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>Previous Threads: http://suptg.thisisnotatrueending.com/archive.html?tags=Planetary+Governor+Quest

>Basic Information on your planet: http://1d4chan.org/wiki/Planetary_Governor_Quest

New players are always welcome. It's recommended that you read the 1d4chan page, but not necessary. Same with previous threads.

You are Elyssa von Braun, former Captain in the Imperial Navy and current planetary Governor of Daysimir, and you are trying to take apart a Space Hulk apart for fun and profit (But mostly profit).

You have secured the surface layer of the Space Hulk, cut two Freighters free, have four Cobra-Class warships currently being used as staging grounds for your troops, but are prepped to be cut free at a moments notice, and have taken control of an Ork Ramma ship with an Arcanotech device on-board somewhere in a bloody battle against genetically, cybernetically, and chemically enhanced Orks and a monstrous, heavily mutated Warboss who appears to have been entirely too intelligent and ambitious for his own good.

The power signature of the Arcanotech device has been traced to the ships unusually large Squig Pit, which is incidentally one of the few areas on the ship not yet taken by your men and seems to be guarded by the only other Enhanced Orks on the ship aside from the ones encountered on the bridge, along with a large concentration of the mutated Squigs and Grots found scattered elsewhere on the ship.

A combined force of your Naval Armsmen, Special forces, Iron Dragons Terminators, and Skitarii.

Your orders, Governor?
>>
>>19679873
Fuck Yeah, Planetary Governor.

Ok, we want that Arcanotech device, the Adeptus Mechanicus will love us a lot after that.

How are our forces doing doing in terms of damage and casualties?

Is Brother Ironfist going to be ok once they patch him up?

Thankfully without leadership the remaining Ork forces are going to be pretty dumb, to deal with the Enhanced Orks and the pile of Squigs and Grots we should set up a fortified area near the entrance to the Squig Pit and lure them into a meat grinder. First lure the few remaining Enhanced Orcs and try to deal with them on their own, then move up, set up anti personnel explosives if we have them, claymores and the like, and lure the mass of squigs and grots into that, any that survive the explosives will be met by a defensive force firing weapons down the corridor into where they're coming from.
>>
Also, thanks to whoever updated the page a bit in the last day or so. Makes my life easier.
>>
>>19679955

Casualties have been low...for a Space Hulk operation. You don't know the exact figures for the entire conflict, but you're sure that the fact that your troops are better armed and trained than most Armsmen (Despite their lack of specialized Boarding Action training) and the support of the Iron Dragons Astartes and now the Skitarii of the Steel Fist Legion are helping casualty figures immensely.

Makeshift fortifications have been set up blocking all (known) entrances to the Squig Pit, and are being strengthened as sandbags, heavy-weapon emplacements, and barbed wire are brought in with resupply.

Unfortunately, the Enhanced Orks manning the barricaded entrances to the Squig Pit don't seem inclined to take the bait, although great swarms of altered Squigs and Grots do charge suicidally into weapons fire alongside dozens of normal, baseline Orks. The enhanced Orks appear to be trying to fortify their positions and are showing an uncharacteristic aversion to charging into enemy gunfire.

>Your orders?
>>
>>19679873
well, if I remember right we had two big goals.
#1-rip of as much as we can from the space hulk for looting purpases
#2-dissable all warp drives to prevent it leaving

while looting is important(arcaneotech included) we need to ensure there are no delays with the warp drive disableing otherwise the damn thing may vanish into the warp with the valuble teck and a decent chunck of our elite fighting force on it
>>
>>19680099
Well, they're being smart, that is very annoying in an ork.

We can't let them have enough time to build up fortifications, it'll make it even harder if we do.

See if there are any other entrances or ways to the Enhanced Ork fortifications, we don't need to get many people there, just enough to lob grenades, flashbangs, that sort of thing into where they're trying to fortify. Then have our men charge, Iron Dragons leading if at all possible and take them down. We've thinned out the swarm numbers for the Grots and Squigs so an offensive should be feasible at this point.
>>
>>19680099
well, even if they are oddly disaplined they are still orks. Have a few pwople shout insults and accusations of being whimps and what not ar the orks. make ample use of loud speakers and what not. either we get chaged by enraged reckless orks or we learn just how far that strange disapline goes
>>
>>19680099
I am rather fond of the idea of making our own door again, do we have the munitions for that?
>>
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Can we get some Iron Dragons to toss some incendiaries at whatever fortifcations they're trying to erect? Even if it doesn't work, It should still hamper any greenskins trying to go near it.

If anyone's got any better ideas, I'd welcome it, but I think the ID's and their superior armor and sheer amount of burny are going to be a key factor in keeping them dispersed.
>>
Hey, good to see you back.
>>
>>19680099
Either make our own door or have some astartes and servitors push while our armsmen lay down suppressive fire

Thinking maybe open a new hole in the roof this time so they could drop some explosives in first and take out a good chunk of the squigs but that might damage the archeotech so maybe as a plan F
>>
Assuming the Gameroom's still here - orders are as follows:

Get recommendations from commanders, and assess the men's willingness to take the squig pit.

Get supply lines secured if they're willing to do it provided they have melta and heavy weapons.

Get snipers in the area if it's helpful, we want to pick these orks off without damaging the archaeotech.

Other than that, continue disassembly of the hulk, make it as safe as possible, and see if you can purchase more voidsuits from anyone to increase the number of armsmen and special ops troops on the hulk.

Evacuate the wounded, have all medicae decks standing by, etc.
>>
>>19680163
>>19680176
>>19680293
>>19680299
>>19680682

The Ramma is so disorganized and decentralized that it is entirely possible that you're missing several entrances.

You could just blast a new entrance through the wall. That particular tactic has worked well for breaking open or bypassing Orkish barricades in the past.

Ironfist is being taken back to the Staging Grounds for transfer to the Battlebarge Wings of Flame and its extensive on-board repair facilities and Forges. He is expected to be fully combat-capable again within a month.

Only one Warp Core remains active, its disablement is the current mission of an Iron Dragons Terminator Squad operating deep in the Hulk.

Supply lines are being secured, although for the time being most of your combat force is still being supplied by runners carrying as many munitions as they can bear.

Incendiary grenades damage the barricades and halt construction, and inflict some casualties on defenders.

>Orders?
>>
>>19680815
Blast through the ceiling, using dislodged chunks of the ship's structure to crush Orks on the lower level.
>>
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>>19680849
Damn, if we controlled the lower levels, we could blast the floor right out of them onto some traps and finish them off while they were stunned.
>>
>>19680815
Make a new door and flood through while we are keeping the pressure on the barricades

Have the astartes come through the walls while servitors and praetorians charge the orks
>>
>>19680815
>grenades damage barricades, halt construction
Stay on them, don't let them catch their collective breath. In the meantime, we can blast another hole in something but the closer we do to the Squig Pit the more chance there is of damaging the archaeotech. As such, if an opportunity presents itself, do so.

In the meantime, keep shooting them to ribbons.

What's the status of the cutting crews, how close are we to the next layer of the hulk?

Can we make arrangements with anyone to get more decent voidsuits for more spec ops troops to use in boarding the hulk? More bodies might be a good thing.

What's the disposition of the Iron Dragons Master of the Forge towards us? Does he like our government/record as governor? Has being granted access to a world with rare elements and Dark Age tech made him a happy camper?
>>
>>19680888
>>19680881
>>19680849
You know, if we were smart, we'd just cut every structural member holding the squig pit to the rest of the ship, void its contents into space, and take the thing.

Is it facing the outside of the hulk? Is it accessible? How dangerous would this be for our cutting crews to do?
>>
>>19680891
>Gruzgob cancels construct barricade: interrupted by grenade
>>
>>19680994
And then we made a DF mod named Ork Spaceship
>>
>>19680912
This is pretty deep in the hulk so I doubt any parts of the squig pen are open to vacuum
>>
>>19680997
Just work off the squat hulk idea a bit more
Only instead of migrants we have WAAAGH bands
>>
>>19680849
>>19680881

Both of these are sound (You could have a Strike Team blast a hole in the floor and quickly place charges before retreating upwards), and crushing the Orks with their own ship has much merit. However, this will likely destroy the Archeotech that you are trying to recover from the Orks in the first place.

>>19680891
>>19680912

You have already bought up most of your planets (admittedly very limited) stock of modern pressure suits and body-gloves. You could buy stocks of older or cruder suits, but they would be too large and bulky to fit body armor over.

There is, however, a large makeshift fleet including many human merchants and Rogue Traders waiting in a neighboring empty system, and many of the Xenos Merchants will likely have human equipment from previous trade with Imperials.

The third Human Freighter is about halfway cut free, cutting operations have begun on second-layer ships. The Cobras are ready to be cut free at any time, although doing so without allocating a new Staging Area will disrupt current operations somewhat.

>CONT
>>
>>19681003
>>19681003
It's actually not that deep in the hulk, from earlier posts. It is in fact more or less easibly accessible.

Consider this - according to previously stated information, the hulk is structured as follows:

Surface level:
-four Frigates, ready to cut free at any time
-two Freighters, one has been cut free, other is being worked on or was as of several threads ago

Sub-surface layer:
-two Freighters
-Tyranid Bioship, 'dead,' 25% of its mass destroyed by bombardment.
-Tau Freighter
-Chaos Frigate
-Ork Ramma
-unknown Xenos ship

Third layer, above the core of the hulk:
-two Xenos ships
-Mechanicus Light Cruiser
-massed junk (Scrapped satellites, asteroids, etc)

Hulk core:
-two Freighters
-three troop transports

We could take a couple of the outer ships off and either the squig pit would be facing the void or it would just be a matter of cutting the Ramma free. As the Ramma has ship components scavaged from Imperial vessels, it is worth salvaging from and breaking apart later to retrieve and restore these components anyway.

As such, the whole idea bears investigation.
>>
>>19681146

There we go. Ramma's second-layer, we could make a hole near the archaeotech and vent decks all around it a more or less safe distance away if the techpriests think that'd mostly make life hard for the orks and not our guys. Could be we'd kill them all without damaging the archaeotech.

Get someone to assess this if possible.
>>
>>19681146
So, would both the blasting up and blasting down plans risk destroying the Archaeotech, or only the one where we drop the ceiling on the Orks?
>>
>>19681184
why drop the ceiling on them when we could just expose them to vacuum and kill them through asphyxiation?

and even if they shut some blast doors and secure their air supply we could just tear out the whole pit from two bulkheads over
>>
>>19681150
Cutting it free for any salvageable parts is a good plan. We could go quick since there are useless parts the orks have destroyed and be careful around the usable parts
>>
>>19681146
>CONT

The Ramma is between the main body of the Hulk and empty space, although the Squig Pit is near the center of the Ramma. Voiding the ship May incur casualties among wounded soldiers who have not been evacuated and soldiers with breached suits and no more suit patches, but taking time to confirm that everyone on the "ground" has suit integrity will probably eliminate this risk.

The disposition of the Forge Master is unknown, the Iron Dragons High Command hasn't interacted with your administration much lately, being preoccupied with Fortress-Monastery construction, operations in the Sector, and finishing cleanup of Chaos artifacts and weapons/corpses in Raiders Grief.

>>19681184

Both. Although your men can't be sure where exactly the device is inside the Squig Pit, collapsing the floor or ceiling was calculated to carry the highest risk of damaging the device, whatever it is.

>Assault barricades
>Blast new door
>Collapse ceiling
>Collapse floor
>Other
>>
>>19681548
Blast multiple new doors and assault the barricades. Swarm them from every direction and deny them a choke point; force them to spread out or be surrounded.
>>
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Hmm, since most imperium tech is made of metal and shit, it should be somewhat resistant to shrapnal and fire, I say we breach and toss in a couple dozen frags and incendiaries, then send the ID's in with flamers.
>>
>>19681548
>Suit integrity check
Do this.
>wounded
They aren't evacuated yet? Work on evacuating them.

That aside, blast in a new door in the least risky place and throw in supression weapons chosen to make life difficult for the orks but not screw up the archaeotech. Superhot steam a good hundred agrees above boiling might hurt them a lot more than it would hurt computers, etc.

If the commanders have similar or better ideas, put them to use. Other than that, go in through our new entrance and kill the lot of them.

Then, seal the archaeotech behind difficult-to-breach doors if its immobile or cut it free and extract it, retrieve all wounded personnel, cut the ramma free, expose it to the void, and put it under non-AdMech guard.

No turning anything over to anyone until the operation's over and we're negotiating. Possession is nine tenths of the law, and the AdMech will like us just fine after we turn things over to them later.
>>
>>19681548
I don't want to risk the archeotech, ixnay on the collapsing the floor and ceiling.

Blast new doors to take out the Ork fortifications another angle and let our main force assault without worry of getting cut down.
>>
>>19681600
>imperial tech
>metal

Well, there are often biological components in the form of mind-scrubbed human brains, so let's tone down the shrapnel and so on.

However, ork tech is notorious for either blowing up when you shoot it full of things or working for no good reason when it's been blown halfway apart, so I dunno about this plan.
>>
>>19681583
>>19681628
Seconding, with the alteration that it be two new entrances in the locations judged to be of the lowest risk, and that we plan on herding all the occupants out one of these entrances or out other ones if we get them running.

It might be prohibitively dangerous to crush them, but they might be flushed out of a hot zone especially now that their warboss is dead. The advantage in fighting reasonable orks is that they might be more prone to considering retreat than even normal Blood Axes.
>>
>>19681643
I thought the biological components would be shielded or something, I mean the most basic weapon of the Imperium has all the durability of an ak-47 while being made of the same industructible materials the orignal gameboy's were made of.
>>
>>19681698
I find fault with that formula. It's archaeotech, the rule is assume that it's fragile as eggshells until proven otherwise.
>>
So a while back we had a discussion thread about some things we could do to make life easier on the Gameroom and ourselves. Rohan, IIRC you liked this as did at least one other person. If we all still like it, we can ask Gameroom to use it as our default for a while. Should shorten arguments over which improvements to buy this or that year if we can just plan to get them next year and break through logjams where nobody agrees by counting up votes and giving the second-favorite expense second-highest priority, etc.

IDEA: Budgeting would be way easier if we had a five-year plan we could make annual revisions to.
How to: take personal and government income, multiply by five, add or subtract known aberrations. This is your overall projection without adjusting for unknowns, like how much a given project will affect revenues. Plan what you'd spend that on year by year given income rate.

Revise every time a new year starts.
>>
>>19681623
>>19681666
>>19681698

There is an ongoing battle across the Ramma, the Squig Pit is just one of the few areas still held exclusively by the Orks. The fight is in your favor, but your forces are still fighting Orks in close quarters, and injuries are inevitable.

You have no idea what the Archeotech device actually is, aside from the fact that it has an independent power supply, although your Techpriests can make a guess based on the strangely modified Orks and unusually sophisticated Ork technology encountered so far. It could be a fully armored mobile lab or an extremely delicate piece of lab equipment, you won't know until your men see it.
>>
>>19681994
That's good as a general guide but how about we limit it to 75% of our funds spoken for in the plan and leave ourselves 25% for any spot decisions we need to make.

Streamlining things we can all agree on like the upgrade order etc is good but when the RT or some other random event where we can use the money come in then we could be madly reassigning cash from projects or passing on things we could really want because it is tied up
>>
Oh, almost forgot: Roll 1d100 +10 for COMBAT!
>>
rolled 57 = 57

>>19682096
WAAAAAAAAGH DA PERIUM!
>>
rolled 60 + 10 = 70

>>19682096
That's what the personal money's for, but I intend to keep some funds in reserve. 20% sounds better than 25% because consistently hanging onto a quarter of tax revenue might make an educated citizen's blood boil. However, we can certainly consider it discretionary funds.
>>19682112
Rollan.
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>>19681994
>>19682096
Yeah I can get behind this, anything that gets new content out faster is fine by me.
>>
rolled 54 + 10 = 64

>>19682144
Forgot the +10

>>19682156
Well it is a double edged thing
If we keep a quarter of our budget free and we show the people we put it towards things that are necessary as they come up without resorting to pushing back planned works they will be ok with it

If we end up not using it then we can put it towards improvements.

I was thinking more we keep 25% of our yearly income free so if we have 100c per year we keep at least 25c spare and if we don't spend it then next year we simpy let all 100 go on improvements since we have the spare.
If we spend some of it then we can top it back up and put the rest towards improvements
>>
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>>19682156
If anyone complains you could state it's for national emergencies, like a chaos raiding party or a natural disaster.

Hoesntly I don't really care either way about a 5% difference, but we shouldn't be forced to rely on the generosity of our neighbours if tragedy strikes.
>>
>>19682213
Let's go with a fifth, because that gets us more than ten C. If we need more we make a donation from personal funds and get ourselves some extra popularity.
>>
>>19682412
Good point. And we will be growing our businesses quickly enough that we can top things up as necessary
>>
>>19682213
>>19682156

The walls explode inward in a shower of shrapnel and flame, followed by a spray of Bolter and lasgun fire.

The battle for the entrance is short and brutal, with scores of Orks being cut down in the first volley. An Iron Dragons Terminator Sargent observes with grim humor that the Orks appeared to have learned from previous clashes, and amassed most of their forces near the areas where they thought your troops would break through the wall. Unfortunately for them, they weren't quite intelligent enough to anticipate that the explosion from the charges destroying the bulkhead would destroy Orks just as thoroughly as its destroyed walls.

After a brief fight, your men gain the ground around the rim of the Pit. And from below, the voice of Leviathan thunders.

The creature that rears its head above the Pit takes up almost the entire room, huge and hulking beyond even the largest Orkeosaurus, and mutated to the point that its is almost unrecognizable as the massive Squiggoth that it is. It turns a massive, baleful red eye toward the intruders in its domain, and cracks open its jaws to roar like a beast from a forgotten age. From below in the pit, legions of mutated Spider-Squigs, each the size of a man swarm upwards to the edge of the Pit, screeching with hunger and thirst for war.

And from above, the Ork snipers in the rooms rafters open fire.

>Action?
>>
>>19682630
Get our armsmen to take the snipers positions
The marines and servitors should get to work on the orkeosaurus.

Once the snipers are cleared have our armsmen start sniping the squigs and any other targets they can affect
Iike the eyes of the big thing
>>
>>19682630
Balls, the hard part is going to be taking down the Leviathan without damaging the Archeotech, whatever or whereever it actually is.

Get men in the rafters to take down the snipers.

Form a perimeter around the rim, keep the fire burning to keep the spider-squigs contained.

Focus fire on the eyes and other noticeable weak points of the Leviathan.

We can't afford to just throw a few dozen blocks of C4 at the situation and leave as that would probably take our the Archeotech as well. We should if we get the chance throw grenades in its mouth, now I'm also worried that the Archeotech is in the Squiggoth but I'm not sure.
>>
>>19682692
Well, here goes.
>>19682689
>>19682630
Seconding these on the following points:
-Taking sniper positions.
-Using servitors, etc as a buffer, get them into position ASAP.

I'm going to suggest the following things:
-We need to flush whatever we can out of there and open up multiple fronts. Knock a second door in the walls.
-We also need to take out the beast WITHOUT screwing things up. We need a force that responds fast and is capable of acting laterally. This means one thing can be rapidly deployed: Iron Dragons librarian(s, preferably plural so they can support each other and make their efforts more controllable) in Terminator armor, teleporting to the scene.

As such, GET ON THE HORN to the IG high command and ask if they can deploy a terminator squad with librarians in to knock out the creatures with psychic powers or suppress them without risking things too badly.
>>
>>19682807
Oh, this is of course assuming we've got teleport homers, etc. Especially since we apparently somehow sent termies to the Ork Ramma's warp drive and they carry homers, though they could've left.

If it's a stupid idea to teleport them in, deploy a Caestus assault ram and get them there ASAP. Those things can carry ten terminator-armoured marines and cut right through the hull, it's exactly what they were built for.
>>
Gameroom got dragged away again?
>>
>>19683192
He's been posting every half hour to 45 minutes going by timestamps, I'd just get used to the idea that it's not his fastest night and use the time to plot and scheme.
>>
>>19682689
>>19682692
>>19682807

The combined force quickly falls back beyond reach of the creatures jaws and lashing, bladed tongue. Terminators with heavy weapons target the Ork "Snipers", retaliating against the amateurish marksmanship from crude semi-automatic weapons with lethal efficiency.

Taking up hasty positions, your men and their allies manage to hold back the swarm of Spider-Squigs, while heavy weapons teams unload their firepower into its bestial face. Concentrated Melta fire blinds the beast, but seems to have little other effect. Even dozens of Krak missiles impacting into its mouth seem to do very little damage to the beast.

>Action?
>>
>>19683223
Ok, so the beast is blinded but we haven't done any serious damage to it yet.

The problem with this is that any firepower sufficient to take this guy down risks damaging the Archeotech, which we want to avoid.

Keep up the assault, start moving up into dropping heavier and heavier ordinance and explosives into the thing's mouth, trying to get through the outside to something vital is unlikely to be successful, but dropping giant piles of explosives down its gullet might get us somewhere.
>>
>>19683223
Again, if its body is unassailable we can subvert its minds. Librarians in terminator armor are great here if available, and this is high enough in priority to call them in from other areas unless they're fighting something meaner than a massive monstrous creature.

While we're at it, maybe the AdMech can deploy a biologis specialist to the field. He may be able to poison the creature.

Barring that, send in skitarii and space marines with power weapons to literally cut out its organs, turn haywire (that's EMP) weapons on any supporting bionics or even machinery that isn't obviously archaeotech.

Take the ork's sniper roosts ASAP, put your own men in them.

If krak and melta aren't working, we can scratch plasma. Toxic bolter and autohun ammo is probably a good idea here, as are power weapons. If someone wants to climb onto the now-blinded critter and look for an ear or something to stab a power halberd or something into, we might have a win. Tell remaining snipers to aim for its ruined eyes and try to penetrate its braincase. Hell, concentrate fire on its eyes and braincaise for whoever's still shooting, assuming they have clear shots.
>>
>>19683294
What if the archaeotech is built into its bionics, is my thing.
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I think we're missing the forest for the trees regarding the archaeotech.

1: We don't know orkz could've done to it.
2: Until all the drives are down, we're still operating on a time limit.

If push comes to show, I'd rather sacrifice the archaeotech than risk losing it all.

(I'm not saying we are, or we should destroy everything right now, but I feel as if anon is putting too much focus on it, then again I'm tired as fuck, so what do I know.)
>>
>>19683341
There's one drive left and it's being shut down by a team of terminators.

Sending more terminators at it just means risking more attention and thereby more terminators, unless the commanders recommend it.

I think this isn't a bad idea politically and it's also kind of necessary for killing the goddamn terrors. If we don't take the squiggoths and so on now we'll only have to later, and that means forcing more breaches and dealing with smart orks. It's a good way to put fatigue on our forces either way, might as well deal with it now.
>>
>>19683223
This might be a job for power claws and swords.
See if we can't get one of the marines up on the scaffolding and try to burrow through it's eyes or something so we can get it's brain torn apart

Maybe one of the praetorians that came with the servitors could do it?
>>
YES! planetary governor quest!
>>
>>19683296
>>19683296

Your Snipers occupy the deceased Orks positions, pouring fire down and picking off the largest , as their rifles failed to penetrate the monsters thick, scaly hide.

Concentrated fire into the creatures mouth and eye has not incurred very much damage, although it is definitely blind.

Three Librarians in full Terminator Armor have teleported into the area, along with three full squads of Terminators and six squads of Assault Marines, each one lead by a Sargent with a Power Weapon.

Roll 1d100.
>>
rolled 98 = 98

>>19683422
>>
rolled 14 = 14

>>19683422
This is the judgement of the righteous!
>>
>>19683422

>>Picking off the largest creatures in the swarm of Squigs
>>
rolled 70 = 70

>>19683422
Hell yes, Librarians. Gonna rip and tear its tiny brain.
>>
>>19683422
>>19683433
either that, or we could lure t somewhere, evacuate the section and blow it into space.
>>
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>>19683427
Truely the Emprah has blessed our actions.
Our troops are going to go all Dynasty Warriors Lu Bu on their asses.
>>
>>19683462
>lure it somewhere

It's a blind beast that might not easily fit through doors even if it could see to follow us.

We're in the center of the ship.

If these two things weren't true I'd fund that suggestion with all of my seconding, but unfortunately due to these circumstances it'd just be a series of dangerous demolition runs and we'd be inviting ambushes and sniper fire the whole way.
>>
>>19683481
gah, missed that it lost its good eye.

well, i hope the librarians can turn its brain into cheese flambe.
>>
Screw it, I'm going to bed.

Gameroom, in the future I hope you can post quicker, having to wait an hour before each post, is quite franking tiring.
>>
An ideal target time/post length seems to be about one post every fifteen minutes with maybe a low-commitment paragraph or two with frequency working to correct wrong or jumpy decisions and maintain momentum and pace of exposition, but nevertheless Rohan's a bit silly if he expects to be entertained for solidly filled hours by a quest thread.
>>
>>19683427
>>19683430
>>19683433

The creature continues to shrug off massive amounts of firepower, as the Librarians assail its mind. The creature roars in pain, and blood dribbles from its ears and nostrils. The tide of Spider-Squigs and other Abominations falters, losing direction, attacking less like a swarm of insects attacking intruders into their Hive and more like a horde of angry, feral predators.

The Assault Marines perform a perfect synchronized jump onto its head and dig into its flesh with their Chainswords. The Sergeants begin clawing through its skull, seeking to end its life.

Soon, they weaken the monsters skull enough to place Melta charges along the fractures. With the monster distracted and its brain damaged, it can no longer resist the attacks of the Librarians.

And thus Leviathan dies.

The Spider-Squigs become even more disorganized, scattering in every direction like cockroaches when the light in the kitchen gets turned on.

Your troops have the rim of the Pit, and the advantage against anything further venturing up from the darkness below.

>CONT
>>
>>19683839

Finally your Techpriests have a chance to investigate the room in full, and set to work examining the Orkish structure for any hint of lost technology. After several minutes of poking around the aftermath, an Adept presses a mysterious shiny red button, which opens a set of sliding doors and reveals a massive piece of machinery, obviously not of Orkish origin. The device consists of a massive platform on which rests a towering monolith covered in arcane controls and screens, and surrounded by hundreds of tanks ranging from six to 60 feet feet tall, filled with green fluid and filled with dangling mechanical arms bearing various surgical implements. In several tanks Orks and Squigs appear to be undergoing reconstruction in the tanks, and dozens of un-mutated Grots working controls alongside faceless mechanical Servitors.

After several minutes of simply staring at the bank of machinery, one of your Spec Ops soldiers voices a question:

"How the Hell are we getting this thing out of here?'

>Action?
>>
>>19683863
Presumably this archeotech is in a separate room? Can we just cut the whole room out and graft it onto one of our ships?
>>
>>19683863
I think the best way to get something quite that big out of here would to be cut some holes in the ship and carefully remove the room it is in.
>>
>>19683880
>>19683882

>Confirm cutting Archeotech free from ship and towing it into the Void?
>>
>>19683882
>>19683880
>>19683863
We're clearing and sealing the room, all the critters in tanks need to be dead and fungicides deployed. After the bulkheads shut behind us, we're securing the area and locking all the doors tight, placing booby-traps (claymores, basically) a good distance around it.

After that, we get off the ship, cut it off of the hulk, and take it for clearing and then careful deconstruction.

It's got an Imperial bridge and some archaeotech, we don't know how much more in the way of useful salvaged tech there is onboard and we're not going to fuck around in the middle of a battle that could end with us owning over a dozen new Imperial ships. We have much more to do before this becomes a major concern.

Call the Iron Dragons' Master of the Forge and Chief Apothecary, tell them they're going to get an interesting device entrusted to their care after the dust settles.
>>
>>19683906
Yep. Also, fuck yeah Planetary Governor Quest.
>>
>>19683906
>cutting archaeotech free
It's in the middle of the ship, we have no idea of its tolerances, and if we disconnect it from power it might blow up in our faces. We can analyze it later when things have calmed down.

>tow into the void

We're bombarding the space hulk, they're probably going to take pot-shots back at us if they happen to grab a surface weapons battery and ten minutes to hot-wire it, and we're going to play around with tugs and precision deconstruction because we're confident enough to risk losing the archaeotech we just bought with our men's lives to an indiscreet bit of flak shot? This sounds like a bad gamble.

Just disable the warp drive, cut it out of the hulk, and tow it all to safety. It'll make the AdMech less frothing-at-the-mouth eager to take it off our hands if it's not easy to secure anyway.
>>
>>19683914
Yeah cut the Ramma out of the hulk
>>
>>19683914
yup contacts the dragons they are going to have a field day come to think lets see if we can get onboard to oversee it
>>
>>19683941
If we leave it on the ship we'll need to detail guards for it.
>>
>>19683914
>>19683914
>>19683941
>>19683942
>>19683948

Roll 1d100 +15 for clearing and cutting free the ship.
>>
>>19683962
I also don't think it's worth the effort to preserve it; it's probably been so heavily Orkified that it can't be restored to Imperial conditions. It's only a Ramma anyway.
>>
rolled 7 + 15 = 22

>>19683985
Rolling.
>>
rolled 13 = 13

>>19683985
Rollan.
>>
rolled 20 + 15 = 35

>>19683988
Rollan.
>>19684001
You can add in modifiers in the email field, Anon.
>>
rolled 99 + 15 = 114

>>19683985
>>
rolled 94 + 15 = 109

Poor rolls tonight
>>
rolled 47 + 15 = 62

>>19683985
cut it loose, but cut it gently.
>>
rolled 50 + 15 = 65

Throwing in my dice.
>>
rolled 6 + 15 = 21

dear fuck we roll like crap.

you know we could just let it there, guard it and clear the entire hulk... - if it is as percious as we think it is, and with only one warp core to be soon disabled we can have the hulk permanetly in our space, giving us time to cut it to pieces, reclaim ships and generally build up our forces.- that and getting four cobras and a admech cruisers and more techadepts for our own...
>>
rolled 28 + 15 = 43

fucking hell. we are going to blow up the whole hulk, aren't we?

or spread mutagenic compounds on everyone...
>>
>>19684076
get the dice out of the email field after ye posted, ye morons!
>>
Is there some reason why the people with the terrible rolls feel the need to dragging down the average again and again?

For example, this guy:
>>19684076
>>19684081
>>
>>19684063
>>19684070
>>19684076
>>19684081
Alright, that's about enough rolls, guys. I think we did enough damage.

>>19684076
>admech cruiser
We are never in a million years going to keep the cruiser and not get shot in the face by the AdMech. Handing it over is probably our best bet for coming to a useful settlement with the Mechanicus long-term, and we'll do so in a fashion that works to ensure a VERY good outcome for us, but if we can't control a forgeworld we reclaim we for sure aren't going to keep a relic of mars without going full renegade.
>>
>>19683995
>>19684001
>>19684012
>>19684019

The battle to clear the remaining Orkish inhabitants starts poorly, with brutal close-quarters fighting as your soldiers and their superhuman allies clear the ship meter by bloody meter. The halls of the Hulk run red with the blood of men and Orks.

But, with the final Ork counter-attack, the tide turns. Wave after wave of Orks charge against barricades and heavy weapons emplacements to perish in flame and blood.

The battle is won, and you profit. You find 11 C worth of loot, a Sunspear laser battery, Five Astartes-pattern Drop-Pods and 16 Guard-pattern Drop-Pods, a Fury Interceptor, and five Lightning Fighter craft.

According to your accountants, the treasure alone more than covers the cost of training, wages, and equipment of the 600 men that died aboard that Ramma, and that's not even counting the value of the raw materials salvage and the obvious Archeotech.

Warboss Fang Hardakka is in critical condition, and is being kept on life supporting awaiting interrogation, although he will likely take several weeks to recover to the point that he regains consciousness. The Iron Dragons have placed him under heavy guard in case he exhibits regenerative abilities great enough to enable an escape attempts.

>Action?

>Action?
>>
>>19683988
Well we are going to trash most of it but salvage the archeotech and other useful parts
>>
>>19684136
>According to your accountants, the treasure alone more than covers the cost of training, wages, and equipment of the 600 men that died aboard that Ramma, and that's not even counting the value of the raw materials salvage and the obvious Archeotech.

Treasure is to lifes as sea shells is to creatures that live in them.

For shame.
>>
>>19684136
Return to cutting and clearing the ships out of the hulk
Pull the Ramma out ASAP and get to work on the other ships of importance

I think we should set the two ships we are using as a staging ground to be cut off but held on with clamps etc so that when we are ready to quit the hulk we can just pull them off and go
>>
Why can't Moot just leave shit the fuck alone? Why?

Ever since the new HTML was added, I have not experienced a single day in which 4chan was not down at least once.
>>
>>19684153
This is 40k
600 lives is nothing compared to the losses the guard sustain in 12 hours
>>
>>19684160
Second this
>>
>>19684136
Good, cut the ship off from the hulk, it's quicker than sorting through all the salvage.

How goes the operation to take out the last remaining warp core, and when that is gone is the ship going to return to warp and do we have a vague estimate on how long it will take?
>>
>>19684160
This, pretty much. Except we can't clamp them back on, but we CAN use the pirate guides and techpriests to capture the sub-surface freighters and make the same offer of amnesty to any imperials left alive onboard, then take the level two freighters as new staging grounds if they're useful.

Reference is in this post >>19681150

That aside, recover the remains of those men and inter them. This was bloody, but their sacrifice will not be forgotten. A LARGE chunk of our profits will go towards benefits for their families and better training for boarding operations.
>>
>>19684171
Yes, but those werent all friendly fire by 1 guy.

The imperium is not so accustomed to mistakes as you would think, heretic...
>>
>>19684204
Seconding the question about the last warp core.
>>
>>19684211
Wat.
They weren't friendly fire, those six hundred men got killed trying to murder orks in a street-fight. On a space hulk.

Space hulks eat terminators alive, anon.
>>
>>19684211
The imperial guard regularly loses thousands in an attempt to charge an objective

We have cleared a space hulk. Took down massive threats and are claiming tonnes of material for our planet and the imperium including a least two sources of archeotech

They have thrown regiments away for less
>>
>>19684207
Relatively. the proper rate for life insurance and death benefits, with full medical coverage and education funding for offspring.
>>
>>19684279

Indeed. we cant blatantly favorize them, since weather they died in space clearing a hulk or defending a town from chaos raiders or the capitols sewers from tyranids they all died in the line of duty and as such all must receive the same amount of care and honours.

seriously you do not want to compensate one death more than the other. (post mortem medal awards for heroism is another story, of course, but that is still the only thing they would get extra, the better ceremony and medal.)
>>
>>19684296
>>19684279
First, we're not even close to done dragging our guys through the shit. We have many more layers of space hulk to burrow through.

Second, the other thing we can funnel money towards is combat training in micrograv environments and in space. We won't make a disproportionate grant to those families, but we're going to use handfuls of that money to ensure that such losses are unlikely to occur again. In THAT context, we can spend a good deal of these funds and make a gesture with deeper meaning.
>>
Have to go for a few minutes. Be back in about 10 minutes.
>>
>>19684138
>>19684153
>>19684160
>>19684244
>>19684228
>>19684213
>>19684207
>>19684204

Your accountants are...less than concerned with the intrinsic value of human life. They see numbers and files and nothing more.

The Terminator Squad lost one Brother and another was injured severely. Both Brothers were recovered and brought back to the Strike Cruiser Dragons Prize for treatment and freezing awaiting proper immolation and entombment, respectively.

The final Freighter on the surface layer has been cut free, and three derelict communications satellites have been found in the accumulated space junk clinging to the Hulk, along with 2 C worth of raw ores. Ork Ramma Cutting 43% complete (Work is going much faster now that most of the mining crews and equipment have been shipped out).

>Action?
>>
>>19684387
How are we doing with the third layer?
>>
continue cutting loose ships after making sure there wont be any nasty surprises and is the final warp drive deactivated yet?
>>
>>19684387
Keep on cutting stuff away. How goes the progress on the last warp core and the clearing out of various ships?

What more do we need to do to get the Mechanicus Cruiser able to be cut out?

General sitrep on the progress of the operation as a whole would be nice.
>>
>>19684387
Keep removing ships and working towards that AdMech ship. Prioritize getting our ships out, then the AdMech ship then any loot from xenos ships that we can conceivably carry without attracting =][= attention
>>
>>19684387
Use your men to keep the cutting teams safe and systematically take apart the hulk. Also, to monitor the warp drives onboard and ensure they remain inactive. Unless anyone can suggest a reason not to, bomb the tyranid bioship into oblivion when it's removed from the mass and use precision bombing/weapons fire to continue to reduce it when we uncover more of it. Tyranids are a significant threat.

Rotate fatigued troops with fresh ones. Take the time to clean their voidsuits before giving them to the next guy. Do it in shifts.

Recover the wounded and repair their voidsuits thoroughly, not to mention clean them. Then, reissue and rearm.

Double rations for everyone coming off duty.

Transport the insane pirates to holding facilities or cells well suited to contain them. They get food and humane treatment and so forth, but we're going to quarantine them and see if medication or treatment can restore some of their sanity.

The sane pirates that can't act as guides, the wounded, etc get quarantined and sent to medicae.

Insofar as it is safe to do so, same for the rogue techpriests. But try not to call the AdMech's attention to it.
>>
>>19679960
Welcome. I'd pretty it up more but my powers out and I'm on my droid.
Side note, do the knights Inductor exist in this setting? I think we are relativly close to them.
>>
>>19684387
>>19684421
>>19684427
Priorities for ship removal:

Overall priority should be assigned in terms of access - what we can get at, and when. Then, as we dig into each layer, we apply this prioritization:

Weakened Imperial ships on the surface first. These would be ships of Imperial make that need to be removed sooner rather than later for reasons to do with their structural integrity.

Weakened zeno ships on the surface second.

Stronger Imperial ships third.

Stronger xeno ships last.
>>
>>19684484
Seconding this question. The reasonable marines may be complete fanwank, but they're rather amusing and kind of fit with the tone of the game, although including them may or may not mean including the Angry Marines and Primarch Rageous, which in the end would be kind of silly.
>>
>>19684404
>>19684427
>>19684450

Second Layer forces are inquiring as to whether they should focus on cutting the Freighters free (Two Imperial, one Tau) or assaulting the Chaos frigate. Your commanders are divided, some arguing for trying for the fastest salvage first, others for eliminating the center of the Chaos threat first.

All Warp Drives have been disabled. However, the Hulk may still re-enter the Warp through its own mysterious means. The more ships you remove, the longer it will take for this to happen.

>Orders?

>Action?
>>
>>19684522

You haven't heard of any such Chapter. However, the Galaxy is a big place...
>>
>>19684532
Focus on cutting, the more ships we remove the longer it'll take which gives us more time to deal with the Chaos threat in a more methodical tactical fashion.

How difficult would it be to clear a good firing line to bombard the Chaos frigate and what collateral damage could we expect from attacking it with our own ships?

I don't value salvaging the Chaos Frigate that highly as there are quite a few other vessels to salvage that aren't tainted and it will almost certainly be difficult to clear out bit by bit.
>>
>>19684532
well in that case the three ships first to buy us more time as time IS of the essence then chaos ship
>>
>>19684532
IF the commanders think that the freighters can be used as useful staging areas, especially for attacking the chaos ship, we attack the chaos ship first. We can consult with pirate guides here.

Is there a freighter adjacent to the chaos ship?

Do the pirate guides say anything useful about the freighters' occupants? Is anyone left alive on the freighters that is likely to cooperate?

IF the freighters cannot be removed, is there any benefit to taking the chaos ship deck by deck rather than cutting it out with crews working at the hulk's surface and from nearby ships? Why board the chaos ship at all when we could cut it out of the hulk and blow every hatch?

If there's reason to take the chaos ship, can we prioritize the areas we need to hold and open the ship to the void? If we have forces that can take the bridge and engine room and the rest of the ship is depressurized, in theory any onboard forces will make a beeline for those two areas once it is kept free of the hulk and we can funnel them into bottlenecks and kill them with less risk to ourselves.
>>
>>19684551
I like u

seconded
>>
>>19684551
>>19684550
>>19684546
>>19684532

Is the chaos ship an Imperial design that has been subverted, or was it built by the Archenemy and as such is probably not worth clearing out except for studying the enemy's equipment?
>>
Shift stageing area to ramma. Cut the pirate frigates. Target chaos frigate. How much warning will we get before the hulk warps out?
>>
>>19684566
>Shift staging area to ramma
We did clear that ship, right?

Ask the commanders if we can use it as a staging area in their opinion.

>Cut frigates
Those are freighters, not frigates, unless you mean the ones we removed already from the first layer.

One of them will be less advantageous to base out of than the other. Cut out the less useful one.

The other one will be a good staging area.

>How much warning will we get before the hulk warps out?

Question seconded.
>>
>>19684532
Cutting ships out should be a priority. There is no need to cleanse the ship if we aren't taking it with us and we can hold choke points around it easily enough

>>19684522
Hey including the angry marines and primarch rageous would be cool. It just matters how it is handled, if they are actually played straight as just marines who are constantly pissed off at the heresy wherever they go instead of the walking jokes /tg/ built them as then it could work easily enough
>>
>>19684546
>>19684550
>>19684551

Very easy. You have a 6% chance of damaging surrounding ships if you conduct limited bombardment, and a 15% chance if you aim to destroy it entirely.

Void Ships are designed to survive numerous Hull breaches exposing large swaths of the ship to hard vacuum. If the power systems on that frigate are still active, then they can just seal off the second layer of hatches when you blow the first. On top of that you have 40+ surviving Chaos Marines who can remain active for days in hard vacuum on their suits life support systems alone, plus Obliterators and Dreadnoughts (If any) which could just waltz out of the ship and fight your troops on the outer hull while giving exactly zero fucks. And that's not even counting the Dark Mechanicum or possessed machinery.

You essentially have to go through the entire ship with a flamer, a guy with a rocket launcher, a platoon of heavily armed redshirts, and a really strong-willed Techpriest to completely clean it out.

The Frigate appears to have been an Imperial ship originally, although some Tainted shipyards produce ships with little to no Daemonic influence (Although they are few).

If you take the bridge you could shut off the main Life Support system, but it would take days for lack of atmosphere to kill everything that needs to breath or requires an external air supply. Longer if the Cultists have access to Pressure Suits.

>CONT
>>
>>19684641
>>19684678

Space Hulks are not a well-understood phenomenon, although, in your experience and in the reports and stories of other commanders and Captains, you should get several hours of warning before the Hulk drifts back into the Warp, especially with the recent removal of several ships and the shutting down of all active and recognizable Warp Drives.

The Cobra Class Frigates were the only ships with normal humans still living on them, to your knowledge. They had only been part of the Hulk for a few decades and had only gone through the Warp once (Although you saw how that turned out...). It is highly unlikely that any human survivors linger on the deeper Freighters.

The Iron Dragons are very pleased at being given charge of this extremely valuable relic. +20 Rep.

>Action?
--------------------------------------------------

>It's almost 5:30 AM here, decide on major courses of action and roll for initial results, then I'm calling a night.

>Sorry, but this week (And tonight) was unusually hectic and I have to be somewhere relatively early tomorrow. Hopefully next week I'll actually have time to update the map and write up those fucking reports I've been meaning to do for two weeks.
>>
Wait a second, tau frieghter? Where are the weibohs?
>>
rolled 57, 6, 79, 11 = 153

>>19684687
>>19684750
>Sorry, but this week (And tonight) was unusually hectic and I have to be somewhere relatively early tomorrow
Man, are you kidding? This was easily the longest session we've had, take a bow. We have nothing to complain about.

>Action?

1) Let the commanders choose best ship for a new staging area, if we need one.
2) Begun cutting operations on all other ships on the second level, one at a time or all at once depending on what our logistics etc suggest.
3) Tell the commanders that we're going to contain the Chaos ship for now and will work to remove its capacity to enter the warp, and that when we have better control of the situation we will make life utterly miserable for everything inside it by shutting down life support, venting decks, and going through it with techsorcism cannons and EMP devices, many of which will be servitor-mounted, to make life horrible for anything in power armor, anything with bionics, anything that breathes.
4) Conduct EMP bombardment on the surface ships, especially the chaos frigate. We're not going to risk any weapons batteries we've just exposed becoming active, and it should give their fucking power-armored chaos marines second thoughts about coming out to play...or better yet, disable their armor and leave them dragging their own weight around.

Have some dicerolls.
>>
rolled 51 = 51

rollin
>>
rolled 11, 42 = 53

>>19684750
I am of the opinion that we say "screw this" regarding the Chaos Frigate and blow it to hell, or at the very least bombard it with enough EMP to shut everything down and cordon it off, I don't want to go in there. Try to be careful and take whatever precautions we can to avoid collateral damage. It seems like too much risk to be worth going through it room by room. Obviously if the Ramma is near the Chaos Frigate make sure the Archeotech is completely clear before we start bombardment operations.

Keep on cutting stuff away as usual.

The unknown Xenos ship on the second layer should be investigated and auspexed as much as possible before we start boarding, clearing and cutting it.

Keep on working out way towards the Mechanicus Cruiser.
>>
>Let the commanders choose best ship
THE best ship. Durr.

And keep tossing bombs at the tyranid bioship and shooting it, assuming the commanders advise this course of action.

As for strong-willed techpriests, we're going to have a word with the ID Master ofthe Forge and his Techmarines soon enough about that.
>>
I think we should try to mop up this section because we've already been at it for almost a month And we've got a ton of stuff in holding patterns.
>>
rolled 81 = 81

>>19684750
>>
I still think we should cut free and reclaim as many ships as we can. tau, xeno or otherwise.

The tau ship is inferior to imperial analogues and we should not bother with it beyond either selling it or simply having the admech do a sweep through it for any left over special surprizes by the alien crew and induct it into our SDF pending reappropriation by a Imperial authority in need of its service

(I am certain haing a active Tau ship crewed by loyal imperials will give a inquisitor a lot of nice ideas about using it- so its a god way to get some props with ordo xeno for getting them basically a false flag raider.)

the other xeno ship is rather questionable since while the tau are generally more user friendly yet less dangerous the imperial forgotten or high knowledge, the other one is a unknown, ad will have to be cleared with a fine toothed comb. - still inducting it afterwards into the SLDF pending inquisitorial review or selling it to our rogue trader should be viable. (selling the tau ship is also viable too)

Reclaiming the frigate from the chaos though and sanctifying it should be done.- since it gives us another ship and it was done so with the raider that struck our hero town.- another propaganda victory about triumph over chaos.


at any rate lets cut as much as we can and have this venture wrapped up already. - we are on this for like 3 weeks.... and if we dont finish it this weekend we will be for over a month. i'd like to get a move on it.
>>
rolled 89 = 89

>>19684889
>holding patterns?
What do you mean by that? I'm not sure what you're saying.
>>19684752
>where am tau?
Presumably the ones that didn't get eaten by the hulk are surviving, possibly onboard.

I say we steal the freighter and eventually crash it into a Tau capital city or something.
>>
>>19684906

>Reclaim as many ships as possible

Yes.

>Tau ship as false flag raider

Maybe. I feel a potentially clever plan coming on.

>Xeno ships in space defense force

Probably wiser to hand them over to someone who can make sure they're not full of Dark Age relics of the Men of Iron trying to kill us all or something, they're xeno ships full of metallic spiders. Necron tech is bad for your health.
>>
>>19684813
Seconding these points.
We can also cut the Ramma pretty hastily thanks to large parts of it being useless and focus on power and the archeotech, maybe include the bridge since that is a very large and difficult part of a ship to make and having a spare around may well help

And then there is anything that the bridge computers may hold in regards to knowledge, History and other information for us to exploit ( ork ship numbers / deployment, undiscovered planets for us to take from the orks etc )
>>
rolled 48, 55, 24, 90 = 217

>>19684906

also dice.

>>19684750

also , remember the IG victory over tau in soulstorm. - getting every important piece of xeno tech and gifting them to important people is a shure way to rake in favours and markers...- a few to the present admech... a few to a administratum clerk (ones that we would be certain he would fined useful for a spell), perhaps a few to one or two of our old admiral and fellow captains in the Holy Navy. - nothing big or flashy. - a exotic pistol here, a unspecified force field projector there, a personal cloak or something over there... personal stuff... (well perhaps the AdMech would be served byt something larger on the macro scale to study, but lets keep for personally usable and concealable things.)
>>
>>19684912
The admech are waiting for us to finish up with the hulk. The familly is waiting for us to finish with the ad mech.
Pllus the inquisitor and the mall
>>
>>19684906
The xenos ships should not be used for anything in our SDF or fleets. It is just asking for a blamming among other things

Using them for false flag operations is a good plan, and if we run it through our "retired" inquisitor buddy then we can do it with =][= blessings that avoid us catching any trouble
>>
>>19684813
>>19684832
>>19684849

Your commanders agree that the best staging grounds available would be two Imperial Freighters, and recommend securing them as soon as possible.

Cutting operations are underway.

Both sides of the debate among your senior commanders agree that this is a wise choice.

EMP bombardment is underway.

The unknown Xenos ship does not appear to have any life signs on-board. Scanning is underway.

50% of the Tyranid Bioship has been destroyed, the Iron Dragons have requested that you hold your fire while they examine the remains for clues as to its origins before the rest of it is destroyed.

>>19684889

I could tell it was going on for a little long. Remember that you don't need to oversee operations yourself, you can just leave the situation in the hands of your most capable commanders and deal with your other plans as needed. In the meantime the AdMech will be plenty occupied by the Mechanicus Light Cruiser and Archeotech aboard the Hulk, and your Noble relatives will be more than happy to stay as guests in your excessively luxurious palace for some time, although the RT fleet waiting in the next system may get impatient...

>And on that note, I bid thee goodnight, /tg/.
>>
>>19684983
We would have to get things sanctified and cleared first. The soul storm ending plan is actually a good way to get yourself in a lot of shit with the ecchlesiarchy, the admech and the inquisition for trafficking in xenos artifacts
>>
>>19684942
well the lets sell it off. induction ito the SDF is just like having it in a state between mothball and getting ready for activation pending something - either us getting attacked and having to use every spacecraft we can get our hands or having someone make a bid for it .

as for the tau ship or ships (i believe there was only one) if we could secure and sanctify them, and then crew and drill with them it would be great. even better if we could do this secretly. - once the sector is a bit cleaned up we could use them to weaken tau space lanes considerably by making them afraid their own forces might attack them by making false inspecions and then boarding them or something. (for the boardings we should get enough stealth, crysis, broadside suits and fire warrior gear - the last one if we are flashy and fast enough no one will notice the lack of hooves from the big flashy guns pointing at their faces) - we could do enough shipping damage to make sure their economy is in shambles and another sphere expansion is delayed indefinitely till they can find the rebellious tau in their own midst.

Or we could pull a unwieldy elephant/ Unyielding Hierophant on them.
>>
>>19685041
I think we should gift it to the AdMech in exchange for some bonuses to our tech

Either they train our engineers to a higher standard or they set us up to manufacture higher end weapons or equipment
>>
>>19685041
Our SDF will be a fair bit more active than most given the situation in our sector but I think the danger we face for having a Xeno ship will outweigh the bonuses we get from using it

Seeing if there is any tech we can nab for our own uses is a great idea though
>>
for tau ship plans we need to run it by our 'retired' inquisitor friend first just sayin
>>
>>19685273
sure, but until then we can clear, sanctify, crew and drill them somewhere hidden. - even if we wont use them as such we can still use them as a buffer patrol between our holdings and incoming RT traffic.


also about the RT fleet nearby, we should perhaps introduce a few AdMech reps and Nobles to them in case they would be interested into some exotic purchases - heck they are here for buisness we promised, and now we have to deliver something. - the admech usually are fond of it, and really dislike the ordo xenos buffer, and nobles are known to posses some artefacts and objects of questionable worth.

so with this we hit two or three birds with one. - we get a first batch of customers to the nearby starsystem, we entertain the nobles a bit, and even entertain a few AdMech Magii or reps a bit. - even if they dont purchase much, the magi would certainly like to browse it for the technological experience and the odd possibility of encountering some archeotech.

thus we couls start with a few nobles to entertain them in our imposed absence by the space hulk, until we can discus more about solidifying the ties between the Von Braun line, and after the whole admech deal is done identify those who would perhaps enjoy browsing through a RTs wares -they will certainly like it, but cant be seen by many who would talk, so its kind of important to ensure transportation and such...
>>
>>19685375
That's great in theory
But what we are doing is still quite high on the list of things that are heresy
We aren't above suspicion and we aren't above being declared a heretic and blammed
>>
>>19685518
debatable.

Rt are allowed to sell to anyone in the imperium their wares. the inq has to interdict them in case they find something at fault with them but in essence its all legal, as long as it has a RT in the middle of it. as in the middle man.

Read Rogue star and Star of Daemocles. - the RTs in there were quite comfortable selling xeno gear to imperials without any concern of prosecution. - what they were concerd was that they stumbled upon the god-damned water caste infiltration of imperial markets.

It is illegal to buy or have relations with xenos. it is legal to buy stuff (yes even xeno stuff ) from rogue traders.

that is the whole idea of it. xenos come to said place, meet with RT and sell it to them. RT then turns around and meets with end customer and sells it to them, without the xeno and customer having to meet.

The whole idea was to prevent xenos from infiltrating human society, and this way it can be done without anyone getting blamed, unless the ware they bought is a Pandora Box, in which case getting blamed would most likely be a mercy once that is activated.


seriously its like you never played RT or know much about RTs and just spout fannon about Xenos in general.
>>
>>19685518
quite right, but as we have disscused before we are both to powerful and too damn useful to be idaly blamed for our chumyness with xenos

>also
>chaos ship
>living unknown chaos worshipers inside
if we arnt busy killing the fuck out of them we need to watch them like a hawk, those freaks are damanably resorseful when it comes to making horrid things happen. If they get a chance they (or some dangerous individual) could find a way onto our wonderiful planet and try to ruin it. faling that they could do any of a dozen things to make life harder for us with their warp dickery.
>>
>>19685573
>>19685570
No I have played and read those but we are already under the eye of the inquisition due to our planets situation and we are bringing a bunch of xenos into close orbit nearby.

We won't be blammed idly but everything we do is being watched and so far we have been pushing the accepted boundaries of effectiveness vs dangerously different

RT's have carte Blanche to deal with xenos and handle these items but we aren't an RT and we are opening a cold trade mall on our planet

If these things were maybe done more slowly and we had our power base solidified I would be happier about this whole situation but we have a populace who are still ready to rebel at the first sign of anything they dislike, bad relations with the Ecclesiarchy and Ultramarines both of whom have significant sway with imperial politics

And in our corner is some old friends from our navy days, one inquisitor and a small but well liked salamanders successor chapter

Like it or not we are still very much outnumbered in things and all it takes is one or two important figures in either of our enemies to get the ear of an inquisitor sympathetic to them to royally fuck our plans up
>>
>>19685641
To clarify
I am not saying cancel these things altogether but we should be more circumspect about how we handle them until we have a better base of power to simply shrug off the sort of attention that political accusations would attract
>>
>>19685641
Not to mention our main RT contact is already under a "fuck up once more and you are a servitor" clause for the time being as he has mentioned. We may be powerful and useful but there is a point where relying on that will come to bite us in the ass if we are not careful still

Not to mention we have sororitas on our moon watching us who despite owing us and being favorably disposed to us would not hesitate to contact the Ecclesiarchy should they think we are a heretic.

Quite simply we are acting like we have nothing to fear at all so far and fair enough we have been proven right so far.

But if we keep going at things with that attitude something will hit us and hit us very hard
>>
>>19685641
firstly, ultramarines are dicks and there is a signifigant distance between us and anything resembleing them. last we saw we were close to cool with them what with gifting them a army or two worth of tanks.

while we have been distracted with the space hulk it was mentioned earlier that the biggest beef the people had with us was the treatment of our former rebels, now that things are cool with them and we have intergrated most of them into the PDF the people should be out of stuff to whine about and their opinion of us should be nice and high

>Ecclesiarchy
ya, screw those guys. the closer we get the more pissed our people will be and if anyone is going to shit a brick over the space mall idea its going to be them


simply put, in our own little corner of the imperium to only thing we need to worry abouut (beyond that other inquesitior dropping by) is the guy nominaly incharge of the local planets. that nameless dude likes so much he payed for two of our big planetary upgrades after we offed that raiding party.

really the only thing we have to worry about is the inquisitor.
>>
>>19685776
We may be pretty safe in our corner of the galaxy but the one who was in command left pissed despite our gifts because he wanted to return having claimed a planet. A captain of the ultramarines still can screw us over

And the Ecclesiarchy as much as I would love to say can go fornicate with a rampaging krootox are going to make a play towards us eventually. The sisters reaction to our allowing our people to worship the Promethean creed was a good example of a moderate response.

As much as you are right that we are safe in our little corner of things. we do need to prepare for and plan around the idea that we might not be as safe we have let ourselves think especially given there is a lot more galaxy out there and we don't know who is looking at us

Or which particularly dickish ultramarine captain may be going to some people who can drum up charges against us out of spite
>>
>>19685033
>Giving powerful people that we wish to influence gifts that include xeno artifacts will piss off the Ecclesiarchy and the =][=, etc

Yes, and quite likely screw things up for those individuals you want to influence if they're put in a political fix by having to accept xeno gifts, especially publicly.
>>
>>19685041
>get Tau tech, attack Tau

This has to be handled with exacting precision and observance of the spirit and letter of Imperial law, which will probably mean a suitably clever means of involving a Rogue Trader's capacity to have xeno ships in their fleets and use them against enemies of the Imperium, but it occurs to me that this is why I was asking about Tau renegades that want to work against their former empire.

>>19685084
>Give the AdMech gifts, they'll train our engineers. and give us tech bonuses.
We already rival their technical expertise for our tech-level.
They currently think we're tech-heretics for not using techpriests errywhere.
Our people do not like the AdMech and do not want them in power.

If anything, we shouldn't create the appearance that we're closer to the AdMech than to our own population. Our despotic predecessor allied with a foreign power on a much larger scale, and that foreign power was the Tau, but to a people that feel they were abandoned by the Imperium in a time of need it may turn out all the same.

>>19685151
>dangers of owning xeno ship outweigh benefits of having it
>get xenos tech though
There's a problem with the idea that reproduceable technology from a xenos vessel would get us in LESS trouble than the ship itself. If an inquisitor found out that our space fleet was, for example, run entirely by reactors retrofitted with Tau generator tech, we'd have a pretty serious problem whether or not the original ship was around.

This assumes they care.
>>
Honestly this whole world should have been purged a long time ago for all manner of heresy. A relatively liberal world is okay, hell Mordia is outright communist, but you can't run around with xenos tech jumping in the way of the Mechanicus without getting declared heretics.
>>
>>19685273
Yes.
>>19685375
>introduce AdMech reps and nobles to Rogue Traders and xeno traders.

You've forgotten something.

The nobles are powerful foreigners who we're looking to observe under certain conditions so we can cherry-pick the truly noble-minded of them, the ones that take their duties seriously in the right way to ask them to help us run our world.

The AdMech already think of us as heretical, and while some AdMech factions embrace the idea of learning from Xeno tech they do not do so publicly because other AdMech members, the ones in overall control of the core Mechanicus body politic with the power to turn fleets on their own bretheren, do not agree with this friendly attitude to xeno tech.

The Rogue Traders and xeno traders are here for something that violates the spirit of Imperial law as much as it upholds that law. We shouldn't risk MORE Imperial officials learning about it than necessary, especially those that compete with Rogue Traders in supplying goods to the Imperium, like noble houses that own manufactories and AdMech personnel in charge of forge worlds.

Anything we do in that vein must be done AFTER we find the right people to do it with.
>>
>>19685518

>heresy, risk of blammin'
Yes, it is POTENTIALLY heretical. It's not heresy until someone with the right office points a finger, and often that's for political reasons.

Which is why we manage the risk by picking the right people to do this with.

>>19685570
>read sources x and y
It is wise to remember that we're in an interpretation of the 40K setting as written, and that the one who really calls the shots is the storyteller. However, we can probably apply some of this, yes.
>It's legal to buy xeno items/artifacts from Rogue Traders
It's legal to do so if the artifact is not marked as contraband.

Steel from a Tau steel mill is one thing. A shruken catapult or a soul stone is quite another. We're not going to go all in on shit that'll get our populace lined up against the firing line and our noble customers guillotined the first time something gets seriously fucked up.

And between Murphy's Law and 40K being 40K, something WILL get fucked up. I'd rather it's relatively minor rather than the Ordo Xenos going for our throats.
>>
>>19685641

>we aren't an RT and we are opening a cold trade mall on our planet
Okay, this is getting out of hand.

It's not the cold trade. The 'cold trade' is what you call it when there's contraband involved, because it is cut-throat bullshit concerned with plausible deniability, meaning the traders are ready to throw anyone that can give them away under a bus: they are COLD-HEARTED even by 40K standards. We're not going to be bothering with trafficking in contraband for exactly this reason - we don't want to be a planetary government that throws 'allies' under the bus all the time unless we absolutely have to, because it is better to be permanent than it is to be clever. IF other people do that, we'll gleefully hand over any information we have on them to appropriate authorities if they're our enemies and it'll impact them in serious ways that are to our long-term advantage, but unless the private trading done on our station turns into something unsafe for us directly, we can ignore the cold trade and cooperate with the Arbites and =][= when it is useful to do so.

It's not a mall. There are not going to be huge numbers of shops stocked with items. There's going to be a market, but many contracts will be privately arranged and a matter of knowing who to talk to.

It's not on our planet. It is somewhere in the system, and if it needs to be hidden or destroyed we can likely figure that one out.

>strengthen our power-base
You're going to love the deals we'll make with the ID, AdMech, and Von Braun clans in the very near future.
>>
>>19685573

>We're too powerful to be idly disposed of
Let's not assume anything there.

>Chaos worshipers on chaos frigate need careful management
I'm going to suggest that when we cut it out of the hulk it is to be towed back home under heavy guard, undergo constant EMP bombardment, and be invaded by SoBs and ID working in tandem (this is one battlefield where they'll likely be able to stand shoulder to shoulder) along with plenty of other support, and that they're going to bring the kind of sanctified, flesh-rending, and EMP-based gear that will royally fuck up the day of anything that might be on it including Chaos Obliterators and Chaos Dreadnoughts and even daemons. We have an inquisitor inbound, by the way, Ordo Malleus even. He'd probably want to help.
>>
>>19685751
>RT contact risks becoming servitor
No, it's "Overstep the limits we have carefully laid out for you and you might be turned into a servitor."

>SoB presence will call us heretics and call in the Ecclesiarchy
We're going to find contacts within the Ecclesiarchy that lean VERY heavily toward the theories of Sebastian Thor's Confederation of Light, and we can play politics within the Ecclesiarchy just as well as anyone else.
As for the Order of Sworn Swords, they'll change over time if we treat them correctly AND they've given us their major grievance. We've pledged to do something about it, too.

>Something will hit us hard
We're expanding our power-base on all political and practical fronts and cementing our agreements with various factions.

It happens in steps, in parts.

It may look like this all hangs by a thread, but the price the Imperium does not wish to pay is the one that they must if the thread snaps. If our political arrangements crumble, the Imperium loses this world. It is that simple.

If the AdMech push too far, if the Ecclesiarchy pushes too far, if the Ultramarines push too far, they must pacify an extremely valuable world with people nearly on par with the catachans in terms of ferocity and far past them in independent-mindedness.

The last time there was a risk of this, they replaced a governor rather than put down a rebellion. This doesn't happen that often.
>>
>>19685776

>The Ultramarines have less of a problem with us, we gave them gifts.

The archives uphold this view. The gifts we gave the Ultras were described as serving to begin to repair relations with them.

>Our people should like us by now.
They may like us for the moment, but we have a VERY long way to go before they trust us long-term, which is frankly appropriate, and the Gameroom has not given us numbers for our current popularity and trust ratings.

However, I have a speech cooking for that along with other ideas.

>Screw the Ecclesiarchy
This is a bad idea. Keeping them at arm's length and observing their presence on our world is a good idea.

>We don't need to worry about anything except Inquisitors.
This will only be true if we have strong political ties to a number of organizations, though how much we worry about Inquisitors will be determined by our political ties inside the Inquisition itself.
>>
>>19685838

>A captain of the ultramarines still can screw us over
This is why we're going to deal directly with Calgar in future, I think.

>Ecclesiarchy
We have to get into church politics before church politics gets into us.

>SoB response to promethean cult was moderate.
The Cult predates the Ecclesiarchy and is accepted. They challenged it. The values of the cult are Space Marine values, and the Marines are holy connections to the Emperor. They challenged the Marines.

It wasn't moderate, it was pretty close to extreme and rather ballsy when you consider how reduced in power the Order of Sworn Swords was.

Their acceptance of our terms, though, was very moderate.

Let's capitalize on their daring nature and lack of concern fr politics and fill their ranks with our best. The Order won't move against Daysimir if their officers are concerned about being cast down by the rank and file.

>>19688591
That interpretation is fine by me, but it isn't the one used by the anon running the quest. As such, we can abandon the quest or work within what we know of his interpretation, which I've done and found satisfying.


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