The Hunt on Surrajic

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The Hunt on Surrajic

Post by Vulgate on Sat Jul 12, 2014 3:13 am

The Jericho Reach is embroiled in war at every turn. 
The enemies of man are not in short supply, and highest upon our list of priorities lay the Tau Empire, currently engaging Imperial Forces within the Achilus Crusade. The fighting has been fierce, and battles with the Tau have recently been stalled by other, more detestable forces. 
Chaos assails the Crusade wherever it may reach, and Hive Fleet Dagon has presented itself as a major distraction to both combatants in the Crusade. 
The Tau sept of Velk'Han called for a cease-fire upon several far-eastern fronts of the Crusade, fronts that had long gone understaffed with little to no reinforcement in sight. The truce was thrown out immediately, but reconsidered upon the eve of one of the worst Tyranid Incursions since the wars beginning. Plans were drawn up and brought, in person, to the Tau by A Senior Inquisitor by the name of Roland MulDon, a calloused old man deemed radical by his compatriots. The plan called for a demilitarized zone near the Reaches far east in a sector bordering Tau space; The Tau would halt attempts into Imperial space in this region, and the Imperials would do the same along this stretch only. This was by no means a peace with the Tau, in fact many other fronts were strengthened by this mutual withdrawal of arms. The demilitarized zone spanned several small sectors, and only one world fell within the dead center of the zone: The Tau-held world of Surrajic. This world was selected as an embassy for both Imperial and Tau forces to keep monitoring equipment to constantly search for signs of treachery from within the DMZ.
This was, however, not the true purpose of Surrajic, which the Tau had established prior to the Crusades insurgence, as a massive wildlife preserve for large predators that required "resettlement" when their predatory natures interfered with Tau colonization efforts. 
The Tau withdrew all but the necessary forces from Surrajic and permitted only a small Imperial force, headed by Inquisitor Muldon, to establish itself on the planet, making clear that once the Tyranid threat had been dealt with, all Imperial forces would be escorted from "Their" world, and hostilities would again commence. The Tau are not to be trusted, and Imperial forces in the area are even now assembling and resupplying, but one matter has come to the attention of the Ordo xenos and must be addressed foremost: Inquisitor MulDon has not attempted to make contact with us in some time, and all attempts from the station to establish contact have failed. The last known location of the Inquisitor is said to be within the dense jungles of Surrajic, overseeing monitoring efforts. The Inquisitor is a brilliant man, but as his age increases, so to has vanity and rash ways; A brilliant scientist and loyal servant of the Emperor, but his record is darkened by several incidents of forbidden genetic research and willingness to work with xenos to further his goals. Whatever the case may be, the Inquisitor must be found. Were his research to wind up in alien hands, it could have disastrous consequences. And, let us not forget, that a man with such gall and limitless authority, with a questionable history may well be alone on a planet full of monsters. Imperial assets are too strapped at this moment to perform a rescue mission, and Tau forces would not respond well to a force large enough to fend for itself upon the planets surface, so the Deathwatch has been called upon to handle this matter with discretion.
Your mission is to establish contact with the Inquisitor and assess the nature of his time and dealings on Surrajic. A word of warning, however, this man's actions may be questionable, and his safety your responsibility, but he himself possesses great authority and angering him would surely result in much negative backlash. Handle with care, Kill-team.


Last edited by Vulgate on Thu Jul 24, 2014 4:18 am; edited 4 times in total
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Re: The Hunt on Surrajic

Post by Scondoro on Sun Jul 20, 2014 11:13 pm

Kk ladies and gents. We be rockin this one this wednesday, the 23rd, if I'm not mistaken.
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Re: The Hunt on Surrajic

Post by Vulgate on Sun Jul 20, 2014 11:45 pm

Yessir, Req is set at 35.
Try and be spent before mission start.
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Re: The Hunt on Surrajic

Post by PyWright on Mon Jul 21, 2014 9:47 am

One Storm Shield for 35 req and I'm done.
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Re: The Hunt on Surrajic

Post by Brass Doge on Mon Jul 21, 2014 5:43 pm

Leg: 15
Cartograph: 5
Bionic Heart: 15
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Re: The Hunt on Surrajic

Post by Vulgate on Mon Jul 21, 2014 6:52 pm

"Ahl be tayken 2 fire sahlectors fer 4, 2 clipsa Kraken fer 15, 2 clipsa Metal Storm fer 15. 34 spent and dun. " -Brother Allanor
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Re: The Hunt on Surrajic

Post by Vulgate on Tue Jul 22, 2014 1:08 pm

Everyone have your xp and requisition spent before arriving at my house on Wednesday. 
We're going to try and get the ball rolling quickly and not waste any time.
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Re: The Hunt on Surrajic

Post by Scondoro on Tue Jul 22, 2014 7:55 pm

Kk, kinda stuck..
Gonna take Exceptional Eyes for 22.5.
The rest of the 12.5 I have I don't really know what to get lol. So either there's an extra 7.5 req laying around that I can use to nab up a Storm Bolter, or I can donate out my 12.5, and/or I'm open to suggestions as to buying some utility piece.
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Re: The Hunt on Surrajic

Post by Scondoro on Wed Jul 23, 2014 4:42 pm

Watch Captain! Though my Bolter alone is enough accomplish even the greatest of objectives, the allotment of 7.5 further requisition would allow me and my hatred to venge forward doubly so, in the form of a holy Storm Bolter. Give me this honour once again to wield so great a weapon.

Charm --> Basic, soooo looking to rock a 21, give or take modifiers.
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Re: The Hunt on Surrajic

Post by THE OMEGA VAULT on Wed Jul 23, 2014 4:42 pm

The member 'Scondoro' has done the following action : Dice rolls

'd100' : 36
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Re: The Hunt on Surrajic

Post by Vulgate on Wed Jul 23, 2014 4:56 pm

I'll grant you an additional 4.
Perhaps one of your brothers will lend you their requisition.
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Re: The Hunt on Surrajic

Post by DeriveThis on Wed Jul 23, 2014 6:39 pm

I shall be taking a Bolter with Preysense sight. Ammo loadout including two clips of Kraken rounds and a fire selector. Total req spent: 27
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Re: The Hunt on Surrajic

Post by Vulgate on Thu Jul 24, 2014 3:47 am

General Experience:
--Extract Inquisitor Mul'Don: 400xp
------Complete his hunt and bring down "Big Mona": 300xp
------Avoiding a messy Intergalactic war with the Tau Empire: 200xp
------Post action sermon by brother Isaac, preparing the team for the future through Helmet Picter footage: 150xp

TOTAL: 1050xp


Last edited by Vulgate on Thu Jul 24, 2014 4:13 am; edited 1 time in total
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Re: The Hunt on Surrajic

Post by Vulgate on Thu Jul 24, 2014 3:52 am

General Renown:
--Completed Primary Objective: 2 Renown
----Completed Secondary Objective: 1 Renown
----Maintained fragile peace agreement: 1 Renown
TOTAL: 4 Renown

Spoiler:
(for not going above and beyond Tau-Communications and doing only what was REQUIRED by your mission, you have avoided the -1 renown foolishness)
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Re: The Hunt on Surrajic

Post by Vulgate on Thu Jul 24, 2014 4:10 am

Character Rewards:

Allanor: +30xp for successfully besting PyWright at Ahrm Wrasling(an ancient Sacrisian honor duel), +1 Renown for not wearing a helmet. 

Galmech: +40xp for leading the team and putting a lowly upstart in his place, +50xp for taking control of the Taurox, as well as the option to buy Talented Drive [Ground Vehicles] as an elite advance for 300xp. 

PyWright: +50xp For facing "Big Mona" alone and surviving, +40xp for two successful commands against a VERY angry Tau Commander, and...
Spoiler:

+++++++++++++++++++
++TERMINATOR HONOURS++
+++++++++++++++++++

For showing courage and dedication whilst leading, and following, throughout your long and vaunted service. Your exemplary leadership has, and shall continue, to lead your team through any threat the enemies of man may throw at you.   


Leonitas: +40xp for procuring the gene-seed of the failed offspring, and an additional +30xp for crafting the Genophage/Tranquilizer that brought down the great beast.


Volpin: +30xp for having a nose about him, and always sniffing for danger.

Ulric: +40xp for having a slightly more useful nose about him and an additional +30xp for resisting Psychic temptation for the betterment of the group, +20 for successfully guiding Galmech through the treacherous jungles. +1 Renown for not wearing a helmet. 

Dyrus: +40xp for the effective use of Divination skills to guide the kill-team and NOT being slaughtered by an angry Tau Commander.

Isaac: +50xp for Catching the Inquisitor that was...dropped, +30xp for successfully guiding the team in his extensive knowledge of stealth tactics in infiltrating the cavern, +10 for guiding Galmech through the treacherous jungles, +20xp for manning the Autocannon and allowing brother PyWright time to man the bridge crank. 


Last edited by Vulgate on Thu Jul 24, 2014 6:47 pm; edited 1 time in total
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Re: The Hunt on Surrajic

Post by Scondoro on Thu Jul 24, 2014 10:58 am

As just a brief comment, The Oath of Glory was not actually taken, as it's not an Oath a Techmarine can lead a squad in. Instead, we had taken Oath of the Weapon (?).
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Re: The Hunt on Surrajic

Post by Vulgate on Thu Jul 24, 2014 2:00 pm

I know.
That's why I didn't mark it down on the renown post
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Re: The Hunt on Surrajic

Post by Scondoro on Thu Jul 24, 2014 2:24 pm

It was for the sake of those who weren't there for the second half who would've otherwise been looking for the x2 renown; it was just a note for the rest of the players.
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Re: The Hunt on Surrajic

Post by Vulgate on Thu Jul 24, 2014 3:07 pm

Oh, gotcha
My bad
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Re: The Hunt on Surrajic

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