A 40k Rogue Trader in the Multiverse

Voting is open
[X]f. Much for much, less for less

Seems like a reasonable option without excessive risk, and we bail out the serving girl.
 
There is a second event in the Turn, quick vote and then we'll go to next turn with an open vote
——-

Event2

————-

Hans stood in the thick, oily smog of Hive Helsreach, barely able to make out the looming shape of the hive itself, a gargantuan silhouette rising like a rotting titan above the poisoned coastline. Through the filthy, cracked glass of the window next to him, the sea stretched out as a black, bubbling sludge, slick with thick oil that coated everything in its path. Bubbles broke the surface, as if the entire ocean were some kind of living, festering tumor.

Everywhere he looked, endless queues of grim-faced workers marched toward rusted oil rigs and refineries that sprawled across the shoreline. Their boots left black stains on the already scorched earth, the grimy trails a reminder of the toxic industrial cycle they were part of. Towering pipes snaked across the landscape, leaking streams of oil that seeped into the soil, turning it into a sticky, poisonous muck.

The air was thick with the smell of chemicals and burning fuel, and the sky above was lit by the constant orange glow of flames roaring from the oil wells. Rusted piers jutted out into the polluted sea, where massive tankers moved back and forth—some hauling unrefined promethium from the rigs to the refineries, while others carried processed fuel out to sea, destined for distant war zones.

Helsreach felt alive, but not in the way a city should. It was like the hive itself was a massive, breathing organism, feeding off the land, poisoning everything in its endless hunger for promethium. The workers seemed more like blood cells, circulating through the system, drained of purpose except to keep the machine running.

Hans had seen industrial wastelands before, but nothing like this. Helsreach made the oil rigs of his time seem like toys by comparison—this was brutal, relentless, and reeked of decay. And now, here he was, negotiating the purchase of promethium, watching this industrial leviathan consume the world, one barrel at a time.

From the vantage of the steel tower, Hans could see the sprawl of Helsreach stretching out beneath him, a decaying behemoth of industry. The tower itself, an intricate lattice of rusted steel beams, reminded him of the Eiffel Tower or the old antenna tower in Milan's Parco Sempione. But this was no tourist destination. From the small, lavishly deteriorated office high up in the structure, the hive below churned like a machine long past its prime. The window, streaked with grime, barely filtered out the black haze of oil fumes and smog rising from the refineries below.

The office itself was an odd contrast to the brutal, industrial landscape outside. It was like stepping into an era of forgotten luxury—carta da parati clinging to the walls, once ornate but now faded, torn in places, and stained with age. The carpets, soft underfoot, were threadbare, and the furniture, dark wood and heavy, was scuffed and scarred with time. The whole room had the feel of something lavish that had long ago begun to rot. It was a bird's nest of excess, high above the filth, yet decaying all the same.

Across from him sat the refinery's salesman, an extravagant figure who seemed out of place even here. He was a hybrid of features—Caucasian and Eastern Asian, like many Hans had seen on Armageddon. His clothes were garish, embroidered in gold and rich fabrics that clashed with the tired surroundings, and he was drenched in perfume, a sickly sweet scent that barely masked the undercurrent of decay and corruption that clung to him.

"You surprise me, Lord Trader," the man began, his voice dripping with mock reverence, "a man of your standing, coming here to broker a deal for mere promethium yourself. I'd have thought you'd leave such trivialities to underlings." His eyes darted to the corner of the room where a young woman, thin and Asian-looking, silently poured drinks into worn crystal glasses. The girl moved with precision, eyes cast downward, avoiding any attention, though Hans noticed the way the salesman's gaze lingered on her.

The man waved a hand dismissively at her, and she flinched as though she expected a blow. "Quickly, girl," he barked, his tone suddenly vicious, "we have important business here."

Hans felt a knot form in his gut as he watched her scurry to serve them, her hands trembling slightly as she placed the glasses in front of them. There was something in the way she moved—fear, exhaustion, maybe both. He held his tongue, though. He was starting to see that the Imperium was nothing like the world he came from. The liberal society of his past, where people at least had the veneer of rights, was far from this grim, oppressive reality. Here, cruelty was woven into the very fabric of life, and unpleasant business partners like this one would become all too familiar.

"I hear," the salesman continued, leaning forward with a glint in his eye, "that you've been selling armored vehicles from Necromunda. Impressive stock. Perhaps… you might be willing to part with one?"

Before Hans could respond, the room began to vibrate. The windows rattled, and the floor seemed to tremble as a small tanker spaceship fired up its engines from the refinery below, preparing for a short hop to orbit. The noise was deafening, a reminder of the relentless cycle of extraction and transport that ruled Helsreach. Hans glanced out the window, watching as the ship rose slowly, its engines cutting through the murky haze.

When the noise faded, the salesman leaned back in his chair, his voice suddenly slippery, almost conspiratorial. "Of course, promethium is just one commodity… I have other interests. Tell me, Lord Trader, are you… interested in other items? Rare ones, perhaps? I've heard whispers of Ork weapons… things that certain parties have managed to collect after the War. Hard to come by, you understand, but I have… connections."

Hans raised an eyebrow, immediately recognizing the game the man was playing. Dealing in xenotech was illegal for most, but for a Rogue Trader? The rules were… flexible. Yet the man knew better than to speak plainly.

"Of course," the salesman added with a sly grin, "introducing you to such an opportunity would come at a cost. Say, one of those Necromundan armored vehicles as a gift… and perhaps … ten million Hels, if the transaction is fruitful."

Hans swirled the drink in his hand, the bitterness of the liquor matching the mood in the room. His mind flickered to the young woman, still standing silently in the corner, her eyes downcast. As much as he hated to admit it, he was already thinking of how he might turn this situation to his advantage. The thought crossed his mind—could the girl be part of the deal as well? It was a dark notion, one that made him uneasy, but this was the Imperium, and here, sentimentality was a weakness.

He stayed silent for a moment, weighing his options.

————-

[X] a. Take the Prometheum and go.
Buy only the Prometheum, don't meddle with Ork tech.
(Requires no dice roll, narrative for the end of the turn and directly to next turn)

[X]b. Take the offer.
Don't negotiate, go to see the merchandise.
(Requires no dice roll, narrative and other roll for the actual purchase: costs 1 Arathor armored car now and 100 ATC worth of Hels -10M Hels- only if you buy the merchandise)

[X]c. A car for a girl.
As part of a mutual trust plan negotiate the car for the girl, don't negotiate the commission (requires to roll, failure 5 with the d100 dice. costs 1 Arathor armored car now and 100 ATC worth of Hels -10M Hels- only if you buy the merchandise, plus you acquire the girl as part of the deal)

[X]d. Negotiate the commission.
Give the car now, negotiate the commission (requires to roll, failure 20 or lower with the d100 dice, every 10% higher 10% discount. costs 1 Arathor armored car now and X ATC worth of Hels -XM Hels- only if you buy the merchandise,)

[X]e. The most audacious proposal.
Give the car now, negotiate the commission, get the girl (requires to roll, failure 25 or lower with the d100 dice, every 10% higher 15% discount. costs 1 Arathor armored car now and X ATC worth of Hels -XM Hels- only if you buy the merchandise,)

[X]f. Much for much, less for less.
We don't know the value of the things we may end up spending. Propose the salesman a 10% commission. It may be more or less than the 10M Hels he proposes. And the car for the girl. You don't want to pay for something that could be a pile of rust.
(Roll for success, 20 or more with d100)

[X]g. The Pious Cinic.
Hans fakes to be shocked by the proposal of dealing with xenotech. He has strong connections in the Administratum… one word and the Prometheum salesman… will be bathed in Prometheum.
But he could forget what he heard for a 19% discount on the Prometheum, plus the girl.
{roll d100, 30 or more success: save 342 ATC on the Prometheum purchase and acquire the girl}


*Note 10M Hels is only the commission of the salesman. You will have to negotiate with the hive gangers for the actual purchase.

Ok, I open the vote officially, it's better
 
Closing
Scheduled vote count started by LordNymphys on Oct 17, 2024 at 7:16 AM, finished with 1 posts and 0 votes.
No votes were able to be tallied!


Tallying votes manually because it was voted before I opened.
2 votes for much for much, less for less

Rolling
 
Last edited:
Rolling also how many religious colonists Gemmo Flickster is capable to bring on board

Hoped a bit more, we have now 1150 colonists from Hades hive.
LordNymphys threw 1 4-faced dice. Total: 1
1 1
LordNymphys threw 1 99-faced dice. Total: 15
15 15
 
Last edited:
40k, Rogue Trader, Narrative “Sea of Sludge, Forests of Refuse, and Chapel of Colonists”
Hans leaned back, straightening his back, basking in the sensation of his rejuvenated vertebrae and muscular fibers stretching. The salesman watched him expectantly, waiting for his response.

"Ten million Hels," Hans said, swirling his drink with the calm of someone who had dealt with far sharper negotiations. "Not much for a Rogue Trader, sure, but it becomes plenty if your contacts are only pushing a few rusty old weapons."

The salesman's smile faltered, his eyes narrowing.

Hans leaned forward, his voice steady. "So, instead of a lump sum, I propose a ten percent commission. If these weapons are as valuable as you claim, you'll earn more. If not, well, that's a different conversation."

The fat around the sales man eyes salesman thickened with interest.

"As for the Necromundan armored vehicle," Hans continued, setting the glass down with a soft clink, "I'm happy to gift it. But trust has to go both ways. If your merchandise is as good as you say, I'd expect you to part with the girl" he pointed a finger at the housemaid "as part of the deal. She's worth less than the car, anyway."

The girl's hands faltered for the first time, the glass in her grip trembling slightly as she caught his words. Her gaze flickered up, just for a moment, before dropping again.

The salesman let out a low, rancorous laugh. "A Rogue Trader with a sharp tongue. Very well, Lord Zimmerman, I can part with her. A small price indeed." He scribbled something on a data slate and slid it across the desk. "Your meeting is arranged. Tomorrow night, midnight. Here are the coordinates."

Hans took the slate, gave a curt nod, and stood. "Until tomorrow, then."

He stepped out, onto the circular platform surrounding the salesman's quarters. The tower, an exposed lattice of rusted steel beams like some twisted, decaying version of the Eiffel Tower, rose high above the filthy green fogs into the synthetic orange skies of Helsreach.
The wind hit him, thick with the stench of burning fuel and oil, making his eyes water. Around him, the view of the hive's industrial sprawl stretched out like a rotting machine, its massive oil pipelines crisscrossing the ground, bleeding black sludge into the earth.

One of his troopers approached, lasgun slung over his shoulder. "Sir, you should wear the mask. No more than two minutes out here without one," he said, his voice slightly muffled by his own filter.

Hans glanced at the girl standing silently beside him, then back to his trooper. "Any extras for her?"

The trooper shook his head. "No, sir."

Hans handed his own mask to the girl without a word. She looked up, surprise and confusion flickering across her face for the briefest second before she took it and secured it over her nose and mouth. The wind howled around them, stirring up the foul, greasy air as Hans surveyed the land one last time.

The sea of sludge below bubbled, slick and black, stretching out toward the shoreline. Refineries and oil rigs dotted the coast, flames from their stacks lighting up the sky in a toxic, orange glow. The hive proper loomed in the distance, legion of sharp church-organs' pipes raising a hard metal hymn to the pallid sky. Barely visible through the thick smog, the hive was towering above the grimy shoreline like a rusting behemoth.

Without a word, Hans gestured toward the lift nestled at the core of the tower. They stepped inside, the hum of machinery following them as they descended toward the ground. Hans glanced at the girl, now silent behind the mask. He wasn't one to think too much on these things, and right now, there was only one thing on his mind: the meeting tomorrow night, and what the salesman's contacts might offer.

The lift rattled down, sinking towards the muddy tarred ground where the Aquila Lander was parked.

———-

"No sir, I can't allow you to" Hans gazed at Sergeant Lopez for one long instant "unless it's an order, sir." Hans gazed at him again.
"I prefer you to court marshal me, sir, to Commander Fara breaking my bones for letting you be kidnapped, or worse, under my watch!"
Hans gave a quick look at his surroundings, at the dimly light interior of the Aquila, mahogany marquetries, bone and marble inlay with soft angles, perfectly amalgamated with the futuristic cabin, not even too many skulls gazing at the groups of rough troopers surrounding Hans. Pushing his gaze further, out of the synthetic diamond windscreen, twin beams of light were cutting the thick darkness beyond the shimmering electric blue voidshields.

The beams were brightening the dark vale among the steep hills of garbage, a whole landscape made of refuse, rusty things without name and without shape, mixed with discarded bleached plastics, solidified industrial percolate, rags, crooked tools, and God knows what else.

Unseen, somewhere in the darkness, their appointments.

"Ag-ree-dd, Lord Rogue Trader" the mechanical voice of Callidus, the enginseer, broke the tense silence "my frontal cogitator warns me there is a forty-six-point-seven-percent chance the gangers could attempt to kidnap you for ransom."
"Well, I want to see through it."
"My Lord, you don't need to be blessed by the gifts of the Omnissiah to arrive at the logical conclusion this is a disproportionate risk, given the circumstances. May I suggest I go in your stead?"
Hans hadn't really started to think himself as a VIP person, but maybe he better should.
"Sure, are you confident to do that?"
"You don't need to worry, Lord Rogue Trader, this servant of the Omnissiah has a few aces up in his sleeve. For one hundred percent precision, up in his mechandrites"
Maniac mechanical laugher.
Mechanicus humor.

Hans waited impatiently for the mechanicus and his four troopers escort to come back. They went out of the aircraft as soon as the ramp was lowered, voidshield down. The mechanicus had opened a data stream from his cybernetics to the Aquila's videocasters, and, for a few instants, he could see the gangers moving in the shadows from the aircraft's wind screen and smell the putrid air pouring in from the open ramp (once closed the air filters quickly cleaned everything's up) and hear the soldiers moving out with the mechanicus. Then there was only the video streamed by the mechanicus, his group meeting the gangers lying in wait, lasguns at ready, between the piles of garbage, the Prometheus obese salesman introducing the mechanicus to a ganger called Koldo, them following the gangers, lasguns at ready too, after a few turns in the garbage labyrinth, they lead them to a tunnel carved inside a garbage hill, walls and roof kept together by strong nets. They entered. The video started to crack due to the garbage's interference. Then they disappeared.

They had waited for more than an hour, in a tense silence. Hans now was starting to see the wisdom in not going himself.

Sargent Lopez was readying his troopers and taking a vox caster to call for reinforcements via Arvus, when they started seeing lights outside the windscreen.
It was the mechanicus. And the four troopers.

His cybernetics warned him Callidus opened a private encrypted channel with him.
He opened it.

"Lord Captain. I can one hundred percent confirm the gangers are holding to extremely unholy Ork-xenotech."
"So, is it stuff we can have use for?"
"I will need to perform the seventh ritual of purification, Lord Captain, for the second time this month. I hope it doesn't become an habit collecting blasphemous xenotech, but I can understand the logic of disposing of it for a price out of the imperium's borders."
"And…"
"Besides Ork armor and ordinary weapons, they have down there the broken torsos of two gargants."
Gargants. Hans had seen them in the pictures of the Armageddon War, lumbering mechanical humanoid fortresses.
"Both have great quantity of armor, mostly ceramite plates. One contains a Prometheum based furnace, probably workable. The other one seemed to be the torso of a great-gargant. The energy source is way more exotic… a warp-engine, unfortunately relies heavily on execrable Ork-physics. Shall we purchase the items, Lord Captain."

————

[consequences: Armageddon War Ork relics available for purchase, vote options after turn narrative]

———-

Hans sat in the dimly lit chapel, his eyes briefly drifting toward the stained glass windows simulating a warm, golden sunlight that filled the room with a serene glow. The light bathed the assembled colonists in a soft, reverent atmosphere, their attention firmly on Gemmo Flickster, standing at the pulpit. The air hummed with anticipation. Hans found it strangely calming, despite his unfamiliarity with such rituals. He wasn't a religious man, but there was something about the ceremony that pulled him in.

Gemmo, his serene presence commanding the room, looked over the colonists from Hive Hades, those 1,150 souls chosen to establish a religious outpost in a distant part of the galaxy. The priest's voice began low, deliberate, but firm, like an ancient bell tolling.

"Brothers and sisters in faith," Gemmo intoned, his gaze moving slowly across the gathered crowd, "we stand on the brink of the unknown, guided only by the Emperor's light. As the desert knows not the path of water until the rains come, so too do we wander without the Emperor's guidance. But we do not wander in darkness—His light falls upon us, even when we cannot see it."

His voice carried the weight of conviction, and Hans could see the colonists, hardened by their years in the smog-filled hives, beginning to shift. They were drawn into Gemmo's words, carried by his quiet yet unshakable certainty.

"Consider," the priest continued, his hands gently lifting the iridium skull pendant that hung from his neck, "how the mountains stand tall against the winds. They do not bow, though the storms rage upon them. You, too, are like those mountains, standing strong in your faith. Even in the depths of Hive Hades, where the smoke chokes the air, you remained steadfast. It is this faith that brings you here today, to carry the light of the Emperor to new worlds."

His reference to mountains and storms, though veiled, spoke of something deeper, something from his own past. Hans caught it—Gemmo was weaving a parable drawn from his own world, yet careful not to alienate his audience. These people didn't know the lands Gemmo hailed from, but they understood struggle, hardship, and faith.

"Remember, just as the sun rises each day, so does the Emperor's light renew us," Gemmo said, raising his arms, the vetrate light catching his robes in a golden hue. "It shines even when we are far from home, for our true home is not a hive, or a ship, or a distant colony—it is in the Emperor's embrace."

Hans couldn't help but be struck by the simplicity and depth of the message. It echoed faint memories of his youth, seated in chapels not unlike this one, listening to the sermons that seemed, back then, so detached from the world he knew. But now, this was different. Here, in the cold reaches of space, faith seemed less like an abstract concept and more like a compass in a void.

Gemmo took a deep breath, the silence in the room palpable. "The Emperor has blessed you with purpose. You are the builders of His will, the hands that will raise up a new city of faith, far from the smoke and ruin of the hives. And in this, you will find your redemption, your glory in His eyes."

The priest raised his steaming cup, the soft clinking of the ceramite spoon cutting through the silence. "To the Emperor and the Primarch Guilliman, we offer our service, our strength, and our faith. May His light guide us all."

Hans, observing from the back, watched as the colonists silently bowed their heads in prayer, their resolve strengthening. Gemmo was unlike any priest he had encountered before—calm, patient, his faith like a slow-growing tree, rooted deep but with branches reaching toward the stars. And for the first time, Hans understood the power this faith held over these people. It wasn't just words. It was hope in a world that rarely offered any.
 
Last edited:
Vote, 40k, Rogue Trader
Report on Reusable Components of Recovered Gargant Torsos

Prepared by Enginseer Callidus

1. Gargant Torsos (Standard Gargant, Prometheum-Based Furnace)



Note: All items within this torso must be purchased as a set.

• Prometheum Furnace (12 tons): Primary power source converting Prometheum into heat and energy, suitable for large industrial machinery or refinery operations.

• Armor Plating (20 tons): Composed of layered steel and adamantium scrap, designed to absorb heavy impacts. Can be melted down and reforged for use in voidship construction or large vehicle reinforcements.•

2. Great Gargant Torsos (Great Gargant, Warp-Based Energy Reactor)

Note: All items within this torso must be purchased as a set.

• Warp Energy Reactor (18 tons): Generates immense power from the Immaterium. Can be studied for experimental warp drives or energy grids, though unstable.

• Reinforced Armor Plating (30 tons): Constructed from ceramite and adamantium, ideal for voidship armor or reinforcement for heavy industrial equipment.

• Servo-Actuators (10 tons): High-capacity servo systems, adaptable for massive industrial machines or voidship repair docks requiring precise movement of heavy loads.

• Weapon Power Couplings (6 tons): Capable of handling high-energy output, suitable for integrating into voidship energy systems.

• Reinforced Warp Shielding (5 tons): Protective shielding for the reactor, potentially useful for warp drive retrofitting or energy reactors requiring advanced warp insulation.


These complete sets offer valuable components for industrial applications and voidship enhancements, with potential for efficient retrofitting and future-use modifications. Items cannot be purchased individually.

3. Shoota Cannon (4 tons): A crude but powerful Ork artillery piece.

Can be repurposed for large-scale ballistic weaponry or heavily modified for other heavy-duty uses. •

4. Collection of 1,500 Ork Autoguns (5 tons): An assortment of basic Ork firearms. Potentially adaptable or melted down for parts in mass weapon production.

Prices (gangers say not negotiable)

  1. Gargant Torso: 25,000,000 Hels (=250 ATC)
  2. Great-Gargant Torso: 75,000,000 Hels (=750 ATC)
  3. Shoota Cannon: 1,000,000 Hels (=10 ATC)
  4. Collection of Ork weapons: 1,000,000 Hels (=10 ATC)

Note: to these prices must be added the 10% commission we agreed to pay to the Prometheum Salesman

Note that we still have a reserve worth 1835 ATC in Hels (the currency of Hive Helsreach)

and of 1835 ATC worth in Yarrick Tokens (the currency of Hive Hades)

————


Any of the above can be purchased, this is the last action of the previous turn, following, votes for next turn

———
Option action, meetings.
After a few weeks the Vaduz had been orbiting Armageddon, the presence of a new rogue trader in the system doesn't remain unseen, Jalna Massai, presents you a series of invites you received from some of the most important players in the system.
You can choose to engage with max. two of the below presented people.
One negotiation will be conducted by Hans, the other one by Jalna.
The negotiation curated by the rogue trader himself will have an advantage due to social prestige. The negotiation curated by the seneschal an advantage due to negotiation skills.
Some characters are more influenced by social prestige and others by skills, but you are blind in this. (The QM knows)
—————


Memo Prepared by Jalna Massai, Seneschal to Lord Rogue Trader Hans Zimmerman

Subject: Potential Meetings and Political Opportunities on Armageddon

Hans,

I've compiled a list of the most pressing invitations and opportunities presented by the various factions and powers currently vying for influence in the Armageddon sector. Below are the most relevant figures who seek your attention, along with the potential advantages—and risks—associated with each meeting.

1. Admiral Karras of the Imperial Navy

Summary:
Admiral Karras has taken note of your recent actions with the merchant ship and is keen to engage. His communication suggests a mix of gratitude and strategic curiosity. He sees your role as a potential asset in the ongoing battle against piracy and raiders plaguing the trade routes near Armageddon. However, Karras is not a man to be easily impressed, and any formal dealings will likely come with expectations that your actions align with the Navy's goals.

Opportunity:
Discuss possible collaboration with the Navy. There could be military contracts or covert operations involving key routes they can't always monitor directly. Our autonomy as a Rogue Trader is appealing to them.

Risk:
Admiral Karras might try to pull us deeper into Navy operations, potentially limiting your independence or putting us under heavier scrutiny.

2. Governor Septimus Thelkar

Summary:
Governor Thelkar's invitation was formal, yet the undertones suggest he's probing to see if you can be useful in his network. He is known for being pragmatic, and his dealings are always tightly bound to maintaining order and power within Aquila Hive. He has mentioned an interest in trading certain supplies off-world, items the Administratum would likely frown upon if they were aware of the full nature of the exchanges.

Opportunity:
A deal with Thelkar could open profitable routes within Armageddon's elite circles, bypassing the traditional bureaucracy. He seems interested in exploring ways to move high-value goods, perhaps promethium or other industrial resources, without drawing the Imperium's full attention.

Risk:
Dealing with the governor carries political risks, particularly if the Adeptus Administratum or Adeptus Arbites catch wind of unsanctioned trade. Also, his reputation suggests he will use anyone as a tool for his own ends.

3. Tharius Veltross, Guildmaster of Helsreach

Summary:
Tharius Veltross, one of the most influential merchant figures in Helsreach, has reached out with a specific interest in your freedom to operate outside Imperial restrictions. He controls a substantial part of the underhive trade networks, especially in goods that don't pass through the Administratum's hands—mostly smuggled or black-market materials. He's eager to form a partnership, likely seeing you as a way to expand his operations off-world.

Opportunity:
Partnering with Veltross could lead to significant profits, particularly in under-the-table deals involving restricted or high-demand items. His merchant network is extensive, and aligning with him could provide a foothold in Helsreach's economy.

Risk:
The man is known for his ambition and lack of scruples. If things go poorly, Veltross could turn on us just as easily as he forms an alliance. There's also the matter of legality—engaging too heavily with the black market could draw unwanted attention from both Imperial authorities and rival guilds.

4. Lord Zoltan Vicarus of Volcano Hive

Summary:
Lord Zoltan Vicarus controls Volcano Hive, an industrial powerhouse, particularly in metal refining and the production of heavy machinery. His reach extends into the production of materials that feed the war effort across the Imperium, but his ambitions stretch further. He's expressed interest in joint ventures to expand his hold on off-world exports, particularly involving raw materials and military supplies.

Opportunity:
A partnership here could secure access to raw materials and refined metals, which could be critical in any future contracts we want to establish for ship repairs, voidship construction, or even providing arms to smaller factions. His operations near the volcanic regions produce some of the most valuable metals, including iron, rare minerals, and military-grade alloys.

Risk:
Vicarus has a reputation for being ruthless, particularly when it comes to business. His operation has heavy ties to military production, and stepping into his world could tie us closer to conflicts we might not want. Additionally, unsanctioned exports could land us in trouble with the Imperial authorities.

5. General Krann of the Armageddon Steel Legion

Summary:
General Krann's message was formal but direct. He's leading cleanup and ongoing security efforts post-invasion, and the Steel Legion has been stretched thin managing the fallout of the Ork wars. He sees potential in your resources, perhaps hoping to secure additional supplies, whether it's weapons, vehicles, or other necessities to rebuild Armageddon's defenses.

Opportunity:
Aligning with the Steel Legion could provide us with powerful military backing in future operations. They also have significant sway in local politics, which could help in navigating Armageddon's fractured post-war economy.

Risk:
Getting too close to the Legion's supply chain could attract unwanted attention from other factions, particularly if Krann's needs become too demanding. We'd be locking ourselves into a military alliance that might limit other, more profitable, ventures.

6. Lady Verana Halek, Mistress of the Underhive

Summary:
Lady Verana Halek controls much of the underhive in Hades Hive, a hive that was nearly destroyed but has since become a haven for criminals, scavengers, and those looking for opportunities outside of the Imperium's strict oversight. She's reached out to us, likely viewing you as a means to expand her underhive dealings into off-world trade. Her domain is a network of smuggling operations, black-market exchanges, and forbidden goods.

Opportunity:
Lady Halek offers access to some of the rarest and most illicit goods available on Armageddon. Establishing a partnership could mean dealing in high-value xenos artifacts, illegal tech, or other contraband that the Imperium has long sought to control.

Risk:
Dealing with Halek puts us at risk of drawing the attention of the Adeptus Arbites or worse, the Inquisition. Her operations are well-hidden, but the further we dive into her world, the harder it will be to avoid being caught in her web of shady dealings.

7. High Marshal Gaius Dorn of the Adeptus Arbites

Summary:
High Marshal Gaius Dorn is responsible for keeping the law in the hive cities and has sent an unexpected invitation. He likely sees potential in leveraging our influence to restore some semblance of order, or more likely, to help eliminate rogue elements in the merchant guilds or criminal underworld. Dorn's invitation suggests he's aware of the delicate balance of power in the hives and is looking for a way to tip the scales back in the Arbites' favor.

Opportunity:
Establishing a relationship with the Arbites could provide a layer of protection from certain legal consequences, should we become entangled with more dubious figures like Veltross or Halek. Dorn may also offer discreet favors in exchange for certain "services" that help him maintain law and order.

Risk:
Involving the Arbites puts us in a delicate position. We can't be seen as too close to them, or it might hinder future alliances with factions that operate outside the law. Moreover, the Arbites aren't known for leniency—any slip in trust could lead to serious consequences.

8. Lord Marcus Septis of Aquila Hive

Summary:
Lord Marcus Septis has offered to meet in Aquila Hive, where he controls a significant portion of the commerce and administration. His invitation is more political than commercial, suggesting he's looking to forge new alliances that could influence trade negotiations beyond Armageddon. Septis is known for his sharp political instincts and has been involved in several successful negotiations with off-world factions. He likely views you as a key asset in expanding his influence beyond the planet.

Opportunity:
This could be a chance to establish long-term trade alliances with powerful merchant houses, particularly those looking for exclusive deals that the Imperium would otherwise regulate heavily. Septis' network is vast, and he holds sway over key trade hubs that could be critical to future ventures.

Risk:
Navigating Septis' political ambitions could be dangerous. He is known for manipulating both allies and enemies to achieve his goals. Any misstep in these dealings could see us entangled in hive politics, with no easy way out.

Recommendation:
Each meeting offers distinct advantages, but also risks depending on how deep we want to dive into Armageddon's power structures. Consider which alliances best align with our broader goals. I advise caution with figures like Veltross and Halek, whose operations could jeopardize our standing with the Imperial authorities. On the other hand, strengthening ties with the Steel Legion or the Governor could position us favorably in the long run, but at the potential cost of autonomy.

Respectfully,
Jalna Massai
Seneschal

———————-


Crew action, choose one

[X] RECRUITE THE OLD BEARS
Most guards don't outlive their first weeks of combat, yet, by mere statistic probability, some survive their 40 years serving period. While guardsmen are then technically free, few have the means to go back home. In Armageddon there are millions of stranded guards. Send Caldan Farà to recruit 1d4K of them. They act as free troopers, but, after two years of service, they will ask you to release them from the service and to give them suitable land. Consider they are experienced, warriors but unaugmented humans in their 60s/70s. {This action can't be done in the same turn in which Caldan Farà is searching for her family.}

[X] THE EYE IN THE SOUL
In every imperial planet there are unfortunate souls awaiting for the grim harvest of the black ships. You can send your Astropath, Caraa Kentobal, down in the planet to recruit psykers. They could be already sitting in psyker graded cells or in hiding in the hives' alleys. This move has risks, but also potential.
I will roll a dice for the psyker grade and how many psykers (2d4).

————

OPEN ACTION

[X] Repeat purchase according to rules of last turn

[X] Open proposal.
Anything, literally. I reserve the right to veto if unrealistic for characters or setting.
 
Last edited:
Shit, I forgot to specify the local currency amounts earlier, my bad. It looks like the remainder from the Turn 1 sales was evenly split between Hels and Yarrick Tokens.

To be sure, are we able to exchange local hive currencies equivalently each other, or will that incur a transaction cost for us?
 
Last edited:
I say we but both Gargant Torsos and the Shoota Cannon. The other ork weapons are of little value to us and I don't see them being of much value elsewhere (especially as we already have a stock of assorted ork weapons).

The parts for the Gargant Torsos are rather valuable, and the one problematic part (the Warp Energy Reactor) we could see about selling in another universe with a calmer warp. For the political meetings I am not particularly interested in them, I can see that they can be interesting but right now we have a load of goods burning a hole in our hull. As for crew action I recommend we take the Old Bears. If for nothing else we could use them to get access to more imperial worlds.

We should consider what we can buy that would be valuable for Valerian Mensk (from Starcraft 2) as there are loads of completely human tech there we would be interested in purchasing.

//Edit: Interesting thought the Warp in SC 2 may be calm which and Valerian my be interested in the WEG.
 
Last edited:
I say we but both Gargant Torsos and the Shoota Cannon. The other ork weapons are of little value to us and I don't see them being of much value elsewhere (especially as we already have a stock of assorted ork weapons).

The parts for the Gargant Torsos are rather valuable, and the one problematic part (the Warp Energy Reactor) we could see about selling in another universe with a calmer warp. For the political meetings I am not particularly interested in them, I can see that they can be interesting but right now we have a load of goods burning a hole in our hull. As for crew action I recommend we take the Old Bears. If for nothing else we could use them to get access to more imperial worlds.

We should consider what we can buy that would be valuable for Valerian Mensk (from Starcraft 2) as there are loads of completely human tech there we would be interested in purchasing.

//Edit: Interesting thought the Warp in SC 2 may be calm which and Valerian my be interested in the WEG.

For my part I think we can just stick to just the Gargant Torsos, the Shoota doesn't seem all that special in the grand scheme of things.

Regarding possible meetings, I'm definitely interested in at least convening with Lord Marcus Septis, given his expansive influence in the wider Imperial trade network, lots of possible doors could be opened there. Not sure on a second choice just yet.

Would it be too dangerous at this juncture to pick up Psykers for our crew? I'm assuming that none of the prospective recruits have received any training, sanctioned or otherwise, correct?
 
For my part I think we can just stick to just the Gargant Torsos, the Shoota doesn't seem all that special in the grand scheme of things.

Regarding possible meetings, I'm definitely interested in at least convening with Lord Marcus Septis, given his expansive influence in the wider Imperial trade network, lots of possible doors could be opened there. Not sure on a second choice just yet.

Would it be too dangerous at this juncture to pick up Psykers for our crew? I'm assuming that none of the prospective recruits have received any training, sanctioned or otherwise, correct?
I can say this is an opportunity as it would allow us to get a lot from which ever Terran we trade with in the SC verse (hell it could be sold in Star War for quite a lot of creds and get lots of good stuff) and as I have said there are a lot of valuable techs in that world. I will consed on the Shoota as its usefulness is rather nebulous.

I agree that we meeting with Lord Marcus Septis could open a lot of doors for us, I am just a bit leery of politics in general. Considering what we have to offer I might suggest ether Lady Verana Halek or Lord Zoltan Vicarus as they can provide us with items of particular interest, or a steady supply of materials hopefully at a discount respectively (although Zoltan's ruthlessness may be a problem that I may not be willing to deal with, and I'm a little leery of getting too deep with Verana).

Honesty I do not know. It feels like a lot of risk for an uncertain result. It could be very valuable but it can also get us killed. However as the saying goes no risk no reward, but this might be too much risk for my taste. I can accept it if you give me a good reason to support it but at the moment I am just seeing risks with such (yes they can be powerful but I am no certain of the utility for our perposes).
 
Last edited:
For my part I think we can just stick to just the Gargant Torsos, the Shoota doesn't seem all that special in the grand scheme of things.

Regarding possible meetings, I'm definitely interested in at least convening with Lord Marcus Septis, given his expansive influence in the wider Imperial trade network, lots of possible doors could be opened there. Not sure on a second choice just yet.

Would it be too dangerous at this juncture to pick up Psykers for our crew? I'm assuming that none of the prospective recruits have received any training, sanctioned or otherwise, correct?

Yeah, the psykers wouldn't be formally trained (some of them may have succeeded to control their power or had some guidance from another psyker, but nothing more then that).

Sanctioned, trained psykers are an extremely valuable resource we can't afford as of now.
 
I say we but both Gargant Torsos and the Shoota Cannon. The other ork weapons are of little value to us and I don't see them being of much value elsewhere (especially as we already have a stock of assorted ork weapons).

The parts for the Gargant Torsos are rather valuable, and the one problematic part (the Warp Energy Reactor) we could see about selling in another universe with a calmer warp. For the political meetings I am not particularly interested in them, I can see that they can be interesting but right now we have a load of goods burning a hole in our hull. As for crew action I recommend we take the Old Bears. If for nothing else we could use them to get access to more imperial worlds.

We should consider what we can buy that would be valuable for Valerian Mensk (from Starcraft 2) as there are loads of completely human tech there we would be interested in purchasing.

//Edit: Interesting thought the Warp in SC 2 may be calm which and Valerian my be interested in the WEG.

@Voidseer
StarCraft is super cool.
I think after we do our maiden voyage in a low tech universe, e.g. Arda or Westeros, StarCraft is definitely an interesting destination.
Definitely one of the things I'm eyeing at.
 
[X] Plan Merchandise and Meetings
-[X] purchase old Armageddon War Ork relics
--[X] Gargant Torso: 25,000,000 Hels (=250 ATC)
--[X] Great-Gargant Torso: 75,000,000 Hels (=750 ATC)
-[X] RECRUITE THE OLD BEARS
-[X] Ask the Girl for her name and if she has any family she wishes to come with us.
--[X] If she does send her with a detachment of troopers to protect her and to retrieve them, use of one of the landers is permitted within reason.
-[X] Setup meetings
--[X] Hans is to meet with Lord Marcus Septis of Aquila Hive
--[X] Jalna is to meet with Admiral Karras of the Imperial Navy

How does this look @BobTheNinja, @LordNymphys?
 
Last edited:
[X] Plan Merchandise and Meetings
-[X] purchase old Armageddon War Ork relics
--[X] Gargant Torso: 25,000,000 Hels (=250 ATC)
--[X] Great-Gargant Torso: 75,000,000 Hels (=750 ATC)
-[X] RECRUITE THE OLD BEARS
-[X] Ask the Girl for her name and if she has any family she wishes to come with us.
--[X] If she does send her with a detachment of troopers to protect her and to retrieve them, use of one of the landers is permitted within reason.
-[X] Setup meetings
--[X] Hans is to meet with Lord Marcus Septis of Aquila Hive
--[X] Jalna is to meet with Admiral Karras of the Imperial Navy

How does this look @BobTheNinja, @LordNymphys?

@Voidseer
I am impartial on this. It doesn't break anything it seems. When do you mean retrieve, do you mean purchase? Ask kindly for? Or use force is necessary (if she has relatives and if you can find them).

In case they are in the employment of the prometheum salesman, remember that we still have to pay his commission of 10,000,000 Hels from the purchase of the Gargant torsoes and you can potentially use the commission as a leverage.

For narrative reasons, why he is doing that?
 
Last edited:
@Voidseer
I am impartial on this. It doesn't break anything it seems. When do you mean retrieve, do you mean purchase? Ask kindly for? Or use force is necessary (if she has relatives and if you can find them).

In case they are in the employment of the prometheum salesman, remember that we still have to pay his commission of 10,000,000 Hels from the purchase of the Gargant torsoes.

For narrative reasons, why he is doing that?
Purchase if they have been forcefully employed by a wealthy individual of power, ask kindly if they are free, force if they are being held by criminal gangers, that is part of why there is a contingent of troopers being sent with them for security.

In the case of they're employed by the prometheum salesman purchase. After paying his commission we will have 70,000,000 Hels left over to use, i doubt it will cost more than 4,000,000 Hels for the rest of her family, likely far less.

As for the narrative reasons for this so as to not split up the family if possible. I am honestly not expecting too many to be coming with, and I am honestly not expecting them to be unable to leave. Being servant to a noble is technically a much sought after job in hives even with the abuse it is often better than many other jobs available to common people in hive cities. That girl is likely of the lower middle class (or lower class rather than a slave but that is a possibility) which means that her family are not being forced to stay and would be able to leave if the opportunity presented itself. In the event of her being a slave we likely would be unable to get/find her family and as such will likely have to leave without them.
 
Last edited:
[X] Plan Merchandise and Meetings
-[X] purchase old Armageddon War Ork relics
--[X] Gargant Torso: 25,000,000 Hels (=250 ATC)
--[X] Great-Gargant Torso: 75,000,000 Hels (=750 ATC)
-[X] RECRUITE THE OLD BEARS
-[X] Ask the Girl for her name and if she has any family she wishes to come with us.
--[X] If she does send her with a detachment of troopers to protect her and to retrieve them, use of one of the landers is permitted within reason.
-[X] Setup meetings
--[X] Hans is to meet with Lord Marcus Septis of Aquila Hive
--[X] Jalna is to meet with Admiral Karras of the Imperial Navy

How does this look @BobTheNinja, @LordNymphys?

This looks good to me. Admittedly, I wasn't drawn to Admiral Karras as an option at first, due to the possible infringement on our autonomy, but such collaboration could be quite valuable for us. And in any case, most of the other options draw us more into Armageddon politics than I'd like, so I think this set of choices works.

[X] Plan Merchandise and Meetings
 
Voting is open
Back
Top