Help us conquer the koronus expanse...

By Nearyn, in Rogue Trader

Hi everyone. Nearyn here again.


Thank you so much for your help when last I posted here. Your solid advice has made the game so much more fun for me and hopefully for the rest of my party. I am now, in my own humble oppinion, a far better seneschal than I ever was before. So thank you.
The differences between me and my RT have been solved and now the partnership seems solid. So I believe now is the time i explained what I'm doing here, asking you for your attention.

Me and some of my friends have been playing Rogue Trader for awhile now. Granted we only play once every 2 weeks and our exp progression is slow. we're on about 2400 exp (besides starting exp of course) and our situation is... worrying.
So I’ve come to you because you’re always overflowing with ideas. We need to remake his dynasty. That’s it. But it’s not easy. At least that’s what I’ve come to believe. We currently have a 29 Profit factor (technically 30, but we have some mercs in our employ that are VERY expensive). Now what I would like from you all is suggestions as to how we should go about rebuilding a great dynasty and

I'll briefly summarize our situation and adventures thus far:

Starting out :
The Maleiaro dynasty were at war with the Vodrinsky Dynasty. I say were because about a year ago the Vodrinsky thoroughly annihilated the Maleiaro dynasty. There were only 3 survivors. 3 brothers. Fortunus, Andrez and Ramirez. Ramirez is now dead and only the older and younger brother remain. They are captaining their Dynasty's new flagship 'Crimson Glory', - a Dauntless class light cruiser that, according to the Mechanicus markings was produced about 200 AFTER they bought it. The ship is haunted by the ghost of inquisitorial acolytes (our now perished Dark Heresy Characters) and crewed by a full, Good Quality crew.

The crew:

Rogue Trader Fortunus Maleiaro
The oldest survivor of the Maleiaro dynasty and the holder of dynasty's Warrant of Trade. He dislikes the ecclesiarchy (though not overtly), and have a witchmark (a third nipple in his case).

Arch Militant Andrez Maleiaro
The younger Maleiaro and a loyal brother. A competent commander and a Xenophile (Eldar). He has a penchant for bolters and is very diplomatic during the officers meetings.

Navigator Morgan, of the Nobilé
Our Navigator. Towering, thin and pale as death. He is very pragmatic and not big on taking chances. He is also very stubborn and have a general dislike and mistrust of most people he meets.

Gunnery Void Master (I forgot his name XD)
Young, Impetuos and skilled. He is a great gunner, primarily in charge of firing our Prow-mounted Lance. He is secretly a bit of a scaredy-cat and does not really value the lives of the crew.

Seneschal Marius Malloc (me :D )
An 67 year old man, with burn-scars on 70% of his body. He’s a walking, talking calculator and economics-crunching machine who knows that in his line of business you either do or get done. He is greatly interested in Archeotech and Xeno artifacts.

Explorator Techmaster Harmond
A devout member of the Cult Mechanicus and keenly intelligent. He still retains a lot of his flesh, but is working towards replacing his frail form with a more… Tech-priesty one.

That’s the crew.

Here’s what we’ve been doing so far:

Endeavor 1:
We smuggled elder for a traders guild. Claimed an old Exodite world for ourselves. Fought off 3 chaos ships. Aided in the assassination of an Inquisitor and subsequently getting a favor from the Callidus temple. They repaid the favor by ensuring complete repairs to our ship when we were in dire straits.

Profit:
-Membership of Port Wander’s Trader’s Guild.
-Got an planet of our own.
-Got a favor
-Lost a favor.
-Salvaged a Sororitas Battleship (Inquisitors ship), mainly got heavy plating.

Endeavor 2:
We found a world with a sun about to go nova and salvaged a S.T.C, a Xeno Biology Lab and a Vat-lab from an abandoned facility. Lost only a few men to unknown Xenos.

Profit:
-S.T.C (oh yeah :D )
-Xeno Biology Lab
-Vat Lab

Endeavor 3:
Went to Scintilla to secure a transaction with the ADMech, got a deal in place but were driven off by paid-off officials from the Vodrinsky family and subsequently outlawed. We fled back to the Koronus Expanse and sought refuge on footfall. On our way we encountered a Vodrinsky miningship, took it over and took a family member hostage.

Profit:
-1 Jericho Class vessel, equipped for mining.
-1 Vodrinsky Hostage
-1 Deal with the ADMech (uncompleted)
-We were outlawed in the Scintilla System.

Endeavor 4:
She was stationed as an overseer on the ship because she’d ****** up a treaty-marriage to another family. She wanted to buy her life with cooperation and gave us a list of all Vodrinsky mining facilities in the Koronus expanse (plus the ones they don’t pay taxes for). We gave her captaincy of the Mining vessel and sent her to mine on our Exodite world (After checking the data’s integrity and sending a couple of spies and a squad of assasins over to keep silent watch over her). We then hired the toughest mercenaries on Footfall (A group of 50 Kroot) indefinitely, and have sent them to blow up some of the Vodrinsky facilities (mainly to check their efficiency). Also bought a warehouse (under cover of another name) and got a shipment of goods sent to us from Hive Tarsus.

Profit:
-1 Profit factor while the Kroot are in our employ
-1 warehouse
-1000 Hellguns (incoming)
-1 Serpentine (a gift from me, to me ^^)

Endeavor 5:
We wound up in a warp storm. Found out that it was caused by a warp anomaly in the drives of a derelict Heavy Cruiser, floating among other wreckage. Took out the Cruiser to end the storm and towed a damaged Sword-Class Frigate from the derelict ships. Got hit by wreckage and damaged our Teleportarium.

Profit:
-Damaged Frigate
-Damaged our Teleportarium.

So that is our adventures in a nutshell. We've picked up alot of neat stuff along the course and taken alot of damage too. But as I mentioned now I want whoever of you who feel like sharing, to let me hear your thoughts on how we build up his Dynasty again. all suggestions are welcome so please, by all means, be as creative as you'd like.

I believe I should mention that I've been using alot of EXP to buy contacts. Maybe they will inspire some great ideas in you all. At least that is my hope.

Goldenhand (Merchant Guild - Hive Tarsus)

-Group

-Military ties

-Expert skill group (trade)

-Able to reduce all availability (2) (GM does not allow for 3 until i reach rank 3 as seneschal)

-Trusted

Mathilda Nilax (Xeno Arcanist - Lathes)

-Individual

-Expert skill group (Lore)

-Trusted

Mark Antonius Drex (Information broker - Port Wander)

-Individual

-Expert skill (Inquiry)

-Trusted

Elizabeth Valieré (Real-estate broker - Grace)

-Individual

-Expert skill (Charm)

-common

Guillermo Ventris (Magistratum Judge (not arbitrator judge) - Hive Sibellus)

-Expert skill (Decieve)

-Expert skill (Impirial creed)

-Expert skill (Scrutiny)

-common

Fanel Family (Shipwrights - Ntharis)

-Group

-Talen (Trade: Shipwright)

-Trusted

Looking forward to your responses. Thank you very much in advance.

This was fun to read. I hope you are going to write an adventure for the contest.

This sounds like a good opportunity for some sort of revenge story, ala the Count of Monte Cristo or something similar. I'm surprised your Rogue Trader and his brother haven't begun making designs to bring about the ruin of the Dynasty that destroyed their own fortunes.

Another thing to keep in mind : with only the two brothers, there's not much of a dinsaty. Maybe it's time for bridal concerns. A devious options might involve the Vodinsky lady. Basically rafting your line on their genealogic tree, then prune it enough to make your newly grafted branch the main one...

Some things you might want to do :

- secure a population base to replenish crews. Preferably at elast somewhat high tech and willing. Medieval pesants gathered at gunpoint aren't what I'd call prime crew material...

- secure a tech base - to get hardware, repair your ships and the like. Basically get a friendly space-capable planet on your buddy list

Grand Inquisitor Fulminarex:

You really think I should? Then I might actually do it :D

LegendofOld:

I believe they are certainly out for revenge, but they seem occupied with setting up a power-base. A place from which to start their future plans. As of right now, our main problem is making such a power-base. It's hard to start making grand designs when your main base of operation is a space-capable bullseye strapped with explosives. :D

Manumancy:

I myself contemplated this exacty possibility. I don't believe however that any of the brothers would agree to taint their own blood thusly. Also the problem of the female Vodrinsky's standing in her family takes some 'oomph' out of this idea. I'm loving the idea of getting all buddy buddy with a planet or two, but since I'm the one being saddled with the main responsibility of planning and coordinating these efforts, I could really use an angle. A way to go about befriending a system or two if you will. Enough that they won't jump at the brothers 25.000.000 Throne bounty. Did I mention that? ... no I did not. My bad.

-

Anyway: Ideas still very much appreciated :D My thanks for the ones already posted.

Here are a few ideas for possible supports and what it takes to get them on your good side

DSY01-KES17 (Deep support yard 01, Koronus Expanse sector 17). It's a spaceyard set up by the Adeptus Mechanicus to support it's exploration ships and fleet. It's installed in a rather crappy piece of stellar real estate, namely amogst the burned out cinders orbiting a white dwarf – since most light elements were cremated while the star went nova, there's plenty of heavy metals, and the system's general suckyness (no liveable planet, no ancient ruins, just about no nothing)means they're undisturbed.
1) locate the system : the PV explorator may have head about it , knowing it's general location and that it's build in the crappiest system the Adeptus could find in the area. For a more accurate position, it means either scouting the area or finding some way to help a Mechanicus ship and get the location from them.
2) get friendly with the base : having obtained the coordinates through a Mechanicus ship will make it easier, but they'll still need to prove they're useful enough to the Omnissiah's plans to deserve support.
Some possibles services :
- use their mining ship to supply the yard with some materials they don't have in the system. Which means clearing some pirate who use an hollowed out asteroid as a base (trash some raider ships and blast or clear their base). Cleaning the base rather than blasting it will provide prisoners (recruits or servitor material), a base of operations and the pirate's loot. Including hydoponic farms and stills to distill some truly fierce booze. Captives and slaves to the pirates can offer profit opportunities and moral choices too (rescue/abandon/sell for slaves ?).
- locate and eliminate some hereteks. They're hiding on a barely liveable planet, forting up in the wreck of an ancient colony ship. You can place some space combat with defense platforms, some light system defense ships and maybe a pirate or three whose service are bought by the hereteks with ship repairs. Blasting the wreck from orbit is an easy way to solve the problem, but the Mechanicus won't be that happy.
The PCs will be able to get their hands on some bits of archeotech, heretech and xenotech. Giving it all to the Mechanicus will get the most brownie points and the chance for some upgrades. Trying to fit the PC's ship with heretech or xenotech will piss them off if they notice.
There's also the option of turning coat and siding with the herech and their pirate buddies. Which will bring it's own complications and serious trouble with the Imperium in general and the Mechanicus in particular...

Testudo : this system is basically a pirate haven. Think tortuga island. Yards, supplies, booze, women, fences for the loot and plenty of cutthroats and slaves for your crew. Plenty of troubles too.
1) Finding the system : either befriending some pirate or coercing the data out of him or his ship's cogitator. Another option would be to get some half-crazed warp-witch as a pilot (she got beached and if the PCs are helpful they'll get piloted and introduced). If the PCs just stumble on the system without the proper hailing codes, they'll get pounced over, a cruiser makes a juicy enough target to draw a truly nasty pack to try to capture it
2) make contacts : the PCs will have too prove they're though and unprincipled enough to deserve a berth. Having a big, though cruiser will help, but expect plenty of challenges, back-alley attacks and the like.
3) Going pirate : of course keeping access to the system will require the PCs to prove they're not imperial moles. That means joining raids – especially against the Imperium's interests, consorting with xenos, performing the odd atrocity and generally proving yourself a though son-of-a-***** who doesn't mind being on the Imperiums wrong side. Vodrinsky installations are obvious candidate for targets.

Going that route will provide the PCs with a nice support base, a great place to sell pyre-worthy items without the trouble of hauling them back into the Imperium and the ability to recruit though and skilled spacers. But they'll have to tread very carefully if they don”t want to end up with a revoqued warrant and a 'shoot-on-sight' order attached to their ship and persons.