Difference between revisions of "Downtime 2024-12-23"
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Contents
Downtime - Post Event 18 - December 2024
Crews have 2 actions each. Please clearly state which two you are picking, quoting the name of any specific endeavour, the action you are taking and the grid reference or, if it is a build action, what you are building and where. Feel free to write a *short* description of what you are doing and how but keep in mind that this is not free text down time so any description that significantly deviates from the stated descriptions of specific endeavours will be ignored. We will try to incorporate your descriptions as well as the themes and tropes of Dynasties when writing our replies. You can expect a short description of the results of your actions as well as OOC clarification of the result and any ongoing effects, loot or linear codes gained. We will post on the No Rest Facebook group a general highlight reel of events that occur across the DT cycle.
The reply deadline for this DT cycle is midnight 14/2/25. Replies after this will unfortunately need to be ignored.
Short Overview
- Convert actions have changed position in the resolution track.
- Convert actions can have immediate effects by helping other actions.
- Travel through the Maw of Ni’ir has been blocked by a force of unknown strength.
- Svartalf has become both a spying hub and home to a growing following of the true God-Emperor back on Terra.
- Four fleets have been sent from the Domain of the Star Father to attack his enemies (the Patrol, Assault, Templar and Crusader Fleets).
- Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit.
- A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.
- The Fleets of the Sector (allied and opposed) each have special qualities. Ambassadors and certain NPCs will have more information on these.
- The Star Father's flag ship Terminus est Divinitatus has been marked for death by the Tyrannus ex Machina and Explorator Fleet Kerris, who welcomes any who wish to assist.
- The Ork forces following Warboss Cheevus are attacking Arbour, Dominion of the Star Father and T’au territories in increasing numbers. While the Orks who split from the main faction have claimed a small territory and are randomly attacking all on their borders.
- While financial returns from the BMTF have collapsed Svartalf has found ways to squeeze even more profit out and a new lucrative INVEST option has become available.
- Rebels who do not believe in the False Star Father are looking for support and guidance on how best to show their displeasure.
Due to the limitations of using hex grids, it can be difficult to quickly pick out the grid reference you are looking at. We recommend you look for the letter on the bottom row and count up the hexes as you go.
Action Order
Actions will be resolved in the following order (please note, this is a slightly different order than previous downtimes).
- Repair
- Convert
- Explore
- Muster
- Attack
- Defend
- Invest
- Build
- SPECIAL: Font Rebel Support
This order has been made to make cooperation, or the lack thereof, between Dynasties part of the DT game. For example, efficient crews might agree to explore and muster ahead of other crews actions. Crews with in demand skills might even require favours or payment for their actions but that would, of course, be up to their Lord Captain. A special point to note is that CONVERT has been moved to an earlier step in the order as some of these actions can affect those that come after it in the resolution.
Successes or points required and difficulty applied to rolls will be shown as [xS/xP, -xD]. Not all successes or difficulties will be shown as a lack of information is a challenge EXPLORE actions can overcome. The ‘D’ modifier is applied to the roll like any other ship stat or outside effect (i.e. if your ship has Defend +4 at a -1D, the number added to the dice roll is +3 assuming no other outside bonuses/penalties).
The Current Diplomatic situation
- The Font and two thirds of The BMTF have become a new star nation known as the Dominion of the Star Father and are in active war with the forces of Arkangel and the Arbour.
- The Arbor are officially allied with Arkangel but the level of coordination between Arkangel vessels and the Arbor combat fleets is low at this time.
- A third of BMTF territory has remained loyal to their President-in-Exile Jessica Freedom-Fighter and is dedicated to resisting attacks from those they consider traitors to the people.
- Craftworld Tel’Sharr have been active in the defence of Arkangel space; delivering intelligence on enemy movement and warning of the actions of those Aeldari assets that support The Star Father.
- The T’au Federation are continuing to make diplomatic overtures and trying to be friendly to Arkangel though Intelligence says that they are sending similar messages to The Domain of the Star Father.
Convert
With the advent of full open war across the sector CONVERT now has a slightly different effect. CONVERT can now be used to direct effect in various ways from gathering directly useful information to convincing others where they should attack. For these rolls a partial success will give 1 point, a complete success gives 2 points, an exceptional success 3 points. These points can be saved or spent immediately for the listed effects. Points from a roll are all spent at once and are added to any other points from any other uses of this Endeavour to calculate the total successes added.
Svartalf has become the one place in the sector any faction can be encountered without immediate hostilities erupting. With a peace enforced by MJOLNIR spying and information gathering has almost become the currency of the station. This information can be used in many ways by the canny investigator.
The Red Ork faction are attacking randomly and erratically but a good negotiator could direct the aggressive xenos to their benefit.
Thanks to the efforts by members of the Captain’s Table the Imperial Cult has gained a strong footing on Port Svartalf but there is always additional work to do.
To Convert:
- Send in CONVERT Spy Networks [-1D] (these points can be spent 2:1 for additional successes on any Endeavour that is not an ATTACK or DEFEND.)
- Send in CONVERT Red Orks [-1D] (these points can be spent 2:1 for additional successes on any ATTACK action)
- Send in CONVERT Svartalf toward Imperial Cult [-2D] (points earned will be tracked by ST Team for possible effects)
Special Notes
All Dynasties will receive a +1 to any CONVERT or INVEST action taken in The BMTF, The Arbour, or the Font thanks to the use of the Embassy. Any Dynasty which contains a Knight of the Arbour (currently the Borovich, Kasputin, Lupus and Rexuz Dynasties) gains a +1 bonus to any CONVERT actions taken in The Arbour.
Exploration
Exploration is the meat and potatoes of any Rogue Trader fleet and this sector is largely unknown to the Imperium. Exploring space provides information on local factors such as the Civilisations that may control it as well as information such as planetary systems, trade lanes, celestial anomalies and peculiarities of the warp. It will also provide vital intelligence that will assist any actions taking place in this region. As it stands all of Arkangel space is currently at level 3 exploration, meaning all actions in most of this territory will receive a plus 1 bonus.
Explore
- send in EXPLORE (X,X)
Reminder: performing this action in territory controlled by a Civilization where you have not received permission will cause a diplomatic incident.
Special Explore While every vessel sent by Arkangel through the Maw has failed to return the Dynasty Ships of the Captains' Table are faster, sneakier, and/or better crewed so an attempt to investigate the forces blockading the wormhole from the Imperial side is not the suicide mission at may first appear.
- send in EXPLORE through the Maw [1S, -1D]
Muster
An essential role of any battle fleet, Dynasties choosing to MUSTER act as strategic commanders and logistical coordinators to the fleets doing battle across the void. While these actions do not often result in the same opportunities for Glory and Fame they do offer a better position for gathering intelligence and opportunities for Riches.
MUSTER supports ATTACK or DEFEND actions from friendly or unclaimed space. Thus, known muster opportunities from other options in this Downtime are:
- Attack Patrol Fleet [5S, -2D]
- Attack Assault Fleet [3S, -4D]
- Attack Templar Fleet [4S, -4D]
- Attack Crusader Fleet [4S, -4D]
- Attack The Terminus est Divinitatus [6S, -6D]
- Attack Red Ork territory [3S, -3D]
- Attack Port Svartalf in G,8 [UNKNOWN]
- Defend Arbor from Templar Fleet (G,4)
- Defend Arkangel from Assault Fleet (L,2)
- Defend Arkangel from Crusader Fleet (J,1)
- Defend BMTF from Patrol Fleet (H,5)
- Defend Arbour from Red Orks (H,3) [1S, -1D]
- Defend Arkangel from Red Orks (J,2) [1S, -1D]
- Defend BMTF from Red Orks (I,3) [1S, -1D]
- Defend Arbour from Ork Waaagh! (F,3) [2S, -2D]
- Defend T’au from Ork Waaagh! (I,10) [2S,-2D]
When choosing a MUSTER location, state your location and which endeavour you are supporting:
- send in MUSTER (X,X) supporting actions in (X,X) or supporting Attack X
Attack
The forces of the Star Father are attacking many separate locations but the Captains' Table has the chance to strike the fleets before they reach their designated targets to either destroy or weaken them before they reach the defenders. Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.
The Tyrannus ex Machina is intending to destroy The Terminus est Divinatus in retaliation for the theft and destruction of the Digital Angel by Adamska and are looking for additional support from the Captains' Table as a sign of increased cooperation.
The area captured by the Ork forces led by Ol’ Bert and Lawk Edunsun has not yet been heavily fortified or infested and so could be ripe for a counter attack and cleansing.
Attacking territory which is part of the Domain of the Star Father is possible but dangerous as most of it joined willingly meaning it will still have all the defences which were put in place during the long cold war with the other star nations.
Attacking Svartalf is possible as you know its location, however your level of information only indicates it is extremely well defended and would be tough to take down. The defensive penalty to attacks is unknown and it would take a high number of successful attacks to destroy. Considering the potential firepower Svartalf could bring to bear an unsuccessful attack could cause considerable damage to attacking vessels.
ATTACK Options
- Attack Patrol Fleet [5S, -2D]
- Attack Assault Fleet [3S, -4D]
- Attack Templar Fleet [4S, -4D]
- Attack Crusader Fleet [4S, -4D]
- Attack The Terminus est Divinitatus [6S, -6D]
- Attack Ork territory [3S, -3D]
each held hex has 3 health, success on the [3S, -3D] roll will remove 1 health (critical success removes additional health)
- Attack DoS territory [Unknown]
each held hex has unknown health, success on the [Unknown] roll will remove 1 health (critical success removes additional health)
- Attack Port Svartalf in G,8 [UNKNOWN]
To Attack:
- send in Attack (X,X) or Attack X
Defend
The forces who follow the Star Father are taking advantage of the lack of coordination of those against them by striking out in many directions with near impunity.
Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit.
A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.
The Red Ork faction of Evil Sunz and Blood Axes are attacking everyone around them and enjoying the chaos of sector wide war and being a minor, if persistent annoyance.
Meanwhile the Bad Moon Orks under Cheevus Flashgob have begun a Waaagh! And are attacking in increasing strength across the sector with requests for aid against them being sent by both The Arbor and the T’au Federation.
DEFEND Options
- Defend Arbour from Templar Fleet (G,4) [4S, -4D] - Defend Arkangel from Assault Fleet (L,2) [3S, -4D] - Defend Arkangel from Crusader Fleet (J,1) [4S, -4D] - Defend BMTF from Patrol Fleet (H,5) [5S, -2D]
- Defend Arbor from Red Orks (H,3) [1S, -1D] - Defend Arkangel from Red Orks (J,2) [1S, -1D] - Defend BMTF from Red Orks (I,3) [1S, -1D]
- Defend Arbour from Ork Waaagh! (F,3) [2S, -2D] - Defend T’au from Ork Waaagh! (I,10) [2S,-2D]
- To Defend: send in DEFEND (X,X)
Invest
Investments, trade, exploitation of planetary resources are three of the myriad schemes available to Rogue Trader fleets to increase their already incalculable wealth. With new discoveries comes new opportunities. Dynasties may undertake invest actions in any part of Arkangel space, depending on the result of their roll they will earn marks. Investing in Arkangel Space is generally a good option as it has a bonus +1 due to the exploration level.
Invest in Arkangel Space - This is the generic invest option, this represents any number of money making endeavours. As standard Dynasties can expect to make anywhere between 330M and 550M from an INVEST action.
Invest on Port Svartalf - Svartalf is a hub for trade and commerce. Anything can be bought and sold and profit is just around the corner and open warfare has just increased the money that can be made here. As standard Dynasties can expect to make between 460M and 720M by trading here rather than in Arkangel Space but they should remember they will be helping to finance a port dominated by xenos, heretics and potentially worse.
Invest in BMTF Territory - The Blessed Multitude Trade Federation, once the beating heart of commerce in the sector, has fallen on hard times as a diplomatic and military split has torn the nation apart, shattering the markets and transhipment network. This upheaval has massively reduced the profit that can be made here. As standard Dynasties can expect make between 130M and 230M by trading here rather than in Arkangel Space.
Invest in the Arbour - The Glorious Kingdom of his Majesty King Agravain du Morholt, The Arbour of the Righteous is not a wealthy star nation in the manner of The BMTF but they have an extremely strong and long lasting military tradition and as such it is much easier to recruit soldiers here than anywhere else in the sector. As standard Dynasties can expect to make between 100M and 200M but will also earn between 350M and 500M as ‘credit’ toward the next Raise Imperial Guard Regiments or Raise Naval Patrol Groups BUILD action taken by any Rogue Trader Dynasty.
War Profiteering and Looting - Open warfare has allowed a myriad of chances to gain wealth by piracy and salvage especially if one were to ignore sides and just grab anything you can find. This option is risky as any roll of a double will mean that your actions will become public knowledge but the payout could be extremely high: Partial Success - 300M
Complete Success - 500M
Critical Success - 900M
Special Notes
All Dynasties will receive a +1 to any CONVERT or INVEST action taken in The BMTF, The Arbour, or the Font thanks to the use of the Embassy. Any Dynasty which contains a Knight of the Arbour (currently the Borovich, Kasputin, Lupus and Rexuz Dynasties) gains a +1 bonus to any CONVERT actions taken in The Arbour.
TABLE GOES HERE
Build
With the expansion of Arkangel space has come a number of opportunities to build. These options are not cheap, but what are a few marks compared to the blood of the Martyrs that have come before...
Embassies: 1500M
A number of civilisations have formally requested Embassies be built on Arkangel to facilitate diplomatic relationships. As with all diplomatic situations, choosing to build embassies or not will send a definite message to the civilisations requesting them. While choosing to delay building an embassy for a cycle would be perceived as a limitation of capacity, any longer could be perceived as a snub...
- Craftworld Tel'Sharr
- The Tau
Effect: This creates palatial offices for the foreign diplomats on Arkangel station. Once built this creates the position of ambassador to the civilisation in question. This position must be assigned by the Captains' Table. Ambassadors will gain one free use of “I’ve Studied Your People” of the appropriate sort per game. They will be Arkangel’s representative to this group; they will also get diplomatic information and *may* receive further information or linears as the game progresses as well as unique opportunities depending on the civilisation in question. The individual will hold this position until they retire, die or another individual is assigned as ambassador by the Captains' Table.
A Lord Captain may not be an Ambassador.
Embassies also allow Arkangel to legally send representatives into the territory to conduct diplomatic missions, while there the opportunity to collect military, economic and political intelligence will be available. Additional build options will become available once an Embassy is in place.
Cathedral on Arkangel (improvements):
- The most Blessed and Holy Sepulchre of Saint Patroclus: 1000
This will construct a grand tomb worthy of an Imperial Saint and act as a focal point for his recognition to spread beyond Arkangel Space.
Raise Imperial Guard Regiments: 3000M With the outpouring of Faith caused by the building of the Grand Cathedral, recruitment numbers are up and the quality of recruits has improved. In addition, easier access to weapons and equipment from Forge Ichadon has resulted in a reduction in the cost of mustering new Regiments and construction costs have been permanently reduced.
The Heroes of the Arkangel fleet cannot be everywhere at once. With the expansion of Imperial Space, billions of human lives are now the responsibility of the Arkangel. Defending a subsector is not a task Rogue Traders and their crews are well suited to, as such the Astra Militarum have come to the Arkangel fleet with a proposition. If they sponsor the huge costs in raising these regiments, the Astra Militarum will see to the training and logistics involved. The regiments will be trained and outfitted in a manner chosen by their great patrons. It has been suggested by Segmentum command that there is no greater honour and service to the Imperium than to act as a patron for the Regiments that will one day complete the Conquest of Imperial space...
Effect: This will raise a number of guard regiments. These regiments can be moved within allied space. Any hex they inhabit has increased defences against attacks from hostile civilisations, this is a +3 bonus to DEFEND actions. Each regiment may be relocated by its patron.
Raise Naval Patrol Groups: 3000M
With the outpouring of Faith caused by the building of the Grand Cathedral, recruitment numbers are up and the quality of recruits has improved. In addition, easier access to weapons and equipment from Forge Ichadon has resulted in a reduction in the cost of mustering Patrol Groups and construction costs have been permanently reduced.
The Heroes of the Arkangel fleet cannot be everywhere at once. With the expansion of Imperial Space, billions of human lives are now the responsibility of the Arkangel. Defending a subsector is not a take Rogue Traders and their crews are well suited to, as such the Navis Imperialis have a proposition: The remnants of the CHI Navy can be retrained and their ships refitted to form Patrol groups to protect Imperial space from attack by patrolling the frontiers of Arkangel subsector.
Effect: This will raise a number of Navy Patrol Groups. These Patrol Groups can be sent to support attacking actions. This is a +2 once per DT cycle bonus chosen by the patron who funded the construction.
- To Build: send BUILD (X), ensuring you have enough Marks in the system.
SPECIAL: Font Rebel Support
Not everyone in The Font is happy with the decision to support and recognize Adamska as the Star Father. Influence and effort put into the Nation by members of the Captain’s Table has created a burgeoning spy and freedom fighter network, but they will need more support if they are to survive, never mind being successful. They are in need of supplies, coordination, and the rescue of refugees and dependents so they can fight freely, able to worry less about reprisals. The Captains' Table can support in various ways using the following ship stat combinations:
- Bringing in guns/supplies - admin/augur
- Planning insurgency actions (assassinations/sabotage) - augur/military
- Training humint spies - grandeur/augur
- Training sigint spies - admin/augur
- Smuggling out refugees and dependents - admin/grandeur
All these rolls will use a points method to dictate effects and future options. (A partial success gives 1 point, a complete success gives 2 points, an exceptional success 3 points)
- To Support the Rebels: Send in Support Rebels (Gunrunning, Insurgency, Humint, Sigint, or Refugees)