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The Mission Briefing thread UPDATE

So after spending over a year and a half constructing fortifications on Iatos, including two hundred kilometers of trenches, entrenched Basilisk tanks and Manticore missile platforms linked by tunnels, the squad is rotated onto the front line. They are ferried up to the Sword of Saint Asceline which is serving as an Imperial Guard troop ship, carrying the entire 1st and 2nd Scholari regiments from Prol IX, as well as the 33rd Harakoni drop troops regiment; meaning that there are over 25,000 Imperial Guard bivouacked in the void ships hold. Quite cramped. When you get on board, you receive the following information in an informal briefing setting The regiment is being deployed to the front line of the Cellebos Warzone to help capitalize on a recent victory won by the fifth expeditionary fleet over the Archenemy. The enemy still controls the hive city of Plutopolis on the surface of the irradiated moon Vanity, and have defended the city with four anti-orbital gun towers. As long as the gun towers are in enemy hands, no Imperial ship can risk an orbit that would pass within range of the guns of Plutopolis. Your mission is to breach Plutopolis's defenses, either by disabling the gun towers or some other method and allow access to an armored tank platoon that will be dropped on the planet outside the range of the anti-orbital guns. Elements of the 23rd Death Korps Armored regiment, the 16th Scintillan Artillery regiment, the 1st Scholari Drop Troops regiment, the 33rd Harakoni Drop Troops regiment, a maniple of Skitarii, and a company of Storm Troopers in addition to the 322nd Turanshushi Siege Infantry will all be assisting in the invasion. Ten landing zones have been designated around the hive, Valkyrie transports will deploy troops to these landing zones as well as a single Tarantula-pattern sentrygun to each one, and once the LZs have been secured, Valkyrie skytalon heavy lift transports will drop off armored vehicles to the LZs. High Command is unwilling to risk armored assets until the landing zones have been secured. Early in the Crusade, the Mechanicus established a research station near Plutopolis hive, station 238. The station is still intact, and is in coded astropathic contact with the fleet. Station 238 has uncovered records that Plutopolis had a powerful void shield complex, capable of protecting the city against planetary bombardment as well as radiation. The Adeptus Mechanicus have requested that the shield complex be secured for the glory of the Omnissiah. There is also bunker that is providing the fleet with intelligence as atmospheric conditions periodically disrupt non-astropathic communication as well as mask much of the surface from auspex detection. Radiation levels all over the planet are dangerously high. Each squad will be issued respirator masks and survival suits to protect them from the radiation, as well as salvation augers, and each squad is being assigned a single meltabomb for use in disabling one of the gun towers. Your commander has been entrusted with the location of both the bunker and the research station. Further, a company of the 16th Scintillan Artillery will be stationed with an Imperial Supply Depot one hundred kilometers North of the hive where it will provide continuous bombardment of the hive. Commander Heket will in fact be joining the initial assault, accompanying a squad of troopers and a squad of Storm Troopers deploying to Landing Zone Alpha, while your squad will be deployed to Landing Zone Zeta with a squad of Scholari drop troopers and a couple of Storm Troopers. Be aware that the Archenemy flagship, the Abominable crashed into the south side of the hive after being rammed by the Resolve of Saint Praxedes . The Abominable is a Repulsive-class grand cruiser that was stolen from an Explorator fleet by the Hereteks of Samech. The ancient design is believed to incorporate numerous archaeotech components and included a blessed teleportarium. Primary Objective: Breach the Defenses of Plutopolis. √ NEW Secondary Objective: Destroy the Siren Tower. ACHIEVED √ Secondary Objective: Defend your LZ until the second wave makes planet fall. ACHIEVED 
Secondary Objective: Capture the Plutopolis shield complex without damaging the void shield generator.
 Secondary Objective: Disable Defense Tower Primus
 Secondary Objective: Disable Defense Tower Septimus 
Secondary Objective: Disable Defense Tower Tertius
 Secondary Objective: Disable Defense Tower Quartus √ Tertiary Objective: Make contact with the Last Stand bunker. ACHIEVED 
Tertiary Objective: Make contact with the Explorator station 238.
 Tertiary Objective: Secure the crashed wreckage of the repulsive class grand cruiser Abominable that lies mostly intact in the “Scar” district of southern Plutopolis.
hmm all in a days work for us id say
game time boys!
mrlost said: Primary Objective: Breach the Defenses of Plutopolis. √ NEW Secondary Objective: Destroy the Siren Tower. ACHIEVED √ Secondary Objective: Defend your LZ until the second wave makes planet fall. ACHIEVED 
Secondary Objective: Capture the Plutopolis shield complex without damaging the void shield generator.
 √ Secondary Objective: Disable Defense Tower Primus
 COMPLETED Secondary Objective: Disable Defense Tower Septimus 
Secondary Objective: Disable Defense Tower Tertius
 Secondary Objective: Disable Defense Tower Quartus √ Tertiary Objective: Make contact with the Last Stand bunker. ACHIEVED 
Tertiary Objective: Make contact with the Explorator station 238.
 Tertiary Objective: Secure the crashed wreckage of the repulsive class grand cruiser Abominable that lies mostly intact in the “Scar” district of southern Plutopolis. After escaping Stigmartus soldiers in the Battle of Narrow Corridor, the squad of survivors of the CCXXIIIs, and the 499th begin to catch snippets of Imperial vox chatter. It appears that the Explorator station has established a hive-wide vox net. Subsequent reports inform you that Defense Tower Primus was disabled that same night by a column of the CCXXIIIs lead by your commander Heket and that the victors have reinforced the Explorator station. You also receive scattered reports of platoons of Archenemy troops appearing from thin air in a flash of light. Word trickles in that elements of the Death Krieg, Scholari, Turanshush, and Warhawks are all making a final push against Defense Tower Quartus on the southern side of the hive while all attempts at the other two Defense Towers have been stalled by overwhelming opposition. Attempts to contact command have succeeded, and determined that the closest chance of resupply is a half strength Metallican Musketeer resistance cell that is occupying the House Gob Manufactoria approximately 90 kilometers away by zoom tube but more like 2000 kilometers by underhive streets as no direct route exists. House Gob used to produce weapons such as the signature Plutopolis-pattern Plaslock. Finally, the squad managed to recover some loot from the battle. The candy red open-topped groundcar that the squad was able to acquire is very fast, bears mechanicus cog symbols on all its wheels, and seats four. The squad is also able to recover two Plutopolis-pattern Plaslocks but no reloads for the ancient weapons. Plaslock (Basic; Range 250m; S/-/-; 1d10+10 E; Pen 7; Clip 1; Reload Half; Two handed; Inaccurate, Overheats, Primitive (5), Unreliable; 7.5 kg) Two complete suits of Vanity-pattern baroque Tech Guard Carapace armor (AP 6 all, grants the Fear (1) trait from its fearsome Skeletal appearance and its mechanical wings includes a built in pict recorder, a decorative & extremely shiny Refractory coating granting +3 AP vs. Las Weapons as long as the armor is clean as well as a -20 to Stealth tests also as long as its clean, and Magnetized boot soles), additionally the Vanity-pattern Tech Guard carapace includes large functional clockwork wings as part of its integrated jump pack. However only those Characters with a potenia coil actually power the jump pack and need Operate (Aeronautica) to use, if the wearer has both they gain both the Sprint talent and the Flyer (10) trait but cannot hover. Each time you use the Flyer trait you must succeed on a Challenging +0 Toughness test or gain a level of Fatigue. Even without a potenia coil, the wings bestow a +10 bonus to Parry tests in close combat. I remember that someone snagged Voltar's helmet, it has a distinctly bird like visage and functions as a photovisor (grants dark sight) an ability that neither of the two suits of recovered Tech-Guard carapace have. Finally, they also managed to acquire a strange looking bolt-carbine from a dead heretic near the groundcar. Markings stamped into its stock proclaim it was forged on or by Samech, the bolt-carbine and one spare clip was claimed by Gilliam Rook who also took Voltar's triplex lasgun which is permanently stuck in burst mode although it likely could be repaired and reconsecrated by a Tech Priest. Samech pattern Bolt-Carbine (Basic; Range 140m; S/-/-; 1d10+6 X; Pen 4; Clip 6; Reload 1 Full; Two handed; Proven (3), Tearing, and Unreliable; 5 kg). Voltar's Damaged Lasgun (Basic; 50m; –/3/–; 1d10+3 E; Pen 0; Clip 30; Reload 1 Full; Two handed; Felling (4), Proven (5) and gains the Spray quality when attacking Stigmartus troops expending 1 shot per troop within range always striking them in the chest without the need for a roll) As for the bad news, you've lost all your comrades and are down to your last ration brick and last two replacement respirator filters. If you aren't resupplied within the next 20 hours the squad is going to begin suffering from the effects of heavy radiation and the beginnings of starvation -- mostly fatigue at first. The enemy has air superiority within 110 km of the Sub-Orbital Skim Portal as hosts the creation of more Daemon engines.
Acually I got the triplex las gun
Oh oops. I have difficulty keeping everyone straight. Sorry. Okay fixed, so Gilliam Rook snagged the Bolt-Carbine and Voltar's damaged Triplex Lasgun. Okay I customized the two suits of Tech-Guard armor and if Lavish ends up joining us again with Sobek 115 he'll have his prized Omnissian Axe. Lastly from here on out just to clarify I'm going to be using the Formation rules from Enemies of the Imperium so any damage that exceeds the Armor+Tb of the Stigmartus troopers will kill them. I've had a bad habit of using them only when I remember them and using the full rules the rest of the time.
i snagged the carbine i think. Good thing i got bolt weapons talent! :D
Nope I got the carbine you got a clip of one
Mostly I have all the loot and I have to spilt it four ways
I almost wish the bolt rifle turns out to be a Exitus Rifle( The next gun on my list of crap)
The 23rd Death Korps Armored regiment fields mostly primitive Ragnarok heavy tanks, and Siegfried scout tanks, although each company has a single Macharius heavy tank based on the Gorgon super heavy transport pattern that its command staff uses to coordinate battlefield command and control. 16th Scintillan Artillery regiment fields mostly Basilisk Tanks with the occasional Hydra or Samaritan for support. 33rd Harakoni drop troops regiment abhors the use of land vehicles and relies instead on Valkyries especially the Sky Talon and Vendetta variants. Rumor has it that young Lord General Magratha von Karlack appropriated a single baneblade, the Imperius Pyhrrus , from which she planned to lead the liberation force into Plutopolis once its defenses had been breached. The Imperius Pyhrrus is a relic from the Angevin Crusade that was bestowed upon the Calixican Mechanicus's Crimson Guard. There are also rumors that black Rhinos tanks and Hellhound flame tanks have been sighted around the city that bear no designation but respond with proper Imperial Guard codes when voxed, and show up on Auspex IFF as friendly. Talk about these mystery vehicles is quickly stifled by regimental Commissars, although nobody knows which regiment the vehicles belong to or what their purpose is.
Jashawn B. said: I almost wish the bolt rifle turns out to be a Exitus Rifle( The next gun on my list of crap) Its not.
A nebula is a vast, dense cloud of gas and dust drifting in space. A successful Difficult (–10) Navigation (Stellar)+Detection Test is required to pass through a nebula on a proper course. Success means the ship makes its way through the nebula quickly, but failure means the ship is delayed. For every degree of failure, the ship must spend an extra day getting to its destination. Though planet-dwellers consider gravity a universal constant, experienced voidsmen know that it can be a harsh and fickle force. In systems with multiple stars or large gas giants, gravity can behave strangely—sometimes in seeming defiance to the laws of physics. The most feared phenomena are the gravitational rip-tides found near gas giants during the conjunction of their larger moons, or at the midpoints of binary star-systems. Most avoid them, but a skilled—or insane—helmsman may try and use the flux to his advantage. It takes a Hard (–20) Scrutiny+Detection Test to spot a gravitational rip-tide on the ship’s auger arrays, and a Challenging (+0) Operate (Voidship)+Maneuverability Test to avoid one. If a helmsman chooses, however, he can pilot his ship into the tide’s gravity well while making a Hard (–20) Operate (Voidship)+Maneuverability Test. Success means the helmsman has built up enough speed for his vessel to “shoot the rapids”—using the speed generated by the tide’s pull to shoot out the other side at tremendous velocity. For every degree of success, the GM should subtract a day from the travel time to the starship’s destination. If the helmsman fails the test—or the starship fails to spot and avoid the tide—the ship takes 1d5 damage to its Hull Integrity ignoring armour or void shields, and must make a Hard (–20) Operate (Voidship)+Maneuverability test to break free. If it fails it takes another 1d5 damage and must make another test. This continues until the ship escapes or is destroyed.