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  1. On the Necron theory it might not be as far fetched as you might think, what if a dynasty woke early and began working on returning Necron's to flesh bodies, the easiest method would be a direct transference of consciousness. Problem 1. There are no bodies to transfer to in easy reach. Problem 2. Even if you abduct humans, Necrons are arrogant int he extreme, they wont settle for returning to weaker flesh. Problem 3. When Necron's were flesh the warp was relatively calm, chaos wasn't really a major concern for the necron's, if they returned to flesh now that could be a much larger issue. They would need a healthy stock of compatible bodies that matched their idea of their racial identity. So they start from scratch. locate and genetically alter the proto-tau species, observe and guide, insert ethereal's as a control measure those ethereal's in turn controlled by nano scarabs, the tau under them controlled by pheromones. So now you have your perfect bodies, very little warp presence so little threat of the chaos coruption the necron;s would have observed since waking, hell they might even be compatible for transference, two new problems arise. Problem 1. The rest of the empire is waking, once they discover you can restore flesh bodies all necrons above a certain station will want to return to flesh... one planet of these suckers ain't going to be enough Problem 2. The transition period is going to drastically weaken the empire and a lot of its technology won;t be usable without metal bodies. The solution? Grow the race into a mini empire with its own dependant tech hen slowly transfer the race over, halt the Imperium by creating a warp storm around the nursery planet, they have the technical know how to do it and hide it from the Imperium. This whole Tau empire thing is a precursor to the Necron;s Flipping the switch on the Ethereal's to march the fire cast willingly into soul transference furnaces
  2. Third Session Fish Food So we re-join the intrepid crew of the DeLancie's Providence shortly after their first foray into planetary redevelopment. Having spent a bit of rest time to recover their wounds, take advantage of the lovely new beaches and get their bearings the crew decided it was time to try a bit of looting. Packing into the 3rd Valkyrie out of the 5 they had available the crew set down on a ruined but structurally sound sky scraper which now jutted only barely out of what used to be a city and was now an ocean. Kitted for war the party began moving down the largely demolished building, ruined floors creaky girders and old cabling were a constant concern but on the subject of loot the building was frustratingly lacking. The top 10 floors covered before the landscape changed rather abruptly, the stairway descending into the first flooded floor with a very large hole in the building descending down through the flooded building. A few more structural tests from the cog twins judged the building to still be largely safe despite the aggressive remodelling, though nothing gave a good reason for the large deep hole cored through the skyscraper. Then the calm water began to froth. The Seneschal deserves special mention as she alone decided immediately that being in the frothing water might prove hazardous to her un-armoured health and moved back up the stairs, the rest of the crew pushed on right into a horde of warp mutated killer eels who had made this skyscraper their home, the low armoured Viktor took the first bites, his legs savaged and toughness reduced as their needle fangs broke off in the wound further lacerating him from the inside. Deciding discretion to be the better part of valour the brave navigator sprinted across ruined desks like spiderman, calling on his youth travelling the dangerous spires of a hive world and kept his psychic ass out of the water leaping to safety with the Senechal who had decided copious amounts of bolter fire solved MOST problems. Putus swung his power axe back and forth bisecting eels but their were simply too many. Sebastian struck upon a better use of his time, lifting both Zlad and Viktor up in the air and slowly carrying them both, he made it half way to safety before the eels fell on him to, ripping through his armour and tearing at his legs, the irate tech priest Zlad swinging its axe like a maniac trying to get at the eels while verbally objecting most verbosely to being carried like a supply satchel. Sebastian crashed to the safety of the stairs on his knees depositing his crew member slick with blood, water in the room now a stunning shade of claret with all the bloodshed. Putus lurched through the blood red tide swinging his axe back and forth till he hit safety but not without also loosing a chunk of his leg to the voracious horde. The room and walls slick with the stench and colour of blood the horde, unable to feast any longer rescinded below the water. In that moment of relief. The building shook violently Release the Kraken The quakes cause unknown the group in a bad state Sebastian decided to cut the field trip early and ordered the crew back to the lander through the creaking, quaking building an order whose haste was only reinforced as large armoured pinkish tentacles burst from the water ruined floor. The eels had not made that nest. The group ran as best they could taking the stairs two or three at a time, half running half being dragged at times as the creature grasped blindly around the stairs hunting their bleeding casualties, collapsing into the Valkyrie as the roof heaved up as was torn asunder by an enormous mutated half armoured octopus and a heavy large fanged maw, number of difficult piloting tests later that led to the Valkyrie being thrown at a building, being grabbed by tentacles (Which other crew members were hacking off through the door with power weapons) while Sebastian and Putus tried to line up shots for the Valkyrie's missile pods, hammering it fleshy mass with missiles the final shot however went to the navigator's hot shot las-pistol... HE FINALLY REMEMBERED HE HAD A GUN. The salvage operation went... quickly, Sebastian authorized a quick once over of the nest to collect samples, such sample included 3 egg's presumably from the Kraken. Its fair to say this cause some minor disagreement, the Senechal wants to sell the eggs, the Rogue Trader wants to weaponise the Kraken and Zlad.... is treating it like a puppy/goldfish hybrid... During the healing process a worrying trend in reports became clear to both Lelu and Putus, a number of supplies and work crews were going missing on board the ship. Quickly checking to make sure Zlad wasn't cannibalising the crew and or ship Putus checked the reports, feeding them through his calculus-logi upgrade to try and determine a pattern in the disappearances to near the cargo bay the orks used to board the ship months ago. This news did not go down well with Sebastian or Viktor, who rounded up some of his recently trained (Press ganged) security force as well as the rest of the players to the cargo bay. The largely deserted cargo bay had been hastily repaired since the boarding action still vented sporadic puffs of oxygen into the void, the power systems were on low from the wiring damage giving terrible lighting among the locked down cargo containers. A quick check of a few containers led to one that smelled TRULY unpleasant. Security popped the door open and out tumbled a number of throat slit corpses of former crew men. Going Kommando Out of the corner of her eye Lelu spots movement over the other side of the bay, the group stampedes after the whatever it was just as Viktor reminisces about legends of sneaky orks he had heard from passing guard regiments. Sebastian forces open the closed door the shape fled through and stomps down the darkened passage, straight over a tip wire attached to a frag grenade. Sebastian was thrown across the corridor and needed some first aid from Viktor who promptly sent two security men to sweep ahead (To eat more grenade traps ) Security defused the next trap before coming across another sealed door, the group caught up and debated upon their next course of action, should they breach the door, go around the door or just open the door. They debate this long enough for Zlad to decide to go through the ventilation system, triggering another trap that ripped open the upper air ducts followed by an explosion that shook the ship. Much yelling for status reports on the cause of the explosion and much panic cut through as Putus noticed an active vox signal not linked to the ship or the crew and eavesdrop on a unit of ork Kommando;s hidden in the ship. Lelu took the vox and demanded who it was only for the Kommando to demand who she was... It turns out the kommandos had been left after the boarding retreat and had been hiding on the ship ever since, scavenging supplies and killing work crews to stay out of sight and have currently holed up in a Valkyrie, the large explosion being a section of the lander bay door now exposing the landers to hard vacuum. The orks gave their demands, descend back to Tropicanna whereby they would leave via the lander... peacefully. Failure to comply would result in the kommandos unloading the Valkyries missiles into the ship. Reactions were... unusual. Sebastian sent Putus to walk outside the ship and assess the damage, him being the only other person with a void sealed power armour while Sebastian waited by the internal door to breach with his power armour and void suit equipped security and Viktor, the idea was to hit the Valkyrie from both sides while slowly dropping towards the planet bursting into the hanger and opening the Valkyrie door to expose the kommandos to hard vacuum. The plan worked for the large part, Putus reconnoitred the bay and made sure the Valk was pointing towards the ripped open hanger door not the internal door so the breaching team could get in and open the door before the orks new and therefore fired the Valk's missiles. Upon reaching the Valkyrie and opening the door, the orks triggered a kitbashed teleporter sending them hopefully planetside. Sebastian, assessing the level of damage to his beloved ship decided it was time to return to Imperial space for repairs. 1 Tortuously long warp jump later (Which should have only taken a week) out popped the providence in close proximity to Port Wander in a sector that had apparently been falling apart. Once docked the crew updated the ships market databases and news systems and finds that all was not well They had been gone for over a decade The ork pirate captain that escaped had raised a whole pirate fleet The frequency of pirate raids had strained the local navy to breaking point Merchant houses were refusing to ship goods for fear of them being raided The local economy was in freefall A number of planets were without food due to shipping issues After vigorously blaming Viktor for the ills of an entire sector Sebastian docked the ship and began sourcing repairs. The crew will be here for a while. Spoilers for next time: Zlad tries to raise a killer warp kraken as a single parent Lelu gets mugged pursuing Xenotech for Zlad Sebastian tries to get the ship fixed faster Sebastian gets figuratively mugged for having a working, armed ship with a cargo bay Putus and Viktor divide their time trying to keep Lelu and Sebastian alive Lady Revan hunts through the ship for possible daemon possession after spending so much time in the warp* *Every warp jump thus far has taken over a month.....
  3. Second Session A Snowballs chance in hell So freshly recovered of fate points, mostly recovered of hull points and entirely recharged of health points our ignoble adventurers strike out on the actual mission they were given in the first place, to re-establish imperial contact and control with a system known as “Kraken's Call” Now I just want to put here that I felt sorry for our dear navigator, this trip was to an unknown location using sketchy maps at best that hadn't been verified in decades and after informing the crew that by her estimate the trip should only take about 2 months in the warp... there was a feeling of lynching in the air. While the navigators estimate proved wholly accurate (With judicious use of fate points) and the trip went by largely uneventful (More fate points) having barely avoiding a warp storm (Last of the fate points) its fair to say the ship and its crew made the transition back to realspace somewhat... drained but importantly intact! The hustle and bustle of post warp jump affairs on the bridge mainly amounted tot he rogue trader repeatedly demanding to know what was in the system they had just jumped to and Zlad repeatedly bashing the augur screens to be able to answer him whilst Putus cried quietly in a corner for seeing his ship so thoroughly abused. 3 Planets and a sun made up the system of Kraken;s Call and an odd unidentified object at the edge of the augur array, assuming this mission to be of some urgency (Partly because I informed the players out of character that while they had only been in warp for 2 months, 1 years had passed in real time) the captain ordered best speed tot he nearest planet to investigate why they hadn't called the Imperium in the previous two hundred or so years. Upon close inspection they learned three things about the planet known hereafter as “Snowball” The planet was quite literally covered in ice and snow Vox signals, though unclear, were coming from the planet and seemed to be in low Gothic The large warp storm occupying the planets super-continent and slowly growing As the vox signals were evidently moving away from the storms the crew assumed that the planet had NOT fallen under the sway of chaos and so paged the navigator to make a rare presence on the bridge to give her professional opinion on the warp storm, using her knowledge of the warp and third eye she deduced that the storm was not of natural (Using the term lightly) origins but showed no obvious taint or sorcery. Deciding that the vox communications likely belonged to someone Imperial and that re-establishing contact with them would technically be completing the mission for the administratum and allow the looting of the rest of the system to begin apace the crew piled into a Valkyrie and set off to met the locals The locals, as it happened were techno barbaric nomads living on enormous ancient crawlers whose basic systems they barely understood by this point and seemed to be evenly split on seeing the explorers as saviours come to rescue them, or representatives of the disaster that led to their current predicament. It was decided (Unanimously) that Lelu would be the face of contact for the locals as the gun wielding sociopath, three eyes mutant, power armour wearing scarecrow or either of the explorator's might not have had the desired “Were here to save you” effect. Tracked by autocannon's as the bird landed the group disembarked onto an open landing bay surrounded by a crowd of people whose desire to rend them limb from limb and steal their lander was curtailed only by the ordnance present on the Valkyrie. The elected leader of that particular convoy greeted them as if they were straight from his dreams of salvation, only to almost collapse when Lelu informed him they were not in fact here to save anyone and were unaware from the get go that anyone required saving to begin with. After deciding between the group that the best course of action was to move the people to another planet, one without warp storms, then fix the warp storm issue, the situation darkened somewhat. You see the locals expected salvation or evacuation, the explorers proposed leaving to scout the other worlds then returning to pick them up. This did not Go down Well After barely and I mean barely avoiding a riot a new deal was struck, half the party would remain on the crawler, attend a feast meet the locals and such, while half the crew would scout the storm then they would meet up, let cooler heads prevail and decide on the best course of action. Lelu stayed as the groups official face, Sebastian stayed to keep the official face intact and Zlad stayed to... well Zlad stayed as well. So our intrepid Arch Militant picks his away team, which consisted of saying he needed the cogboy and the wyrdboy and throwing them in a Valkyrie (To be fair at this point the Cogboy was the only one other than Sebastian who could actually fly the lander) and they set force to storm chase a warp storm. After numerous near misses from environmental hazards sometimes via fate point usage the advance party spot the source of the problem, or at least a clue. The back end of an imperial ship sticking out of the planet like a spire to the heavens around about the centre of this continent sized storm. After a few scrapes on piloting tests when trying to park a lander sideways on a ship facing straight down in a cargo bay not designed for landers resulted in only the weapons being sheared off the wing the group disembarked... kind of. Before the roleplay began I had sat down with both our power armour players and discussed exactly what their suits could do, one of these abilities involved built in magnetic boots. This became extremely useful as the cargo hold of imperial ships do not function safely at a 90 degree angle. This did not however help the Arch militant who unlike the navigator wasn't a hiver either and had no acrobatic skills this meant with some rope the navigator could get around with relative ease, the explorator stuck tot he wall like spider man and the Arch militant dangled like a fish on a line... It wasn't all to be chocolates and roses for the navigator however as his dark sight mutation allowed him to see perfectly the inquisitorial signs plastered all over the cargo hold. They were in the hold of a crashed black ship... The navigator, notably disturbed by this turn of events relayed in information to the darkness blinded, height fearing arch militant dangling on a rope over an indeterminably long drop into oblivion, he was similarly not best pleased. The explorator on the other hand was ecstatic, not only a ship but an imperial ship he could commune with. So ecstatic he tried communing with the cargo bays door controls before being reminded it was just a door switch, it understood open and close. Meanwhile After numerous feasts and algae soup over the 3 weeks now since the advance party had left Zlad had made great leaps into understanding the crawlers hydroponic farming system, Lelu had gleaned all the information she could and Sebastian had decided that the scouting mission had taken two damned long and ordered Zlad to rig a vox signal powerful enough to reach the ship to order in another lander to find out what the hell had happened. It turns out around 200 year ago a great black iron beast had fallen out of the sky and crashed into the planet, the dust kicked up from the crash had blotted the sun out long enough to cause the mother of all ice ages. This was one problem, however in addition to that shortly after the crash a second great storm had gathered around the crash site, this rapidly growing unnatural storm destroyed both the bodies of cities and the minds of men as it grew forcing the population to go mobile on the first crawlers, 200 years later the warp storm was threatening to overrun the entire planet so needed sorting. Back on the black ship the advance party began their explorations encountering no resistance but strong surveillance from mutated nosferatu like being clothed in rage, after what seemed like days chasing shadows the advance party decided to head to the bridge so the Cogboy could commune with the machine spirits as to what befell the ship. Arriving at the bridge, deserted of course Putus attempted communion with the ships great spirits... it as a short chat The bridge could give him no answers save a reason for its addled condition, all the ships cogitators were non functioning save for 6, those 6 were currently located near the warp drive and were devoted solely to its operation, with the understanding that the warp storm and functioning warp drive may be connected the party set off for the drive section. Meanwhile Having being rescued by crewman on a spare lander and taking 6 members of the crawler with them as a show of good faith Sebastian decided it was time to apply some lateral thinking to the problem, you see Gellar field's create a bubble of real space when we travel through the warp (He explained to the explorator) so if we force the Gellar field on and drop the ship over the warp incursion, the Gellar field should plug the gap. Any normal member of the cult mechanicus might have argued the insanity of descending in a 2 mile long ship through atmosphere with the Gellar field up to try and cork a warp storm. Zlad was is not a normal member of the cult mechanicus. This plan ended unsuccessfully when the Gellar field began to overload from the strain. With nothing else for it the Rogue trader decided if you wanted something done right, throw more bodies at the problem, Grabbed Zlad and Lelu and took off in another lander. Having gone straight down from orbit the reinforcing party landed fairly promptly, early enough to stop the advance party from going further without them while Sebastian chewed them out over the vox for being gone for a month, something they were not aware of. But something wicked this way came Similarly to Putus, Sebastian had little trouble traversing the wall/floor of the cargo hold, although had to contend with one extra problem, the ship board mutant cannibals were hungry, a group of them began rapidly climbing the walls to get to the group while a second group simply observed them curiously. Sebastian stormed down to meet the climbing freaks while Zlad and Lelu provided fire support via bolter and hellgun, first round of combat the 2 watching cannibals failed their psychic test, Sebastian killed a crawler, Lelu killed a second, the second combat turn proceeded much the same with one exception, one of the psykers cast dominate on Zlad successfully, it promptly dropped its hellgun, which clattered almost a 100 feet straight down and drew its power axe, on the third turn Lelu put down the last crawler and Sebastian fired on the psykers, Zlad on the other hand hit Lelu with a power axe, dropping her to 4 HP in one blow. Luckily Sebastian rolled highest initiative the next round and crossed off the psyker controlling Zlad. That distraction out of the way the reinforcements, now down one gun and almost one player met up with the advance party who were largely doing fine. They met up at the room before the warp drive generator. I should point out retrospectively that the player controlling Putus had stated on more than one occasion suggested that shutting down the ships plasma reactor as a better plan than trying to attack the warp drive which had boss room written all over it, unfortunately he had to call it a night just before the “Boss room” so the party went with “Lets kill the boss” this will come back to bite them in very short order. Sebastian led the march into the drive room, around the room were linked 6 cogitators directly to the main warp drive, their sole purpose regulating the ships titanic power output and feeding it safetly to the drive, in the centre of the room stood the “Boss” now as a good GM I had a monologue prepared for this and everything, knowing this Sebastian promptly walked up and non-chlantly cut its head off I grinned evily, deciding not to roll defence as the psyker attempted puppet master on Sebastian, which failed despite the negative representing the fact the psyker at this point was just a force of will powered by an entire warp storm an therefore was physically invulnerable. This did not stop them trying. Due to circumstance I allowed the psyker to use powers once per turn as reaction and once as full action, when his action cam around I decided to focus an easy if less destructive target, I dominated the navigator and promptly had him unleash his adept level lidless stare on his own party. The attack pushed Zlad almost into critical damage, knocked out Putus and knocked the navigator out from fatigue. Sebastian figuring that if cutting the psykers head off wasn't going to work decided to attack the next logical target and opened fire on the cogitators. The psyker's head stopped laughing and warned them to stop, the party was understandably disinclined and all opened fire on the cogitators halting the flow of power to the warp drives and sealing the storm... Bad news That titanic level of energy being used to fuel the warp drive for so long was now going nowhere and was in fact accumulating in the main plasma reactor.... over-accumulating. Discretion being the better part of valour the arch militant and rogue trader slung the incapable of walking crew members of their shoulders and pegged it for the cargo hold, after lamenting how Putus had damaged a lander coming in Sebastian inflicted the same damage to his lander leaving in a hurry unfortunately the first lander had to be left behind as no conscious could fly it. In a cinematic escape worthy of a Michael Bay film the lander ascended the atmosphere just in time to see birth of a second albeit short lived sun on planet “Snowball” the 2 mile deep detonation of a ship sized plasma bomb caused massive tectonic shifts and the sudden release of all that superheated gas on the local environment of snow and ice resulted in a 60 foot tall tsunami spreading across the whole planet and breaking the super-continent up into a series or archipelago's. Planet snowball is hereafter referred to as Tropicanna. A few things to wrap up before the session closed, the issue of the 6 survivors from Tropicanna who had just witnessed the exterminatus of their world being formost amongst them. After much debate as to how to silence these refugee's the Rogue Trader once again took charge. He spaced them “I ain't going to prison” He said sagely in attempt to excuse the act. The great Tsunami dies down relatively quickly and left a series of half submerged cities that predated the crashed imperial ship but that would come after a month of rest and relaxation on what was now prime real estate and one hell of a holiday destination. You know the sad thing? The really sad thing? While drinking margaritas on the new beach one of the explorator's lamented a lack of readily available ice. Too soon guys... Too soon.
  4. TBH when I picked up Legions of Death it was without knowing about enslavement, I picked it up because I play Necron's in the tabletop so wanted to do the same in conquest, upon reading about the enslavement dial and some of the cards I was initially put off, Necron's manipulating races to fight for them is a fairly small part of their fluff. I didn't pick Necron's to play Dark Eldar. Then I found Anrakyr and Mind Shackle Scarab's I don't dislike the dial any more, I set it to my opponents race and ignore it for the rest of the game while using my pure Necron discard deck, Legions essentially comes with two deck types, those who want to enslave and those who don't and I like that I have both options
  5. So, my first time running an rp for a group of this size, bare in mind there is a mixed level of lore knowledge in this group and a few things that won;t make sense later might be due to slight inconsistencies on character sheets that sometimes had to be rectified half way through. Dramatis personae: Sebastian: Horribly scarred captain of the ignoble Q Ship, the DeLancie's Providence, goes everywhere, and I mean EVERYWHERE in an ornate suit of power armour with a blank reflective faceplate, suffered horrible wounds when a substandard plasma weapon backfired on him. Consequently this rogue trader does not TOUCH anything not of best quality. Possibly addicted to xeno-tech rejuvenant drugs cooked up in part by Putus, in an effort to rebuild his face. Viktor: A former PDF commander whose impressive combat skills led to Sebastian essentially purchasing him from his PDF regiment for Xenotech Baubles. Zlad: A 700+ year old certifiably insane Mechanicus priest who ideas on xenotech has essentially rendered him persona non grata on most forge worlds. Primarily ended up on the DeLancie as an alternative to having it's implants ripped out one by one while it slept by more dogmatic members of the Cult Mechanicus And no, we do not currently know its gender.... and it doesn't remember either.... Lelu: A hiver with implanted arm swords and a terrifying cache of weaponry, among the only members of the rogue traders personal crew who can hold a diplomatic conversation and understands the meaning of the word charm, also handles the ships accounts.... Putus: Born and raised on the DeLancie with a natural gift for technology, divided his youth between brewing illegal chem's on ship, crawling through the ships maze like internal systems, giving him a unique view of the ship, his induction to the cult mechanicus put an end to his illicit activities and instead rededicated to the biologis arm of the machine cult, personal attaché to Sebastian when having to deal with the mechanicum. Revan: With eyes black as void and a soul to match this magisterial mage is not a woman to cross, born and raised in the finest Calaxian Navis Nobilite family, this woman has an unhealthy leaning towards the warp... even for a navigator... The DeLancie's Providence: Centuries old workhorse for the shadier side of cold trade merchant houses in the Calaxis sector, this vessel has some serious teeth for its size and profile including some of the finest illicit xenotech weaponry, while the crew live in practical luxury and would fight to the death to protect it, beyond the standard hidden weapons the cargo holds the ship sports a primitive ratcheted together lander bay to allow rapid and impressive egress and arrival on primitive worlds. Disclaimer: Having read through a number of FFG's role play's rules have been cherry picked from different systems. Due to this MishMash of rules and occasional GM fudging activities may happen in this recount that weren't technically possible but received executive approval through article 7 of the treatise on rule of cool. Two steps into hell... We begin are adventure shortly after the Rogue Trader has received his warrant of trade, the noble house of his birth deciding it was time he went out and forged a name for himself... as far away from imperial space as possible. The DeLancie has been released from its cold trade duties and sent beyond imperial space to reconnect with worlds long lost to the Imperium. Gathering its supplies the DeLancie rips open a passage to the immaterium and sets course for the last stop off station before heading out into the unknown. The short well known route results in only minor warping of the ships gravity plating, little more than an inconvenience considering the how bad it could have been. The DeLancie bursts back into realspace relatively close to its target destination, an abandoned mechanicum station now inhabited by scavengers, dregs and desperado's and barely self sustaining, it is however a fantastic place for illicit trade. The ship hails the station The vox remains silent A flurry of activity on the bridge as crew men take their position on board, the arch militant calls shotgun, quite literally on the ships weapon systems, the hulking spider legged form of a demented explorator hunkers down by the augury systems while its slightly more coherent colleague assumes flight control, being the only member of the crew capable of doing so, Sebastian paces impatiently near the command throne while Lelu repeatedly tries to raise the station on Vox, Revan, her duties of navigation complete, has gone for a nap. While no discernible sign of activity from the station is forthcoming over vox, the augury systems briefly report two energy signature contacts near the stations location, in response the DeLancie attempts to run silent, cutting main thrust and relying on inertia to carry it closer stealthily... the 2 mile long starship kind of stealthy.... A series of cat and mouse scan/run silent results in the Q ship closing on what used to be the station, it having been carved in half by weapons fire, from the wreckage come to ork pirate vessels, and I kid you not the conversation between the DeLancie and the Orks Lelu: Who goes there? Orks: WHHHAAAAGGHHHTTT?!?! Orks: WAIT.... UMIES!!!! STAND TO AND URRRR GIVE US UR GUBBINZ OR WE'LL KRUMP YA Orks: AKTUALLY, WE'LL TAKE YOUR GUBBINZ AN KRUMP YE'Z ANYWAY Sebastian: FINE, ITS KRUMPIN TIME!!!!! Both ships spent two turns closing before they can hit each other, opening salvoes do a considerable number on the first ork pirate ship (Best quality shard cannons hurt) and ork return fire..... was fired by orks.... The following round the rogue trader orders some fancy flying, turning slightly to the right in the hopes of getting around the cumbersome forward facing ork weapons, this kind of works as the ork ship adjusts angle and instead of going past the Q ship, slams into the side of it and begins boarding.... I gave the players an option at this point, fight of the boarders yourself or let the crew handle it... So naturally they pile into the cargo hold currently serving as an impromptu bridge between the two ships. The hold has become a full on war zone, bolted down shipping crates serving as cover between multiple skirmishes between boarders and crew, shoota vs blowtorch, choppa vs oversized monkey wrench. The party happen to spot the ork with the biggest hat and naturally assume him to be leading the boarding party. The ork Nobs yes lock with where Sebastian's eyes would have been, they share a moment of forbidden understanding before the Nob yells “I WANT DAT UMIES SHINY HAT!!!!” The two run across the cargo hold at each other while the 6 orks surrounding the nob focus on the remaining players. Initiative results in the navigator (Done with her nap) marching forward impressively and tossing aside her silk headscarf and exposing the orks to the lidless stare, one ork claws out his eyes in horror while the other rips his own head off... then the navigator collapses from fatigue... Putus sweeps his hellgun across the room and take a full aim action for next turn, Zlad, having temporarily forgotten it also had a hellgun runs straight at the orks yelling an incomprehensible battle-cry in half binary... and comes to an abrupt stop one metre in front of the bemused ork freebootaz. The Ork nob hefts his kustom shoota and... rolls a 99 to hit, throwing his precious down so hard to the ground it shattered, Viktor puts a plasma bolt squarely into an ork but to his surprise it largely shrugs it off and charges Zlad, handedly cutting off one of its 8 spider servo legs, a second ork flails unimpressively with his choppa while the third opens fire on Sebastian making impressive plinking noise off the Rogue Traders Power Armour. The ork, seeing an easy target opens fire on the unconscious navigator, but... well ork shooting y'know? Not to be outdone by the orks ineffectual shooting the Seneschal put several bolt rounds into surrounding cargo containers and the explorator's servo skulls largely zip around annoyingly putting on a las-pistol light show... ambience...? Round two started worse for the players as an ork backhanded Zlad with a choppa hard enough to knock the explorator out putting a second party member effectively out of the fight. Putus struck back one for the mighty power of guns, felling the plasma burned ork and putting some damage on another with a 3 round hellgun burst, in revenge for the perceived kill steal, Viktor finished off the hellgun wounded ork with plasma to the face and drops another ork, Sebastian and the ork Nob duel, both doing little actual damage due to Power armour in one case and sheer toughness bonus in the other. The Seneschal puts down the final ork freeboota in a storm of bolter fire leaving just Sebastian and the Nob locked in combat. Round three and the two melee powerhouses continue to bounce off each other armour, the rogue trader gets a good hit in but the orks HP is just too high... until the Seneschal finally getting a good initiative roll turns the Nob to jam... This surge from the captain and his staff further inspire the crew in the cargo bay to fight harder combined with the morale damage of seeing the boarding party leader turned to a fine green mist breaks the back of the ork boarders who retreat to their vessel, the deck evacuates as blaring klaxon's warn of the impending de-pressurization of the cargo bay, the team pile back into the bridge to take back control of the starship combat, minus Zlad and Lady Revan who are unceremoniously dumped in the medicae bay on the way to sleep off the fighting (And broken arm and mild concussion in Zlad's case) Thanks to Putus' heroic piloting and fate point usage the two ships separate from each other, the captain orders a target lock on the second ork vessel and Viktor opens fire with the Shard cannon, critically hull breaching the raider.... rolling 1d5 for the amount of components destroyed he rolls maximum.... combined with an earlier focused augury success the gunner takes out all 3 weapon systems, life support and the engines, after totting up damage the ork raider is utterly de-crewed.... Well crap The damaged raider that boarded earlier, sensing the battle has turned and that, this was in fact NOT a humble merchant ship as advertised charges its jump engines, next combat turn Viktor misses with the shard cannons, much to the rogue traders impotent fury the raider rips open a hole to the warp and slides through, threats of eventual retribution echoing down the vox. Due to the losses incurred by both the players and their ship they searched the station wreck and ork raider for survivors and scrap metal to effect repairs, gained some profit factor, repaired the gaping hole in the cargo hold and began healing Zlad. The limited survivors from the station were only two glad to fill in the crew gaps the ship took during the fighting, all in all the ship would survive as would the players, we called first session their and doled out XP. Second session will be coming shortly By the way an internet cookie to anyone who gets the ship name joke
  6. The Shining of the Cogboy So the Mechanicum district is in a bit of disrepair what with half of it being abandoned and moved into by local vagrants a lot of the disused manufactorums are now slum blocks for the desperate and taxis won’t go near the area with a bargepole. The groups unpleasant walk is distracted however when a lithe tall figure opens fire on them from high above a rooftop, the groups return fire shies the enemy away but the scum is wounded fairly badly so the group make better speed for the enclave. The cogboy does play the smart card here when he gets to the mechanicus enclave. He pretends he can’t speak binary. See the Cogboy is only 19 and didn’t grow up on a forge world so he has very little in the way of distinguishing tech parts (For a mechanicum anyway) so speaks to everyone in gothic so he can over hear when the mechanicum speak binary. Blagging entry, bed and board in exchange for a sample of what shot the Scum and information about the tech heresy (The leading Magos sends an orderly to DEMAND the remains from the arites straight away in binary) and the group retrieved the sharp flat disc that hit the scum earlier. Never one to leave well enough alone and unsatisfied with the lack of forthcoming assistance from the mechanicum the group decide to make for the nearest elevator and go a spying. After a little maze solving they make it to a 6th sub basement of the enclave and are presented with two large doors, both with inquisitorial seals on them. Deciding to leave well enough alone, they’re about to leave when one door opens revealing the magos and his travelling circus of sycophants and guards. The psyker thinking fast goes invisible and hides in a corner while the others are taken by a furious Magos for interrogation. While tech guard scour every part of the enclave except where the psyker is, the psyker looks around seeing examples of forbidden xeno’s technology, inquisitorial seals and several data slates which she promptly swipes. The interrogation goes poorly with neither PC willing to blow their covers or rat out the psyker. As the aforementioned psyker attempts her escape toward a recently landed arbites vehicle (Dropping off the Remains the Magos had Demanded) she walks right into an arbiter, the two recognize each other from earlier, he cuffs her and puts her on the transport then delivers orders to the Magos that the prisoners are part of an ongoing arbites investigation and are to be handed over immediately. The party is reunited at the now less temporary arbites precinct where the arbites are gearing for war. The judge having decided that while their actions may have saved the planet the investigative detail are a political nightmare having received orders from both local government and protests for adeptus mechanicus ordering for the prisoners to be returned post haste. It’s time for our intrepid heroes to leave. Luckily information retrieved from the mecha stealers pod has given them co-ordinates to where the pod should be returned to and in theory where it came from. Being granted passage off the planet the group proceed to an airless moon where there is an apparently hidden ad Mech research base. One rough ride on a dodgy freighter later and some interesting EVA manoeuvres they find the entrance to the research base, upon opening the large airlock door they are hit in the face by floating bodyparts of priests and servitors having being cut to pieces and gaining some insanity from yet more jump scares. This is mainly the Tech priests ride as they go around the outpost restoring power and trying to find out what happened and what the base is for. The centeral atrium has an enormous hole cut into the floor revealing darkened chambers below while the main level is a total mess, the communication room is a swamp of mangled limbs and wires, every screen is smashed and the only machine still functioning is eerily absent of any machine spirit whatsoever. The supply room has been obliterated and is open to space while the barrack room is empty. The priest manages to get environmental controls back up and running as well as power and after avoiding the obvious as long as physically possible the group descend into the giant hole in the floor. The Scum and the psyker rappel down, the Tech priest just jumps, taking 4 wounds for the trouble. The Chambers most apparent anomalies lay in the vacancies where 3 stasis pods should be, quick on the heels of that is the 4th pod that instead of being missing, has a massive Mechanicum augmented Ork Warlord in it. By this point I think the Tech priest is willing to forswear religion and mans up deciding to get to the bottom of this madness. Quizzing the terminals yield troubling results there were supposed to be 4 pods, 3 are missing and have not been flagged for deployment, each pods contained and experimental exterminatus level enhanced bioweapon, the tyrannic life form they already encountered on Dreah, the Ork warlord in the Tank, an experimental artificial alpha level psyker and a heavily augmented feral xenos species. Further investigation speaks of a self destruct mechanism built into each one and that should the mecahnicus implants be rendered inert the internal reactors on each prototype are programmed to overload other sights included the medical bay where the augmentation surgeries took place and hatch in the roof of the medical bay. The group were then interrupted by the airlock to the base opening and pressurizing. I confess another mistake here this mini boss was also too easy. The eldar outcast from earlier that attacked them en route to the enclave was back to finish the job, at least that’s until the invisible psyker tripped the eldar with her stick of the Emperors Divine Wrath sending him sprawling at the feet of the scum with his thrice damned fully automatic autogun. There wasn’t enough left of the body for me to accurately describe that it had once been an eldar…. After the excitement the Tech priest found that the hatch led to an inquisitorial Aquilla lander with a functioning distress beacon which after a few days he was able to get to send a signal to the inquisition to come and pick them up. Their inquisitor sent another servitor to conduct communication with the group who were given a disgruntled pat on the back for finding the base and uncovering the genestealer cult before being relocated to the inqusitor’s orbiting battleship to be briefed on their next job which would probably entail hunting down the remaining tech heresies this radical base had birthed as well as finding out how why and when they had pissed off the eldar… Next time, were off the Malfi!! I should elaborate why these posts came one after the other the sessions were done two weeks ago but I got a bit lazy with the AAR, that’s us up to date for now, next session’s on Tuesday….
  7. So, our brave heroes finally focused on the task at hand, sally forth on grox drawn cart to investigate the first farmstead where production dropped off. Upon arrival the psyker attempts to use hoodoo vision to see if something is wrong nearby (Psyniscience) and promptly vomits on the scum in his stolen Sunday best. As the cart draws them through the farmlands they come across a barrack block/mess hall for the farmers and a communication hut. The Scum steps out to meet two shotgun armed stoned guards who refuse to let him poke around but DO let him wash up before wandering off. Headless of the guards the Tech priest and Psyker decide to go on a wander, the Priest to the communication hut and the psyker to go and quiz a farmer or two. The priest finds the comms equipment in disrepair from lack of use and the psyker finds unresponsive farmers digging holes and pretending to farm the same spots endlessly… But the scum, oh the scum, upon washing up decides to check the mess hall out. Well the stench hits him first, that and the enormous hole in the floor leading underground. On top of these revelation he can hear the guards coming back, so our intrepid Scum decides on the only sensible course of action, he goes to hide in the meat locker. Instant WP check as he sees hooked butchered human carcasses in the meat locker. The scum shouts out loudly in surprise, drawing in the guards, using the meat locker door for cover begins a fire fight. The Tech priest and psyker hear the gunshots. The priest goes racing to the incident and the farmer that the psyker was trying to talk to stops and begins walking towards the commotion. INTENDING TO STUN THE FARMER the psyker swings what is now known as the brain staff into the back of the farmers head, one confirmed crit later the farmer no longer has a head and is permanently “Stunned” One comically bad gunfight later in the kitchen, the tech priest vaporised a guard’s head with a las carbine and the psyker critted the other killing him with one shot to the leg with her staff again. The Tech priest is now looking at his own metal staff as if it’s some kind of super weapon and wonders if his is also imbued with the Emperors divine wrath… So the hole in the ground has been steadily hissing louder and louder, the scum points out they don’t really have the resources to fight this right now and the group decides discretion to be the better part of valour and steals a farm vehicle to escape. Tech Priest gets on the ole vox to the Arbite’s who he surrendered the data slates over to earlier and has kept on fairly good terms with. The panicked conversation is enough to bring the arbites judge and a small strike team to the waystation to find out what the hell is going on (The conversation included the heresy repeated ad nauseum). Upon returning to the inn our intrepid heroes booked lodgings at the scum explains to the judge the situation backed up by recordings the Tech priest has been making under their guise as adepts from the administratum. Halfway through the conversation the inn keeper unloads a concealed shotcannon blast into the judge. The carapace armour laughs and the accompanying arbites liquidate the inn keeper in such spectacular fashion the group takes a WP check for it. Que a call of Cthulhu moment as the whole turn goes feral and charges the inn. This is where I argue the effectiveness of autoguns although admit a rookie mistake of giving the PC’s waaaaay too much support for this horde fight. The horde is easily fought off allowing the judge to call in reinforcements to head back to the farm and deal with this once and for all. The group are deputized to accompany him and given a flak vest each…. The arbites sweep the farm fields with gunships before landing and securing the outside of the barrack block, our intrepid heroes, the Judge and 2 arbites with heavy stubber descend into the depths. I should point out here that on their previous trip here the Tech priest had inquired as to what the comms equipment was powered by out here and I replied a barely man portable promethium generator, this will be important later on… so the sweep of the tunnel goes as expected your usual tension, expecting monsters everywhere ect, the psyker tries to sense life to find which tunnels to take leading them to an ominous corner. The chucks a stolen stun grenade around the corner and the arbites follow. The intrepid groups is met by an 8 foot tall mechanicum augmented genestealer complete with cogwheels and mechanicum skulls. I swear in one of the best displays of roleplaying from a guy who hasn’t RP’d before and doesn’t have an encyclopaedic knowledge of 40k the Tech Priest fails his WP check and screams at the top of his voice “TECH HERESY!!!!!!!!” and promptly runs his ass back the way it came in desperate urgency to get ahold of that aforementioned promethium. One arbiter runs with him the other gets eviscerated by the mechastealer the scum and psyker hold and open fire on it as best they can. Again I went easy on this bit, treating the mechanicum implants as more of a downgrade to the stealer then an upgrade. The Judge bravely charges the stealer, I’m assuming he’s going to die heroically. He stuns the damned thing with a headshot from a shock maul…. The psyker headshots the stealer with her las pistol knowck off half his health… The scum, at point blank points his autogun at the stunned stealer and holds down the trigger till the bad thing goes away… Meanwhile 2 arbites are holding the Tech Priest down as he is trying to pour promethium down the tunnels to cleanse them in fire…. During the cleanup of this affair the group discovers that the genestealer apparently was dropped off by some kind of adeptus mechanicus stasis pod though the locks have been cut through with a keen razor edged weapon as opposed to just opened. Mission accomplished the group head back to the city, leaving the judge to call in enough arbites to clean up the problem know the threat has been identified it’s time to send the report to the boss and clock off. Or not. Deciding the pod from the ad mech probably factored into this genestealer cult and somebody had to have altered it they stop by the adeptus mechanicus enclave in the city. Time for cogboy to shine!!! To Be continued
  8. Hi, brand new member here and this is I guess a running aftermath from the sessions of the campaign I'm running Incidentally, this will become relevant later, are autoguns really supposed to be so potent against large crowds? Anyway My group consists of a Psyker, Scum and Tech priest. Didn’t want to do a campaign any of them could get spoilers for so I wrote my own module (It sounded like such a simple idea) so here’s a rough outline of sessions 1 Group wakes up tied to metal chairs getting a briefing from a robed servitor, the servitor is sending them to an Agri world whose output the whole sector is dependent on (Dreah) recently the planets exports have dropped through the floor, this is concerning the inquisition. The disposables (Team name) are being sent off the inquisition books posing as an administratum investigative team to find out why. Group receives briefing without trouble leaves the room and finds out there on a luxury transport ship heading to Dreah, the party decide to mingle with the passengers including the merchant owner of Voss Interstellar Shipping, who runs most of the shipping on Dreah and Arbiter Judge Toskin, who is also with a small force or arbites to see if the drop in food is being caused by heretics. Consistent schmoozing by the tech priest and the scum bag them both vox frequencies with the merchant being very chatty, happy to see them and wanting their blessing and consideration for several local shipping contracts. Shortly after the conversations are done the transport lands in the central starport city on the planet and the largest bit of civilisation on world. Que immediate shopping spree…. The scum auctions off his autopistol and 1 clip and notices he got a DAMNED good price for it and that in fact arms are selling like hot cakes. The group decides that lodgings in the city are too expensive so make their way to a waystation town where the food exports first started dropping. They arrive at the town with little event, it’s a small town reminiscent of ancient terran Wild West towns with the exception of the large warehouse complex near the town. Upon arrival the locals seem highly disinterested and doped out of their skulls, after getting lodgings the scum goes to the saloon to enquire about the chem trade assuming logically the overuse of chems is doping the locals dropping productivity. This proves not to be the case as he purchases a dose of the chems the locals are using, its slaught… not known for rendering users docile in the slightest. The psyker also decides to hit the saloon after noticing the inn keeper they are staying at feels…. Wrong (Psyniscience) walks into the saloon tries the same trick… and just about makes it back outside before vomiting profusely for a solid 5 minutes… there is something Very wrong with the locals. This mini investigation leads both the psyker and the scum to the same conclusion. There’s something being shipped in that’s messing with the locals. While their doing this the tech priest is going over the shipping logs they were provided with by local administratum. So the psyker and the scum independently try to break into the same compound from different angles, Psyker uses chameleon and tries to walk through the front gate, with no stealth skill whatsoever, bashes into the barricade and barely evades the guard who is pretty sure that was not just the wind, she makes it to the warehouse building and shoots out a door lock with her las pistol, making sure to use sense presence to make sure no one was close enough to hear the shot. She makes it to the deserted warehouse office and swipes a number of data slates. MEANWHILE The scum patiently waits and watches guard rotation before cutting a small hole in the fence and crouch running toward the warehouse. Rolling an 87 for the stealth check in which he is untrained… Alarm goes up, the psyker, still invisible dives under a desk to hide while the scum bursts into the dark office, they try to recognize each others voices by playing marco polo, and both fail their perception tests so still don’t know they are both in the same office…. The scum goes into the main warehouse and spots an open container containing a small amount of chems and a shitload of military hardware. He promptly steals an autogun and 5 clips before diving into the next room as the guard burst into the office. The psyker is still under the table as the scum ends up in the guards barracks, which is currently empty, so grabs a uniform as the sarge walks in, blags that he is a guard heading to patrol and spends the next 21 hours assisting the guard patrols searching for himself before he can get away…. He psyker bolts as soon as the guards leave the office and slips you the same way she slipped in banging into the same barrier… again tripping up a guard as she runs off, still chameleoned (Sustained power tests have been taken throughout this insanity) And makes it back to the room they rented with the slates she stole for the tech priest to go over. Turns out Voss Interstellar has been shipping less chems lately and more military grade firepower as the data slates from Voss and the administratum don’t match up, the weights and frequencies are correct but the manifests are different, what was officially farming equipment, is actually a metric ton of lasguns and auto weapons with enough ammunition to start a small war. Upon hearing this both the scum and the priest want to pursue the weapons, while the psyker reminds them their job was to find out what was causing the problem, the guns are just being supplied they still don’t know why or if it is relevant. After turning over the data slates to the arbites like good little boys and scoring extra credit with the judge, the group decides to goto one of the farm steads that supplies the waystation with food to send to the capital. Something Gribbly this way comes.
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