fitzgerald
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Jump #13 Part 2
Darklight Broken: NO
Age: 22
Gender: Male
Companion: Necron Tomb Spyder
Companion Upgrades: 100 Necron Warriors, Deathmark
The World
Atmosphere: Terraformable -1,
Terrain: Mountainous -1
Flora and Fauna: Bad Batch File +2
Special Resources: Geocore -2, Corpsegrinder -1
Native Life: Hostile Natives (Tarellians) +3
0 TP total.
Skills & Abilities
Catastrophe Recovery (-200), Civilian Infrastructure (-100), Pollution Standards (-200), Military Modernization (-300), Wards and Abjurements (-200), Military Modernization (-300), Armor of Contempt (-300)
Complications: Ork Warparty! +600
After the grinding wars to free the Light of Terra alongside Drakensis we've finally succeeded and have left the Warp at the automated repair station! There both Erica and Grace rejoin me as I shudder in relief, before falling asleep for well over a day.
Soon work begins transforming the world below into an habitable worksite. Full of mountainous terrain, poor air and no life beyond algae the ancient technology present however make it more than livable. With plenty of power and edible rations from the corpsegrinder a massive amount of work begins to recover resources and colonize the place. Endless streams of resources will be needed to repair the Light of Terra.
Four long years of struggling pay off in the end when the colony begins running smoothly, all the snags and snarls worn out of it. Enough so that I can take the chance to explore additional oppurtunties! (nat 100 rolled, 2 DLC are go and will be followed up)
By year eight however a surprise Ork Warparty arrives with a Slooop, literally they just appeared thanks to Teleporta's, and promptly disappeared into the muck and valleys of the world. Digging them out over years 9 and ten were bloody, long difficult work that had surprise attacks by the native Tarellians. The natives were pacified (and pulverized) in short order.
In the end thought the implacable nature of Necron warriors (and their sheer resistance to permanent destruction wiped the Orks out.
Light of Terra DLCs
The Heathen Trail
Merchant Men: Litany of Litanies, Lapsed Pacifist
Pre-emptive Retaliation: Sword Class Frigate
New Companions: Choir of Righteous Fury
~ Celestian Arlissa Val'Rayan
~ Hospitaler Initiate Lina
~ Dialogous Initiate Fla
~ Famulous intiate Cierra
Perks: Warp Tamer (-150), Free Runner (-150) Masques Grace (-200), Binary Chatter (-100)
Gear: Mandrakeskin Cloak
Light of Terra Upgrades: Automated Repair System (-400), Sensor Spine (-500)
Complications: Skirmish with the Hollow Men +400, Background Screech +300, Sensor Ghosts +200, Decay the Second World +600
~ This trip has been hellish, not from the residents of this forsaken place but from the Heathen Star itself. Sensor ghosts haunt the scopes of the PR, and everybody on board is on edge from the background hum.
Even now sleep has been abandoned, replaced by either medicated unconsciousness or untiring work just to continue on with our efforts at salvaging parts.
The only good news there is that we've not recovered an Automated repair system but a sensor spine as well. With the holds full and the men near breaking I order a retreat from the Heathen Star much to every-bodies relief.
Speaking of the Sisters of Battle are still somewhat leery of my Tomb Spyder Companion, but other than that I'm now learning why harem antics are hilarious to those on the outside and dreaded by those inside.
Lords of the Iron Line
Perks: Harlequins Dance, Luck of the Damned, Wall of Steel, Air of Authority Wall Run (-1000)
Clan: McSweeny
Doom Train: Colossus (6 Ord, 1d6+1, 34 Crew, Scout Gyrocopter), Engine, Void Shield Array (armor 4), Supply Trailer x 5 (20 supplies), Crew Quarters, Hearthlord Plasma Beam (Ord 3, 1d6), Robot C&C (1d3 damage for 2 Supplies) Comm Array
Trip: 24 - Grots in the Ducts , 65 Running out of Brew (-4 crew), 14 ~ Feral Nomads (Wiped out Tribe, no loses), 13 ~Inbound Flight (+3 Supplies), 56 Diease Outbreak (-3 Crew), 42 Skin Taker (-1 Crew), 66 Lost Hold (6 Conversion Field), 32 Freebootaz (6 Gained Freebootaz) Emergency Resupply (+6 Supply)
Supplies: 20-8 +9= 21
~ Note to self never sign contracts without having Erica go through them first, the Squats pulled a fast one on me!
After a fairly boring journey with only a few hiccups and a few nice surprises I got very lucky when we ran into a lost hold of supplies picking up a Conversion Field for the Light of Terra!
Score.
An unusual encounter with orks later and we arrived to great fan fair. Oh and an Imperial Titan.
The Mask of Tiburón de la tierra
.... words can't describe that experience. Well except for the words Luchadore capable of suplexing an Imperial Titan.
I've acquired an Ironhammer Array to guard the Aft of the Light of Terra.
Darklight Broken: NO
Age: 22
Gender: Male
Companion: Necron Tomb Spyder
Companion Upgrades: 100 Necron Warriors, Deathmark
The World
Atmosphere: Terraformable -1,
Terrain: Mountainous -1
Flora and Fauna: Bad Batch File +2
Special Resources: Geocore -2, Corpsegrinder -1
Native Life: Hostile Natives (Tarellians) +3
0 TP total.
Skills & Abilities
Catastrophe Recovery (-200), Civilian Infrastructure (-100), Pollution Standards (-200), Military Modernization (-300), Wards and Abjurements (-200), Military Modernization (-300), Armor of Contempt (-300)
Complications: Ork Warparty! +600
After the grinding wars to free the Light of Terra alongside Drakensis we've finally succeeded and have left the Warp at the automated repair station! There both Erica and Grace rejoin me as I shudder in relief, before falling asleep for well over a day.
Soon work begins transforming the world below into an habitable worksite. Full of mountainous terrain, poor air and no life beyond algae the ancient technology present however make it more than livable. With plenty of power and edible rations from the corpsegrinder a massive amount of work begins to recover resources and colonize the place. Endless streams of resources will be needed to repair the Light of Terra.
Four long years of struggling pay off in the end when the colony begins running smoothly, all the snags and snarls worn out of it. Enough so that I can take the chance to explore additional oppurtunties! (nat 100 rolled, 2 DLC are go and will be followed up)
By year eight however a surprise Ork Warparty arrives with a Slooop, literally they just appeared thanks to Teleporta's, and promptly disappeared into the muck and valleys of the world. Digging them out over years 9 and ten were bloody, long difficult work that had surprise attacks by the native Tarellians. The natives were pacified (and pulverized) in short order.
In the end thought the implacable nature of Necron warriors (and their sheer resistance to permanent destruction wiped the Orks out.
Light of Terra DLCs
The Heathen Trail
Merchant Men: Litany of Litanies, Lapsed Pacifist
Pre-emptive Retaliation: Sword Class Frigate
New Companions: Choir of Righteous Fury
~ Celestian Arlissa Val'Rayan
~ Hospitaler Initiate Lina
~ Dialogous Initiate Fla
~ Famulous intiate Cierra
Perks: Warp Tamer (-150), Free Runner (-150) Masques Grace (-200), Binary Chatter (-100)
Gear: Mandrakeskin Cloak
Light of Terra Upgrades: Automated Repair System (-400), Sensor Spine (-500)
Complications: Skirmish with the Hollow Men +400, Background Screech +300, Sensor Ghosts +200, Decay the Second World +600
~ This trip has been hellish, not from the residents of this forsaken place but from the Heathen Star itself. Sensor ghosts haunt the scopes of the PR, and everybody on board is on edge from the background hum.
Even now sleep has been abandoned, replaced by either medicated unconsciousness or untiring work just to continue on with our efforts at salvaging parts.
The only good news there is that we've not recovered an Automated repair system but a sensor spine as well. With the holds full and the men near breaking I order a retreat from the Heathen Star much to every-bodies relief.
Speaking of the Sisters of Battle are still somewhat leery of my Tomb Spyder Companion, but other than that I'm now learning why harem antics are hilarious to those on the outside and dreaded by those inside.
Lords of the Iron Line
Perks: Harlequins Dance, Luck of the Damned, Wall of Steel, Air of Authority Wall Run (-1000)
Clan: McSweeny
Doom Train: Colossus (6 Ord, 1d6+1, 34 Crew, Scout Gyrocopter), Engine, Void Shield Array (armor 4), Supply Trailer x 5 (20 supplies), Crew Quarters, Hearthlord Plasma Beam (Ord 3, 1d6), Robot C&C (1d3 damage for 2 Supplies) Comm Array
Trip: 24 - Grots in the Ducts , 65 Running out of Brew (-4 crew), 14 ~ Feral Nomads (Wiped out Tribe, no loses), 13 ~Inbound Flight (+3 Supplies), 56 Diease Outbreak (-3 Crew), 42 Skin Taker (-1 Crew), 66 Lost Hold (6 Conversion Field), 32 Freebootaz (6 Gained Freebootaz) Emergency Resupply (+6 Supply)
Supplies: 20-8 +9= 21
~ Note to self never sign contracts without having Erica go through them first, the Squats pulled a fast one on me!
After a fairly boring journey with only a few hiccups and a few nice surprises I got very lucky when we ran into a lost hold of supplies picking up a Conversion Field for the Light of Terra!
Score.
An unusual encounter with orks later and we arrived to great fan fair. Oh and an Imperial Titan.
The Mask of Tiburón de la tierra
.... words can't describe that experience. Well except for the words Luchadore capable of suplexing an Imperial Titan.
I've acquired an Ironhammer Array to guard the Aft of the Light of Terra.
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