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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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178 KB
178 KB JPG
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
>>