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/qst/ - Quests


You are Rhea Silvia.

The past year or so has been highly unusual, with just about everything imaginable happening to you, but you feel like you have almost started coming to terms with all the weirdness in your life.

About a month ago, your master, the unpredictable but occasionally benevolent Dark Eldar rogue named Trys’ta dragged you along on her latest adventure.

You joined the crew of the Rogue Trader vessel “Lucky Wench”, owned by a shady associate of Trys’ta’s, the xenophile Rogue Trader Duffer von Krasman, a renegade even by the standards of his trade.

Fortunately, as a companion of Trys’ta’s, the crew of the Lucky Wench treat you with fear and respect. Not completely unreasonable given you keep company with Dark Eldar and Corsairs.

You have convinced Trys’ta and some of her companions to give you basic training with Aelderi weapons, and have become moderately proficient, no match for one of the lightning quick xenos, but you reckon with your enhanced biology, training, and the superior quality of Aelderi technology, you are now a fair bit more dangerous than many human fighters.

It is still a few days before you arrive at your destination.

You spent your morning:
>Fooling about with Namara.
>Hanging out in the meal hall, keeping tabs on the social interactions between Trys’ta’s (mostly Aeldari) reavers and corsairs, and the (mostly) human members of the crew.
>Reading anything that seems relevant in the ship’s library.

After lunch, you will:
>Try to pick which melee weapon you like the most.
>Experiment with different wardrobes and try to come up with a “look” that is both practical for exploring a jungle world, and appropriate to your newfound status.
>Go bug Trys’ta and her inner circle for more information on what is going on.

Your plans for the evening include:
>Lounging around the steam baths.
>Challenging that bitch Paula to a duel.
>Reminiscing about some of your past adventures over a few drinks.

Previous threads here:
http://suptg.thisisnotatrueending.com/qstarchive/4878085/
http://suptg.thisisnotatrueending.com/qstarchive/4926394/
http://suptg.thisisnotatrueending.com/qstarchive/4979125/
http://suptg.thisisnotatrueending.com/qstarchive/5015461/
https://suptg.thisisnotatrueending.com/qstarchive/2022/5074164/
>>
>>5125693
>>Reading anything that seems relevant in the ship’s library.
>>Go bug Trys’ta and her inner circle for more information on what is going on.
>>Lounging around the steam baths.
Trys'ta, for some reason, thinks our questions are cute, so we gotta keep her buttered up. Ship's library sounds like a good way to be a little less ignorant about what's going to happen to us, and a long bath is classic Rhea. Fooling around with Namara can take place at night (or whatever passes for it) like usual, and we probably need to find out who Paula is or why she needs a broken nose before giving her one.
>>
>>5125693
>Fooling about with Namara.
>Experiment with different wardrobes and try to come up with a “look” that is both practical for exploring a jungle world, and appropriate to your newfound status.
>Lounging around the steam baths.
>>
>>5125693
>Hanging out in the meal hall, keeping tabs on the social interactions between Trys’ta’s (mostly Aeldari) reavers and corsairs, and the (mostly) human members of the crew.

>Experiment with different wardrobes and try to come up with a “look” that is both practical for exploring a jungle world, and appropriate to your newfound status.

>Lounging around the steam baths.
>>
>>5125693
>Fooling about with Namara.
>Experiment with different wardrobes and try to come up with a “look” that is both practical for exploring a jungle world, and appropriate to your newfound status.
>Lounging around the steam baths.
>>
>>5125693
>Reading anything that seems relevant in the ship’s library.
>Experiment with different wardrobes and try to come up with a “look” that is both practical for exploring a jungle world, and appropriate to your newfound status.
>Lounging around the steam baths.
>>
>>5125693
>Reading anything that seems relevant in the ship’s library.
>Experiment with different wardrobes and try to come up with a “look” that is both practical for exploring a jungle world, and appropriate to your newfound status.
>Reminiscing about some of your past adventures over a few drinks.
>>
>>5125693
So with most blanks, normal people don't like being around them, and have an instinctive dislike for them. Is that the case with Rhea, since she's only a blank because she's been implanted with Necron gubbinz? Then again I'm not sure how much of a difference it makes, since a lot of people seem to take an instinctive dislike to her anyway (unless they think she's a mark they can manipulate easily).
>>
>Reading anything that seems relevant in the ship’s library.
>Experiment with different wardrobes and try to come up with a “look” that is both practical and appropriate to your newfound status.
>Lounging around the steam baths.

You return to your quarters having spent much of the morning skimming through books in the ship’s library.

Unfortunately, you haven’t found much info on the ship’s destination.

Malrog is something of a legend among Rogue Traders. A hot, humid world said to have been home to several ancient civilizations, it was discovered and colonized by several rival Rogue Traders several centuries ago, who all became absurdly wealthy looting its ruins, but was deemed lost when the Great Rift opened, and the nearby Hadex Anomaly greatly expanded.

Trys’ta claims to know the location of some sort of legendary treasure vault on the planet, which can only be opened by that weird dildo key she carries around everywhere with her, but she hasn’t shared any details with you let, apparently worried you may accidentally let something slip.

Probably for the best really, many of the officers aboard the Lucky Wench are far too charming and cunning for you to be comfortable keeping secrets from.
As you navigate the corridors, you can’t help but be impressed.

A modified Sword Frigate, it is not particularly big by Rogue Trader standards, but the upper levels of Lucky Wench still feel like the inside of a massive estate to you.

Officers stride boldly about in their sharp uniforms, and servants scurry about polishing the many statues, paintings, and busts. Almost everyone is unusually attractive, no doubt handpicked by the Captain himself and his many equally lecherous ancestors.

You enter your three room suite, located on a hallway where Trys’ta and many of her allies also have their quarters.

Aside from the small antechamber and the bathroom, the bulk of the suite is composed of a large bedroom with a wide canopy bed and several desks, sofas, chairs, and wardrobes.

You share the room with Namara of course, who barely looks up from the painting she is working. It is a tasteful nude of yourself. The two of you started it last night, but she has been working on it for much of the morning from memory.

You are more than a bit flattered, and also secretly a bit relieved the kinky spark hadn’t completely gone out in your relationship. Although you are still very thankful for the Dark Eldar “procedure” that made you immune to the clutches of Chaos, sometimes you do miss the mind blowing hedonism of your initial relationship, even if it was partially due to incipient Chaos taint. For a while you were worried that the loss of a portion of your soul in combination with having black stone grafted to your bones would greatly diminish your emotional range, but things have been feeling fairly normal lately.
>>
>>5128895

You decide to start poking through your wardrobe in order to decide what to wear down to the planet. Preferably something climate appropriate, but also commanding.

>Undergarments – lace lingerie, sports bra and boxers, bikini swimwear, or g-string

>Headgear (as many as you want) – officer’s top hat, thick goggles, sunshades, tricorn hat, bandana, conical straw hat

>Torso – armored jacket, sleeveless mesh armor, sleeveless kimono, partial carapace over tank top, wych armor, officer's jacket converted into a sleeveless vest, or nothing

>Leggings – baggy shorts, officer’s short skirt, tight leggings, or nothing

>Footwear – knee high combat boots, thigh high Aeldari Corsair leggings, or toeless wych boots

>Handwear – spiked wych gaunlets, elbow length lace gloves, ridged combat gloves, or nothing

>Weapons (pick three) – venom blade, mono-edged short sword, wych knife, hydra gauntlet, impaler-trident, splinter pistol, Aelderi laspistol, shuriken pistol, shardcarbine, combat shotgun, hunting rifle, compact gatling gun
>>
>>5128564
To be fair, we rarely see normal people interact with Rhea. She fit in well enough in Liamhelm, and briefly on Stonehenge.

I imagine she seems normal to most people at first, but if they spend enough time around her they notice something is a bit off.

Most people don't like her because of the company she keeps though, or because they are associates of Evil Rhea.
>>
>>5128898
>>Undergarments lace lingerie
>>Headgear thick goggles, tricorn hat, bandana
>>Torso – wych armor,
>>Leggings – nothing
>>Footwear – thigh high Aeldari Corsair leggings
>>Handwear – spiked wych gaunlets
>>Weapons (pick three) – wych knife, splinter pistol, shardcarbine
I am tempted to go with mostly drukhari stuff since it is a lot lighter and more durable than human stuff, but wych gear shows a lot of skin, so we're going to be eaten alive by plants and bugs.
>>5128895
>Trys’ta claims to know the location of some sort of legendary treasure vault on the planet, which can only be opened by that weird dildo key she carries around everywhere with her, but she hasn’t shared any details with you let, apparently worried you may accidentally let something slip.
she doesn't have a lot of pockets on her outfit, where exactly was she carrying that?
>>5128902
That's fair.
>>
>>5128898
>Undergarments
g-string
>Headgear
sunshades
>Torso
nothing
>Leggings
nothing
>Footwear
toeless wych boots
>Handwear
nothing
>Weapons (pick three)
wych knife, Aelderi laspistol, shardcarbine
>>
>>5128898
>Undergarments lace lingerie
>Headgear sunshades, tricorn hat, bandana,
>Torso officer's jacket converted into a sleeveless vest
>Leggings officer’s short skirt
>Footwear knee high combat boots
>Handwear elbow length lace gloves
>Weapons Aelderi laspistol, wych knife, shardcarbine

Time to look like an rpg protagonist choosing the gear with the highest stats
>>
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>>5129487
wait a sec
>>
>>5129490
Whatever we do, we need the hat.
>>
>Undergarments – lace lingerie
>Headgear (as many as you want) – sunshades, tricorn hat, bandana
>Torso – wych armor, officer's jacket converted into a sleeveless vest
>Leggings – nothing
>Footwear – thigh high Aeldari Corsair leggings
>Handwear – spiked wych gaunlets
>Weapons (pick three) – wych knife, Aelderi laspistol, shardcarbine

Since you have boarded the ship, you have typically been wearing various high priced human noble clothes you bought from various officers and tailors, but, despite the mixed nature of the Lucky Wench’s crew, many treat you more like a Drukhari than a human, so you decide when the time comes to join the landing party, you will embrace what others see you as.

First you ditch your white dress, leaving you just in your frilly white panties, garter belt, and stockings.

Then you carefully pull on the Corsair leggings you won from The Harlot (the leader of the Corsairs allied with Trys’ta and a past associate) in a game of chance. The material of the leggings somehow molds itself to the shape of your legs and feet, making it feel like you have worn it for ages.

Then you squeeze into the torso armor Trys’ta gave you for fighting practice. Resembling a leather corset brassiere, it, like the boots, is actually made from some sort of glossy black mesh armor that moves freely yet provides similar projection to flak armor.

You finish off your outfit with a black tricorn hat, red bandana, sunshades, and sleeveless officers jacket, all of which was purchased from tailors onboard the ship as a part of other outfits you were experimenting with.

Spiked gauntlets, a wickedly sharp foot long knife (in a sheath which binds to your leggings), an archaic looking Aelderi laspistol (the holster for which attaches to your other legging) and a shardcarbine (with a shoulder strap) seem like the best collection of weapons for this mission (mostly on loan from Trys’ta or The Harlot)

You then spend a bit of time admiring yourself in the mirror. It is undoubtedly a very risque look. Something you would have never willingly worn months ago, or even weeks ago, but you are hoping such a bold look will bolster your self-confidence. You are surrounded by powerful allies, and equipped with weapons that rival the best available to the Imperium.

It is time to stop fearing others, and time to start being the one others are afraid of.

“You look like a whore. Or like Trys’ta and The Harlot.” - Comments Namara non-judgmentally from where she is working on the painting still.

You merely grin at this. It is true The Harlot dresses in a similar manner more often than not, while Trys’ta dresses in all sorts of bizarre costumes depending on her mood.

Having decided your preparations are sufficient, you take everything off, throw on a bathrobe, and head down to the steam baths.

Namara declines to join you, but promises the evening will be “interesting”.
>>
>>5130262

The steam baths are almost empty right now, the only ones present are Eldar Corsair nomad Lou’sissara, more commonly known as “The Harlot”, Jol’en, a renegade Tau from The House of Korst’la, and Lieutenant Paula von Hyde, former Imperial Navy officer who joined the Lucky Wench many years ago, but who never let go of the anti-xenos bias of a typical Imperial.

>Ignore everyone, enjoy the steam.

>Chat with Lou’sissara.

>Chat with Jol’en.

>Annoy Paula.
>>
>>5130264
>>Annoy Paula.
Let's call her Polly Wolly
>>
>>5130264
>>Chat with Lou’sissara.
>>
>>5130264
>Chat with Lou’sissara.

Ah jeez we don't even wear pants huh
>>
>>5130264
>>Chat with Jol’en.
>>
>Chat with Lou’sissara

After hanging up your bathrobe, you decide to chat with Lou’sissara, more commonly known as The Harlot.

A whimsical, free spirited sort, it is not hard to see why she is close friends with Trys’ta.

You first met her on a previous “treasure hunt” where she and two of her Corsair companions joined with a small group of Kabalites lead by Trys’ta (as well as yourself and Namara), to locate a stash of ancient Aelderi treasure on the world of Archipelagia.

Fond of radical wardrobe changes and even the odd body modification, she looks slightly different than when you last saw her, but retains her somewhat voluptuous (by Aeldari standards) figure, wide brimmed hat (which she wears even in the steam bath), and penchant for manufacturing situations in which she can lose her top.

Trys’ta has a similar build to her, and you have often wondered (but are too afraid to ask) whether they are considered attractive by Aeldari standards, who tend to be skinny and slightly muscular regardless of gender. Certainly neither ever seem to lack for companionship.

You wave a greeting to Lou’sissara, but end up blushing fiercely as she gives a long, appreciative whistle as you approach.

Aside from the fact you have no idea whether Aelderi find humans attractive (you assume not since Trys’ta sometimes refers to you as either ugly or stupid, albeit only in the most endearing tones), you aren’t actually entirely comfortable with this whole self-confidence via sex appeal concept you have been experimenting with.

Still, you decide to stick with it and do a pirouette before sitting down next to Lou’sissara.

On the opposite bench, Paula groans loudly, then gets up to leave the steam room.

You stick your tongue out at her as she leaves, but waver a bit as she scowls at you.

If you are being honest with yourself, the disdain that other humans have for you when they realize you associate with xenos does still sting quite a bit, and this new, more aggressive, persona you are trying to develop for yourself is largely a reaction to this.

Lou’sissara seems strangely well aware of your predicament and for the next hour of chatting, she subtly manages to bring up on several occasions how liberating it is to stop caring about how others perceive you, and instead to embrace a lifestyle of living in the moment and seeking new experiences. She even brings up her own life experiences growing up in a very conservative community on an otherwise notoriously lawless Craftworld.

Jol’en listens intently, but doesn’t contribute. No doubt she has her own interesting story, rogue Tau are far rarer than rogue humans or rogue Aeldari, but she seems content to keep it to herself.

Despite how interesting the conversation is, you eventually become worried about heat stroke and say your goodbyes.
Besides, you are interested in what Namara has in mind for tonight...
>>
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>>5131753

-----------------------------------------------

A few days later.........

You and Namara are on the bridge with about thirty or so of Trys’ta and Lou’sissara’s war band, listening as Rogue Trader Duffer von Krasman briefs a group of senior officers and financial backers on the situation on Malrog.

A stout, lecherous man, von Krasman radiates sleaze, but Trys’ta claims he is about a reliable an ally as you can expect to find in her line of business.

His briefing is mercifully quite short.

According to scanners, human civilization on the planet seems to have largely collapsed, but there is still evidence of some vox and electrical usage, though the vox transmissions are gibberish.

Furthermore, there seems to be evidence that a human voidship was in orbit not long before you arrived, but sensed your presence somehow, and either did a warp jump, or is lurking somewhere powered down.

The decision is made to split up the best of the assembled forces between a dozen fast shuttles in order to do some recon on the surface while the Lucky Wench keeps an eye out for this mystery voidship.

The different factions on board withdraw to their own parts of the ship to discuss how many people they should send, and how they should be split up between the shuttles.

It is a given that you and Namara will stick together, but it is not entirely clear whether Trys’ta expects you to accompany her. She seems content to let groups pick each other and probably has her hands full keeping an eye on some of her less reliable companions.

>Get into Trys’ta’s group.

>Get into Lou’sissara’s group.

>Try to find a group with no senior party members where you might have a chance of showing some initiative.
>>
>>5131757
>Holsters
Someone's going to be happy.

It's nice to see Rhea getting some more growth. She's become a different person, and is starting to adapt to that.

>If you are being honest with yourself, the disdain that other humans have for you when they realize you associate with xenos does still sting quite a bit, and this new, more aggressive, persona you are trying to develop for yourself is largely a reaction to this.
At this point, we've established that the Dark Eldar are a better option than human chaos worshipers, so eh.

>Lou’sissara seems strangely well aware of your predicament and for the next hour of chatting, she subtly manages to bring up on several occasions how liberating it is to stop caring about how others perceive you, and instead to embrace a lifestyle of living in the moment and seeking new experiences.
Solid advice, and by the Emperor, is that someone being nice to us ? I can scarcely believe it. Yeah, changing yourself can be good, doing it to please others not so much. Hopefully Rhea takes that advice and grows for herself instead of others.

>Besides, you are interested in what Namara has in mind for tonight...
Glad to know things are going well. Does Trys'ta or someone in the crew raise pet tentacle monsters ? I think those two would still be interested.

>She seems content to let groups pick each other and probably has her hands full keeping an eye on some of her less reliable companions.
We're reliable now. What is it with today going so well ?

>Try to find a group with no senior party members where you might have a chance of showing some initiative.
It's risky, and part of me wouldn't mind sticking around Lou’sissara, but I pushed for Rogue Trader hijinks specifically so Rhea could be more independent. Le't get stuff done, and hopefully not get bonked too hard on the head. I'm almost wishing for us to start searching for an ancient human artifact called a "biking helmet" to cannibalize into a fashionable hat that offers bonk resistance.
It's on my bucket list for this quest to get whacked over the head and have Rhea just turn her head, smile or say somethings narky, and beat the shit out of the offending party. Cathartic.
>>
>>5131757
>>Try to find a group with no senior party members where you might have a chance of showing some initiative.
>>
>>5131757
>>Try to find a group with no senior party members where you might have a chance of showing some initiative.
>>5131833
>>Holsters
>Someone's going to be happy.
Yes I am. Our little girl is finally growing up.
>>
>Try to find a group with no senior party members where you might have a chance of showing some initiative.

You decide it is long past time to stop being the victim of circumstance, and start being the author of your own destiny.

You get in a group with two dark eldar and a pair of corsairs you know to not be particularly assertive or vicious, in hopes that you will have the opportunity to serve as a middleman of sorts between them and the crew of the Lucky Wench assigned to your shuttle.

You then head back to your room and put the finishing touches on your costume. It is much like the one you tested out a few days ago, but you have made some alterations to the cut of the officer’s uniform, added a skirt (rolled up on one side), some jewelry, and switched out the wych gauntlets for lace gloves.

The changes are a result of a long conversation with Namara where you mutually decided that trying to mimic the appearance of the Dark Eldar just made you look like a failed copycat, but emphasizing you are a human allied with the Aeldari makes a stronger statement.

Never entirely comfortable in the spotlight, Namara opts instead for a hooded gown of top quality, gold jewelry, and some elaborate body paint. It is heavily inspired by her rarely discussed native culture, and you have to admit, the statement she is making is in some ways much stronger than your own. But you aren’t the one whose home world is probably under enemy occupation.

You end up in a shuttle containing about a dozen junior officers from the Lucky Wench, led by Paula naturally, as well as a few civilian specialists, representatives from two of von Krasman’s main financial backers (Jol’en and a representative from the Banker’s Guild), a couple of slaves and laborers, and of course Namara and the four Aeldari.

Your objective is New Nysmouth, one of the planet’s former colony cities, where you hope to either locate friendly natives, or find information in the Colonial Archives, which are located in the Colonial Palace.

On the shuttle ride down, few people talk, and the tension between the assorted parties is palpable.

Paula briefly sasses the strangeness of your attire, but you counter with a comment on her lack of pants, as per von Krasman’s usual uniform design for most female personnel.

You land outside the Colonial Palace without incident, and Paula, who nominally has overall command, orders the group to split into three teams, one to investigate the Palace, one to scout the city, and one to take the half-track and accompany the professor to some nearby ruins for confirmatory surveying.

>Investigate Palace.

>Scout City.

>Investigate Ruins.
>>
>>5136000
>>Investigate Palace.
>>
>>5136000
>Investigate Palace.
Just be thankful we didn't go down here in a bikini
>>
>>5136000
>>Investigate Palace.
>>
>>5136000
>>Investigate Palace.
Might as well check out the palace. Maybe there's survivors to ensla--i mean interrogate. Or rescue. Maybe just rescue. Or just nice things to steal. I don't know how much info the archives have about the apparent disaster that befell the planet but it might be useful to find out what kind of horrible shit we are getting ourselves into.
>>5136207
The bikini wasn't that bad except for the sand lice
>>
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>Investigate Palace.

You decide to join the group investigating the Palace. After all, it seems like the most important objective.

Also this planet is surprisingly hot and muggy. Maybe you ended up wearing too much after all. And the Palace is right next to the shuttle which will save you a long walk.

In the group (aside from Namara of course) is Paula, her dog, a few junior officers, Jol’en, and Trys’tas’ skyboard loving crony Naph’thala. One of the first tw o Dark Eldar you ever met, though you didn’t learn her name until recently, Naph’thala (referred to as Surfer Girl by Trys’ta) is pretty distinct with her odd fascination with human subcultures and tendency to use Low Gothic phrases and expressions incorrectly. She looks much the same as when you first “met” her, except now she wears some sort of grilled gas mask, and walks in a somewhat hunched manner due to the compact skyboard she always carries on her back.

The Palace is large and grandiose, and full of the usual assortment of paintings, busts, and statues, at least half of which must be nude females. What is it rich people and trying to pretend porn is classy if you spend enough money on it? Mind you, most of the mansions and palaces you have been in belonged to secret or open Slaaneshi worshippers, but even guys like von Krasman (who Trys’ta swears is not affiliated with Slaanesh, all evidence to the contrary) are very fond of representing the female form in art.

However, Aquila motifs are also very common, as are sculptures of heroic looking individuals standing proud over the vanquished, and eagles grasping globes in both talons, so perhaps the owner of the Palace was above board after all.

You eventually find the Colonial Archives, a vast room filled with varnished wood bookshelves and walkways several stories tall, as well as plenty of paintings, and the obligatory nude statues of women holding books and scrolls for whatever reason. An ensign named Galen who has experience working in the ship’s library starts directing people towards the most likely sources of information. Curious to learn what you can, you and Namara volunteer to help out when it becomes clear Paula isn’t sure she can get away with ordering you to do something so trivial, but Jol’en and Naph’thala sit this one out, seeing themselves above drudge work.
>>
>>5137446

The first sign of trouble is so subtle, you don’t even notice it at first.

A junior officer named Ellie, with a known tendency to flaunt her posterior and the fact she modified her skirt to be shorter than normal to show off her non-regulation brightly colored thongs, drops a book and bends over. At first you think she is up to her usual tricks, but then she collapses to the ground, and you spot a slight shimmer in the air, almost like someone who is almost invisible is there. A few seconds later, Galen, who is the only other individual nearby, suddenly collapses.

>Hose the area with your shardcarbine.

>Fall back to where most of the junior officers are clustered, safety in numbers.

>Fall back to the last place you saw Naph’thala, she is probably the best fighter here.
>>
>>5137451
>>Fall back to where most of the junior officers are clustered, safety in numbers.
>>
>>5137451
>>Hose the area with your shardcarbine.
Also close with the shimmer in the off-chance it's warp fuckery. Pretty much anything that's not T'au, Necron, or Deldar that uses optical camouflage is probably going to have a bad day if we can get to point blank range (pun intended.)
>>
>>5137451
>Hose the area with your shardcarbine.
>>
>Hose the area with your shardcarbine.

You decide to fill the part of the room where you saw the slight shimmer with splinter fire from your shardcarbine.

You hold down the trigger and send volley after volley of venom laced shards of crystal in many directions.

Sharp enough to pierce even light carapace armor, and infused with venom that creates an effect similar to electrocution, somehow you don’t really think it will be enough to take down your invisible opponent.

Mandrake? Part daemon from what you have heard, poison probably does nothing to them.

Tau Stealth Suit? Armor is way to thick.

But somehow you sense that it is most likely some form of daemon.

In which case, while the splinter fire will likely do nothing, perhaps your presence will drive it away.

You begin advancing to where you think the invisible creature may be.

Taking a hint, Namara also advances, aiming her elegant Aeldari lasblaster, though likely her weapon won’t be any more effective than yours.

Paula and some of the junior officers arrive. Needless to say, they are pretty confused as to why you are shooting empty air.
“What is going on here?” - Demands Paula.

It suddenly occurs to you it looks kind of bad that you and Namara have weapons drawn in an empty section of the library, with two junior officers down.

Before you can try coming up with an explanation, Naph’thala drifts over on her skyboard.

“Pleasure daemon. Invisible. Makes you coooom ‘til your brain fries.” - Explains Naph’thala, showing more command for the Low Gothic language than you previously realized she had.

Paula doesn’t seem remotely convinced, but then one of her subordinates reports that the team scouting the city has found a shuttle with House Kijeck markings, which is also guarded by human soldiers of the Iron Horde.

Although House Kijeck aren’t officially heretics, the Lucky Wench’s crew is probably in the know enough to know who they really serve. And the Iron Horde is known to work with daemons of all sorts as well when needed.

You glance knowingly at Paula, and she grimaces, confirming to you she now accepts the fact that the “pleasure daemon” is real.

Luckily, the pleasure daemon seems to have disappeared for now, perhaps your presence drove it away, or perhaps it is reporting back to its masters.

>Recommend to Paula that she regroups her forces and attacks the enemy shuttle.

>Recommend to Paula that she keeps searching the library, but posts more guards.

>Recommend to Paula that she orders everyone to fall back your shuttle and retreat to the ship.
>>
>>5140718
>>Recommend to Paula that she regroups her forces and attacks the enemy shuttle.
We kind of know what is going on even if there's still questions, now. Maybe we should raise the other parties and tell them what we found.
>>
>>5140718
>Recommend to Paula that she regroups her forces and attacks the enemy shuttle.
>>
>>5140718
>>Recommend to Paula that she regroups her forces and attacks the enemy shuttle.
>>
>Recommend to Paula that she regroups her forces and attacks the enemy shuttle.

You manage to convince Paula that she should regroup her forces and attack the enemy shuttle.

It is not exactly the hardest sell in the world since the team that spotted the shuttle is nearby, and the team out in the jungle has the half-track.

However, clearly Paula resents even the appearance of taking orders from you, so you back off for now to keep her from doing something stupid just to contradict you.

Your group links up with the group watching the shuttle, unfortunately, someone gets spotted while you wait for the group out in the jungle, and a shootout breaks out.

The enemy is numerous, but for the most part poorly trained. You can’t help but wonder if this is just because the least valuable fodder were left to guard the shuttle, or if this is a sign that the enemy has already managed to land significant numbers of soldiers on the planet.

You recognize most of them as ordinary Thorakara foot soldiers despite the fact that the majority have ditched their distinct bowl helmets and masks in favor of grey field caps, and in many cases have stripped down to their undershirts and grey trousers. The backbone of the Iron Horde by sheer dint of their numbers, most ordinary Thorakara are conscripts, turncoat PDF, and recruits from relatively sane cults. You never encountered them during your previous fights with the Iron Horde back on Archipelagia, but heard their reputation is pretty lackluster. You don’t need to be a great soldier to kill someone at close range with a autocarbine though.

There is also a few Thorakara intelligence officers and enforcers present, but the group that really stands out are the House Kijeck soldiers.

You knew from past encounters that House Kijeck are fond of black, gold, and white, but while Madame Tweezette’s followers mostly stuck to laces and leathers, this group also dresses in silks, chains, robes, and impractical elaborate suits of armor. Probably because they are Rogue Trader crew rather than just bored nobles and their lackeys.

There seems to be at least three types, soldiers in turbans and light armor, armed servants in silk pants and half veils, and muscular servitors in gold helms. There are also several officers present, each of whose clothes is more impractical and unique than the next.

Under fire from a group with superior numbers, everyone scatters and vicious house by house fighting ensues. You and Namara killed several during the opening shootout, but find yourselves separated from the others, hiding in a bathroom stall after a large squad of enemies swept through the restaurant you were using as cover.

>Stay hidden for now.

>Sneak out, kill remaining enemies in the restaurant and try to regroup with the others.

>Get up onto the restaurant roof , block the access, then snipe down on the enemy.
>>
>>5144926
>>Get up onto the restaurant roof , block the access, then snipe down on the enemy.
be careful for counter-snipers I guess, and kill everyone between us and the roof.
>>
>>5144926
>>Get up onto the restaurant roof , block the access, then snipe down on the enemy.
Operation " Roof Korean " is a go !
Be sure to set up rudimentary noisemakers in some access points. Kitchen utensils make for good alarms when someone knocks them over. The old "put it on top of the door" trick could see some use.
>>
>>5144926
>Get up onto the restaurant roof , block the access, then snipe down on the enemy.
>>
>>5144926
>>Get up onto the restaurant roof , block the access, then snipe down on the enemy.
>>
>Get up onto the restaurant roof, block the access, then snipe down on the enemy.

You decide your best bet is to take the high ground.

You exit the washroom, and head down the narrow hallway you think leads to the roof access, only to unexpectedly run into a Thorakara soldier as you turn the corner.

Acting on instinct, you jab her in the chest with the blade at the end of your shardcarbine.

The impossibly sharp blade passes through bone and flesh with ease, and as you pull the blade out, the wound widens greatly, spraying you with arterial blood.

It takes a few moments for you to regain your composure.

You have never taken another person’s life in such a visceral manner.

The woman has no mutations and minimal branding. She was likely forced to join under duress, not unlike yourself during your own association with Chaos.

And also the blood is no doubt going to reek and attract flies shortly in this tropical climate.

Likely sensing there are other enemy soldiers nearby, Namara shoves you onward, and together you find the roof access, climb the stairs, and secure the roof.

Much of the roof is dominated by some sort of patio with many tables, probably where customers ate in hopes of catching a sea breeze to mitigate the warm, humid temperatures. You wedge a chair against the door, and pile some loose cutlery on the seat, which should at least give you a warning if anyone tries to enter the roof behind you.

Namara uses her corsair lasblaster to take potshots at any enemy soldiers on the street or on top of other buildings. Although seen as a rookie-tier weapon by corsairs, the gun is on par with the best lasgun models, with a decent rate of fire, and the ability to burn through flak and light carapace armor with ease.

Your shardcarbine has a much high rate of fire, but is somewhat less accurate and harder to aim.

You hit your first target in the groin unintentionally, but you are too worried about taking out as many enemies as possible to finish him off.

You notice Paula and some officers are pinned down at street level across the street, but as you do so, you and Namara begin to draw some fire from enemy soldiers further down the street.

>Stay exposed to pick off enemy soldiers firing on Paula and her group.

>Fall back towards the center of the roof where few enemies at street level can see you, and vice versa.
>>
>>5148939
>>Fall back towards the center of the roof where few enemies at street level can see you, and vice versa.
Paula can probably handle herself, but before we withdraw we should hose down the guys pinning her and maybe toss a grenade at them if we have one and they are in range. Once we clean off the rooftops and the back lines we can check in on them again. Obviously, if they call in for support (we have a vox link, right?) we should give them a hand, but we don't want to be the most exposed part of the team if we can help it.
>>
>>5148939
>Stay exposed to pick off enemy soldiers firing on Paula and her group.
>>
>>5148939
>Stay exposed to pick off enemy soldiers firing on Paula and her group.
>>
>>5148939
>>Stay exposed to pick off enemy soldiers firing on Paula and her group.
>>
>Stay exposed to pick off enemy soldiers firing on Paula and her group.

It looks like Paula’s group is in trouble.

Paula herself makes the risky move of running across the street to your side in order to get a better angle, only to run headfirst into a heavyset Thorakara officer with a bionic arm.

Just as the enemy officer is about to pulverize Paula, you hit him in the back with a volley of splinter fire, taking him down.

Paula’s facial expression is rather conflicted as she looks up and realizes who her savior is.

Unfortunately, this heroic move costs you.

A stray bullet from below somewhere glances of your ribs.

Fortunately the mesh armor you wear beneath your corset, and the enhancements the Dark Eldar wove into your body prevent your ribs from breaking, but the injury is still very painful.

You fall back to the center of the roof where less people can shoot at you, at which point you notice that someone is trying to open the door from below.

>Jump down off the roof, find cover elsewhere.

>Get yourself and Namara into good firing positions to hit whoever is coming through the door.

>Get close to the door so you can engage whoever comes through it in melee.
>>
>>5151027
>>Get close to the door so you can engage whoever comes through it in melee.
The monomolecular bayonet seems to work good other than being extremely traumatic for Rhea.
>>
>>5151027
>Get yourself and Namara into good firing positions to hit whoever is coming through the door.
On either side of the entrance. Better fields of fire, harder to suppress.
Also, flip over a table or two. They won't hold up to straight up fire but could provide concealment, and more importantly protect us from shrapnel if they decide to grenade us after we nail the first person through that door.

If we have any grenades on us, getting one through the door and into the staircase would singlehandedly win us the engagement by forcing them either back down or into our fire with no cover. Or just paint the staircase with them, if they're slow.
>>
>>5151027
>Get yourself and Namara into good firing positions to hit whoever is coming through the door.
>>
>>5151585
>>5151437
if possible we should try to confirm our targets first, they might be friendlies.
>>
>>5151027
>>Get yourself and Namara into good firing positions to hit whoever is coming through the door.
>>
>>5151027
>>Get close to the door so you can engage whoever comes through it in melee.
>>
>Get yourself and Namara into good firing positions to hit whoever is coming through the door.

Recognizing you only have mere moments before someone pushes the door open and displaces your makeshift barricade, Namara and yourself split up so you can open fire on the door from slightly different angles.

The door smashes open, and the first one out is a muscle bound Thorakara Enforcer with the distinct leather mask and piercings of his kind. You hit him with several splinter rounds, and his muscles go into unbelievably violent spasms, but somehow he remains upright, partially blocking the wave of Thorakara Regulars trying to rush in from behind him.

Namara starts firing into the mob on full auto. As few of the Thorakara possess armor due to low rank and/or the tropical climate, her shots often pass straight through their targets, hitting others behind them. Unfortunately, splinter rounds are designed to become embedded in their targets, not pass through them, so the twitching Enforcer blocks most of your shots.

Not that it matters much in the end, the fight is over before it even begins, with nearly a dozen enemies dead in a futile attempt to swarm a target with superior weaponry and position.

Very Imperial Guard. No doubt the Thorakara as taken a few notes.

Now that the door is wedged open with bodies, and unsure whether any enemies still lurk on the ground floor of the restaurant, you and Namara decide to hop over to the next closest building.

It has a partial second level that once served as a bedroom/living room. It has two street facing window openings that make good firing positions, and its enclosed nature provides good cover from both the street level and any hostiles that try to follow you from the restaurant roof.

Outside, an intense fight is brewing.

Several dozen of the enemy are trying to advance down the street, either running from building to building, or hiding behind one of several light armored trucks and half-tracks for cover. However, some of the expedition’s main heavy hitters have now joined the fight.

Naph’thala zips around on her compact skyboard, throwing some sort of glop grenades and slicing apart enemies with her glaive. The corsair known as Pelvic Thrust jumps around the battlefield with his compact jump-pack, beheading enemies with artful flourishes of his twin swords, and slaying enemies with unexpected bursts of fire from his groin-mounted las weapon. And the much gilded representative of the Banker’s Guild drifts over the battlefield with hidden anti-grav devices, blasting apart enemies with high intensity lasfire while enemy fire pings harmlessly off his/her seemingly impenetrable energy shield.

Paula rallies her fellow officers and slowly advances on the enemy, firing precision volleys as they go.
>>
>>5154068

All in all, things seem to be going fairly well, you even notice a few enemy officers slipping away from the battle via various side streets.

>Continue snipping from your current position.

>Slip out the back of your current building and try to capture an enemy officer.

>Slip out the back of your current building and try to make your way to the enemy shuttle while everyone is distracted.
>>
>>5154073
>>Continue sniping from your current position.
If an intense fight is brewing we should continue to support the rest of our team and worry about intelligence later. We're still basically outnumbered and outgunned in unfamiliar terrain, and we can't just go gallivanting off without making sure that the rest of the crew has the situation in hand. Now, if a Thorakara officer just happens to be walking alone underneath us, and all we need to do to pull off a capture is Mario-stomp on him from the sun room, then let's go ahead.
>>
>>5154073
>>Slip out the back of your current building and try to capture an enemy officer.
>>
>>5154073
>>Continue snipping from your current position.
>>
>>5154073
>>Continue snipping from your current position.
>>
>Continue snipping from your current position.

You decide to continue snipping from your current position.

Things are starting to look pretty bad out there. In fact, some of the enemy officers you assumed were fleeing the fight actually appear to have been leaving to coordinate with and organize additional squads of the enemy joining the fight from other directions. Clearly there are far more of the enemy in the city and environs than you believed, likely several large shuttles worth.

You and Namara continue to snipe from the roof, but a short time later, you realize your position is on the verge of being overrun.

The Banker Guild representative and the two Eldar have fled in the face of overwhelming firepower, and the surviving members of the group of Lucky Wench junior officers that Paula was leading have been scattered and pinned.

Hopefully someone voxed the ship for reinforcements.

At minimal, the Eldar probably got some sort of communication out to their fellows via their superior technology.

Rather than stay on the roof, you and Namara jump down into the alley, then slip through various side streets.

It is clear the fight has been lost, but where to next?

As you ponder your decision, one of the junior officers from the Lucky Wench runs past you and takes shelter in an overturned rubbish bin.

You recognize her as Audrey, one of the least capable of Lucky Wench crew you have encountered so far.

With some difficulty, you pull Audrey out of the rubbish bin. It was not like it was a good hiding spot anyways, her posterior was clearly visible.

Audrey is clearly in full panic mode, but between whimpering and whining, you make out that she thinks you should fall back to the shuttle, and vox the ship that the treasure they are looking for is here. She is evasive on how she knows the treasure is here, but she was part of the group that visited the nearby ruins, so perhaps she knows something.

>Intimidate Audrey into providing more information on the treasure.

>Fall back to the shuttle.

>Try to track down some other survivors.
>>
>>5160473
>>Intimidate Audrey into providing more information on the treasure.
>>
>>5160473
>>Try to track down some other survivors.
>>
>>5160473
We don't need to know more at this point imo, the fact that we're in full Blackhawk Down mode against the Thorakara corroborates Audrey's claim since they'd be more likely to stand and fight if there's something to defend.
>>Try to track down some other survivors.
We need to rescue Paula again because the best way to tease her is to make sure she knows she's only alive because Rhea and Namara are such swell folks. After that we should fall back to the shuttle or just regroup generally.
>>
>>5160473
>Try to track down some other survivors.
>>
>>5160473
>>Try to track down some other survivors.
>>
>Try to track down some other survivors.

You decide to try and track down some other survivors.

You get Audrey to pull herself together (more or less) and set out to find a relatively tall building from which you can discreetly spy on the battlefield you just retreated from. A nearby five story hab stack with white stucco walls and terracotta roof tiles (like many buildings in the city) serves this purpose nicely.

Namara uses a telescope-like gadget the Corsairs taught her to use to confirm some details, but even with your bare eyes you are able to work out that the enemy force has split into four main parties, with one heading to the Colonial Palace you were recently just in, one heading towards your shuttle craft, one heading back towards their own shuttle craft, and one staying put to scavenge the battlefield.

With the last group you spot three survivors, (Paula, some junior officer named Hurk, and the mercenary minded archaeology professor Dr. Deborah Jones) stripped down and tied to a lamppost.

There are about a dozen Thorakara in the group looting the battlefield, plus a few House Kijeck servants being overseen by a fancily dressed noblewoman who seems to be in charge of the overall group.

Not exactly great odds, particularly as all the groups have at least a few light armored vehicles they could use to send a portion of their strength back to the battlefield if needed.

No sign of the Eldar, they must have gone to ground somewhere.

You realize this will take some careful planning, or something very reckless...

>Get Namara to snipe the enemy in order of importance/threat while you and Audrey make a rush to rescue the prisoners.

>Pretend to be Evil Rhea, demand the prisoners be handed over to you for questioning/conversion into playthings.

>Hijack one of the half-tracks parked near the prisoners, used it to kill anything that moves.

>Challenge the House Kijeck noble to a duel.
>>
>>5168871
>Pretend to be Evil Rhea, demand the prisoners be handed over to you for questioning/conversion into playthings.
This will be fun
>>
>>5168871
>>Pretend to be Evil Rhea, demand the prisoners be handed over to you for questioning/conversion into playthings.
So we're going to have to take off all our clothes for this to be convincing, right?
>>
>>5168871
>>Challenge the House Kijeck noble to a duel.
>>
File: Kijeck Noble.jpg (1.35 MB, 1920x4151)
1.35 MB
1.35 MB JPG
>Pretend to be Evil Rhea, demand the prisoners be handed over to you for questioning/conversion into playthings.

“Okay, so I am going to be Evil Rhea, your going to be Evil Namara, and you are going to be our latest acquisition. We arrived with the Kijeck ship, but have mostly been keeping a low profile. However, now that a plausible location has been identified, we arrived by portal to see it for ourselves. But while we wait, we want something to play with” - You state to the others.

Needless to say they find this a bit confusing, particularly Audrey who doesn’t even know you are clones.

“Think about it, House Kijeck are allies to the Daughters of Peace, and Evil Rhea is an agent or enforcer for them of some sort. A high enough ranking member of the Kijecks will probably recognize me/her, if not, we know enough about the Daughters to bluff our way through.” - You continue.

You and Namara are well aware that bluffing is neither of your strengths.

But you also are aware that neither of you are super soldiers and taking down twenty odd enemies by yourselves is a tall order.

The obvious flaw in your plan though is you look like a Corsair, Audrey looks like one of the Rogue Trader officers the enemy were fighting recently, and Namara oddly enough looks a bit like a House Kijeck noble more than anything.

Namara strips down to her black lingerie as her robe is too distinct if someone saw her during the fight. You have only seen Evil Namara once, and replicating her leather gear will be difficult with what you have on hand. Who knows if that is what she usually wears anyways. However, Namara keeps some of her gold on. If nothing else, the Thorakara will probably mistake her for a Kijeck.

Unfortunately, Evil Rhea seems to prefer wearing no clothes at all when possible, so you grudgingly disrobe. You are not as uncomfortable with nudity as you once were, but are not exactly thrilled about this part of the plan either. If nothing else, it seems a waste to ditch the pirate costume you spent so much time designing.

Audrey is even less thrilled with her new costume (nothing, except a few of the countless belts and straps from your costume got used to fashion a gag, collar, and arm bindings).

You also leave most of your weapons behind. Saying they are looted may be a stretch since the enemy is probably still searching for two survivors wielding a shardcarbine and a lasblaster respectively.

However, Namara takes Audrey’s revolver and your Corsair laspistol, along with her own telescoping shock baton.

The walk back to the battlefield is tense to say the least.

You encounter a pair of patrolling Thorakara, but Namara just glares at them until they back down. They look young, like many of the Thorakara you have encountered so far. Probably recent conscripts who are barely aware what is going on.
>>
>>5170011

However, as you approach the prisoners, the Kijeck noble, a haughty blonde in black and gold lingerie, saunters over to confront you.

“I am Rhea, emissary of En’Dee....” - You begin, with as much confident as you can muster.

“No you are not, Rhea is far more voluptuous, besides, a psyker can sense a blacksoul, you are one of those filthy xenos replicas she is always complaining about.” - Replies the woman.

Shit.

>Engage her in melee.

>Jump aside so Namara can shot her.

>Try to talk your way out.
>>
>>5170012
>>Jump aside so Namara can shot her.
Namara has our piztol, so...
>>
>>5170012
Why. Just, why. Impersonation has never worked in our favor. Ever. We had them, you know. Namara sniping, three round burst to the noble in case of shield, then focus on any AT troops. Rhea and Audrey drive a half track into the mix, pinning the survivors enough to avoid being shot, but making sure they have an exit. With any luck, the Thorakaras de-organize and flee, leaving us with a vehicle to get everyone out safely, one that is probably marked with enemy colors to save us the trouble.

That easy. By the Emperor what a mess this is.

>Engage her in melee.
We have the raw stats, she has experience, but also maybe a shield. Just get on top of her and punch the ever loving shit out of her. Then look back up, and say you'll be taking her as repayment for insulting you, and that the next person who questions you will also get made into a pet, and then sold off to the Drukhari.

It may work out, who knows.
>>
>>5170024
because you forgot to vote last round anyway if the kijeck noble is the psycher, maybe giving her a hug would be the best course of action, since it would take her out of the fight.
>>
>>5170012
>>Engage her in melee.
>>
>>5170012
>Engage her in melee.
She expects us to beg instead of jumping her
>>
>Engage her in melee.

You decide to try to catch the Kijeck noblewoman off-guard and engage her in melee.

You lunge forward and try to grapple with her, but she grabs your forearms and you have a brief contest of strength.

You are surprisingly equally matched. Although you have your own enhancements to strength and toughness, added to you when the Dark Eldar created your current body, the other woman is also stronger than she looks. You should be nullifying her powers if she has any, but perhaps she has some sort of subtle mutation, or some good old fashion biological enhancements that some of the Imperial elite are so fond of.

The woman suddenly breaks her grip and pushes you backwards. In the process, she rakes you face with her fingernails.

You are far enough from her that her minions could probably shoot you safely if they wanted to (not to mention Namara and Audrey, who are standing even further away), but instead the woman holds up one hand in a placating motion, while licking blood of the nails of her other hand.

Probably no one would have done anything anyways, no doubt everyone is confused as to why a naked lady is fighting the half-naked boss lady. Although Namara still has her pistols, she has wisely not drawn attention to this since the fight began.

You haven’t done much training in unarmed combat, but you pull together everything you picked up training with hydra gauntlets and a few kicks meant to be performed with razor sharp heels, and launch into a flurry of punches and kicks. She blocks most of them, but does get knocked back a few steps with a high kick. You try a second high kick, but she locks your shin in place with a scissor block, and then after a dramatic pause, thrusts you off balance and onto the ground on your hands and knees facing away from her.

Sensing your are outclassed, and worried Namara may try to do something stupid, you decide to take a long shot and grab a handful of loose sand from a patch that has accumulated where several paving stones have gone missing.

You then whip upright, spin around, and toss the sand directly in the woman’s face.

It is unclear whether much of the sand penetrates her thin facing covering, but it does distract the woman long enough for you to catch her in a diving tackle. Mostly by pure luck, the woman hits her head on the edge of a planter on the way down and you think you hear something pop in her neck. It definitely ends up at an unusual angle.

You don’t have time to investigate further though. You can already hear Namara shouting how “your leader wants us alive”, and you turn to see her waving around both pistols at the twenty or so armed enemies who were watching the fight. Audrey has, probably wisely, curled up in a ball on the ground.
>>
>>5176943

You are still trying to think of a way out of this situation, when out of nowhere, Naph’thala returns to the fray on her compact skyboard. She rams one enemy, sending him flying, before leaping off the board and remotely controlling it to knock down another line of enemies. She tosses you a spare knife (which you wisely to not attempt to catch, knowing how insanely sharp Aelderi blades are), before painfully castrating a nearby soldier with the hook end of her glaive.

You grab the knife off the ground and use it to cut the ropes binding the prisoners. Paula struggles (and jiggles) particularly hard as you leave her for last.

After you free her, she removes the gag from her mouth and “thanks” you with a rather arch “Your plans are terrible.”

Your welcome.

Though you admit, she may have a point.

Naph’thala and Pelvic Thrust (who also joined the battle at some point) have scattered the nearby enemies, but you can already see reinforcements streaming in from both directions. The nearby parked half-track may be your way out though, assuming someone can drive it.

>Hijack the half-track, flee into the jungle.

>Hijack the half-track, flee towards the shuttle.

>Stay for a bit to loot some clothes and weapons, and check if the Kijeck noblewoman is dead.
>>
>>5176946
>>Stay for a bit to loot some clothes and weapons, and check if the Kijeck noblewoman is dead.
>Ask to see who can drive a half-track, and maybe tell them to try and start it up to save time.

Too tempting an option, especially with support. At least check the noble. We might as well bring the body, just in case the Trys'ta want to reanimate her with weird spiky space elf magic.
>>
>>5176969
>>5176946
>>Stay for a bit to loot some clothes and weapons, and check if the Kijeck noblewoman is dead.
>>Ask to see who can drive a half-track, and maybe tell them to try and start it up to save time
Second
We should try to get our own clothes and weapons back if they're nearby.
>>
>>5176946
>>Hijack the half-track, flee towards the shuttle.
>>
File: Half Track.jpg (27 KB, 500x500)
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>Stay for a bit to loot some clothes and weapons, and check if the Kijeck noblewoman is dead.

Paula starts herding everyone into the half-track, but you decide to risk staying for a bit despite the incoming rush of enemies.

Some clothes and weaponry would be ideal, but instead you start by heading over to where the noblewoman’s body still lies, just to make sure she is dead.

Her neck is definitely at a weird angle, but as you approach her, she gets back up and pops her neck back in to place.

This is alarming to say the least.

You probably should have rushed her right away, but between her sudden reanimation, glowing eyes beneath her veil, and even more glowing leylines forming on her arms, you can’t help but feel you are very outclassed.

Several glowing sigils of pure energy appear around her and absorb several las shots from Pelvic Thrust’s groin mounted las weapon.

She then makes several swaying gestures with her arms and large amounts of nearby sand are lifted into the air and circulate around her in ribbons.

Apparently the sand in the face thing pissed her off after all...

Again you are too fixated on how screwed you are to try and prevent the inevitable.

The woman unleashes a wave of sand and compressed air at you. Even your null-like powers can’t stop an attack that is initially telekinetic, but then simple physics. Sand coats almost the entire front half of your body, a split second before the blast of air lifts you in the air for several paces before depositing you painfully on your back.

Before you fully have a chance to recover, Naph’thala swoops by, grabs you, and drops you in the back of the half-track before flying away.

As you try to clear grit out of your eyes, you see that up close, half-track has an alarmingly open concept, with nothing protecting the driver’s cabin or the rear passenger compartment from the elements or enemy fire. It clearly isn’t meant to be a front line combat vehicle.

Paula is in the driver’s seat, and has just figured out how to work the gear stick.

Everyone else not already seated falls over as the half-track abruptly accelerates.

You glance back at the Kijeck noble, but she seems distracted for now throwing object telekinetically at Naph’thala.

Paula isn’t a great driver, but she manages to get the half-track around a corner, which ends up luckily being a relatively wide main road heading straight north. Paula guns the engine as hard as she can and the vehicle speeds north at a reasonable pace.

Caught up in the thrill of the moment, Audrey makes a rude gesture in the general direction of the enemy, not that any of them have rounded the corner to see it yet.

Also in the vehicle are Namara, Hurk, and the Professor.
>>
>>5178107

Everyone is more or less naked except Namara in her lingerie, and the Professor, who somehow managed to located and scoop up a pile of her clothes during the escape. Hurk managed to loot an autogun on the way out, and Namara still has the pistols, but no one else is armed.

Hopefully the crates on the back of the half-track contain something useful, you resolve to check when you get the chance.

Hurk is the closest to you, and probably well aware he is the only male in the group, makes a wry remark about being in a porno.

Welcome to the past nine months of my life, you think to yourself.

With minimal grace you climb over two rows of seats and several of your new compatriots to get to the empty passenger seat next to Paula.

“Any idea where you are going?” - You ask.

“Somewhere smarter than where you would take us no doubt.” - Sneers Paula in her rich girl accent.

“I saved your butt, cupcake, or was your master plan to wriggle about tied to that lamppost all week.” - You snap back.

“Into the jungle, we need to find somewhere to lie low until reinforcements arrive.” - Replies Paula a bit sullenly.

“Screw that, once we regroup with the Eldar we should take the shuttle and leave.” - You state.

“Well sorry if I don’t have as much faith in the psychic rape vampires as you do...” - Retorts Paula.

She probably would have continued, but distracted arguing with you, Paula (and yourself) almost miss the large hole blown in the short bridge crossing the moat separating the town from the jungle. Paula brakes and swerves last second, only to hit some sort of land mine which goes off under one of the front tires and wrecks the engine block.

After some milling about recovering from the shock of the blast, Paula comments that the half-track was unnecessary in the jungle anyways.

She grabs a few items of clothes and a pistol she apparently had on the floor the whole time and heads off towards the jungle, albeit carefully in case there are anymore mines.

You can see several Thorakara vehicles heading up the road behind you.

>Follow Paula into the jungle.

>Flee back into the city and use the dense streets to make your way to the shuttle.

>Loot the half-track before following Paula.

> Loot the half-track before heading into the city.
>>
>>5178110
>Loot the half-track before following Paula
Grab whatever
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>>5178110
>Loot the half-track before following Paula.
>>
>>5178110
>>Flee back into the city and use the dense streets to make your way to the shuttle.
>>
>Loot the half-track before following Paula.

You decide to grudgingly follow Paula, but first, you check the crates on the back of the half-track.

Tool kit – useless, except for the wire cutter for which you may have a short term use
Fuel cans – useless
RPG – too cumbersome
Officer’s lock box – score! You cut off the lock with the cutters, confirm there is at least some clothes in it, and run off towards the jungle carrying it

Namara runs after you carrying a long tool box, while the others were already following Paula, or milling around until you and Namara chose a direction to run in.

The group follows the jungle road for a bit before veering off into the deep jungle where you hope pursuit is less likely.

The jungle is unpleasant to say the least. The undergrowth is thick, the air is humid, the ground is muddy and in some cases swampy, and insects are everywhere.

You eventually find a cluster of large rocks to hide behind, take stock, and redistribute weapons.

Paula has her jacket, blouse, skirt, and pistol, though she wears the blouse and jacket partially open due to the wretched climate, and would probably wear less if she wasn't so uptight.

Professor Jones managed to salvage her shirt, cargo pants, ridiculous hat, and that ominous looking book she always carries around. She doesn’t try to claim a weapon.

Hurk claims the trousers from the officer’s lock box, plus a mallet from the tool box Namara grabbed, and the officer’s pistol.

Audrey (who is pretty much bottom of the pecking order) gets the undershirt from the officer’s lock box, plus the responsibility of carrying the tool box now that all remaining items of value from the officer’s lock box have been transferred into it.

You claim the officer’s shirt (which is too big, but kind of works like a dress) as well as a tire iron and the Aelderi laspistol Namara was keeping for you. Probably most important though is the vox bead from the officer’s lock box that you claim before Paula recognizes what it is. Even better, it is still dialed to the frequency the opposing forces are using for high level communications.

Namara sticks with her current attire, and keeps Audrey’s pistol in addition to her own shock baton.

Once the equipment is divided up, the group falls into a debate on what should be done next.

Paula still wants to lie low in the jungle for as long as possible until help arrives, but Professor Jones wants to make a run for the ruins a short distance further north to try to break into some sarcophagi she saw there during her initial investigation, before her team was called back to help fight the Thorakara. She seems to think certain items buried with the dead, when inserted into certain wall carvings nearby, will provide clues to the legendary vault that everyone is looking for.
>>
>>5181506

Your own eavesdropping on enemy vox transmissions suggest that there is heavy fighting at multiple other landing sites occurring between the Thorakara, the Lucky Wench’s crew (and assorted allies), and unidentified other parties, so perhaps reinforcements aren’t coming anytime soon.

In addition, the Thorakara are withdrawing much of their forces to reinforce a fight on Turtleshell Island, 40 kilometers to the south. But they have sent their own small survey group, with some sort of expert, to investigate the ruins.

>Recommend staying hidden in the jungle.

>Recommend making a run for the ruins to get there first.

>Recommend ambushing the enemy survey party to find out what they know.
>>
>>5181507
>>Recommend ambushing the enemy survey party to find out what they know.
Reinforcements aren't coming for a while so we need to move. However, I would rather not diddle Slaneeshi ruins without all the knowledge I can find. And we all know it's going to be Slaneesh. So let's try the ambush this time. We'll succeed at one eventually !
>>
>>5181507
>>Recommend ambushing the enemy survey party to find out what they know.
>>
>>5181507
>>Recommend ambushing the enemy survey party to find out what they know.
Let's give them a bad day
>>
File: Jungle Ruins.jpg (107 KB, 900x611)
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>Recommend ambushing the enemy survey party to find out what they know.

Although it takes some persuasion, you manage to convince the others to try to ambush the enemy survey party.

You make your way to the ruins stealthily on foot, by the time you get there, the survey party has already arrived, and a half-track is parked outside, along with two open topped cars and a goliath truck outfitted with large circular blades and a heavy flamer for jungle clearance work.

You figure there could be as many as 30 enemies present just based on the number of vehicles present, but hopefully there will be less. Only a few Thorakara are visible, the rest presumably are inside the ruins.

The ruins themselves are moderately impressive. Grim ziggurats and blocky temples made of porous black rock decorated with even blacker metal plating and large black gemstone carvings.

Professor Jones has dubbed the creators of this particular type of ruin the Hematite culture, and according to Trys’ta, they were an isolated civilization that worshipped a particular subset of ancient Aelderi as gods. It is the right type of ruin to contain the treasure vault you seek, but there are plenty of others like it on the planet.

You decide to deal with the most immediate threat first, the soldiers outside the ruins near the vehicles, preferably as stealthy as possible.

However, this proves unnecessary when a massive arachnid-like creature scales a nearby set of walls and attacks the loitering soldiers instead.

There is something disturbingly humanoid about the arachnid, it reminds you of both a Chaos Spawn and a Death World creature. Yet, there are no records of such a predator living on Malrog.

You decide this is a mystery for another time and use the distraction to slip into the ruin that Professor Jones claims holds the sarcophagi and wall carvings that may lead you to the treasure vault.

It is a relatively small ruin, and the entrance tunnel quickly leads to a large room filled with pillars, empty arches, and sarcophagi. It is hard to tell how many enemies are in the room since the pillars create so many blind spots, but at the far end of the room you do see a quartet of important looking types examining a large wall carving.

It looks like their expert is considerably more knowledgeable than Professor Jones as they have already opened up some of the sarcophagi and are using strange looking items to awaken some sort of glowing energy from within the wall carvings.

Suddenly the enemy expert makes some sort of final adjustment and rock carvings throughout the room come alive with ethereal blue light.

The nearest enemy soldier, who had previously been distracted by what the expert was doing, looks around the room in amazement, and unfortunately spots your group. He raises his autocarbine in confusion, and your group scatters for cover behind various pillars.
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>>5185263

As you run to find a good flanking position, it belatedly occurs to you that the empty arches may not be so empty after all...as you pass through one and, after a brief flash of energy, find yourself in a completely different room...

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