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You are Percius Aurex, Captain of a raider-class pirate vessel. Formerly the 14th son of a noble family, you fled that life in search of adventure and to escape your status as a political pawn. Leading your newly acquired crew and ship into the forbidden system containing the dead world Vectes, you set about searching for the lost treasures of war. It should also be like taking candy from a baby, so long as you don't linger long enough to be intercepted. To that end, you decided to make a simple slingshot path through the system to bring the ship's augers into a favorable resolution range of the asteroid clusters and belts that were said to be home to hidden bases that took years to root out and destroy. Ten days have passed since you arrived in-system.

The crew's efficiency increased greatly once Elise settled into her roll as your XO, reorganizing duty shifts with unexpected skill. Advinessa and Orsola have focused their efforts upon the ship's components, leading teams of techpriests across the ship simply for 'knowledge'. Techpriests are strange creatures, and you've begun to find that shorter conversations with them leave you with a lesser urge to drink. Chief Navigator Veritas and the pair of lesser navigators that comprise her assistants have been up to strange navigator things, and you're happy to let the mutants bask in the depths of their robes while their skills are not required. While Keller has been extolling the virtues of Sly Marbo to your humble collection of armsmen, Kihomi has spent most of her time with the relief helmsmen to improve the skills of the flight crew as a whole.
>>
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>>26051341

Placing your hat upon your head, you prepare to face a new day as a pirate captain. "Captain and all officers to the plotting room immediately. You'll want to see this."

>Orders?
>To the plotting room!
>Fuck you I won't do what you tell me [Other:Specify]
>>
Rolled 6, 5 = 11

>Fuck you, I won't do what you tell me! Proceed with firing a burst into the next celestial object
>>
>>26051391
>To the plotting room!

was wondering where you went MS, pity its 4AM and i need to sleep now...

I shall look forward to catching up on this when I awake
>>
>>26051341
>To the Plotting room
>>
>To the plotting room
>>
>>26051391
Previous Threads:
http://suptg.thisisnotatrueending.com/archive.html?tags=Privateer%20Quest%202

General wiki for most basic info:
http://privateerquest.wikia.com/wiki/Privateer_Quest_Wiki

my apologies for vanishing. Family emergency called me to another state. No sympathies, just discussion of a minor boon of fate in compensation for the players.

Available boons:
>Favored of Deus: Current ship no longer rolls for perils of the warp while within Sector Deus.
>Lost and Found: Current ship gains increased loot in Sector Deus when searching ruins or battle sites.
>Write-in: [subject to QM approval]
>>
>>26051472
lost and found more loot means more hats yo

Also hope the family wasn't too serious man
>>
I'd prefer Favored of Deus, but if there's a tie, Lost and Found is also fine.
>>
>>26051582
I'm not too fussy really, more loot is good but not going warp crazy is rather tempting,
>>
>>26051472

Lost and Found.
The more crap we can upgrade our ship with in Sector Deus, the better prepared we will be for the Corgus sector...
>>
Most of your officers are already present when you reach the plotting room, save for the techpriests and navigator. Interrupting the small debate between your XO and Voidmaster, you calmly ask for the situation. Elise is quick to seize the initiative. "It seems we've located two possible sites within one of the last asteroid clusters we'll be passing, Captain. We believe one to be what is left of an asteroid base, while one may be a ruined orbital station. The latter seems to be near the former only by timing, it will likely escape the cluster and continue through the rest of the system in time."

"I believe they're close enough that we could investigate both, but only for the next few days, Captain." Elise shoots a displeased look at your voidmaster for her interjection. "Stopping to investigate would put us in the system for over the original timeline, Captain. Lingering trespassers get caught."

"The cluster is near the edge of the star's gravity well. We're fast enough to escape in any direction, we can run silent while we inspect the locations, and the chances of someone entering the system in a position to even vaguely intercept our escape are practically nil unless they are stupid enough to revert within the gravity well." Your voidmaster's matter-of-fact attitude seems to be angering Elise. Erin seems to have slipped into the chamber, as her voice softly floats into the conversation. "They could try to follow us when we jump out if we linger too long. The Imperium's guardians would have skilled navigators."

"Then we dive into the remnants of the solar flare and get to the contacts tomorrow."

>cont
>>
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>>26051821

"Whoa, whoa. Aren't solar flares bad for ships? I'm all for a good thrill but that sounds a bit crazy, chopsticks." Keller's eyes are wide at Kihomi's suggestion.

"Armor integrity may suffer a minor loss, but the ship can withstand such a celestial phenomena for a period of transit." Advinessa also seems to have slipped into the room while Elise held your attention.

>Orders?
>Shoot the flare, arrive tomorrow and hope to be gone before you're noticed
>Maintain orbital path, minor delay isn't too risky
>We'll come back later, all options are too dangerous.
>Other
>>
>>26051534

hat drop rates are -not- increased by boons, though future boons may literally be hats.

Note that both of the boons apply to and are permanent to the ship, not characters.

At any point you'll be able to return to Deus to offload things for profit or have whacky mini-adventures involving that hat shop. [so long as you have the supplies/fuel to return!]
>>
I'm interested in going through the solar flare, what's our techpriests' opinion on that? How well do our shields hold up?
>>
>>26051834

Let us have a quick look at the Ruined Station. We can tag the base for later exploration. But the Station might not be easy to re-locate...

I assume that we cannot just drag the station out of the gravity well... so send over the largest boarding party we can without having to make multiple trips... even better if we can directly dock with it...
>>
>>26051923

"Void shields will be minimally effective at defending the vessel, the systems are designed to stop massive, fast-moving objects. Absent some catastrophic failure, maximum damage sustained is estimated as a twenty-percent decrease in armor effectiveness. Until such time as the armor in question is replaced."
>>
>>26051966

Your ship is in no way equipped to connect to the station in a manner that would allow influence over it's orbit.

Note that both sites lack any kind of energy signatures, their condition is unknown, but you can expect all operations to be in zero-g and vacuum.
>>
>>26052039
Ah. I thought we're going with the BFG system.
Go for the station, then. I prefer being thorough than splitting our attention between them anyway.
>>
>>26052125

how about direct docking for disembarking forces onto the station? I want to get as many boots onto it as quickly as possible so we can give it a through once over before we move on. after all, many hands make light work...
>>
>>26052161

the ability to dock the ship itself to either site can not be determined until you're near visual range.

>>26052141

I'm using a BFG-influenced RT system, as before.

Lances have retained their destructive power from BFG.
>>
I do need at least 1 vote for this.

>Orders?
>Shoot the flare, arrive tomorrow and hope to be gone before you're noticed
>Maintain orbital path, minor delay isn't too risky
>We'll come back later, all options are too dangerous.
>Other
>>
>>26052452

Well, I'd say go for the Station....


does this count?
>>
Can we go straight for the station, thus removing the need to risk waiting or passing through the solar flare?
>>
>>26052543
>>26052577

both contacts are within the same asteroid cluster, currently close enough to eachother that they are within shuttle/lighter range.

You're not picking WHICH to check out, you're picking -how- you are going to reach the area they are in.
>>
>>26052602
Oh, right.
In that case, flare.
If there's anything I can trust the AdMech to do right it's durability. Taking some heat from a flare is preferable to risk picking a fight.
>>
>>26052602

sorry, misinterpreted what you were asking. so going though the solar flare would take 1 day, how long going around?

Anything longer than 3 days, go though the flare. 3 days or less, just go around. 20% hull is not worth 2 days...
>>
>>26052641

it would save roughly 3 days of travel. (you are on day 10 of 14, the 14th day being your pre-determined 'lets not be here in case someone detected us somehow' GTFO day)

>>26052625
>>26052641

>Shoot the flare

Roll 1d100 for Kihomi's piloting+maneuver bonus
>>
Rolled 83

>>26052721

PRAISE BE TO THE OMNISSIAH!!!
>>
>>26052780

well... that didn't work....

Noko, you want to roll to salvage this?
>>
Rolled 55

>>26052721
>>
>>26053054
We've had two rolls already, let's see how this goes.
>>
>>26053161

If I remember correctly, MS runs a 'low is good' system... we have 1 high and 1 mid... I think the ship is going to take a bit of a battering...
>>
>>26053259
Once again, we put our trust in AdMech's ability to make things that last basically forever. And can be repaired with an asteroid base and a box of scraps.
>>
>>26053307

Don't forget the Incense. You must NEVER forget the Incense....
>>
Rolled 5

>>26052721
Whats the worst that could happen?
>>
>>26052780

"We'll shoot the flare. Advinessa, make what preparations you wish to the ship. Kihomi, lay in a course and don't scratch my ship."

The bridge is tense throughout the maneuver through the massive solar flare, your ship weathering the storm despite several unexpected encounters with dense tendrils of radiation and particles. Clearing the phenomena, your ship's retro thrusters fire to decelerate the vessel to maneuvering velocities.

"The vessel's armor has lost an estimated ten to fifteen percent integrity, Captain. Augers will require re-calibration for long range scans and all passive ranges, but functions are acceptable for our current needs. No damage to the hull reported" states Advinessa.

Kihomi carefully guides the ship into the asteroid cluster, rounding a planetoid caught in the midst to reveal the contacts to your short-ranged augers and soon visual range. "Shit! That isn't an orbital station, that's the aft end of a damned cruiser! What the hell broke one of those in half?"

"Keep your calm, people. Get me auger scans of the contacts."

>Contact 1: Aft end of Cruiser-sized vessel. Approx 1.7 km long. Origin Unknown. Status: Catastrophic Damage
>Contact 2: Asteroid base remains. Approx 5 km long [Asteroid]. Origin: Ionian Rebels? Status: Heavy/Catastrophic Damage

>Additional Information/planning mode. Ask questions for immediate answers to form your plan.

You have 2.5 days until your original '14 days and gone' plan expires.
>>
>>26053415

Now can we directly dock with either of them?

If we can, we should send all the ships capable of sending and retrieving forces on one trip to the one which we cannot dock with and send the rest of the forces into the one we can dock with. In case we can dock with both, the ship docks with the largest of the two...

If we can dock with neither, prioritize the Cruiser remains, as it is most likely to have something we can upgrade our own ship with....
>>
>>26053479
Head straight for the cruiser.
Begin boarding preparations at once and keep the scans goin.
>>
>>26053415
Let's prioritize the Cruiser remains.
>>
>>26053479

Your ship lacks the means to remove components from another ship or station. You're in a raider-sized ship, not a salvage vessel.

I will -not- be deviating from that stance.

Neither of the sites has any obvious locations that you could dock your own vessel to, but Advinessa and Orsola agree that a certain portion of Contact 2 may be a debris-filled docking bay suitable for your ship. They collectively estimate a 25% chance of their theory being both correct and achievable within 24 hours.

Both contacts can have lighters landed upon them with ease. You have 4 Arvus Lighters.
>>
Machine Spirit, have you considered getting a twitters? might get more people in for the start, & helps gauge interest.....
>>
>>26053607
sad panda....

Very well. Send a lighter to clear the docking bay, and the other 3 to the asteroid base. grab anything interesting and/or valuable. prioritise armouries, cargo bays and officer quarters. If it's bolted down, take those too. We can either flog or vent useless crap...
>>
>>26053608

I generally run Tuesdays at 2-5 PM EST, and go until everyone goes to sleep that night.

Recently, I've attempted to mimic that slow typing guy and run the thread until it falls off the board [resuming the next day if it stays bumped] or autosages.
>>
>>26053670
I'd rather just focus on one target at a time. I would prefer if we sent everyone to the cruiser and kept ferrying more on return trips.
>>
>>26053710

If we can dock with the Cruiser, then sending a lighter or two or all... over to the Asteroid base, if only to make a basic layout guide/get data from it's core would help on the return trip to give it a good going over...
>>
Are there any further questions about either location at this time?

I'll wait another 15 minutes before moving to the vote for who to send where.
>>
>>26053710
>>26053670
To keep this from stalemating, I'll go with Faceless' suggestion.

To keep myself from being half dead tomorrow, I will also go to sleep.
Good night.
>>
>>26053685
You could just update the wiki regularly for when the next thread is or for when things need to be rescheduled.
>>
>>26053807

I may have switched up which contact was which.

The Asteroid Base is the one with the possible docking bay for your ship.

The Cruiser Chunk is barely larger than your ship, and has no such docking bays.
>>
>>26053710
I agree, lets focus on this target and get as much as we can from it.
>>
>>26053859

This changes Everything!!!

Since the Cruiser is not going to be here next time, It is the priority target.

Can we still send 1 lighter over just to scout the asteroid base though? even if we just drop off a squad of mooks, finish playing with the cruiser, pick up the mooks then leave... The reason I suggest mooks only, is that we don't want to put any of our officers in a zero-reinforcement situation in an unknown location with zero support... a situation I have no qualms with putting the mooks into....

YAY MEATGRINDER BLOODINGS!!!!
>>
>>26053951
Second
>>
Investigating the Cruiser Chunk is clearly the winner.

Available Specialists:
> 500 Armsmen
> 50 Techprists
>Officers: http://privateerquest.wikia.com/wiki/Percius_Crew

>Assign Forces to lighters!
Arvus 1: 12 souls per trip
Arvus 2: 12 souls per trip
Arvus 3: 12 souls per trip
Arvus 4: 12 souls per trip

Each Lighter can land 2 teams before it must be devoted to O2 runs for the teams that have deployed.

>Orders for entry into Cruiser Chunk?
>Cut your way in
>Enter through damage
>Other
>>
>>26054159

1a; 11 AMs + 1 TP
2a; 11 AMs + 1 TP
3a; 11 AMs + 1 TP
4a; 11 AMs + 1 TP

1b; 10 AMs + 1 TP + Keller
2b; 11 AMs + 1 TP
3b; 11 AMs + 1 TP
4b; Extra O2 / reinforcements / loot
>>
>>26054237

Enter Via what used to be the bow of the ship...
>>
>>26054159
Basically >>26054237 but I say add us in there somewhere.
It may require a bit more time, but we should cut our way through as it's a little safer than just going though the damaged section.
>>
>>26054237
>>26054262
>>26054400

gonna need a tie breaker.
>>
>>26054400

Could we send the first squad in the damaged section but have everyone else cut their way in?
>>
>>26054482
Sounds like a good plan.
>>
so the first wave of teams will insert into the portion that should connect to the other half of the ship.

The second wave of squads will cut through the hull elsewhere, with the 4th lighter dedicated to delivering some extra O2 to the 1st wave's teams.

Keller will join the 2nd wave.

>Confirm orders? Y/N?
>>
>>26054646

Well then, I'll need 8 d100 rolls for your insertion team luck.
>>
Rolled 5, 25, 3, 82, 42, 22, 2, 64 = 245

>>26054646
Confirm, and tell Keller that hats count as loot!
>>
>>26054646

Y
>>
Rolled 47, 66, 9, 23, 10, 74, 69, 47 = 345

>>26054853
Y
>>
>>26054863

critical luck!

please roll 3 d100 for teams Alpha 1, Charlie 1, and Charlie 2
>>
Rolled 2, 58, 79 = 139

>>26054913
>>
Rolled 47, 34, 81 = 162

>>26054913
>>
Rolled 2

>>26054913

3 100s.... only time you don't want them...
>>
Rolled 33, 67 = 100

>>26055557

one down.... two to go.....

Genius strikes again...
>>
>privateer quest is back
Fuck yes.

In the hierarchy of most awesome things ever to come back from the dead, this ranks just above Jesus and just below Vlad the Impaler.
>>
Your crew busies itself with the tasks before them, leaving you to wait. In little time, doubt rises within your mind. Should you have gone over yourself? Would you have found some little clue that Ana, Tes, Ketur or Keller overlooked? What kind of riches were you missing out on? Or would you have been a hindrance? All of the souls sent over were void-born, experienced and deftly skilled at moving in zero gravity. Is this how you'll have to do things from now on? Emperor, this is boring.

Three hours later, the first vox transmissions that matter come in.
"Alpha One reporting. We've found a path past the wreckage and marked it. Securing local area until more O2 arrives." "Charlie One reporting. Cleared the wreckage and marked the path. We're cutting through a door that looks interesting, send more O2." "Delta One reporting. Debris is too dense, requesting recovery and more suit patches. This shit is sharp!" "Alpha One reporting. Found a very secure looking door. We're gonna need some backup for this one." "Bravo One reporting. Coghead is shoring up our path through the wreckage while we wait for O2."

>cont
>>
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>>26055840

"Alpha Two reporting. We just cut into a sealed compartment. Send more fuel for the cutter with our O2 delivery." "Delta One reporting emergency! Sal is pinned, say again Sal is pinned in the wreckage! Send the lighter immediately!" "Charlie Two reporting. Looks like we cut into a lighter bay! Requesting more cog boys, O2 and lights!" "Bravo Two reporting. We're through but... there are a whole lot of corpses floating in there." "Charlie One reporting. Cog boy thinks we found a workshop and won't stop stroking one of the machines. Requesting orders."

Emperor save you, combat sounds fun right about now.

>Alpha One requests additional forces!
>Bravo One is exploring!
>Charlie One requests orders!
>Delta One is rescuing wounded! Arvus Four is Standing by!
>Alpha Two is breaching!
>Bravo Two is wavering!
>Charlie Two requests additional forces!

>Orders?
>Micromanage! [Specify orders]
>Let officers handle it! I'll do something else.
>Other
>>
>>26055873
>Cog boy thinks we found a workshop and won't stop stroking one of the machines.
I don't suppose it's the kind of machine that's small enough to be removed from the wreckage and brought back to our ship, is it?
>>
>>26055873

reroute Bravo One to assist Alpha One, Send Bravo Two to assist Delta One, Then Send Delta One to assist Charlie Two, and have Bravo Two pull back and switch out with a fresh squad. Arvus Four is to assist Delta One and Bravo Two in retrieving Sal, then pulling the Armsmen from Bravo Two and Sal back to be swapped out with new Armsmen.

Other than that, allow our officers to coordinate our forces... Maybe we can pester Advinessa about what her boys have found... She might even want to go over to see it... best check with her before sending the fresh squad over...
>>
>>26055873

>forgot O2 levels.

9 hours have passed.

Alpha One has 7 hours of air remaining
Bravo One has 3 hours of air
Charlie One has 4 hours of air
Delta One has 6 hours of air
Alpha Two has 8 hours of air
Bravo Two has 8 hours of air
Charlie Two has 8 hours of air

>Arvus 1-3 are currently serving the three 'Two' units exclusively. Round trip between your ship and the wreck is 1 hour [with resupply included]
>>
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>>26055983
>wanting to bring an unidentified machine from a separatist installation aboard our ship
>in a 40k setting
Nigga, machines are some scary shit. At least investigate a little more before bringing it over.
>>
>>26056008

I trust our officers to appropriately organise the resupplying of our forces with more O2...
>>
>>26056064
To be fair, this appears to be a ship of Imperial origin. It could have been captured/stolen, though.

>>26055983
possible, but very time consuming. I can't find pictures to show or quite describe how fucked this ship looks from being torn in half by something.

>>26056006

>Advinessa
"Theyfoundalighterbayjustletmegetmyvoidsuitandmyteampraisetheomnissiahnewspiritstoappease!"
Emperor save you, what the hell just happened?
>>
>>26056228

Well then, Bravo Three will consist of 11 Armsmen and Advinessa...
>>
>>26056304

>telling the techpriest there are machines and not expecting them to be techpriests.

Are you sure you want to send armsmen to support the lighter bay team?

Otherwise, if someone would be so kind as to second the general plan in >>26056006
or suggest their own...
>>
>>26056442

No, Bravo Three will regroup with Delta One then move on once they have a Tech-Priest with them. Advinessa is just catching a ride over with Bravo Three. Being the Chief Enginseer of the ship, she will be best for determining if this discovery is worth the effort of extracting it from the wreck...
>>
>>26056442
I second the general plan.

And could we request Advinessa to report in on a regular basis as to what's been discovered? I'd like to minimize the chances of our techpriest friends getting overly curious and unearthing something awful without some warning first.
>>
>>26056484

ok, so the plan as I understand it based upon all posts.

>Bravo One to Alpha One and assist with secure door [adding a 2nd techpriest to efforts]
>Bravo Two to Delta One, assist rescue, then switch out for fresh forces.
>Delta One then assists Charlie Two with the lighter bay find.
>Advi joins Delta One as Sal replacement and investigates lighter bay.

I assume 'Bravo Three' is the replacement squad for Bravo Two.

>Everyone else gets moved around by NPCs

Confirm that as accurate?

>>26056501
Advinessa will check in every two hours or every point she has a major update.
>>
>>26056888
Sounds good to me.
>>
>>26056888

Exactly the plan. Thank you for understanding my drivel...

Our officers should know of our combined hatred/poor understanding of Logistics... We just look good and shoot stuff....
>>
>>26057023
>>26056921

ok... we'll need 5D100 rolls for squads and Advinessa gets an independent roll for herself.
>>
Rolled 47, 93, 34, 48, 70 = 292

>>26057266

how good is the findings?

I predict high rolls, thusly bad shit...
>>
Rolled 55

>>26057266
Rolling for Advinessa.
>>
>>26057303
>>26057319

Your officers can handle the details, but some things just need your personal touch. Isn't that what being a captain is all about? You're no good at logistics, though. Fortunately, your XO is, and the lighters are quickly shuffled around to ensure no one runs low on O2.

"Alpha One. We've got the techpriests attempting to cut through the door while Bravo One looks for alternate ways in. We're assuming communications for Bravo One."

"Charlie One. Cog boy says some of the machinery is only used for aeronautica, but probably not recoverable. Requesting orders."

"Alpha Two. We've located some sort of lift shaft at an odd angle. I've no idea where this thing goes, but I think Marbo would say it's a mighty fine location for some explosives. Gonna need orders, boss."

"Bravo Three. We're gonna secure the area around Charlie Two's position."

"Charlie Two. Assuming comms for Delta One. Lighting up this damned dark."

"Artisan Advinessa reporting. Lighter bay contains six craft. Two Aquila landers, flight status unknown. Estimate twenty-five-percent chance of one being void-worthy. Two Arvus lighters, Estimate eighty-percent chance both are void-worthy. Remaining two craft are believed to be some local production shuttle, capabilities unknown at this time. Unable to estimate percentage chance of void-worthiness, multiple unknown factors. Obstacle to recovery: lighter bay is sealed for combat. Estimate twelve to twenty-six hours worth of plasma torch work with twenty-adept workforce to remove obstacle."

>Orders?

> 14 hours have passed. 46 hours remain until original escape deadline.

>Lighter Bay now acting as O2 supply depot. Units acting from this staging point have a bonus to exploration.
>>
>>26058079
Have anyone not busy on something else work to cut open the lighter bay to get those craft out of there.

Give Alpha Two authorization to explore down the lift shaft in whatever manner they deem best. If it involves explosive, so be it.
>>
>>26058079

Be careful with the explosives. We don't want to risk our new aeronautica with careless detonations...

Once current exploration operations are completed, all forces are to regroup at the Lighter Bay and fan out from there. Once we get the doors open and as many of the aeronautica up and running, we can expand our operations.

following post will contain plans for phase 2 exploration...
>>
>>26058079
I'm kinda worried about that persistant darkness surrounding Charlie Two.

Maybe have Bravo Three hold back a bit and not rush in to Charlie Two's position just yet. Never know what might be hiding on an abandoned wreck.
>>
>>26058491

it is a massive lighter bay with no power, and a single hole that is more of a crawl space than an actual door.

Flashlights are just not cutting it due to the sheer volume of space. All of your squads are effectively operating in pitch-black, except for the lights they carry.
>>
Phase 2 - assumed Lighter Bay doors still sealed.

Squad Reorganisation.

Alpha - (originally Delta One and Charlie Two) assigned to getting the Lighter Bay open. Note; May need to rotate forces due to unit fatigue over the estimated operation duration.

Bravo - (originally Alpha One and Bravo One) Exploration Group - can break into smaller squads, Ideally groups of three for maximum recon while maintaining sufficient numbers encase of further accidents...

Charlie - (originally Charlie One and Alpha Two and Bravo Three) Search Group - working in larger teams than Bravo, Charlie is to crack open sealed rooms and secure anything of value or interest.

Also, Ask Advinessa what is the probability of the Ships reactors still being in functional condition and the chance that power can be restored to the extent of the lighting and doors.
>>
>>26058258
>>26058450

>explosives

"I was just sayin, boss. Marbo would put some explosives here to sabotage something important or kill the buggers chasin him like fools. Probably corrupt Inquisition agents or some shit."

"Keller, if you ever mention that word again I'm going to brand your stupid tongue with a lighter."

"Calm down, chopsticks."

Kihomi curses in some tongue you're not familiar with.
>>
>>26058774
Seeing as everybody's dead, and the doors to the lighter bay were still sealed shut, I doubt there's anybody waiting to set off explosives in the lift shaft.

Even so, go nice and slow to check for boobytraps.
>>
>>26058258
>>26058720

>Lighter Bay Doors
Your Chief Enginseer's estimates are for a team of 20 tech adepts/priests. Assigning armsmen to engineering projects is not advised.

The workforce requested/suggested can be supported so long as they remain in the Lighter Bay and it acts as a depot.

>Deny requested team? Y/N

>>26058491

What are you afraid of? You'd have seen orks by now.

>>26058720

>Bring the reactor online

"Possible, if the reactor was not damaged and didn't remain operational until fuel was depleted. Either event would prevent us from restoring power, in addition to possible destruction of power mains. I can not offer estimates at this time."
>>
>>26059160

as everyone seems to have gone to sleep, we'll resume tomorrow. Not sure of schedule, but I should have a post in the morning if the thread is still here.
>>
>>26059773

bump to help
>>
Bump
>>
>>26059160

hmmm. Very well. In that case, swap out Delta One with the required mechanicus units as having that Bay open will improve the supply chain and allow for a quicker evac of our forces.
Charlie Two will be assigned to the restructured Bravo Group, Of which I still advocate one group exploring the general layout and tagging Points of Interest, with the second team following and orchestrating a proper search of the rooms. Bravo can begin searching once the place has been fully explored. (Still think teams of Three provides best mix of safety and coverage...)
>>
Also, we could have a few techies to take a look at the shuttles in the lighter bay, just in case any of them can fly. Some extra lighters would not hurt

>captcha: Polytechnic Smakfac
>>
>>26065328

sounds like a plan. With 23 tech adepts&priests and Advinessa, she and three of the tech priests can check the ships for void-worthiness. It may come down to cannibalizing one or two to fix the others up, though the Lander will prove useful if we wish to conduct larger scale ground operations...
>>
>>26067233
Indeed
>>
>>26054159
So I'm clearly way late for this but, is there any reason we can't (couldn't?) have simply had our guys board in the same way that we boarded our own ship originally, ie get close and jump across? Seems like it's get more feet on the ground faster, and wouldn't risk our landers. Just wondering if there's a reason we can't or if it just wasn't thought of.
>>
>>26065328
The craft present have been given what assessments are possible. They've been adrift for possibly 40 or more years, so you'll more than likely need to at the very least drain and replace fuel due to decay and also replace batteries. None of these things are practical with a crawlspace for men and equipment to enter the bay.

>>26067233
Advinessa has already conducted a quick void-worthiness check. You'll need to power the craft for verification.

>>26067420

You very well could have attempted such, though your ship lacks the massive grappling cannons that captured your current ship and provided smaller lines for your teams to use as guide wires.

On top of that, you're dealing with the ass-end of a massive cruiser that is still larger than your ship and in more places than you'd like to admit is a twisted nightmare of metal, asteroid debris, corpses, and other things that would not be fun to void-jump onto.


my posting will be fairly random for the next few hours, but lets get 6d100 rolls broken up however you guys like. [remember, I only take the first rolls] and 1d100 for Advinessa's techpriestness
>>
>>26068921
>why not to jump onto the ship

Ah, okay, that makes sense. though on the other hand, it's also going to be moving predictably in orbit, I assume, making the massive grapple launchers seem not as necessary, and at least it's not firing tons of point defense weapons at our dudes as they come down. Still, as you say, it might be a good idea to try and get a supply of grapple wires for if we have to do something like this again, you know, just man-sized ones to let the men jump more safely.

Anywho, yay, you're back *belated*! Voting we have the techpriests work on opening the landing bay doors, while we shuttle over a few extras to start work on repairing the craft that Advinessa has deemed have a chance for spaceworthiness.
>>
Rolled 5, 28 = 33

>>26068921

here's a pair...
>>
Rolled 86, 28 = 114

>>26069125
Another 2d100s for you.
>>
Rolled 99, 52 = 151

>>26068921
and the final two
>>
>>26068921
You know what I want!
And I will make you give it to me eventually machinespirit, whether I have to kill to get it or not!
>>
Rolled 11

Advinessa's roll.
>>
>>26069595

that 99 scares me... hopefully no one dies...

Ah, who am I kidding, MORE MEAT FOR THE GRINDER!
>>
Six hours pass.

"Alpha One Actual. Boys from Bravo think they've found something, but we're hitting our limit here. Requesting extraction for some rack time, it may be better to not send replacements, it's a bit confusing in here."

"Charlie One. We've heading for the insertion point with what we can carry. Requesting extraction and rack time."

"Alpha Two Actual. Bad news, boss. Looks like something bored a hole through the lift, but I think we're on our way to officer's quarters. Call it a Sly hunch. We've got enough left in us to work until replacements follow our markers in."

"Bravo Three. Looks like we found some sort of storage room, but we can't move whatever is blocking the door. We'll look for another way in."

"Delta One to Charlie Two. Where the hell did you bastards wander off? Say again, Charlie Two? Delta One Actual. Captain, we've only got contact with one of Charlie Two's search groups. Tes' group has been out of contact the longest."

"Artisan Advinessa transmitting. Task nearing twenty-five-percent completion. Assorted spare parts have been located and tagged for extraction. Unknown benefit at this time."

>Orders?
>Approve all requests and continue on.
>Micromanage
>Other

Fatigue is beginning to set in for the Captain. How will you deal with this?
>Take a nap, leave orders and hope for the best.
>Recaff binge, risk side effects of jitters.
>Other
>>
>>26071251
Keller really needs to tone down his Marbo-lust.

>Approve all requests and continue on, make sure all teams are aware that if they neeed sleep and food and whatnot to not hesitate, we've got enough people to send replacements, barring exceptions like Alpha One. Though try to get some more info about what's going on that's so confusing? Weird layout, something like that?

>Take a nap, your IQ decreases from sleep deprivation, in addition to the downsides of caffeine jitters. Consider getting ourselves bionically modified to not need sleep, then discard the idea as a Techpriest's crazy dream and a sign to go to bed.
>>
>>26071413

>What is so confusing?

"Alpha One Actual. It is a nightmare of wreckage down here, sir. We've played hide and seek with a few men already, and gotten turned around as a whole once or twice. Or are you doubting your sweet, friendly Ana, Captain?"

Sometimes, Ana can be a little smart ass. Better not to think about who has died after seeing that ass without clothing. Yep.
>>
Rolled 49, 78 = 127

>>26071413
seconding
>>
>>26071594
"Just wanted some clarification, dear Ana. You've done good, come on back for some rack time."
>>
>>26071251
>Approve all requests and continue on.

>Take a nap, leave orders and hope for the best

>>26071413
Really it's not "that" crazy of an idea as it would allow us more time to do things. At some point we should ask our techpriest probing questions on how much sleep they need.
>>
>>26072041
Is it just me or did that sound very dirty....
>>
>>26072155
Wasn't intended that way, but I can see how one might see it that way. I'm sure our tone of voice will ensure that we mean nothing dirty by it.
>>
Sorry, was called away for a bit. Lets get 3D100 and we'll see how things go during your nap.
>>
Rolled 28, 36, 36 = 100

>>26073285
Lets wake up surrounded by lolis.
>>
>>26073294
The dice love us this thread!
>>
>>26073312
The dice love the loli.
Difference.
>>
>>26073346
Keep it up and MS will ignore the rolls, don't push it.
>>
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>>26073435
MachineSpirit knows me, he won't do something so cruel with just this
>>
>>26073535
How about I convince him to do so?
>>
>>26073586
Then you'd be a faggot.
Or a manslut
>>
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"Elise, the bridge is yours. We're in this for the long haul, it would seem."

"Aye, Captain." Elise smiles as she nurses a small mug of recaff. With a yawn and careful attention to your hat, you return to your quarters and close your eyes.

Your dreams are unusually troubled. The faces of your siblings circle you, their voices strange and alien as they accuse you of untold sins and crimes. Some of them have bulging heads and alien veins throbbing within their flesh. As your eldest brother nears, his smile reveals a maw of needle-like teeth. "Percius, brother, don't you want to come home? Your bride awaits."

You're sitting upright in your quarters, the sheets of your modest bunk strewn about in your sleep. A quick prayer to the Emperor is still instinctive, despite the past decade of your actions. As your heart begins to calm, you don your hat and return to the bridge. "Elise, a report please, then you are relieved."

"Aye, sir. All forces have been accounted for and I took the liberty to reorganize our forces according to your previous ideas. Ana is preparing to lead Alpha team back to their previous location, and is currently in transit. Keller's former position is being held by Bravo team, with Keller's original force on their way back. Charlie team has been mapping the immediate area around the Lighter Bay, but it looks like they're surrounded by a nightmare of wreckage. Having the bay act as an O2 depot has improved our efforts overall, and we're able to support more bodies on the vessel. Advinessa's team's last report suggested they were about half-way through the Lighter Bay door anchors." Elise takes a moment to rub at her eyes before yawning. "Orsola led a temporary team to investigate the location Charlie Two found, while Kihomi has taken a shift as a lighter pilot. We've got some techpriests on our end inspecting a small assortment of recovered gear, but nothing major seems to have turned up yet."
>>
>>26073916

>Anything else for Elise?
>26 hours have passed. 36 Hours remain until original escape deadline. Wreck currently supports maximum number of teams.
>Orders?
>>
>>26073916
"And what of the teams from Charlie Two that went out of contact. Were they ever found?"

Once we get an answer:

"Good job, now get some shut eye."

Orders are to head to the bridge and await alpha returning to their site. Progress reports as necessary.
>>
>>26074022
Sounds good to me.
>>
>>26074022

>"Aye, sir. All forces have been accounted for and I took the liberty to reorganize our forces according to your previous ideas...

"They forgot to replace the charge packs on their vox equipment, sir."
>>
>>26074022

sounds like a plan.
>>
>>26074074
Ah, okay. Well, just hope they've not been implanted by 'stealers. If they are we'll be fighting a mutiney someday. But enough of that, to the bridge! To our no doubt fancy captain's chair!
>>
Seems a storm is heading this way. It is possible that internet access protocols may be scrambled.


If no changes to orders, 2d100 for search, 1d100 for Advinessa, 1d100 for Orsola, and 1d100 for Alpha's finds.
>>
Rolled 65, 31 = 96

>>26074126
2d100 for search!
>>
>>26074105

> 'stealers

A what now? [it is currently 336.M41]
>>
Rolled 78, 8 = 86

>>26074154
Bleh, I take it that's before Nids came into the galaxy? Sorry, I'm not so good with the 40k Timeline. Gee GW, maybe I'd be more interested in past shit if the time would ever advance some to make me care about anything other than the present!

/rage

But yeah, in that case all we have to worry about is migrant Ork spores latching on before detaching in the lower decks and growing into orks in the deeper recesses of the hull or something!
>>
Rolled 43

>>26074126

dice for Advinessa...
>>
Rolled 56

>>26074126
Orsola
>>
Rolled 15

>>26074126
for Alpha's finds
>>
More waiting. You could be having a part in this adventure, but you're the Captain. You have to be there when others call for help, make the tough choices, find the loot, and roll the hard six when fate wants you to fail. But you do get to wear the nicest hats. That counts for something.

"Artisan Orsola reporting. Machinery is in recoverable condition, but recovery is inefficient. Postulate that vessel carried attack craft and landing bays. Repair deck or storage areas for aeronautica likely located nearby. Investigating for nearby cargo lifts."

"Charlie team reporting. We've located a pair of lift shafts that we think we can climb to new areas. Should we go up or down, sir?"

"Alpha team here. Looks like we found a barracks and armory. We'll need cogboys to help clear a path to get this stuff out. Hey, put that down, I called dibs!"

"Artisan Advinessa reporting. We're on schedule and should have the bay door ready for removal in six hours."

"Bravo reporting. We think we're near officer's quarters, the corpses are getting fancier clothes. We're going to need cog boys to clear debris or cut us through a wall to progress, though."

>Alpha team has found a barracks and armory! Requesting Techpriests to clear a path.
>Bravo team believes they've found officers' quarters! Requesting Techpriests to clear a path.
>Unassigned Techpriests: 13
>Orsola's team: 11 techpriests
>Lighter Bay team: 20 techpriests

>32 hours have passed. 30 hours remain until original escape deadline. Wreck currently supports maximum number of teams.
>Orders?
>>
>>26074884
Okay, split the remaining tech priest that are unassigned to Alpha team and Bravo team.
Give Charlie team the green light but tell them to be careful.

Also, cross our fingers that Bravo team finds some new hats for our collection.
>>
>>26075178

Charlie team is asking if you want them to go 'up' or 'down'.

Note that for all you know, they could be talking about any direction they feel like.
>>
>>26075386
Down
>>
>>26075386
Assuming there's no gravity on the wreck, they probably don't know which is which.

Still, down.
>>
>>26075386
Down it is then.
>>
>>26074884
Priority number one, is to find a suitable loli for our bed.
>>
>>26075400
>>26075440
>>26075466

5d100 for Alpha, Bravo, Charlie, Advinessa, and Orsola.

Also, the vote for boon in >>26051472
is tied at 2/2. I notice we have people that didn't vote.
>>
Rolled 40, 99 = 139

>>26075817

rolling two.

Also, if we are re-establishing our votes, I vote for Lost and Found.
>>
Rolled 21, 94, 70 = 185

>>26075817
FAvored of Deus
>>
>>26075817
Deus, definitely not wanting to deal with warp rolls.
>>
Rolled 96

>>26075817
I vote for loot
>>
>>26075817
Hadn't noticed that one. Voting Lost and Found.
>>
>>26075817
I vote Lost and Found.
>>
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"Alpha Actual, we should have a path cleared within the next six ho- What the hell was that?"

"Bravo team declaring an emergency! Something just fucking exploded! Shit! Get away from tha-"

"Lighter Bay reporting casualties. Lighter requested for casualty evacuation."

"Artisan Orsola reporting. Expect a lighter for recovery. Will see to wounded."

"Charlie to anyone. What the hell were those fucking vibrations? Did we just get hit by an asteroid? I thought we were going to find the enemy gate."

Great. "Captain Aurex to Artisan Advinessa. Status report."

"Lighter bay has six wounded. Self included. No life threatening damage. Expect no delays on door removal."

Emperor on Terra. What the hell did Bravo do? "Bravo, report status."

"Bravo, report."

"Arvus Three to Captain. Requesting permission to deploy to Bravo's location with search party. Master-at-Arms is aboard."

>4 hours have passed.
>Orders?
>>
>>26076465

Pull out the injured and wounded forces, switch them out with fresh units.

Permission Granted to Arvus Three for Search and Rescue.
>>
>>26076765

1d100 for SAR
1d100 for Medicae
>>
Rolled 61

>>26076845

Here's one
>>
Rolled 66

>>26076845
medicae
>>
>>26076903
>>26076922

Rolls accepted. There will likely be an hour before next post due to cooking dinner, so another round of 4d100 will let me finish this round and get the next going.

Do you guys want to see the wounded or just get a report from medicae?
>>
Rolled 99, 34 = 133

>>26077103
and two more rolls
>>
Rolled 2, 28, 100, 57 = 187

>>26077103
Go see the wounded.
>>
>>26077103
Might help morale some of we make a trip to see the medicae, like we did when we initially boarded the ship.
>>
>>26077103
We should probably visit the wounded, though given our rolls, we'll probably be attending a funeral instead.
>>
Rolled 92

>>26077173

my god.... the low numbers on roll high quests, and the high numbers on the roll low quests.... today is a bad day for questing...
>>
>>26077499
Look on the bright side, the 100 and the 57 where the fifth and sixth rolls for a requested 4d100.

Still got a 99 in there, but the other three rolls are pretty good.
>>
"Someone fetch Elise, the bridge is her's. I'm going to the Medicae."

You find yourself in the medicae just as the injured from the lighter bay arrive, and soon find yourself supporting a stumbling Chief Enginseer. Her left hand reeks of charred flesh, a hole burned clean through the center. You're certain her flesh isn't normally so pale and colorless, and you are quick to move her to one of the beds before she collapses. Moments before Orsola comes by to sedate Advinessa, she looks straight at you and smiles slightly. "Gratuities, Captain Aurex." She looks much more peaceful as you remove yourself from the situation, not wishing to see what might be hidden by the robes of the Mechanicus.

As you visit the other five techpriests in the medicae, you note a distinct lack of additional casualties arriving. Heading to one of the many internal vox terminals of the ship, you hail the bridge. "What is the situation with Bravo squad?"

"They're only finding corpses, sir. M-most of them are trapped in the wreckage that fell." You can almost see Elise on the bridge, her fists likely clenched.

>Eight hours pass.
>>
>>26079057

Advinessa is awake once more, her hand useless as metacarpals have been destroyed.

Alpha team has suspended their efforts after discovering their cutting torches were damaged by debris. As it stands, they believe they can remove only a portion of the items from the barracks and armory they located. Ana reports she has claimed a melta gun for her own.

Bravo team has been wiped out. Rescue teams are still searching for survivors or recoverable corpses.

Charlie team reports they've found something, and are prying the doors open!

Lighter Bay has been opened! 14 Engineers have been assigned to work on the lighters within.

> 24 hours remain until original escape deadline.

>Orders?
>>
>>26079156

see if anyone else wants to go over and play in the wreck. After loosing the entirety of Bravo, committing more forces is questionable. We shall leave that decision to those who want to go salvaging...
>>
>>26079156

oh, right.

2d100 for Charlie team loot
>>
Rolled 81, 20 = 101

>>26079382
>>
>>26079406

Meanwhile aboard the wreck...

"What do you think, Tes? We gonna find some monsters in this nicely decorated room?"

"Only monster in here is you, Ketur."

"You haven't been any fun since you started cooking for the Captain, Tes."

"Tes? Holy shit, what did you find!"

"Ketur, shut up and let me soak up this moment? I'll probably never find another container full of gold, silver and booze in my life."

>1d8 gold bars located!
>2d10 silver bars located!
>4d5 bottles located!
>>
Rolled 1, 4, 4, 2 = 11

>>26079541
>Rolling for booze
>>
Rolled 2, 9 = 11

>>26079541
Rolling for silver
>>
Rolled 6

>>26079541
Go for the Gold!
>>
>>26079613
>>26079636
>>26079716
Not bad I have to say.
>>
>>26079716
> calculating bonus loot +10%
Gold bars: 7
Silver bars: 12
Booze: 12 bottles

>>26079299

Morale among the armsmen has suffered a hit. Many are willing to head to the known areas of the wreck, but most have little desire to end up part of it.

>Alpha team requests orders. They are nearing fatigue point.
>Charlie is extracting loot.
>Lighter Bay is examining small craft within.
>>
>>26080075
I'm weary of doing more searching after what happened to Bravo. Have Alpha come back if they are done getting anything they can form the baracks and armory.

I say we just focus on getting or trying to get the things inside the Lighter Bay up and running.
>>
>>26080075

Switch Alpha out.
replace Bravo.
>>
>>26080480

Alpha can get a portion of their finds out at the moment, but they would need to clear more debris to get it all.
>>
>>26080578
Switch out Alpha as their cutting torches were damaged and bring in some new ones.

After they are done we should focus on the Lighter Bay.
>>
1d100 for Lighter Bay work and 1d100 for Alpha's efforts.
>>
Rolled 34

>>26081068
Alpha legion report
>>
Rolled 84

>>26081068
Lighter bay
>>
Rolled 82

>>26081068
For Alpha
>>
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You find yourself wandering the two dorsal lighter bays of your vessel, your body unwilling to sleep when you could be inspecting your ship's latest acquisitions. Techpriests scurry about the recovered shuttles and aquila landers, removing panels to access a confusing maze of parts and wires. Only one of the landers was able to fly under it's own power, and both shuttles were towed in. The comparatively robust nature of the arvus lighters has allowed both to be piloted back to your ship, and they await a detailed inspection in one of the keel bays.

A weary, but smiling Ana and Tes eventually find you in your wanderings, Ana holding a hand behind her back. "Captain! I found something and immediately thought you'd like it." Her arm moves swiftly, placing a dark blue beret with a strange patch upon it before you. "It isn't much, but we thought it was unique enough since we only found one." Something about these two feels different than before, but you're not sure why...

>18 hours remain until original escape deadline. All forces have completed their assignments upon the Wreck.
> Strange Beret acquired!
>Arvus Lighter x2 acquired!
>Aquila Lander acquired!
>Aquila Lander wreck acquired!
>Shuttle wreck x2 acquired!
>300 Armsmen have been upgraded with armored voidsuits: Carapace
>Ana and Tes have grown stronger!
>Adept Orinth and Armsman Whin have perished. Morale of Aurex's "originals" lowers.

>Orders?
>We've lost enough men and got some loot. Let's get out of here early.
>We still have another location to explore...
>Other?
>>
>>26082225
>We've lost enough men and got some loot. Let's get out of here early.
>>
>>26082225
>We've lost enough men and got some loot. Let's get out of here early.

Also, try on the Beret and ask Ana and Tes think.
>>
>>26082225

calling it a night. Q&A for a bit if anyone is still around.

Not sure if I'll be able to continue tomorrow/today, I'll post an update on that tomorrow if the thread is still up.
>>
>>26082357

"You look like some sort of cock-sure professional soldier, sir."
"Find him a uniform and all the hussies in a port will be clawing all over each other to get at him?"
"Oh, I'm sure!"

Both women smile at each other, exhaustion clearly beginning to catch up with them.
>>
>>26082428
I know you hinted at it in another thread, but do the individual hats give us different stat boosts or something like that?
>>
>>26082724

Depends on the hat.
>>
>>26082988
Note to self: When expecting to be in combat situations of the non ship variety wear the Guard-Issue Officer's 'Field' Peaked Cap.
>>
>>26083044

I'd reread the information provided/suggested about that hat. Just saying.

or you could ask that Rogue Trader you're planning to meet soon...
>>
>>26083162
True, i'm most likely going to re-read everything to keep it fresh in my mind.

Also, thanks for running this and allowing us to go hat crazy.
>>
>>26083305

I'm not sure if I love or hate you guys for making me learn about what the hell I'm trying to talk about when it comes to hats.
>>
>>26083915

HarvestGoddess said the same thing when the hivemind brought it's agricultural knowledge and experience to the game...

You know it's good when the anon's have got you researching a topic you never thought you'd need to know about...
>>
Bump for lasting until MS can say whether we're continuing today or not.
>>
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Good news everyone!

Seems my day will unexpectedly allow more Pirates!

>2 votes counted for 'lets blow this taco stand and move on'

I'll still accept alternate votes at this time.

Next destination?

>Caseblanco [Where your wolfpack is to assemble before departing the sector. 125 days until you're expected]
>Folvangr. The Rogue Trader Alexander Kerr will apparently pay the ransom of your two guests. He may also have information about some of your captured goods.
>Find a port of ill repute!
>Find some other site?
>Other
>>
>>26091275
Before I cast my vote, approx how much [Wealth] do the gold and silver equate to, or are we unable to judge? If we've not broken even at least, I suggest we stay until our deadline. If we have, then let's hightail it to Folvangr. Time to meet up with Alexander Kerr.
>>
>>26091319
I'll second this
>>
>>26091275

I think there is time for one more quick jaunt into the bowels of the ship.... Have we checked to see if the explosion opened up any new areas to explore?
>>
>>26091598

Actually, recall all forces and have one of the lighters with some tech adepts to check the viability of our ship docking with the asteroid base. If time is sufficient, we can clear the docking bay out in preparation for our eventual return...
>>
>>26091319
>>26091496

sorry.

2 gold bars = 1 wealth
14 silver bars = 1 wealth

In total, you've gained roughly 4 wealth. Effectively, as Captain you've gained 1 wealth, your officers divide 2 wealth between them, and the crew divides 1 wealth between them. [you have kept the bars, splitting some lesser wealth counts to compensate.]

You've gained an estimated 300 wealth worth of small craft. [assuming all 6 are functional.]
I'll update that info on the wiki at some point today.
>>
>>26091968
>300 wealth in small craft

....huh, Small Craft sure are expensive. Alright. In this case, definitely head out to Folvangr!
>>
>>26091968

how much will it cost to get replacement crew for those lost in the operation?
>>
>>26091598
>>26091897

it is believed that there is a docking bay that could be cleared upon the asteroid base, but no estimates as to how long it would take to clear.

you'll need at least 2 votes supporting this to work it.
>>
>>26092006
how much time until deadline? i think we've less than a day at this point.
>>
>>26091991

unknown, you are not at a port with men to recruit.
>>
>>26092035
Estimate.
>>
>>26092031

18 hours remain until original, self-imposed deadline. [A reasonable estimate of possible response time for Imperial vessels, based upon being detected as you arrived and proximity of Imperial systems.]

>>26092040

To replace 22 Armsmen: estimate <0 wealth, assuming optimal conditions

To replace 8 techpriests: impossible to estimate. Even the most unskilled techpriest would be a precious commodity, if willing to join your crew.
>>
>>26092191
Ehhh.... I am the worst, least interesting pirat- I mean, privateer, and and think we should GTFO while we can while we're ahead. Sides, we've got another plan to go to right after we leave, seeing Kerr and getting that ransom dealt with. We can always plot the Meteorite's orbit and path and come back sometime afterwards to try and loot it, right?
>>
>>26092255

It is entirely possible to return to this asteroid cluster later. Having plotted the system, you could locate it with ease upon return.
>>
>>26092191
I see.

Well, I still think that we should at least scope out the Asteroid Base's docking bay. That way, when we return, we can ensure we have the right tools for the job...
>>
>>26092340
Fair enough, I can get behind this. But I still would like to try and leave by our deadlines. Even if it's self imposed, it's good to have some self control.
>>
>>26092347

it shouldn't take 18 hours just to take a look inside the docking bay... we just pull up near it, send a Lighter over, get a sitrep on the condition of the bay, recall the Lighter then move on to our meeting with Alexander

Though on the topic of the Ransom, Might I suggest being paid in equipment, supplies and weapons than Thrones? If we play our cards right, we might be able to do some business with him.... also, if we meet in person, we can ask him about the Sapphires. Due to poor relations with the Iron Monks, he might be willing to elaborate on what they may have been doing.... Though, that information might be part of his payment for the Sisters...
>>
>>26092459

Roll 1d100 for assessment.

Unless you're sending someone else to negotiate, you will likely meet Kerr in person. After all, you are the one with the fancy hat.
>>
Rolled 49

>>26092459
Sounds good. I'm honestly probably going to be fairly bad at dealing with the ransom due to being incredibly paranoid. I mean it's unlikely he'll want to just come over to our ship which means going to his or maybe going to an orbital station as neutral ground and just.... too many variables and so much possibility for backstabbings. Anyway... d100 for assessment.
>>
>>26092538

I'd be shocked if someone actually wanted to roll sense motive or something. Paranoia isn't unfounded when everyone can technically kill you without reprisal.

Four hours pass before your exploration team reports back. "It might take days to clear this, Captain, but we're fairly sure there are intact areas beyond the wreckage. Might even be some level of power, we think we saw emergency lighting or a power conduit sparking beyond the wreckage."

>14 hours remaining until deadline.

>Orders?
>Caseblanco [Where your wolfpack is to assemble before departing the sector. 125 days until you're expected]
>Folvangr. The Rogue Trader Alexander Kerr will apparently pay the ransom of your two guests. He may also have information about some of your captured goods.
>Find a port of ill repute!
>Find some other site?
>Other

stop changing on me while I type you, captcha!
>>
>>26092653

so, we'll want some gear that is better at clearing the wreckage than our current equipment... Since Mr Kerr is overseeing the rebuilding of a world, we should be able to get some equipment as ppart of the ransom...
>>
>>26092653
I guess, can we send a few shuttlesful of supplies and shit over to the asteroid so that the groundwork is laid for our next visit? If we can, do that and then head for Kerr's place. If we can't, then to Folvangr. Also yes, Sense Motive might be useful. I mean, we were raised to be in politics, right? Or well. I mean maybe we picked some of it up before we ran away, and it'd be good to be able to get a read on the situation once we make contact with Aleksander.
>>
>>26092704

its possible any gear left may be struck by micrometeors or be otherwise damaged by events related to the asteroid's minor amount of gravity. Supply runs are simple enough that such an action isn't needed.

>>26092702
>>26092704
Are these votes to head to Folkvangr?
>>
>>26092789
Ah, nix it then. And yes, voting for heading to Folkvangr.
>>
>>26092846

Two jumps along a smuggler's route will be used. Roll 2d100 for first jump, 2d100 for 2nd jump.

Estimated time: 5 days real-time, 7 days real time.
>>
>>26092789

Yep. Don't want to linger here. Give it at least two months before we consider returning...
>>
Rolled 33, 90 = 123

>>26092926
First jump is goooo!
>>
Rolled 26, 1 = 27

>>26092926

second stage...
>>
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>>26093032

>nat 1 on perils of the warp

You're off the chart in the wrong direction.
>>
>>26093032
>>26093152
fuck, fuckfuckfuckFFFFFUCK....

>Resite the Litanies and fire up the Gellar Fields
>>
>>26093152

...... why does everything flip and switch and change dependant on situation..... low is good for x, except y, z, h, p, s and w under m conditions...

It is probably because I left my Uplifting Primer at home....
>>
>>26093152

Is it warp fever again or are the souls of the dead haunting the shit out of us?

Maybe one of the shuttles is tainted....
Maybe that melta gun is.....
Maybe there was more than just explosives on that ship....
Maybe the ship was cursed and that curse got passed on to us....

Maybe things got boring without combat so the Warp decided to provide....
>>
>>26093254

Low is good for: skill rolls, some loot tables
High is good for: combat hit locations, some loot tables, perils of the warp

Its always been this way for PQ.
>>
Meh. I could always envoke a much worse fate and delete the post... though I'm sure that the roll itself will prove fun...

by the by, any reason for two per trip? is one duration and the other perils, or are both perils?
>>
>>26093380

First roll: Navigator's skill roll [speed/destination]
Second: Perils [generally, you'll only encounter 1 peril per thread, barring lots of jumps]

>typing
>>
>>26093440

well, there is our peril for the thread...

so.... what would a 100, 1 get us? would it be better or worse than 1, 100?
>>
>>26093465
As I see it 100,1 is we get lost in the warp and gellar fields fail => bad end

Where as 1,100 would be along the lines of "you arrive before you left and got laid on the way there"
>>
>>26093509

touche', Since the first roll is a skill one... so, in that case is 100, 100 better or worse than 1, 1?

double 100 would mean either getting lost, spending many years in the warp, exiting centuries later or other time based dickery, where as double 1 would get us there sharpish with some kind of chaos based dickery... possibly demons and warp madness.... hopefully the Navigators survive.... we would be up shit's creek with a lack of propulsion if they were to snuff it....
>>
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Your trips go quickly and smoothly, though the gellar field fluxes for a moment as your vessel tears back into reality at the edge of the Folkvangr system. Navigator Veritas and her two peers seem to be more on edge than the rest of your crew, possibly due to the gellar field's fluctuation.

The Folkvangr system stretches before you, your ship near the cover of a stellar dust cloud that drifts in the system's outer reaches. An asteroid belt with a patchy dust cloud of it's own sits at the edges of the habitable zone, several asteroid clusters scattered about the belt and slightly farther in-system. The world of Folkvangr itself sits in a lonely orbit within the habitable zone, a single moon and station orbiting slowly about it.

The crew is on edge as you order silent running and use the nearby dust cloud to provide a minor amount of cover from augers. Your arrival was likely noticed, or will be soon enough.

"Well, Captain, how should we go about this?"

>Make first contact, state conditions for exchange.
>Make first contact, allow Kerr to state conditions for exchange.
>See if they hail you, state conditions for exchange.
>See if they hail you, allow Kerr to state conditions for exchange.
>Other?
>>
>>26093553

Depends entirely upon what exactly is rolled on some sub-charts.

You likely don't want to see what happens with either.
>>
>>26093670
Well. That was oddly smooth. Not gonna look a gift horse in the mouth though. Be assertive, Make first contact, state conditions for the exchange. Think hard about what exactly we want in exchange for the Sisters. Money and gear is nice, but information on those Star gems would be good to have as well. Try to engage him in conversation about really anything at all, even if it's something like letting him know that the Sisters have been well taken care of, try to see if we can't glean what he thinks they're worth. Don't want to be a fool and show that we (or I, at any rate), don't really know the value of the sisters, and ask for some piddly sum or something overly extravagant in exchange.
>>
Alert!

Chief Navigator Erin Veritas has been found with wounds to her head, claiming to have encountered a daemon aboard the ship. The daemon was defeated before it could gain strength, but the wounds it inflicted are said to have a lingering burning sensation.
>>
>>26093797

what are you conditions for the exchange? Where and how will it take place?

Assume that proof-of-life for at least one prisoner will be required.
>>
>>26093987
Well shit. That ain't good. Send out an alert for all crew to be on the lookout for anything strange or suspicious, and to alert armsmen if they notice something out of the ordinary. Have Erin taken to the medicae.

>>26094053
See this is the kind of thing I'm terrible at. But let's give it a try, if anything I say sounds dumb, fellow players, please don't hesitate to call me out on it.

I'd say for where, we should initially suggest meeting somewhere in the system, maybe halfway between the halo and the planet, via unarmed shuttlecraft. That would be where the exchange would take place. As for how.... we bring the sisters, exchange one for any information we, the playerbase, end up reaching a consensus on what we want, and then exchanging the second sister for any material goods. Then we each fly back to our ship, hopefully with no hard feelings on either side.

As for proof, would having both of them appearing on the bridge (under heavy guard of course) to speak for a limited time with Kerr work?
>>
>>26093670
I say lets wait until they contact us and in that time get one of this sisters up to the bridge.

If they don't contact us we then proceed to contact them and tell them have we might have something of value for trade that i'm sure a rouge trader would find interesting. Also, ask if there is a particular place he would want to meet for a little exchange of goods.

The key is to make it seems like we want to trade goods and it just so happens one of those goods happen to be a pair of sisters.
>>
>>26094393
Actually don't have one of the sisters on the bridge. Still try to make it seem like a business transaction.
>>
>>26094393
>>26094413

We've already made contact with the guy via astropathic message in an earlier thread, he knows we're going to be here, just not when. And he knows we've got a pair of sisters as hostages.
>>
>>26094438
Ah, I had forgotten. Then I say let's go with your plan.
>>
Kerr is only aware that a 'Captain Aurex' will show up to negotiate some hostages at some point.

He has no idea what ship you're on or anything beyond that you're coming at some point.

>>26094393

Generally, trade occurs upon trade stations.

awaiting futher input
>>
>>26094524
Ah, so we could technically contact him and say we have interesting items to sale and we were hoping to make a transaction with him. Having Kerr contact the Rouge Trader, but trying to avoid the captains name or just making up the captain name. Have him tell us if/where the trade station is and make our way there.

It's a risk of course, but we might be able to make a bigger profit off of this.
>>
>>26093987

ARM UP!, Vent all the looted gear out into space, maybe the Daemon will go with it! in the mean time, move everyone into sections and lets get a description of the daemon. If it's red then we're totally fucked.
>>
>>26094659
I thought Kerr WAS the RT. He's the guy we're selling to.
>>
>>26094671
I that action is a little drastic, but we should have people be on alert and have erin taken to the medicae.
>>
>>26094659

Alexander Kerr is the RT. He, or a representative, is likely awaiting you. Logic would suggest upon the station where he is docked. He could be lurking hoping to ambush you, though it would be quite an interesting wait.

The orbital station around the planet likely doubles as both a defense station and trade station.

>>26094671

The daemon was allegedly defeated, and your navigator has only minor wounds. Armsmen are patrolling the ship and the crew is alerted.

>typing
>>
>>26094659
>Kerr

Meant to say Elise and not sure why I said Kerr.
Actually, can we run the two plans by our XO and ask what she thinks?
>>
>>26094671

Actually, forget that Idea, we could sell the gear to the rouge trader along with the sisters. that way the daemon may go to their ship.
>>
>>26094786
We got the gold and booze from the derelict ship. The daemon was likely caused by the fluctuation in the gellar field. The treasure and daemon are unconnected.
>>
>>26094748
>allegedly defeated
>we rolled a 1

Yeah, that doesn't sound promising.
>>
>>26094853
Yeah but killing Erin because she's likely been possessed by a smart demon who's willing to bide its time or something similar would be meta, and we don't really have an IC reason to do anything more than put people on watch and have Erin under observation.

Was she with her assistants when this happened, and do they know what happened, btw?
>>
So, there may or may not be a demon on board trying to wreck our shit and our navigator may or may not be possesed and lying about it.

If only we had some ecclisiarchical anti-heretic specialists on board.... oh, wait.
>>
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"Put the crew on alert for any strange events, and have them reported immediately. I want patrols of armsmen just to be sure."

"Aye, Captain. We'll find anything else lurkin' about." Keller heads off, a predatory grin upon his face. "Any hunt is a good hunt!"

Taking hold of your vox link, you transmit a hail to the orbital station. "This is Captain Aurex, I believe Alexander Kerr is awaiting me."

"Captain... Aurex? This Folkvangr station, we don't have you on augers at the moment. Are you the ship that arrived recently?"

"Confirmed. I am the captain of the new arrival. I have business with Lord Kerr, and wish to meet him between the asteroid belt and planet for our transaction."

"Copy that, Captain. Lord Kerr will contact you shortly."

Barely a half an hour later, you receive a transmission from the station. "Captain Aurex, I believe we should discuss the details of our business in person, but your proposed meeting point is a bit... unorthodox. If you are willing to offer proof of your goods, you are welcome to come and go from our humble station without trouble."

>Orders?
>>
>>26094900
Oh i'm not saying we kill her or anything like that I was just stating that it doesn't sound good. Only time will tell if she really was possessed.
>>
>>26094963
I know, I was more using it as a point of hyperbole to reinforce my position.

>>26094942
Again, would letting the sisters onto the bridge, at least the non-sedated one whose name, if we ever got it, escapes me? Let her talk to Kerr for a minute or so before showing her back to her room. If that's not enough, I'm honestly at a loss for what else would be good enough proof. Also, sense motive.
>>
>>26094942
Bring the not sedated one up to the bridge and have her confirm that they are safe.

I still say let's dock with the station.

Is it a trap? Most likely, but that will just make the transaction more interesting.
>>
>>26094996
>sense motive
not possible over vox.

You could ask the sister that refused to give her name about it and roll vs her, though. [she may not know one way or another]

>proof of life
yes, that would likely suffice.
>>
>>26095056
Ah, I guess I meant more like, is he obviously angry or something in the tone of his voice hinting towards his mood at all, or is he too good to give an obvious tell like that? And if that's good for the proof, then yeah, send for her to be brought.
>>
>>26095084

It seemed to be a normal conversational tone, if a bit proper.


The sister is brought to the bridge and takes up the vox. "Lord Kerr, this is sister superior Laurent of the Order of the Bloody Rose. Sister Jessira and I can verify the quality of goods in Captain Aurex's possession."

"Laurent? Ath Laurent? It has been a while, hasn't it. Captain Aurex, upon my father's name, I invite you to Folkvangr Station."

Sister Laurent takes a deep breath before turning toward you. "He is quite serious about his father's name."

>orders?
>>
>>26095185
Well, that went well enough. Let's head for the station then.
>>
>>26095185

Well then. Let us not keep the man waiting. We are humble merchants, who wish to trade with the Lord...
>>
>>26095185
Time to head to the station.
>>
>>26095185
What would be a good plan?

Taking one of the sapphires and the sister, that we have on the bridge, with us to the station and leave the other aboard our ship so that all our eggs aren't in one basket. Also, give our XO orders to get the fuck out of dodge if we don't give them an "all clear" via vox
>>
>>26095357
I'd say don't bring either of the sisters, we're there to discuss terms, not make the exchange right away, least that's how I understand it.
>>
>>26095380
Yeah, that might be a better idea
>>
>>26095380

This is a good plan. Though I would still like to take one of the sapphires. He may know something about why the Iron Monks were effectively smuggling them...
>>
>>26095432
Yeah, bring one of them so that he has one to look at to see if he knows about them.
>>
"If you'll return to your quarters, sister Laurent. You'll be staying with us for a few days more."

The sister gives a soft nod, though does not return your smile, then accepts her escort off the bridge.

"Helm, set course for that station." "Aye, Captain."

It takes four days for your ship to arrive at the relatively small Folkvangr Station, and your ship takes it's place among a small number of others. A trio of ships similar to your own carry a lightning bolt insignia, while two transports have smaller craft flying about them in an oddly delicate dance through the void. A time and location are transmitted to you by the dockmaster, along with a note that you need not bring either sister for the initial discussion.

As you approach the gangway in your finest hat and clothes, Keller approaches you with Ana and Tes in their carapace-armored voidsuits. "Its dangerous to go alone, Captain. Take these." Tossing his thumb out over his shoulder toward the women, he smiles. "They won't shut up if you don't take em, anyway."

>Orders?
>Bring one of the sisters? Y/N
>Bring bodyguard(s)? Y/N
>>
>>26095583
Bring bodyguards, no sisters and the XO is the fuck off with the ship in case things go south
>>
>>26095583
>Bring sisters? N
>Bring Bodyguards? Y

Bringing no one is just silly, if things do go pear shaped we want someone to have our backs. We also don't want to take an entire company of dudes, that's too much. But a couple of good soldiers is perfect.
>>
>>26095583

>consensus from earlier posts noted

>No sister.
>1 large & 1 small Nebula Sapphires will be brought.
>Coded dataslate with other possible trade items equipped.
>>
>>26095670
Sounds good!
>>
>>26095583

Take the escorts. After all, never know when thrice cursed pirates will target our humble trading vessel...

>>26095670
Crystal.
>>
>>26095670
Sounds good.
>>
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"Keller, if I don't check in Elise is to get you all out of here. Understood?"

Your friend clearly dislikes the idea, but nods. "Yeah. Stick to the code."

Your walk is short through the humble station's interior, a well-dressed guide leading you to your destination. Stepping into the well-furnished chamber, you quickly spot your host in his fine jacket. You're clearly the better dressed, though, as his head is graced only with his hair instead of a fine work of art in the form of a hat. Ana and Tes pick out positions against the wall, flanking you in mirror of two unarmored bodyguards that flank Kerr.

"Welcome to Folkvangr, Captain Aurex. I am Alexander Kerr. We have much to talk about, as you seem to command Captain Menexel's ship. He served with my father, but first we have business to attend to. Personal questions shall have to wait, and I assure you that they will not result in any harm coming to you under my offer." You both take a seat, a woman entering the chamber slowly to open a bottle of booze and pour two glasses. "To the dead and the living. May they remain as such as He on Terra sees fit."

Toasting, you both settle in for negotiations. "Now then, you have two sisters to ransom, so I believe the first move is yours, sir."

>Demands for Sisters?
>>
>>26096124
Nothing to do with the sisters today I'm afraid.
>>
>>26096124
That all depends on what you have to offer and much you think they they are worth.

Though really we should come up with a list of things we need for our ship.
>>
>>26096393

He is asking what -you- want in exchange for them.
>>
>>26096124

"Rather than the usual Thrones, I find myself wanting materials, equipment and supplies... I also would like some information which you may be able to provide..."
"Though what is most appealing is a business partnership of sorts... Finding certain items is difficult for someone in my business, however, someone like you would have little to no trouble in getting them... And you would have access to our, services..."
"I would also like to engage in standard trade as well as this business with the, unique cargo..."
>>
>>26096573

you should really be specific about what exactly you want in exchange for the sisters before anything else.

Being vague during negotiations is effectively wasting this man's time.
>>
>>26096613

touche'

things we want;
-Plasma Cutters
-Heavy Excavation Equipment (preferably suited to use in the Void)
-Meltaguns (1 cargo)
-Meltagun Fuel/Ammunition (lots)
-Ammunition for current armsman weaponry.
-Voidsuits (Combat and Non-Combat variants)
-Standard rations (2-3 months worth - Crew)
-Luxury rations (2-3 months worth - Officers)
-Portable Generators?
-A Half Dozen Long Range VoxCasters

anyone want anything else?

For the Sisters, I think we can try for the Meltas, Heavy Excavation Equipment and maybe the Combat Voidsuits...
>>
>>26096823

>Heavy Excavation Equipment
You have a ship designed for raiding, it could not handle such things, nor are such things available outside of massive ship systems for void use.

Awaiting additional input.

We're getting near the auto-sage limit, I believe (300 posts?), so there may be need of a new thread.
>>
>>26097066

We can still get the Meltas though, Right???

maybe we could also get Flamers....

so, 1 Cargo of Meltaguns, MeltaBombs and Melta Ammo.
1 Cargo of Plasma Cutters & Fuel
and 1 Cargo of Combat Voidsuits...
>>
>>26097267

you're certainly able to ask for melta guns

I'm only going to track specialist ammo, so lasguns and generalized engineering equipment will not have ammo tracked beyond 'this unit could use extra supplies due to heavy combat'
>>
Curse you need for sleep! I return refreshed.

MS, can we get a idea of how much would be asking for too little, or do we really have no idea what the Sister's value is? I mean, how much do ransoms usually go for, for say a young noble, that might be something we're familiar with. Again, I just don't want us to appear foolish by making too high or low a ransom, especially if it's something we'd have an idea of IC.
>>
>>26097500

You raise a good point there... 1 Cargo of Meltaguns and 1 Cargo of Melta Ammo for 2 Sisters - unused, good condition.

Sounds fair....


And to answer you previous question MS, yes. Autosage starts at 300... though I am unsure if post 300 counts as a sage or bump though...
>>
>>26097500

Having no experience in such matters, you can only fall back upon a cliche: 'worth your weight in gold'.

A rough estimate puts each woman at roughly 6-8 bars worth of gold, by that standard, meaning 3- wealth.

How you factor in their training and skills is another matter.

Any wealth you get from these two is technically all Captain's Share.

In goods, they may be worth more or less depending on what you're asking for, and a cargo of weapons generally equips 250 people.
>>
>>26097695

*meaning 3-4 wealth
>>
Actually, you may very well take the option to just say "I have no idea what they're worth" and then try to tell if he is screwing you over.
>>
>>26097695
Alright then. Let's call it tend bars of gold each, as a starting point that he might attempt to haggle down. IE 5 wealth each, I believe. That and information on the Nebula Sapphires.

And really, I'm hoping that this leads to us becoming contacts, if nothing more than trade. After all it's not like we intentionally stole something that was his, it's more like we found something and want a finders fee, if you will. So personally, I'd rather be paid in wealth, which we can, once this is all settled, trade for Meltas or what have you.

Also....Meltas are -terrible- for shipborne combat in fluff, because you can easily accidentally breach into vacumm'd compartments on missed shots. I'm all for improving our dudes but an entire cargo's worth of meltas? Just seems a bit much to me. Just my thoughts.
>>
>>26097809
We could play if off as a joke, like:

"I request twenty thousand flawless diamonds, the first bolter ever made, a cruiser class ship, and the soul of your firstborn child. Okay not really, but seriously, what are two Sisters worth to you? I'm not generally in the business of human trafficking."
>>
...and we're in autosage.

Wanna start a new thread, OP?
>>
>>26098131
We are still only on page 4 so it won't be a problem for awhile.
>>
>>26098248

New Thread.


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