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2 hours ago, Machine God said:

What about if us Hereteks work on the Transport options Ref: Marine Size like the Transport Option of the Caestus Assault Ram?

 

That's virtually what a Krokodil is - it's half Shark Assault Boat, half bomber.

 

Either Xin or Necro know what you could have won...if you boys would like a good cry, ask one of them.

 

2 hours ago, Lysimachus said:

Is that before or after the razor sharp piece of debris slices the top half off...?

 

Hey look man, I don't come around your garage and kick the tyres on your bikes, now do I?

 

*Huffs* These muckety-mucks want the bleeding earth, they does.

 

59 minutes ago, FabiusV4lcoran said:

So I've never really had a game actually do downtime; this is my first play by post game.

 

53 minutes ago, Machine God said:

Perhaps introducing yourself 

 

This. Read some posts as to where the characters are who you'd likely meet, or ask me where 'x' type of person may be lurking, and I can direct you - then go and interact with them as you have been doing - the smiling man, etc..

 

20 minutes ago, A.T. said:

Might I recommend a visit to Xerxes emporium, for all of your custom weapon needs*

 

This is the guy with wires and two-heads. Go pay him a visit.

 

Just one piece of advice:

Spoiler

DO NOT GO ALONE.

 

ANYWHERE.

 

10 minutes ago, Mazer Rackham said:

 

That's virtually what a Krokodil is - it's half Shark Assault Boat, half bomber.

 

Either Xin or Necro know what you could have won...if you boys would like a good cry, ask one of them.

 

 

Hey look man, I don't come around your garage and kick the tyres on your bikes, now do I?

 

*Huffs* These muckety-mucks want the bleeding earth, they does.

 

 

 

This. Read some posts as to where the characters are who you'd likely meet, or ask me where 'x' type of person may be lurking, and I can direct you - then go and interact with them as you have been doing - the smiling man, etc..

 

 

This is the guy with wires and two-heads. Go pay him a visit.

 

Just one piece of advice:

  Reveal hidden contents

DO NOT GO ALONE.

 

ANYWHERE.

 

 

Thank you all for the advice, and Mazer thank you for the identification!  I'm excited, this game is just different from what I'm used ta.  Appreciate y'all's patience!

In light of Mazer's last bit about going alone......I know Obadiah had called dibs on Mukta for a servant, but could I borrow him as a wingman for Atesh's wanderings atm?

I'll weigh in as a GM here, at the moment, Mukta is an NPC, so he'll be fine to go with you - this is in the interests of moving you all forward. We can have the discussion over Obi 'adopting' him later on. :thumbsup:

6 hours ago, Machine God said:

For Kraggan I bought the Command Skill (100 XP) and the Tier Three Talent: Crushing Blow (400 XP), placing Kraggan at Khorne 11.

 

 

I reworked Kraggan's XP expenditure. I bought an Experienced skill advance in Tech Use for 500 XP.

 

 

 

 

Edited by Machine God
typo
1 hour ago, FabiusV4lcoran said:

In light of Mazer's last bit about going alone......I know Obadiah had called dibs on Mukta for a servant, but could I borrow him as a wingman for Atesh's wanderings atm?

 

We're servants of the Dark Gods.  "Dibs" doesn't mean jack :cuss: here, my friend.  Do what you gotta do!

 

2 hours ago, A.T. said:

 

Might I recommend a visit to Xerxes emporium, for all of your custom weapon needs*

 

 

On that note - Xerxes and Kraggan are not set up in the same location. Xerxes is piecing together an Imperium-style forge, armoury, and warehouse complex with menials and fabrication (there was talk a while back of a plasma refinery in time). while Kraggan has more of an eye for cybernetic reconstruction, armour, and extreme tech heresy.

 

 

*provided you need a mining laser or combi-bolter

 

Where would Xerxes be set up...if he's trying to drum up business is there signage?  

18 minutes ago, FabiusV4lcoran said:

 

 

Where would Xerxes be set up...if he's trying to drum up business is there signage?  

 

Just follow the sound of heavy industrial equipment and screams. Mostly the screams.

17 minutes ago, FabiusV4lcoran said:

Where would Xerxes be set up...if he's trying to drum up business is there signage?  

 

By reputation only, though I don't know what other armouries are currently active and even Xerxes own forge is still being constructed/rebuilt.

If you have a dataslate as part of your kit (you should) then the known areas of Brimstone will be automatically inloaded to it. If you don't have a dataslate, I suggest pilfering one - although it is quite simple to narrate one being on the guncutter or Mukta has one.

9 hours ago, Mazer Rackham said:

@Lord_Ikka I'd like you to make 1 x Fellowship Test per Infamy Bonus to determine rumours or gather intelligence from your 'flock' or gossiping Corsair menials. You can ask specifically or generically. Specifics will obviously require more input from you, other options will involve me randomising. Some of your rumours could be:

  • Caches
  • Informants
  • Bribe Opportunities (albeit limited at this point)
  • Any ideas you have.

Roger Roger.

2 Fellowship rolls coming up. 

 

If we're looking at going towards Bounty to cause some issues, I'm thinking that we might be able to raid the local Enforcers or PDF weapons caches and then poison/destroy any large food storage sites. At Security Rating 2, Bounty is the least problematic for us to deal with right now Like Ferrum said, many issue can be exacerbated by lack of foodstuffs, and even if we leave right after the effects will linger. Fomenting dissent/creating cults on Benediction could be a lot easier if the populace is starving. 

 

I will admit, Crux'as would rather take on Benediction than hit and run to the Reach, but that is because he has a rather strong HATRED for the Ecclesiarchy. However, I am personally fine with whatever is decided, the Smiler can manipulate and deceive anywhere.

I certainly think that Kraggan would have a small Forge set up. He wouldn't have been idle in the intervening time since last game, although not as productive as Xerxes. 

 

I think that we are with the posts, at the point where Kraggan has strode away from Ukalegon, carrying his armour. 

 

If one is approached by a Space Marine with work, one shouldn't turn it away. 

 

Maybe Xerxes hasn't advertised his presence enough or Kraggan was in the right place at the right time. 

 

 

 

 

 

Edited by Machine God

It has only been about 10 in-game days since the dust settled.

 

If you want to set up forges, that's fine, there's enough tool and machine equipment to have one specific branch for each heretek, (a forge would be a blacksmith, a workshop technically a metalsmith) albeit Xerxes' is the biggest, being supplied by two or three small tooling rooms staffed by a handful of menials busy making sub-assemblies for construction of equipment (essentially they take your resources and make them into Components etc).

 

For reference, Xerxes Armoury and Workshop is a fairly broad space, with several presses, fabrication drills, punches, saws, lathes etc left by the mining consortium to make tools and gear 'in-house'. Several benches sit within its metalled and square-built walls. A forge is possible, but as MG points out, it would be a small one elsewhere of this workshop so it can tap the reactor heat.

 

TBH, it doesn't matter where these things are, as narratively speaking Brimstone is an absolute warren, with myriad empty chambers, and travel time between anywhere is vague and nefarious. For usual travel there is no required test - it is sufficiently populated enough and signed reasonably, although it's not unheard of for the unwary or intoxicated to vanish.

 

You should have enough junk and scraps to set up almost anything which requires little effort - training cages, a rudimentary temple if you're into that sort of thing. Obviously if you want better facilities, it's going to require more investment.

22 hours ago, Lysimachus said:

As far as Hagga's orders go, Inf30 means he'd get 3, so:

 

1. I'd say a priority for repair teams would be doing what they can to fix up the Dredge? (especially if we're going to go raiding?) After all, if the Imperium does come knocking (which they will, eventually) we want to be able to take as much gear with us as possible? I care a lot less about fixing up a static base that we will almost certainly, at some point, be forced out of...

 

 

By the way, I should have said that if making worthwhile repairs to the Dredge is impossible*, then obviously repairing the various facilities at Brimstone (especially defences and stuff we might have damaged when we invaded) would be Hagga's first order instead.

 

*I wasn't 100% sure whether this was possible or not...?

 

 

 

 

@Lysimachus I honestly think we're probably best off fixing up the old scow and kind of making do with what we have on Brimstone for the time being, if even possible as you said. Maybe press-gang some of the locals into harvesting ore and whatever else they can from what's left of the rock?

 

Following repairs to the Dredge or Brimstone or both, if we have any components (5) left in the kitty, I wouldn't say no to asking one of our resident boffins to weld a red dot sight onto the upper rail of Ukalegon's melta pistol.

Edited by Necronaut

I've addressed some bits and bobs in the IC. This should give you an idea of where your real enemy is: Time.

 

Essentially, in answer to Lysi's query, sure, you can fix up anything, just need the filthy lucre, and filthier menials to do it.

6 minutes ago, Mazer Rackham said:

I've addressed some bits and bobs in the IC. This should give you an idea of where your real enemy is: Time.

 

Essentially, in answer to Lysi's query, sure, you can fix up anything, just need the filthy lucre, and filthier menials to do it.

 

And the Big Whips!!! 

 

 

  • Current functions:
    • Rotgut Still 100%
    • Obscura Den 100%
    • Entertainment Venue 100%
    • Engines 100+%
    • Weapons 10% (Requires 60 Components, 20 Supplies, 10 Fuel)
    • Life Support 76% (Requires 24 Supplies)
    • Navigator/Daemonsight blister (empty) 56% (and looks like something clawed out of it...)
    • Hull Integrity 69% (Requires miracle - technically '31 supplies', as supplies covers salvage)
    • Command Functions (intra-ship vox etc) 51% (Requires 49 Components)
      • Augurs are intact, as are bridge functions. It's literally the essentials.
  • Repair time estimates for one system:
    • 7 Days for 70+
    • 14 Days for 60+
    • 21 Days for 50+
    • 28 Days for 40+
    • Anything else is a *suck air in through teeth* job...

 

 

 

 

 

Interesting. can we accomplish repairs to less than 100%, or is it a full fix or nothing? (My thinking being that Weapons at 10% is awful, but a full repair is more supplies than we have. 20% or 30% is still a bit rubbish, but it's maybe doable and also twice/three times better than what we've got now...)

 

Also, a big concern is no Navigator/Daemonsight... is it even possible to travel without one of these? Can one of our sorcerers do the job? If not, this seems an absolute priority?

 

Edited by Lysimachus

You can absolutely make the systems less than 100%, these would be classed as 'running repairs' so will function as intended, but if damaged will be more damaged than it would have otherwise been, if that makes sense?

 

The Daemonsight blister is something for your Sorcerers to deal with. Gotta give 'em sommat to do if they're too posh to lift a hammer...

 

For the short hops to other systems it would be fine, depending on what the guys have as Psychic powers, but riskier than a proper Navigator analogue.

That's fair.

 

Just looking at our Resources, I'd say Hull Integrity is worth getting fixed too, 31 Supplies is a manageable amount?

 

So, maybe say:

 

Repair Weapons to 50% (not quite sure of Resource requirements, just under half of what is listed above I guess?)

Repair Hull Integrity to 100% (31 Supplies)

Ask the witches to figure out a way to navigate (slightly worried to suggest it given what happened the last time we had a ritual, but maybe summon something willing to be a guide?)

 

How long would that take, and how much of our Resources?

 

 

Edited by Lysimachus
32 minutes ago, Lysimachus said:
  • Current functions:
    • Rotgut Still 100%
    • Obscura Den 100%
    • Entertainment Venue 100%
    • Engines 100+%
    • Weapons 10% (Requires 60 Components, 20 Supplies, 10 Fuel)
    • Life Support 76% (Requires 24 Supplies)
    • Navigator/Daemonsight blister (empty) 56% (and looks like something clawed out of it...)
    • Hull Integrity 69% (Requires miracle - technically '31 supplies', as supplies covers salvage)
    • Command Functions (intra-ship vox etc) 51% (Requires 49 Components)
      • Augurs are intact, as are bridge functions. It's literally the essentials.
  • Repair time estimates for one system:
    • 7 Days for 70+
    • 14 Days for 60+
    • 21 Days for 50+
    • 28 Days for 40+
    • Anything else is a *suck air in through teeth* job...

 

 

 

 

 

Interesting. can we accomplish repairs to less than 100%, or is it a full fix or nothing? (My thinking being that Weapons at 10% is awful, but a full repair is more supplies than we have. 20% or 30% is still a bit rubbish, but it's maybe doable and also twice/three times better than what we've got now...)

 

Also, a big concern is no Navigator/Daemonsight... is it even possible to travel without one of these? Can one of our sorcerers do the job? If not, this seems an absolute priority?

 

 

Nothing stopping us from attempting to summon and bind a daemon of our own! :cool:

 

Also very glad to see the rotgut still, obscura den and "entertainment" venue in full working order. I was very concerned about us attaining any operational efficiency, but my fears have been put to rest. It's all about priorities innit?

 

Edit: I would suggest that a healthy investment in Divination powers would be the minimum requirement for any psyker to even hope to pilot a ship through the Warp sans Navigator gene, plus ranks in Navigate (Warp) skill. Thoughts?

Edited by Necronaut

What are the rules we're going with for Acquisition? Usually it's Infamy bonus number of rolls that can be made if we're counting downtime as a 'session' but want to make sure - plus I'm assuming some penalties/restrictions since we're in a sty of a location :tongue:

 

Spoiler

Would quite like a jump pack, a red-dot or telescopic sight, and demolition kit/charge(s).

 

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