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To Plunder The Stars Themselves, Episode III


Lysimachus

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+Quite so, Decimus. Step aside please,+ he voxed back.

 

Vesalius pushed his way past the others, mag-locking his bolter to his power-pack. He approached the doors and briefly inspected them before he grasped the bulkhead shears and forced their chisel nose into the gap between the security doors. He grasped the handles and started forcing the shear handles towards one-another, his gene-enhanced musculature straining to its limits despite the assistance from the industrial hydraulic system powering the tool.

 

 

Auto-hit vs blast door with bulkhead shears:

2d10+13R, Pen

Bulkhead shears damage: 2d10+13 26

Tearing:

Bulkhead shears tearing roll: 1d10 1

(Discarded as lowest roll)

 

26 + 9 (strength bonus) = 35 damage, Pen 6

 

Edited by Necronaut
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++Brynjarr, take point. Let nothing stand in our way.++

 

Acknowledging Kai’s order with a nod Brynjarr took the lead done the corridor, shield raised, bolter ready. Checking every corner and advancing cautiously, albeit at the phase of an Astartes, deeper into the ship Brynjarr begins to form a metal map of the interior. Getting familiar with the ships internal location markings above bulkhead doors and at corridor junctions and overlaying it with likely configuration based on the size and appearance of the vessel he forges a path towards the bridge.

 

Coming round the corner a rating almost walked into him, and several others further along the corridor reacted nervously to the sudden appearance f the marine, all too slowly from Brynjars perspective they begin to raise their weapons. He gives them no chance, using the bulk of the shield he batters the first one aside, the body tumbling several meters before colliding with another rating. Striding forward he knocks another aside as the other Iron Gods rounded the corner and followed up to dispatch the mortals.

 

Coming to a halt at a junction with a lift Brynjar glances at the display and after securing the area turns to the others.

 

++We need to go up several floors to reach the bridge level, this should either take us their directly, or get us close.++

Edited by Trokair
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Odysseus shrugged at Kais response, it was a fine balance between the others having a healthy respect for his ability and a healthy fear of it. There were no stakes against such scattered resistance but that would change in time.

 

"It seems the captain remains stubborn. He cannot truly think he will emerge victorious if he persists, perhaps he believes he has no other option now that he has dared bare his teeth against us."

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Thanks to Vesalius' efforts, the doors are twisted and torn open in a matter of moments. Within the wide rectangular shaft you can see 4 sets of thick metallic cables running upwards and downwards into the darkness as far as the eye can see.

 

***

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Svelk flicks blood from his weapons as they approach the elevator, eying it warily.

 

+++Those things are death traps.+++

 

He gestures with his axe towards the open shaft.

 

+++Are we climbing that? If so, let me go first and check that they haven't rigged any surprises. I'd also wager I can take a fall better than most.+++

 

He pauses for a moment and cocks his head.

 

+++We could also blow the cables ourselves, that ought to make sure it either falls or gets locked in place before we climb the shaft.+++

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The Assault Marine's suggestion seems the course of practical wisdom, accepted without dispute. One after another, the cables are severed with loud twangs of tensioned metal. There is no noise for a few moments, then far, far below a thunderous, echoing crash.

 

With Svelk in the lead, you cautiously begin to climb the shaft. In truth, it is almost laughable that the Bounteous Lady's crew thought disabling the lifts would stop you. Perhaps if they had more time to prepare, they might have turned the hoistway into a deadly gauntlet, but time was not something you have allowed them. With magboots engaged and using the sections of cable still in place to pull yourselves upwards, you travel several hundred metres directly up the shaft almost as easily as walking along a long corridor.

 

Holger, resting against and desperately clinging to Kai's chest with eyes tightly closed, might be inclined to disagree... were he able to bring himself to speak.

 

***

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"An auspex. The doors will not reveal which is of import and which is not, but the captain will have likely fortified it." A mistake Odysseus had seen before in his time with the rogue trader, and one a cargo ship captain would likely not consider in his panic. Lifesigns from ratings positioned to defend against attack would undo efforts of obfuscation within the ship itself.

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Vesalius followed behind Svelk, stopping periodically to peer into the gloom below to be track their progress. Such was their height that his prey sense failed to pierce the murky depths far below. He reviewed the picter footage he had captured during their initial assault on the ratling crew, and his interrogation of the unfortunate crewman.

 

 

Intelligence test: 52 (intelligence) + 0 (challenging?) = 52

 

Intelligence check: 1d100 15

Pass (3 DoS)

 

 

He voxed back to the others, +If the crewman I interrogated was telling the truth, the bridge should only be six decks above our point of ingress.+

 

+++

 

After a short climb, the squad reached what Vesalius presumed to be the bridge level, and called for the squad to halt while he braced himself in the lift shaft and prepared to put the bulkhead shears to use again.

 

Performing surgery on the ship, indeed!

 

Bulkhead shears damage; 2d10+13, pen 6

Bulkhead shears damage: 2d10+13 4, 10

 

Tearing:

Bulkhead shears tearing roll: 1d10 8

 

Damage: 8 + 10 + 13 = 31 damage, pen 6

 

Not going to worry about righteous fury vs a door.

Edited by Necronaut
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As you smash your way through the sixth and highest lift door onto the Command Deck, you half expect the hallway leading to the bridge to be filled with Merchant Navy troops. But there are none. Perhaps Achard's other boarding parties must be commended and the bridge's defenders have been forced to redeploy to other locations… or perhaps it is simply that the ship's officers have total confidence in the protection provided by the massively thick blast shield in front of you that completely seals the bridge off?

 

Kai puts Holger down and, after a fervent sigh of relief, the technician goes to the colossal wall of plasteel and begins examining it for ways to access the chamber within. It is vastly thicker than any door you have passed through, thicker even than many of the bulkheads themselves. It is also entirely of one piece, without any apparent joins or structural weak points. After only a moment, he shrugs.

 

"Beyond me again, Lordships, sorry. No controls this side at all, looks like it'll only be worked from within." He looks doubtfully at Vesalius' shears. "Yon claw won't do it this time, Lordship, not in a day an' a half. Might have to call up the shuttle to bring over some heavy breaching equipment from the Dagger?"

 

***

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Svelk steps carefully out of the lift shaft and makes his way over to inspect the bulkhead.

 

+++We have two melta-bombs, but only two. For this, then the real thing. Time vs resources. Our biggest concern is whatever they can do behind this in the time we give them. What they can do if given time to panic.+++

 

Svelk turns to Holger.

 

+++If you can, get in touch with the team tasked with driving towards the Enginarum, we need to know their status.+++

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Holger nods and moves away, speaking quietly into one of his many devices. After a few moments, he nods and turns back to Svelk.

 

"You're right, Lordship, we haven't got much time, and sure as sure not enough to bring over more equipment. Cap'n Achard says the other boarding parties hit on target near the Engineerium. Couldn't take it themselves, too well protected, but they drew as many defenders towards the stern as they could. But they've had to start pulling out again - two shuttle loads can't hold a position 'gainst a whole crew for long. He says you'd best be moving along pretty sharpish or you might find their reinforcements coming up behind you…?"

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"Focus the detonation for maximum penetration. We need only breach the depth of the door to put an end to this." The captain had made his choice, up until now his resistance had been an inconvenience but actual cost in resources would be met with actual cost to his life. Odysseus doubted any mercy remained for his defiance.

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The Traveller says nothing as the other warriors move towards the door. As fractured and disparate as these pretenders to divinity might be, they need little tutelage in the arts of death and destruction. It is the reason they were all created - and the reason they have all survived so long in this uncaring galaxy.

 

As Svelk prepares to detonate the melta-bomb, Kai tightens his grip upon the alien weapon in his hand, the wickedly sharp blade casting an oily sheen beneath the lumen-glow.

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As Svelk finishes his work and steps back from the shield door, the rest of you instinctively do the same. Any misalignment could cause the deadly, superheated blast to deflect out into the ante-chamber where you stand. Even power armour would provide little protection if one of you were struck full on.

 

The timer on the rear of the melta weapon begins to count down.

 

Beren, please have Svelk make a Demolitions Int Test. As you are using a Melta Bomb, a tool specifically designed to be used for this purpose (as opposed to an improvised explosive) this will be an Easy test (+30). If successful, please roll Melta Bomb's Damage of 5d10+7 +Pen12. You can also add 1d10 Dam for every DoS on your Int Test, representing Svelk's clever placement of the device to maximise its effect. The blast shield has 45 Armour Points.

 

Everyone else, if there are any comments to be made, orders given, strategies to be put in place before storming the bridge, now is the time?

 

***

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+Don't blow us all to smithereens, Svelk. The Crag's medicae facilities are,+ he paused briefly, +primitive.+

 

Vesalius drew his bolt pistol and combat knife, training the pistol on the heavy blast door. He eyed the vile xenos blade in Kai's grip uneasily; such technology was anathema to his sensibilities, not to mention it spoke volumes about such a battle-brother who would willingly use xenos weaponry.

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Svelk just grunts in response to Vesalius' comment, before backing away from the bomb and placing Brynjarr (and Brynjarr's shield) between himself and where a molten hole is soon to be.

 

 

Int 38

Target = 73 (Int +30 for easy, + 5 squad mode)

D100: 70

Fate Point re-roll

D100: 92

 

color=#00ff00]Melta Bomb Damage:

[/color]

5d10: 25

25+7+12 = 44 damage

 

Edited by Beren
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As Svelk set the melta bomb, and the rest of the squad readied themselves for the coming breach, ducking behind any cover to avoid any blowback from the melta charge, Brynjar did likewise.

 

Mag-locking his bolter for easy access his now free hand moved up and down the bandolier seeking a particular grenade. As Svelk sough cover behind him Brynjarr found it, pulling out the Photon Flash Grenade he readied it.

 

++As soon as the door is breached I’ll throw a flash grenade to further disorientate any defenders on the bridge, we don’t want to get tied down in a fire fight where stray rounds might shred our information across the deck, so set your helmet filters accordingly.++

 

A heat flare from the door bathed all in blindingly bright light, the melta charge had gone off. With helmet filters rapidly recalibrating Brynjarr pushed forward, paying careful attention to the molten metal as it dripped and clanged, rapidly cooling again. The door was badly damaged, but a way was not quite open.

 

Spotting several weak point Brynjar, quickly juggled the grenade into the shield hand and grabbed his Power Axe, flipping the on switch as he leaped over a pool of molten blast door that had fallen into the corridor and with the full momentum  behind it brought the crackling powerfield of the blade down on the remnants of the door.

 

 

WS 45 +5 (from squad mode) = 50

D100: 38, Hit 1 DoS

Damage: 1d10 (rolled 4) + 8 = 12 at Pen 7
 

As enough of the blast door fell away to allow the marines to enter Brynjarr slung the grenade into the room, the throw was a bit awkward with the shield strapped to his arm, but holding the primed grenade much longer could have resulted in him getting a full blast of it.

 

BS:43 +5 (from squad mode)= 48

D100: 71, miss, 2 DoF

Edited by Trokair
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The counter on the bomb flickers from number to number... 07... 06... 05... 04... 05... 04... 05... Quietly, Svelk curses Ghoran and his equipment as the device freezes. He is about to step up and deliver a vicious 'repair', but suddenly the timer jumps forwards at a redoubled pace! 03..02..01..

 

The device detonates with a slow hiss that quickly grows into a roar of noise and heat. Within seconds, the massively thick plasteel all around the bomb begins to glow red, then yellow, then pure white. Then it starts to warp and soften, as does what is left of the bomb casing. The liquefied matter bleeds away as a dazzlingly bright slurry that burns its way into the deck plating.

 

The bomb has done its job... mostly. A drooping section of not quite molten blast shield hangs blocking your point of ingress. Brynjarr steps forwards and almost casually swipes his powered axe across the obstruction. It falls, hitting the deck with a hot splat rather than a clang. Brynjarr throws his grenade awkwardly through the gap with his shield hand and steps to one side, waiting for the actinic flash. It does not come. Again you are forced to question the quality of some of the more esoteric items from the Iron Gods Armoury...

 

The edges of the jagged wound in the barrier are still dripping fiery gobbets of red and yellow, but already the Kill-Team is moving. You need no words to tell you to attack… but nor do your enemies. Even as you charge through the breach, energy blasts and solid projectiles begin to hammer at you from within.

 

 

+++NARRATIVE TIME ENDS+++

 

+++STRUCTURED TIME BEGINS+++

 

Please roll your Initiatives.

 

Kill-Team Cohesion: 5 (or less if you want to bring any other Squad Modes into play?)

[ ] Brynjarr | (SQUAD) | AG4+? = ? | WOUNDS 23/23 | FATE 4/4

[ ] Decimus | (SQUAD) | AG3+? = ? | WOUNDS 22/22 | FATE 3/3

[ ] Kai | (SQUAD) | AG4+ ? = ? | WOUNDS 23/23 | FATE 2/3+1

[ ] Odysseus | (SQUAD) | AG5+? = ? | WOUNDS 22/22 | FATE 4/4

[ ] Svelk | (SQUAD) | AG4+? = ? | WOUNDS 23/23 | FATE 3/3

[ ] Vesalius | (SQUAD) | AG6+? = ? | WOUNDS 20/20 | FATE 3/4

 

***

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Vesalius almost inaudibly breathed the words, "prey sense," in his native gothic dialect into his helm, and his red-tinted vision was overlaid with the thermal signatures of his erstwhile allies and enemy crew alike. His helm picter continued to capture footage for later analysis.

 

 

Vesalius's Initiative roll:

Initiative: 1d10 5

5 + 6 (Ag bonus) = 11

 

Edited by Necronaut
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