroup Pallas, status report!"

"The enemy is withdrawing, Captain! They fear the strength of our fleet!"

>Pursue them! Don't give them the chance to enter the Warp!

>Let them run: we will deal with them soon enough...


>Decide the fate of the capitulating crews (1 Tempest-class Strike Frigate with Teleportarium, 1 Vagabond-class Merchant Trader):

>Press-gang aboard your ship

>Kill them all, in the Emperor's name.

>Indenture them into your battlegroup

>Other (write-in what)
>>
>>1139868
>>Pursue them! Don't give them the chance to enter the Warp!

>Other (write-in what)
Crews will be imprisoned until they have been fully indoctrinated with the Imperial Creed and spies rooted out. Then we'll recruit from their number to join and spreadout among our crews. Those who choose not to do so should be released as civilians.

I suggest we announce that we will not wholesale slaughter the surrendering crews, make it more likely that more ships will do so.

Waste not, want not. Lives are a resource not to be so simply squandered.
>>
>>1139868

Damage report!

those fleet's with litle or none damage shall Persue, let's weaken them more, and maybe capture more ships

as for the crew

>Press-gang aboard your ship
>Indenture them into your battlegroup


we need capable hands to operate these ships

also, never kill all the surrendered people, that will only cause for the other ships to fight until the last man
>>
>>1139868
>Pursue them! Don't give them the chance to enter the Warp! Aim for Engines or other vital parts to ruin any chance of making it out of the warp.

>Spread them out amongst the ships and pump them for all information while gang-pressing them into the imperial cult.
>>
>>1139868
>>Pursue them! Don't give them the chance to enter the Warp!

>Other (write-in what)
Imprison them for now.

We dont need the crews immediately and i dont want saboteurs on our ships.
>>
>>1139871

I think we can pick off at least one more tempest and the rest of the transports. The universe class should be boarding that other tempest and our frigates can easily outpace and catch the transports.
>>
>>1139881
And kill the rest. We can at least match the speed of the transports and shoot up their rears.
>>
Rolled 17 (1d100)

>>1139868
Kill them all, we can't trust them and we have a huge fucking ship full of mercs on our payroll to staff the ship with
>>
>>1139884
If we kill them all, no one else will ever surrender.
>>
>>1139885

and more importantly, we will waste money killing them all to the last man on battles to come

gotta think on those thrones
>>
Guess we're done for the day?
>>
>>1139870
>>1139871
>>1139872
>>1139877
"All capable ships, after them! All others, remain in position! Fortress Perambulator, convert to space-dock mode as soon as possible!"

"Will do, Captain! Just have to deal with the crew!"

Ultimately, the enemy managed to lay down covering fire and push the able forces your fleet back around the other side of the Belt: their knowledge of the system proved to be their advantage.

>Final after-action report, Battle of the Belt:

>2 enemy ships captured

>5 enemy ships damaged

>Damage Report:

>"Fortress Perambulator": 29 Hull Points remaining, 59 Crew Morale (MUTINY SUPPRESSED: PROMISED THAT SHIP WOULD REMAIN IN SYSTEM FOR NEXT 6 MONTHS), 77 Crew Population.

>"Resolute": 35 Hull Points Remaining, 88 Crew Morale (MUTINY: PREVIOUS CAPTAIN PRESS-GANGED TO JANITORIAL DUTY) 99 Crew Population.

You round up the crews of the enemy and interrogate them. It appears the Frigate you have captured is a new discovery, found adrift in the interstellar void very near to Ambria. It was meant to be the secret weapon of the fleet, and the scientists of Ambria are hard at work attempting to replicate the Teleportarium technology for standardization purposes.

>>1139907
Yep. New thread tomorrow.
>>
>>1139909
>>"Fortress Perambulator": 29 Hull Points remaining

damn, what happened there. Crits all the way?
>>
>>1139912
Getting focused-fired by an entire fleet, basically.
>>
>>1139914

Right. Well it was chosen due to being able to sponge soak damage...

Now to repair all of this and then advance on their home worlds. Do we know how long it will take to move in on their homeworld?
>>
>>1139917

I think we can do it without the fortress.

I'm actully very interested in discovering what this ships have in them, I want to know if they are collective manufactured or found veessels that they converted
>>
>>1139923
That'll give us a mere two jericho classes to haul troops. I'd really prefer having more men to launch a planetary assault on a well fortified planet.
>>
>>1139924

I was thinking of making incursions to different systems while the jericho repairs and pays its 6 months in system promise,

these systems seem to be crawling with ship hulls, there must be a storm or something bringing them here, and we can find and convert some on the neighboring systems, not the central one
>>
>>1139930
universal, not jericho
>>
>>1139930

We could but we'll be damaging infrastructure and doing alot of collateral damage.

I was thinking of using the 6 months to refit and repair, bring up the captured ships to a imperial warp standard.

We already know it took their fleet 9 months to travel to our system, so if we take off at the end of six months to their capital, we might catch them with most of their ships still in dry dock.

Although I guess we could attack some smaller systems to bring into compliance during these six months.

We should check with our planetary governor as to which systems are even more lightly defended.
>>
>>1139930

Come to think of it, aren't their FTL drives like 1/10 of imperial standard?

Doesn't that mean it'll take one month of warp travel to reach their capital system?

We refit, repair, warp to their capital, wreck everything and then wait for them to show up?
>>
>>1139923
>I think we can do it without the fortress.

Yeah, I don't think so. We won't be hauling many men without it.

There's not much point in raiding their outlying systems when we can focus our strength and cut the head off.

And it was a silly idea leaving the planet invader out by itself for bait.
>>
>>1139933
>>1139940

We could ask Karlyle about what he knows about the nearby systems and check it so we wont be sitting on our hands while repairs are made.

we don't have much to do in terms of conversion our infrastucture here, we just have some unsurveyed or unexplored planets, and those can be easely hendled by our support staff, as the instalation of mining operations

I was just thinking we might find something useful on the nearby systems, but we would have to ask Karlyle if there is anything
>>
>>1139944
We can probably bring some lightly defended system into compliance during the 6 months
>>
>>1139914
That wasn't conveyed at all in your posts...
>>
>>1140032
Have you tried basic deductive reasoning. Because I found it pretty obvious
>>
>>1139924
> What is a blockade

Cut the capital off and wait it out. Consolidate our power on the other planets, then threaten exterminatus.

Chaos will have fucked them up by then anyways.
>>
>>1140113

A blockade blocks the movement of material and forces.

Theres not much of a reason to maintain a blockade if they do not have the ships to transport their troops about and it take at least a year to even the most basic transport or war vessel.

Save for the chance that their capital system is a hive planet, by which we should be able to starve them out, a civilised planet should be able to withstand a siege indefinitely, we need the men to take the ground and hold the planet.

Exterminatus is counter-productive since it will destroy all infrastructure and we will need to go through the trouble of establishing even the most basic mining colony on what will be a dead world.
>>
>>1140132
> Infrastructure being more important than obedience to the God-Emperor of Mankind

Pretty sure we just have to show them we're serious about blowing shit up, and they'll turn on the government themselves.

Or we could always ask for some help from a specialist. Maybe in Assassination? We could use the Capital holding out to push them into contacting us thinking they have the upper hand. But quite frankly, there's no need to push so hard for a single system when a vast expanse of exploitable space lies before us.
>>
>>1140166

There is if we can get our hands on the head overseer. If we can capture him alive we can immediately begin folding all the systems they control into the Imperium proper.

Even if we don't just word and news that we have ravaged the fleet, killed the head overseer and conquered the capital planet should be enough to make the local planetary overseers make overtures to us or surrender outright.

Hit the pack alpha hard enough on the nose, make it bend the knee. Intimidate the rest of the pack to yield.
>>
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>>1140172

An enemy's army trapped in its fortress, is already defeated. Also known as "mission kill".

Why waste manpower fighting for something we don't need? If it's just a matter of killing him, that's what orbital bombardment is for.

Otherwise we have better investments in our time.

Sure, maybe if pacifying the rest of the system is surprisingly difficult we might have to resort to that, but we've already got a strong hold on our first system, and we've crippled their ability to support each other and can take them piecemeal.

Besides, I don't see how killing the Capital won't just make another overseer claim legitimacy instead and now we just have to go through it all over again. They're loyal to THE FOUNDER, a guy who's dead. We can't really kill him twice.

You think it's a Wolf Pack, but it's called the Collective. What if it's actually a Hydra?
>>
>>1140172
In other words "HAHA THE CAPITAL CAN NO LONGER HELP YOU" doesn't really have as much impact when the capital stopped being able to help them when we defeated their Navy.
>>
>>1140205

For one because the mission isn't exactly to kill off the collective, the mission is the speedy assimilation and compliance of the Collective. The ideal way ultimately is utilising the existing power structure to get the the systems and people inducted into the Imperium proper, like what we've done in Otthaw. In this case though if we can compel the head overseer to surrender, that surrender can be conveyed to the remaining systems. While some may stubbornly continue to resist, some loyal to his dictates or those open enough to see which way the wind is blowing will immediately capitulate, saving us time and allowing us to immediately move in on the systems which are non-compliant.

We might get another overseer claiming legitimacy but it is fairly unlikely that the other planets will fall in line with a 2nd tier overseer after the capital system has fallen. More likely, it will be a case of a planetary overseer attempting to seize power to be an independent, thinking they might be able to hold out.

And it is quite clearly a wolfpack with the head overseer clearly being 'first among equals'. Our current planetary governor was so scared of the pre-crime dept that directly reported to the capital. Yes we killed them but this shows the degree of influence the capital plays in day to day operations. Constant spying on their thoughts, keeping the other systems in line though their secret police and their fleet. This system of governance does not encourage strong subordinates but yes men.

This is how i read their political structure and why I advocate a strike at their capital. Subvert it and get the rest to fall in line or conquer it and send a clear message that their fleet has burned, the capital sacked. Your strongpoint has fallen and if you do not submit, you have no chance.
>>
>>1140234
>the speedy assimilation and compliance of the Collective

Yeah man, and what we do is invalidate the authority of the Capital system through "Gunboat Diplomacy" and reveal that the Founder was guided by visions sent by the God-Emperor, as are we on our holy mission to re-integrate them.

Once again, the loyalty bonded dudes? Bound to the Collective and the Founder apparently.

You're reading far too much into it.

I'm arguing that if they have no navy, we might as well consolidate the rest of the system and then crush the Capital with their own might. They simply can't prepare enough to keep us off at that point, and more importantly we'll be making profit RIGHT AWAY meanwhile consolidating our political capital by having a string of successes.

You seem to want to bite of the biggest chunk, and choke to death on it.

> The Collective, using psychic pre-crimes and psy-bonded loyalty.

Good luck capturing and killing the Head Overseer and not getting bogged down in a giant battle over the capital there buddy.

Meanwhile instead of having to worry about one planet or system, we have to worry about all the rest coming to its rescue and biting us in the ass somehow.
>>
>>1140234
Look, let's talk this out in Discord to not shit up the thread.
>>
Man, these commies share many of the values of the imperoum and we turned their founder into a saint.

We just have to keep these military campaing on the vitorious side and they will turn like this systm did.

We converted an entire planet in a matter of 5 months.

We destroy them military and extend the merciful hand of the emperor to the missguided children

I propose we do a propaganda video with footage of our decisive victory over the collective, the tone of the narrator should be dissapointed, patronizing and sad, like talking about a son that doesn't know what it's doing. After that we start with the benefits of the unity of the human race and how the founder himself predicted the comming of the hand of the emperor. we finish with the good treatment of those who converted/surrendered and the advancments we did in so little time on the system....it's just and idea
>>
>>1140313
I could get behind this. We could even portray ourselves as reluctant to attack their Capitol because they're wayward backwoods relatives and we still hope they'll see reason.

Leaving someone who has the authority to surrender is usually a good idea, as opposed to killing them and then having to go through the same process with each of their subordinate forces.
>>
>>1140313
I'd totally be fucking for this.
>>
>>1140234
>For one because the mission isn't exactly to kill off the collective, the mission is the speedy assimilation and compliance of the Collective.

this
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>>1140457
Indeed, we need someone to work the mines, farms and factories after all.

In addition to moving into unguarded neighbouring systems, we should send a frigate to the xenos worlds and begin a planetary purge.

Given our ideology, these xenos will soon become the most fanatical members of the collective.
>>
New Thread: >>1140574




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