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  1. - Top - End - #91
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    Default Re: Arbites Strike Team (DH1) IC

    Quote Originally Posted by Janwin View Post
    "Who gives you your orders? Particularly, those to leave your post and those to alert you of possible Arbites impersonators?"
    Duty rosters and day-to-day assignments are issued by Captain Brant, sir.

  2. - Top - End - #92
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    Default Re: Arbites Strike Team (DH1) IC

    Phil Vega is briefly surprised that they managed to handle this without a firefight, and moves to join the ones at the fore.

  3. - Top - End - #93
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    OrcBarbarianGuy

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    Default Re: Arbites Strike Team (DH1) IC

    Penny popped out from the shadows where she was hiding and strode confidentlyish towards the security patrol. She certainly wasn't keeping close to anything she could dive behind as cover, that was just a coincidence. Since nobody shot at her by the time she stood in front of the patrol, she flashed her arbites badge and said, "Pensacola 43b, Arbites-Mechanicus liaison. Fine work, lads. Now, keep in mind, they wouldn't send us out here for a couple of traffic tickets, yeah? Maybe there's nothing going on and this is just a waste of everybody's time. But maybe not and there'll be some big changes around here. A chance for promotions and pay raises for those that play ball with the Arbites, yeah? So why dontcha get on that vox of yours and tell them that it's a false alarm. Maybe just some warp-spiders chewing on the wires or summat."

  4. - Top - End - #94
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    Default Re: Arbites Strike Team (DH1) IC

    The captain grabs the mouthpiece from their APC, and makes the call:

    Control, this is unit 4-1 detailed to the Shaft 51 entry. False alarm - we triggered this one ourselves, sorry. It was the new kid. He went to get donuts, but turned left instead of right, towards the shaft rather than away from it.

    From the other side of the vehicle, you hear someone mutter 'hey!'

    Yea, we were always dumb recruits at one point. We'll keep our eyes peeled, Control.

    He hangs the radio back up, and turns back to you.

    You're going into the shaft next? You'll need a flier. There are some pods down by the entry, but those ... well, see, I think there's something down there, and the pods are just utility skimmers, they don't offer a lot of protection. But you'll need some mode of transportation, because the 51 is ... like, real deep. Runs for miles it does.

  5. - Top - End - #95
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    Default Re: Arbites Strike Team (DH1) IC

    Priest Dan De'Lion

    De'Lion waves the other guards to come talk with him. As they approach, he asks, "Blessed guardians of this facility, you hear more here than we have. What rumors have you heard concerning this shaft, designated 51?"
    Last edited by LairdMaon; 2020-04-21 at 04:27 AM.

  6. - Top - End - #96
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    Default Re: Arbites Strike Team (DH1) IC

    Well ... I'm not sure what to tell you. I haven't heard any rumors, but I've made observations. Every once in a while, a medicae transport will carry someone in there. Not sure why. I have a theory, though. I think maybe they've found some sort of monster down that shaft, and they feed it people. You know - sane, like. People already all but dead, kept alive by just the machines. Right? It's propably never going to go on the Corporate brochure front page, but if it keeps the rest of us safe, yea?

    Oh, and there's a special branch of corporate security - they've inventionally called them Special Branch - who are the only ones in or out.

    Not much else I can tell you.

  7. - Top - End - #97
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    Default Re: Arbites Strike Team (DH1) IC

    Plex

    Trooper Plex nods to the lead guard. "These special security forces, are they in your command chain? Who do they report to?". At the description of people being fed to something his eyes narrow, a fleeting thought with the similarity of the necessary and glorious sacrifice of the 10 thousands souls per day to keep the most glorious Emperor of Mankind alive. But this, this was not like, this was a cruel mockery of that and could not be tolerated.

    He looks at the man, "Please escort us to the entrance to the shaft and help us procure a skimmer?"
    Thanks to Emperor Ing for the nice Avatar

  8. - Top - End - #98
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    Default Re: Arbites Strike Team (DH1) IC

    The Special Branch do not take orders from anyone I know of. I'm sure there's someone - but ... just not anyone I've ever met. The Board?

    I don't know about a skimmer. I know some of our patrol vehicles come equipped with a .. um .. an 'adequate' antigrav engine, for just this sort of purpose. But otherwise, I don't have access to anything, and most of our gear is like this baby,
    he pats the APC on it's flank, your average, run-of-the-mill promethium guzzler. They're not bad, and they have a heavy mount - but they don't fly none.

    Spoiler: OOC
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    As you may recall - you have the type of patrol vehicle which flies. Sedately.

    There is no doubt that real skimmers exist on the colony. But you're not sure where to find them. However, you'd be in your good rights to requisition one.

  9. - Top - End - #99
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    RangerGuy

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    Default Re: Arbites Strike Team (DH1) IC

    "We can utilize our patrol craft if we can get it in here discretely. No use sending a broadcast indicating a false alarm if numerous eyes can then witness an Arbites craft come into the tunnel."

    She then turns to the Captain, "What sort of equipment do the forces of the Special Branch carry?"

  10. - Top - End - #100
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    Default Re: Arbites Strike Team (DH1) IC

    Quote Originally Posted by Janwin View Post
    "We can utilize our patrol craft if we can get it in here discretely. No use sending a broadcast indicating a false alarm if numerous eyes can then witness an Arbites craft come into the tunnel."

    She then turns to the Captain, "What sort of equipment do the forces of the Special Branch carry?"
    We can get your transport past the alarms and so on, no problem - you just get it, we'll reroute security for the time it takes you to pass.

    The Special Branch .. well to be totally honest, I'm not sure what their gear is. Carapace armor, like yours I guess. Some sort of fancy looking las carbines. They're not really approachable, and they don't let us play with their toys.

  11. - Top - End - #101
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    Default Re: Arbites Strike Team (DH1) IC

    "Well, I reckon that's interestin' theory. Of course, feeding workers to xeno monstrosities is illegal unless they've got a permit, and we din't see one on file. So it ain't been cleared, like. If it's just a matter of missing paperwork, that's fine, but we gotta check it out. Here, let's go get our car and we'll check it out."

  12. - Top - End - #102
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    Default Re: Arbites Strike Team (DH1) IC

    "This Special Branch - do they have any set schedule? Any specific times or places we would be likely to find them?" Jarn's gears are turning and he's contemplating if it would be worth it to get them to show up here for...advanced interrogation.
    Once you go blue, nothing else will do. Once you go Quarian...someone will die.

  13. - Top - End - #103
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    Default Re: Arbites Strike Team (DH1) IC

    As far as I can tell, there's no system to it. Could be two a week, then nothing for a month.

    You just drive on in - we'll handle the alarms.

  14. - Top - End - #104
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    Default Re: Arbites Strike Team (DH1) IC

    Priest Dan De'Lion

    "Just a thought from a man woefully lacking in tactical training, what if one of us intentionally triggered some alarm designed to draw out this special branch. They arrive to investigate, discover whoever set off the alarm, and descend upon that person, only to discover that they are then surrounded by an Adeptus Arbites task force and Throne-loyal guardsmen?" The priest adjusts his armor, "I humbly volunteer myself as the bait."

  15. - Top - End - #105
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    Default Re: Arbites Strike Team (DH1) IC

    "Why don't we find out what they're guilty of first? You know the judge likes evidence first, then execution, then trial."

  16. - Top - End - #106
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    Default Re: Arbites Strike Team (DH1) IC

    Plex

    Plex looks at the his allies, "Not good that lack of chain of command. We should press on with all haste. If we trigger the alarms these fine fellows can cancel them." He looks at the APC, "Can you fellows give us a ride back to our skimmer to let us fly down this shaft witout gravity plating. I hate zero-gee"
    Thanks to Emperor Ing for the nice Avatar

  17. - Top - End - #107
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    Default Re: Arbites Strike Team (DH1) IC

    It's the work of a few moments to drive to where your patrol vehicle is parked, and back to the entry to Shaft 51.

    Large steel gates - essentially a very large airlock - open to reveal a massive chamber, with the actual mining shaft leading off at an odd angle. This is where, at some point in the past, a drilling crawler was assembled, and begun the tast of carving out the mining shaft. In principle, that crawler may still be down there somewhere.

    The chamber is zero g, but not entirely so. Confusingly, various surfaces on the walls of the chamber have been fitted with grav plates. In other words, there are storage areas full of crates, materials, supplies, tools and so on - on the walls and ceilings, as well as immediately inside the gates, where a number of mining pods are stored. There are charge stations for 12 pods, but only 10 are present. Each pod would accomodate 6 men.

    The shaft dwindles into the distance - you cannot see the end of it, it must be miles deep.

    Spoiler: OOC
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    I hope the room is adequately described. It's of no particular shape - blobish - with an entry at the airlock gates, and the shaft leading off. The random angle is because the colony is oriented towards the surface of the asteroid, while the shaft goes off lenghtwise through the asteroid at it's longest point. I hope that makes sense.

    The shaft is easily large enough to roll a baneblade tank down - in other words, the mining crawler that made it is a very, very large piece of equipment. It is lit (the shaft, not the crawler) at intervals. Not well lit, the pods have flood lights for when good lighting is needed. There's air here, but not high quality. The airlocks are there in case of loss of atmosphere, obviously.

    Ask, if clarification is needed =)

  18. - Top - End - #108
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    OrcBarbarianGuy

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    Default Re: Arbites Strike Team (DH1) IC

    "Well, I suppose we ain't here for the sheer industrial archaeology of it all. Although it is interesting. Know a few lads who are real keen on heavy mining equipment.
    Suppose we could send a few pictures back if we see a real antique tunneler. Who wants to drive? I call las carbine!
    "

  19. - Top - End - #109
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    Default Re: Arbites Strike Team (DH1) IC

    Plex

    Plex looks down the massive shaft with a look of apprehension. He pauses to don his helment and scans the area carefully before nodding to the others. "Best be getting on with it. Throne be praised lets hope we don't fall." He nudges the controls on the skimmer and begins to take them into the massive yawning shaft in the asteroid.

    He looks back at the psyker with them, "Will you keep yourself aware of our surroundings. If you feel any witchcraft sing uot."
    Thanks to Emperor Ing for the nice Avatar

  20. - Top - End - #110
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    Default Re: Arbites Strike Team (DH1) IC

    There is something truly frightening about flying down the huge, dark, empty and silent tunnel. Here and there, smaller side tunnels branch off, where promising veins have been mined. At each of these, there is a small construction - like a shed - bolted to the tunnel wall, presumably for storage purposes. The crawler does, after all, only really travel on way.

    You stop and run the auxspex at each of these side tunnels. All are silent, and seem to have been so for a long, long time. You don't know when this asteroid was first mined, but it has to have been in the ancient past some time. The Imperium is old.

    As you progress down the tunnel, every once in a while, there is a tiny blip on the auspex. It's so weak a signal, at first you take it to be nothing - some type of background radiation, echo, ghost signal, something. But as you go deeper, it get's more frequent. You try to analyse the data, but filter it in various ways, but you get nothing. Sometimes there's a hint of movement, sometimes a hint of heat signature, but nothing definitive.

    You fly on. The patrol vehicle flies at a sedate 40km pr hour.

    Spoiler: OOC
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    I'd like a roll of Tech Use from whoever is manning the Auspex, and Perception from everyone else.

  21. - Top - End - #111
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    Default Re: Arbites Strike Team (DH1) IC

    Phil Vega
    Of course. and Phil goes back to monitoring the Immaterium.
    Spoiler: OOC
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    Psycognicience (1d100)[29] (Base 41)

  22. - Top - End - #112
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    OrcBarbarianGuy

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    Default Re: Arbites Strike Team (DH1) IC

    Penny pulls out the auspex controls and starts fiddling with the knobs. Adjust the frequency, enhance. Enhance. Reset the limiter. Omnissiah-damned piece of junk. She hit the blessed reset switch. And again. "Cheap piece of junk. Can't cut through the interference. But maybe we can pick up some muzak."

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    (1d100)[62] v. 51
    Last edited by dojango; 2020-04-29 at 09:20 PM.

  23. - Top - End - #113
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    RangerGuy

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    Default Re: Arbites Strike Team (DH1) IC

    While Penny utilizes the auspex built in to their patrolcraft, Fenria manipulates the Auspex built into her cyber-mastiff.

    Spoiler: OOC
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    Fenria: Tech Use (1d100)[79] vs TN 55
    Rex: Perception (1d100)[27] vs TN 55 (Dark Sight)

  24. - Top - End - #114
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    Default Re: Arbites Strike Team (DH1) IC

    Through valiant effort and determination, Penny eventually picks up some muzak. It's tinny and distorted, coming through God-Emperer only knows how many kilometers of rock. It sounds like an executive elevator, propably one of the posh spires topside.

    Meanwhile, Rex starts barking - or the mechanical equivalent, a burst of static somewhat reminiscent of barking.

    Spoiler: OOC
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    You may as well roll initiative. Anyone who manages to roll a succesful Perception check get's to react ... well, faster.

  25. - Top - End - #115
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    Default Re: Arbites Strike Team (DH1) IC

    Plex

    Plex sitting aboard the skimmer eyes the passageways with a worrying look, feeling reassured by the heavy plates of the carapace armour and the weight of the arbite badge on his chest and the massive shotgun cradled on his lap. As the asupex picks ip some music he grunts in wry amusment, a wry "Going down" whispered under his breath as he continues to scan for danger.

    Spoiler: OOC
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    Awareness (1d100)[25] TN 28
    Initaitive (1d10+4)[14]

    Thanks to Emperor Ing for the nice Avatar

  26. - Top - End - #116
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    Default Re: Arbites Strike Team (DH1) IC

    Priest Dan De'Lion

    Dan gazes out the windows of the machine they all travel in. Who ever would have thought that the young holy man could have seen such sights? If only his Bishop could see how far he'd traveled! Nevermind that Dan had broken the Bishop's left leg before the Arbites could land their shotgun shells in his torso. Ah well, follow the God-Emperor and lead a blessed life. Betray him and have everything you lived for destroyed and die under a hail of buckshot.

    Spoiler: ooc
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    Perception, TN34
    (1d100)[25]

    Initiative
    (1d10+3)[4]

  27. - Top - End - #117
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    OrcBarbarianGuy

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    Default Re: Arbites Strike Team (DH1) IC

    Once she finds the muzak, Penny sighs and stares out the skimmer window, idly looking for anything unusual. Perhaps some unused mining equipment... or maybe some explosives! Penny's been hoping to get a chance to tinker with those...

    Spoiler
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    (1d100)[74] v. 31, (1d10+3)[4] for initiative.

  28. - Top - End - #118
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    Default Re: Arbites Strike Team (DH1) IC

    Phil Vega mumbles prayers to the emperor unconsciously as he scans the ethereum

    Spoiler: OOC
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    Awareness (1d100)[44] Base 41

    Initiative: (1d10+3)[8]
    Last edited by Novabomb; 2020-05-01 at 07:11 PM.

  29. - Top - End - #119
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    Default Re: Arbites Strike Team (DH1) IC

    It's so fast, you have only the barest sliver of a moment to react.

    One moment everything is cool, there is no danger, you're coasting along peacefully and it might almost as well be a summer afternoon on a pleasant garden world. Well, maybe not quite that.

    The nest, the walls of the tunnel come alive. Where seconds ago there was nothing, you suddenly see sleek, black bodies - vaguely humanoid, four limbs tipped by razor steel scythes. They cling effortlessly to the walls as they charge up to speed, then leap at your flimsy patrol vehicle.

    They appear to have no ranged ability, but their scythe-like claws easily penetrate the thin armor, and with great determination, they set about working their way to the soft, vulnerable bodies within.

    Spoiler: OOC
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    It's like they break stealth or something - like they have camouflage skin, and some ability to hide or even stop their biosigns from the auspex.

    As you see them up close, there is some vestige of twisted humanity to them - their faces seem a tortured, broken mockery of humans, their bodies .. well, they are double-jointed, walking as easily up-side-down as right side up. They've been made quarupeds, but their belly buttons are distinctly human.

    Combat works like this: There is no surprise round - but if you rolled less than:

    Initiative: (1d10+5)[11]

    You go last.

    If you failed the perception test, you get a -20 on attack rolls, as you have but a 10th of a second to aim.

    They are point blank - or even melee range if you like.

    Their main target is the vehicle (for now), and they carve through it like wet paper.

  30. - Top - End - #120
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    Default Re: Arbites Strike Team (DH1) IC

    Go Plex!! Only one to roll decent initiative.

    I forgot to mention in my post: You see 6 of them.

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