《Into the Hulk》Chapter 18: Into the Unknown
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It takes you six hours to traverse the length of the Visitor and the Mecca. Their wide, merchant-design corridors transporting you as easily as they would any other piece of large cargo. You are slowed mostly by the wreckage littering the halls, forcing you to clamber over and climb around various heaps of metallic scraps. Atmosphere and gravity are relatively stable, for which you thank the Emperor and the Primarch.
But when you reach Gridpoint C6, you encounter a rude, but not unexpected, problem: an Ork ship. Your way is blocked by a think nest of random cables, held together with scraps of rope and twine. You shrug, the servos of your armor whining as they attempt to duplicate your movement, and draw your combat blade. You begin the process of cutting through the mess, but the first few strikes reveal a potentially lethal surprise: a cracked pipe venting some sort of gas. Your autosenses can’t identify exactly what it is, but they are flashing the toxicity alert with unusual stridency. Taking off your helmet, you decide, would be a rather poor choice.
Strength test at +20% (-10% base, +20% for Power Armor, Strength Bonus +10%): Cut through the Cables.
Success! Needed <63, got 31. ⅓ of cables cut away.
Extremely Toxic Atmosphere: no test required: in an atmospherically sealed suit.
The first third of cables gives way with ease, and your suit is easily able to handle the atmosphere of the Ork ship. Beyond the cables, you get your first glimpse of the compartment ahead. You aren’t sure yet, but large brass obelisks topped with tin spheres seem to ring the space.
Strength test at +20% (-10% base, +20% for Power Armor, Strength Bonus +10%): Cut through the Cables.
Success! Needed <63, got 41. ⅔ of cables cut away.
Extremely Toxic Atmosphere: no test required: in an atmospherically sealed suit.
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Another third of the cables fall to your combat knife, and you get a better view of the compartment beyond. It’s definitely some sort of Orc teleporatium, which would make this ship a cruiser at least in Imperial service. Given the Orc’s utter disregard of anything even remotely resembling standardized construction, that means less than nothing for the class of this ship.
Strength test at +20% (-10% base, +20% for Power Armor, Strength Bonus +10%): Cut through the Cables.
Success! Needed <63, got 56. All of the cables are cut away.
Extremely Toxic Atmosphere: no test required: in an atmospherically sealed suit.
The last cable falls beneath your knife and you enter the Orc teleportarium. It is as crude, and therefore unreliable, as you would expect for an Orc design, but that doesn’t mean that it won’t work in an emergency. If you could somehow get it power, and figure out how to set the destination coordinates. Even then, you figure it has about a ten percent chance of dumping you inside a bulkhead or deckplate and just killing you outright. Unperturbed you press onwards, heading ‘north-east’ and ‘east’ towards the Tisiphone.
You recognise the next wrecked ship you encounter, at least from the historical records you have studied. It is the Unflagging Resolve, a Dauntless class light cruiser last seen in Imperial service in 146 M41, when she was sucked into the warp and presumed lost during combat as part of the Gothic War. This impression is confirmed when you come across the dust-bedecked warplate of a dead Battle-Brother still dressed in the yellow warplate of an Imperial Fist.
You know not his name, or rank, or even what killed him. But you do know he died fighting, given the number of spent bolt casings that litter the deck. You kneel, unsure of yourself in the moment. On one hand, you could dearly use his remaining ammunition. On the other, you are unsure of the rites of the Imperial Fists. Would taking this fallen warrior’s belongings be considered sacrilege? In the end, you decide that the necessity of your mission trumps uncertainty. You claim one magazine of standard bolt ammunition for your bolter, one frag AP grenade and one krak AT grenade. You arrange the Battle-Brother in a funeral pose on the deckplate, his dead hands clasping his bolter across his chest. You leave a spent magazine loaded in the bolter, with an auto-beacon hidden inside it, so that the body can be recovered later for return to the Imperial Fists. You press on, heading ‘north’ towards your objective.
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Two hours later you are abruptly stopped when you encounter a void-lock leading to the next ship in your path. Foul runes coat the visible surfaces, inked and etched into the metal. You cannot read them, but you don’t need to read them to recognise the markings of Chaos.
You could press on through the ship. It would save you time, but would be very risky to do so alone.
You could also work your way ‘west’ to the Mhongu Khagahn and avoid the Chaos ship altogether. It would cost you time, but would certainly be safer.
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Dungeon Quest Online
Tristen Alexander is a GameMaster and Techno-Genius that sets his sights on creating technology to bring players into a fully immersive game world. A game modeled after Dungeon Quest, an epic fantasy board-game he and his friends played religiously through childhood. Can he create the technology to achieve this feat? Will his pursuit of a self-aware Artificial Intelligence culminate in the evolution of a sentient digital life form to create his game world? Ultimately, can he really bring his favorite pastime to life and truly experience the life of his character? Follow along with Tristen as he sets out on a journey capable of changing the world!
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The Roleplayer
Riley Petesgeralt is your every-day suburban boy by day, but an avid gamer at night, soaring to the top 50 players in an MMORPG called World of Legends.However, after a spiritual encounter, his life turned upside down. Both his worlds has collide, and now, his life is a game?Follow Riley as he embarks on an adventure in adapting his new, unique game-like abilities in his every day life, where he discovers "life" isn't as normal as it seems.
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Diary of Discord
Buying land and starting a homestead sounded like a wonderful way to escape the city life that plagues so many, but when tragedy strikes, times get tough, and morals slowly erode. What is that one thing you will be willing to do to survive? What about the one thing you are sworn against? That line in the sand will be crossed, the threshold will be breached, and the other side of the door explored, that dark place that is the feral human instinct of survival will be laid bare.
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Perfect Wish
If you are granted your perfect wish which was a RPG like system with the power to live in fiction worlds. How would you live? Would you become a hero and slay dragons and demons or would you become the villain and take the worlds for yourself. Or maybe, you just go for a life a bit more peaceful than that. Disclaimer: I don't own existing worlds or characters.
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All my stats are ZERO and my first mission, IS TO KILL GOD!?
I have to become faster, stronger and powerful than anyone else. Or all the people i love, will perish in the maws of God.
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Stretch Marks
I'm slowly getting better. I write things here because it clears my head. Read it if you wish. Just a bunch of horrible poetry.The gray areas are hard. so i'll write through them"Starry skies and butterflies are all it takes to fall in love"~R.Blackwell_________Updates every Friday(if I can)#215~~ highest rank in recovery#225~~ highest rank in poetry *Big deal for me. So shut it*《》《》《》Created somewhere around September 26, 2017
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