[40K/Infinity] Amal, Son of Aamil

Voting is open
[X] The Serpent's Head

I don't want to damage the ship. I feel like the leadership surviving without their men... eventually, they will conclude that they must escape so as to warn the rest of the imperium and call down worse hell upon us. That seems... not ideal. I feel like killing the leadership and letting the rest flee means more near-term threat, but less long-term threat.
 
On the other hand inquisitors are usually also the most dangerous member of their faction, and considering that this is a Beta level Psyker, which means that this is the highest level of psi powers that you normally can have without starting to lose sanity.
Depending on the discipline that could for example involve mind controlling multiple people at once, enough flames to melt a tank by looking at it etc . And the presence of our psychic shielding has been left somewhat open , we only know that we do not have a lack of them as weakness.
Considering that we know OOC what the enemy is fielding we can I think assume @Havocfett that we got a rough threat profile on what those names and sensory contacts mean , and so that is also our IC classification?
 
[X] The Serpent's Head

It's worth remembering that once the Inquisition's boarding action fails they can just resort to orbital bombardment from their giant space warship, making the battle all for naught. Thus, I believe the best course of action would be to throw the chain of command into dissaray and take advantage of the confusion by fixing the ship and making a break for it.
 
[X] The Serpent's Head

Kill the leader and the rest will collapse. You aim to hunt the Inquisitor like the rabid animal he is, killing him and his retinue and trusting shock to shatter his forces. Many will retreat, but what of it?

Long term, we can't afford to let a hostile Inquisitor escape with meaningful intel. Short term, we can't afford to suffer too much damage to our ship with uncertain means of repair.
 
Oh man genuinely all kinds of thrilled to see this quest back. I was super fond of how it like- made a genuine effort to make something novel like the EI/Nemesis feel native to the setting and how it tried to render the vast and abstract monstrosity of the Imperium in very human terms. Shit like the Inquisitor simultaneously mourning his lost men while also privately being glad that one of his subordinates has been radicalized by a deep and personal vendetta, a personal hate stemming from a personal loss, because it's the kind of character growth he's always thought the man needed.

Just the absolutely worst people you can imagine having incredibly mundane office politics and totally sincere feelings of camaraderie for each other as they try and prize the cyberbrain out of a teenaged girl after servitorizing one of her family in front of her.

[X] The Duelist's Stroke

Present a defense in depth. Quick bursts of skirmishing and retreat to string them out and rattle their communications, then a single, murderous stroke to the formation's heart. Their commanders might survive, but what of it?

The Imperium, I feel like, is just such a weird OpFor for Nemesis to deal with. Because it runs the gamut from like- "incredibly complex devastatingly powerful technology beneath the baroque gilding and filigree" to "your opponent is a psychopath with an entrenching tool and a death wish good luck". Sometimes both simultaneously. While Nemesis itself is this xth generation warfare Special Operator Operating Operationally who doesn't quite have a handle on everything.

But one of the things I think it's got supreme confidence in and pretty uncontested superiority in right now is being able to take up data from a multitude of disparate sources, compile and collate it, then issue orders. At a speed which only really the Mechanicus and an all-Skitarii could match, with Techna-Lingua and Binary Cant. And notably, iirc, the red robes contingent in the Inquisitorial retinue is being pretty recalcitrant and reserving their own forces for...their own, somewhat hazy, ends (which may just be personal dislike of everyone else in the Inquisitorial retinue).

Their communications are even stretched pretty brittle right now, since they've traded in servo-skulls and servitors for runners and messengers, which can't be hacked but are necessarily slower. So this would definitely hit them where it hurts.

(Not that I mind the Serpent's Head wining tho honestly.)

It's always the inquisition in these scenarios who make a bad situation worse, isn't it? I think Duelist is pretty appropriate, the Imperium fights in a way where every death a martyr-in-waiting, spurring itself on with every self-made failure.

It's gonna be real exciting when we have to Redline shit with Deathwatch on our asses. There's a whole realm of bad decisions that only Astartes can really make.

Long term, we can't afford to let a hostile Inquisitor escape with meaningful intel. Short term, we can't afford to suffer too much damage to our ship with uncertain means of repair.

I'm actually really intrigued, because I figure with commitment we can get Balthiar himself, Head Asshole In Charge. But we're probably going to net whichever parts of his miniboss squad make it out as recurring antagonists. We've already got the Cadian commander way back when, so that leaves...

Lieutenant Carrai. Current acting commander of the Cadian forces, not keen on this whole deal. Her trust was in Hesh and we shot Hesh in the head so now she's giving Balthiar the side-eye. Probably not going to show up again, even if she lives. Since she mostly just seems to want to make good her losses, if possible. But salvage the remainder of her force from this Inquisitorial boondoggle above all.

Legate Nyx, nnnnnoot a great fighter, but a superb detective and analyst. Is probably only second to the Magos in their ability to actually figure out what the fuck we are, what we're doing and how we're doing it, and infinitely more likely to share. Could go either way since it seems like they have a bit of that ice-in-the-veins thing going.

Interrogator Khan, adjutant. Young but promising. We uh- murdered the shit out of his mentor, and might make a solid play for the skull of his mentor's mentor. I think if anyone's likely to make it out of this situation it's him. If only to take up the mantle of Insane Self-Destructive Vengeance.

And ofc Magos Skyre. Who is playing all his cards close to the chest, and seems less concerned with the Inquisitor's mission than...whatever the AdMech want In Particular with this ship and this whole situation. So pretty par for the course. Might be a dogged recurring antagonist? I think he's pretty likely to survive because like hell he's putting his neck on the line for people who aren't even devotees of the Omnissiah. Probably taking some solace in that this escalating Ordo Xenos fuckup will eclipse whatever the AdMech's initial fuck up was and they can play a bit of a longer game.
 
Stats
Characters and troops in Ahadi have three stats. A stat governs how many dice you roll for a given action. Stats can be as low as one or as high as five, but never go above five. higher dice pools (Which cap out at ten) can be gained through skills, perks, and situational bonuses.

The stats are:

Initiative: Initiative represents valor, ability to improvise under pressure, and skill in close-quarters battle.

For characters, it represents your ability to respond to crises, handle threats to yourself, and manage fluid, ever-changing situations.

For troops, it's used for melee attacks, skirmishing, and when trying to outmaneuver or outflank enemies. High initiative troops breach lines, brawl at close range, and create new opportunities in the heat of battle.

Patience: Patience represents long-term planning, situational awareness, and skill in ranged combat.

For characters, it represents your ability to manage long-term projects, manage and utilize infrastructure, and navigate bureaucracy.

For troops, it's used for logistics, operational awareness, and skill in ranged combat. High patience troops set and detect ambushes, snipe, and embark on long campaigns.

Authority: Authority represents your ability to leverage and manipulate power dynamics, skill at delegation, and discipline.

For characters, it represents your ability to lead, negotiate, and delegate.

For troops, it's used for morale, correctly implementing orders under pressure, and doing what you want them to do rather than what they've decided to do. High authority units obey orders, can be trusted to act independently, and will do what they need to when the situation is completely fucked.

Your choices during this prologue will define Nemesis' starting stats. Not all choices will necessarily be obvious, but all builds are viable!
 
Your choices during this prologue will define Nemesis' starting stats. Not all choices will necessarily be obvious, but all builds are viable!
Hmm.

This most recent vote looks like it could be a one-to-one match in the same order, if each choice picks a stat to be good at: Serpent's Head for Initiative, Hunter's Trap for Patience, Duelist's Stroke for Authority - but it might be each vote picking a stat to be relatively bad at, in which case...

Serpent's Head: +Initiative, +Authority? Lack of situational awareness and preparation means we leave lots of ways to flee the battle for the people we're not specifically aiming for?

Hunter's Trap: +Patience, +Initiative? Poor authority meaning we don't have enough control over the troops to not shoot important shit?

Duelist's Stroke: +Patience, +Authority? We set up a crushing blow, but we're failing to breach the enemy lines, and so their leadership can sacrifice the rest to get out themselves?
 
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Combat Resolution Vote
This is a landslide, so we're going with The Serpent's Head.

As such, I need someone to roll me 6d6. 4+ is a success, 6 is two successes, and you reroll 1s.

This pool is 5 for your Initiative, 1 for Friendly Territory, and reroll 1s from the Avatar's Strategos troop perk.

Plan Vote. Pick one per success rolled
[X] Inquisitor Balthiar and his bodyguard die
[X] Your Aspects are Uninjured

Due to your vote in the last update and the Avatar's Strategos Troop Perk, you get those for free.

[ ] The Gene Creche is wholly intact
[ ] You take light drone losses
[ ] You eliminate the following enemy formation:
>[ ] Guards
>[ ] Stormtroopers
[ ] You kill Interrogator Khan
[ ] You secure an additional part of the ship
>[ ] Smuggling Vessel Docking Clamp
>[ ] The War Deck
>[ ] Engines
 
As such, I need someone to roll me 6d6. 4+ is a success, 6 is two successes, and you reroll 1s.
Okay, so we wait for someone to roll 6d6, and the number of successes gives us points we use for the plan vote?

Edit: Damn, EVA-Saiyajin rolls almost got us 5 successes. Who wants to roll?
 
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[x] The Gene Creche is wholly intact
[X] You take light drone losses
[x] You secure an additional part of the ship
>[x] The War Deck

Gene Creche has priority.

So far we've only activated the Doctor Worms, who in addition to being our medics are also our engineers. As I suspect we're going to have an unpleasant amount of repairs to do, and not nearly enough time to do them in, I'd like to avoid losses there.

War Deck gets us more troops. Contacting the Smugglers might, too, under the circumstances, so I think that's a reasonable alternative. They're probably better at doing repairs than our War Deck mooks, too, but they're also probably capable of at least a little self-defense without us showing up, so hopefully they can wait a turn.

If we'd rolled better, I'd go for seizing everything critical and running, but we didn't and so I think we need more troops so that we can claim all the critical objectives next turn.

Not securing the engines is undoubtedly going to have regrettable consequences, but I don't think it'll be a game-over. That said, at the minimum they'll need repairs - or a borrowed replacement from the smuggler vessels. If we were to drop low losses among the doctor-worms for anything, it'd be hoping claiming the engines finds them intact and not needing repairs.

This plan, of course, leaves the enemy with a probable leader who really hates us and the largest number of troops.

Alternative plan, assuming the tech smugglers are capable of doing repairs under our direction:

[ ] The Gene Creche is wholly intact
[ ] You secure an additional part of the ship
>[ ] Smuggling Vessel Docking Clamp
>[ ] Engines

We lose our repair-guys and pass up claiming additional troops, but we'll have full access to the smugglers and have claim over our engines, which means we can run. No worry about enemy reinforcements showing up if we just run next turn. We probably end up with much of our weapons and troops destroyed if we do this, though - we won't have many good ways to deal with the hostiles still on board.
 
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[X] The Gene Creche is wholly intact
[X] You secure an additional part of the ship
>[X] The War Deck
[X] You kill Interrogator Khan
 
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[x] The Gene Creche is wholly intact
[X] You take light drone losses
[x] You secure an additional part of the ship
>[x] The War Deck
 
[X] The Gene Creche is wholly intact
[X] You take light drone losses
[X] You eliminate the following enemy formation:
>[X] Guards

Keep our troops, retain the cache and kill the vast majority of the enemy troops.

I would have loved to take out the psykers but that apparently isn't in the cards.
Who do you imagine the Interrogator is, but one of the psykers?
 
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