The Attack on C-6751246 Ji Xiu A

By Drhoz, in Rogue Trader Gamemasters

MDMann said:

Cool. Could Hermesia be a Planetoid ala Uranus? A small cold hard ball of rock in the systems depths far distant from its sole planetary body?

More like Sedna or Quaaor, but certainly :) Indeed, the homeworld for the Rose Tattoo crew was a rogue planet in the Merates cluster that the Meritech clans were using as a fortress and research base.

Magic.

Don't forget if things are too easy this is only the System Defence Fleet, and the Logicians are not above hiring Mercenaries or calling in allies (Rogue Traders and especially the four raiding fleets of the Contessa's Cortelax, with whom they have a strong alliance).

Optional Encounter: Shaft T1D

Should the explorers end up fleeing by a superior force they can avoid them by plunging through this dangerous area. Ahead is a series of plasma vents, whirling buzzsaws and crushing hammers (each the size of a Rhino). To pass the exploreres need to suceed on four difficult agility tests. Each failure causes 2d10 +2 X, I, E or R damage as approriate.

MDMann said:

Magic.

Don't forget if things are too easy this is only the System Defence Fleet, and the Logicians are not above hiring Mercenaries or calling in allies (Rogue Traders and especially the four raiding fleets of the Contessa's Cortelax, with whom they have a strong alliance).

*nods* I certainly intend to have reinforcements turn up. Indeed, the players having found the location of this world, and broadcast the news to all and sundry, will have mightily pissed off a number of Imperial factions. The various radical Inquisitors with a stake in the project are going to be frothing at the mouth, for one thing.

Your advice and ship designs worked beautifully - Marzu and the others are quite outraged :D

Good stuff. Now the Logicians immediate response:

They're going to study the after action reports quite closely and make any changes to tactics they can think of (they now know alot about the exploreres ships and allies, especially if they scanned them). They'll repair and salvage all they can and upgub their craft and system defences. Also as the exploeres escaped with significant assets (and following some Eldar escaping), the Logicians are busilly calculating what would happen if all their potential enemies allied together and stormed their system; and they don't like the math. Whilst they retain the advantage things become far to even for their liking, hence upping the alert status of the system. They're reinforcing and whilst the system is strong, developed and well defended it's not a Fortress World able to take all comers. It's richer than any in the Meretes Cluster and while not expected to face an entire unified system over a prolonged campaign it can't bring the resources of a cluster to bear either. They're going to try to improve their odds. Also, they're cover and anonyminity has been blown and before their schedule planned on, they'll adapt.

Immediately:

The next time the explorers or Ad Mech take on recruits at any settled system (Port Wander, Footfall), several independent cells of Crucible Agents and Ashen Tear Assains are going to join the crew. They'l act as sleepers, some gathering intel, others doing nothing, serving the Dynasty well, perhaps saving a charcters life (or other noteworthy feat). They're an insurance policy for if the Eexploeres attack again, and even then they'll only act at crucial moments where they can tip the ballance. Agents will infiltrate key positions at Ports and in Power Structures, sympathisers will be sought.

Copies of "A Logical Discourse" and other propaganda will be discretely circulated, they're after sypathisers and recruits. Rumours belittling the importance of Ji Xiu A will crop up. If these are ineffective or counterproductive, they'll be stopped or amended.

They're going to make offers (genuine) of trade alliances to powerful individuals, trading tech and repair facilities for materiel, resources or just good will, buying in to local power structures (makinbg attacks more unlikely and expensive). They'll definately target the Explorers and Ad Mech who attacked. They're not interested in revenge, it's not logical. First approaches could be officials at Port to gauge reactions or even the appearance of a fast courier to show what they can offer. They want these resources and will keep compacts they make.

They'll start raiding those who decline their offers out to 30 light years unless it's too costly or will provoke attack. They'll trade instead if they can (as a first resort).

Ships will travel Tubes Hot. All Torpedoe Vesssels will cary birds in the tubes and more in the Munitorium, to be used first in case of attack (the advantages outweigh the risks when under threat).

Sqns will be beefed up. All capable of carrying attack craft (Assault Boats, Fighters and Bombers) will carry full loads, 3 points of each for every point of carrying strength. Where Assault Boats don't make sense extra Bombers and Fighters will be substituted.

Point defences will be improved. All Asteroid Belts and Planetary Bodies will have their turret ratings improved by two points.

They'll lay more mine fields. Lots more.

Given Time:

Every month they'll repair and refit vessels from that void battle to their own standards. They have lots of facilities. Every month one new ship will be made ready (the longer counterattacks take the harder they get). Each month one of the following is made ready in this order: Raiders>Frigates>Light Cruisers (Lathe Pattern > Secutor Pattern) > Cruisers. They'll always start with their own vessels first (run through the list for themselves) before the captured wrecks of the enemy (run through the list again). They'll refit to their own standards (use the above stats). They'll accelerate development of system defences. Mothballed craft will be brought back online and brought out of storage. They'll contact allies and hire Mercenaries (They'll at least hire a few pirate clans - not chaos - as disposable fodder and a Kroot Warsphere), given time they'll assemble a full fleet. If things calm down and tension dissipates they'll disperse these Mercs (ie if the Exploreres make peace). Assume if the Explorers don't take part they're capable of dending the system inflicting cripppling losses on invaders (possibly with the Exploreres help).

It's like you've been reading my mind :) And it's likely the Logicians will have months to regroup as the PCs and the AdMech get over their shock and try to assemble an even bigger fleet to go "Crush the heretek upon the Anvil of Destruction".

And they have a slew of horrible biological surprises waiting for them on the surface too XD

Oh yeah, and on that note (you might note I got quite taken with the idea of a Logician system).

Lab Levels:

Mandatory Encounter: Lab complex Alpha.

A large well lit space containing a full well equipped medical lab. Rows of consoles abut one wall whilst 2 Resusatrix Chambers (1 occupied) take up another. This is a chance to rest and recover as the lab is very well stocked. Anyone suceeding on very hard Security checks can access the terminals which contain details of Crassus' research (see the Cells) and a general overview of the region, together with brief resumes on each of the Logicians major trading partners. It also has copies of the afteraction reports of the Eldar Battle a few months ago. If anyone wants to release the captives of the cell block from here a routine security check is required (all cells will be opened). 4 DoS allows individual cells to be opened (but not the knowledge of what is in each cell). The occupant of the Resusatrix Chamber can be released safely with a challeging medicae test. It contains Appolo (naked, but there are lab overalls and medical smocks available), who'll be able to aid the PC's when he comes around.

Appolo claims to be a mercenary, assasin and cold trader who came to deal with the Logicians (he can provide details on general terms the Locicians offer) a few months ago (he's unsure of the time) when things went wrong, he got badly wounded in the resultant firefight and he wound up here. He was acting on behalf of the Kasballica setting up trade negotiations. He'll be willing to help for the chance of a lift outsystem and a whiff of profit. He will need arming.

Optional Encounter: Vat Brute Quarters.

This area contains 40 pallets. If explorers investigate there are 20 Alien Monstrosities here, further augmented with Systetic Muscle Grafts, Subskin Armour and Drug Injectors (containing 2 doses each of Stimm, Frenzon and Cureall). PCs can either leave or attack. If they attack they gain suprise. If they do nothing the Vat Brutes rouse and attack after 2 rounds with no suprise.

Mandatory Encounter: Hall of Faces.

This room contains some of Crassus' studies and experiments. There are five 'exhibits'; charcters can approach each one.

1) Simulacra. This is the preserved living foetus of a xenos being known as a Simulacra floating in amniotic fluid. All exploeres who view the exhibit should make a challenging perception check. Those who pass see the Simulacra change to resemble themselves (as babies). It causes Fear 2 in those passing their test and a roll on the shock table. Killing it causes an addittional 1d10 Insanity points to all who witness this.

2) Vat Brute. A dead or unconcious Vat Brute lies slumped here. A faint squirming is visible beneath its robes. Any who investigate see a malformed growth, rising from his hip area. It looks a bit like a malformed human foetus or child. Any who donated gametes to the Stryxis note an uncanny resemblence with effects as in 1). Any who take challenging perception (hearing) check can make out the words it's saying: "The reactor Quade, start the reactor Quade". Who or what Quade is, is unknown. If anyone kills it they regain 1 sanity point (frankly it needs to die).

3) A monkey with three asses is caged here. It could valuable to certain ... 'colectors'...

4) A largyeg empty cage ... (or GM horror)

5) An Eldar head. This Guardians head attached to drips and wires is floating in a tank with a large arachnids (spiders) legs melded to its neck. It's all coloured gold. And appears thankfully dead. Suddenly its eyes will flick open! Anyone with Speak Language (Eldar) can make a hard charm test (it's way beyond intimidation) and can find out about the Eldar battle, the Eldars reasons for attacking (the system contains an ancient Maiden World), and the aftermath of the survivors (the Logicians took all their gear including Waygems and Soulstones and took the rest including this one prisoner, that's the last he knows). Unless they provide the head with a Waygem from someewhere if the head dies for any reason (they could take it into a firefight) all within 10 meters of it suffer 1d10 Corruption Points, as 'something' comes to collect its soul. The living head or occupied Soulstone is valuable in itself (including to the Eldar). This Eldar is a member of the Crow Spirits.

Mandatory Encounter: Cell Block H.

There are ten cells in this block, any of which the explorers may open (with a simple button push) manually. It should be noted that the cells are only marked by numbers and the only way of discovering the occupants is to open the doors. Of course, the exploeres could already have opened the cells from the lab, in which case treat each cellmate as a random encounter for the level. If explorerers have left enemies alive in the vicinity they may well open the cells (preferably after the exploreres hjave had a chance to do so), probably dying and triggering the random encounters. The lab is fortified andd remains a haven.

Cell I) 5 Hull Ghasts & 2 Ghillam

II) 4 Mutant Outcasts, 3 Mutant Abobinations and 2 Twist Hulks. These aren't necccesssarilly hostile and mostly just want to escape. They may even help. There's the partly eaten remains of another mutant in the corner.

III) A Tyranid Lictor

IV) Stryxis Merchant. This 'honoured guest' (who made a bad deal) will be happy to accompany any PCs (if they trade for it) and will sell them out at the first opportunity (possibbly opening the other cells).

V) 4 Khadeem

VI) Venus. This attractive woman in rags claims to be a former associate of the Logicians until they caught her trying to steal several valuable data arcs and precious artefacts. Under duress she'll admit to being an Inquisitorial Acolyte doing the same. She'll happily accompany the Explorers for profit, revenge and a chance to further her masters shadowy goals. She'll need arming.

VII) Massive Crimson Stinger Swarm (75 wounds)

VIII) Large Dweller in the Heights

IX) 4 Rak' Gol Marauders, 2 Brood Masters.

X) Da Big Greenie. Big Gobb, Gobb Stompa & Gobb Smasha. If the explorers leave this cell unoppenned, they'll hear a violent banging, the door shaking and rattling on its reinforced hinges. If they leave the area, Gobb 'n Gobb will break out and attack them later. This massive dark green ork has two heads and has obviously been the subject of some twisted experiments. He looks annoyed.

Fail safes. 5 rounds after the first cell is opened a toxic gas will vent forth into the corridor and cells. All present take hard Toughness tests or fall unconcious for 20 - 2 x TB rounds)

I thought of another thing for them to encounter down on the surface - when the Logician leader gets in contact for the reveal, the dialogue will include "I realise you're not a genetek, Marzu, but I'm sure you're familiar with the Square-Cube Law. Around here, we consider that more of a guideline..."

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Logician fun with regenerating mutants, cybernetic implants, grav-plate technology, and growth hormones....

Cool.

Optional Encounter: Crassus at Bay.

the Explorers finally come across Cassus and his bodyguard. He'll attempt to bribe them before combat and will (truthfully) offer trading partner status together with claims to a Promethium mine and technological gewgaws. If combat ensues this former Magos Biologicus is accompanied by 20 Strxis Vat Brutes, 10 Golephi and his Orgyn Bodyguard, the extensively modified two headed Mongo. Crassus will flee if things get sticky.

2 Meretes Star Clippers.

Fast and Agile, these raiders are used for scouting, infiltration and diplomacy. Not intended for combat. If things go awry they might sally forth to summon help (or even if the Explorers appear).

Speed: 15 Manueverability: +48 Crew: Veteran: 60

Detection: + 15 Hull Integrity: 35 Power: 41 (39)

Armour: 13 Morale: 113 Void Shields: 1

Space: 40 (37) Turret Rating: 3

Essential Components: Modified Archeotech Mezoa Theta 7 Drive, Miloslav Warp Engine, Emergency Gellar Field Generator, Castellan Shield, Voidsman Crew Quarters, Anciennt Life Sustainer, Bridge of Antiquity, Auto-Stabilised Logis Targeter.

Supplemental Components: Empyrean Mantle, Cogitator Interlink, Energistic Conversion Matrix, Gyro-Stabilisation Matrix, Warp Antenna, Warp Sextant, Augmented Retro Thhrusters, Gravity Sails, Observation Dome, Runecaster, Micro Defence Laser Grid, Jovian Missile Battery, Pyros Melta Cannon, Crew Improvements, Caged Songbird, Atomics, Turbo Weapon Upgrades, Ostentatious Displays of Wealth, Vaulted Ceilings, Storm Trooper Detachment, Void Abbacus.

Complications: Wrested from a Space Hulk, Skittish.

20 Meretich System Ships:

Cheap and quick to build, these transports were some of the earliest defences errected by the Logicians. Despite several refits, these venerable warhorses are now obsolete and are part of the Auxillia fleet. Used mostly to train crew these have now been stationed in the Commetary Cloud an otherwise vulnerable region, to buy it time should it come under assault.

Speed: 5 Maneuverability: +8 Morale: 103

Detection: +5 Hull Integrity: 16 Power: 36 (34)

Armour: 13 Turret Rating: 3 Crew: Veteran (60)

Void Shields: 1 Space: 25 (25)

Essential Components: Modified Archeotech Jovian Drive, Bridge of Antiquity, Auto Stabilised Logis Targeter, Ancient Life Sustainer, Voidsmen Quarters, Castellan Shield.

Supplemental Components: Gravity Sails, Micro Defence Laer Grid, Dorsal Ryza Plasma Battery, Additional Armour, Augmented Retro Thrusters, Murder-Servitors, Tenebro Maze, Munitorium, Energistic Conversion Matrix, Cogitator Interlink, Prow Plasma Guided Vortex Torpedoes, Fire Suppression System, Hydraphuran Jamming System, Crew Improvements, Atomics, Turbo Weapon Upgrades, Storm Trooper Detachment.

Complications: Ancient and Wise, Turbulent Past.

MDMann said:

Cool.

Optional Encounter: Crassus at Bay.

the Explorers finally come across Cassus and his bodyguard. He'll attempt to bribe them before combat and will (truthfully) offer trading partner status together with claims to a Promethium mine and technological gewgaws. If combat ensues this former Magos Biologicus is accompanied by 20 Strxis Vat Brutes, 10 Golephi and his Orgyn Bodyguard, the extensively modified two headed Mongo. Crassus will flee if things get sticky.

I fear that because they've already informed the Navy & the AdMech about the Logicians, and they have that Inquisitor aboard, any chance of them accepting a trading offer, even if they wanted to, is out of the question. Silly, silly PCs.

I'd still make the offer, just to make them wonder...Besides, they can always smuggle or do low key trades.

The Navy might want to end the Logicians but they're low priority for them (they can't just ignore them however convienient that might be, but theirs aid and then theres AID), they're far more invested in anti piracy, chaos and hostile xenos (particularly the Children of Thornes, Orks and Rak' Gol).

The Ad Mech on the other hand is riven by factionalism, and a few bribes (some of this archeotech) might help them look the other way. Of course this would be a pretty precarious position (as some are very keyed up about the Logicians)...

MDMann said:

I'd still make the offer, just to make them wonder...Besides, they can always smuggle or do low key trades.

The Navy might want to end the Logicians but they're low priority for them (they can't just ignore them however convienient that might be, but theirs aid and then theres AID), they're far more invested in anti piracy, chaos and hostile xenos (particularly the Children of Thornes, Orks and Rak' Gol).

The Ad Mech on the other hand is riven by factionalism, and a few bribes (some of this archeotech) might help them look the other way. Of course this would be a pretty precarious position (as some are very keyed up about the Logicians)...

that's true :D

Celestial Data Fax: Commetary Cloud.

Government Type: Autonomous sub-region, subject to oversight from Hermesia.

Population: 200'000 (approx)

Classification: Pioneer colony/ Frontier region.

Demography/ Geogtraphy: A recent (2 decades) venture of cloud miners, prospecting the the dust and debris in the Oort Cloud beyond the Systems edges. At the utter limits of System Crafts reach (from the Outer Reaches). Largely autonomous and expected to achieve Regional staus over the next 20 to 30 years.

Military: 2 Mereitech Wayfarer Stations and hardy Colonial Militia. Large Station currently under construction (initial stages).

Trade/ Ecconomy/ Addendum: A frontier region beyond the system envelope (and the Lagrange Point of Warp Jumps). Barely reachable and obscure. This area is the site of construction (early stages) of a massive void station and is one of the Logicians Long Term Endevours. Increasing mining and prospecting operations.

This area has 2 points of point defences (recently uprated to 4) Turret Rating and 2 points of small craft (bombers and fighters) against all enemy ships in the area (effectively 9 bomber and 9 fighter sqns). Recently redeployed System Ships operate from the Wayfarer Stations here. This is easilly the least defended (and least profitable) region under the Logicians aegis. A long term colony that's only just getting its feet. More resources could be diverted here as other projects come to fruition.

Celestial Data Fax: Inner Asteroid Belt.

Government Type: Mining Consortia. Sunbject to Regional Capitol of Hermium.

Population: 400'000 (approx)

Classification: Mining/ Void Farming communities.

Demography/ Geography: Void miners in small craft and conglomerates mining the asteroid belt for mineral, ores and ice. Founded predominantly by nobles and conglomerates either native or historically allied to Logician tenets and beliefs.

Military: Assorted small craft and mining rigs operating as a militia, based from asteroid habs. Wayfarer station. Extensive minefields.

Trade/ Ecconomy/ Addendum: Extensive mining operations throughout the belt together with substantial void farming on mined out asteroids.

This Belt seperates the Core System and Outer Reaches (it belongs to the Outer Reaches Region), and has 3 effective points of Turret Rating (now 5), and 3 points of small craft (Bombers and Fighters) acting as a militia (effectively 14 Bomber and 13 Fighter Sqns). Heavilly mined this is the end of the sparsely populated Outer Reaches Region.

Bought and outfitted over they years from destitute or bankrupt merchant concerns (or those found guilty of certain crimes), these ships have been extensively modified by the Logicians for use in war. These vessels make up the second tranche of the auxillary (reserve) fleet.

12 Freya Q Ships

Speed: 4 Manueverability: +0 Crew: Veteran (60)

Detection: +15 Hull Integrity: 38 Power: 41 (41)

Armour: 16 (18 in front) Turret Rating: 3 Void Shields: 1

Space: 45 (43) Morale: 102

Essential Components: Miloslav Warp Engine, Emergency Gellar Field, Castellan Shield, Clan-Kin Quarters, Modified Ancient Mezoa Theta 7 drive, Ancient Life Sustainers, Bridge of Antiquity, Auto-Stabilised Logis Targeter.

Supplemental Components: Empyrean Mantle, Cogitator Interlink, Gyro-Stabilisation Matrix, Reinforced Prow, Dorsal Pyros Melta Cannon, Hold Landing Bay, Fire Suppression System, Excess Void Armour, Prow Plasma Accelerated Torpedo Tubes, Augmented Retro-Thrusters, Interior Bulkheads, Armour Plating, Tenebro-Maze, Munitorium, Murder Servitors, Micro Defence Laser Grid, Caged Songbird, Atomics, Crew Improvements, Turbo Weapon Upgrades, Ostentatious Displays of Wealth, Storm Trooper Detachment, Void Abbacus.

Complications: Wolf in Sheeps Clothing, Martial Hubis.

Wallowing and ungainly these vesssels appear as Merchantmen using a variety of converted hulls. Hiding amoungst convoys or out as bait these ships are packed with men and heavy weapons. Typically it shows as having regular holds, no internal defences and regular armour. In short it looks a fat rich target...

Regional Data Fax: Outer Reaches

Population: 10 million (approx)

Classification/ Designation: Void Mining

Capitol: Hermes

Geography/ Demography: A sparsely populated autonomus region concerned mainly with miming and defence, this region lies between (and includes) the systems two asteroid belts. It contains only one Planetoid, small dense Hermes, which is marked for further expansion and exploitation. Other items of note are the stations orbiting Hermes and the Outer Belt. This area currently administers the semi-autonomous zone of the Commetary (Oort) Cloud, filled with ice miners. The regions defence flotilla consists of the Light Cruiser Iris and her 4 Destroyer escorts. This has recently been supplemented with and second Cruiser Sqn (Osiris) and her escorts. The regions point defences have been considereably augmented and the already extensive minefields extended.

I gave Ian the option to put together a few ships for the second fleet. He's threatening to include Nova Cannon. Any suggestions as to how the Logicians could cope with a weapon of such range?

Yes. The Logical response. Thevy've faced Orks and taken the ide as behind a Roc to their Logical conclusion and made a Logical Bulwark. It's not finished (they're still working on it) but it is operational...

The Bulwark, Meretes Pattern (Mobile Space Station):

Speed: 2 Maneuverability: -10 Population: 130

Detection: +20 Hull Integrity: 206 Crew: Elite (70)

Void Shields: 3 Turret Rating: 7 Armour: 27

Space: - Power: -

Essential Components: Station Genatorium, Triple Castellation Shield Array, Ancient Life Sustainer, Flight Command Bridge, Auto-Stabilised Logis Targeter.

Supplemental Components: Port, Starboard, Fore & Aft Ryza Plasma Battery Broadsides; Fore & Aft Jovian Nova Cannon; 4 Naval Living Decks, Multiple Hab Levels, Shuttle Bays (Strength 4); Dock Complex and Drydock Facilities; Smeltery Facility; Reasearch Labs; 2 Barracks; Augmented Retro Thrusters; Tenebro-Maze; Murder-Servitors; Teleportarium; Micro-Defence Laser Grid; Armour Plating; Hydraphhuran Jamming System; 8 Plasma Accelerated Guided Plasma Torpedoes (1/2 Vortex, 1/2 Virus) Tubes; Flak Turrets; Field Bracing; Fire Suppression Systems; Medicae Deck; Pilot Vhambers; Small Craft Repair Deck; Cogitator Interlink; Munitorium; Observation Dome; Empyrean Mantle; Gyro-Stabilisation Matrix; Port & Starboard Hecutor Pattern Plasma Broadsides; Keel Godsbane Lance Battery; Manufactorum; Lux Net; Melodium; 'Storm' Drop Pod Launch Bays; Arboretum; Brig; Compartmentalised Cargo Hold; Extended Supply Vaults; Librarium Vaults; Trophy Room; Ghost Field; Excess Void Armour; Vaulted Ceilings; Turbo-Weapon Battery Upgrades; Atomics; Crew Improvements; Storm Trooper Brigade; Ostentatious Displays of Wealth.

Complications: Planet-Bound for Milenia; Resolute; Death Cult (Ashen Tear). This station follows all the special rules for the Bulwark and is capable of docking ships of Cruiser size and smaller.

The Logicians have recently seen Warsphere's (they've even hired one) and have heard of Craftworlds and o are altering the plans of this space station to take advantage of developments as they occur.

In combat this newly operational (they've been building upon it for over a century) Void Station usually hides amoungst the Moons of the Primary Planetary Body (it displaces the symetry but is very difficult to identify if you're even aware it could be there). It may have moved amoungst one of the asteroid belts, where it's out of place but is only hard to identify. When active it will go on silient running to position itself for that first crucial critical strike (with holo fields). It will target heavy dangerous craft first, particulraly if they're concentrated with its Nova Cannon. The Logicians would like to cripple enemy Capitol Ships (Battle Cruisers and up) and a Warsphere for plunder if possible. It should be accompanied by 3 Shrike raiders at all times.

8 Carrack Class Fire Ships.

Speed: 10 Maneuiverability: +25 Crew: Servitor (50)

Detection: +15 Hull Integrity: 45 Power: 50 (50)

Armour: 15 (17) Turret Rating: 3

Space 41 (41) Morale: -

Essential Components: Modified Ancient Mezoa Theta 7 Drive, Miloslav Warp Engine, Emegency Gellar Field, Castellan Shield, Clemency Pattern Life Sustainer, Bridge of Antiquity, Auto-Stabilised Logis Targeter

Supplemental Components: 2 x Dorsal Ryza Plasma Batteries, Field Bracing, Auxillary Plasma Banks, Reinforced Prow, Cogitator Interlink, Enegistic Conversion Matrix, Augmented Retro-Thrusters, Munitorium, Micro-Defence Laser Grid, 3 x Gravity Sails, Crew Improvements, Atomics, Turbo-Weapon Battery Upgrades.

Complications: Wrothful, Finances in Arrears

Bought from merchant factors in financial difficulty these ships have been loaded past safe levels with additional power cuplets. Designed to charge straight at high concentrations of ships and overload their reactors, these ships are part of the Auxiliary fleet and filled with dedicated volunteer crews (who abbandon ship at the last possible moment). Unsubtle these vessels are quick to produce but expensive, doing crippling damage to their foes, especially when constrained by minesfields or torpedoe salvoes, charging straight at them all guns blazing before exploding in a pyrotechnic display.

Special Rule: Critical Overload! When these ships successfuly ram an opposing vessel they automatically cause a fire! critical before suffereing a plasma drive explosion as detailed on page 222 of the Rogue Trader rulebook.

Meretes Viper Scout Sloop

Speed: 15 Maneuverability: + 51 Power: 48 (39)

Detection: +30 Hull Integrity: 25 Crew: Veteran (60)

Armour: 15 Turret Rating: 3 Void Shields: 1

Space: 29 (29) Morale: 100

Esssential Components: Miloslav Warp Engine, Emegency Gellar Field, Pressed Crew Quarters, Bridge of Antiquity, Modified Lathe 'Spint' Drive, Castellan Shield, Ancient Life Sustainer, Auto-Stabilised Logis Targeter.

Supplemental Components: Energistic Conversion Matrix, Cogitator Interlink, Gyro-Stabilisation Matrix, Augmented Retro-Thrusters, Gravity Sails, Dorsal Jovian Missile Battery, Micro-Defence Laser Grid, Empyrean Mantle, Hydraphuran Jamming System, Runecaset, Warp Sextant, Crew Improvements, Attomics, Turbo-Battery Weapon Upgrades, Ostentatious Displays of Wealth, Storm Trooper Detachment, Caged Songbird, Void Abbacus.

Complications: Blasphemous Tendencies, Wrested From a Space Hulk.

A fast scout ship used for diplomacy and recconaisance, this vessel avoids combat wherever possible.

If your group is looking for some 'key personnel' or allies there are quite a few places they could turn to for help, particularly void based assets. They essentially fall in to two camps, the Imperial and the Xenos. This is in addittion to any personal forces the explorers can raise. They may even all work together if your RT is canny or lucky.

Imperial interests:

Imperial Navy: Perhaps the easiest faction to enlist the aid of, and also the hardest. The IN will help if merely asked as it is duty bound too, although the conflict doesn't meet its goals, ties up valuable resources and is contrary to its long-term aims. They'll certainly retreat from combat if they can credibly justify it, hoping to preserve their strength, though they also work well as a group and have a proffessional pride to uphold. They provide: The Hand of Redemption (Captain Keel commanding the Cruiser Sqn - posted tempory Commodore); the Aegis; Sirius; Gethsemane 2 Sword Frigates (Triumph of St. Drusus Sqn). If players are particularly convincing the Navy may add the Sabre (Firestorm) and 2 Cobra Destroyers.

Adeptus Mechanicus: The Explorator Fleets are reeling and wary, but dactional politics demands their considerable help and investment. They'll provide 3 Secotor; 3 Lathe and 4 Firestorm, all they can spare after prevoius debacles.

Adeptus Arbites: Whilst they'd support the exploreres goals, the Abites are bound by jurisdiction not to interfere and are unable to aid this endevour presently.

Ministorum: No fleet assets of their own but happy to supply considerable bodies of Frateris Militia and a Commandery of Adepta Soritas. May provide financial backing, all they require is victory.

Adeptus Astartes: Very difficult to obtain, but if explorers have good reputations with the Astartes, Deathwatch or Ordo Xenos they may be able to obtain one Firestorm with 3 squads of Astartes (from mixed chapters). 2 Tactical and 1 Veteran Assault squad.

Rogue Traders: Essentially dependent on the explorers contacts although Lord Admiral Basstille or Lady Sun Lee may be interested as this appeals to their warlike natures, or Jerehmiah Blitz the inveterate gambler. If Winterscale is made aware of Aspce Chorda's interests within the system he'll dispatch 3 Lunar Cruisers to help (with those interests as their primary target). All RTs will follow their own interests above all else.

Xenos Faction:

Craftworld Kaelor: These Eldar may approch the explorers as thier best hope of recovering Ju Xiu. They may even turn up uninvited. Canny and devious they'll lead the Eldar Host. using mutual support they'll retreat if they start taking heavy casualties though they'll fight intelligently to minimise these. Providing: Night Dragon, 2 Nova Dragon, Star Dragon, 2 Wraithships, 6 Shadowhunters.

Twighlight Swords: These Eldar will join Kaelor if explorers can gain their aid, joining the Host, acting as fast strike and recconaisance teams. Memory of Lament, 4 Hellebore, 5 Hemlock, 4 Nightshade, 2 Aurora.

Crow Spirits: These vessels will appear regardless of the explorers actions, ignoring all hails. Unless the explorers are allready allied to the other Eldar factions they'll attack the Imperial Vessels as opportunity presents. They'll join the Host, making a point of attacking the Chidren of Thorns. Sword of Elissar, Star Dragon, Eclipse, 2 Shadows, 4 Hellebore, 2 Nighshade.

Kroot: 1 Warsphere should be available for the exploreres to hire (though they don't have to). They won't fight other Kroot.

Orks: A clan of Blood Axes can be hired. This will be unpopular with all other factions. If not hired, they'll turn up anyway for Da Big Scrap and fight all comers. Deathburna, 2 Savages, 4 Ravagers, 6 Brutes, Kill Kroozer, Terror Ship.

You may think this all a bit overkill, it's not. Explorers beware it might not be enough...

I don't know how far your are with the payers in that campaning. But to anoy your Explorers even more if by chance they infiltrate the planet fortress of the logicians they could be attacked not by servitors, regular military troops but by Squadrons of Servo Skuls with Melta Bombs or other explosives atachet to them. Quite horryfing enemy in small places or tunnels. And yes they are numerous. It is just an idea if you use, it's up to you.

Norticus Noctum said:

I don't know how far your are with the players in that campaign. But to anoy your Explorers even more if by chance they infiltrate the planet fortress of the logicians they could be attacked not by servitors, regular military troops but by Squadrons of Servo Skuls with Melta Bombs or other explosives attached to them. Quite horrifying enemy in small places or tunnels. And yes they are numerous. It is just an idea if you use, it's up to you.

thanks :)

MDMann said:

Imperial Navy: Perhaps the easiest faction to enlist the aid of, and also the hardest. The IN will help if merely asked as it is duty bound too, although the conflict doesn't meet its goals, ties up valuable resources and is contrary to its long-term aims.

And that's going to be a problem - after all, if Battlefleet Koronus *withdraw* support from a world of 3 billion humans, they're unlikely to be overly bothered by one small planet of Logicians, especially now the Reclamator has been trashed.

MDMann said:

Adeptus Mechanicus: The Explorator Fleets are reeling and wary, but dactional politics demands their considerable help and investment. They'll provide 3 Secotor; 3 Lathe and 4 Firestorm, all they can spare after previous debacles.

*nods* They'll certainly throw in more ships, and considerable ground troops. Of course, the Logicians have predicted this.

MDMann said:

Ministorum: No fleet assets of their own but happy to supply considerable bodies of Frateris Militia and a Commandery of Adepta Soritas. May provide financial backing, all they require is victory.

Given the Rose Tattoo was supposed to be delivring a cargo of missionaries to Zayth before the explorers got distracted with this little war, the PCs have some apologies to make first.

MDMann said:

Adeptus Astartes: Very difficult to obtain, but if explorers have good reputations with the Astartes, Deathwatch or Ordo Xenos they may be able to obtain one Firestorm with 3 squads of Astartes (from mixed chapters). 2 Tactical and 1 Veteran Assault squad.

Rogue Traders: Essentially dependent on the explorers contacts although Lord Admiral Basstille or Lady Sun Lee may be interested as this appeals to their warlike natures, or Jerehmiah Blitz the inveterate gambler. If Winterscale is made aware of Aspce Chorda's interests within the system he'll dispatch 3 Lunar Cruisers to help (with those interests as their primary target). All RTs will follow their own interests above all else.

'Very Difficult' is an understatement. And Marzu would have to pray that the Astartes don't find out about that relic in his private lab. Hiding it from the Inquisitor they picked up is going to be hard enough.

Re: other RTs - the only two they've even talked to are Harlvesk ( friendly, but annoyed that it's taken them so long to return his borrowed Navigator) and Maximillian dePledge, who would be delighted to profit from this war, perhaps by shipping in supplies, but is unwilling to risk his own vessel in a minor squabble like this.

And the PCs are currently owed a favour by Chorda - which makes Winterscale's actions unpredictable

Re: Xenos - Eldar are possible. Kroot certainly. And of course the Stryxis have been gleefully profiteering. And Orks showing up is a real possibility, and will give an opportunity to re-introduce Kaptin Buzzkill.