...
Perhaps if I were more familiar with the lore, I'd be able to accurately identify things, but the behavior of the daemons here stands out as odd.

Incredibly odd, in a way that makes me suspect I'm missing something. Let's see...
  • Nine pink horror mechanics.
  • Eight Bloodletters, working in pairs to repair equipment.
  • Five gargoyle-like daemons... furies? Working independently on various projects.
  • Six Daemonettes, building a sled.
  • ? plague zombies? performing firearms maintenance.

Right, listing it out makes two things clear. First, all of the deamons described are working in a technical capacity. Some kind of Undivided Daemonhost Engineering taskforce?

Second, the number of nurglites might be eight, considering that all others were given numbers, and the group was numbered 36. However, this breaks a pattern, in that the other groups aligned with a god have that god's sacred number as their count of members. Either Nurgle's forces number eight, or there are seven and we're missing someone.
9+8=17+7=24+6=30...

Damnit, math fail. I'm supposed to be good at math. Suddenly, retcon occurs because I fucked up!

Edit: now it is six Furies. I freely admit it is Furies, yes.
 
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The only one that truly sounds out there is the plague zombies or plague bearers working on guns they don't normally do ranged so something more screwed than normal is happening with this chaos force.
 
[X] Fight defensive, draw them in, and have Brother Carl signal for teleportation to flank as opportunity arises.

Let's get a flanking bonus up.
 
I'm going to, provisionally, vote for:
[X] Fight defensive, draw them in, and have Brother Carl signal for teleportation to flank as opportunity arises.
 
in that the other groups aligned with a god have that god's sacred number as their count of members.
This is something I have tended to do with the Chaotic forces... while being careful to not just describe everything in terms of '9,9,9,9,9....8,8,8,8,....etc'. There's more than one way to say such things, after all.
 
[X] Fight defensive, draw them in, and have Brother Carl signal for teleportation to flank as opportunity arises.
 
[X] Fight defensive, draw them in, and have Brother Carl signal for teleportation to flank as opportunity arises.

Don't have any good idea.
 
As a heads up, voting will close in 18~ hours- at least if nothing in the votes changes. If anyone wants to come up with a brilliant plan or the like, this is your last warning, the votes will be closed then as that is the next good chance to write an update I'll have- unless, again, votes look like they might shift meaningfully before then.
 
And vote officially closed, as


[X] Fight defensive, draw them in, and have Brother Carl signal for teleportation to flank as opportunity arises.

since it had all the votes.
 
Charon: 2 Hours, 20 minutes since arrival in the vicinity of the Explorator
[X] Fight defensive, draw them in, and have Brother Carl signal for teleportation to flank as opportunity arises.

7 hours, 17 minutes since awakening, 2 hours, 20 minutes since arrival in vicinity of Explorator.

As the Daemons turn and charge, you make excellent use of Telekinesis to disrupt their assaults, firing your bolter to good effect while Brother Carl holds off the immediate attacks from the charging gargoyle Daemons. While they are unnaturally tough and fast, you are able to kill one of the female Daemons before they even reach the doorway, at which point you pull back more, with Brother Carl lagging behind a little. One Daemon goes down to an opportunistic swipe of his Lightning Claws, and the rest go down in a hail of cybernetically precise fire from the arriving Skitarii forces.

The winged Daemons pull back at this point, cautious and wary, while the bizarre plague things simply push forward, guns blazing. Brother Carl uses the breather to pull back and call coordinates for his Brother Solar Marines, and the Solar Marines arrive in flash of teleportation, five of them guns blazing, the other four marching resolutely forward with Storm Shield and Thunderhammer. The accursed Bloodletters immediately charge forward and pin down the Assault Terminators, and the Chimera lets loose an unnatural volume of las fire against them, further complicating their defense work.

The ranged equipped Terminators prove significantly more effective, gunning down the plague daemons, whatever they are, in a hail of fire from behind. The Bloodletters follow in short order, assailed from powerful Mechanicus exotic weapons, your own psychic abilities, and heavy Terminator mounted weapons alike, they prove unskilled enough to be quickly destroyed. Two of the gargoyle like Daemons are gunned down, and it is at this point you notice that the nine pink Daemons have loaded into the Chimera, as the surviving gargoyle creatures pile in, and the door closes. Every one of your allies and yourself pile on the fire against the Chimera, the Assault Terminators closing in, only for the majority of the shots to go unnaturally awry, barely missing, as the chaotically aligned vehicle slips away into an abruptly formed, screaming blue portal. This promptly vanishes.

However, a swift application of Battlesight allows you to determine it's new location- a currently entirely empty storage room, according to the Mechanicus you communicate with. Meanwhile, the naval battle has taken a grim turn- the Fang of Sol has been forced to take cover behind the Explorator vessel, as the chaotic vessels have responded to it's arrival effectively at last. It is not particularly more damaged, but the risk of destruction is too great to expose it to further fire.

What do you do now?

[] Head for the Chaotic Chimera- a teleporting transport could prove most troublesome. (note: If you do not, the Mechanicus will do their best to do so themselves- they know where it is, now)

[] Volunteer to board one of the chaotic vessels.
-[] Suggest the smaller one as a target.
-[] Suggest the larger one as a target.

[] Ask for a new target from the Mechanicus leadership.

[] Write-in.

OOC Time: And that took waaay longer than it had any right to, but as I have a new computer, it should not happen again. Yes, we be back in action.
 
[X] Head for the Chaotic Chimera- a teleporting transport could prove most troublesome. (note: If you do not, the Mechanicus will do their best to do so themselves- they know where it is, now)

Having us keep track of it seems like a good idea.
 
[x] Head for the Chaotic Chimera- a teleporting transport could prove most troublesome. (note: If you do not, the Mechanicus will do their best to do sothemselves- they know where it is, now)
 
[X] Head for the Chaotic Chimera- a teleporting transport could prove most troublesome. (note: If you do not, the Mechanicus will do their best to do so themselves- they know where it is, now)
 
Not complaining, given I am still trying to work on an update for my other quest, but is there a particular reason this has drawn so few votes?

I can work with it, just curious.
 
Not complaining, given I am still trying to work on an update for my other quest, but is there a particular reason this has drawn so few votes?

I can work with it, just curious.
A combination of real life and a lack of an idea of what to do. A tactical person I'm not; most of my RPG characters are the type you point at someone you need dead and they'll do their best to make it happen. That said, if it'll help:

[X] Head for the Chaotic Chimera- a teleporting transport could prove most troublesome. (note: If you do not, the Mechanicus will do their best to do so themselves- they know where it is, now)

because leaving a teleporting enemy at you back seems like a really bad idea.
 
[X] Head for the Chaotic Chimera- a teleporting transport could prove most troublesome. (note: If you do not, the Mechanicus will do their best to do so themselves- they know where it is, now)
 
It is a shame that Chaos probably doesn't care about friendly fire, so we may as well take care of the Chimera first.
 
Not complaining, given I am still trying to work on an update for my other quest, but is there a particular reason this has drawn so few votes?

I can work with it, just curious.

Well while I can't say why what I can do is say you've got a new voter if that helps.

As for what to do? I don't like the thought of a teleporting daemon bus, for all we know they could get lucky and windup on the bridge. But at the same time the Mechanicus do know where it is and we have cut their numbers down significantly... hmmm I guess for now I'll vote but it might change.

[X] Head for the Chaotic Chimera- a teleporting transport could prove most troublesome.

After that I'm hoping we can actually slip away because it's only a matter of time before something else decides to show up. What's the status on the Mechanicus' ship are they warp capable?
 
After that I'm hoping we can actually slip away because it's only a matter of time before something else decides to show up. What's the status on the Mechanicus' ship are they warp capable?
They are in the same situation as the Fang of Sol currently- they can warp travel, but they can't actually drop out of the warp for some reason. (ie yes, but your not getting out of the Warp by just loading onto it)
 
They are in the same situation as the Fang of Sol currently- they can warp travel, but they can't actually drop out of the warp for some reason. (ie yes, but your not getting out of the Warp by just loading onto it)

Right wrong wording I my part, what I meant was remember when the battle barge tried to get out of the warp and somehow ended up where the Mechanicus are? This is what I meant, can this be possible? I know we'll probably be separated but if worst comes to worst both ships should be able to retreat.
 
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