Rogue Trader: Dark Emissary

Game Master Kevin O'Rourke 440

Original Location: http://s15.zetaboards.com/DarkHeresyPlayByPost/forum/5089998/

Current Fight


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Wounds: 11/11, Fate: 4/4, TB: 4, Fatigue: 0/9

Attempt to buy a 1000 fire bombs with profit factor.
Acquisition test, 79: 1d100 ⇒ 20

The numbers:

Firebombs are plentiful +30
A 1000 is major -10
Profit factor is 59 I think?


Male Wounds: 10/10, Fate Points: 0/5, TB: 3, Fatigue: 0 Adeptus Administratum-Assasin

"We should head back to the ship sir. We should be planning our next more against the Orks. Also I want to find out how this axe burst into flames. It could give us a further advantage" Lax say to the two council members.


Male Wounds: 14/14, Crit 0, Fate Points: 2/3, TB: 4, Fatigue: 0, Carapace: 5 AP Arms, Legs, Head 6 AP Chest

"Aye, we have war preparations to finish."


Give me some broad strokes of what you are doing to both investigate the axe and launch your assault against the orks? Your outpost seems to be on the fringes of their territory. You also know there were some kind of fliers that Gizzard saw far to the west, probably a settlment of theirs holding by it's size several dozen thousand orks.

Everyone gets 300xp


Male Wounds: 10/10, Fate Points: 0/5, TB: 3, Fatigue: 0 Adeptus Administratum-Assasin

Lax is going to give the axe to the tech priests


Male Wounds: 14/14, Crit 0, Fate Points: 2/3, TB: 4, Fatigue: 0, Carapace: 5 AP Arms, Legs, Head 6 AP Chest

Use scouts to locate ork settlements, find patrol routes, main concentrations of force etc. If we can lure any significant number within range of our ship's weaponry, let's do that and make a demonstration. Regardless, let's concentrate our forces versus one target at a time and push quickly towards ork leadership to take it out asap.


What Happening with the Axe...
1d100 ⇒ 87
The tech priests check the axe over and initial tests suggest it is a normal axe using indigenous materials. Some wonder if the command crew were exposed to hallucinogens as there is no sign of burn marks on it.

Next they expose it to blood and it combusts producing a flame. Next test the expose it to dried blood with no effect. Liquid blood of varying blood types instigates ignition. Various other liquids are used to no effect.

A request is made for live xenos to be provided for further testing. If this can not be provided disassembly will commence.

Scouting
1d100 ⇒ 20
Most of your scouts come back.
-They report about various orkish settlements some built on older crude non orkish settlements. All have xenos warriors.
-Several formations of orkish combatants are noted operating outside these. They range in size from a dozen to several thousand warriors. Some are seemingly hostile to each other with various iconography and heraldry, others are clashing with other xenos and human forces.
-Some of the Ork Warbands seem to be conquering primitive indigenous tribes. The ork territory.
-The orkish bands include primitive pre industrial vehicles pulled by warbeasts.
-Smaller Orks are often present as other xenos.
-Large non orkoid pink humanoids are often seen fighting with or alongside them.
-Ogryn sized humanoids are seen in the larger warbands using extremely primitive weaponry and no armour of any kind.
-There is a report of one ork warband near your outpost using firearms of musket level technology against another warband.
-One group of scouts was approached by an ork who seemed to be trying to trade with them, speaking Reikspiel, eventually the ork grew frustrated headbutted a scout and walked away.
-Various reports for orkoid witches being sighted using their powers.
-Several reports of orkoid warbands comprised entirely of smaller orkoids. One made heavy use of arachnid war beasts.
-Crude catapults sighted.


Male Wounds: 14/14, Crit 0, Fate Points: 2/3, TB: 4, Fatigue: 0, Carapace: 5 AP Arms, Legs, Head 6 AP Chest

"Can we find the markings of the greenskin who was willing to trade? Where there was one, there may be more. And when different tribes of greenskins are near each other, we can trick them into fighting each other. It seems to not need much provocation."


Your scouts were not able to discern the markings due to the erratic nature of ork attire it's usually only when seeing a large number such a pattern becomes apparent.


Male Wounds: 14/14, Crit 0, Fate Points: 2/3, TB: 4, Fatigue: 0, Carapace: 5 AP Arms, Legs, Head 6 AP Chest

"Any plans for tricking the greenskins? Assassinate leaders? Shoot at them from a distance?"


Male Wounds: 10/10, Fate Points: 0/5, TB: 3, Fatigue: 0 Adeptus Administratum-Assasin

"Our scouts reported Orks conquering primitive tribes. Perhaps liberating those would be a good place to start. After that I would suggest eliminating the leaders to the larger groups before launching any attacks".

Lax will go looking for a needle rifle clip and two inferno pistol clips.


Male Wounds: 14/14, Crit 0, Fate Points: 2/3, TB: 4, Fatigue: 0, Carapace: 5 AP Arms, Legs, Head 6 AP Chest

"Good thinking Lax. Let it be done. We will strike personally at the harder targets. Be prepared."


Wounds: 11/11, Fate: 4/4, TB: 4, Fatigue: 0/9

Gizzard will wander off looking for Bolt Pistol Ammo.


1d100 ⇒ 15
Gizzard is able to track down a single stray bolt round after several hours of searching.

Are you going after a group of orks based on their size, physical location? What's your determining factor.


Male Wounds: 14/14, Crit 0, Fate Points: 2/3, TB: 4, Fatigue: 0, Carapace: 5 AP Arms, Legs, Head 6 AP Chest

Garm tries to work out where the greenskin leaders are based. He will accept aid from anyone with relevant skills.

Scholastic Lore (Tactica Imperialis), base 46: 1d100 ⇒ 84


Male Wounds: 10/10, Fate Points: 0/5, TB: 3, Fatigue: 0 Adeptus Administratum-Assasin

"Perhaps we should go after the ones who lead the groups ruling native tribes. We could kill the leaders, cause chaos, start a revolt and have our troops mop up the rest"
"Also it would make infiltration easier"


Garm doesn't know for sure but likely with their armies or in their settlements.


Male Wounds: 14/14, Crit 0, Fate Points: 2/3, TB: 4, Fatigue: 0, Carapace: 5 AP Arms, Legs, Head 6 AP Chest

"In their armies, or their settlements. Let us probe with scouts, find the weakest paths to either."


1d100 ⇒ 11

It's going to take another two weeks for the scouts to get any information. About half the armsmen designated as scouts don't return. The Ork leaders are noted to be quite large compared to their followers but they aren't really noted to wander away from their armies either in their fortified locations or warbands when out on location. Though hardly a unified front a greater number of ork forces are noted to be constructing ships. Some smaller groups are heading east along the coast.


Male Wounds: 14/14, Crit 0, Fate Points: 2/3, TB: 4, Fatigue: 0, Carapace: 5 AP Arms, Legs, Head 6 AP Chest

"Let us go through those ships first. It wouldn't do for orks to reach us easily."


High Factotum Erwin furrows his brow "We have a few shuttles with precious fuel and one wet navy vessel. You want to start attacking a great number of ork warbands constructing ships. I can understand the desire of going on the offensive but this is a rather broad operation that will eat into our resources. I'm just trying to understand Captain, the profit of this is purely to stem the tide of orkish wet navy before they can start to attack us yes?"


Wounds: 11/11, Fate: 4/4, TB: 4, Fatigue: 0/9

Gizzard will pipe after running through the daily checks on the idle helmsman station.

"Could we build a wet dock on our big ship? We can always tear it down when we get the big fella moving again.

We'd get some trade going with the natives. Some tasty docking and warehouse fees."


Male Wounds: 10/10, Fate Points: 0/5, TB: 3, Fatigue: 0 Adeptus Administratum-Assasin

"With our limited fuel supplies and our current situation wet ships might be our only means of transporting our men and food to and from the ship. Sizing the Ork docks would secure our ship and enlarge our navy, which we can use for anything from defense to fishing.
An over land attack along the coast could work well, preferable attacking coastal towns that have oppressed native tribes, which we can exploit later"


"On the eastern side of the ship, it would let our boats stay in this port under the protection of our working guns. Against loan ships it'd be a waste of macrocannon shells and turrets could get them if an attacker is noticed. A large fleet would be doable, even a grazing shot would obliterate a few wet navy ships, make them reconsider." Erwin adds before continuing "We'd need a lot of construction material."


Male Wounds: 14/14, Crit 0, Fate Points: 2/3, TB: 4, Fatigue: 0, Carapace: 5 AP Arms, Legs, Head 6 AP Chest

"Then we obtain the construction material! Can we buy it Lax? Or must we seize it?"


Male Wounds: 10/10, Fate Points: 0/5, TB: 3, Fatigue: 0 Adeptus Administratum-Assasin

"Since we also need land to grow food on seizing some costal area would probably be best."


"Perhaps focusing some of our initial assaults near our outpost is best, it's not too far from the coast. Expand from there. It seems to be at the edge of ork territory and there numbers aren't as concentrated."


Male Wounds: 14/14, Crit 0, Fate Points: 2/3, TB: 4, Fatigue: 0, Carapace: 5 AP Arms, Legs, Head 6 AP Chest

"I can live with that. We strike the nearest shore."


Male Wounds: 10/10, Fate Points: 0/5, TB: 3, Fatigue: 0 Adeptus Administratum-Assasin

"I'll begin readying the necessary supplies and connecting with our men on the shore"


You have a total of 4,538 armsmen currently almost all of these on your ship. Deploying large numbers swiftly with your shuttles isn't too costly time wise but will eat into fuel supplies.

Using your wooden ship you can get say twenty men a week to the shore near your settlement.

The teleportarium is the swiftest means but somewhat dangerous of course. Ten armsmen being sent in a transport would be fairly standard but up to thirty could be sent but would be densely packed so vulnerable. The teleportarium could be used once every hour but this would be very strenous and increase the risk to sustain such a pace. Your tech priests would advise once every three hours so they can properly placate the machine spirit. Once every three hours would be Code Blue (0.25% chance of critical failure) and once every hour would go from Code Blue to Code Green (0.5% chance of critical failure) and after twelve uses would likely increase to Code Yellow (5% chance of critical failure).

How many armsmen and by what means do you wish to start mustering?


Male Wounds: 14/14, Crit 0, Fate Points: 2/3, TB: 4, Fatigue: 0, Carapace: 5 AP Arms, Legs, Head 6 AP Chest

"So are we agreed? Us and thirty men on the ship to assault the ork docks?"


Your Forces
Rank and File (Mutant Devotees, Imperial Guardsmen) 30
Support Vehicles (Rhino APCs, Ork Buggies, Chaos Dreadclaws, Imperial Valkyries) +10
Horrendously outnumbered (–30)
Garm 3FP
Lax 5FP
Gizzard 4FP
Your forces Combat Skill: 22

Ork Forces
Rank and File 30
Poor or limited equipment (black powder weapons, scavenged ammunition) –5
Unnatural Traits +5
Fighting from an advantageous position such as high ground. +20
Ork Combat Skill Total: 50

Each Explorer aiding the Formation attempts a Challenging (+0) Influence, Command, Weapon Skill, or Ballistic Skill Test. At the GM’s discretion other Tests, such as Operate (Surface)... I'm looking at Gizzard and his shuttle) to take command of a tank, or a Focus Power Test to employ psychic abilities, could be substituted instead. Regardless of the Skill or Characteristic tested, every two Degrees of Success add +2 to the Formation’s CS for the duration of the combat.

The Ork Commander will be making a check as well of course.


Male Wounds: 10/10, Fate Points: 0/5, TB: 3, Fatigue: 0 Adeptus Administratum-Assasin

Lax will order our forces to keep their distance and use their shotguns at range
Command under 45: 1d100 ⇒ 29

Spending a faith point to increase my degrees of success by 1 to a total of 3


Male Wounds: 14/14, Crit 0, Fate Points: 2/3, TB: 4, Fatigue: 0, Carapace: 5 AP Arms, Legs, Head 6 AP Chest

Garm makes sure that he is in the front of the vanguard, striking orcs down with his agoniser lash and distracting them from his men.

Ws 68: 1d100 ⇒ 32

Spending a fate point to use Expert at Violence to get 5 DoS

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