Warhammer 40K: Broadside Adventures (Imperial Navy Quest)

[X] Plan More Dakka
-[X] The data is correct
-[X] True Believers - Your crew is highly devoted. (+1 on all Rolls vs. Traitors)
-[X] Sometimes I see Red - The ship has a higher than usual number of tech-priests on board (+2 on Repair rolls doing combat)
-[X] Ship Poet - You have a poet on board. Apparently, it's a tradition. (+25 Renown for each heroic deed, GM's discretion)
-[X] Beep, Beep, BEEEEP - Your Torpedos are all guided (+2 on Torpedo hit rolls)
 
I have 2 plans and I can't decide between the 2

[X] Plan Long Range Flanker
- [] The weapon batteries are las-cannon batteries (-25 Renown) (Range Difficulty: CR 5, MR 5, LR 10; Damage per battery: CR 2d10, MR 2d10, LR 1d10)
- [] Beep, Beep, BEEEEP - Your Torpedos are all guided (+2 on Torpedo hit rolls)
- [] See ya! - Your ship is quicker and more nimble than other of its kind (+1 on Speed and Maneuverability)
Goal is to be a flanker with guided Torpedoes that we can just fire and forget.

[] Generalist Long Range
- [] The weapon batteries are las-cannon batteries (-25 Renown) (Range Difficulty: CR 5, MR 5, LR 10; Damage per battery: CR 2d10, MR 2d10, LR 1d10)
- [] Beep, Beep, BEEEEP - Your Torpedos are all guided (+2 on Torpedo hit rolls)
- [] Experienced Boarders - The Armsmen and Crew are experienced in boarding operations (+2 on Boarding rolls)
- [] Sometimes I see Red - The ship has a higher than usual number of tech-priests on board (+2 on Repair rolls doing combat)
This one is much better protected against boarders and since our engagements are usually at Long Range, if we do get hit, we'll have the TPs to repair any damage much more easily.
 
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[X] Plan Long Range Flanker
-[X] The weapon batteries are las-cannon batteries (-25 Renown) (Range Difficulty: CR 5, MR 5, LR 10; Damage per battery: CR 2d10, MR 2d10, LR 1d10)
-[X] Beep, Beep, BEEEEP - Your Torpedos are all guided (+2 on Torpedo hit rolls)
-[X] See ya! - Your ship is quicker and more nimble than other of its kind (+1 on Speed and Maneuverability)
 
[X] Plan: Go fast Hit hard
-[X] The weapon batteries are plasma projectors (-75 Renown) (Range Difficulty: CR 5, MR 10; Damage per battery: CR 8d20, MR 4d10)
-[X] Sometimes I see Red - The ship has a higher than usual number of tech-priests on board (+2 on Repair rolls doing combat)
-[X] See ya! - Your ship is quicker and more nimble than other of its kind (+1 on Speed and Maneuverability)
 
[X] Plan Long Range Flanker

I note mention of needing to hire officers and that none of the plans have any leftover for that....or was that included in the 'crew' part?
 
I note mention of needing to hire officers and that none of the plans have any leftover for that....or was that included in the 'crew' part?
At the moment, your character is the only new officer on board of the Protector. You have a set of officers, later you may get the chance to request better officers.
 
Voting is closed!
Scheduled vote count started by Jax on Apr 21, 2021 at 7:17 AM, finished with 16 posts and 12 votes.

  • [X] Plan Long Range Flanker
    - [X] The weapon batteries are las-cannon batteries (-25 Renown) (Range Difficulty: CR 5, MR 5, LR 10; Damage per battery: CR 2d10, MR 2d10, LR 1d10)
    -[X] Beep, Beep, BEEEEP - Your Torpedos are all guided (+2 on Torpedo hit rolls)
    -[X] See ya! - Your ship is quicker and more nimble than other of its kind (+1 on Speed and Maneuverability)
    [X] Suck it Traitor
    - [X] The weapon batteries are las-cannon batteries (-25 Renown) (Range Difficulty: CR 5, MR 5, LR 10; Damage per battery: CR 2d10, MR 2d10, LR 1d10)
    - [X] Experienced Boarders - The Armsmen and Crew are experienced in boarding operations (+2 on Boarding rolls)
    - [X] Sometimes I see Red - The ship has a higher than usual number of tech-priests on board (+2 on Repair rolls doing combat)
    - [X] Is that all? - Your ship is better armored than other of its kind (+1 Armor)
    [X] Plan: More Like a Kite Than a Ship
    - [X] The weapon batteries are las-cannon batteries (-25 Renown) (Range Difficulty: CR 5, MR 5, LR 10; Damage per battery: CR 2d10, MR 2d10, LR 1d10)
    -[X] Ship Poet - You have a poet on board. Apparently, it's a tradition. (+25 Renown for each heroic deed, GM's discretion)
    - [X] Sometimes I see Red - The ship has a higher than usual number of tech-priests on board (+2 on Repair rolls doing combat)
    -[X] See ya! - Your ship is quicker and more nimble than other of its kind (+1 on Speed and Maneuverability)
    [X] Plan More Dakka
    -[X] The data is correct
    -[X] True Believers - Your crew is highly devoted. (+1 on all Rolls vs. Traitors)
    - [X] Sometimes I see Red - The ship has a higher than usual number of tech-priests on board (+2 on Repair rolls doing combat)
    -[X] Ship Poet - You have a poet on board. Apparently, it's a tradition. (+25 Renown for each heroic deed, GM's discretion)
    -[X] Beep, Beep, BEEEEP - Your Torpedos are all guided (+2 on Torpedo hit rolls)
    [X] Plan: Go fast Hit hard
    -[X] The weapon batteries are plasma projectors (-75 Renown) (Range Difficulty: CR 5, MR 10; Damage per battery: CR 8d20, MR 4d10)
    - [X] Sometimes I see Red - The ship has a higher than usual number of tech-priests on board (+2 on Repair rolls doing combat)
    -[X] See ya! - Your ship is quicker and more nimble than other of its kind (+1 on Speed and Maneuverability)
 
In Transit
To: Lord-Captain Julius van Ballegooijen of the Light Cruiser Protector of the Faithfull
From: Lord-Admiral Horatio Cunnings
Astropathic pathing: Null. Delivered by courier.
Subject: Orders for LC
Protector of the Faithfull

Lord-Captain,

your orders are to reach the area of the void, known as
Badger Ridge. After getting to the area, you will begin with standard patrols. Recent information suggests a surprising upswing in pirate activities, these need to be brought under control again.
Furthermore, the
Adeptus Mechanicus and the Inquisition have both asked for the Fleet's help in the area if possible, assist them, but only if your primary mission will not get compromised by it.
Additional complicating the matter in the region is that the Rogue Trader Houses
Tema and van Kluge are openly battling a dispute. Should you become aware of their action compromising Imperial Security, you're free to act accordingly to your own judgment.

Primary Objective: Bring the pirate activity in the region of
Badger Ridge under control.

Secondary Objective: Support
Adeptus Mechanicus and Inquisition forces as needed to your judgment.

Tertiary Objective: Intervene in the ongoing conflict between House
Tema and van Kluge to protect Imperial assets.

Good luck Captain van Ballegooijen


Well, Lord-Captain, you have been given your orders. The Navigator has been ordered to guide the ship to Badger Ridge, and you have entered the accursed Warp. All goes as it should. Maybe now, doing transit, you have the time to meet with some of your officers or the crew in general. You also could use the time for some training. After all, no crew is ever in shape a Captain wishes for.

You have 3 Actions!

[ ] Meet with …
-[ ] your XO, Esma M'tomse
-[ ] your Techpriest, Skav Lodson
-[ ] your Navigator, Master Anadromous
-[ ] your Commisar, Ralf Worknot
-[ ] your Master Chief, Frolin Beutler

[ ] Train your Crew in …
-[ ] Damage Repair (1 / 5)
-[ ] Boarding (1 / 5)
-[ ] Shipweapons (1 / 5)
 
[X] Meet with …
-[X] your XO, Esma M'tomse
-[X] your Commisar, Ralf Worknot
[X] Train your Crew in …
-[X] Shipweapons (1 / 5)
 
[X] Meet with …
-[X] your XO, Esma M'tomse
-[X] your Techpriest, Skav Lodson
[X] Train your Crew in …
-[X] Shipweapons (1 / 5)

Since one of the objectives is to support the Mechanicus, talking to our Techpriest will be essential.
 
[X] Meet with …
-[X] your XO, Esma M'tomse
-[X] your Commisar, Ralf Worknot
[X] Train your Crew in …
-[X] Shipweapons (1 / 5)

sounds about right.
 
[X] Meet with …
-[X] your XO, Esma M'tomse
-[X] your Techpriest, Skav Lodson
[X] Train your Crew in …
-[X] Shipweapons (1 / 5)

We'll talk to the others eventually but we are going to have to talk to a AM in the near future so getting to know them should be helpful.
 
Since one of the objectives is to support the Mechanicus, talking to our Techpriest will be essential.
We'll talk to the others eventually but we are going to have to talk to a AM in the near future so getting to know them should be helpful.
The techpriests and their machine cult are not a monolithic organization. There's no guarantee that speaking with one will grant any notion of how to better deal with another. Getting a handle for the one person on board with legal writ to blow our head off at their own best judgement (the Commissar) seems like it'd be far more useful.
 
[ ] Meet with …
-[ ] your XO, Esma M'tomse
-[ ] your Techpriest, Skav Lodson
-[ ] your Commisar, Ralf Worknot

Why choose?
Although there's a part of me who wonders just how big a threat a guy with the name "Worknot" is going to be...
Not that I'm going to take the chance, nor ever mention it to his face... 🤣
 
[X] Meet with …
-[X] your XO, Esma M'tomse
-[X] your Techpriest, Skav Lodson
[X] Train your Crew in …
-[X] Shipweapons (1 / 5)
 
Getting a handle for the one person on board with legal writ to blow our head off at their own best judgement (the Commissar) seems like it'd be far more useful.
I doubt we are gonna be doing anything heretical or cowardly anytime soon or at all so I do not think it will be all that important. I mean we haven't even done anything yet, so long as MC does everything he can to help the Imperium and pray to the Emperor 4 times a day, the Commie will focus on keeping the men under us in line rather than watching us for a hint of betrayal. I mean he probably will do that anyway even if we talked to him and get a feel for what he is like.
 
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[X] Meet with …
-[X] your XO, Esma M'tomse
-[X] your Techpriest, Skav Lodson
[X] Train your Crew in …
-[X] Shipweapons (1 / 5)
 
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