Port of Call - Interception

by DM B  

Timestamp: 7.278.996.M41

Location: Free trader vessel Maiden of Golgenna, K4 V 'OCG-001671A' system, 9 AU out

Situation: Aboard the Maiden of Golgenna, about to be intercepted by ork raider-class vessel.

Body: You're ready. Or as ready as you're going to get. Strapped down and awaiting the inevitable.

Outside in the void two tiny specks are about to meet. Engines flaring the Maiden goes to maximum acceleration and turns every so slightly. The ork races to meet it. Suddenly bright lances of energy leap across the silent void, fingers of destruction trying to touch the Maiden. In response your ship changes direction and acceleration, again and again, violently pushing your against your restraints. All across the ship unsecured objects go flying.

The Maiden's void shields can only survive a fleeting touch of lance energy, so it cannot allow the ork to pin it down. Mighty jammers, fed by powerful auxiliary generators, cast doubt into the ork vessel's augur-arrays, preventing it from establishing a clear firing pattern.

Then, after minutes of near oblivion, suddenly the lance fire stops - you are too close for the weapons to bear down on you anymore. You've survived the first part of the gauntlet!

92 comments

Comment from:
There is a brief pause during which nothing happens. It's the silence that comes after closing too much for the lances to be effective, but before you reach optimum firing distance from batteries. Then the fire start picking up again, sporadically at first as some eager ork gunners fire too early, but then with increasing density. Long-range kinetic-kill missiles, massdriver-launched cluster-warhead rockets, graviton beams, and hi-power particle cannons open up the show. The defensive batteries pick of the missiles - they are too few in number to penetrate your defenses. The rest of the weapons are, at least partially, turned away or negated by the void shields as they struggle against the onslaught. Some of the shots inevitable get through, but their effect has been blunted, and no significant hits are scored. The Maiden continues to evade as you get closer, but not its not a question of dodging everything, but rather an attempt to prevent enemy guns from focusing on any single part of the void shields - and should they fail, the hull. If that happens you are done for. Shorter-ranged laser batteries and autocannon add to the cacophony of fire that is already getting more intense. Shots start punching through, and alerts start going of across the ship. On the bridge they keep a close eye on the damage displays. Nothing critical has been hit - yet. You've passed through the second part of the gauntlet.
12/15/09 @ 11:47
Comment from:
The third stage sees the Maiden doing what can only be described as a barrel roll, with the ork vessel in the center, trying to keep the enemy batteries from tacking the ship long enough to get a good solution for short-range battery fire. It mostly works, and the Maiden survives - again. Then it happens - boarding torpedoes are launched along the flanks of the enemy vessel. Most don't even have an intercept angle and are left floating in your plasma wake. But three of them lock on and bore down on the Maiden, effortlessly punching through the void shields, boarding tractors reaching out...two of the torpedoes connect, but the last one doesn't make it, sailing instead through the engine wash - a most fatal experience. Powerful generators aboard the torpedoes strive to slow them and keep them intact as they slam into the ship; one of the torpedoes fail and it crashes at high speed into the aft port cargo sphere. The sphere and the torpedo turn into a glowing plume of burning debris, but luckily the ship holds together. The last torpedo slams into the lower aft decks, not far from the launch bays and the erergarium. You can feel the ship shudder as melta charges blow away the interior hull to let the orks in... How may orks in one such boarding torpedo one wonders?
12/15/09 @ 14:33
Comment from:
Orks start pouring into the ship, quickly reaching the utility spine, where they run into the two las-armed servitors. The Maiden has not yet gotten a good count on the attackers (because of the damage caused by their entry) but she's counting about twenty orks moving bridgeward. Even if they have no particular plan, they are bound to reach the lower levels of the central access-point, four decks below the Strike Team's location. From there they will most likely go up to secure the central access-point, since its key to easily moving throughout the ship. There is a furious firefight with the servitors, leaving six orks dead or incapacitated, but the servitors are finally brought down in a hail of auto-stubber fire.
12/16/09 @ 09:19
Comment from:
"Stay calm men! The bridge has the tactical seniority. The boarders have hit us twice and will use unfamiliar tactics." Max positions half his forces at a second barricade, thus facing inward towards the main door. (Not himself, not the servitors.)
12/16/09 @ 10:02
Comment from:
The Strike Team rushes down to meet the approaching ork mob, leaving the less mobile servitor behind to secure the central strong-point. Meanwhile the Bridge Team is ordered to move aft to confront the orks; they will use an alternate route that will cause them to use a little more time, but will hopefully flank the orks. A single servitor now guards the entry to the bridge. Likewise the energarium Team moves down to take the orks from the other side, once again leaving a single servitor to guard the approach to this key area. In the launch bay the Team there can hear the orks on the other side of the locked-down doors.
12/16/09 @ 12:35
Comment from:
The Strike Team hits the orks on sub-level three. The orks are not exactly taken by surprise, but you have the initiative and cut down the first boarders in a hail of fire - Haxtes has his bolter, Jarra has the Hellgun/launcher she's borrowed from Xerza, and the other team members sport assault shotguns. All weapons suitable for dealing with orks. The return fire is vicious; the orks all carry primitive heavy stub rifles that don't even have proper caseless ammunition - instead they are fed by long strips of brass-cased ammunition, and each ork has several loops of ammo around his upper body. What they lack in elegance they make up for in plain firepower - each gun spew out long sustained burst of large-caliber ammunition. No doubt; in prolonged fight they would wear you down. But you press forward, losing only one trooper before you are upon them, blades and guns at the ready. Jarra has her great chain-blade, Haxtes the bolt-pistol and power blade, while the surviving troopers support you with close-range fire. For a minute it hangs in the balance, but then one of the troopers is decapitated by the ork leader, only to have his brains blown out by Elik, the last trooper. Then the orks suddenly break and run, leaving you gasping while you try to pick their fleeing forms off.
12/16/09 @ 12:44
Comment from:
Meanwhile. Orks are forcing their way into the launch bay, but are not making an attempt to storm it. They seem happy to take a few shots though the half-broken doors. The energarium team has engaged another group going aft. The Maiden estimates that there is at least sixty orks, possibly as many as eighty. The ork were also accompanied by a number of smaller ork-like creatures; at least forty, but possibly many more. Some of the smaller creatures have entered various utility shafts and tunnels.
12/16/09 @ 12:49
Comment from:
Max fire singe shot rounds at any pop-up boarders. He tries to deny the enemy any chance to get a good tactical view or aiming with any heavy weaponry.
12/16/09 @ 13:35
Comment from:
In the bay: Fortunately the two servitors are as-yet unengaged and Maxi is hanging back to provide covering fire. Fortunate because some of the smaller orkoids have found a way around the main entrance and suddenly appear to flank you from a raised gantry. The servitors open fire, shredding half the group and sending the other half scrambling for cover. Unsurprisingly the orks outside the main door uses this opportunity to assault; they pop smoke grenades, then them bulk of them charge, while two heavy stubber crew provide covering fire. The fire team responds by each firing five hi-ex incendiary rounds into the smoke, blowing several orks apart and setting several other on fire. They burn as well as a human would, but don't panic in the same way. Chaos is complete!
12/16/09 @ 13:49
Comment from:
At about the same time the Strike Team and the bridge Team meet each other at the main junction of sub-level four. The tunnel before you is filled with smoke, bits of wrecked servitors and dead orks. In the distance, you'd say about a hundred meters give and take, you hear a furious firefight - including several heavy stubber-like guns that keep firing and firing. ---- The eng. Team confirms that its heavily engaged with a score orks in one of the maintenance bays leading to the engenarium sub-levels.
12/16/09 @ 13:53
Comment from:
Bridge Team and Strike Team - from now on only Strike Team - move in and engage orks in engenarium from the rear. The important thing is to contain the big orks, the smaller ones can be hunted down later.
12/16/09 @ 16:04
Comment from:
As you venture down the utility spine you are met by volumes of stubber fire. BY some miracle you point man, Haxtes, survives the first burst and get into cover. You fire back of course, but you're effectively pinned down - or maybe you could stage a risky retreat using some smoke grenades for concealment. And going back won't solve anything; the main spine is breached, remember, so that would entitle taking a major detour to reach the energarium via secondary routes. What has happened is that you've run into the ork 'rearguard'. Well, not a rearguard really, but the rear of the ork mod assaulting the launch bay and surrounding areas. You don't know that exactly of course, but feeds from the Maiden should give you at least a partial overview. --- Inside the bay the orks have closed the distance and are now involved in vicious close combat with the troopers; one is already down, but the other two are wisely falling back as they fire. As long as they don't run out of room they will live a while longer. The servitors are keeping the grots down and out of the fight, but otherwise aren't contributing. Maxi has shot two orks dead from his position atop the wing of a light lander.
12/16/09 @ 21:03
Comment from:
OCC: See other post!
12/17/09 @ 08:21
Comment from:
Filled with righteous heat towards these filthy xenoforms Maxi abandons his shooting position and head straight into melee, laying about him with his power maul and keeping the orks' weapons at bay with shield and armor. Although the Arbites are trained to hold the line they also know that sometimes you must charge the mob to break it up before it hit. The Maiden directs the two servitors to join the fray and the two remaining troopers fire and fire the guns, trying to prevent the orks from outflanking the lone Arbitrator.
12/17/09 @ 12:53
Comment from:
Haxtes tries to use the small trains, fill them with flammables and a few explosives and have the Maiden drive it into the orks. Might kill a few and help break them up for the assault
12/17/09 @ 15:51
Comment from:
Conveniently enough one of the servitor-run trains appear (thank the Maiden). You manage to scrap together some canisters of flammable materials (better not overdo it), spike it with grenades, and rig a makeshift detonator. It takes a while, but finally the train lumbers down the tunnel. Its met by heavy weapons fire, but it continues down its path. Doesn't make it all the way though; it derails or whatever short of the orks firebase and then it explodes. But it's enough to dislodge the orks - they may be brave and immune to pain, but they have no special wish to be burnt alive! You follow shortly thereafter and the Maiden engages the extinguishers to kill most of the flames. You emerge from the smoke and foam, protected by insulated armor and re-breathers, to fire upon the retreating orks. Its too much for them, and they flee down the spine as fast as they can. Two options; continue aft to the energarium or stop and relieve the launch bay.
12/17/09 @ 21:20
Comment from:
Continue aft to the energarium, with out that we are sitting ducks in space. We need to fill up on troops as well, the energarium team can help after we relive them.
12/17/09 @ 21:45
Comment from:
The explosive fire raging in the utility spine can be felt in the launch bay; the launch bay connects to tunnel through a wide portal (on the upper level of the bay) so that heavy objects can be loaded directly onto/off the cargo 'trains' the run the spine and carried by a system of cranes that run along the bay roof. The portal it self is closed, but the grots came from somewhere, and its though these openings that fire and smoke burst forth. Several of the creatures catch fire and tumble as living torches down to the bay floor ten meters or so below. A few others avoid the flames, but follow their burning comrades over the railing; and the fall is fatal even if you're not on fire. Those few that don't fall screaming to their deaths are cut down by flechette fire from the troopers as they get out of cover to avoid fiery death. Meanwhile Maxi is desperately trying to keep the orks at bay. He's done well so far, fighting with more skill, power and endurance that he'd ever thought possible, but he's not going to be able to keep it up forever. Indeed, the only reason he's still alive is the orkish penchant for melee fighting; once Maxi jumped down and started waving his stick around the orks couldn't get out their own blades quickly enough. He's killed six orks already, but more are ready to give it a try...including one big mother that just waded through the others with an oversized chainsword... ...and the servitors have been blown to pieces by ork fire, and although both remaining troopers are still alive they are both wounded, pushed back and more or less pinned...leaving Maxi surrounded by an entire ork mob...
12/18/09 @ 10:10
Comment from:
No enemy of the Emperor escapes unpunished! Maxi on vox: "Launch bay breach imminent, need reinforcement. Acolyte Maximilian out." Maxi turns and faces the the large one. Pointing his Maul towards it and giving a formal challeng: "Haargh this, you big ugly." Players intent: Max will try and prolong the dueling battle since he knows the rest of the greens will finish him if off quickly if he wins. Feel free to burn fate if it helps.
12/18/09 @ 12:06
Comment from:
"Energarium, you need too hold out a little longer, the Launch bay has breach imminent status, Strike team will go there first." The strike team head to the bay and hit the orks in the rear.
12/18/09 @ 12:21
Comment from:
The Maiden tries to open them main portal for you, but it has jammed due to the blast and fire. So you go in the same way the grots did, emerging upon the gallery to look out over the launch bay. You see two troopers pinned down at the rear, with several orks leap-frogging to get at them - one is close enough to ready a stick bomb. Haxtes promptly puts a bolt round through his head - you were thinking about distracting him, but you don't say no to lucky hits! That gets their attention though, and return fire starts coming your way. Not so good given you exposed position. The two pinned troopers, however, take heart and get up to fire back - so now the orks are in a crossfire, That's better. Last thing; carapace boy is at the front, holding the damn line all by his lonesome, literally surrounded by orks - both dead and alive; you count at least six dead! Not too shabby for the village idiot. A couple more orks box him in, but they keep their distance, allowing the big one - who is presumably the leader - to fight unimpeded. They seem so focused on the melee that they haven't even noticed your entry! It is of course tempting to fire upon the boss, but that would likely bring their attention to you and make things difficult for you (but much easier for carapace boy - but you never liked him anyway). Decisions: A) Leave the melee group alone and concentrate on kill the orks already firing at you, or try taking out the boss? B) Stay on the gallery (its pretty exposed) or use time to relocate. Haxtes, and only Haxtes, COULD manage a leap from the gantry and down onto one of the landers, and from there get to floor level. Might give you an edge, might kill you if you fall.
12/18/09 @ 12:58
Comment from:
Addition: Jarra runs down along the gantry for some reason, but the four troopers just hit the deck and start firing down at the orks. The range is a little long though, so they don't do too much damage.
12/18/09 @ 13:00
Comment from:
Its a lot of things that can kill you if you fail. Haxtes will leap and attack the leader with bolt pistol first then close for melee, that will give Jarra and the troops time to relocate and take on the orks. If him on earth is kind carapace boy will soften the orks up making the kill easy(ish) for Haxtes. "Jarra, I`m going down, take command of the troopers "
12/18/09 @ 13:24
Comment from:
You (barely) make the jump, landing on top of the lander (sic). From there you snap of a few shots at the ork leader, hitting him once. Its a good shot, but he doesn't go down - so orks ARE tougher than hell. Then you are spotted and fired upon, but by then you are on the move again, dropping to the floor. ------ Bolt shells suddenly zip by FROM BEHIND, one just inches from your helmet. One hits the big ork, blowing a goodly chuck of flesh out his arm. A hit like that would have left a human crippled, but the ork just staggers a little. Enough to give Maxi advantage - so far its been mostly trying to say alive - enough to plan the maul in his face, vaporizing most of it. Even though the ork is dead as a rock its manages a final backswing that sends Maxi reeling. The other orks are milling around, taking shots at the evasive form of Haxtes, who is darting between covers, fleshing a few bolts their way. ---- The rest of the fight is behind you and you don't really see what Jarra and the troopers are up to.
12/18/09 @ 15:17
Comment from:
Haxtes tries to reach Maxi, but there is too much lead flying, and he's forced back into cover. A few seconds later Maxi drops down next to him, his Arbites carapace sporting at least a dozen clean hits. A wonder he's alive. A wonder Maxi is alive too; he's also picked up a few shots along the way - stopped by the mesh, but there will be bruises...again! Behind you Jarra and the troopers cut down the last of the orks in 'their' group, having established a three-way cross-fire. ----- Peering over your cover you see something surprising; the orks have also gone to ground, taking cover and behaving a lot less like orks a bit more like humans who have found their initial advantage gone. The one of the creatures calls out, in badly accented by otherwise understandable Gothic: "We wish to parlay with you, hooomans. This I say Bork Grimm-tooth."
12/18/09 @ 21:14
Comment from:
"Damn glad to see you brother. 'cough' Remind me to thank you someday." After green speak, not on vox to Haxtes: "It's your and Jerra's call, I haven’t the tactical overview."
12/18/09 @ 22:06
Comment from:
"Speak your mind Mr. Bork, but keep it short and to the point." "Haxtes to Jarra, leave half of you to give us top cover, you and one trooper will flank them if possible. If not practical, move in and support engenarium and our team there" Waiting for the orks to speak is a fine time to get a bundle of grenades out the old frag/krak/flash-bang combo.
12/18/09 @ 22:13
Comment from:
Haxtes can in negotiations agree to give them a escape pod and hope that the krooza picks them up. They will have to disarm. But we have teams fighting and Haxtes will not waste them, talking over time. They can accept or we fight.
12/18/09 @ 22:15
Comment from:
"'Is simple. Da boss is dead, so now I'm da boss. But I can see that this isn't my kind of fight. Not paid nearly enough. So me and da boyz are willing to talk. You want your engines intact, no? An we, we just want some compensation, and then we'll leave you alone. Simple." You've readied your grenades and Jarra has tried to get into a better position, but you can see that the orks, almost ten in number have dug in pretty good. Taking them on won't be very easy. --- You're also getting updates from the Maiden; a big force of orks, about the size of the other two groups combined, have assaulted the engenarium and adjacent areas. Its been a bloody fight, but the chief problem is the orks care nothing for collateral. If they continue their rampage they'll destroy something critical - sooner rather than later.
12/19/09 @ 11:49
Comment from:
Relatedly; grots are moving throughout the ship, but the Maiden is doing her best to halt or delay them. The critical parts of the ship are still safe, but they are doing quite a bit of superficial damage. Unfortunately there is nothing you can do about them right now, other than note that time is running out.
12/19/09 @ 12:04
Comment from:
OOC:I love talk, I`m of the opinion that the emperor must step down hold free elections and start a space UN where even orks have a vote. And are respected. ------------------ " make ready, when The granades hit we charge, Jarra- keep there heads down and feel free too kill a few of them if you can" Haxtes then throws he`s bundel of granades and moves inn
12/19/09 @ 12:12
Comment from:
As soon as the shockwave has passed Maxi follows. Maul readied and recharged. "I worship the Immortal Emperor"
12/19/09 @ 12:28
Comment from: Haxtes at work  
Haxtes at work
"Xerza, we may need to start prosedures to evecute the ship, we are losing ground fast and live bodys faster"
12/19/09 @ 16:06
Comment from:
"I'm on my way. We're past the raider, so I'm free to engage. Meanwhile; kill the orks in front of you, but make sure their leader gets away to join his companions in the energarium. Therein lies the path to victory." --- "Xerza to Odessa. Fall back to secondary position. Let the orks have the energarium. I repeat, fall back."
12/19/09 @ 16:32
Comment from:
The three mini-grenades are deftly tossed in the direction of the orks - they are spread out a little, but it proves effective enough as a distraction. As you string into action Jarra and the six troopers open up - Jarra emptying a clip of explosive grenades around the orks and the troopers going for shotgun-launched bolt rounds. The orks wisely keep their heads down, spraying blindly in return. Only one ork does something unexpected; he gets up and takes aim at the two of you with some sort of xenos-looking projectile weapon. Jarra hits him twice and Haxtes put a bolt in him - to no effect. There is a bright flare each time as his personal refractor field deflects the incoming energy. Haxtes barely manages to drop into prove, avoiding the torrent of fire, but Maxi is hit several times and knocked on his as, stunned and bleeding. The ork keeps moving and firing until he reaches the exit, keeping you down and unable to act. He's hit several more times, but again to no effect. Then he's gone, much to the dismayment of the other orks, two of whom get up and run, only to be shot dead. You both get up and grimly move into melee with the four remaining orks, finishing them of with little effort - they no longer have any spirit. What now?
12/19/09 @ 16:45
Comment from: Haxtes at work
Haxtes at work
"Misstress, the leader got away as you ordered, I'm on his tail, hounding him towards the others." Haxtes says "with me" to Jarra and the troopers, and follow the ork trying to get him to go towards the engenarium. "Maxi hold here in case the small ones come back."
12/19/09 @ 16:55
Comment from:
Max uses the little time of breath to check his wounded and making sure the boarders are really dead before he takes his position again. (Max sees no reason to contradict Haxtes orders because he knows the lander is the easiest way away from this ship.)
12/19/09 @ 20:01
Comment from:
Maxi is also wounded, but nothing serious, bruises and cuts for the most part. The two troopers are also alive, but both have taken wounds and should really be sent to the medicae-bay for some fixing. You also have some damage control to attend to; the designated lander sits unharmed in its launch cradle, but the last storm of grenade fire has set alight a small Aquila-type craft, and if you don't stop it could to have a disaster on your hands. ---- Later, the fire finally put out, Xerza arrives in the launch bay to check on you. She has a largish bad with her and a heavy pistol, as well as her sword across her back. "Hold the bay. I'll go see to the energarium." She leaves. Xerza to Haxtes: "I take it you still know where the boss went? Make sure he understands that if they destroy our key systems, then well abandon ship and blow all of them up along with it. If he behaves, then we might have a little something for him, courtesy of Rogue Trader Jax Guilliman."
12/20/09 @ 09:46
Comment from:
Meanwhile Haxtes has indeed hounded the ork back towards the energarium. Jarra and your four troopers are following behind. You've also in contact with Venus; she's in the aft spine strong-point with one servitor and a bunch of engenarium crew. Haxtes runs into Odessa and Ignace, along with the their three troopers - by some miracle they are all alive. The big trooper with the autocannon is there, along with his team-mate, as well as a new fellow with a automatic las-carbine. You're all rather low on ammo. ---- The orks now have the engenarium and control every obvious approach as well; the Maiden estimates about 30 orks, or a little less than half of those that got aboard. A similar number of the smaller ones are also present.
12/20/09 @ 10:27
Comment from:
Haxtes has a brief conversation with his ork friend Mr. Bork. Unsurprisingly the orks have planted charges all around the place and threatens to destroy the Maiden's power and propulsion systems. Bork is also rather sullen because of Haxtes 'betrayal' earlier on. So he's actually rather keen on just blowing the charges, sitting tight, and waiting for the ork ship to come to their rescue. The bad part there isn't a lot you can do about it. That is, until the 'reward' is mentioned. Haxtes gets a fleeting image of the ork removing his finger from the detonator. He's willing to talk... ...of course Haxtes is no fool. Bork is thinking really hard about how to avoid letting you go AND getting his hands on the money. If he just waits, he probably won't get very much, since the other ork leaders will take most of it for themselves. And Bork doesn't want that. He wants 'his' reward...
12/20/09 @ 13:12
Comment from:
Xerza is interested in hearing opinions; as far as she's concerned there are several options: 1. Just abandon ship immediately and then blow it up using the tactical atomic charge Xerza has installed aboard. That leaves you without a voidship, but you know other ships call here, so its not a critical loss. 2. Negotiate in good faith and let the orks leave with the goods. Then blow their shuttle to pieces using hidden charges once they have left. The minus here is that the orks probably will leave hidden explosives of their own to safeguard against this. 3. Pretend to negotiate, while gathering everyone for a final assault; Xerza has psychically prepared the contents of the orky ransom. If needed she can cause the gems etc. to telekinetically explode, much like and oversized frag grenade. Problem here is that many of you will get killed and/or the ork manage to cripple the Maiden. So Xerza is leaning towards no. 1, even though she'd like to keep the ship; but she's willing to hear options. The Maiden informs you that she's not a proponent of no. 1. She'll consider it a breach of the truce. Xerza tells it to fuck off.
12/20/09 @ 15:13
Comment from:
Haxtes is up for any option, but none of them sit well with him. One of the grand things of command is taking the credit but its the privilege of command to take the first bite of the shit sandwich.
12/20/09 @ 17:18
Comment from:
Are the explosives time triggered or signal triggered? If the latter couldn't the signal be jammed, at least the bombs in the enginarum. Maxi experienced loss of vox during the Corben incident, especially when he entered the enginarium. The Maiden could have picked up any disturbance just before the boarders set of the other bombs. Maybe those where trigger signals. Ignace is the explosive expert so Maxi are interested in his view.
12/20/09 @ 17:44
Comment from:
The Maiden informs you that she's just informed the orks of their options - they don't seem too keen on them either. Xerza isn't very pleased with the ship. "That does it. Ship - you are officially on my shit list. That nuke is going to stay there forever. Its only a 10 kiloton affair, not enough the blow you up, but more than sufficient to break you and irradiate your decks forever. And the little fucker has a psychic trigger, so don't you try and get funny with it. Haxtes, inform the orks that this is how it is going to be; Bork gets his bag of goodies and gets to keep his finger on the detonator. The other orks gets to leave the ship alive, with their guns and all. No one gets blown up and everyone gets rich, except for Jax... What about that Ship, are you going to relay that too? Either the orks take that one, or we go with option 1, launch in five minutes, and Horus take the hindmost. ...and out of fucking spit I'm going to blow you to hell once we're clear."
12/20/09 @ 17:48
Comment from:
Ingace thinks the orks have used a mix of krak, plasma and meta charges. But he doesn't know if they are timed or not. Most likely they are remotely detonated. That makes the most sense. And if so the signal can be jammed by the Maiden. Or they could have a dead-man function; if the signal stops they go boom! Or it could be a mix of all of the above.
12/20/09 @ 17:50
Comment from:
On vox: "If there is a dead-man link the ship (sensors) should sense them." Not on vox: "Maximilian to Maiden, please give status on any lingering or inregular signals on enginarum area."
12/20/09 @ 17:59
Comment from:
" Xeno scum I have been orderd by my supirors to give in to you one last time. Send your troops off the ship under a thruce. You Oh greath Bork get to keep your finger on the detonator. You have 1 min to say yes or no Or we set of a nuke and kill you all, we get of and keep our lifes and loot." 59 58 57 56 55 ect
12/20/09 @ 18:15
Comment from:
Venus on vox: I'm getting all kinds of weird readings. Ork tech isn't my specialty. Maiden on fixed line: I must concur with human-Venus, it's impossible to tell what is what. ---- Silon on secure line: "People, we have a problem. The raider launched a squadron of fighter-bombers when we passed him; I picked them up now, hot on our heels. Half an hour, give or take, and they will be in weapons range. Whatever you decide to do, I can assure you that escaping in a lander isn't going to be possible with those fighter-bombers gunning for us. And I can't see our four drone-fighters dealing with them either.
12/20/09 @ 18:31
Comment from:
Ignace here; I've managed to have a look and its not good. There are various types of explosive and different detonators. All xenos stuff. I could defuse some of it, but not all.
12/20/09 @ 18:38
Comment from:
Mr. Bork: "Calm down human. As long as I get some compensation, then we'll all be fine. Just fine. Now, let us do this thing. Get craft ready to take us off this hulk and we'll leave you alone."
12/20/09 @ 18:39
Comment from:
Before the panic and general running around crying starts: "We nuke ship, lots of parts fly off, plays warp with sensors, escape pods in one direction with plenty of crew (life signs), we in lander in another direction with signature as low as we can." "Time almost up mistress, not heard back from your friend. Do we move to the bay and escape or talk xeno some more?"
12/20/09 @ 18:39
Comment from:
I feel we can trust them not to blow us up. They have tasted blood, knows we are weak. We are not of value blown up and therefore waste of resources. They will let us go and try and board us again.
12/20/09 @ 18:41
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Yes that is why it makes perfect sense to let them go and TELL the others how weak we are, powers you are tick, I see little hope for the world of men with the likes of you leading from the bloody front.
12/20/09 @ 18:46
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"Haxtes, Maximilian. You bloody morons. You just handed me the solution. Haxtes. Escort Mr. Bork to the null-room and give him a share; he knows the stash I have has been psychically tampered with, so it makes sense. Make sure he sees the rest of the goodies. And feel free to exaggerate. Let the runt tell his other friends about the Maiden's riches. They'll chase her to the end of the universe and leave us the hell alone. Kisses are in order afterward. Now make it so."
12/20/09 @ 18:54
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"Mr. Bork you win, my mistress surrenders. I'll send you a proper Poo-Lice escort and give you your right and proper."
12/20/09 @ 18:59
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"I'm sorry acolyte Haxtes, Null-room is your seniority."
12/20/09 @ 18:59
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"Xeno, I'll take you there my self."
12/20/09 @ 19:00
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You do of course keep an extra eye on the orks. Not just the big ones in the energarium, but there could be runts elsewhere. So it pays to be sharp. But the idea is for the Inquisition personnel to assemble in the launch bay for departure. Haxtes is escorting Bork, and Silon is presumably still on the bridge, but Vern is unaccounted for.
12/20/09 @ 19:29
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"Lady Xerza, permission to look for acolyte Vern."
12/20/09 @ 19:34
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"No. The bay area has priority and will soon be crawling with orks. Mr. Vern will have to make it on his own, or not at all."
12/20/09 @ 19:41
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"Lets make this quick, mr Xeno scum, I have other things to do today" Haxtes takes the ork to the void room and gives him his loot and no more, he then follow the ork to wherever Xerza wants it to go. Then Haxtes goes and finds Vern. Vern has a com, Haxtes has tampered with all the coms, get Vern and then Anna if there is time. Then its the bay if possible, pod if not.
12/20/09 @ 21:16
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Passing through the spine central strong-point you find several dead grots, and a few injured one that you quickly eliminate. After finishing with the loot you take a detour via your own quarters (they are in the front section, close to the captain's quarters). Anna is there, so you might as well take her along. You know where Vern IS, even if you can't raise him. He's in the Medicae-bay. A quick detour you can manage. You find him unconscious on the floor; battered but alive. Someone has hit him with a blunt object. The medicae-servitor has been smashed to pieces. And the bloody ork keeps chatting away; you ignore most of what he's saying, but you'll be damned if this Bork fellow haven't taken a liking to you. That, and the fact that he's a freebooter, which means he and his fellows are pirates/mercenaries. Which could be interesting to Xerza...since these fellows seem to do things for pay and not out of sheer bloodlust. Why are they here?
12/20/09 @ 21:31
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"Anna, help The Old man up, hes Vern, there are stim shots over there. Give him one, then help him walk" "Xeno, my mistress wants to know what you and you merry group of strapping mates are doing here? Answer me with a fine tale and there just might be a extra bead in it for you."
12/20/09 @ 21:36
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Anna helps get Vern on his feet. You notice his compact stub is gone, although he still has his cane. Vern: "It was the dead girl. She was as dead as they come. Then suddenly her life-signs lit up. Not like some animated corpse though, just...alive again. It was the weirdest thing. Then she knocked me silly and presumably got away." Bork: "I don't know WHY. Not as such. But I knows we was paid to come. And I knows who paid. Roughly speaking. Didn't bother to dig. Never seemed important."
12/20/09 @ 21:46
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"Vern, she was dead, believe me I know dead. I'll deal with her when I get you to where you need to be. "Bork me old mate, who did hire you then?"
12/20/09 @ 21:50
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"Anna can you fire a gun? If so please take Vern to the bay. I'll see our friend her of and tie up a loose end."
12/20/09 @ 21:51
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Vern: "Yes, she was very much dead. I can't explain it." Anna: "What about the xenos whore? Is she coming too? It would nicely round out this menagerie." She says jokingly. At any rate a detour to the cell block isn't on your schedule. Let her rot. Bork: "Well, as I said I don't know any names as such. But I know they were Imps. High-ranking Imps one would think. Seeing as they came with the location of this place, money and the promise of loot. Bork might find out more...if he was motivated enough... Anyway, the Imps were treacherous as always. Did say nothing about defense grids or voidships. Said it would be an easy run. Never can trust you hooomans. Worst liars out there. By far"
12/20/09 @ 21:55
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Anna: "Yeah, I'm a big girl. I can fire a gun. I'm no marksman, but I can hit one of the green things if need be."
12/20/09 @ 21:58
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Silon comes running down just as your reach the spine to see Vern and Anna go to the bay. "Fucking Terra! What the hell are you dragging around on that ork for?"
12/20/09 @ 22:00
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"My mistress take her orders from the Ooman Boss of Bosses, if you have more information she can make you a rich xeno, if you fell like getting rich that is."
12/20/09 @ 22:00
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"Don't be condescending. I knows she's with the big I. And I've heard of your God-Man on Terra. But yeah, I'd like to be a rich xeno. I'd like that a lot. But it will take some time and effort to find out. How do I get in touch with you again?"
12/20/09 @ 22:05
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"Don't worry about that, follow the lady and Vern to the bay. The mistress will explain what she feels you need to know to you then."
12/20/09 @ 22:07
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"Here's one of my coms, I can be reached through that. And you are resourceful. I'm sure you will find us." Haxtes then follows Bork to his destination. Then he goes on to find the "dead" one. Haxtes makes sure to go by the cell block and kill the other xeno. A waste, but a lose end, and assassins of the Veiled hand get the mumbs if they have lose ends.
12/20/09 @ 22:12
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Silon: "You're trusting the greeskins now? Oh this is sweet!" He actually sounds like he's enjoying himself rather than mocking Haxtes. Weird chap. "I need your help Haxtes. The small fuckers have screwed with the drone ships. We have to get them going; its either that or we're done for. You up to it?"
12/20/09 @ 22:12
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OOC: Bork is going to the launch bay. Same as everyone else.
12/20/09 @ 22:15
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Bork: "I'll help you with the grots. Then Haxtes can do what he needs to be doing."
12/20/09 @ 22:16
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"Yeah man, I'll be your omnishia as soon as I finish with mistress' new best friend her, kill a Xeno in the brig, and hunt down a walking corpse. You are 3 on my list."
12/20/09 @ 22:16
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Anna: "For crying out loud...what kind of vessel IS this???"
12/20/09 @ 22:16
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It's the type of transport the the Inquisitions like. Unprofessional and full of scum. You all go to the hangar. Now. If you need to go from the hangar I`m sure the mistress will order you to go. But you are going or you are staying here dead.
12/20/09 @ 22:21
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They all shuffle off. Somehow you just KNOW they will never reach the bay without starting some more mischief. You're starting to wish you had never gotten on this boat. You work you way down to the cells, find a dead grot, nearly get shot by two more that you end up blowing to bits, and then you find the cell empty. Of course its empty. Upon touching the cell door you get a fleeting display of the dead woman opening the door and letting the xeno-female out.
12/20/09 @ 22:26
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I did know that would be the case, yes sir no need to be a psyker too see that coming my way. Then Haxtes hunts, starting in the null room if there are no obvious clues from the cell.
12/20/09 @ 22:30
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There is something. Indeed there is. Little flashes. Images in your mind. Like that time with the dead Astartes and the empty cell. But you don't know how to use it properly, and it takes too much time. And the Maiden is no use either. You thing she's pissed at you. She isn't helping, that's for sure. May have been those 'blow her up' things you said. You find an empty savior pod cradle on one of the decks. They are gone most likely. At any rate Xerza is on the screaming box, telling you that you've got 5 minutes if you want a ride. Then something about 'Horus take the hindmost'. She has adopted your little joke.
12/20/09 @ 22:39
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"I'm going after my targets, I will hook up with you after" Haxtes figures the pods all go to the same place so Haxtes follows in a pod of his very own.
12/20/09 @ 22:48
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OOC: Sorry, but Haxtes would know that pods just go into space and need to be picked up. Chances are infinitesimally small that you'll end up anywhere near the other pod.
12/20/09 @ 22:58
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Xerza: "Screw your targets. Get your ass down here. Now."
12/20/09 @ 22:59
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"When I need to do that to get to them I do screw them, and sometimes for kicks, but mostly if I need to." Haxtes runs to the bay
12/20/09 @ 23:02
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You make it on board with a few seconds to spare. All aboard, included Xerza's three savants. And Anna. All except Silon. Xerza is at the controls instead of him. Where the fuck is HE?
12/20/09 @ 23:05
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1 throne on that he`s remote piloting the drones
12/20/09 @ 23:07
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Sort of. He's IN one of the drone fighters, with the other three slaved to his controls. The orks got to the servitor controllers and killed them, so now he's intending to attack the ork fighter-bombers alone, with the other three drones as (short-lived) decoys. You're also told that Venus didn't make the deadline. She's still aboard the Maiden. Xerza bids Haxtes and Odessa join her in the control pod, while the rest of your strap in.
12/21/09 @ 08:52
Comment from:
So our status are: The Wyrd triplets in front. Loverboy, Big lovely, LuckyDuck and Sane are back here. AceS is in a dogfight and the Machine wisperer is absent. Every plan executed, is a succesful plan. Lets move.
12/21/09 @ 09:56
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Haxtes goes to the control pod.
12/21/09 @ 11:11
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The Maiden quickly passes out of visual range as Xerza gently guides you towards the growing shape of Corax' great moon. Behind you Silon moves to intercept the ork fighter-bombers. He is unlikely to survive - and even if he did, where would he go? Thread ended.
12/21/09 @ 14:51


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