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Typically, answering generic distress calls is something that does not happen much anymore. The Emperor is gone, and the galaxy in flames, everyone requires assistance. However, when the battle group forwarded this message to Battlefleet command, they almost immediately ordered the battle group to go and investigate. So here, a week later and way out of their way, the battle group finds itself in orbit around what appears to be a heavily modified Ramilles-class star fort. This "Watch Fortress" is not in any of the standard star charts for the Reach, and most of the crew does not know what it is "watching". Even the smallest berths on this station can fit the mighty Adamantium Hind though the battle group remains a safe distance away. Since arrival in the system four hours ago, very little has been unearthed. No one has answered any of the hails that battle group has sent to the station. Auger sweeps have also been ineffective. The outer wards seem to carry few signs of life, but they all seem to be constantly moving. Not only that, but it seems the interior of the out wards is moving itself, like one giant machine. The only life sign remaining still is a faint human life sign outside of a small landing bay, for vessels like lighters and gunships. The Commodore calls a meeting of his top advisers to ask how to proceed. The "twins" Yoshi and Hokido, captains of the Phobos and Deimos, urge the fleet to leave; obviously someone else answered the distress call. Okay, everyone post your sheets in your first post. Anyone who can give me a -20 FL Inquisition, deathwatch, or astartes roll might know some things about the Watch Fortress. Feel free to roll it in orokos and post the results. Do you enter the station yourselves? Do you decide to leave? How are you going to go about this?
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# ? Jan 31, 2016 21:12 |
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# ? Apr 26, 2024 04:18 |
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pre:Phobos and Deimos Claymore-Class Corvette Speed: 8 Manoeuvrability: +23 Detection: +12 Hull Integrity: 30 Armour: 17 Turret Rating: 1 Space: 29/38 Power: 34/45 Morale max: 100 Crew Max: 100 (85 starting due to Nids) Weapon Capacity: Dorsal 2 Essential Components Jovian Pattern Class 2 Drive Strelov 1 Warp Engine Geller Field Single void shield Combat Bridge (+10 repair tests) M-1.r Life sustainer Pressed crew quarters Deep Void Auger array Weapons Mars Macrocannons X2 STR:3 Dam:1d10+2 Crit Rating:5 Range:6 Optional Components Augmented Retro-Thrusters pre:The Adamantium Hind Avenger Class Grand Cruiser Machine Spirit Oddity: 3. Martial Hubris (how fitting): Past History: 1. Reliquary of Mars Speed: 5 Manoeuvrability: +5 Detection: +10 Hull Integrity: 90 Armour: 21 Turret Rating: 3 Space: 74/90 Power: 77/95 Morale max: 100 Crew Max: 100 (85 at start thank to the nids) Weapon Capacity: Port 3/Starbord 3 Essential Components Saturine-Pattern Class 5 drive (BFK pg 33) Strelov 2 warp engine Triple void shield array (BFK 33) Fleet flag bridge (BFK 33) Vite Life sustainer clan-kin quarter (ITS 157) M-201.b Auger Array Weapons Port: Titanforge Lance weapon STR:1 Dam: 1d10+4 Crit rating:3 range:6 Mars Macrocannons Broadside X2 STR:6 Dam:1d10+2 Crit Rating:5 Range:6 Starboard Titanforge Lance weapon STR:1 Dam: 1d10+4 Crit rating:3 range:6 Mars Macrocannons Broadside X2 STR:6 Dam:1d10+2 Crit Rating:5 Range:6 Optional Components Auto-stabalized logis targeter Romarous: Dreadnought in service of the deathwatch. Last known survivor of the Imperial Fist legion. Lightning Squad: An elite Elysium Drop pod squad Lieutenant Abigail Hutchens: Leader of Lightning squad. No nonsense in the field. Werix fucked around with this message at 15:50 on Feb 27, 2016 |
# ? Jan 31, 2016 21:13 |
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Rudolf Myslin Rudolf looks around at the Commodore and assembled senior staff, his servoskull hovering above his head and slowly turning to observe the room, while he stares forward. "Commodore, I find I must disagree with Captains Yoshi and Hokido. It is generally procedure to turn off a distress signal upon rescue. This was not done, which suggests that there was no rescue. We know there is life of some sort upon the station. We cannot rule out that it is human. In addition, this station will undoubtedly have information about its purpose, which may serve us well in the days to come. Finally, this station has technology that can be salvaged, and the machine spirits call out for rescue." pre:Name: Rudolf Myslin Career: Explorator Rank: 3 XP: 10500/10600 Homeworld: Forge World Birthright: Child of the Creed Lure of the Void: Duty Bound (Duty to Humanity) Trials and Travails: Dark Voyage Motivation: Knowledge (Knowledge is Power, Guard it Well) (200 xp) Career: Explorator Lineage: WS: 32 (-5 Forge World) (-3 Child of the Creed) (+5 Simple) BS: 40 (+5 Simple) S: 45 (+5 Simple) T: 45 Ag: 30 Int:66 (+5 Forge World) (+3 Fit for Purpose) (+3 Duty to Humanity) (+3 Knowledge) (+10 Intermediate) Per:30 Wil:42 (+3 Child of the Creed) (+5 Simple) Fel:30 Wounds:12 Corruption: Insanity:1 Fate Points:3 Skills: Common Lore (Machine Cult, Tech) Forbidden Lore (Archeotech, Adeptus Mechanicus, Daemonology) Literacy Logic Speak Language (Explorator Binary, Low Gothic, Techna-Lingua) Tech Use Trade (Technomat) Scholastic Lore (Tactica Imperalis, Astromancy+10) Medicae Awareness +10 (200) Dodge Talents: Technical Knock Basic Weapon Training (Universal) Melee Weapon Training (Universal) Logis Implant Unshakeable Faith Foresight Sprint Unnatural Intelligence x2 Mechandrite Use (Utility) Autosanguine Prosanguine Electrograft Use Pistol Weapon Training (Universal) Sound Constitution x2 Ferric Lure Binary Chatter Luminem Charge Total Recall The Flesh is Weak 1 Traits: Stranger to the Cult: Although forge world born citizens know that the Emperor is their god and saviour, they see the Imperial Creed through the lens of Cult Mechanicus doctrine. As a result, they can be surprisingly—and sometimes dangerously—ignorant of the common teachings and practices of the Ecclesiarchy, often failing to offer its clerics the level of deference they expect. Forge world characters suffer a –10 penalty on Tests involving knowledge of the Imperial Creed and a –5 penalty on Fellowship Tests to interact with members of the Ecclesiarchy in formal settings. Duty to Humanity: You suffer a –1 to your group’s beginning Profi Factor Explorator Implants: The Explorator begins play with the Mechanicus Implants Trait and may select up to two additional common-Craftsmanship bionic implants. He may spend 200 xp to increase the Craftsmanship of one of his bionic implants by one level (i.e., increasing from common to good costs 200 xp). The Explorator may increase the Craftsmanship up to twice (i.e, taking a common-Craftsmanship to good, then good to best) in this manner, and may only do so at character creation. Gear: Common Bionic Heart (+1 armor to body, Sprint talent) Good Cortex Implants (Unnatural Intelligence x2 Insanity from Good Cortex implants:3) Good Craftsmanship Hellgun Good Craftsmanship Power Axe Enforcer Light Carapace Multikey Void Suit Injector Sacred Unguents Microbead Combitool Dataslate Servoskull
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# ? Jan 31, 2016 23:06 |
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Izabell Coronado Izabell crosses her arms and stares at the station. It was pointless, of course; her eyes weren't going to pick up anything that the ship's sensors didn't. But the Watch Fortress felt, well, watchful. It only seemed fair to stare back. She speaks without breaking her eyes away. "There's a human life sign down there. We have a duty to mankind; we can't abandon our own because we're afraid. If nothing else, think of the supplies that could be in something so massive. I want to be on the first shuttle that goes in." Of course, the last time they'd tried to rescue their own, thousands had been butchered by xenos horrors. But if nothing else, she was reasonably sure it couldn't be more Tyranids, at least not so many of them. Ever since that had happened, she'd been watchful for the same feeling that had accompanied the Hive Fleet; a distant sense of mental disturbance that had deepened into a pounding headache as more and more of them poured off the surface and out from behind moons. She'd heard rumors that the properly sanctioned psykers had been similarly distressed, but she didn't dare ask anyone how or why the 'Nids had that effect on the Warp-touched. It wouldn't be normal for an Ecclesiarch to display anything but suspicion and hate for psykers, and her hive-ganger style drew enough attention already. As for that, let them stare; the tats, piercings and hair were her last mementos of a family long dead. pre:Career: Missionary/Awakened Psyker Homeworld: Hive World Birthright: Unnatural Origin (Tainted) Lure of the Void: Duty Bound (Throne) Trials and Travails: The Hand of War* Motivation: Fortune *Free Choice Characteristics: WS: 50 BS: 25 S: 45 T: 45 Ag: 40 Int: 25 Per: 40 WP: 51 Fel: 47 Wounds: 14 Fate Points: 3 Insanity: 3 Corruption: 10 Skills: Awareness +10 Blather Charm +10 Common Lore (Ecclesiarchy, Imperial Creed, Imperium) Deceive Dodge +10 Literacy Forbidden Lore (Heresy) Medicae Performer (Storyteller) Psyniscience Scholastic Lore (Imperial Creed) Speak Language (High Gothic, Low Gothic) Speak Language (Hive Dialect) (Untrained) Talents: Armour of Contempt Basic Weapon Training (Universal) Cleanse and Purify Crushing Blow Dark Soul Enemy (Ecclesiarchy) Favoured by the Warp Flame Weapon Training (Universal) Hatred (Chaos Worshippers) Jaded Melee Weapon Training (Universal) Paranoia Psychic Awakening Pure Faith Quick Draw Resistance (Psychic Techniques) Rival (Inquisition) Talented (Charm) Unshakeable Faith Warp Affinity Psychic Powers: PR 1 Telepathic Discipline -Delude Traits/Other: Accustomed to Crowds: Crowds do not count as Difficult Terrain. When running or charging through crowds, no penalty to the Agility Test to keep their feet. Hivebound: -10 Survival, -5 to Intelligence Tests when outside a "proper hab" (i.e. places without manufactured goods, solid ceilings and electrical power). Wary: +1 Initiative Duty to the Throne: -10 to Interaction Tests with any source outside the Imperium (aliens, traitors, etc.) The Face of the Enemy (Chaos) Psyker (Renegade) Gear: GC Chainsword GC Flamer BC Guard Flak Armour Ecclesiarchal Robes Sepulchre Censer and Incense Micro-Bead Storm Shield Acquisitions: Storm Shield (-30 Extremely Rare +30 Negligible) Starting Expenditures: Tainted by the Warp-500 Experience 10950/11000 Starting Expenditures-5000 Rank 1 (5000-6999) Awareness-100 Charm-100 Common Lore (Ecclesiarchy)-100 Dodge-100 Literacy-100 Performer (Storyteller)-100 Sound Constitution-200 WS +5-100 WP +5-100 Fel +5-100 S +5-250 T +5-250 Per +5-250 Total: 1850 Rank 2 (7000-9999) Fel +5 (2)-250 Awareness +10-200 Blather-200 Charm +10-200 Deceive-200 Dodge +10-200 Resistance (Psychic Techniques)-200 Sound Constitution (x2)-400 Cleanse and Purify-500 Crushing Blow-500 Total: 2850 Rank 3 (10000-12999) Awakened Psyker Talented (Charm)-200 Psyniscience-100 Paranoia-200 Warp Affinity-500 WS +5 (2)-250 Total: 1250 Dachshundofdoom fucked around with this message at 00:21 on Feb 3, 2016 |
# ? Jan 31, 2016 23:23 |
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Dustil Cost and value. That's what it all boils down to. The life signs are presumably human, but faint according to the scans. Whatever they might lose getting to any survivors would almost certainly not be worth the rescue. On the other hand, it's a star fortress. Plenty of salvage to secure, much needed materiel that the fleet has to have. "You're both right, of course. I don't hold out much hope for the surviving crew on the station, but if possible we should at least determine their fate. The fortress is too valuable to just ignore. If nothing else, it can be a base of operations for us. But while we're there we must make an effort to stage a rescue. If nothing else, we need whatever reinforcements we can get. A drop in the bucket for us, given our losses, but surely better than abandoning our humanity." pre:Name: Dustil van Windlass Archetype: Rogue Trader Home World: Child of Dynasty Birthright: Tainted by the Warp Lure of the Void: Call to War Trials and Trevails: Rivals Motivation: Pride Characteristics: WS 50 (25+15) [+10 Advance] BS 40 (25+10) [+5 Lure of the Void] S 40 (25+10) [+5 Advance] T 42 (25+15) [-3 Homeworld] [+5 Advance] Ag 30 (25+ 0) [+5 Advance] Int 48 (25+10) [+3 Homeworld] [+10 Advance] Per 40 (25+10) [+5 Advance] WP 38 (25+10) [-5 Homeworld] [+3 Birthright] [+5 Advance] Fel 60 (25+15) [+5 Homeworld] [-3 Birthright] [+3 Trials] [+15 Advance] Wounds: 13/13 Fate: 4/4 Insanity: 9 Corruption: 8 Skills: Awareness Charm +20 Command +20 Commerce Common Lore (Imperium) Common Lore (Rogue Traders) Deceive Dodge +10 Evaluate Forbidden Lore (Warp) Literacy +10 Linguistics (High Gothic) +10 Linguistics (Low Gothic) Scholastic Lore (Astromancy) Search Talents: Air of Authority Dark Soul Enemy (Inquisition) Hatred (Chaos) Iron Discipline Jaded Melee Weapon Training (Universal) Peer (Astartes, Military) Pistol Weapon Training (Universal) Reknowned Warrant Rival Traits: Dynastic Warrant Exceptional Leader Honor Amongst One's Peers Unseen Enemy Equipment: Best Chainsword Best Laspistol *Common Plasma Pistol (Wrath) Common Power Sword Microbead void suit Set of fine clothing xeno-pelt cloak Best Light Carapace armor XP 10950/11000 Base Rogue Trader 4500 Birthright 200 Lure of the Void 150 Trials and Trevails 100 Fellowship +5 100 Fellowship +5 250 Willpower +5 250 Intelligence +5 100 Intelligence +5 250 Renowned Warrant 200 Dodge 100 Awareness 100 Agility +5 250 Weapon Skill +5 100 Perception +5 250 Common Lore (RTs) 100 ------------------------- Strength +5 500 Toughness +5 500 Charm +10 200 Command +10 200 Deceive 200 Iron Discipline 200 Sound Constitution x2 400 Barter 200 Fellowship +5 500 Weapon SKill +5 250 ------------------------- Charm +20 200 Command +20 200 Dodge +10 200 Search 200
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# ? Feb 1, 2016 10:27 |
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Regias Nostromo, Navigator Regias, twisted and misshapen, joins the others with a surprisingly graceful gait. As he nears the others his presence begins to eat away at them, a cloying feeling upon their flesh, a metallic tang in their mouth, and a keening whine in their ears. He listens to the others speak, his featureless face staring at the others with his unblinking eyes. After some thought he speaks. "Yes I agree a fortress like this is bound to have some resources we can make use of. ... And there may be survivors. As respectful members of the Imperial Navy we must be concerned with survivors." Thankfully his face is featureless and so he can say the last bit with a straight face. Working for the Empire instead of running from it was still a new thing for him. pre:Career: Navigator Homeworld: Void Born Birthright: Unnatural Origin (Contaminated Environs) Lure of the Void: Tainted Trials and Travails: A Product of Upbringing (Decadent) Motivation: Fortune Navigator Lineage: Renegade *Free Choice Characteristics: WS: 30 (+5) BS: 30 (+5) S: 30 (+10 -5 Homeworld) T: 40 (+17 -2 ToxB ) Ag: 40 (+19 -4 Miss) Int: 40 (+15 -10 ToxB +10 Advances) Per: 60 (+15 +20 Advances) WP: 70 (+14 +5 Homeworld +3 Birthright +3 T&T +20 Advances) Fel: 22 (+0 -3 Birthright) Wounds: 13 (8+1d5) Fate Points: 5 (4 +1 Motivation) Insanity: 5 (+1d5) Corruption: 6 (+1d5+1d5) Skills: Ciphers (Nobilite Family) Common Lore (Imperial Navy, Navis Nobilite) (Int) Forbidden Lore (Navigators, Warp) (Int) Literacy (Int) Navigation (Stellar+10, Warp+10)(Int) Pilot (Spacecraft)(Ag) Psyniscience (Per)+20 Scholastic Lore (Astromancy) (Int) Speak Language (High Gothic, Low Gothic, Ship Dialect)(Int) Trade (Astrographer) Talents: Decadence Navigator Peer (Mutants) Pistol Weapon Training (Universal) Resistance (Poisons) Navigator Powers: The Lidless Stare (Master) Void Watcher (Novice) Seek the Path (Novice) Traits/Other: Charmed (when spending a Fate point roll a d10, a natural 9 means FP not lost) Decadent (+5 bonus to Charm tests) Ill-Omened (-5 penalty on all Fel test made to interact with non-void born humans) Void Accustomed (immune to space travel sickness. zero and low gravity environments not considered Difficult Terrain) The Fruits of Corrupted Blood (When using The Lidless Stare, Void Watcher and Seek the Path He gains a +10 bonus to all tests with these powers (in addition to bonuses for being an Adept or Master). In addition, all tests by others to resist these powers suffer a –10 penalty.) Unchecked Mutation: The Navigator is more prone to mutation and mental instability that any others of his kind, representing the tampering of his family line and a life overshadowed by doom. When taking tests for mutation for gaining a new power or increasing an existing one (see page 182), his tests are Challenging (+0) rather than Ordinary (+10) and he begins play with 1d5 Insanity points.) Renegades: The price of dabbling in the unknown is high, and it has cost the Renegade Houses in both security and status. Navigators from Renegade Houses begin play with 1d5 Corruption points and the watchful eye of the Inquisition ever waiting to uncover wrongdoing. Also, all tests that involve interacting with the official bodies of the Imperium are at a –10 penalty. Initial Mutation: Navigators from a Renegade House begin play with two Navigator Mutations rolled randomly from Table 7-1: Navigator Mutations. They may develop additional mutations as normal when they acquire new Navigator Powers or increase their mastery of existing powers. Mutations: Tox Blood: Gains +20 bonus to T Tests made to resist poison, but reduces its T and Int . Should the mutant’s blood come into contact with a living creature, that creature must succeed on a Difficult (–10) Toughness Test or take 1d10 points of damage that ignores Armour and Toughness. Misshapen: The mutant’s spine and limbs are horribly twisted. The mutant may no longer run and reduces its Agility by 2d10. Disturbing Grace: You move with a fluid, sinuous grace that is somewhat unpleasant and unnatural in its quality. You gain the Unnatural Agility (x2) Trait. Unnatural Presence: In your presence living things feel strange unpleasant sensations, a cloying touch to their skin, a keening whine in their ears and a metallic tang in their mouth. All your tests that involve positive social interaction are at –10, whilst all those that involve intimidation or inducing fear are at +10. Inhuman Visage: Your face is devoid of human features, your nose is nothing but a pair of slits, your ears are small holes, your eyes are unblinking. You gain the Fear (1) Trait. Gear: Best-Craftsmanship hellpistol best-Craftsmanship metal staff best-Craftsmanship xeno-mesh armour Emperor’s tarot deck silk headscarf Nobilite robes charm micro-bead Acquisitions: Starting Expenditures: Contaminated-200 Decadent-150 Experience 11000/11000 Starting Expenditures-4850 Rank 1 (5000-6999) Per +5-100 WP +5-100 Per +5-250 WP +5-250 Int +5-100 Int +5-250 Awareness-100 Sound Constitution-200 Common Lore (Imperial Navy)-100 Trade (Astrographer)-100 Ciphers (Nobilite Family)-100 Per +5-500 Rank 2 (7000-9999) Per +5-750 WP +5-500 WP +5-750 Rank 3 (10000-12999) Navigation (Warp) +10-200 Navigator Power- 200 Navigator Power-200 Psyniscience +10-200 Psyniscience +20-200 Ryuujin fucked around with this message at 04:24 on Feb 2, 2016 |
# ? Feb 2, 2016 02:35 |
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The bridge crew comes up with more detailed scan than the initial ones the command crew were working off of. The other life-signs seem to be constantly disappearing and reappearing. That might be explained by them going from the central structure to the outer wards, and back again. Whatever the central structure of the station is made out of, it prevents any scans from penetrating the exterior. So as life-signs dart in and out of the central structure, it gives the appearance of disappearing. None have remained long enough to get a good read on what the life-signs are. Only the faint unmoving sign near the landing bay is for sure human. Since some folks asked for more detail in IRC.
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# ? Feb 2, 2016 05:56 |
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Otho Morn Otho positions himself on the far side of the room in an effort to avoid antagonizing the Navigator and Missionary any more than necessary. "Not sure there's all that much to talk about, Fleet said investigate and I doubt they had 'Slow Flyby' in mind. All we've got so far is a mysteriously mostly empty station with a single human lifesign. We should send in a small recon team, figure out what's running around down there, and if whatever it is is manageable, see about getting that survivor and anything that can be coaxed out of the machine spirits. And then get out. We can always go back for salvage and supplies if the intel says it's worth the risk." pre:Name: Otho Morn Career: Arch-Militant Rank: 3 XP: 10850/11000 Homeworld: Fortress World Birthright: Stubjack Lure of the Void: Renegade/Dark Visionary Trials and Travails: Calamity Motivation: Vengeance WS: 40 (+5 base, +5 Simple, +5 Intermediate) BS: 60 (+15 base, +5 Homeworld, +5 Birthright, +5 Simple, +5 Intermediate) S: 40 (+5 base, +5 Simple, +5 Intermediate) T: 50 (+15 base, +5 Simple, +5 Intermediate) Ag: 50 (+15 base, +5 Simple, +5 Intermediate) Int: 30 (+10 base, -5 Homeworld) Per: 40 (+15 base) WP: 50 (+20 base, +5 Homeworld) Fel: 15 (-5 Homeworld, -5 Birthright) Wounds: 17 Corruption: 0 Insanity: 5 Fate: 3 Skills: Awareness +20 Common Lore (Imperial Guard, War +10) Dodge +20 Forbidden Lore (Pirates, Officio Assassinorum) Intimidate +10 Medicae Scholastic Lore (Tactica Imperialis) Secret Tongue (Military +10) Speak Language (Low Gothic) Tracking +10 Talents: Basic Weapon Training (Universal) Pistol Weapon Training (Universal) Melee Weapon Training (Primitive, Chain, Shock, Power) Hatred (Orks, Pirates) Nerves of Steel Quick Draw Dark Soul Light Sleeper Hardy True Grit Double Team Traits: Weapon Master (Basic): +10 to hit, +2 damage, +2 init w/Basic weapons Constant Combat Training: -5 penalty on non-combat social tests Untouchable(5): Suffer -10 to interaction skills, Immune to psychic powers, Psychic powers lose 5 psy rating within 5 meters. Armour: Enforcer Light Carapace (Arms 5, Body 5, Head 5, Legs 5) Weapons: * Good Sword (1d10+4 R; Pen 2; Balanced, +5WS, Mono) * Good Hellgun (Lucius) (110m; S/3/-; 1d10+4 E; Pen 7; Clip 30; Reload 2 Full; uses 10kg backpack source, can use upgraded power pack, Reliable) * Good Meltagun (Mezoa) (20m; S/-/-; 2d10+8 E; Pen 13; Clip 10; Reload 3 Full; Reliable) Starting Gear: Void Suit Medikit Manacles Micro-bead Common Enforcer Light Carapace Good Hellgun (Lucius) Good Sword w/Mono Acquisition: Good Meltagun (Mezoa)
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# ? Feb 2, 2016 06:02 |
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Inquisitor Isaiah Grax Standing alone in the Isaiah restrained himself from speaking at first as the other senior officers of Battlefleet Group 75 discussed this Watch Fortress Erioch below them. Instead, he struggled to remember if he had ever heard of this place. Erioch, Erioch... He glanced to the displays, hoping something about the 'Watch Fortress' below might jog his memory of one of his mentor's old stories. Alas, the Segmentum Ultra was very far away from Battlefleet Gothica's home. Grax had been enthusiastic after the Hind passed through the Jericho Gate, for a while it seemed their efforts to liberate scattered Imperial forces were like a Crusade, growing in strength and numbers as they went. The Tyranids had killed that enthusiasm alongside a hundred thousand souls. But his suspicions about this Erioch place made him dare to hope again... "The fortress appears intact, not savaged by battle. If it was evacuated, only the greatest of fleets could strip all the arms Erioch may bear inside. We will soon find the truth of the matter." ~~~~~~~~~~~~~~~~~~~~~ http://orokos.com/roll/368256 http://orokos.com/roll/368258 Fate point on the FL Inquisition test, failed again code:
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# ? Feb 5, 2016 05:42 |
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There is not much of a choice among the group that the station should at least be searched, and the one human lifesign investigated, though that is typically not the job of the generals and admirals. The most elite squad of the Drop troopers are ordered gathered, and flown over in a Valkyrie. They land in the hanger and report multiple Astartes thunderhawks in the hanger. At that mention the command staff perks up. Running into astartes was rare in this day and age. So many chapters have suffered great losses, and those that have not are entangled in battle with Chaos Resurgent or other threats. It does not take long for the Drop Troopers to make it to the one remaining human life sign. The only report the Drop Troopers give is, "Uh, we got some kind of robot here, and well, there seems to have been one hell of a fight, you should come over and see this." The command staff, or at least some of them, were angered about being dragged out into the field, but if astartes were involved, well that made the whole trip worth it. The group make their preparations to land, traveling in another Valkyrie with another squad of Drop Troops to help back up the others. Upon landing in the landing bay, the group get a good look at the Thunderhawks in the cargo bay. There are four total, in two distinct groups. The first group, consisting of two, were painted solid black with a silver Inquisitorial ]I[ on the side of it. The other two were more concerning. They had a dark green color scheme with the following heraldry on them: Most in the Imperium were familiar with the Awakening of The Lion, and the schism between the Dark Angels and all their successors after The Lion made the decision to share the existence of the Fallen with the Imperium at large, finding his Chapter's predilection to secrecy as hampering their ability to apprehend them. Most high ranking Imperial officers, including those present, have been informed that the splinter astartes, going by the name Broken Angels, have taken the standard Dark Angel imagery and removed the left wing from them. As foreboding as that symbol is, what they find in the vestibule outside the landing bay is even more shocking. As the initial landing squad indicates, evidence of a battle is apparent. On the floor are four dead Astartes, all in the colors of the Dark Angels, and all with the Broken Angel Heraldry. In the middle of the room is certainly, "some sort of robot" A dreadnought is in the center of the vestibule. The machine is heavily damaged, with the left arm completely blown off, and the dreadnought hunched forward, using the right autocannon as support. There is finally enough information for Grax to put it together. The black thunderhawks, a dreadnought painted black, with the left arm, or what is left, painted in silver, the fact this is called a "watch fortress." The group was clearly dealing with a fortress of the Deathwatch the legendary chambers militant of the Ordos Xenos, comprised of volunteers from all the chapters, gathered to hunt the worst xenos threats. What is even more shocking the the Chapter Heraldry on the right side of the dreadnought. Everyone easily recognizes it as the Imperial Fist, the Lost Chapter. Word was every last member of the chapter was gone, disappeared when they went to investigate Terra's silence. How could one of the chapter dreadnoughts be here? The first squad of Drop Troops are around the machine, with one holding an auspex. At the sound of the command squad entering, one turns to face the group. Her bars on her carapace indicate she is a lieutenant. She gives the command staff a salute, "Lieutenant Abigail Hutchens at your service. This seems to be the source of the one human life sign, but I'll be Thor's Auntie if we know how it is." Such a device is no stranger to Rudolf Myslin who goes up to the machine, and stares at the slot on the front. Within two eyes stare back, the left one a milky white, but the right eye clear and blinking. Roudolf goes to studying the machine quickly. The power systems are damaged, if he can reroute them, they should allow the the Dreadnought to at least speak. However, a quick diagnostic also reveals that the sarcophagus was also damaged, more specifically the life support. Without repair the marine would expire within in 12 hours. Okay, I was waiting to give dyne a chance to post, but he can catch up or whatever. You are on board the station, and have been greeted by some interesting sights. As it relates to the dreadnought, a +0 tech use test will repair him enough to allow him to tell you all about how he still serves, even in death. It is however, a -20 Medicae test to fix the sarcophagus. If you fail by four degrees of fail or more you will have totally damaged the device, sealing the marine's fate. Also feel free to post about any other poking around you might do.
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# ? Feb 9, 2016 02:57 |
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Regias Nostromo, Navigator Regias stares at the monstrosity with a blank expression, it was something he was good at, while the thought goes through his head that this thing was quite intimidating. He glances at Rudolf who seems particularly interested in the thing. "Do you know what it is?"
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# ? Feb 9, 2016 04:51 |
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Izabell Coronado Izabell didn't know much about space marines, but she knew the legendary symbol of the Imperial Fists. What was heraldry from their chapter doing here? If there were Imperial Fists here, did that mean that some of them had returned from Terra with news of what was happening there? She had to know more. No risk was too great if it gave a chance to learn what had happened to the Emperor and Holy Terra. Izabell steps gingerly past the corpses to examine the fallen Dreadnaught more closely. She'd seen one of these in an Ecclesiarchical depiction of the Emperor's Angels of Death, but hadn't really known what it was at the time. Frankly, she wasn't sure what it was now. Then her eyes meet a pair staring back through its vision slit and she jumps back a half-step. "Wait, is there a marine inside that thing? Is he alive, do we need to get him out of there?" I'll offer an assist on any medicae tests that get made.
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# ? Feb 9, 2016 05:48 |
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Dustil "It's an ally, at the very least. Or I hope he can be. Rudolph, I hope all your lore has prepared you for something like this. Can you aid this warrior?" I can give a +10 to a Tech Use or Medicae check, whichever we need.
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# ? Feb 9, 2016 07:04 |
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Rudolf Myslin "Yes, I know what this is.", answers Rudolf. "This is a Space Marine Dreadnought. And yes, there is a Space Marine inside, and yes, he is alive, and if you remove him, you will kill him, as well as make the Dreadnought non functioning. A Dreadnought is a remarkable blending of man and machine. A Space Marine who is near death, if he has been found worthy, may be allowed the privilege of incorporation. His body is entombed inside the Dreadnought. There, his useless flesh will wither and atrophy while his soul will join with that of the Machine Spirit to be reborn in more perfect form. This Dreadnought is heavily damaged, however. I estimate, with approximately a two thirds chance of certainty that I can execute repairs which will at least allow us to speak to him.." "However, this unit's life support is also damaged. If we do nothing, there is a 95% chance that it will shut down completely within 12 hours. I may be able to repair the life support system as well, although, given the extent of the damage, I cannot be certain of success. Additionally, there is the possibility, given the extent of the damage, that failure on my part would lead to catastrophic system failure. I would suggest that I attempt to restore basic communications with the Dreadnought before we consider the second option. That way, we can attempt to discern his wishes. Do you wish me to attempt the repairs?
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# ? Feb 9, 2016 07:16 |
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Dustil "Yes, of course. Otho, get out your medkit. Perhaps we can keep this man alive long enough to get him back to the ship." Suggesting that Rudolf make the Tech and Medicae rolls. I'll give +10 to each in turn.
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# ? Feb 9, 2016 08:50 |
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Otho Morn Otho unslings his medikit and tosses it to Dustil. "Lieutenant Hutchens, let us give the Magos and Commodore some room to get that Marine up and moving. Get a security perimeter established, there are still other unknown lifesigns running around on this station and I would prefer to avoid any unpleasant surprises." My goal is to get the troops out from the "standing around gawking at the dreadnaught" stance they appear to be in now. Nothing too extreme, just get eyes facing outwards. I'm assuming like all things Warhammer this hangar is gigantic? Is there any place nearby a guy could climb up to get a better view of the whole area?
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# ? Feb 10, 2016 00:57 |
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Rudolf Myslin "Very well, Commodore. I shall make both attempts. However, I feel I must correct you. He is a man no longer. Now he is a Dreadnought." Then, he takes out his oils and unguents, and, anointing himself and the holy machine, gets to work. Tech Use (Base 66): 1d100 88 Passed with the combotool and two assists. Hard Medicae (Base 46): 1d100 16 Passed Epicurius fucked around with this message at 05:42 on Feb 10, 2016 |
# ? Feb 10, 2016 01:59 |
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Syrant al-Ulrike Until the mention of the Astartes, Syrant had kept himself secured away in his quarters, clad in just simple slacks and using the time to exercise; he had secured a body bag for his room, and the majority of his idle time was spent boxing against it, muttering prayers and benedictions under his breath as he wove his body around imaginary punches and strikes. When word came of the dreadnaught, the priest was soaked with sweat, and the very idea of meeting one of the ancient and most holy of warriors was enough to bring the man out of his strange ritual of prayer. However, while the others marveled at the man in the machine at the heart of the room, Syrant gingerly steps over one of the fallen astartes, squatting down beside the armored giant. He furrows his brow as he checks out the fallen Astarte's armor, before making the sign of the Aquila and grabbing the man's shoulder to roll him over and inspect the wounds that killed him. al-Ulrike gives the dreadnaught a glance at the mention the marine inside is alive, but with so many people crowding Rudolf, it wasn't likely Syrant could do much to help the living marine. Instead, he would learn from the dead. What could have killed the space marine? He raps his knuckles against the armor and throws his dreads over his shoulder, getting to work on the first marine. He would learn what he could of their battle, and he would use that knowledge to come one step closer to the Emperor. Inspecting the dead. Were they killed by the dreadnaught? Something else entirely? Name: Syrant al-Ulrike Home World: Penal World Birthright: Fringe Survivor -> Pit Fighter Lure of the Void: Zealot -> Blessed Scars Trials and Travails: High Vendetta Motivation: Pride Career: Missionary -> Red Consecrator Advances: 100/6500 RANK 0 - 500/500 XP Pit Fighter -200 XP Good-Quality Bionic -300 XP DROPPING Speak Language (High Gothic) +100 XP Awareness -100 XP RANK 1 2000/2000 WP +5 -100 XP Fel +5 -100 XP WS +5 -100 XP Secret Tongue (Ecclesiarchy, Rogue Trader) -200 XP Hatred (Mutant) - 300 XP Litany of Hate - 500 XP Rage of the Zealot - 600 XP Command - 100 XP RANK 2 3000/3000 Fireband's Call - 750 XP WS +5 - 250 XP Fel +5 - 250 XP WP +5 - 250 XP Sound Constitution x2 - 200 XP Crushing Blow - 500 XP Divine Ministration - 500 XP Armor of Contempt - 200 XP Cleanse and Purify - 100 XP RANK 3 100/1000 Cleanse and Purify - 400 XP Sound Constitution x2 - 200 XP Frenzy - 200 XP Battle Rage - 200 XP Characteristics: WS 54 (41+3 BR +10 Adv) BS 32 S 44 (41 + 3 BR)/54 (+10 Bionic Arm) T 40 (35 +5 HW) Ag 34/44 (34 + 10 Bionic Arm) Int 32 Per 38 (33 +5 HW) WP 47 (42 -5 HW +10 Adv) Fel 42 (37 -5 HW +10 Adv) Wounds: 18 Fate: 2 Corruption: 1 Insanity: 1 Skills: Security (Ag) Dodge (Ag) Intimidate (S) Awareness (Per) Common Lore (Imperial Creed, Imperium) (Int) Scholastic Lore (Imperial Creed) (Int) Forbidden Lore (Heresy) (Int) Medicae (Int) Secret Tongue (Ecclesiarchy, Rogue Trader) Speak Language (Low Gothic) (Int). Talents: Peer (Underworld) Rival (Underworld) Light Sleeper - Always counted as awake. Basic Weapon Training (Universal) Melee Weapon Training (Universal) Pure Faith - Always immune to Daemonic Presence, may spend a Fate Point to not take Fear Tests or pick up any Insanity or Corruption points for an encounter, may spend a fate point to miraculously evade a single psychic or daemonic attack. Unshakeable Faith - May reroll any failed WP test to avoid Fear. Hated (Mutants) Sound Constitution x4 Litany of Hate Rage of the Zealot - RF on 9 and 10 against hatred targets. Firebrand's Call - After dealing a RF, allies deal bonus damage equal to my Fel Bonus on the target. Divine Ministration - Spend FP when testing medicae to restore damage equal to WP bonus rather than normal amount; it is then added to and multiplied in the normal way depending on condition. May also spend a FP to remove all fatigue from a number of people equal to 2x WP bonus. May also burn a fate to prevent someone else from dying, and can just put them at critically wounded. GM fiat. Crushing Blow - +2 damage with melee. Armor of Contempt - Reduce corruption gained by 1, to a minimum of 0. Test WP to ignore corruption effects. Cleanse and Purify - Additional -20 inflicted on targets to avoid flame attacks. Frenzy - +10 Str, T, and WP, but -20 to BS and Int. Immune to fear, pinning, stun, and fatigue, but cannot flee, and must make All Out Attack where possible. Battle Rage - Parry while frenzied. Traits: Syndicate: Due to their time spent among criminals the Explorer knows who to look for on worlds that have a thriving criminal underclass. As such, they gain the Peer (Underworld) Talent. Criminal: Those that spend any amount of time on a penal world gain a skewed outlook when it comes to the morality of the Imperium, and have a less than savory reputation amongst Imperial authorities. Conversely, they suffer a –20 penalty on Interaction Tests when dealing with the following organisations: Adeptus Arbites, Ecclesiarchy, Enforcers, and the Military should his home world become known (at the GM’s discretion). Also, should this status ever become known, the Explorer may find themselves under the scrutiny of local law enforcement and underworld crime bosses. Nightmares: Being brutalised by the prison world enforcers leaves its mark on the psyche of those who survive their time on a penal world. They tend to suffer from sever nightmares that never go away, and as a result they gain 1d5 Insanity Points and the Light Sleeper Talent—never again gaining a decent night’s sleep without resorting to drugs or other such aids. Underground Resources: Characters from penal worlds know many people of ill repute. As such, they can often acquire items much more readily than those working through legitimate channels. When making Acquisition Tests on a world with a criminal underworld, the penal world character can opt to make use of these resources (providing the GM rules they are available) to make the item’s Availability one “level” more common (to a minimum of Abundant). This ability can only be used once every other game session (at the GM’s discretion), and players should remember that the items this character procures are more than likely stolen—they should be prepared in case the authorities come knocking. Blessed Scars: You gain +10 to Intimidate Tests and –10 to Charm Tests, and one poor-Craftsmanship bionic (you may spend 200 xp to upgrade it to common- Craftsmanship or a total of 300 xp to upgrade it to good-Craftsmanship). Saint-blessed Carapace Armour: A set of armour that once belonged to a saint’s honourguard. Anointed and inscribed with the saint’s teachings, it is a sign to stir the faithful of the Imperial Creed. You gain one best-Craftsmanship set of carapace armour. Gear: Best-Craftsmanship Storm Trooper Carapace 7 AP ALL Good-Craftsmanship Power Fist (attached to Bionic Arm) 2d10+12 E 9 Pen Power Field, Unwieldy Good-Craftsmanship Chainsword 1d10+2+6 R 2 PEN Balanced, Tearing, +5 WS Good-Craftsmanship Flamer 20m Range S/-/- 1d10+4 E 2 Pen 6/6 Rnds 2 FULL Rld Flame, Reliable Ecclesiarchal robes aquila pendant sepulchre censer and incense micro-bead http://invisiblecastle.com/roller/view/3389043/ stats http://invisiblecastle.com/roller/view/3389044/ heirloom http://invisiblecastle.com/roller/view/3389090/ Fate + Insanity http://invisiblecastle.com/roller/view/3389097/ Wounds Good Quality Power Fist Very Rare -20 Good Quality -10 Single Man +30
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# ? Feb 10, 2016 03:25 |
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Rudolf gets to work first on the life support system, as the loss of such a rare warrior would be a shame indeed. The life support system of the sarcophagus had been badly damaged, and it takes a long time to take stock of what it is that is damaged. and an even longer amount of time to figure out what systems can be bypassed and re-routed without causing critical systems failure. After nearly two hours of work, the Tech priest get the device stabilized, the readouts on the side indicating that the marine's condition was stable and sarcophagus working within acceptable parameters. The marine would need to be transferred to an undamaged sarcophagus in the future, but the Explorator calculates the device should keep him stable, barring no more combat damage, for at least another 13.459 standard years before the systems that were rerouted fail. During this time, Syrant explores the four dead Broken Angels. Their injuries do seem to have likely been inflicted by the dreadnought, and dreadnought alone. One shows signs of having been crushed, his power armor shattered. The other three have large holes in the torsos from a large projectile weapon. Judging by the shells on the floor, and what can be gleaned from the dreadnoughts ruined arm, it was likely an autocannon of some sort, and the wounds seem consistent. Rodolf then spends his time on the dreadnought systems. He is able to restore power to the walker, but it would never move again. The drive systems were melted and fused by some high heat weapon, either a plasma gun or melta, and would need a dedicated shop and hundreds of man hours to fix, if they even could be repaired. If they are going to get him out of here, they will need to detach the sarcophagus from the walker, an easy task now that the systems on the later are stabilized. When power is first restored, static initially issues forth from the vox casters. Those gathered fear it may be damaged, but the static quickly clears and the loud, monotone voice of a dreadnought fills the enclosed space, ++I THANK THE LOT OF YOU FOR RESTORING WHAT SYSTEMS YOU CAN. I AM ROMAROUS, OF THE IMPERIAL FISTS. SINCE YOU TOOK THE TIME TO RESTORE ME, I ASSUME YOU ARE NOT HERE TO PLUNDER THE STATION. SOME OF MY COMRADES, AS WELL AS AN INQUISITOR REMAIN ABOARD THIS STATION, HUNTED BY THESE TRAITOROUS ANGELS. ASK YOUR QUESTIONS, BUT MAKE THEM QUICK. IT HAS ALREADY BEEN SEVERAL DAYS SINCE THEY LANDED, AND WHILE THIS STATION IS LARGE, AND WE DID PUT SOME SAFETY PRECAUTIONS IN PLACE, THEY ARE OUTNUMBERED AND OUTGUNNED AND WILL NEED HELP++ Okay, dreadnought is up and running. I am borrowing something I did in a previous game and outlining potential dialog options to pursue with NPCs based on their statements. Do not take those as a limitation, feel free to ask whatever else you want. They are there to help give the players ideas of what to ask, since sometimes players aren't totally sure.
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# ? Feb 10, 2016 06:15 |
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Syrant al-Ulrike The priest turns to the dreadnaught as he speaks, furrowing his brow in thought. He said it'd been days since the marines landed, but they had only picked up the one life sign, and as far as he recalled no one had been seen arriving or leaving for some time. Could the dreadnaught have been mistaken? Syrant turns back to the marines and does a more in-depth inspection of the bodies; something didn't feel right here, but he wasn't ready to voice it without some kind of proof. The passage of time was fickle enough for a mortal man, but for an immortal, trapped in a life-sustaining tomb? It must have no meaning. As much as he longed to speak with such a warrior, the priest had other issues to attend to and other suspicions to quash... Medicae Diagnosis to see how long marines have been dead vs 45: 1d100 2
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# ? Feb 10, 2016 06:31 |
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Izabell Coronado Izabell makes the sign of the aquila and mutters a brief prayer of thanks to the Emperor for seeing fit to place this Astartes in their path and for allowing them to revive him. "Milord, if I may be so bold: last we had heard your entire chapter had advanced on Holy Terra. Why are you and your brothers here being hunted by these traitors?"
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# ? Feb 10, 2016 06:42 |
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Surrant looks the dead marines over. Taking into account ambient humidity and temperature, as well as rigor and decomposition, it appears that yes, the marines have been dead between a couple days to a week, which comports with the information the honorable dreadnought relayed. The dreadnought addresses the heavily tattooed priest, ++YOU MISUNDERSTAND WHEN I SAY BROTHERS. I REFER TO MY FELLOW MEMBERS OF THE DEATHWATCH, NOT MY HOME CHAPTER. I HAVE HEARD THE SAME AS YOU HAVE. I WAS SERVING THE DEATHWATCH OUT IN THE FIELD KILLING XENOS WHEN THE WORD CAME FROM THE CHAPTER FOR ALL TO GATHER TO ATTACK TERRA. EITHER THEY FORGOT ME, OR DID NOT WAIT. BY THE TIME I RETURNED FROM THE FIELD, THE CHAPTER WAS ALREADY MISSING. UNLESS THERE ARE OTHER IMPERIAL FISTS IN SIMILAR SITUATIONS, I VERY WELL MAY BE THE LAST OF MY CHAPTER. THAT WOULD MAKE ME CHAPTER MASTER, YES?++ You get the feeling the last part was meant to be slightly humorous, but the robotic monotone disguises it.
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# ? Feb 10, 2016 06:52 |
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Dustil "Please, honorable battle-brother. Do you know where your brothers are? Your might and your counsel will be most welcome in these dark times, and I wish to see as many loyal lives as possible returned to their rightful places."
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# ? Feb 10, 2016 12:19 |
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Otho "Or, indeed, a means to contact them if you do not know their precise whereabouts. Also, Lord Romarous, do you have any idea how many of the Angels are on the station? These thunderhawks seem large enough to carry a many troops." Someone should probably contact the fleet asap as well, these thunderhawks came from somewhere, they should be prepared for an Astartes support ship to come back for them eventually.
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# ? Feb 10, 2016 23:58 |
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Syrant al-Ulrike "Hm." Syrant stands, dusting himself off and giving the dreadnaught a curt bow and the sign of the Aquila. "You are formidable indeed, Brother. These are your kills, I assume?" He gestures to the bodies around them and steps forward, his head cocked slightly. "On our approach, you were the only life sign we were able to detect. It is entirely possible our scanners were wrong, blessed they may be, but what of this inquisitor and her allies? Could they have fallen to the safeguards you mentioned?"
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# ? Feb 12, 2016 20:12 |
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Rudolf Myslin Reluctant though he is to bombard the Dreadnaught with questions, Rudolf nevertheless finds the necessity to ask. "Query. You have stated that this station has precautions against intruders. What are these precautions, and how do we avoid triggering them?"
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# ? Feb 13, 2016 01:06 |
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The Dreadnought goes silent for a few moments after everyone has asked their questions. He then speaks again, more slowly this time. ++I APOLOGIZE. WHEN MY THOUGHTS GO TO MY CHAPTER AND ITS FATE, I GET LOST IN THOUGHT. YES, THESE ANGELS WERE MY KILLS. THEY NUMBERED ABOUT TWO TACTICAL SQUADS, SO WITH MY KILLS HERE THEIR NUMBERS ARE MAYBE 20? THEY CAME HERE WANTING TO HAVE ACCESS TO THE DATA RECORDS, BUT WE WERE ALREADY CLEARING THAT INFORMATION OUT, AS WE WERE IN THE FINAL STAGES OF LEAVING THIS STATION BEHIND. WE OFFERED THEM WHATEVER SUPPLIES THEY WANTED, BUT INSTEAD THEY DECIDED TO FIGHT THEIR WAY THROUGH ME. I WILL GIVE THEM CREDIT; THEY KNEW I WAS DISABLED, AND COULD HAVE KILLED ME, BUT SPARED ME. INSTEAD THEY TOOK THE WEAPONS FROM THEIR DEAD AND MOVED ON.++ A disconcerting whirring nose is heard as the Dreadnought tries to move, but realizing it cannot, a robotic sigh escapes the voxcaster. ++OUR NUMBERS WERE VERY THIN, AS MANY OF THE ASTARTES THAT USED TO BE HERE WERE CALLED BACK TO THEIR HOME CHAPTERS TO FIGHT THE CHAOS FORCES RAGING ACROSS THE GALAXY. BESIDES MYSELF THERE WAS AN APOTHECARY, A TECH-MARINE, TWO TACTICAL MARINES, AND A QUIET LIBRARIAN WHO WAS HERE ON SOME PENANCE CRUSADE. THERE IS ALSO THE INQUISITOR, AND HER ACOLYTES. THEY ARRIVED RECENTLY WITH A SALAMANDERS FIRST COMPANY VETERAN, BOTH IN SEARCH OF INFORMATION, AND TO OFFICIALLY CLOSE THIS WATCH FORTRESS, OUR LONG VIGIL IS OVER. THE PRECAUTIONS I MENTIONED WAS THE PLAN TO KEEP THE STATION SAFE UPON OUR LEAVING; THE RELEASE OF EVERY XENOS AND OTHER HORROR FROM THEIR CONTAINMENT TO ROAM THE STATION. THAT DOES NOT INCLUDE THE OTHER DEFENSIVE MEASURES ALREADY IN PLACE. THE BIGGEST IS THE OUTER WARDS ARE AN EVER SHIFTING CLOCKWORK MECHANISM OF ROOMS DESIGNED TO KEEP ENEMIES OUT AND XENOS IN. THE INNER PART OF THE STATION TOWARDS THE CENTER IS SHIELDED FROM SCANNERS. IF I WAS THE ONLY HUMAN LIFE SIGN YOU DETECTED, THEN EITHER EVERYONE IS DEAD, OR THEY ARE IN THE CENTRAL PARTS OF THE STATION. THERE IS NO EASY WAY TO MAKE IT THROUGH THE OUTER WARDS, THEY ARE A TEST OF SANITY AND FAITH, PLUS WHATEVER ESCAPED XENOS ARE THERE. OTHERWISE THE HUNTING GROUNDS HAVE AN ENTRANCE NOT FAR FROM HERE. YOU COULD AVOID THE WARDS AND WHAT AWAITS, BUT THE HUNTING GROUNDS ARE FILLED WITH LARGE NUMBERS OF XENOS.++ Okay, ROMAROUS gave you two options: 1. Go through the outer wards to get to the inner station. They are a maze of shifting corridors that are constantly shifting. Logic tests will help you efficiently pass through. You also get the impression that some of the most dangerous of the xenos are stalking the outer wards. 2. You can make your way through the Hunting Grounds. These are massive parts of the station made out to mimic various planetary environments, and even includes some zero-g environments as well. The hunting grounds typically did not contain the most dangerous (to astartes) species, but there will be fighting that way.
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# ? Feb 17, 2016 06:46 |
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Izabell Coronado Trying not to let her disappointment show on her face, Izabell makes the sign of the aquila and bows her head to the Dreadnaught. It had been a long shot, but she'd really hoped that somehow some of the Imperial Fists had escaped the darkness upon Terra. After a few moments, she speaks again. "If these Fallen Angels are willing to fire upon such a faithful warrior of the God-Emperor, they can't have good intentions for this place. If both pathways to the center of the station swarm with xenos, we should take the route that isn't... constantly moving, if only so that our path out is remains clear if things go wrong. But then again, I can't speak for the fleet. They may decide that the risk of entering the station at all is too large to take. I'm afraid our encounter with the Tyranids has damaged their faith and left them overcautious."
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# ? Feb 18, 2016 04:53 |
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Dustil The options aren't good. Make their way through a shifting maze that they may never get out of, or run a gauntlet of unfamiliar terrain and xenos creatures. Neither is particularly appealing, but the Captain has enough faith in his command crew that they could make their way through either. Not unscathed, of course, but they would succeed nonetheless. Rudolf, it seems we're relying heavily on you this journey. Do you have the skill and equipment to navigate the maze? I would rather we avoid combat as long as possible until we can rendezvous with the astartes, should such be our fortune." Voting to chance the maze.
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# ? Feb 18, 2016 11:38 |
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Rudolf "Commander, as in all things, it is in the hand of He who is the Divine Spark. But we are men and women, and He has gifted us with wisdom to understand His ways. I would remind you, though, that going through the Outer Wards will not be free of the risk of Xenos, either. But we have minds and we have guns, and the will to succeed."
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# ? Feb 19, 2016 12:37 |
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Otho Otho sighs and checks his gear. Looks like it is going to be a long day. "While I do not relish the thought of getting lost in a maze full of the worst xenos the sector has to offer, I am concerned that we do not have the proper gear to deal with an Astartes training ground. Void suits make for poor replacements for power armor if we encounter hostile environments. As long as Magos Myslin feels he will be able to discern the nature of the clockwork maze, I think we must go through the wards."
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# ? Feb 23, 2016 22:44 |
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Syrant al-Ulrike "Hm." The missionary ponders for a long moment and shakes his head, folding his arms across his chest. "We don't know what we may face in the maze, or know if we can even make it through it. I would rather not be locked in the wards with some sort of heinous beast and no means of escape, and I feel we can handle whatever beasts may be in their hunting grounds. We have the weaponry to handle multiple foes, but what little I know of the horrors of the xeno makes me fear those that the Space Marines themselves find dreadful."
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# ? Feb 27, 2016 02:44 |
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Regias Nostromo, Navigator Regias quietly watches the others come to a decision on which path to take. He wasn't particularly used to the on site missions and so their experience would be of more use in the discussion. Though he does dwell on the dangers of traveling through void without a voidsuit. Once they come to a decision it seems they are confident in the ability of the magos to find the way.
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# ? Feb 27, 2016 02:55 |
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With a decision made, they group prepares for the upcoming trek through the proving grounds. Romarous gives the group directions to an entrance to the proving grounds. They are located mostly on the bottom of the fortress, and even with the shifting nature of the outer wards, it should be a simple lift ride down to the lowest levels and a straight walk to the "wards side" entrance. During this time Lieutenant Hutchens is on her squad vox caster, talking to the fleet. Afterwards she gives a crisp salute to Otho and then speaks, "Relayed the situation to fleet. They're going to have the Phobos and Deimos break off and do long range scans of the system to see if there is a strike cruiser or battle barge out there. They're going to send a company of some of the "irregulars" to land here and set up this landing bay as a foothold. Mechanicus are also going to come from the ship to try and get the dreadnought out of here and back on board. They think they have enough heavy lifter servitors to get the thing loaded into a cargo lighter." She then makes a hand signal and the rest of her squad form up around her. "We have been ordered to accompany you though these proving grounds. We're not much, but we'll get the job done, and we're used to being the first into a fight anyway. As more of the Irregulars get on the station they'll try to send some more down to help us out, but this is a large place, they may never catch up to us." The group then make their way to the lift indicated by the Imperial Fist, and start to make their way down. During the long trip down, the squad acompanying the command cadre remains quiet, mostly checking and re-checking weapons. They are all adorned in stormtrooper style carapace, something unusual to see outside of the Schola stormtroopers. The armament consists of mainly compact, yet very high quality autoguns, with silencers and a wide variety of attachments on them. Judging by the different colored ammo clips on their combat webbing, it seems they're prepared for various enemies. Besides the autoguns, one trooper has a heavy stubber, another a grenade launcher slung on their back, and the third has a sniper rifle, and a jump pack. They all have a large lightning bolt emblazoned on their chest. Once the elevator makes it to their desired floor, it takes them only a short time to make it to a large door with hazard stripes painted on it. They press a button, and the door slowly opens while yellow warning lights flash up ahead. The door opens into a small room, reminiscent of the interior of some troop transport. The group enters, with Lightning Squad taking point at the "front" while the doors slowly close shut behind them. As soon as they close, the lights in the room dim, until red interior lights turn on. The group waits for what seems to be several minutes, until the door on the other side swings down like a ramp, not knowing what to expect, the drop troops rush out the other side, and a few seconds later the command squad gets a "All Clear!" yelled back at them. The sight greeting them on the other side is quite amazing. The ready room they were in is indeed mocked up as a Thunderhawk on the other side, sticking out the side of a building, which marks the edge of this particular battle ground. before them is a large square of some Imperial cityscape. All around them are ruined vehicles and crumbling buildings, all shrouded in the cover of night. In the distance is an Imperial Cathedral, on of its tall spires gone. Each of the drop troops reach into their gear and pull out photovisors that they clip to their helmets. With no other clear target in sight, the group begins to make their way cautiously over to the cathedral. They slowly pick their way down a bomb blasted road, with small two and three story buildings surrounding. The drop troops, with the command squad in tow, make their way to four way intersection with two story buildings on each corner. The squad splits up into to fireteams, One with the heavy stubber, sniper, and Lieutenant taking cover behind a burned out truck, and the other, with the grenade launcher, starts to may its way up the intersection. As soon as they get near the center of the intersection the two buildings on the other side light up. Heavy stubber fire starts to rain down on the squad from the second story windows, while about a dozen other sources of solid projectile fire erupt from the first story windows. One of the drop troops gets hit and falls off his feet, two others grab him and drag him to a large cargo hauler in the middle of the intersection that the rest of the fire team took cover behind, while the Lieutenant's fire team opens up on the windows. As soon as the point fire team takes cover behind the cargo hauler the fire stops. Someone rushes over to the drop troop that was hit with a medkit, but they wave the would be medic away. The Medic turns and yells back to the rest, "He's fine, his plate took the hit!" The Lieutenant crouches and makes her way over to the command group. "okay, so I counted two heavy slug guns in the second story windows and about twelve other muzzle flashes. Don't know who they could be. Typically only humans and orks use slug guns, and I hope these Deathwatch weren't capturing people. So what is the plan? We could try to fight our way though the intersection. It'll be rough, but my fireteam is halfway there already, and there is enough cover that we could approach the enemy positions with a good leap frog maneuver. Otherwise, we could try to double back and find a route around down some side alleys. We'd still have to get my fire team out from the middle of that killzone." Okay, update. If you want to stay here and fight, roll me initiative on orokos as part of your post. If you want to leave and double back, well then don't roll initiative. Going to try to avoid a battle map. So I hope you're all good at abstraction. The intersection is about 25 meters long. There are enough bomb craters and burned out wrecks that you could use tactical advances from cover to cover to make it to the other side. Since it is "night" all ballistic tests are at -20 to hit unless you have some way to see in the dark, like a photo visor or something.
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# ? Feb 27, 2016 16:43 |
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Otho "My inclination is to push through. Regardless of which route we choose we have a fight on our hands to either advance or withdraw, we have no guarantees that the side alleys will be any safer, and there is ample cover here for a tactical advance. Let us show these xenos that it was a mistake to hinder our mission." While the rest of the command staff comes to a consensus, I will maneuver a bit more forward to see if I can get an angle to fire on the ambushers to either provide cover for a withdrawal or put myself in a better position to advance. Init: 12 (forgot the AM +2 on the orokos roll)
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# ? Feb 29, 2016 10:51 |
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Okay, I made a horrible mistake by giving you all the illusion of choice. Everyone post with initiative and your planned actions for a couple rounds of combat.
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# ? Mar 9, 2016 00:41 |
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Izabell Coronado Izabell raises her flamer in her free hand and grins as she feels the rush of combat again. The Tyranids had been foul, alien things; there was nothing familiar or enjoyable about fighting them. Enemies with slugthrowers, on the other hand? This was a taste of home. She'd been in this exact situation at least a half-dozen times before she even joined the Ecclesiarchy. She glances out of cover, then back to the others for a moment. "Let's get up there and kick their teeth in. Last one in's a heretic!" Not waiting for anyone to reply, she stands and sprints for the next piece of cover, shield raised and screaming her devotion. "THE EMPEROR PROTECTS! FAITH IS MY SHIELD AND FURY IS MY SWORD!" Initiative (4 AB +2 Paranoia +1 Wary) Quick Drawing the Storm Shield and Flamer (one-handing the Flamer will presumably give enemies +20 to their Agi test when I fire it, which is canceled out by the -20 of Cleanse and Purify). Making Tactical Advances up the road until I'm within Flamer range, then firing it at whatever's shooting at us. pre:Wounds: 14/14 AP: 5 All (6 vs Blast quality, +3 to Body and L. Arm when Shield drawn) Fate: 3/3 TB: 4 Movement: 4/8/12/24 WS: 50 BS: 25 S: 45 T: 45 Ag: 40 Int: 25 Per: 40 WP: 51 Fel: 47 Skills: Awareness +10, Dodge +10, Medicae, Psyniscience Talents: Cleanse and Purify, Crushing Blow, Hatred (Chaos Worshippers), Jaded, Paranoia, Pure Faith, Quick Draw, Resistance (Psychic Techniques), Unshakeable Faith Traits: Accustomed to Crowds, Wary, Face of the Enemy (Chaos), Psyker (Renegade) Weapons Rng RoF Dam Pen Clip Rld Qualities Flamer 20m S/-/- 1d10+4E 2 6/6 2 Full Flame, Reliable (GC) Chainsword --- ---- 1d10+8R 2 --- ---- Tearing, Balanced, GC Storm Shield --- ---- 1d10+7E 0 --- ---- Defensive, Power Field, Shocking, Special* *+3 AP to Left Arm and Body when wielded **All melee weapons have SB and Crushing Blow already added. Dachshundofdoom fucked around with this message at 09:35 on Mar 9, 2016 |
# ? Mar 9, 2016 02:10 |
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Rudolf "This is not wise. We are frontally attacking an enemy who outnumber us, who are under cover, and in darkness,". Still, if that is the decision, it's the decision. Rudolf pulls out his Hellgun and scrambles into cover, ready to take shots at any enemies he sees. Initiative: 1d10+3 11 First turn, getting under cover and drawing my gun. Second turn, full action aim at one of the opponents in the second story windows
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# ? Mar 9, 2016 04:32 |
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Dustil "Get to cover! If we're going to fight, we'll do it smart! Get suppression on those positions and move up in cover!" It's a foolish fight, but one they can win if they take it carefully. Dustil draws his plasma pistol and power sword and heads into cover with his team. Initiative: 1d10+3 12 Init 12 Command vs 80: 1d100 30 = 6 DoS Command roll so people approach it the right way. pre:WS BS S T Ag Int Per WP Fel 50 40 40 42 30 48 40 38 60 Wounds: 13/13 FP: 4/4 Armour: 6 Head, 6 Body, 6 Arms, 6 Legs Wrath Plasma Pistol 40m S/-/- 1d10+8E Pen 6 Clip 8/8 3 Full Accurate, Overheat Best Laspistol 30m S/2/- 1d10+2E Pen 0 Clip 30/30 Full Reliable Power Sword Melee -/-/- 1d10+9E Pen 5 N/A N/A Balanced, Power Field Best Chainsword Melee -/-/- 1d10+7R Pen 2 N/A N/A Balanced, Tearing
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# ? Mar 9, 2016 12:19 |
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# ? Apr 26, 2024 04:18 |
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Regias Nostromo, Navigator Regias follows the command to rush into cover, he hides himself, and prepares to look around the cover when the enemy appears. He touches his hellpistol. It is an option, but perhaps he should reveal his true majesty to his enemy. Initiative 1d10+4 12 Does Unnatural Agility effect this? A reminder I have the Fear 1 trait if it matters for anything. First round or whatever getting behind cover. Then if he can manage to open his Warp Eye and get one or more enemies to gaze into it try and use The Lidless Stare (at Master Level), warning the others first so they don't accidentally look into it. When using The Lidless Stare he gains a +10 bonus to all tests with these powers (in addition to bonuses for being an Adept or Master), in addition, all tests by others to resist these powers suffer a –10 penalty. So anyone looking into his Warp Eye makes an opposed Willpower Test, Regias gets a +10 bonus while his targets get a -10 penalty. Anyone with fewer Degrees of Success than Regias takes 2d10+7 Energy damage not reduced by Toughness Bonus or Armor. Anyone who takes this damage is Stunned for 1d5 rounds, suffer 1d10 Insanity Points, and must make a Difficult -10 Toughness test or Die. They might get a -10 penalty to that as well? All of this assumes the situation allows him to use The Lidless Stare on the enemy, if the situation doesn't allow it he instead uses his Hellpistol.
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# ? Mar 10, 2016 19:35 |