Jump to content

Recommended Posts

Is there any way to set timed or remote detonated krak grenades on the orbital defenses that might prove effective?

That's a clever idea again, good stuff gents! Hmm, well we've said that melta bombs have timers, so you could use that on one of them? Maybe on the other you can improvise something with a krak grenade (or maybe 2 to make sure it does enough Damage?) What/where could you find something to use as a timer?

 

Anyway, if all are happy, I'll end Structured Time and then you can add narrative posts of how you're getting past the turrets and (if you're doing it) setting delayed charges?

Given that Svelk could have full-moved behind them before they had the chance to fire, he could just disable them from the rear?

 

There's a possibility that some of the pirates had chronometres, and they definitely had some kind of vox-units, but I don't know if we have sufficient technical skill to extract and use them.

Edited by Beren

Given that Svelk could have full-moved behind them before they had the chance to fire, he could just disable them from the rear?

Yep, that works too, maybe a combination of the 2 plans? Svelk could jump in and rip some cables out, would give others more time to pull out ident tags (or whatever) that might be useful getting past defences further inside?

 

There's a possibility that some of the pirates had chronometres, and they definitely had some kind of vox-units, but I don't know if we have sufficient technical skill to extract and use them.

I think its a cool solution to the problem, and fitting with Svelk's backstory, so that earns you some extra hand-waving on the rules side of things! :D
I'll add an update later this evening moving you inside the station, if anyone has any posts/placeholders to add re points that have been mentioned; stolen tags, improvised/timed explosives, or looking for injured survivors from the crewmen for interrogation, get them in?
Okay, so the information presented to us in #288:

 

Before you the geometric shapes of Elysium rise from the rocky surface. Of immediate note are the vast barrels of some of the station's orbital defences, the nearest a few hundred metres away. They are quiescent now, their target obliterated. Behind them to the left are even larger shapes, a series of gleaming domes. There are similarly vast sections in the background to the right and you can see outlines within their overall structure clearly reminiscent of an Imperial vessel. You move towards the station with long, arching strides. As you do, you can see between canyons of rock what looks like an access hatch of some sort. But it is guarded.
And in #320:

 

There are a couple of points you might need to consider. Firstly, the crewman said Von Caeryd could be found in his 'staterooms', (which could refer to a grand suite or audience chamber, or possibly the Captain's rooms on a ship adjacent to the bridge/command centre, or even some combination of all of the above). Given what you know of the underlying construction of the station, where would that most likely be? Then, put that together with what you saw of that overall structure when you first arrived on the asteroid (post #288).
#256:

 

As you move into augur range, the station known as Elysium becomes visible. The asteroid itself is substantial, approximately seven hundred kilometers in diameter at its widest point, an irregular oblong in shape. The station is built on the near side, facing out towards you. It is nothing when compared with the mighty fortress that is the Iron Gods' home. Were Talek Varn to bring his flagship, the Strike Cruiser Avarice against it with the full complement of his Astartes ready for war, it would likely be conquered in a time numbered in minutes rather than hours. Unfortunately, Talek Varn, the Avarice and most of the Iron Gods are elsewhere. To the ship you are on, Elysium is an opponent bringing certain death, its gun batteries, lance emplacements and torpedo tubes easily able to reduce the Lady to scrap metal in moments. But such is sometimes the way of things for the Astartes. If you can get into position to bring your own martial prowess to bear, then all the naval firepower in the galaxy will be proved meaningless. You simply have to get there...
#242:

 

The station, nearly ten kilometres in length, is built on one side of a large asteroid. Docking spars extend out hundreds of metres into the void, allowing vessels of all shapes and sizes to find berths. Smaller ships, at this point five in number and each barely a third of the size of the Dagger Thrust, dart in and out around the base, ready to intervene if a 'guest' decides to leave ahead of the Prince's schedule. There is no sign in any of the augur readings of the rumoured Escort-class vessels Captain Tragg mentioned.Captain Achard examines the scans carefully. He quickly dismisses the system gunboats."Remora-class, or something similar. They are no real threat, unless you let them gang up on you... or you are crewing a battered old merchantman."Then he looks at the station itself."That facility appears to be primarily constructed from a Grand Cruiser-class hull. I would guess Exorcist-pattern, based on the shape of the arches around those hangar entrances. It has been heavily rebuilt and expanded, of course. For example, that," he points at one protruding section, "looks to be part of an orbital augur station. This other area," he points again to a series of large domes, "might have been modified from part of a habitat ring? In any case, the defence systems; macrobatteries, torpedo tubes and void shield generators certainly seem comparable to what a Grand Cruiser might carry."
This certainly seems to be a situation where our characters might know things that we as players don't. Most Imperial (or ex-Imperial) vessels bear the same cruciform shape, with the command decks in a protruding spire from the top. This is an Exorcist-class cruiser for reference. Given that #288 says that the remnants of the cruiser appear to be located to our right, it'd seem that's the most direct path to Von Caeryd; what do we think?

Something that occurs to me is that a Navigators quarters on a ship may well be more spatious and opulent than any other quarters, and that since a ship that's no longer traversing the warp doesn't need a navigator, there's be no reason for Von Caeryd not to move in there.

 

Something that occurs to me is that a Navigators quarters on a ship may well be more spatious and opulent than any other quarters, and that since a ship that's no longer traversing the warp doesn't need a navigator, there's be no reason for Von Caeryd not to move in there.

Good thinking, though from where we are now I would think both are in the same general direction, we would just need to keep it in mind and look for additional conformation of the Princelings location as we get closer.   

 

 


+Semi-Placeholder+
 
Vesalius knelt down in the center of the chamber, studying the scuff-marks and wear patterns from an uncountable number of boots traversing its span, hoping to discern some meaning or tell-tale evidence of the direction the Kill-Team should take.
 
GM: Vesalius is going to try to pull a Gandalf in Moria and attempt to discern the direction the squad should take based upon any evidence of foot traffic in the room. He might ask one of the Astartes who are more experienced in matters of the void for assistance. Would Tracking be an appropriate skill to use, or perhaps Navigate? Unfortunately Vesalius cannot purchase Logic until Rank 2.
 

Brynjarr has common Lore Imperial Navy, what would I need to do/roll to assist with this?  

 

I think at this point, you don't need to roll for anything as it's a simple left or right? I was just waiting to make sure a majority agreed on right. Brynjarr's knowledge of vessels will I'm sure be very useful once you actually get into the ship section of the base!

 

Will update soon. Quick question so I'm on the right track, Svelk was going to use the vox units for his bombs so they'd explode if/when anyone tried to contact the guards, yeah? Just for my notes on Grenades, what were you using as explosives? I figure the MB would do it fine on its own, but if you'd rather use Kraks you might need two on each platform to be on the safe side?

Svelk will use his three kraks. Can anybody else spare one for the fourth?

 

Also, I'd say that we let them pass. That way they'll think we've gone in another direction.

I'll donate a Krak Grenade; can donate two if you want to keep one on you for emergencies. Brynjarr has a bit of a grenadier aspects, so I spent some of my requisition on extra grenades.

 

Agreed on letting them pass, they are not the objective and engaging them could draw additional forces down on us, and negate the point of the distraction.

Edited by Trokair

I think at this point, you don't need to roll for anything as it's a simple left or right? I was just waiting to make sure a majority agreed on right. Brynjarr's knowledge of vessels will I'm sure be very useful once you actually get into the ship section of the base!

 

Will update soon. Quick question so I'm on the right track, Svelk was going to use the vox units for his bombs so they'd explode if/when anyone tried to contact the guards, yeah? Just for my notes on Grenades, what were you using as explosives? I figure the MB would do it fine on its own, but if you'd rather use Kraks you might need two on each platform to be on the safe side?

Fair enough, just seemed like an opportunity for MOAR skill checks. My dungeon-crawler sensibilities are getting the better of me.

Vesalius silently nodded at the Traveller's preference for discretion. At least there is someone with sense amongst us...

 

+Kai,+ he voxed to the Traveller, +I can take the point position. My methods are generally more subtle than the rest of our cohort, my bellicosity on the surface of the asteroid notwithstanding.+

The mental image I got here is along the lines of:

 

“I can do subtle,”

kharn-the-betrayer-art-4.jpg?w=450&h=626

“but where is the fun in that.”

Edited by Trokair

Common Lore: Imperial Navy is an Int Skill held by Brynjarr, Svelk and Odysseus. Odysseus has the highest Int Characteristic (45) so you might want to have him do the roll and the other 2 add assists for +20...? But narratively any of you could make suggestions to bounce around between you?

 

 

Edit: never mind, Beren ninja'd me... :P

 

Ok, assuming the other 2 added Assists to the roll, that's a solid Success!

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.