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Lord-Captain Hajj Qalandar Khan's page

52 posts. Alias of aptinuviel.


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Couple of questions:
1. What was the Command test for earlier? Was it not to launch the assault boats?

2. Small crafts don't generally block line of fire do they? I mean, space combat turns are *long* (allowing for a Hit & Run attack to be done all in 1 Turn).

3. How many VUs are the ships from the Tempest?

4. How deep into the asteroids are they?

I think that's it for now. ;)


++Commander, if they don't respond to comms, open fire. Focus all fire on designated target Alpha. God-Emperor willing, they'll think twice about pushing the attack.++

Using Exceptional Leader (along with Lord-Captain) to give +10 to any one of Ioneyse's attacks. Was Qalandar's Command roll above for the boarding action that we'll be doing? Or for something else? We'll be targeting Alpha.


Unless the ships are more than 9 VU into an asteroid field, the Tempest will stay outside of it and standby to open fire should they prov to be hostile.

The Lord-Captain nods to Sergeant Guernstock, I suppose we'll see. The tall man barks the order to take off then turns back to the rows of marines behind him, some shaking and sweating with the prospect of danger. Trust your training, Qalandar's voice rings out through the assault boat. This is your first test. It will not be the last. Trust your training. Trust the Chief. Have faith in the God-Emperor and you will see this through.


Command (57) +10: 1d100 ⇒ 7 (7 Degrees of Success)

Once the decision is made to board the derelict ships, The Lord-Captain barks out over the vox, ++Assault Troops prepare to head out.++ He turns to Ioneyse, Commander, you have the bridge. Chief Perambulus, you're with me. Making his way down to the assault boats, Qalandar boards with the marines, knowing that if there is salvage to be claimed, the Lord-Commander must be the first to set foot on the deck. Sergeant, how are the men?

Is the piloting skill for the fighters, or for the Tempest? Also, have the ships not done anything? Is that why we're moving forward with the boarding actions? We were waiting on taking any other actions until we got a bit more information out of the ships. Have they responded to any comms?


Qalandar's eyes narrow as he looks at the sensors while the Ensign explains what he's seeing.

Ensign, bring us about and in range to support our fighters should those raiders decide to take an interest. He chuckles slightly, I'd say be discreet about it but just get us there. He stands and nods to the master of the Vox. Wing Commander, let's get a closer look. The Lord-Captain turns to Ioneyse, Commander, man the guns.

Sergeant, prepare boarding parties. If they're hostile, we'll be ready. If they need help, he shrugs, I suppose we'll see what we can do.


And I completely forgot about Transition rolls! :P


Effects of Translation:
Willpower (42): 1d100 ⇒ 1 Assuming it's not -42, the Lord-Captain should be fine.

The Lord-Captain, a veteran of many years of warp travel, handles the transition as confidently as he normally does.


Sorry about the delay, I thought Zon had already rolled for Omens above.


Negating the Omen:
Challenging (57) Command Test: 1d100 ⇒ 23 4 Degrees of Success

The Lord-Captain travels throughout the ship making sure that the proper preparations are being made.


Nope. That's not part of this particular ship's superstitions. They don't do blood sacrifices.


The Lord-Captain nods affirmatively to the Wing Commander, and ignores the Navigator now that he's been dismissed. We have no more questions, Merit Oberst. It was a pleasure having you aboard. He smiles as he escorts the man back to the flight bay. We'll contact you as soon as we're successful in this endeavor.

Is there an outline of the Endeavor in question?


Huh. I didn't get any indication that there were updates to the game thread yesterday! Sorry about that! I'll get right on a post.


Zon of Ter'Mcan wrote:

Putting the mechanics here so as not to clutter the rp. Rolling as 2d10 as intended due to the effects of certain rolls.

Two things:

1. You can always use a spoiler to hide the rolls in the Gameplay thread. :)
2. You can do d100 rolls and still deal with the mechanics. (If a 9 is either digit, it's a 9 being rolled, right?) An then it's also easier to read. Your call though.

As for warding off bad luck, there will be extremely few situations in which Qalandar would be willing to have the ship enter the warp without observing several superstitions. And by "extremely few", I mean probably none, but accidents happen.

With that said, I'll hold off writing that up in the Gameplay thread until we actually get there.


Radavel wrote:
Yeah you have a house unit in the barracks with the same rating as the crew.

Sounds good. A bunch of conscript quality guys with lasguns. :)


After the man listens to the High Factotum, he nods approvingly. We'll see what state it is in when it arrives. And what crew remain...sane, and untainted. He chuckles slightly, and nods again to Valerius.

The Lord-Captain taps once more on the data slate, then and hands it off to the Warp Guide. Make it so.


I'm good with a balanced set of attack craft. We don't need atmospherics and can deal with that sort of thing if it happens.

We might as well do this:
4 Fighter Squadrons
4 Bomber Squadrons
1 Support Squadron
3 Assault Boat Squadrons

That keeps us flexible enough to rotate out squadrons during attacks and gives us some other options when we need to do other things. It doesn't look like we actually get any benefit from having more than one Support Squad as the benefit is based on the Launch Bay Strength of the ship itself. I'd b fine with just one Assault Boat Squadron and upping both the Fighter and Bomber Squadrons by one. I'll leave that call up to you. :)

On a separate note:
Do we actually have a ground unit in the Barracks right now? And, if so, what are they like?


The man leaning in the chair taps the data slate twice as he listens to the questions and responses. An ancient Cruiser. The hull alone is a treasure...what else could it hold, I wonder? The Lord-Captain's narrows his eyes in thought as he continues to tap the side of the device. A mutiny with sixty, no, sixty-five thousand souls lost in the warp. Prepared, indeed. The crew isn't up to a task like this. Luckily, we've got a barracks full of marines that'll come in handy of this goes sideways. The man chuckles to himself, Because there's nowhere else for it to go. He looks up only to acknowledge and nod approvingly to Sergeant Guernstock, then returns to studying the data provided.


A treasure ship. A slight smirk on his face that doesn't reach his eyes as a number of questions race through his mind. Instead of speaking, the Lord-Captain leans back silently and scans the data slate, letting the rest of the crew ask the initial questions.


I've included a note on the character's sheet about his name, but I figured I'd put it here as well:

Hajj is an honorific from the Lord-Captain's homeworld and not a proper name. Meaning that his full name and title is Lord-Captain Hajj Qalandar Khan, but if you were to just call him by his title and name, it would be Lord-Captain Qalandar. And if you just called him by his name it would be Qalandar Khan.


The Lord-Captain's smile turns to a frown as he listens to the man. Very Well. He motions to Ioneyse, I imagine the chamber has been secured. Then to Lydia, Chief, our guest and I are not to be disturbed.

With that he steps back from Merit Oberst and waves his hand, indicating down the hall. With a smile, he says, This way.


The Lord-Captain stands upon the deck, his cold blue eyes scanning the crew assembled. His hand rests confidently on the hilt of a power sword as he addresses those present.

This is the opportunity we've been waiting for. Commander Patronius, Mr. Fechter, prepare to met our guests. Chief, the Captain nods to Sergeant Guernstock, put together an escort. He turns back to look out into the Void as they slowly move away from Port Wander. Remember, we cannot afford to appear desperate, he pauses and chuckles slightly, but we most decidedly are.


Hey all!

Checking in.


Starting SP should be 73 (70+3 from Heinrich)
Starting PF should be 22 (22-1 from Heinrich and +1 from Valerius)

Any modifiers I'm missing?


Looking great so far. Waiting to see the last few submissions!


Sergeant Lydia Guernstock wrote:
I can't think of anything to add as a Common requisition, bar a Chrono and a Survival Suit. Thanks, Captain! I think that'll be me finished with my application, then!

Don't forget those blast goggles! They're a lifesaver sometimes. Especially with someone with a Conversion Shield around. I don't want to blind my allies. ;)

As for two Navigators, that entirely depends on how big Radavel wants to let the crew get to.


Oh, Qalandar will also get:
Blast Goggles - as part of that Survival Suit. Though he'll typically not be wearing them.

The reason being, his Acquisition will be:
Common-Craftsmanship Locke-Pattern Conversion Field (Scale: Negligible +30; Availability: Extremely Rare -30; Craftsmanship: Common +0)

And I suggest anyone that plans to be standing near him in combat also grab a pair of Blast Goggles. It might end up being a good investment as an Acquisition for the crew, or at least the marines and soldiers in the Barracks. :)


Common Availability Gear purchases:
-Survival Suit: I like the idea of a "survival suit" built into Qalandar's normal, if expensive and noble style appropriate to an RT, clothes. It seems like suitably eccentric for a Rogue Trader.
-Chrono: Is there anyone that shouldn't have a watch? ;)

Exterminator Cartridge: This small device contains a small one-shot flamer weapon. It functions in much the same manner as a Combi-Weapon, allowing the user to fire either the added weapon (once) or the weapon it is mounted to. A single Exterminator Cartridge may be equipped to any basic or pistol weapon. It may be fired as a half action, and counts as a Hand Flamer. The Exterminator Cartridge may not be fired in the same Round as the weapon it is attached to.


Starting Acquisitions:

Quote:
Each character may then use the group’s starting Profit Factor to make one Acquisition of a single item from Chapter V: Armoury with an Acquisition Modifier of +0.

Technically, as written, these Acquisitions have to come from the main book. At GM discretion that can be opened up to other gear. Typically most games keep this to a personal Acquisition and not one made for the group as a whole.

To calculate the Acquisition you use the table on pg. 272 of the RT book. Your Scale will be Negligible, so you'll start out at +30. Which means that your options are essentially:
Common-Craftsmanship Extremely Rare item
Good-Craftsmanship Very Rare or Rare item
Best-Craftsmanship Scarce or Average item

Also:

Quote:
At the Game Master’s discretion, he may also allow each character to choose any number of items from Chapter V: Armoury, provided those items are of common Availability and common Craftsmanship.

So, questions:

1. What books, if any, are open for the initial Acquisition? (For example, Qalandar would like to acquire an item from Faith & Coin.)

2. Can we pick up Common Availability items as well? And if so, any beyond the main book?


Havocprince wrote:

Lol, ok ok ok. Three of you have all asked me not to front a renegade house (not that I see an issue with it, but I understand all the reasons given.) I will change to a nomadic house instead.

Gains talented[navigation warp], can spend fate to just pass power tests, hates dealing with dirt. Going to keep the void watcher power.

On thing to note: For your Tormented by the Unspeakable Insanity, you rolled 2d1. I think you're missing a zero there. ;)


Unfortunately, unlike Pathfinder and other DnD games, there's no free resource for Rogue Trader books.


The Lion Cleric wrote:


And I only picked Lieutenant-Colonel, since it's a significantly longer rank than the other ones, and this is 40k, after all.

Being recommended as a fine commander (regardless of actual rank) by the other Borossian would work well, I think. I'll get on making a profile later on today, when I'm...

The Imperial Guard have sort of a streamlined rank structure with respect to NATO. On that note, if you're looking for a low to mid ranked officer, you'll probably want to go lower than Colonel. They're one step lower than Generals and are commanders of Regiments in the IG.

Also, a big distinction is that an officer (of any rank) would be a Master of Arms with the occasional Warrant Officer or Master Chief Petty Officer (the highest ranking non-commissioned officer) filling that role. The Chief Bosun would never be an officer but could be any rank of NCO.

Here's a Link to a good resource for IG ranks and there's a link at the bottom of the page to navy ranks.

I don't think it matters terribly what you choose for your rank. I think the group could use the character as a Master at Arms or a Chief Bosun, whichever you prefer.


The Lion Cleric wrote:
@Backstory: I was hoping to work with the Rogue Trader himself here for ideas. Boros is the only Fortress World I could find information on in the Segmentum Obscurus, which is where Rogue Trader is, and the information I found about it is - it exists.

Boros is a Fortress world near the Eye of Terror. It's got a Defense Fleet that's the size of most Battlefleets and warp routes into the area that can call in the Imperial Navy if necessary.

I think Ioneyse (the VM Gunner) is planning on having been a member of the Defense Fleet when House Durrani came through recruiting before the ship (and most of the crew) got torn up. Maybe she recommended the LC?

On a side note, LC isn't a rank in the Imperial Guard. I'd suggest checking out Battlefleet Koronus for ranks on board ships, but if the character would maintain a non-Navy style rank then I'd suggest a Major or Colonel. If he wants a Navy rank, then Lieutenant Commander would probably be about right for Master at Arms. For Chief Bosun, you'd probably want him to be a Warrant Officer or a Master Chief Petty Officer.


Whew, profile finished up. I think I just need my starting Acquisition.

Question on that:
What books can we get equipment from? Namely, is Faith and Coin open? I was thinking about picking up a Good-craftsmanship Rosarius (and the complications that might come with that.) I also wouldn't be opposed to changing it to an Explorator-flavored item with the bonus towards people that would respect that rather than the Ecclesiarchy. Though I'm also not opposed to keeping it as is and having people ask why Qalandar has one.

I'll note that if Faith and Coin *is* allowed, you might want to change the availability of Artificer armor to Near Unique because it's *crazy* at Extremely Rare.


GM_Panic wrote:

If there is anything missing or wrong let me know

** spoiler omitted **

The rolls are good, at least!

But you've got to go through the Origin Path, which determines quite a bit about your character. Also, there's no "Homeworld" for Explorator Fleet, though there's a few that could easily be re-fluffed to that.

And, I've decided I might as well deal with a bit of Insanity. Might be fun! (And we'll see how it turns out.) So, here it is:

Home World: Forge World
Characteristic Modifiers: +5 Weapon Skill, +5 Intelligence
Starting Skills: Common Lore (Tech) (Int) and Common Lore (Machine Cult) (Int) are untrained Basic Skills for forge world characters.
Credo Omnissiah: Technical Knock
Fit For Purpose:: +3 Fellowship
Stranger to the Cult: Forge world characters suffer a –10 penalty on Tests involving knowledge of the Imperial Creed and a –5 penalty on Fellowship Tests to interact with members of the Ecclesiarchy in formal settings.

Birthright: Scavenger
Effect: Resistance (Fear), +3 Willpower, +1d5 Insanity

Lure of the Void: Crusade; Call to War (150xp)
Effect: +5 Ballistic Skill, Peer (Military), Hatred (Chaos), +1d10 Insanity

Trails and Travails: Dark Voyage
Effect: Forbidden Lore (Xenos), +1d5 Insanity

Motivation: Fear; Tormented by the Unspeakable (200xp)
Effect: Light Sleeper, Jaded, Resistance (Fear), +2d10 Insanity

Lineage: A Proud Tradition; Heir Apparent (100xp)
Effect: Talented (Command)

Insanity: 3d10 + 2d5 ⇒ (9, 1, 3) + (3, 3) = 19

Resistance (Fear) comes up twice. Replaced with: Talented (Charm)

Weapon Skill: 34 (39-5)
Ballistic Skill: 48 (43+5)
Strength: 36
Toughness: 40
Agility: 40
Intelligence: 47 (42+5)
Perception: 40
Willpower: 42 (39+3)
Fellowship: 47 (44+3)

Wounds: 1d5 + 1 + 8 ⇒ (5) + 1 + 8 = 14


I'm working on the character's origin path now. I'm a little torn taking Tormented by the Unspeakable. I imagine I'll end up with a ton of insanity, but it might be worth it.


And, I might as well finally get around to doing the crunch of the character now that I'm home!

Rolls:

Fate: 1d10 ⇒ 5

2d10 + 25 ⇒ (7, 7) + 25 = 39
2d10 + 25 ⇒ (10, 9) + 25 = 44
2d10 + 25 ⇒ (5, 9) + 25 = 39
2d10 + 25 ⇒ (9, 9) + 25 = 43
2d10 + 25 ⇒ (10, 5) + 25 = 40
2d10 + 25 ⇒ (8, 7) + 25 = 40
2d10 + 25 ⇒ (6, 9) + 25 = 40
2d10 + 25 ⇒ (7, 10) + 25 = 42
2d10 + 25 ⇒ (5, 2) + 25 = 32

Edit: Adding a reroll for the 32:
2d10 + 25 ⇒ (7, 4) + 25 = 36


Havocprince wrote:
Join the club on losing backstories. Someone up thread did the same I think, and if it wasn't for my crazy copy paste backing up of every long post I'm working on Paizo would have eaten mine... it doesn't like the fact I keep flipping between four tabs on my phone while writing.

Losing posts is a pretty common problem on the boards. I *highly* recommend writing anything long on something else before transferring it over. I usually keep a copy of my profiles on notepad, and do all the formatting there, before copy-pasting it into the board. Saves a lot of heartache.


Heinrich von Bastillion wrote:


He told me that he takes a backseat for now, ready to fill up, should we loose someone.
Something about starting a dynasty of his own (read: His firstborn is due in a month or so).
So, the engine room is all yours, Cossetta ;-)

Oh well, tell him congratulations! That's always an exciting time!


That's a lot of Peers for Valerius Fechter! At least we have some solid talkers. And with a Genetor and a Gunner, we should be good? Not to say more applications can't come in. I'm not the final say on any of that!


Renegade House, huh. Well, looks like we're not shaking that deviant reputation any time soon. :P


Yeah, dumping WS on a Navigator is perfectly fine. :)
And it gives a common starting place for the character and mine, which could be good. (If you're interested in it being the same Forge World, of course.)


I more meant that picking a homeworld with a -5 Perception might be rough. :)


On thing to note is that a lot of Navigator powers are based on Perception so it's not a stat you want to dump too far.


I think any sort of Tech-priest is good. Genetor or otherwise. I think Heinrich (Swordwhale) had a friend that might be interested in Tech-priest, so there's some competition there. But, as long as that doesn't bother you, I don't think it's a problem.


Heinrich von Bastillion wrote:
Lord-Captain Hajj Qalandar Khan wrote:


Fair enough. I'd be nice if we had *someone* that could talk to Ecclesiarchy and not piss them off. But if we don't, then we'll deal.

Actually, I should be able to talk to them more or less, unless they are from the hardcore wing plus know my family name... Then it could get bad ... Like really ... Bad.

My Fel isn't bad (its in fact pretty high) and I fully intend to grab myself the Charm skill eventually.
Also I can bring the topic on a mutual hated foe (chaos worshippers) and just rant on with them for a couple of hours. They like that. And Heinrich REALLY hates those buggers. We'll have a great time xD

Works for me. :)


Katerin Briehl wrote:


Yeah, but that works pretty well in Rogue Trader. It would be sort of boring if we were all staunch Amalathians.

I did look at the options in Into the Storm, but there weren’t any that worked any better than the core options. It’ll probably make more sense once I post the full background.

Fair enough. I'd be nice if we had *someone* that could talk to Ecclesiarchy and not piss them off. But if we don't, then we'll deal.


Heinrich von Bastillion wrote:

Sooo, we have:

- our Rogue Trader
- a Tech-Priest (still with us?)
- our well-connected Seneshal
- our portable telephone (read: Astropath)
- I recall someone mentioning an Arch-Militant (still with us?)
- and myself, a pilot with a hunger for the next near-death experience

Looks promising!

...

Did I forget anyone?

I believe the Arch-Militant won't be joining us.

Radavel has asked for a crew of 4 (beside the RT and your Pilot), which means we have two open spots with the Tech-Priest and Astropath.
Our biggest needs are a Navigator and a Gunner.


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Heinrich von Bastillion wrote:
** spoiler omitted **

Response:

Astropathic Message 931-1BZ3-A.
Receiver: Heinrich von Bastillion
Sender: Lord-Captain Hajj Qalandar Khan
Subject: Re: Still alive, Sir?
Content: Heinrich,
If you're looking for an adventure, I can provide. I've got a ship that's barely holding together. We've got a few squadrons that my Techs are patching up by, I assume from the bill, melting down actual thrones and attaching them to the hulls. I could use the best pilot I've ever seen to come show these recruits how to bring back a craft in one piece.
Friends always,
Qalandar
+++ End of Transmission+++


Katerin Briehl wrote:

This The Sesquipedialian Thaumaturge’s submission, the astropath Katerin Briehl. The crunch and origin path are in the alias, and I’ll have her backstory finished and posted later today.

Also, I’m still looking for an avatar image which makes sense for an astropath. It’s surprisingly hard to find one which could realistically be blind, so if anyone has any suggestions it would be appreciated.

Seems like we might end up with a whole crew of deviants.

Not that I'm opposed to not taking any Background options in the Into the Storm book, but were there none that were appealing? I don't think I've seen anyone not take at least one in a long while. :)


The sheer volume of macrocannons should be fine. The ship's main role is as a carrier, so I'm leery of adding a Lance. I think one more Sunsear is a good balance of Power/Space and range/damage.

I'm all-in on a Small Craft Repair Deck. Those are great. And yeah, the Trophy Room is just a really solid component. It checks off all my boxes for RT. It's cool, and it's mechanically good (and cheap).

And we can always pick up a Pilot's Chamber later on. It'll be easier to get than a prow weapon. It's actually a pretty easy Acquisition, as such things go. Not easy for our starting PF, but really, nothing is. :)