Test thread

By Iku Rex, in Support

A thread I started in another sub-forum has been really messed up by bad code in one of the (otherwise excellent) replies. I need a place to experiment in order to fix it.

Attempt 1 at fixing code:

***


[quote efidm=341346

Thinking out loud (I don't expect answers to all this):

Always expect the unexpected! :)

The adventure suggests handing over Yu’vath artifacts directly to the Inquisition, for goodwill and/or profit. But how many shiploads can you really dump on the Inquisition before they say “thanks, we have all we need”? Or more likely, ask about the source?

I would assume that handing over one artifact would lead to the RT being "politely questioned" about the whereabouts. As soon as something along the quantities of one cargo container is handed over, an inspection should be in order. If the RT plays along, he might get good Reputation/an ally in the =I=. Or he might just end up as a moral threat to the imperium, being hunted by covered murder cults.

It occurs to me that the “Solar Fortress” aka the “Dark Star” from Dark Frontier seems to have a lot in common with the “Black Sun” aka the “Spectral Sun” aka the “Tyrant Star” described in the Dark Heresy Core Rulebook. Maybe the Inquisition will want to send an expedition to study it? Maybe they'll want to destroy it properly?

Personally, I do not see any link. but it is absolutely possible that some parts of the Inquisition will simply want to destroy it.

What is it anyway? A “fortress”? Protecting what exactly?

Nobody knows. The reason might still be left or lost to time. Perhpas all of this used to be a huge trap one the Yu´vath where still active. Luring in sentient space travellers to be captured and sacrificied. Now, it function outlived it´s creatores.

How hard would it be to find valuable stuff on the surface of the fortress if you wanted to avoid anything contaminated by chaos/warp energy?

That is the interesting point. Remember that ONE of this dreaded items where enough to seal the fate of one ship (forsaken bounty) by a mistake of the Navigator. Now, fill up a greathold with this stuff. Which might be warp/psycho-reactive. If the pc insist on loading their holds with the stuff, I as a GM would warn them of DOOM and once they enter the warp I would throw them off course and allow the load to drive a substantial part of the crew INSANE. More so, the load is in resonance the surrounding warp, threatening to overcome the gellar fields which some strance psi-active waves.

Can the explorers find a way to ward stabelize the gellar field, ward themselves and some more troops to fight their way passed their own insane crew to get to the holds in order to blast open the locks (which shortend) so the stuff is blown out of the ship and into the warp? All while the fluctuating gellar field allows for daemons to slip onto their ship? Will they try to keep some of the tainted material to still make a profit) As this is done and they are able to make a quick exit out of the warp (which was impossible before due to the interference of the resonance)...where will they be? How long will it take for them to plot a course back? What will happen to their knew "fief" in their abscence?

As for salvaging, what kind of profit are we talking here? Stripping the battered pilgrim vessel from Into the Maw was worth +400 AP, basically +4 profit.

On which rules is this calculations based upon???

What is a huge ship graveyard worth? How many ships are there? What would be a reasonable endeavor to set up a permanent salvaging operation? How hard would it be to create a permanent shipyard, so as to not have to tow ships all the way to Footfall or Port Wander for repairs? How do you tow a ship anyway?

I would dissallow towing the ships and simply make it a grand endavour to install a salvage yard.

Exploration: Find a way back and a stable route! (Many short jumps with many small encounters during this: heavy action for void-master and navigator)
Merchant: Get skilled work (the mutants arent), get heavy equipment. Ensure that they will work with the mutants! Get contracts with the mechanicus for TEch-Priest and machinery for the salvage. Get skilled voiders for breaking down the ships in space!

Make sure that the wrong people do not catch wind. Otherwise, you will have to fend of a pirate attack (wolf pack raiders) later!

Well, that didn't work. Let me try something else.

Edit: Ok, that should be it. Apparntly the quote-number is thread specific. (I wonder if this edit will mess everything up again...)

Iku Rex said:

Thinking out loud (I don't expect answers to all this):

Always expect the unexpected! :)

Iku Rex said:

The adventure suggests handing over Yu’vath artifacts directly to the Inquisition, for goodwill and/or profit. But how many shiploads can you really dump on the Inquisition before they say “thanks, we have all we need”? Or more likely, ask about the source?

I would assume that handing over one artifact would lead to the RT being "politely questioned" about the whereabouts. As soon as something along the quantities of one cargo container is handed over, an inspection should be in order. If the RT plays along, he might get good Reputation/an ally in the =I=. Or he might just end up as a moral threat to the imperium, being hunted by covered murder cults.

Iku Rex said:

It occurs to me that the “Solar Fortress” aka the “Dark Star” from Dark Frontier seems to have a lot in common with the “Black Sun” aka the “Spectral Sun” aka the “Tyrant Star” described in the Dark Heresy Core Rulebook. Maybe the Inquisition will want to send an expedition to study it? Maybe they'll want to destroy it properly?

Personally, I do not see any link. but it is absolutely possible that some parts of the Inquisition will simply want to destroy it.

Iku Rex said:

What is it anyway? A “fortress”? Protecting what exactly?

Nobody knows. The reason might still be left or lost to time. Perhpas all of this used to be a huge trap one the Yu´vath where still active. Luring in sentient space travellers to be captured and sacrificied. Now, it function outlived it´s creatores.

Iku Rex said:

How hard would it be to find valuable stuff on the surface of the fortress if you wanted to avoid anything contaminated by chaos/warp energy?

That is the interesting point. Remember that ONE of this dreaded items where enough to seal the fate of one ship (forsaken bounty) by a mistake of the Navigator. Now, fill up a greathold with this stuff. Which might be warp/psycho-reactive. If the pc insist on loading their holds with the stuff, I as a GM would warn them of DOOM and once they enter the warp I would throw them off course and allow the load to drive a substantial part of the crew INSANE. More so, the load is in resonance the surrounding warp, threatening to overcome the gellar fields which some strance psi-active waves.

Can the explorers find a way to ward stabelize the gellar field, ward themselves and some more troops to fight their way passed their own insane crew to get to the holds in order to blast open the locks (which shortend) so the stuff is blown out of the ship and into the warp? All while the fluctuating gellar field allows for daemons to slip onto their ship? Will they try to keep some of the tainted material to still make a profit) As this is done and they are able to make a quick exit out of the warp (which was impossible before due to the interference of the resonance)...where will they be? How long will it take for them to plot a course back? What will happen to their knew "fief" in their abscence?

Iku Rex said:

As for salvaging, what kind of profit are we talking here? Stripping the battered pilgrim vessel from Into the Maw was worth +400 AP, basically +4 profit.

On which rules is this calculations based upon???

Iku Rex said:

What is a huge ship graveyard worth? How many ships are there? What would be a reasonable endeavor to set up a permanent salvaging operation? How hard would it be to create a permanent shipyard, so as to not have to tow ships all the way to Footfall or Port Wander for repairs? How do you tow a ship anyway?

I would dissallow towing the ships and simply make it a grand endavour to install a salvage yard.

Exploration: Find a way back and a stable route! (Many short jumps with many small encounters during this: heavy action for void-master and navigator)
Merchant: Get skilled work (the mutants arent), get heavy equipment. Ensure that they will work with the mutants! Get contracts with the mechanicus for TEch-Priest and machinery for the salvage. Get skilled voiders for breaking down the ships in space!

Make sure that the wrong people do not catch wind. Otherwise, you will have to fend of a pirate attack (wolf pack raiders) later!

Iku Rex said:

Balhblahblah

Let's see if the end quote has to be on a separate line.

Iku Rex said:

Let's see

I guess not.

Iku Rex said:

if the end quote has to be on a separate line.

Right.

Let's see if quoting multiple posts in one reply is a problem.

Iku Rex said:

Let's see if the end quote has to be on a separate line.

Iku Rex said:

Right.