Part Two: The Plasma Drives

In Rogue Trader, you can explore the universe of Warhammer 40,000 like never before. Vast fortunes await on the edges of the galaxy, if you and your fellow Explorers can muster the courage to find and claim them. Renown and riches reward the bold, but the unwary find only anonymous deaths. A Rogue Trader who can wrest profits from a dangerous universe through luck, cunning, or sheer force of will enjoys something few humans in the 41st Millennium even know '€" a life of adventure and true freedom.Run by the Rogue Trader Grimbold
Melvyst
Level 5
Level 5
Posts: 304

Re: Part Two: The Plasma Drives

Post by Melvyst » Mon Apr 04, 2011 12:34 pm

"So it's one of us" goes trough his mind as the hijacker speaks.

"No one want's to be killed by the aliens! I'll let the engines start but this will take some time" he replies before leaving the room.

Melvust does not intend to move the ship, instead he wants to use their fear of the aliens to his advantage. But it does not harm to let the engine warm-up so he quickly gives to order.

"Where is my security squad??" he askd trough the internal communication channel impatiently while he starts to think about his plan.
Cutting the oxygen is to dangerous as there is a 50% chance that the explosives will blow up. New plan is to lure them out and overwhelm them.

Would it be possible to:
- Simulate an intruder alarm or attack from aliens? (this is apparently what they fear most)
- Unlock the door so that they can get out
- Overwhelm them in an nearby ambush?
-

User avatar
Grimbold
Moderator
Moderator
Posts: 10309
Location: Austria
Title: Professor
User Class: Scholar

Re: Part Two: The Plasma Drives

Post by Grimbold » Tue Apr 05, 2011 3:33 pm

"Right here. I have 10 good men with me, armed and ready. What are your orders?" A sergeant is here, waiting for orders.

A tech-priest hurries away to the drives controls, and gives orders to start wamring up the void drives.

Melvust is thinking about a plan to make the hostage takers believe they are being attacked by aliens. It could work.
Yea, you could tell them the ship is being attacked. The doors are locked from the inside but you might get them open. Yes, you could set up an ambush somewhere close. You do not know which of the two ways they will come out, if they come out.

Melvyst
Level 5
Level 5
Posts: 304

Re: Part Two: The Plasma Drives

Post by Melvyst » Fri Apr 08, 2011 11:08 am

"Finally your her, you took quite some time..." Melvust welcomes the sergeant. He then quickly goes over to explain his plan to the troop.

Plan:
- Split the group into two 5 man cells, one cell is ordered to the maintenance entry where they should find a good ambush position without giving them a single spot where they could escape.
- Trough the camera terminal he shows who carries the trigger and that everyone should focus on this person.
- One man from the cell with Melvust is ordere to permanently watch over the camera and should inform about their movement, especially if they should pass the trigger to someone else. Each of the intruders will be given a code name so that they can quickly inform the others.
- The other cell, including Melvust looks also for a good ambush spot from the maintenance.


He does not intend to inform the crew, in the end the hijacker are also intruders and he wants to keep the alert as real as possible.

While the other cell moves into position, Melvust checks if he can drop the oxygen or inject some gas to force out the intruders once the alarm is set.

Then he waits until the others are in position.

User avatar
Grimbold
Moderator
Moderator
Posts: 10309
Location: Austria
Title: Professor
User Class: Scholar

Re: Part Two: The Plasma Drives

Post by Grimbold » Sat Apr 09, 2011 6:42 pm

Melvyst sets up an ambush, five men at each possible exit, ready to shoot their autoguns at the heretics. After only a minute, the men are in position. Melvyst stays near the main entrance. He might be able to turn off the fresh air supply to the Gellar field controls, but it might take some minutes before it gets dangereus for those inside. He might be able to get some poison gas, but it would take him, he thinks, 30-60 minutes to find it.
"Ready" says the Sarge over the vox. He is in position at the back entrance.

Melvyst
Level 5
Level 5
Posts: 304

Re: Part Two: The Plasma Drives

Post by Melvyst » Sun Apr 10, 2011 10:52 pm

Before he returns to the chamber Melvust briefly nods to his mens with a determined look. From now the only thing which counts is the safety of the gellar fields!

"Listen, we have started to warm-up the engines. I'm afraid that it will take a little bit longer than planned but we will move the ship as quickly as..."

As he gives the sign to set of the alarm the penetrating noise of the siren echos trough the ship.

" ... What ?!? Alien intruders .... move to deck 12 .... defend the ship ...."

He deliberately choses a deck far away from the current postion to let them think that everyone left this floor. After decreasing the oxygene level and unlocking the door Melvust takes postion with his power-axe and servo skull, ready to kill the target on sight.

User avatar
Grimbold
Moderator
Moderator
Posts: 10309
Location: Austria
Title: Professor
User Class: Scholar

Re: Part Two: The Plasma Drives

Post by Grimbold » Wed Apr 13, 2011 10:50 pm

Melvust goes into position, close to the main exit and sounds the alarm.

His teams waits as the alarms go off. The men inside cannot be seen as the camera has gone out. Suddenly, the door is unlocked, and first two men holding tech-priests before them, autopistols pointed at their heads, then the leader, with an pump-action shotgun and the remote trigger, then two more with shotguns carefully walk out. This is the moment!

Melvyst
Level 5
Level 5
Posts: 304

Re: Part Two: The Plasma Drives

Post by Melvyst » Sun Apr 17, 2011 10:59 pm

Melvust waits behind his cover while the alarm yells trough the corridor. As they sneak their why out his hand grasps tighter around his power axe, waiting for the perfect moment to strike down the leader.

Ignoring the hostages Melvust jumps out with a fierce battle cry and attacks the leader with his power-axe.
-Stay behind the cover until a direct attack is possible or the others open the fire on the leader
- All out Attack on the leader (let's hope this will hit him)

If needed use a fate point...

User avatar
Grimbold
Moderator
Moderator
Posts: 10309
Location: Austria
Title: Professor
User Class: Scholar

Re: Part Two: The Plasma Drives

Post by Grimbold » Mon Apr 18, 2011 11:35 am

Melvust jumps out and slashes at the man with his Omnissian Poweraxe. The great weapon cuts straight through the man, and the two halves drop to the ground, left and right. The other traitors are shot by the security team. Only one of Melvust's men has a weapon jam. But the others cut down the mutineers. Problem solved - in a very messy kind of way. Blood is everywhere. The hostages are (surprisingly) well.
Melvust: All out attack on leader: rolled 07. Dodge: r44 fail. Hit for 14+8=22 damage. dead.
S1-5: full auto: r 08, 21, 15, 97, 15. Many hits.

Melvyst
Level 5
Level 5
Posts: 304

Re: Part Two: The Plasma Drives

Post by Melvyst » Tue Apr 19, 2011 12:51 pm

Blood is everywhere as his massive axe cuts the man, and Melvust is a bit reliefed about the instead dead of the intruders. But the situation is not yet over. Before anything else, Melvust secures the remote trigger and then moves forward to check the chamber and remove the explosives (if there are any...)
uffff, big relief here .... ;)

User avatar
Grimbold
Moderator
Moderator
Posts: 10309
Location: Austria
Title: Professor
User Class: Scholar

Re: Part Two: The Plasma Drives

Post by Grimbold » Fri Apr 22, 2011 12:00 pm

Melvust secures the remote controls and pops out the energy supply. Then he walks over to the control room and has a look at the explosives. There is a big backpack with some wires sticking out - with his axe he carefully opens the flap and sees a meltabomb - a bomb that if it explodes will send out plasma splattering around hotter than the sun, and it will melt through almost anything. Very dangerous.

Locked