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11 hours ago, Machine God said:

@Trokair - I will go and take some of Tyr's load off of him.

 

A HB Servitor from the First and Second encounter (HB Servitor #2 and #4. Will take Hits 4, 5 & 6. Your Damage rolls are too high, HB's do 1D10+12 so cannot do 24 Damage)

 

Then one of the Tech Adepts.

 

Looks like I used the pre-errata HB profile by mistake, thanks. will check my maths in light of that. 

 

 

 

 

Edited by Trokair

Really appreciate all the effort of my players here in bringing this adventure to a conclusion. Herculean effort, lads, very very good work.

 

I'll review everything, when we've got it, and we can put the polish on.

 

:thumbsup:

 

Fantastic work, completely worth the time and effort! :thumbsup:

 

Don't worry gents, it will be a bit smoother from here on in, as we'll deal with the final steps completely narratively, and we'll work out ideal outcomes in here (the OOC) for where you see your 'guys' ending up - we obviously know about MG's ride on the Thunderhawk, so I want to get that married up.

 

The last missions will basically be:

 

Red Zone - splodey splodey generators

Blue Zone - smashy smashy control panels

Yellow Zone - stabby stabby mr damon-psyker jammer man

 

Then likely run like cheetah, get blowed up and recovered by Dark Angel Thunderhawk. As I say, I'm open to what you boys want to do. You've earned the end you want. :cool:

 

I'll juggle Xin with moving us on, hopefully on Tuesday. I would do it tomorrow, but I've got...unforeseen consequences.

Excuse me GM, but something has been puzzling me and I couldn't quite work out what it was.

 

 

The Kolyat Ravine:

 

With some clever welding and manipulation of the gravitic field, the giant robotic member of the XVIII Legion is pinched between the two Javelin attack speeders, although even in its own robotic way it does appear to be clinging for dear life. Perhaps an echo of a previous experience with fast moving vehicles over a desert. The black sands of Isstvan V pass under you, and the crucible heat of the massed slaughter behind you at the dropsite shows no sign of abating.

 

+There,+ Tylo barks across the vox network. +Objective Omega.+

 

It is an easily missed thing, but the electromagnetic readings are loud enough to warrant suspicion. Nestled at the foot of a valley, in the barren black wastes, which form an ocean of grit, lies the ceramite facade of a serried blockhouse. It is angular, convex in its disposition, with fire angles covering the front, sides and rear. Each is cut properly, possibly by the skilled hand of the Warriors of Iron, with elevation and declination enough to tear apart anything stupid enough to assault it. Heavy bolter turrets pugnaciously menace the desert approaches.  An array of almost invisible antennas streak up the mountainsides, each connected by cables and transmitter. They are a web of broadcast filaments, and would take an age to neutralise one-by-one.

 

You don't have that much time. The Four Loyalist Legions on the surface are being decimated.

 

 

Iron Hands, Salamanders and Raven Guards - Check.

 

What is the Fourth?

 

 

 

Edited by Machine God

I’ll admit that I am a bit overwhelmed by this and unsure of how and how many dice rolls to do between the narrative - while I am on hand totally pro narrative  gaming,  I don’t want this to seem like, I don’t know… cheating?  :laugh:
 

If that helps, my basic setup would be  something this: 

 

If it’s easily accessible from the entrance point, disable the first access point.

 

Then / alternatively begin taking out the Servo Skulls - silently if possible, but as priority targets at any rate 

 

( GM if you are feeling mischievous, Sharrak might  - given enough time-  try to alter the first accessible  ServoSkull  to act as sort of ECCM - like a noise canceling counter device? I’m unsure if he would /should be able pull something like that off at this point..it would certainly merit a few corruption points, I guess )

 

From there on it’s probably a running battle to take out  the remaining devices and keep the badddies down ? I don’t remember our status on Grenades - those pesky mortals are obviously begging for one… :whistling:

 

 

@Xin Ceithan it took me a bit to figure out how I wanted to divide it up, but I eventually decided to start off small/easy with a simple encounter and then built the rest from there letting dice rolls dictate where everything went, with failures causing compounding, cascading complications for Toren to overcome. No dice rolls were fudged, though some had to be inserted later when I realized I had done some maths wrong or had missed an important detail. I suggest breaking it up into a couple of small, manageable chunks to start.

 

39 minutes ago, Xin Ceithan said:

I’ll admit that I am a bit overwhelmed by this and unsure of how and how many dice rolls to do between the narrative - while I am on hand totally pro narrative  gaming,  I don’t want this to seem like, I don’t know… cheating?  :laugh:

 

That's it, that's how I mean for you to tackle it.

 

39 minutes ago, Xin Ceithan said:

If that helps, my basic setup would be  something this: 

 

If it’s easily accessible from the entrance point, disable the first access point.

 

Then / alternatively begin taking out the Servo Skulls - silently if possible, but as priority targets at any rate 

 

( GM if you are feeling mischievous, Sharrak might  - given enough time-  try to alter the first accessible  ServoSkull  to act as sort of ECCM - like a noise canceling counter device? I’m unsure if he would /should be able pull something like that off at this point..it would certainly merit a few corruption points, I guess )

 

Any of this is absolutely fine - Corruption points? I don't think so, but if you want them, you can roll up 1D10 of them - but the gloves are off, no? We do what we must to survive. If you can think it up, you can do it, determine if a roll is required, make it, let it inform the story.

 

39 minutes ago, Xin Ceithan said:

From there on it’s probably a running battle to take out  the remaining devices and keep the badddies down ? I don’t remember our status on Grenades - those pesky mortals are obviously begging for one… :whistling:

 

Bombs away - roll 1D3, I'll let you pick your poison. They could have come from an ammo rack, or whatever.

 

2 minutes ago, Necronaut said:

@Xin Ceithan it took me a bit to figure out how I wanted to divide it up, but I eventually decided to start off small/easy with a simple encounter and then built the rest from there letting dice rolls dictate where everything went, with failures causing compounding, cascading complications for Toren to overcome. No dice rolls were fudged, though some had to be inserted later when I realized I had done some maths wrong or had missed an important detail. I suggest breaking it up into a couple of small, manageable chunks to start.

 

Great rule of thumb ^

 

Use that as the guide. What we are doing now, is more interactive storytelling than running an RPG, and it's having interesting reading/results...

3 hours ago, Necronaut said:

@Xin Ceithan it took me a bit to figure out how I wanted to divide it up, but I eventually decided to start off small/easy with a simple encounter and then built the rest from there letting dice rolls dictate where everything went, with failures causing compounding, cascading complications for Toren to overcome. No dice rolls were fudged, though some had to be inserted later when I realized I had done some maths wrong or had missed an important detail. I suggest breaking it up into a couple of small, manageable chunks to start.

 

That's what I did although

 @Trokair's post helped a Lot. 

From reading your post I noticed a couple of things that I missed too

 

 

 

17 hours ago, Mazer Rackham said:

Fantastic work, completely worth the time and effort! :thumbsup:

 

Don't worry gents, it will be a bit smoother from here on in, as we'll deal with the final steps completely narratively, and we'll work out ideal outcomes in here (the OOC) for where you see your 'guys' ending up - we obviously know about MG's ride on the Thunderhawk, so I want to get that married up.

 

The last missions will basically be:

 

Red Zone - splodey splodey generators

Blue Zone - smashy smashy control panels

Yellow Zone - stabby stabby mr damon-psyker jammer man

 

Then likely run like cheetah, get blowed up and recovered by Dark Angel Thunderhawk. As I say, I'm open to what you boys want to do. You've earned the end you want. :cool:

 

I'll juggle Xin with moving us on, hopefully on Tuesday. I would do it tomorrow, but I've got...unforeseen consequences.

 

 

 

Still swamped, so will fill out plceholders when I can. as for the end, given the location and atmosphere i asume Tyr-Ix-375 internal reactor going critical migth be needed to kill the generator.

 

final words will be somethign along line of ++ For Vulkan and the Omniss - ++

I’ll leave this here for feedback, corrections and further steps:

 

Sharrak swats down the first patrolling Servo Skull and after analyzing it, sets up an increasing series of feedback loops among them to disorient and confuse the guards, then sets out to begin disengaging the first two access panels while  the mortals are mostly busy with retching, seizures and bleeding from their orifices. 
The SoH fare better, but need  a few moments, trying to beat some sense into their charges.  One (of  two ) remaining Krak grenades misses them completely but at leases offers some distraction as it blows up stuff on the far end of the area.
Meanwhile, Sharrak  fails disabling the third panel, so has to rip it out using his servo-arm ( taking damage as the thing blows up in the process. 
He then gets into a moving firefight with the two SoH, trading hits and wounds to and fro before getting close enough to the last switchbox to put the last krak grenade into it..

 

If you are going for the really cinematic set up, Sharrak will be blown through a window panel or something by the explosion to enter the final confrontation :laugh:

So....it's basically Die Hard, but with Space Marines, but Alan Rickman is the good guy?

 

I'd watch it!

 

That all sounds fine to me. What I'll do is move Red Zone on asap, then we can Burn a Fate point for you as you fall off a mountain, is good?

@Mazer Rackham I'm working on my follow up post.

 

A quick question (or two?):

 

1. Are the dead astartes and mortal retainers strewn about the command centre all Sons of Horus affiliated? 

2.  Are their wounds predominantly in the front or in the back?

3. Is there any damage particularly to the command centre out of the expected stray bullet/bolt hole in the wall? 

Posted (edited)
9 minutes ago, Necronaut said:

@Mazer Rackham I'm working on my follow up post.

 

A quick question (or two?):

 

1. Are the dead astartes and mortal retainers strewn about the command centre all Sons of Horus affiliated? 

 

It appears so.

 

9 minutes ago, Necronaut said:

2.  Are their wounds predominantly in the front or in the back?

 

Both. Most if not all weapons are holstered.

 

9 minutes ago, Necronaut said:

3. Is there any damage particularly to the command centre out of the expected stray bullet/bolt hole in the wall? 

 

Some equipment has been removed from stands, cogitators gone from bare plinths, some random parts. Some of the floor panels have been lifted and cabling severed. A couple of weapons are missing from a wall rack.

 

Any help?

Edited by Mazer Rackham

Hm maybe.

 

A fourth question/comment: this seems like it must have happened extremely recently because 1. The sentries in the vicinity didn't seem to be particularly bothered or aware (unsure if my post has muddied the waters), and 2. If the command centre was breached and wiped out already, then i would have expected the base in general to be on much higher alert. Am i on the right track? 

Edited by Necronaut

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