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File: Ready for War.jpg (225 KB, 1024x640)
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+Intro+
In the grim darkness of the 41st millennium there is only war. Imperium of Man, once strong and proud, now is slowly crumbling, whole regions of space are lost to the horrors that lurk in the darkness of the void. Sector Deus is just one of the thousands of Imperial provinces that form the front line in the war to defend Humanity itself. Corruption from within and aggression from without threaten it. But the Emperor sends us hope. High Lords of Terra commissioned a Chapter of Adeptus Astartes, finest warriors Humanity has ever seen, to defend this region of space. They are the last line of defence that hold Age of Ruin at bay. They are the Ghosts of Retribution and this is their tale.

+Briefing+

Chapter Chronicles and starting point for the novice initiates:
http://chapterquest.wikia.com/wiki/Chapter_Quest_Wiki

Datalogs from the previous thread:
>>1948764

Battle voxcaster frequency, all allies are welcome to join:
https://client02.chat.mibbit.com/?channel=%23RisingSons&server=irc.Rizon.net

+Metal must burn and melt, before it can be reforged into a weapon.+
>>
>>1970305
to start the thread heres what was going on last thread


Next session we will:
>Search for Horus Heresy cache
>Read Elegion's message
>Interrogate Larissa
>>
>>1970388
Mhm. The plan for tracking down the cache was posted here. >>1949397

I'm interested to see what Elegion's been up to.
>>
>>1970388
>Read Elegion's message
>>
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And so we start.

>>1970453
Operation Hidden Bounty

I assume Damokleon would be given the command of the mission?

Please roll d100 for warp travel, d100 for finding the cache and another d100 for secrets of the past.
>>
Rolled 49 (1d100)

>>1970982
>I assume Damokleon would be given the command of the mission?
Damokleon is busy. I'd recommend sending Trianon on the Pax Sepulchrum.

Rolling for warp travel.
>>
Rolled 31 (1d100)

>>1970982
Our secrets shall be ours alone.
But we deserve the right to know others
>>
Rolled 92 (1d100)

>>1970982
Finding some treasure.
>>
Rolled 69 (1d100)

>>1970982
>>
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>>1970479
Nerial unfolds a piece of parchment in front of you, Elegion's message is inscribed on it and starts reading:
>To any Imperial astropath, this is Alpha Priority soulword, in the name of the Emperor please forward this to the Chapter of Ghosts of Retribution, who guard the realm of Sector Deus.
Nerial stops for a moment:
>The soulword was sent by someone not very well trained, possibly an old, half-retired or even unsanctioned astropathic caster, it was bounced a few times until it reached us. The next part of the soulword was encrypted.
He then continues:
>Dear brothers, I am brother Elegion of the Deathwatch, sent off to serve on behalf of the Chapter in 323.M41. After more than a decade of service with the Deathwatch I was assigned to a mission on the world Sabria on the fringes of Sector Deus by the orders of Inquisitor Faceless. Mission was a success, but me and my brother Vectus were separated from the rest of our kill team, who most likely perished during the enemy counter attack. We evaded the enemy by entering what xenos call Hio'la, or as we learned later, Webway Gate. We fought and hid our way through at least eight different worlds (or so we think), before we lost our Tau pursuers, but we ended up in Hell itself, where we fought and lived for years. But as the light of the Emperor shone upon us, we received unexpected help and managed to fight our way out and enter the Webway once more. We have managed to find our way back to reality in Sephirot cluster, among the infamous Ghoul stars. But Emperor provided once again in our hour of need - it took us four years to fight our way to one of the abandoned human colonies and activate a beacon, but our call for help has been picked up by brothers of the Death Spectres Chapter. We are currently resting in one of their outpost worlds on the edge of the Ghoul stars, designation [SEPH-246-896]. As our saviours have been recently hard pressed by the xeno horrors, they cannot spare any ships to deliver us back to Deus, but we hope, that Chapter will remember us and send us help. Sincerely yours, brother Leutenant Elegion

Nerial shakes his head in disbelief:
>This is a story for the Legendarium. How did they manage that? What shall we do?
>>
>>1971132
>This is a story for the Legendarium. How did they manage that? What shall we do?

Send a soulword to the Death Spectres to confirm the validity of the message. If it comes back positive, I think we should Sword Squadron Alpha to go pick them up.
>>
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>>1971156
Due to decentralised nature of the Imperium you don't really have contacts with Chapters you have not encountered before. You can try to contact Terra and ask them to get you in touch with Death Specters, but the exchanges of the messages, confirmation of your request and actual bureaucracy will take around d10 years to complete your request (if they are in touch with Death Spectres themselves). Do you want to do this?

>>1970993
>>1971002
>>1971009
You have received confirmation the Trianon's ship has reached Wladistan without any serious problems along the way. While you do have the coordinates of the secret location of the cache, it seems that your assumption on the reference points were inaccurate and search will take longer than expected. You are pretty sure that cache will be uncovered, but it will take d4 years instead of a few months. You could just use lances to bombard suspected locations from space, it would help you uncover the location quicker (a year), but there's a 20% chance of damaging the cache and it's contents.
>>
Rolled 3 (1d4)

>>1971193
Don't bombard. Rolling years to uncovering.
>>
>>1971193
>Due to decentralised nature of the Imperium you don't really have contacts with Chapters you have not encountered before. You can try to contact Terra and ask them to get you in touch with Death Specters, but the exchanges of the messages, confirmation of your request and actual bureaucracy will take around d10 years to complete your request (if they are in touch with Death Spectres themselves). Do you want to do this?

I think we should send Sword Squadron Alpha then. Tell them to have caution around the Ghoul Stars and retreat if there's any trouble.
>>
>>1971193
>>1971235
>>1971204
Furthermore. Send Chaplain Axon along with the Swords.

And withdraw Trianon. He's too valuable to waste digging through rock. Put one of the techmarines in charge - with the AdMech advising of course.
>>
>>1971268
second that
>>
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>>1971204
The recovery efforts will take 3 years.
>>1971235
Please roll for:
d100 - journey
d100 - rescue
d100 - diplomacy to initiate relationship with Death Specters [please pick who leads the mission]

Also please pick your attitude with them:
>Humble, thank them for the help and don't push your luck any further
>Friendly, thank them and offer a possible alliance in the future - Ghoul stars are not too far from Sector Deus
>Pragmatic, offer them a minor Wealth compensation for the trouble and suggest keeping in touch
>Curious, try to find out more about their Chapter and the Ghoul stars
>Dominant, show them gratitude, but make it clear that your Chapter doesn't require their help
>>
Rolled 30 (1d100)

>>1971297
Send 2 tactical squads of the 5th company along with Chaplain Axon and the Sword Squadron.

I vote
>Curious, try to find out more about their Chapter and the Ghoul stars


Rolling for journey.
>>
>>1971305
change the vote for
>>Pragmatic, offer them a minor Wealth compensation for the trouble and suggest keeping in touch
>>
Rolled 34 (1d100)

>>1971297
>>Pragmatic, offer them a minor Wealth compensation for the trouble and suggest keeping in touch
its always good to give someone something for helping us.
> d100 - diplomacy to initiate relationship with Death Specters
>[please pick who leads the mission]
Chaplain Axon
>>
Rolled 53 (1d100)

>>1971297

comin to the rescue
>>
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Squadron Gamma was sent to inspect Kruun system. While their mission was proceeding for the most part as planned, Samuel Hax, the captain of the Gladius-class frigate Shadow, couldn't shake off the bad feeling that something was wrong. He had an old habit that he picked up back when he just began his space faring career with the Imperial Navy - he was playing with his ceremonial officer's knife whenever he got worried. He was doing just that when his warrant officer knocked on the doors of his cabin. The knife slipped and Hax cut his hand. Bad sign.
>Sir, apologies, but I have something that I want you to look at. Here, look at these readings. These are very strange anomalies in the orbit of that moon. We will soon be ready to reenter the warp, do you think we should be...
Hax turned pale and interrupted him:
>Sound the alarm. All hands on deck, we are about to be attacked.

+Success+
Space ambush attempt foiled.

You detect 2-3 signatures that will appear to you within a few minutes, but you need to make a fast decision.

a) Disrupt the warp jump, prepare to fight (allows you to position ships in preferred manner, will initiate space combat GM'ed by Luigi, distance from enemy formation 25+d10, initiative determine by the roll of dice - 50%)
b) Continue with preparation of the jump (everything as in A, but enemy gets the initiative and can approach your formation from their preferred side). Your ships will have the chance to jump into the warp as follows: 1st turn (25%), 2nd turn (75%), 3rd turn (100%). They can move while preparing, but can't change their heading)
c) Auto resolve the battle [roll 3d100 opposed by the enemy]
>>
>>1971491
b) Continue with preparation of the jump (everything as in A, but enemy gets the initiative and can approach your formation from their preferred side). Your ships will have the chance to jump into the warp as follows: 1st turn (25%), 2nd turn (75%), 3rd turn (100%). They can move while preparing, but can't change their heading)

i say we tactically withdraw and inform command
>>
>>1971491
>b) Continue with preparation of the jump (everything as in A, but enemy gets the initiative and can approach your formation from their preferred side). Your ships will have the chance to jump into the warp as follows: 1st turn (25%), 2nd turn (75%), 3rd turn (100%). They can move while preparing, but can't change their heading)

Can we call off the manoeuvre and start turning halfway through if we have to?
>>
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>>1971529
>>1971526
Yes, you can cancel if you need to. You can also increase your chance of jumping into the warp by +25% in exchange for perils of the warp once you are on the other side.

+++

As it seems that the option B was picked, I will upload the map to be used for the battle which Luigi will run on another day.

Distance between enemy formation and GoR ships is 25+d10 (see my roll).

Enemy gets the first move/shot.

Asteroid field in the top left should be treated as per basic BFG rules (not sure what those are, ask Luigi). The moon can be flown "over", but it's gravitational pull will make any move to leave it harder (reduce any movement that crosses the moon by d10 after move is declared. This doesn't affect moves "onto" the area of the moon).

Enemy ships

Siluria-class Light Cruiser (center of the enemy formation) Leadership 75
Falchion-class Frigate (left flank) Leadership 90
Firestorm-class Frigate (right flank) Leadership 60
>>
>>1971667
You can roll d100 (under 55) to identify ships. Full identification will require under 15 roll.
>>
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Rolled 7 (1d10)

>>1971667
Forgot distance roll.
>>
Rolled 66 (1d100)

>>1971667
>>1971676
>You can roll d100 (under 55) to identify ships. Full identification will require under 15 rol
lets see if investing in scanners was a good idea
(we DID investigate in scanners, right)
>>
Rolled 26 (1d100)

>>1971667
Sure sure. I'll mock it up and see when I can arrange it. Thanks skg.
>>
>>1971691
Starting distance for the enemy will be 32" away, just outside of their range, it seems Hax's good reaction helped you.

Also a note - both BFG rule of free turn of
45 degrees towards moons and the d10 slow down rule will be in place for the battle.

Enemy will try to move and fire to take out Lurker (close of the two ships) as soon as possible before it makes the jump.

>>1971696
>>1971697
I'll take the average. You can choose to identify one ship with this roll, which one interests you most?
>>
>>1971716
Let's try and identify information about the Siluria-class Light Cruiser.
>>
>>1971716

immediatly call the subsector fleet for help in destroying the enemy, whoever that is
>>
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>Interrogate Larissa
You can further question your prisoner if you wish to do so.

>>1971305
>>1971328
>>1971338
>>1971353
Also, please roll 1+d4 for when is Axon going to return with your saved men. He decides to bring a gift of fine armour to the Death Specters, it will cost 3W.

>>1971731
>>1971728

+Siluria-class light cruiser "Sanction This"+
This ship has never been encountered before by the Chapter, but your database has an entry on a certain rogue psyker captain who goes by the name of Amia Hilyard. She is a rogue witch originating from Haven, who managed to evade the independent world's own anti-psyk police. She stowed away on a pirate ship before using her powers to kill the captain and take control of the crew through awe & fear. Since then she has preyed on merchant traffic all across the Sector, her psychic abilities allowing her to foresee the best targets. However so far she usually avoided confronting Imperial Navy, it seems very peculiar that she would suddenly decide to engage Astartes directly... There must be something more behind this.

+Secret rule uncovered: Rogue Psyker Captain+
"Sanction This" can reroll or make opponent reroll up to 3 times over the course of the battle. 1st reroll is free, 2nd reroll has 25% chance of psychic chaos [ship taken out of action for the next turn], 3rd reroll has 50% chance of psychic chaos.

+Special rule for the first turn+
Enemy already started their movement when they pounced from their ambush position. Every enemy ship before moving will have to roll d15 and reduce their movement by that much.
>>
Rolled 4 + 1 (1d4 + 1)

>>1971810
Axon's return.
>>
>>1971810
Make sure we copy a report to the local Subsector Ordo Hereticus. See if they have additional information or help to provide on this rogue psyker.
>>
Rolled 4, 5, 6 = 15 (3d15)

>>1971810
siluria, falchion and firestorm in that order
>>
>>1971731
Please roll d100. You are relatively close to Imperial lines, you have 50% chance to summon someone to help you in time to join the battle. Every 10 success points will decrease their arrival by 1 turn from default of 7 turns. For example roll of 32 would mean that they will arrive in 5 turns from the start of the battle. Then roll another d100 for the size of the force. Roll of under 40% will involve capital ships.
>>
Rolled 35 (1d100)

>>1971833
time to arrive
>>
Rolled 19 (1d100)

>>1971833
and what we will get

>>1971845
forgot name
>>
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>>1971853
>>1971845
>Captain Halcor of Furor Eternum speaking. We heard your distress signal and are changing our course as we speak. Hang in there boys, cavalry is on the way.

ETA: Your 5th turn. If you leave the system before then, Imperial ships will lose your beacon and their arrival will be delayed, so your attackers will escape before their arrival.
>>
>>1971810
>You can further question your prisoner if you wish to do so.

Okay. Let's get back to this session.

I think we should gather Garant and our librarians and focus on trying to identify and remove the oppressive presence inside Larissa's head.

Thoughts?
>>
>>1971877

>Captain Halcor of Furor Eternum speaking. We heard your distress signal and are changing our course as we speak. Hang in there boys, cavalry is on the way.

relay this message to the attackers
tell them to surrender
>>
>>1971903
>Leave me alone or my dad will beat you up
>>
>>1971877
Furor Eternum is Styx Class Heavy Cruiser, part of Imperial Navy Tyranus Battle Group.

>>1971891
Garant is not permanently present - he is busy going around Sector, preparing for the coup. From what I recall you have decided to keep the prisoner in the Tombstone, so you'll have to assign one of your own Librarians to deal with her. Once you decide what you want to do. Please give me information/safety breakdown (for example 20/80 or 50/50) and then roll a d100.
>>
>>1971907
>>1971903
Ships apart from Falchion-class Frigate lose 1d5 Leadership, some of the captains are worried.

All ships get +2 movement for the duration of the battle, they know that they have to finish you quick.
>>
>>1971909
Also please roll 2d100 for interrogation, one for safety, the other for information.
>>
Rolled 57 (1d100)

>>1971909
>>1971932
I'd say a 30/70 approach. Assign Librarian Trianon since we withdrew him from the cache search.

We have time. Be careful. Focus on just identifying at first before trying to attack the presence.

Rolling for interrogation.
>>
Rolled 36 (1d100)

>>1971940
Rollin safety!
>>
>>1971877
>ETA: Your 5th turn. If you leave the system before then, Imperial ships will lose your beacon and their arrival will be delayed, so your attackers will escape before their arrival.
why?
there is a moon we use as reference of course. that should be enough
>>
>>1971949
>>1971940


>>1971959
Normally arriving in such a short period of time would be impossible, that's why they are locked onto your ships. They know roughly where the system is, but if you think that they know where exactly at this moment every moon is in every system in the Sector, you are mistaken. They can pinpoint the system quite easily, but there isn't much use for you if they arrive at the other end of the system and take another 5+d5 turns in the material universe to cross the system to reach you. They will be literally jumping as close to the moon as possible (which is not advisable, you are not recommended to warp into the inner system unless you have clear beacons, but even then there's risk of hitting some gravitational anomalies or something else that will make your day go south).

>>1971949
>>1971940
Trianon is carefully examining Larissa's psyche when he finally finds something that will allow him to unravel the mystery behind the dark presence in her mind... However he feels that he was too cautious and doesn't have enough grip to tear through the puzzle that's guarding her mind. Should he risk it or let it go? If yes, roll 3d10.
>>
>>1971983
>However he feels that he was too cautious and doesn't have enough grip to tear through the puzzle that's guarding her mind. Should he risk it or let it go? If yes, roll 3d10.

I say no.
it would however be VERY interesting to know if her abilities deteriotate (and the presence with it) due to being cut of from her favorite spook source, or any other
>>
>>1971983
>Larissa part II
can we search for an expert/knowledge on what it might be that guards her mind?
also can we try to be diplomatically, ask her how she feels with spool withdrawal and tell her we can improve her current situation if she aids us somehow?
>>
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>>1972008
>>1971990
The withdrawal actually wasn't as bad as you would suspect. She seems to have gotten over it quite easily, especially that your Apothecaries have been told to keep her in best possible health condition and they helped her over the past year.

Just to confirm, she's held on Tombstone or somewhere else?

+Session Over+

See you all next Sunday at 7 PM! Also Luigi will post here details of when he's going to run the engagement on the outskirts of Kruun!
>>
>>1972027
>Just to confirm, she's held on Tombstone or somewhere else?
Keep her on Aspera Dominus I think.

How does she act when we ask her some questions? Is she hostile? Scared? Amicable?

And what does she say when we just ask her about the Ursuses and how she ended up in their court?

Three expected events:

358.M41 = Alderon Belladon will have finished researching Deidara Ursus' origins.
358.M41 = Spy Network Nobility (60%) will be formed.
358.M41 = Spy Network Tyranus (23%) [Noctis Focus +10] will be formed.

We should get the Nobility Spy Network immediately working on observing the Ursuses. Especially Deidara when she goes out to meet 'benefactors'. Who are these benefactors? And does the witch court do anything else apart from 'spend time' with the Marine Honour Guard?

Meanwhile the Tyranus Network should start looking into the special spook Larissa was using. Where is it coming from? Who buys it?
>>
>>1972080
adding
http://suptg.thisisnotatrueending.com/qstarchive/1772600/#p1796565
the presence prevents her from answering. It might be good to use the blank to neutralise it?

apart from that, is there anything we know how the others reacted to her absence?
>>
>>1972027
adding part 2
-the prophecy from the soothsayer says doom will befall us, roughly when a techmarine, taught by nestorium, will return from mars. We should inform regon that there he will return from there, given the tensions between them.

-we have not yet resolved how the factions [SoB, inq, Admech?, arbites?] reacted to our Kruun intel
>>
Rolled 35, 23, 13, 55 = 126 (4d100)

>>
>>1972027
It's a very brief, straightforward battle so I'm not going to make a detailed map.

On the pirates' first turn, they fly straight towards Gladius Squadron Alpha, bringing them 12vu on the Gladius' Squadrons starboard side, and firing their full frontal armament.

Siluria: Str2 weapons battery
Falchion: Str3 weapons battery
Firestorm: Str2 weapons battery and Str1 Lance

Firing at a squadron of escorts abeam, with a left shift on the table for being within 15vu, afford them 3 weapons battery hits and 1 lance hit.

4d100, the first three requiring 66+ and the last requiring 51+ (lance).

Sprocket's roll for enemy fire >>1974405

The firestorm's lance bursts against Lurker's shield, forcing it to fizzle and die. However the Emperor graces the Squadron with his mercy and the wave of weapons battery fire scatters across the Gladius' armoured hull ineffectively.

Imperial Turn commences:
>>
Rolled 3 (1d100)

>>1974419
Rolling to see if the gladius squadron can warp out on their first turn. 25 or less required.
>>
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Congratulations on lucky rolls! However please remember that ships have separate warp drives and two separate rolls are required. Shadow has managed to successfully translate from the system, but Lurker is still there (roll for it as well, less than 25 required).

If Lurker doesn't leave, please continue with the battle.

Also please in the future state required rolls first, then roll.
>>
>>1983302

Squadroned ships operate on squadron-wide roll in BFG.

And rules as posted >>1971491
say nothing about individual ship rolls for disengagement?




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