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Trokair

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Trokair last won the day on July 6 2025

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  1. So that was why Mithra was so speedy! Everything looks good from my end. The extra speed Mithra was getting from Quadruped in the normal minion level was not sitting right with me. Yes Mithra is technically a quadruped, and in lesser minion form it made sense as it resulted in decent movement for a beast that size without feeling too slow or fast to me. However with the increased AG stat and having a resultant move of 8/16/24/48 was not ok, she is a tortoise after all and not a horse. I have therefore removed Quadruped Trait and added Unnatural Characteristic - Toughness (3) in its place (as TB6 and extra wounds add survivable and feel appropriate). I also rejigged stats slightly to hit Ag 30 which after factoring in the Size modifier gives a movement of 5/10/15/30, slower by one step then lesser minion version but narratively I can chalk that up to the extra weight from barding, howdah, fun and so on making her move slightly slower than before. If this ok then Mithra is finalised and I have tidied up the minion sheet for clarity. If not ok can easily revert to the version as approved by your above post.
  2. Tarh “Well that’s a problem, and I did not pack parachutes for either of us,” seeing the Chosen's Helmet dip back his way he added, “or you.” Levity aside, under his breath Tarh uttered a prayer to the 8 while reassuring Mithra with a pat. If things where about to get turbulent then he did not want the great Tortoise to panic.
  3. You should be able to see both Lesser Minion version and draft Normal Minion version in the minion page of Tarh’s Character sheet in the Google docs folder. Normal version is still in Draft as I wanted Mazer to have another look over before I use her (and I am also still debating swapping out Quadruped (as she is kinda fast! after the upgrade) for Regeneration or Unnatural Toughness). For the Lesser version I rolled a d10 for each stat, then put the remainder into Toughness, Strength and a little AG, for the normal version I added d10 to each Lesser version stat and then added remainder here and there. Lesser version had Flack armour as count as shell and a greatweapon as count as jaw/bulk/whatever for melee (even though I don’t think she should ever be there I felt something of her size should have something more than unarmed melee stats)). These have carried over to normal version with the flack armour becoming barding and Natural Armour becoming shell. In terms of Skills, Talents and Traits, some choice are the same, some different, but I can see the logic behind your version and it seems fine as well. Small note: Mithra can’t operate the Autocannon so needs Tarh to ride and do so and as such Mazer as agreed to apply the auto-stabilise to whatever is mounted on Mithra’s back rather than to Mithra herself. Also the Autocannon was obtained as a Aquisition roll (with trading in some of the normal minion gear allowance and a spent infamy point to improve the odds), luckily the dice delivered.
  4. Another improve whistle tune heralded a second bombardment. However this time instead of petering out the explosion shifted into a fast drumbeat with the occasional trumpet notes. Cresting for a moment the Hill to the east long row of human cavalry, tightly packed and lances lowered. Already they were on the charge down slope. Intermixed a few light walkers trotting heavier weapons. Turn 6 Initiative 37: Dracon [0/??] 29: Ialathial Duskstrider [0/15] 22: Dracon’ Bodyguard [0/12] – 6 Total, 2 Shreeders, 2 Blasters 20: Red Kabalites [0/10] – 16 Total, 1 at [9/10] Heavily Wounded, 1 Shreeder, 2 Blaster 20: Raider 1 [11/20SI] Dark lance 18: Kelman Orach [9/18] – Heavily Wounded 18: Saoirse Firebright 17: Ialandranth Veilseeker [3/16] – Lightly Wounded 17: Venom 3 [0/18SI] Twin Splinter Rifle, Splinter Cannon 16: Raider 2 [0/20] Disintegrator cannon 13: Venom 2 [0/18SI] Twin Splinter Rifle, Splinter Cannon 12: Rough Riders 1 [Mag 35] – Lances, Lasguns 1 Meltagun, 1 Plasma Gun 12: Scout Sentinel 2 [00/??SI] – Autocannon 11: Scout Sentinel 1 [00/??SI] – Multilaser 11: Ornage Kabalites [010] – 25 Total, 4 Shreaders, 1 Blasters 11: Venom 1 [21/18SI] Twin Splinter Rifle, Splinter Cannon 10: Rough Riders 3 [Mag35] – Lances, Lasguns 1 Meltagun, 1 Plasma Gun 5: Scout Sentinel 3 [00/??SI] – Heavy Flamer 4: Rough Riders 2 [Mag 35] – Lances, Lasguns 1 Meltagun, 1 Plasma Gun Autopilot: Venkarryn [0/16] Autopilot: Sial Yhain Map Ialathial (Blue), Kelman (Black), Ialandranth (White), Venkarryn (Yellow), Saoirse (Purple), Sial (Green) Dracon (Magenta), Bodyguard (Dark Red), Kabalite (Red), Kabalite (Ornage), Raider (Dark Blue large Oval), Venom (Light Blue Small Oval), Rough Riderss (Light Blue/Grey rectangles), Scout Sentinels (Light Blue/Grey circles) H=Hard Target, A=Full or Half Aim, W=Wounded, S=Shreeder, B=Blaster Dead since last map Dark Grey for reference. Dracon – Board Raider Ialathial next.
  5. Tarh and Mithra - back from when she was a Lesser Minion. She has recently been upgraded to a Normal Minion and now has Flack Armour Barding and a saddle/howdah with a Autocannon that Tarh can operate while riding into battle.
  6. Tarh “No questions, Chosen, I’ll get us close the tower, don’t you worry.” He pulled out a dataslate and pulled up the map and orbital pic scans of the region. “While I won’t know until I can see the terrain in person, I think there are several good routes to approach the Tower.” He quickly sketched a few out on the map dataslate. “This one here, approaching form the north east, gets close to the river bank a few times, and there should be a good place for Mithra to linger while we are at the tower. Close enough that afterwards we can slip back that way and then cross into the city proper without having to go all the way back to the Lander. Assuming the river is no obstacle to you.” OCC: I am assuming that between Navigation (Surface), Survival and Stealth Tarh can find a route to get us close and stash Mithra somewhere safe during the sharp end of the Tower operation, will make rolls as required when down on the ground.
  7. Orange Kabalite (spotter) Seeing the Reaper regain its feet, after the near miss of the dark lance, and aim right at him he froze. Jumping down would not go well, climbing down was to slow, in the end he awkwardly tried to shuffle round the upper reaches of the trunk, ducking into the crown. It was not enough and the micro missile barrage caught him dead. To add insult to injury the Kabalite’s corpse then feel, almost with intent, onto the Trueborn below, hampering his effort to avoid the shrapnel and danger. The indignity! To be laid low by a vatgrown underling. Venom 3 Raider 2 Venom 2 Orange Kabalites Nothing relevant to player party Venom 1 Venkarryn Recovering from the wobble in the grav stabiliser from the jerked movement to avoid the Dragon the Venom careened round the bush to reacquire the Aspect Warrior, the turn however was a little too tight for the gunner to compensate for and the Splinter cannons shot went wide. The Fire Dragon in turn gauged the venoms spin better, noving in to deliver a killing fusion blow. The Venom crashed and rolled, carried by momentum into the nearby ruins wall, and through it. Sial Yhain
  8. Tarh Some time Earlier Tarh slipped into the meeting late. He had only recently returned after his own separate mission more suited to his past and skills, and his first call had been to check in on Mithra. She had recovered well from whatever ill fate had stranded her so far from home when he had found her; regained strength and vigour under the Beastmasters care. Tarh had visited as often as he could, and dredged up from memory some of the rites and rituals from back home relating to the care and training of her kind. The barding and adapted saddle he had worked on, with the help of some of the Tyrant’s indentured menials, at a cost of a fair few of his own meals in bribes, was near finished. The panels taken from damaged and surplus flack armour repurposed. The mounting for the m 34 Autocannnon was likewise complete, the straps and bindings tested so that it and the semi howdah sat still and steady even as Mithra put here new attire through its paces. That had been an interesting ride, down the narrow corridors, people scattering aside. He thought he would get in trouble for it, but none of the Tyrants Enforcers bothered him about it since. But as late as he had been to the meeting, and no doubt missed important details, hopefully non that would proof lethal, it was still in full swing. He recognised some of the Chosen and Mortals, by sight or reputation and for a select few, form previous shared terror, or adventures as the Chosen would no doubt call it, but there were so many new faces as well. When one of the Chosen called for operative for a stealth mission to silence the Astropathic sorcerers of the Corpse Emperor he paid attention. Not for any particular interest in the target, but for the approach and mission requirements. This he could do. --- It was a little cramped aboard the Wasp, not least because he had lead, coaxed and finagled Mithra and her new battle caparison aboard in addition to the Chosen and mortals also taking a ride down to the planet. Maybe this had not been such a good idea.
  9. I know I havent been around and don't know where other stand and want to do, but Tarh is all for Unaligned. Got to honour all 8 and not just one god. Edit: on another note I have now read a bit more of recent events and am slightly less blind about what is going on in game. Re the stealth, if the Astropath Tower is on the north shore on the map (if I have understood that right) then would a water aproch work? Mithrah has Amphibious so with some prepration (breathing gear for Tarh, water proof container/wrapping to keep weapons dry) that might be relevant. I asume Obidiah as a Marine could just walk on bottom of river.
  10. Looks like it, though am trying to sneak Mithra along as well... Tarh cannot provide good melee suport on a stealth mission (or any mission, but stealth and knifework was mentioned), but scouting, spotter and long range sniper suport can be provided.
  11. Is there some story development I missed that is relevant here?
  12. Tarh was initially a Scout/Ranger kind of build, so can certainly do so. Throw on some camo netting, stick some bits of of shrubbery on, that should be stealthy enough yes? I am happy for Tarh to go with either deployment, really depends on what the team needs, a mortal scout with longlas or a armoured giant Turtle with autocannon acting as a mobile heavy weapon emplacement (assuming that what I remember from the beginning of the year when I was working out the intended upgrades for Mithra is workable and gets GM approval - looking into that tonight). People keep saying that! I* am suspicious as to all of your motives. *For new player context, Tarh got stuck with Paranoia / Conspiracy theory mental disorder thingy from a terror/fear something or other. At the time the conspiracy theory was that @Xin Ceithan character was secretly trying to get us all killed, but I may need to shift that over to everybody wants to snack on pet turtle. Which given that Tarh rescued her from being served up at Irok's feast might not be too far fetched, not paranoid if they are out to get you!
  13. I hear I have been missing out on some interesting times here for the last twoish months and that you lot might need an extra Turtle to pull you lot out of the cooking pot. Let me go and dust of Tarh and Mithra (and skim the last little bit to find something approximating bearings). Also, no blaming my dice, they weren’t near this game of late. --- I don’t actually know the context; just saw the Ping a few days ago and a comment about relying on my dice. Don’t! They won’t save me, let alone anybody else.
  14. Ialandrath Banking the Raider away from the temporary Spider prevented some damage, but the left side was still pretty heavily chewed up by the monatomic filament before it snapped and broke. Kelman Next.
  15. Red Kabalite in melee with Phantom The call of warning might have been too late to but the ambushing enemies back was now turned. Taking the presented opportunity the Kabalite stabbed the bayonet blade of the Splinter Rifle right into the torso. It gave way surprisingly easily, and the kabalite stumbeled forward. The enemy had turned translucent and was fading even as it twisted its head towards him. A look of anguish and pain on its face that gave the Kabalite a pause, a hesitation that on top of being unbalanced proved lethal, the evaporating phantom driving all its life into the blade for one last swing, severing the arm to mirror what its caster had just lost. Red Kabalte with Blaster Following the lead of the Trueborn the Kabalite also took Aim and fired the Blaster, if she could take down what they had not then that might well be rewarded. Kabalite in Bush The Craftworld scum would not escape again, letting rip on full automatic fire the Kabalite however failed to even one hit. Kabalite south side of three Kabalite (by rectangular ruin) Seeing the demise of a comrade to his right the Kabalite turned and unleashed his rifle at the spider. Raider 1 As the Raider made the turn the gunner spied the Reaper, word had made its way over the Kabalite coms channel that such a dangerous foe was in the field. ‘Not for long’ he thought as the Dark Light speared forward. Map Update Kelman (+ dodge) and Ialandrath Next.
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