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  • File : 1319505708.jpg-(11 KB, 304x231, Mygoditsfullofsues.jpg)
    11 KB TG Quest 6: WARNING! INCOMING PLOT! OP 10/24/11(Mon)21:21 No.16729747  

    You are the command crew of the Oncoming Storm, a transdimensional vessel in the service of the Transpace Guard, an organization dedicated to protecting reality in its myriad forms from the various threats to its existence.

    The TG stands vigilant against such terrors as S.U.E.s, twisted entities that leech and warp any world they inhabit, space-time breaches that allow worlds to mingle and merge with each other known as Crossovers, and the many, many people who attempt to exploit the various planes and "Canons" to their own agendas.

    Not too long ago, a massive disturbance in time-space ripped great holes in the fabric of reality, causing great distortions in this sector of TG's guarded space. Unfortunately, this sector being new and underfunded, the best they could send out was you.

    Swiftly rallying a crew for your ship with the aid of Sector Manager Garret Holtz, you set out to begin your investigation...
    >> OP 10/24/11(Mon)21:31 No.16729831
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    You first went to check on a TG monitoring station that had sent out a distress call. You arrived to find not only the station, but the entire planet devoid of all sentient life save a small group of strange alien ships. The aliens, calling themselves the Orz, related a bizarre tale of how they came to arrive there, while other teams investigated the station and the surface of the alternate Earth, of the C&C Canon.

    The teams found foreboding evidence on the planet below of experiments being performed by the Brotherhood of Nod into Chronosphere research. They discovered that whatever fate befall the planet, Kane escaped before it happened. You then decided to loot the complex and ally with the Orz, allowing them to tag along since they seemed to enjoy fighting. You kept them on as allies even when it became clear they were behind the disappearance of the planet's populace, perhaps following the adage of, "Keep your enemies closer."

    In addition to that, logs from the station and an artifact pulled from a debris field around Mars indicated that two interdimensional ships, a Void Engineer vessel and a Chaos Battleship fought a terrible battle just before the Event. Their location was dead center in the Event's effect radius.

    Deciding to gather more troops and gear before investigating, you returned to base, filed your report, spent your funding, and traveled to the second largest TG base in hopes of gaining more resources.
    >> OP 10/24/11(Mon)21:37 No.16729879
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    Upon arriving you found the planet, part of the Shadowrun cluster, invaded and occupied by drow led by a Supernatural Unbalanced Entity, a S.U.E. Making good use of Shadowrunners and the Orz, you managed to engage and destroy the Drow spacefleet in orbit, as well as kill the SUE, a drow priestess-princess with a stupidly long name that the 'Runners had nicknamed "The Royal Pain." With the death of the SUE, Ares Macrotechnology and Saeder-Krupp led a massive counterattack that as you left, was well on its way to massacring the drow on planet. With the drow out of the picture, the local hidden TG base was free to lift their security lockdown and resume operations.

    You also managed to determine that the drow were brought here by an astral call from Spider that pierced the veil between worlds due to the Event. He also mentioned that amidst the flood of voices the Event opened to him, he recalled one word stood out. "Stob." This same word was mentioned in the recovered observation recording of the Void Engineer battle, an intercepted message from the ship mentioning the same.

    All this being done you returned to base, received, and spent more funding.
    >> Anonymous 10/24/11(Mon)21:40 No.16729893
    You guys fucked up Drowtales?



    Bleeding perfect morally ambiguous backstabbing no sex having (grumbles)
    >> OP 10/24/11(Mon)21:45 No.16729944
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    Setting out once again to investigate loss of contact with another base, you arrived at a Fallout verse to find the battle of Hoover Dam being interrupted by an army of mutated anthropomorphic animals, the Ranks of the Fit. They were led by a minor SUE that was easily killed, and their forces were decimated thanks to the Storm's newly acquired air power, VF-25s and Tie Defenders. However, during the fight, a potent mutagen they had plotted to contaminate the Dam's waters with was breached. A combination of F.E.V. and the T.G.R.I. Ooze, this unholy mixture was central to the dead SUE's plan. An unlucky Auror was infected and began to mutate, but he was recovered in time for treatment. A team of Destroids set down to guard the infectious barrels while you decided what to further do. That is where we left off.

    Last thread: http://suptg.thisisnotatrueending.com/archive/16660618/
    >> OP 10/24/11(Mon)21:50 No.16729984

    1 TGS Cruiser with Sensor and Weapons upgrades, The Oncoming Storm.
    1 Victory-II Star Destroyer, the Relentless
    1 Defiant-class Starship, the Indefatigable.
    3 allied Orz Nemeses

    Aboard the Victory-II you have 1 squadron of VF-25s, and 1 squadon of TIE-Defenders, as well as 1 Gunstar and a team of six Tomahawk Destroids.

    You have enlisted the services of Spike Spiegal, Ibram Gaunt, Egon Spengler, and Gabriel Tosh. One hero has been promoted from UNIT, the hacker Carl "Mouse" Sampson.

    You have the following troops, all with kinetic barriers, Shadowrun gear, and reality emitters.
    1 squad of UNIT troops with prototype NOD armor.
    1 squad of SCP troopers with Tiberium enhanced lasers.
    1 squad of Delta Greens.
    3 Mobile Infantry in Marauders
    1 Auror team.
    1 Emergency Medical Hologram with mobile emitter.
    >> Anonymous 10/24/11(Mon)21:51 No.16729992
         File1319507518.png-(712 KB, 641x534, 1311990345816.png)
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    me gusta
    >> OP 10/24/11(Mon)22:05 No.16730097
    Oh, and you have a looted NOD ICBM too.
    >> Anonymous 10/24/11(Mon)22:14 No.16730180
    Pick up a couple of the nukes that are just lying around. Trade "The big one" dud nuke to the boomers in exchange for mini nuke launchers. Arm troops w/ mini nukes.
    >> Anonymous 10/24/11(Mon)22:30 No.16730307
    Has the Relentless been able to make any progress on powering the computers of the station?
    Also, get the TG station personnel to help out with routing the power.

    Also, ask the TG station commander about the missing orbital assets; there should be some orbital stations left from the Great War.
    >> OP 10/24/11(Mon)22:34 No.16730335
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    It will take some time to locate and recover usable nuclear warheads. At least a few days.

    Prior to this ANON was ordered to attempt to locate caches of high technology such as powered armor and Enclave armor. ANON has located one such cache at this time by cross referencing sensor readings with a list of Enclave and Brotherhood of Steel installations. It is a bunker complex near Chicago, Illinois.
    >> Anonymous 10/24/11(Mon)22:36 No.16730359
    Which military is stronger at the moment? The Legion or the NCR?
    >> OP 10/24/11(Mon)22:37 No.16730363
    With the original staff helping, it will be about ten minutes before the connections are complete and another twenty after that to reroute power to and boot up the computers on the station.

    "Wish I could tell you what happened with them, but our eyes and ears were knocked out when the power failed," the commander says with a shrug.
    >> Anonymous 10/24/11(Mon)22:38 No.16730368
    Please provide a report on these items >>16730307

    Also, do some scans on that bunker complex near Chicago. See if there's any lifeforms there.
    Specifically look for fusion battery activity, indicating Brotherhood or Enclave inhabitants.
    If it's clear of advanced activity, prep Gaunt, Spike, Tosh, and Mouse to go down with SCP, Delta Green, UNIT, and Mobile Infantry teams to begin salvage and recovery operations.

    The Aurors...well, have them work with the EMH and Egon on finding a cure for the FEM and how to deal with it, since the damn stuff has its own reality distortion field.
    >> OP 10/24/11(Mon)22:39 No.16730375
    NCR by far. The Legion suffered the brunt of the Fit attack due to also being melee oriented.

    Captcha: thatdm arrest.

    It wasn't me, I swear!
    >> OP 10/24/11(Mon)22:42 No.16730398
    There is fusion battery activity, but no lifeforms are detected.

    Your research team is already hard at work.
    >> Anonymous 10/24/11(Mon)22:53 No.16730466
    ANON, cross-reference this bunker complex with all known instances of Vault 0 and see if there is a correlation. The Canon Vault 0 is in the Cheyenne Mountain Complex, but I want to be sure.

    Once done, prep Tosh to go down to the bunker location first, and scout the area. Once he provides an all-clear for a safe landing zone, have the rest of the ground forces beam down.
    >> Anonymous 10/24/11(Mon)22:57 No.16730498
    There are working nukes at Fort Constantine, Ulysses' temple. Also, "A.N.O.N., Search for the following: Archimedes II, Bradley-Hercules, Ballistic Orbital Missile Base 001, Highwater-Trousers, and the USS Quetzel; all of which should still be in orbit. If they are not, then we have some problems"
    >> Anonymous 10/24/11(Mon)23:02 No.16730531
    >If they are not, then we have some problems
    We already did that, and the ships aren't there.

    Do try to keep up.
    >> Anonymous 10/24/11(Mon)23:11 No.16730606
    IIRC, he only replied that mothership Zeta was not in orbit.
    >> OP 10/24/11(Mon)23:14 No.16730632
    Narrowing it down to those two choices reduces the time needed by a large amount. Fort Constantine is mostly unguarded at this time, save for a small amount of roving robots. ANON recommends you begin there.

    Vault 0 is detected in Cheyenne Mountain. The Chicago complex appears to be Bunker Alpha.

    Tosh beams down under cloak and locates the entrace to the bunker, a squat concrete building easily enough. A heavy blast door is sealed across it, however.
    >> Anonymous 10/24/11(Mon)23:29 No.16730727
    Alright, looks like a job for Mouse. Have him attempt to access a maintenance panel and splice into the Bunker's communication network. I want to know what's going on inside before we crack this open.
    >> OP 10/24/11(Mon)23:30 No.16730735
    The USS Quetzel is not in orbit.
    Archimedes II is in orbit.
    Hercules-Bradly is in orbit with an exhausted payload.
    Highwater-Trousers is in orbit with an exhausted payload.
    BOMB One is not in orbit.
    >> Anonymous 10/24/11(Mon)23:31 No.16730738
    Mothership Zeta, all alien ships, and none of the space assets that are supposed to be there.
    We had the Indefatigable and the Oncoming Storm scan the area and they came up with nothing.
    >> OP 10/24/11(Mon)23:32 No.16730751
    rolled 42 = 42

    Mouse is able to hack open the bunker door, but not access the comm grid from there. His perhaps reckless choice to do so does not really affect anything though. The interior of the bunker has been abandoned, but in an orderly fashion, what supplies remaining placed under lock and key and everything neatly put away in case the original owners ever decide to return.
    >> Anonymous 10/24/11(Mon)23:32 No.16730753
    OP, where was this info when we specifically asked to have the Inde and the Oncoming Storm report all things in orbit last thread?
    >> Anonymous 10/24/11(Mon)23:36 No.16730773
    Have the SCP, UNIT, and Delta Green troops come down and secure the bunker. Have Mouse go to the bunker's mainframe and see why the Brotherhood left Bunker Alpha.
    >> OP 10/24/11(Mon)23:51 No.16730891
    Honestly, I can't remember.

    The bunker is swiftly secured and Mouse accesses its mainframe. The answer comes swiftly. The BOS forces locked down the bunker and moved west to Bunker Beta to provide a more secure and better placed base to continue their fight against the raiders. They had originally intended to return at some point and set this up as an outpost, but did not for reasons unknown.

    Your teams manage to find a few broken items the BOS did not take with them that can be repaired. However it is not yet enough to upgrade a squad.

    Acquired: Broken Energy Weapons.
    Acquired: Power Armor Parts.
    >> Anonymous 10/24/11(Mon)23:54 No.16730909
    Scan for Bunker Beta and see if there is any activity there.
    Also check for activity at Vault 0.
    >> Spawn_more_Synaps 10/24/11(Mon)23:58 No.16730935
    Slowpoke here, quite familiar with the fallout universe, but what is T.G.R.I. Ooze and how is it interacting with the F.E.V.?
    >> Indonesian Gentleman 10/25/11(Tue)00:01 No.16730952
    A suggestion to the Aurors, EMH and Egon: Try putting an array of reality emitters around the affected Auror in order to reduce the effect of the field.
    That is, if Harry Potter magic works inside the reality emitters. Or maybe we can reconfigure the reality emitters for a while?
    >> Anonymous 10/25/11(Tue)00:01 No.16730953
    The Ooze from TMNT, is causing people to mutate into anthro versions of the last animal they touched instead of super mutants
    >> Spawn_more_Synaps 10/25/11(Tue)00:05 No.16730986
    So, the S.U.E. was a hardline furry, great.....
    Also this
    >> Anonymous 10/25/11(Tue)00:08 No.16731013
    Sounds like a bad idea, what with reality emitters dampening magic, and magic being the one thing keeping the Auror from fully mutating.

    I think it would be better to let Egon finish his analysis of the FEM.
    >> OP 10/25/11(Tue)00:09 No.16731019
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    A few hours pass and two things happen. ANON has completed its scans and generates two lists. One is a list of high tech caches with minimal risk to obtain, the other is a list with moderate to high risk to obtain.

    The second thing is that Egon is ready with a preliminary analysis of the F.E.M.

    "Though I could spend months analyzing this virus, I suspect we don't have that kind of time," he deadpans. "This substance is an enhanced form of the F.E.V. suspended in a slightly altered form of the 'Ooze' mutagen chemical. The two have been altered to work in tandem with each other and infects and transforms any living thing within minutes. Transformation generally carries with it enhanced physical and mental abilities, but also forcibly incorporates bestial traits on the subject, including a hard-wired instinct to follow a 'pack leader'. The substance is extremely resistant to temperature extremes, physical damage, and... well, just about way to kill it instead spreads or accelerates it. This immunity violates the laws of physics in a few ways. In addition the F.E.M. appears to be slightly aware of itself and actively seeks to infect new hosts... and seems at times to be able to phase through solid material, bypass normal containment protocols, and other such impossible feats. All of these traits are outside of a reality stabilization field. When you put it under a reality emitter..."
    >> Anonymous 10/25/11(Tue)00:09 No.16731020
    Actually, the ooze itself is puting out S.U.E. emissions, which is highly disconcerning. After we got rid of the furry, the ooze turned out to be giving off detectable S.U.E readings
    >> OP 10/25/11(Tue)00:12 No.16731042
    Egon queues up a video of a small F.E.M. sample being placed next to a reality emitter. The sample is then burned with a laser. A microanalysis comes up showing all of the viral forms destroyed and the chemical neutralized.

    "...it becomes like any other contagion. Indeed, studies show that prolonged exposure to a reality stabilization field will cause it to break down and become inert, as the substance is largely impossible. I suspect that the virus' reality bending potential was a result of its SUE-based genesis. Reality manipulation renders it vulnerable to extermination. Or, to put it in layman's terms, all you have to do is burn it while in a reality emitter's protective field."

    "Curing the infected Auror is proving to be a bit more daunting, though from what we've found it certainly is possible. I recommend shipping him back to base in a containment unit and letting a curative focused magic user attempt to erase the mutation with magic."
    >> Spawn_more_Synaps 10/25/11(Tue)00:12 No.16731044
    THATS IT!! The S.U.E. wasn't the pack leader, the S.U.E. is the F.E.M. itself!!

    btw, what does the new abreviation stand for?
    >> OP 10/25/11(Tue)00:14 No.16731058
    S.U.E.: Supernatural Unbalanced Entity
    >> Anonymous 10/25/11(Tue)00:15 No.16731062
    F.E.V.- Forced Evoloution Virus
    F.E.M.-Forced Evolution Mutagen
    >> Spawn_more_Synaps 10/25/11(Tue)00:15 No.16731064
    I meant the F.E.M. but thanks for that too.
    >> OP 10/25/11(Tue)00:16 No.16731067
    While it hasn't been confirmed due to the Fit ranks being demolished, this would seem to make the most sense.
    >> Anonymous 10/25/11(Tue)00:19 No.16731082
    We'll have to get a white mage from one of the Final Fantasy Canons to cast an Esuna; that should take care of it. Have the SCP equipped with NBC equipment and reality emitters begin clean-up operations against the FEM; destroy all traces of it.

    As for the other ground teams, we'll begin with the low-security high-tech caches. Bring the Aurors along; they need the experience of fighting against technological enemies and working alongside the other teams.
    >> OP 10/25/11(Tue)00:27 No.16731141
    rolled 76 = 76

    The SCP goes to work on destroying the cache of F.E.M.

    The low-security caches are mainly minor armories or stockpiles mainly abandoned and only defended by scattered robots, untouched mainly by virtue of being undetected or sealed under heavy blast doors and strong locks. The Auror team picks up some basic experience here, and the combat is rather easy, allowing them to get on their feet so to speak.

    From these caches you gain...
    >> OP 10/25/11(Tue)00:34 No.16731192
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    When combined with the items from the BOS bunker, you have enough to equip ONE squad with Energy Weapons, a mix of laser rifles, plasma rifles, and plasma casters.

    You also recover enough armor to equip ONE squad with a mix of T-44d, T-51b, and T-52a Power Armor.
    (T-52a is the armor that the FO3 Enclave and the FOTactics BOS wear.)
    >> Anonymous 10/25/11(Tue)00:38 No.16731215
    Have UNIT equipped with the energy weapons and armor.
    Delta Green is still our most military and force-recon oriented group, and I want to get them stealth armors if we can find them.

    Before we go to the higher-security caches, what have the TG station personnel been able to recover from the station's computer logs?
    >> OP 10/25/11(Tue)00:40 No.16731230
    Vault 0 appears to be active.

    Bunker Beta is also under lockdown it appears.
    >> Spawn_more_Synaps 10/25/11(Tue)00:40 No.16731232
    How many of our guys have compatable power armor experience? I doubt these are anything like the moble infantry suits.
    >> Anonymous 10/25/11(Tue)00:40 No.16731233
    Give the armor to the SCP and weapons to the Delta greens
    >> OP 10/25/11(Tue)00:41 No.16731246
    Currently no one. They will need to be trained for a time before they can use the armor.
    >> Anonymous 10/25/11(Tue)00:52 No.16731324
    Have the weapons and power armor go to the UNIT team, and their NOD armor can go to the SCP.
    >> OP 10/25/11(Tue)03:28 No.16732227
    This gear change is made. The UNIT troops will take about 2 days to get a crash course in the armor, enough to wear it. With enough practice they should become proficient soon enough.
    >> Anonymous 10/25/11(Tue)03:51 No.16732291
    what's the status on the F.E.M./T.G.R.I. contamination?
    >> OP 10/25/11(Tue)04:45 No.16732486
    It'll be clean in another hour.

    The battle at the Dam is now over, the Legion routed, but the Securitrons are forcing the NCR to withdraw, which thankfully prevents them from looking into this matter for the time being. By the same token, the Securitron army will be too busy taking control of the Dam and Vegas to be able to investigate for a while.
    >> Anonymous 10/25/11(Tue)06:23 No.16732839

    Now, reiterating my request for info from the TG station's computers. Power should have been restored hours ago.
    >> Anonymous 10/25/11(Tue)11:11 No.16734060
    Enough time should have passed for the reactors from the Relentless to have been hooked up to the TG station and the computers to have booted up.
    Download all the sensor and system logs to the Oncoming Storm, and ANON is to begin analysis of what happened right before and during The Event.

    Also, have the Oncoming Storm scan areas around Anchorage, Alaska, and the Chinese mainland. I want to find enough stealthsuits to equip the Delta Greens.
    >> Anonymous 10/25/11(Tue)15:50 No.16735804
    Alright, so after the SCP finishes destroying the remaining F.E.M., we get the sensor logs from the TG station, and we recover the destroids and the TIE Defender squadron, we should check China for Chinese stealth armor to equip our Delta Green team.

    Then we can raid Ft. Constantine for the nuke there, as well as any weapons, and then we need to get some gauss weapons.
    We will probably need to get the Indefatigable's engineers to examine some of the micro-fusion batteries and either make adapters so that our Fallout equipment can run off of Star Trek power cells, or so that the Inde's replicators can make more fusion batteries.
    >> OP 10/25/11(Tue)17:28 No.16736523
    Power is restored to the station's computers and its sensor logs are downloaded in short order.

    As the base commander planetside said, the Event caused the power generators aboard the base to malfunction, forcing the crew to evacuate planetside. Shortly before power went off, the sensors detected a large distortion fitting the profile of a dimensional gate planetside, followed by a second gate that disgorged a larger distortion before both faded. Presumably this is how the Fit and SUE arrived on planet. The logs also show the destruction of Mothership Zeta by a second alien craft, which then leaves.

    The Storm begins searching for armory caches in China, and manages to locate one on China's east coast that appears to be relatively intact.

    Who are you deploying to where?
    >> Anonymous 10/25/11(Tue)17:57 No.16736746
    Tosh, Spike, Gaunt, Mouse, the EMH, the Aurors, Delta Green, Mobile Infantry to the armory cache in China. They are to exercise extreme caution, since this is uncharted territory not covered by most of the published canon.
    The EMH is to keep an eye on the radiation level and warn everyone if it starts to get to dangerous levels.
    Tosh to take point and be cloaked, supported by the Aurors with invisibility spells.

    Have the VF-25's and the Gunstar follow the last known flight path of the unknown alien ship that destroyed Mothership Zeta.
    >> Anonymous 10/25/11(Tue)18:13 No.16736826
    Don't forget to include the SCP team if they're finished with cleaning up the FEM, and have the Destroids redeploy to the cache to secure the outside.
    Also, switch the VF-25's with the TIE Defenders.
    TIE-D's to go with the Gunstar to investigate the alien ship, and the VF-25's provide air cover over the Chinese cache.
    >> OP 10/25/11(Tue)18:19 No.16736862
    rolled 53 = 53

    The VFs and Gunstar begin to trace the ship's path as your away team deploys to a ruined bunker complex near the coast. Squat, concrete buildings within a ruined perimeter fence stand with heavy blast doors barring the way. There does not appear to be power running to the doors.

    Radiation levels are moderate here. There shouldn't be a problem so long as the team does not linger.
    >> Anonymous 10/25/11(Tue)18:27 No.16736905
    Damn, I wanted the TIE-D's to switch with the VF-25's.

    Are the SCP done with their cleanup?
    Can the Destroids redeploy here to make sure that there's no automated defenses on the surface?
    If they can, have them do so.

    Otherwise, have Tosh and the Aurors check that the coast is clear.
    Then have everyone dig in behind cover, and have the Aurors magic open the blast doors.
    >> Crix !!nLvSV/0cRma 10/25/11(Tue)18:29 No.16736918
    >scrolling down /tg/
    >see vf-25 and tie defender in the same sentence

    >> Anonymous 10/25/11(Tue)18:38 No.16736959

    Surprised that no one got rule 63'd yet...
    Seriously. TG? S.U.E.s? FEM? you gotta be kidding me...

    Sage-in because i'm not participatin... and maybe givin the op an idea.
    >> Anonymous 10/25/11(Tue)18:44 No.16737005
    What the fuck do we look like, shippers?
    We're Transpace Guard, asshole. We're Editors, We protect the Canon from threats to reality, and we force it back into compliance when crossovers and S.U.E.'s damage it.
    >> OP 10/25/11(Tue)18:48 No.16737037
    The Destroids deploy to the surface to cover their comrades.

    The heavy blast doors, proof against high explosive and plasma-cutters, and countless looters before, simply have no defense against a wizard with a wand. The Aurors turn the doors to dust, allowing the teams entry within.

    Almost immediately upon entry, something triggers and the distant hum of power generators is heard as electricity begins to return to the base. Hanging light bulbs above flicker on.

    The first level of the bunker complex appears to be low-security stores, long spoiled food along with utility tools and some preserved rations. Stairs descend to the next level.
    >> Anonymous 10/25/11(Tue)18:52 No.16737058
    Okay. Hopefully Mouse has gained enough familiarity with Fallout technology by now.
    Can Mouse get access to the bunker's mainframe via splicing into a maintenance panel?

    If not, then have Tosh (cloaked), Aurors (invisible), and the EMH as bait take point as they go down the stairs to the next level.

    "But I am a doctor, not a bullet magnet."
    "You're a hologram and you can't be harmed by the weapons of this world; you're bait. Now get moving, doc!"
    >> OP 10/25/11(Tue)19:15 No.16737230
    Mouse reports that if the bunker has a computer system here, he can't seem to access it from the electronics he finds on this level.

    The EMH moves forward, protesting all the way as the team descends to the next level.

    Almost immediately a pain of machine guns drop from ceiling panels and open fire on the group, aiming at the invisible Tosh and Aurors. Tosh's body armor shields him from the bullets, but one of the Aurors ducks back under cover with a few nasty wounds. The sentry guns explode under fire from Tosh and the Aurors rather swiftly, though.

    One of the Aurors tends to his wounded comrade as the others spread through and investigate this level. These appear to be the living quarters and facilities. Though there are no more stairs, a tunnel leads from here towards one of the other bunkers.
    >> Anonymous 10/25/11(Tue)20:03 No.16737625
    Quick, did the guns target the EMH at all?
    If not, then they can tell the difference between a live target and a machine. Also, they use means other than visible light and heat to detect targets; otherwise the invisibility spells and Tosh's cloak would have worked.

    Once the injured Auror is healed, have them move into the tunnel. This time, the EMH should stay a few minutes ahead of the rest of the group, and be on the lookout for automated defenses.

    "I must protest! I am a..."
    "Yes, yes. A doctor, not an intrusion specialist. Stop with your yapping and get going, doc."
    >> OP 10/25/11(Tue)20:17 No.16737744
    No they did not.

    Using the EMH to search for sentry guns ahead of the main group, he swiftly locates another pair of them about midway through the tunnel.
    >> Anonymous 10/25/11(Tue)20:24 No.16737805
    Alright, now that we know it's there, Tosh, or perhaps one of the SCP or Delta Green sharpshooters should be able to shoot out the machine guns.

    If they can't get a good bead on it, have the Aurors try to teleport behind the machine guns and destroy them before they deploy.
    >> OP 10/25/11(Tue)21:19 No.16738276
    With his almost supernatural skill, Tosh easily destroys the machine gun turrets with his gauss rifle before they can deploy. The team makes use of this strategy several times before arriving at the end of the tunnel, a sealed door that the Aurors disintegrate. Within is a long hallway with many doors bearing computerized access panels.
    >> Anonymous 10/25/11(Tue)21:23 No.16738314
    Explore a little more without opening the doors yet. We need to find a mainframe, terminal, or maintenance panel that Mouse can access.
    Best not to open doors until we know a little more about this facility.
    >> OP 10/25/11(Tue)21:34 No.16738447
    You search the rest of the complex with the EMH scouting ahead and picking out sentry guns that Tosh destroys before they can come online. You come across a few computers that Mouse is able to hack into, and though it takes some work, he is able to hack the base's mainframe. It seems this is a supply depot for the People's Liberation Army, primarily tasked with aiding the supply of the invasion of Alaska. It relied mainly on human guards, who are of course now dead. The military equipment is in the locked rooms you passed, with the rest of the base devoted to fuel, food, and other mundane supplies, as well as of course, housing and facilities for the base personnel.

    The Gunstar reports back that they've tracked the ship's path towards Mars. The Gunstar is capable of interplanetary travel, but the other ships would be in transit for days. Do you want the Gunstar to proceed alone?
    >> Anonymous 10/25/11(Tue)21:42 No.16738526
    >Do you want the Gunstar to proceed alone?
    No, too dangerous. Have the VF-25's turn back, and have them replaced by the TIE Defender squadron. The TIE Defenders have their own hyperdrive engines, so they should be able to make a quick jump out to Mars along with the Gunstar.

    Have Mouse check to see if he can disable the base's defenses and unlock the doors. Begin recovery operations.
    >> OP 10/25/11(Tue)22:07 No.16738713
    rolled 53 = 53

    Mouse begins working on the security systems as the VFs swing back to be replaced by the Tie-Ds.

    The ships jump to Mars and begin searching the area.
    >> OP 10/25/11(Tue)22:09 No.16738729
    Mouse succeeds in disarming the base defenses. Your away team manages to secure a very large number of AK-47s and Chinese small arms, ammunition, a few heavy weapons, and twelve Chinese Stealth Suits
    >> Anonymous 10/25/11(Tue)22:15 No.16738792
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    >12 Chinese Stealth Armor Suits
    Have the Delta Green squad begin training with the Stealth Armors.

    Also, have the Aurors train with the AK-47's.
    They'll probably never need to use them, but it's always better to be prepared.
    >> Anonymous 10/25/11(Tue)22:28 No.16738889
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    Wait, wait, I got one better.
    >> OP 10/25/11(Tue)22:32 No.16738920
    rolled 59 = 59

    Assignments complete.

    Did you want to recover the Constantine nukes still? And try to trade for Fat Mans and mini-nukes?
    >> Anonymous 10/25/11(Tue)22:41 No.16738975
    Yes, we may as well get more nukes, and Fat Mans will still be useful. I'm sure we can always find a use for sub-tactical nukes in our fights. Maybe Spike can negotiate for them.

    Send the SCP, Gaunt, Mouse, and the MI to Ft. Constantine to secure the nukes there. The others are either in training, or they must be tired.

    And I believe we're still waitin on the TIE Defenders and the Gunstar to pick up the trail of the alien ship around Mars.

    Oh, and have the Oncoming Storm do another sensor sweep of the planet for any more reality distortions.
    >> OP 10/25/11(Tue)23:19 No.16739229
    rolled 48 = 48

    With the destruction of the F.E.M. the planet is clean of distortions.

    The Gunstar and its escorts have not located any trace of the ship so far. Do you want them to keep looking?

    Your away team manages to secure 12 suitable nuclear warheads from the stockpile at Ft. Constantine in the span of a few hours. Do you want to attempt to salvage more nukes or are you done?

    Spike leaves to initiate trade with the Gun Runners, who are the most likely to have Fat Mans up for sale. What are you giving him to trade with?

    Do you want to detach the Relentless from the space station now that the computers have been accessed?
    >> Anonymous 10/25/11(Tue)23:25 No.16739266
    Have the Gunstar and the TIE Defenders keep looking. Have the Oncoming Storm move to their location to aid in the search with its enhanced sensors.

    Have the Relentless detach from the station once all logs have been copied over.

    Try to recover more nukes from Ft. Constantine.

    As for Spike, he can trade 4 nukes from the Constantine haul, as well as the Chinese small arms, most of the AK-47's (keep about a dozen for our own use), and the Chinese heavy weapons.
    Did the Chinese weapons stash contain any gauss or pulse weapons? We'll keep those if there are any.
    >> Anonymous 10/25/11(Tue)23:26 No.16739269
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    Trade "The big One" dud nuke first, preferably to the boomers. See how much swag we can get out of it, then procede with selling other nukes. Also, FT. Constantine has multiple nukes IIRC. Not to mention Ulysees temple, which has 6 ICNbMs
    >> OP 10/25/11(Tue)23:39 No.16739351
    rolled 3 = 3

    Another 6 nuclear warheads are recovered from Ft. Constantine. The others appear to be in too bad a shape to be usable.

    Spike trades the bulk of the Chinese weapons (keeping a few AK-47s) for 6 Fat Mans and 30 mini-nukes. The Gun Runners' stock is now depleted. Spike makes his way to the Boomers as a recovery team manages to secure the Big One.

    The Oncoming Storm takes some time to jump to the Gunstar's position and use its advanced sensors. No trace of the alien ship is found. It is no longer in the area and the trail is cold.

    The Chinese Armory did not contain any energy weapons, no.
    >> Anonymous 10/25/11(Tue)23:48 No.16739398
    Alright, decision time, guys.
    Do we try for the high-security tech caches, waiting a few days so that all of our guys are ready with their new weapons and power armor before we try to crack open these dangerous eggs, or call it done and bug out back to base?
    Or let the Orz have some fun by cutting through the high-security caches, and chancing that they either 'disappear' everyone on the planet or simply destroy whatever we wanted to attempt to salvage?
    >> OP 10/25/11(Tue)23:52 No.16739416
    rolled 55 = 55

    So how do you want Spike to approach the Boomers?
    >> Anonymous 10/25/11(Tue)23:58 No.16739462

    Maybe we should call it a day. Quite a few of our troops were nearly gunned down by surprise machinegun turrets, no need to risk them for equipment we might be able to requisition later on in HQ anyway.
    >> Anonymous 10/26/11(Wed)00:02 No.16739490
    I looked up the Boomer faction profile: how the Hell did the player who suggested we deal with them plan on getting past their rampant xenophobia?
    The Courier only became allied with them because they're a Main Character essential to a Canon timeline.

    So scrap plans for contacting the Boomers.

    I think we're done here for now.
    We'll raid another Fallout world for equipment if we need more weapons and power armor.

    Have all teams picked up, and all ships prepare to transit back to Sector HQ.
    >> OP 10/26/11(Wed)00:10 No.16739545
    Spike receives the kill-call just as artillery shells begin to explode all around him. He swiftly scrambles away, receiving a few shrapnel wounds in the process.

    ((Good call, I was about to blow him to bits.))

    The various troops and vessels begin to re converge on the Storm, preparing to leave if the order is confirmed.
    >> Anonymous 10/26/11(Wed)00:11 No.16739555
    Either radio transmission, or by dropping a message from altitude. Have him describe the trade we are looking for. Also, gather a couple b-29 wrecks from greenland, aquidilla- puerto rico, and Eielson AFb, Alaska to sweeten the deal.
    >> Anonymous 10/26/11(Wed)00:15 No.16739587
    I vote for leaving.
    >> Anonymous 10/26/11(Wed)00:18 No.16739595
    Well they apparently don't want to deal with us. Nothing in their faction profile indicates a desire to negotiate or trade with any other faction, even though others have much to offer.

    Have the EMH patch up Spike.
    1 vote to confirm transit orders and return to Sector HQ.
    >> Anonymous 10/26/11(Wed)00:33 No.16739697
    Pic related
    before op post, lag prevented that.
    >> Anonymous 10/26/11(Wed)01:05 No.16739870
    Regardless, that will take days of work to get those B-29's salvaged.

    Far faster and easier for us to just go to the Fallout world next door and loot the same exact bunkers and Vaults that we did here to double what we got.
    >> OP 10/26/11(Wed)02:00 No.16740179
    Looks like the leave votes outnumber the stay votes.

    With a shuddering jump the Storm and its escorts rip back to base. Yet again the looming form of the Sector Headquarters appears before you and you are hailed. This time it's Sector Manager Holtz who greets you.

    "I hope you've got good news for me, Storm," he says, without preamble. Holtz looks as tired as ever, dark circles under red-rimmed eyes. His clothes are rumpled and disorderly. It's possible he hasn't slept in a bed in a few days... if he's slept at all.
    >> Anonymous 10/26/11(Wed)03:35 No.16740718
         File1319614554.jpg-(122 KB, 1440x900, 412202-fallout-3-mothership-ze(...).jpg)
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    I know this is kind of after the fact but in Fallout 3 when you're on-board Mothership Zeta you get a chance to look down at Earth.

    China is underneath that glowing nuclear hurricane.

    In other news, whoever said that Spike should go talk to the Boomers: I will find a way to physically harm you through standard TCP/ICP.
    >> Anonymous 10/26/11(Wed)03:46 No.16740793
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    "Aren't you a ray of whiskey-soaked sunshine. Our excursion report is being finalized at the moment so here's a quick rundown of what we've been up to:..."

    I'm too lazy to type up a full debrief. Let's re-fuel, re-supply and rest up.
    >> OP 10/26/11(Wed)04:16 No.16740927
    "Vodka this time. Whiskey? Oh, I could go for some of that... Maybe later. So it was just a mechanical failure? Pffft. Figures. The Type 89 Starbase always was a temperamental beast. We'll take the crew off your hands and ship them back with a repair team in a few days. Good job on heading off that mutagen fiasco. That would've been a nightmare to undo if the stuff had hit the water."

    Holtz pauses for a moment to check something on his screen. "There's some good news you might want to hear. I managed to put together a scout team and send them out. They won't be under your command, but they should be able to put out the minor fires and gather some information as it were. You have a clue where to go next?"
    >> OP 10/26/11(Wed)04:18 No.16740932
    "Ah, I almost forgot. With that sector accounted for, we can get you either another squad of troops or another hero. Your call. If you check back in a few days we might have something else ready for you. I think you'll like it."
    >> Anonymous 10/26/11(Wed)04:35 No.16741000
    ITT: Looting, the game.

    Why is there so much focus on acquisition of an XBOXHUEG super-equipped army? Surely that's against the whole idea of balancing the metaverse?
    >> Anonymous 10/26/11(Wed)05:00 No.16741108
    Balancing the Multiverse is so much easier when you equip your soldiers with plot armor piercing bullets and protection from stupidity.
    >> Anonymous 10/26/11(Wed)05:03 No.16741117
    >another hero
    What are the rules for recruiting those? Will we get people who died or were never mentioned again in canon cheaper?
    >> Anonymous 10/26/11(Wed)05:19 No.16741168
    There's being well-equipped, and there's attemping to loot a canon of every piece of usable equipment before continuing the story. See above.
    >> Anonymous 10/26/11(Wed)05:32 No.16741221
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    I'm gonna suggest that we pick up Burt Gummer(Tremors series) if available
    >> Anonymous 10/26/11(Wed)05:46 No.16741286
    New Troop suggestion: Squad of X-Com research scientists.
    >> Anonymous 10/26/11(Wed)06:56 No.16741557
         File1319626616.png-(139 KB, 357x353, 1319163676748.png)
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    >Protection from stupidity

    So far several of our fellow officers have:
    -Tried to convince us to contact a Drow fleet that was clearly hostile
    -Sent Spike to talk to the xenophobic Boomers
    -Sent a Ghost and and some toys up against a SUE
    -Used an unsupported infantry squad to attack a Drow patrol to 'see if our guns worked'

    We need more anti-stupidity dakka. Or we should just let Gaunt do his thing.

    We're obsessed with scavenging for some reason. I'm all for picking up some useful tech as we hop around the universe but we've gone a bit overboard. If we end up going to the Rome: Total War universe we'll end up with all of our troops kitted out as Praetorians.

    Hero suggestion: Black Dynamite
    >> Anonymous 10/26/11(Wed)07:08 No.16741600
    We are getting as much firepower as we possibly can because we're not field agents trying to fix deviations or assassinate individual SUE's.
    We are being sent in to fix massive crossovers with extremely hostile and powerful Canons.
    We know that there is a Chaos battleship somewhere out there that is going through different Canons that we need to stop. How do you propose we do that with the subtle approach you advocate?
    >> Anonymous 10/26/11(Wed)07:11 No.16741613
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    Quick question.

    When we raided the Chinese bunker in the Fallout world we held on to a bunch of AK-47's. I know we outfitted the Auror's with them, but hear me out.

    What the fuck are we going to do with some assault rifles from the 1950's.

    We're a futuristic fighting force with top of the line equipment. Not Al-Shabab.

    If we're going to go full retard then let's pick up Chris-Chan as our next hero. The CWCville version of Chris-Chan. I'm absolutely serious.
    >> Anonymous 10/26/11(Wed)07:15 No.16741629
    "Alright Holtz. We gotta stick around for a few days anyway. One of our teams did get hit by that FEV-Mutagen hybrid, and began mutating. We got it contained, but we need a magic specialist to reverse the effects. Got a white mage from a Final Fantasy world on staff?"

    So we need to wait for the mutated Auror to get cured, and for all of our teams to finish training with their new equipment.

    Why Burt? Explain your choice. What does he bring to the table, that none of the military squads under our command don't already have?

    How many scientists? And which X-COM game?
    Also, we don't have any of the requisite lab space on our ships yet; we'd need to spend a Ship Upgrade or Equipment requisition for improved labs.
    >> Anonymous 10/26/11(Wed)07:19 No.16741646
    We trained them on the AK-47's so that they understand the basic principles of muggle weaponry from behind the sights. Also, it will make it easier for them to use backup muggle weapons if, say, they encounter an anti-magic field. Finally, they're the only weapons we had at the time without breaking open another tech cache, and the only ones left were considered high-security and dangerous.
    They aren't expected to actually use them in combat as a primary weapon; what are you, stupid?
    >> Anonymous 10/26/11(Wed)07:21 No.16741655
    Burt guy here. forget it posted w/o thinking. how bout a few more MI?
    >> Anonymous 10/26/11(Wed)07:24 No.16741668
    >How many scientists? And which X-COM game?
    About 20, from the first game. Those guys work damn hard, and have experience of reverse engineering unfamiliar tech
    >Also, we don't have any of the requisite lab space on our ships yet
    Retrofit a med-bay? We only have one medic, after all.

    I thought giving the Aurors the AKs was a good move because an AK is pretty idiot-proof as far as guns go, so it's a good option. OTOH, they won't be able to use their wands, so we actually just went full retard.
    >> Anonymous 10/26/11(Wed)07:25 No.16741679
    >they won't be able to use their wands, so we actually just went full retard.
    Wait, what?
    Why won't they be able to use their wands, just because they have an AK strapped to their back?
    >> Anonymous 10/26/11(Wed)07:30 No.16741701
    They won't be able to use them at the same time, so you either have:

    > fully armed spec-ops magic users
    >green, unarmored soldiers with basic weaponry they're not trained to use
    >> Anonymous 10/26/11(Wed)07:33 No.16741710
    Again, they aren't going to use the AK's except as backup weapons in case they're stuck in an anti-magic field.
    >> OP 10/26/11(Wed)09:43 No.16742390
    I was having a shitty morning until I read this. Thank you.

    "Yeah I can get one on short notice. Don't loiter too long, though. It's not like, you know, the fate of reality hangs in the balance or anything."

    Three days later, the Auror is cured and returned to duty, albeit extremely uncomfortable about his 'experience'. As he is returned to the fold, Holtz contacts the group, a slight grin on his face.

    "Christmas comes early, boys. We got that Branch Starbase up and running again, and the boys on board were kind enough to send over a little thank you for bailing them out. You've got enough suits of Advanced Power Armor Mk.II to equip one squad. And now that that good news is out of the way, might I HUMBLY suggest you get moving? You've got worlds to save, after all."
    >> OP 10/26/11(Wed)09:47 No.16742415
    Nope. Good thinking, though.
    >> Anonymous 10/26/11(Wed)10:24 No.16742595
    Our next stop is going to be the last remaining branch office that went silent, orbiting a Dark Matter world.

    It's a conspiracy setting, so it's got aliens, monsters, and paranormal activity all over the place. Modern Earth, too.
    The Aurors, SCP, UNIT, Delta Greens, and Egon should feel right at home.

    Only question is, who should we get for our Hero or Troop requisition.
    >> Anonymous 10/26/11(Wed)10:29 No.16742616
    >Sent a Ghost and and some toys up against a SUE
    To be fair, it was a Spectre, whose cloaking field did work against the normal drow, and he was only sent in to find a place from which he could either assassinate the SUE or a location where the rest of the troops could beam down; a frontal assault would have increased the chances of casualties on our side immensely. It was just bad luck that Tosh couldn't get into place before he was found out.
    And the Small Soldiers worked, didn't they? They saved Tosh's life at the cost of their own, just as they were intended to do.
    >> Anonymous 10/26/11(Wed)10:29 No.16742619
    I still think we need someone we can task with looking in the deeper mysteries at hand here. At the moment we're firefighting and picking up clues as we go. It would be better to have a hero or a team that we could give a piece of evidence and say "Go figure this out" while the field team operates.

    Egon could do this, but he's pretty useful in the field.
    >> Anonymous 10/26/11(Wed)10:42 No.16742694
    Alright, so investigation/research (non-combat) troop choices:
    1. team of X-COM scientists (first game)
    2. team of Star Trek scientists (circa 2409)
    3. team of Psilon scientists (Master of Orion 3, possible conflict with Gaunt)

    Any other science teams?
    >> Anonymous 10/26/11(Wed)10:57 No.16742778
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    Mordin Solus from Mass Effect?
    >> Anonymous 10/26/11(Wed)11:57 No.16743131
    More possible conflict with Gaunt. That said, maybe the good Doctor can calm him with some hastily improvised Gilbert and Sullivan.

    Failing that, rational debate and philosophical discussion. It'd be good for morale, at least.
    >> Anonymous 10/26/11(Wed)12:38 No.16743409
    The more important or higher-ranked a Hero is to a Canon, the harder they will be to recruit.

    That said, what about Doc Brown from Back to the Future?
    >> Anonymous 10/26/11(Wed)13:15 No.16743672
    Hey, I've got a fun idea. Since:

    1) We're allowed to take heroes from any fictional universe,
    2) We need someone with modern sensibilities, preferably with experience in crazy time shit, and
    3) Characters lower on the command totem pole are easier to recruit,

    I say we jaunt over to the fictional TG Quest universe and grab Section Manager Garret Holtz.
    >> OP 10/26/11(Wed)13:29 No.16743765
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    >> Anonymous 10/26/11(Wed)13:48 No.16743896
    Alright. Back to actual, serious suggestions.

    1. team of X-COM scientists (first game)
    2. team of Star Trek scientists (circa 2409)
    3. team of Psilon scientists (Master of Orion 3, possible conflict with Gaunt)
    4. Mordin Solus (Mass Effect, possible conflict with Guant)
    5. Doctor Emmett Brown (Back to the Future)

    OP, how well could a science team function without a dedicated lab? Or do we already have lab facilities on the Oncoming Storm?
    If we already have a mobile lab, the X-COM team might be the best option.
    >> OP 10/26/11(Wed)13:58 No.16743977
    You have basic lab analysis facilities between the Indefatigable and the Oncoming Storm. It could certainly do with an upgrade, though.
    >> Anonymous 10/26/11(Wed)14:11 No.16744063
    Alright, so I take it that the Hero or Troop Requisition is the only upgrade we got this time around?

    1 vote to get the X-COM scientists.
    1 vote to give the new Advanced Power Armor Mk. II to the SCP team, since they currently only have NOD armor, and the Aurors have their magic to protect them and would only be hampered by power armor.

    Would the NOD armor restrict the movements of the Aurors? It might be a good idea to give the NOD armor to the Aurors then, since we saw how they fared against surprise attacks from guns.

    Also, for our next destination: the branch office from the Dark Matter world. Once we restore all of the major branch offices, we'll be better able to deal with The Event.
    >> Anonymous 10/26/11(Wed)14:31 No.16744214
    Second and bump. Also, keep the wizards out of the power armor. Wizards notoriously cannot into muggle technology. They'd probably kill themselves.
    >> Anonymous 10/26/11(Wed)14:33 No.16744235
    Improved science labs, for a start. After we rescue the last branch office, we need to get to our original job: find the cause of The Event, and clean up the mess that it created.

    We could really do with a hypercomm system so that we can stay in contact with Sector HQ and the other Branch Offices while we're out investigating.

    A more powerful shielding system, preferably one that can withstand Chaos and the Warp, as well as being proof against weapons from that collection of Canon would also be really good to have.
    In addition, maybe some kind of shield relay so that we can extend that protection to the Inde and Relentless.
    >> Anonymous 10/26/11(Wed)14:52 No.16744404
    One more vote for the X-COM scientists and improved labs to take advantage of them.
    >> Anonymous 10/26/11(Wed)14:52 No.16744409
    >Also, keep the wizards out of the power armor.
    Actually, the NOD armor isn't power armor. It's just a form-fitting kevlar suit with a fully enclosed helmet and backpack air tank.
    Considering how poorly the wizards fared against surprise gun turrets, some basic kevlar might be in order.
    >> Anonymous 10/26/11(Wed)15:06 No.16744537
    Well, we can't get the improved labs yet.
    Our current upgrade choices are 1 Hero or 1 Troop only.
    >> Anonymous 10/26/11(Wed)15:09 No.16744562
    Part of the reason for making the wizards train on AK's was to get them used to Muggle technology and not let it be a hilarious weak point for them.
    The SCP, UNIT, and Delta Green soldiers all have experience in fighting magic of one type or another, so the Aurors need to get experience fighting against science and technology in addition to their experience against magical threats and enemies.
    >> Anonymous 10/26/11(Wed)16:04 No.16745063
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    Especially true since we can't deploy them anywhere near anyone with reality emitters. Assuming reality emitters fuck with magic, anyway. Do they?

    pic tangentially related
    >> Anonymous 10/26/11(Wed)16:12 No.16745131
    Yes, reality emitters have been shown to depower magical attacks, as shown back on the Shadowrun world when the Space Age drow's magic weapons were only able to tire out our soldiers rather than outright killing them.
    So they need to have backup skills in case they're caught in a concentrated reality emitter field (such as when we would be taking down a SUE) or anti-magic field (found in some magic Canon worlds).
    Also, passive defenses, like body armor, would really help since they would still provide protection even if the wizards are caught by surprise, like what happened with the sentry turret.
    >> OP 10/26/11(Wed)17:06 No.16745557
    ANON: "Reality emitters depower magical effects based on the amount the magical effect bends reality. A wizard's firebolt or magic missile would be relatively unaffected for example, as it's a straightforward energy assault. A spell that sometimes makes no sense, such as Rarihoo from the Dragon Quest canon which puts anything to sleep, even things like machines, plants, undead, and golems, would be hampered severely. An even greater amount of defense is afforded to spells that absolutely make no sense, such as a SUE spell that instantly kills even gods yet takes hardly any magical energy to power."
    >> OP 10/26/11(Wed)17:14 No.16745623
         File1319663666.png-(35 KB, 646x428, Xcommersgonnacom.png)
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    "We can get you a science team from X-COM no problem. I'll start the paperwork for requisitioning a shipboard lab, but you'll probably need to get another funding upgrade for me to push it through all the way," Holtz says, tapping on his keyboard. "Expect to have the scientists before you leave, they can make due for now. If that's all, you might want to get a move on. These snarls in space time aren't going to fix themselves. God, I wish they would though. I'd sell half of you into slavery just to take a nap that lasts longer than an hour at this point. Well, no, that's cruel. I'd sell a fourth of you. The bad fourth. Anyway, go out and rescue our friends at the last branch office. Hell, maybe you'll get lucky and it's just another machine failure."
    >> Anonymous 10/26/11(Wed)17:25 No.16745738
    "Haha, love you too, Holtz. See you in a few days."

    Once the scientists are onboard and introduced to Egon and the EMH, and given their lab space and quarters, let's go to the last branch office.
    >> Anonymous 10/26/11(Wed)18:34 No.16746232
    This would mean that rogue Editors, shippers, firemen, and subtle SUE's could prove to be unaffected by our reality emitters.

    ANON, what's the limit of a reality emitter field? Could a large enough emitter provide protection for the Oncoming Storm? Or rather, could one be used offensively as a kind of Gellar Field against Chaos ships?
    >> OP 10/26/11(Wed)18:39 No.16746262
    ANON: "There are ship-scale Reality Emitters capable of what you describe. As for vulnerabilities, Reality Emitters are not a perfect defense. Rather, they serve to dampen and sometimes nullify the more extreme powers of the foes you might face."
    >> Anonymous 10/26/11(Wed)18:44 No.16746313
    Alright. Since it looks like there's nothing more to do at Sector HQ, let's get going to the next Branch Office. The SCP and Aurors can get used to their new equipment (Power Armor goes to SCP, Nod armor goes to Aurors) on the way.
    >> Anonymous 10/26/11(Wed)18:54 No.16746379
    Oh shit! Wait! There is one more thing we need to do at HQ!
    Cross-reference the alien ship which destroyed Mothership Zeta that the TG Station detected when The Event occurred, and see if there's a match with any known Canon.
    >> OP 10/26/11(Wed)19:02 No.16746451
    The ship appeared to be of the same type as the Mothership, it's a native of the Canon.
    >> Anonymous 10/26/11(Wed)19:05 No.16746479
    Ah, okay. If it's something from that Canon, then it doesn't concern us.
    Let's go to the last branch office. What's it called?
    >> OP 10/26/11(Wed)19:23 No.16746670
    The Northern Branch Office is disguised as an office complex with an unusually number of basement levels. Base Commander Kellers is in charge, and it's called "The Mulder Building" as an obvious in-joke.

    The Oncoming Storm gathers its escorts close to it, then executes a transpace jump. The familiar feeling of being stretched in a million different directions overtakes you, and then is over in an instant. As your stomach settles, you arrive a fair distance outside of far orbit in the Dark Matter world.
    >> Anonymous 10/26/11(Wed)19:27 No.16746707
    Alright, we need to take care in this world. They're a modern Earth setting, with quite a bit of extraterrestrial and paranormal interaction.
    They could easily detect us if we're not careful.
    Have the Indefatigable activate its cloak and move into high Earth orbit, and have the Oncoming Storm begin scanning for reality distortions. The Inde and the Relentless scan for alien vessels and report.
    >> OP 10/26/11(Wed)20:15 No.16747164
    The Relentless and Indefatigable report the usual clutter of satellites and the like from Earth, but also a large observation platform over the North Pole that does not appear to be Terran made. The Oncoming Storm is able to match the construction profile as being built by the Greys.

    The Indefatigable manages to reach high orbit with no reaction.

    The Oncoming Storm detects no reality distortions here.
    >> Anonymous 10/26/11(Wed)20:24 No.16747244
    Strange...no reality distortions? Hmm...okay. We'll need to stay subtle then, because we don't know how damaged this Canon is.

    Have the Indefatigable scan for the Mulder Building, and see if they can tap into the satellite data feeds to see what the current events are on the planet. Just get a general feel for if things are normal, or if there's evidence of obvious crossovers occurring.
    Have the Oncoming Storm continue keeping an eye on the Grey's orbital station, and have the Relentless hide behind the Moon.

    Provide all teams and heroes with information on this setting, its Canon and its dangers.

    For an initial away team to scope out the area around the Mulder base, get Spike and the Aurors ready to beam down.
    >> Anonymous 10/26/11(Wed)20:31 No.16747309
    The Relentless detects a number of Grey installations as it approaches the far side of the moon, as well as at least one human one. It is possible it has been sighted.

    The Indefatigable manages to locate the Mulder building. It seems to be a normal office building from the outside, located in Chicago. People and cars fill the streets as usual on a busy workday.

    Monitoring major broadcasts nets you the usual mix of news and entertainment.
    >> OP 10/26/11(Wed)20:33 No.16747321
    In addition, Spike and the Aurors are ready to beam down. Where do you want to deploy them?
    >> Anonymous 10/26/11(Wed)20:41 No.16747390
    Can the Indefatigable lock on to a location inside the Mulder Building, preferably a room that is not currently occupied?
    Do we have a map or building plan of the base, and how the base itself can be accessed?

    As for the Relentless, have it hold position once it's hidden on the far side of the Moon. The Oncoming Storm is to then move to join it, and then scan the Grey and human installations for reality distortions.
    They should see that we're obviously not from this world either, and should be unwilling to break their cover.
    >> Anonymous 10/26/11(Wed)20:47 No.16747446

    Can we beam them down inside the building, or are we limited to outside of the building?

    Come to think of it, do we have any blueprints or floor layouts of the Mulder building on hand?
    >> OP 10/26/11(Wed)21:11 No.16747689
    The Oncoming Storm begins to move towards the moon.

    The Mulder Building, as with all TG bases, is shielded against teleportation as a safeguard. Transport directly into the building is not possible.
    >> Anonymous 10/26/11(Wed)21:18 No.16747784
    Is there a secluded place nearby that they could beam down to? The Aurors can simply use a few memory charms and invisibility spells to make their presence disappear. Spike will likely need to stay visible just so he can interact with anyone inside the Mulder Building.
    >> OP 10/26/11(Wed)21:19 No.16747801
    There is an alley behind the building that could work.
    >> Anonymous 10/26/11(Wed)21:23 No.16747866
    Alright, beam down.
    The Aurors are trained in how to make Muggles forget about ever seeing wizards, so this should be routine for them.

    Hmm...I know I originally said to have the Aurors wear the Nod armor, but that would make them stick out too much.
    Bah, just have them use some magic to change what they look like to disguise the fact that they're wearing armor.
    >> Anonymous 10/26/11(Wed)21:50 No.16748199

    Also, be sure to give Spike a quick briefing on the stuff that's different from his era and this current time.

    It might save his life at best, and will make him less conspicuous at the least.
    >> OP 10/26/11(Wed)22:13 No.16748474
    The Oncoming Storm now reaches the Relentless, both moving into plain sight. Nothing happens until the vessel begins its scan of the moon's surface, at which point the Grey station-ship begins to move towards Mars, disgorging a few saucer-shaped craft as it does so. The Storm does not pick up any distortions.

    Both Spike and the Aurors have already received a briefing as per S.O.P.

    Spike and the Aurors emerge from the alley, looking like any of the groups of businessmen in suits walking the streets. Spike flicks a cigarette over his shoulder as he does so, creating the illusion that they were just stopping outside for a smoke break before returning to the office building.

    Do you want them to go inside?
    >> Anonymous 10/26/11(Wed)22:14 No.16748487
    Yes, have Spike and the Aurors enter the Mulder Building.

    Keep an eye on the Greys, but they should know enough not to mess with Transpace Guard business.
    >> OP 10/26/11(Wed)22:34 No.16748681
    The smaller saucers maintain a defensive screen as the station-ship withdraws.

    Spike and the Aurors enter the building, a luxurious lobby opening up before them, mostly empty. A female secretary with blonde hair that looks badly died, some patches of hair having a metallic sheen, sits behind a desk. A plaque with the logo "Mulder Consulting" hangs on the wall behind her. She looks up with a perky smile as Spike and the Aurors enter.

    "Hello!" she chirps. "Welcome to Mulder Consulting. We make problems disappear! What can I do for you?"
    >> Anonymous 10/26/11(Wed)22:39 No.16748736
    Did the files on this base back at HQ mention what the codephrase is supposed to be?
    Have Spike respond with that.

    Otherwise, just say we're from Transpace Consulting.
    >> OP 10/26/11(Wed)22:54 No.16748892
    It did.

    "Don't worry ma'am. We're from the internet," Spike declares with a wink. The secretary puts on a mock frown.

    "You guys with your jokes... I don't know why we keep hiring you. The computers are downstairs, we'll have our IT adviser meet you there."
    >> Anonymous 10/26/11(Wed)23:02 No.16748998
    Hmm....odd. Everything *seems* to be on the up and up; why'd the base go silent, then?

    Tell Spike and the Aurors to proceed, but to be careful.
    Have Gaunt and the SCP, as well as the other teams be on standby, just in case.
    >> Anonymous 10/26/11(Wed)23:06 No.16749035

    If there weren't any reality distortions, could that mean that the TG base was infiltrated by canon forces and subverted?
    >> Anonymous 10/26/11(Wed)23:09 No.16749086
    Yeah, that's possible. If the dampening fields that shield the base's presence were knocked offline, like the reactor from the West Office on the Fallout world, it's a good chance that they might have been attacked and suborned.

    That will require a...definitive response.
    And if the Greys are behind this...

    Transmit to Spike that he should be careful, the base might have been compromised. We've got Gaunt and the rest of the assault teams on hot standby if something goes wrong.
    >> OP 10/26/11(Wed)23:12 No.16749139
    Spike and the Aurors walk through the first level of the building, devoted to offices and large rooms filled with sterile looking cubicles. On their way they pass another worker with slicked back black hair with a glossy sheen. Finally they reach the stairs down, taking them to the first basement level, where they meet an older gentleman in top physical condition with silvery grey hair. He smiles.

    "Ah, I'm glad to see you. I'm Vice-Commander Kaparsky. I take it you're the team they finally sent to check up on us?"
    >> Anonymous 10/26/11(Wed)23:25 No.16749291
    I'm kind of suspicious of all the shiny hair...

    Anyway, let Spike handle the introductory bit, then hold out our communicator so we can talk with the base commander directly.

    "Yes, this is the captain of the Oncoming Storm. Sector HQ's been wondering about why you went silent, and if you have any sensor data to help us determine the origins of what we are calling The Event."
    >> Anonymous 10/26/11(Wed)23:27 No.16749325

    Do the Aurors have any sort of subtle spells that can detect anything out of the ordinary, biologically speaking? Like if there are abnormal cybernetic implant electrical signatures or weird psychic emanations or such coming from any of the TG staff.
    >> Anonymous 10/26/11(Wed)23:39 No.16749457
    Not just biological or cybernetic control implants; this is also a paranormal setting.
    They should also check for magical residue and magical mind tampering.
    >> OP 10/26/11(Wed)23:45 No.16749526
    "Yeah, and my bosses want to talk to you," Spike says, handing over his commlink. Kaparsky takes it and listens to you, nodding.

    "Our communications arrays were damaged by the Event. Same with the secure transport we usually use for transit. We managed to fix them to a degree, but we need parts to complete the repairs," Kaparsky grimaces. "That's not even the worst of it. Base Commander Kellers was personally investigating a highly anomalous disturbance when the event hit," Kaparsky winces. "It blossomed into a gateway and swallowed him up. It bears mentioning that we can't reboot the communications arrays without a Base Commander's codes. If you could find a way to bypass that or get us new codes along with the parts, we should be right as rain."

    I'm positive they have spells that check for psychic and magical anomalies, but given that in the Potterverse magic and technology don't mix, I don't think they'd have spells that check for cybernetics or the like.
    >> Anonymous 10/26/11(Wed)23:52 No.16749600
    "Well, we don't have any codes of that rank, or the communication array spares, but we do have a bright young fellow that might be able to help.
    "Do you have a safe place where we can beam him down? None of our shuttles have cloaking fields on them."

    Have Mouse go down to try to help them get the communication array back online. But also tell him to check out the base logs, make sure that they weren't suborned. Make it look like we're just trying to get the sensor logs for when The Event hit.

    Also have the Aurors, check for mind control or tampering magic.
    >> OP 10/26/11(Wed)23:58 No.16749675
    rolled 33 = 33

    The Aurors do not find any evidence of mind control or magic.

    "Yes of course! We can lower our teleportation defenses temporarily to allow you access in a prepared room of this level. No one should be able to detect it," Kaparsky states with a nod. "Whenever you're ready."
    >> Anonymous 10/27/11(Thu)00:03 No.16749738
    To Spike: "This just seems way too easy. I'm just waiting for the other shoe to drop. I probably don't have to tell you to stay on your toes until we're out of here."

    To Kasparsky: "Okay. We'll lock on and beam him down as soon as we see the field deactivate."
    Have Mouse beam down as soon as the room is prepared and the anti-teleportation field goes down.
    >> Anonymous 10/27/11(Thu)00:13 No.16749834
         File1319688795.jpg-(27 KB, 407x378, imperial_guard.jpg)
    27 KB
    Ah, /tg/ quest is back up.
    We're building quite the team of paranormal investigators.
    I honestly have no experience in the Dark Matter canon, so I'll leave the decision-making to someone more competent than I am.

    If the X-com scientists have nothing better to do, have them start work on Motion Scanners.

    A question: Would people who cause reality distortions count as Criminal Scum?
    >> OP 10/27/11(Thu)00:25 No.16749974
    rolled 68 = 68

    Depends on the distortion.

    Mouse beams down with no problems and descends to the lowest level of the base to work on the equipment.

    Spike and the Aurors are requesting orders.
    >> Anonymous 10/27/11(Thu)00:31 No.16750051
    Just brainstorming up some ideas for people that can gather information via psychic bullshit, lolmagic, or THE HAAAX. Imperial guards sprang to mind as relatively low-cost psychics that only work against criminal scum.

    Since I'm not familiar with the canon, I don't know what Spike and the Aurors should do. I get the suspicion that not all is as it seems with this base, but I don't know how to appropriately act on that suspicion.
    >> Anonymous 10/27/11(Thu)00:35 No.16750094
    Have Spike and the Aurors just cool their heels for now. Nothing to do until Mouse either fixes the comm array, something happens, or the base personnel reveal that they're actually eldritch abominations masquerading as TG agents.
    Tell them to not worry, they're still on the clock for this, and maybe they should grab something to eat in the lunchroom.
    >> OP 10/27/11(Thu)00:39 No.16750134
    rolled 82 = 82

    Spike and the Aurors like that idea and go to the base's cafeteria to get some food.
    >> Anonymous 10/27/11(Thu)00:42 No.16750159
    The food is much too spicy. You'll have to ask the lord to bring you something with less zest.
    >> Anonymous 10/27/11(Thu)00:52 No.16750246
    Let's see if the other shoe drops.

    Oh, and tell Kasparsky that the Greys have left the far side of the Moon and are moving to Mars. Seems that getting scanned by us spooked the hell out of them.
    >> OP 10/27/11(Thu)00:53 No.16750256
    A few hours pass as Spike and the Aurors eat in the mostly deserted cafeteria. They finish their meals and bus their dishes to the cook behind the counter, a fat man with a beret. He takes their dishes and Spike lights a cigarette.

    He requests orders again, or at least permission to return to the ship and its rec-room or to bum around in the base's rec-room if they have one.
    >> OP 10/27/11(Thu)00:56 No.16750287
    "...they saw you? Well that's to be expected I suppose. The Greys are mostly uncontested in the local space. You fly a mile-long battleship past them and they're likely to do the alien equivalent of a double take..." Kaparsky frowns. "Let's hope nothing comes of it. With any luck, they won't connect your ship to our base."
    >> Anonymous 10/27/11(Thu)00:56 No.16750288
    Yeah, tell him and the Aurors to bum around in the base rec facilities for a while.
    >> Anonymous 10/27/11(Thu)00:58 No.16750303
    Might as well screw around for a while.
    I'd have the Storm scan the Earth for weird shit, but if I understand this canon, the result will be "Yep, there's weird shit. It's canon."
    >> Anonymous 10/27/11(Thu)00:59 No.16750320
    "We should be fine. We're transporting personnel using a cloaked ship in orbit.
    The Relentless and the Oncoming Storm are just putzing around behind the Moon.
    "But aside from the gate that got Kellers, anything else go on around here?"
    >> OP 10/27/11(Thu)01:12 No.16750445
    "There's always stuff going on here, some conspiracy of this kind or that kind. We try to stay out of it as much as possible, only intervening when someone looks like it might reveal us, mess with space-time, or do something similarly nasty that's inter dimensional in nature."

    Spike and the Aurors start playing pool in the base's rec room. Only twenty minutes in and Spike has half their cash.

    Another hour passes before you finally hear from Mouse as he activates his comm-link.
    "Mouse here. I got the communication systems working with a jury-rig, but we'll have to go back to HQ and get the parts to make it permanent. Might as well get the codes while we're there, it'll make this next part a hell of a lot easier."
    >> Anonymous 10/27/11(Thu)01:18 No.16750509
    "If that's the case, try to raise HQ on the comm-array and put in a call for a service team, the parts, and the codes. No need for us to be transiting if we don't need to. I don't want to be meeting my lunch a second time today."
    >> OP 10/27/11(Thu)01:21 No.16750530
    "Er... Sorry sir, I don't think the comm arrays can reach the base with the snarling of time-space with the event. My jury rig mainly got intra-system communications up."
    >> Anonymous 10/27/11(Thu)01:26 No.16750594
    Tell Kasparsky that we'll need to transit back to Sector HQ to get the parts and codes.
    Have Mouse, Spike, and the Aurors beam back up to the Inde for now.
    Have the Inde and the Relentless stick around, and the assault teams and heroes stay on the Relentless as the Storm transits back to Sector HQ.
    >> Anonymous 10/27/11(Thu)01:29 No.16750625
    Now I don't know whether there's OBVIOUSLY something at work here since we're on Dark Matter, or whether there isn't anything at work at all and we're just being paranoid.

    We know:
    The base commander is absent
    The communications array is nonfunctional

    It's possible that everything is exactly as Kaparsky says it is.
    It's also possible that the base was subverted or replaced - either the subverters damaging the comms array so the base can't call for help, or the base commander damaging the comms array so the subverters can't call for reinforcements.
    I'd check exactly WHAT did the damage to the comms array, and see if it matches with a reality distortion.

    Also, the base commander was apparently swallowed up by a gateway while investigating a disturbance. Said base commander might have been thrown into the disturbance deliberately by the subverters. I'd like to get video feeds of this disturbance and see what it looks like. Special attention paid not to what was going IN the disturbance, but what was coming OUT of it.

    One thing that tips me off: The people in the base now can't get a Comms array working without a base commander's access codes. I know that's bullshit. Any Comms officer would be able to do that. I'd like to take a look at their communications staff, check their protocols for "Some jackass forgot the Comms Array password", and see how that matches with our S.O.P.

    We have Tosh. Get Tosh down here and have him sense anything amiss or evil. For that matter, we have Delta Greens, i.e. people whose entire purpose is to go into places where everything seems normal and find out what's wrong with it. Get them in here, too.
    Have them teleport into the alley and walk in. The Aurors can probably disguise them in suits as they did with themselves and Spike.
    >> Anonymous 10/27/11(Thu)01:31 No.16750641
    Before we fuck off out of this system, I'd like to at least check the nature of the damage to the Comms array and the video feed of the Anomaly.
    >> OP 10/27/11(Thu)01:34 No.16750679
    Spike, the Aurors, and Mouse transit back up to the Indefatigable.

    "Well that was easy money," Spike comments, flicking out his cigarette just before the teleport beams hit them. They reappear in the ship's interior. "A little boring, though."

    "Are you referring to the mission or to your little pool game?" one of the Aurors remarks acidly.

    "Do I have to choose?" Spike asks with a grin.

    "It's not so bad to have an easy mission now and again," Mouse comments, adjusting the combat helmet he wore secured to his head. "I prefer it."

    "Whatever," Spike mumbles. "The food sucked, I can tell you that much."

    "Agreed..." an Auror complains as he puts a hand to his stomach. "I don't want to know what was in that mystery meat. My stomach is not happy."

    "Crybaby," Spike chuckles.

    The Storm begins jump operations and once again you find yourself back at Sector Headquarters. Holtz contacts you again.

    "Gimme the scoop," he says.
    >> OP 10/27/11(Thu)01:37 No.16750705
    ((Sorry, I was typing when you wrote this. But...))

    One alert officer smacks the emergency stop button hard and the transpace jump cancels just before you return to base.

    So you're sending in Tosh and the DGs? In or out of their armor?
    >> Anonymous 10/27/11(Thu)01:46 No.16750777
    I'm just one person, so if the rest of the thread wants to RTB I won't stop that. Still, as only one person, I say:

    Without the power armor. That stuff is bulky.
    Spike, the DGs, Tosh, and the Aurors, all have tools that would allow them to find out if something's amiss. Spike's a detective, the DGs are made for paranormal investigating, Tosh is both a telepath and an espionage agent, and the Aurors can detect if a mind is altered.

    Prio is finding out the nature of the damage to the Comms array, finding video feed of the anomaly, and comparing the base's comms staff's responses about needing auth codes to Transpace's S.O.P. for 'Base commander cannot into codes, need to use comms, what do'.

    There's a good chance that the Comms array WAS damaged by The Event, that the Anomaly WAS just an Anomaly, the comm staff genuinely DON'T have any procedure for what happens if the Base Commander forgets his codes, and the investigation is a big waste of everyone's time and was just me jumping at shadows like a metagaming tard. Still, doesn't hurt to check.
    >> Anonymous 10/27/11(Thu)01:50 No.16750814

    This type of caution is probably more warranted in these types of situations. There are canon forces that could easily manipulate the TG, and not all of them would have to use psionics or magic. All it would take is a sufficiently charismatic canon character and a receptive TG official to compromise an entire base.

    Holt might be annoyed that we wasted some time in investigating what might turn out to be a perfectly fine, but otherwise silent base, but he'd probably approve that we took so many pains to ensure that there wasn't any subtle trickery going on in the background.
    >> Anonymous 10/27/11(Thu)01:53 No.16750832
    Are you okay with sending Tosh, Spike, Aurors, and Delta greens without the power armor (presumably they still have kevlar vests)?
    I'd also like to send the Quest's silent order-giving protagonist, because he/she is the person on staff with the most knowledge of operating procedure, and what to do if someone forgets their codes.
    >> OP 10/27/11(Thu)01:54 No.16750840
    Spike, the DGs, Tosh, and the Aurors, return to the planet's surface. Are you sending everyone back to the office or just a few?
    >> Anonymous 10/27/11(Thu)01:59 No.16750884
    Where is the base's comms array located at physically, in relation to the base itself?
    >> OP 10/27/11(Thu)02:08 No.16750966
    The bulk of the machinery is in subbasement four, with transmission dishes and antenna on top of the building.
    >> Anonymous 10/27/11(Thu)02:14 No.16751012
    I guess everyone's going to the base then.
    Dishes and Antennae work even when damaged, so they're not likely to be the cause of anything. Just the same, I'd like the Aurors to see if there's anything magical about the transmission towers. Though there's a 99% chance that nothing is amiss, there's also a 1% chance that they're enchanted to output a Brainwashing Beam or something.
    >> OP 10/27/11(Thu)02:16 No.16751031

    The Aurors don't detect anything wrong. A short time later, everyone walks back into the front of the office. The secretary looks a little surprised to see you.

    "Ah... I thought we'd fixed the computers? Is something wrong? Our IT manager is where you last talked to him if you need to chat further," she says.

    Is Tosh cloaked?
    >> Anonymous 10/27/11(Thu)02:16 No.16751033
    I forgot: Bring Mouse along with the DGs, Spike, Tosh, and the Aurors. Mouse is good at interfacing with computers and we'll probably need to do that to get information out of them.
    He's also a good cover story for why we need to go to Sub-basement 4 and check out the comms arrays.

    Come to think of it, pretty much everything's going to be happening at this base's Command, Communications and Control Center. From viewing footage of the anomaly, to talking with comms officers, to viewing the state of the comms equipment.
    >> Anonymous 10/27/11(Thu)02:21 No.16751080
    "Trying some more workarounds, seeing what parts are damaged. Might be some spare crap in the back of our spaceship we could use for a more permanent fix."
    Tosh shouldn't be cloaked. This is a TG office, it can see through cloaks.
    Our stealth here is based around "we are exactly where we are meant to be and nothing is amiss".
    >> OP 10/27/11(Thu)02:30 No.16751147
    "Oh... All right," the secretary says. "Well you know where everything is."

    Contacted by comm in his quarters, Mouse requests a few minutes to get ready again, as he has to get all his gear together once more. After ten minutes, he returns to the teleporter and then the base, laden with electronics gear, his helmet strapped again to his head.

    What do you want the others to do while Mouse does his thing? And confirm, Mouse is checking their computers for footage?
    >> Anonymous 10/27/11(Thu)02:31 No.16751151
    annon, does the base commander being the only one with the password match standard tg procedure?
    >> Anonymous 10/27/11(Thu)02:34 No.16751174
    Mouse checks for footage of the Anomaly.
    DGs and Spike are made for this shit. They're to investigate the base and check if anything seems amiss.
    The Aurors are to check for any magic to alter either information, communications, or minds.
    Tosh waits until he has a bad feeling about something. Don't worry, he will.

    Focus on the Comms equipment, Comms officers, and any information the base has about the Anomaly - whether on computers or by talking to the staff members.
    It'd be a good idea to cross-check what people say, to what the records show.
    >> OP 10/27/11(Thu)02:36 No.16751189
    ANON: "The Base Commander usually has access to several high level codes that can restrict or grant access to base functions. However, it is unusual for a Base Commander code to be needed for something as simple as communications repair. Usually a Base Commander's code is needed to lock a base's functions down, or restore them after a lock down. It is possible that the communications security of this base was intentional tightened due to its location, but in addition, it would be unwise to put such a critical function of the base on a single man."
    >> OP 10/27/11(Thu)02:41 No.16751230
    rolled 67 = 67

    "I got a bad feelin' mon. Da people here feel... off. Dey're not unda any psychic control, but they feel different somehow. Dey got anger bottled up tight within 'em. Aggression checked by willpowa' an' cold logic. Dey feel... a little like me Spectre bruddahs."

    Spike and the DGs begin to try and track down the communication officers.

    The Aurors begin their magical sweep.
    >> Anonymous 10/27/11(Thu)02:47 No.16751275
    What do we know about the Base Commander himself? Is he a man of good morals with a strong memory, who isn't prone to taking risks?

    I'm thinking the base was deliberately put under lockdown by the commander. We don't know his motives, but were told that he vanished in an Anomaly after putting the base on lockdown.
    He might have done that to himself deliberately, so that the lockdown was (more) permanent.
    He might have been murdered by subverters, who didn't realise they needed his codes at the time.
    It may very well have been an accident - the base was put on lockdown, then the base commander investigated a deadly anomaly with his face.

    Why would the base be on lockdown? Could be someone inside the base was trying to send a false message out, subverters requesting reinforcements, could be that something out there in the void was listening, and it would've been a really bad idea to let it hear you.

    Or, perhaps nothing is wrong at all. Everything was fine, but the base commander decided to put the base on lockdown and investigate an anomaly with his face, because apparently he's controlled by the good people of /tg/.
    >> OP 10/27/11(Thu)02:48 No.16751285
    rolled 17 = 17

    The Aurors complete their magical sweep and report they find nothing... except that something may be off. They feel extremely drained and request to return to base and rest.
    >> Anonymous 10/27/11(Thu)02:52 No.16751321
         File1319698375.jpg-(196 KB, 1024x819, terminator.jpg)
    196 KB
    Aggression in check by willpower and cold logic.
    I'd like to Voight-Kampff one of them. Or, get the medical hologram to check if they're fully human.

    It's also possible that they ARE human, and have murdered the base commander very deliberately. I wouldn't be surprised if people got fed up with the Transpace Guard on their own. The question then is how/why the base got on Lockdown.
    >> OP 10/27/11(Thu)02:53 No.16751323
    ANON: "Base Commander Kellers was an extremely methodical and calculating man, the TG thought this made him a perfect fit for this region of space. Everything he did had a purpose and every action he took was carefully thought out. He was also a man of tremendous will. It is unlike him to personally investigate something, though it is not without precedence if he thought the matter required his personal attention. If he did institute a lockdown, the possible reasons would be myriad here."
    >> Anonymous 10/27/11(Thu)02:54 No.16751328
    Hmm. I bet the Base's reality stabilisers are just interfering with their magic.
    They should stick around but not use magic for a while. Maybe they can fuck around in the Rec room and practice their pool.
    >> OP 10/27/11(Thu)02:54 No.16751331
    OK, how are you going about this?
    >> Anonymous 10/27/11(Thu)02:57 No.16751351
    Honestly I don't know. It looks like it's only me playing at the moment and I'm afraid to make any major decisions on the fear that I'll fuck something up for everyone.
    >> Anonymous 10/27/11(Thu)03:01 No.16751375
    Hmm. Wonder why he'd institute a lockdown.
    New item of importance: Captain's Log. I assume it's kept somewhere else on base, so we'll have to start hunting it after we're done with the comms center.

    I honestly don't know how you'd get a person in the base to consent to an empathy test. If Tosh is correct and these people have aggression backed by cold logic, then that's 2 reasons why they'd never consent to an empathy test.
    As for the medical hologram, can it scan people to diagnose possible medical conditions, even if the person in question is just walking by/sitting down doing nothing?
    If so, how stealthily can it do this?
    >> OP 10/27/11(Thu)03:04 No.16751398
    I imagine it would just need to wave a tricorder at them for a while, but I don't think the EMH has the skill to take a reading while hidden.

    If it's only person playing then perhaps this a good stopping point. It's pretty late anyway.
    >> Anonymous 10/27/11(Thu)03:06 No.16751408
    Good plan. So, that gives us some things to investigate.
    ((Meta: If we had just returned to HQ for communications parts, would that have been a major fuckup on our part?))
    >> OP 10/27/11(Thu)03:10 No.16751429
    I'll tell you when you've completed this section. Call it a vision of what might've been.
    >> Anonymous 10/27/11(Thu)03:14 No.16751454
    Understood. Good game so far.
    When's the next session?
    >> OP 10/27/11(Thu)03:30 No.16751546
    I'll probably sit down and pay attention tomorrow around 6 PM Eastern time. I'll be checking the thread erratically until then.
    >> OP 10/27/11(Thu)03:31 No.16751554
    Oh and thanks. Good to know people are having fun!
    >> Anonymous 10/27/11(Thu)03:32 No.16751560
    Eastern US time?
    >> Anonymous 10/27/11(Thu)03:33 No.16751572
    If so, see you in 38 hours.
    >> OP 10/27/11(Thu)03:38 No.16751606
    More like 16 hours. I should've said later today. My bad.
    >> Anonymous 10/27/11(Thu)03:52 No.16751690
    Roger that.
    Get some sleep son, and I'll see you later.

    Would the mirror from Snow White be within our pay grade? Could be useful but also quite powerful.
    >> Anonymous 10/27/11(Thu)06:11 No.16752326
    As soon as they said that there was a problem with the mystery meat, you should have immediately had the EMH pump their stomachs and check the DNA traces of the meat.

    In fact, that's exactly what we should do right now.
    Have the Aurors apparate back up to the Inde's medical bay and have the EMH check the contents of their stomachs for the last meal they ate and its composition.

    Everyone else go down to the communication equipment and have the Delta Greens check the actual hardware while Mouse checks the base's logs. Cross-check the story of Kellers going to investigate an anomaly and getting sucked through a reality gate, and the equipment's own diagnostic reports concerning the apparent damage to see if there's a discrepancy.
    >> Anonymous 10/27/11(Thu)10:34 No.16754085
    OP, you're going to need to keep an eye on the number of posts; we're probably 2/3 of the way to the bump limit.
    >> Anonymous 10/27/11(Thu)12:44 No.16754877
    So in addition to this, I think we need to get some stun weapons. Star Trek phasers would be great, Star Wars blasters would be acceptable, but really any kind of non-lethal takedown weapon is something we should try to have on-hand.
    We're not sure if these TG personnel are being mind-controlled, or what, and I'd rather be able to shoot them and take them down if it comes to a fight, without killing them.
    >> Anonymous 10/27/11(Thu)13:29 No.16755218
    Aurors have stunning spells, immobilising jinxes and maybe the Imperius curse (if they're not too worried about the unforgiveable curses).
    >> Anonymous 10/27/11(Thu)13:33 No.16755255
    But that's just one team of 3 wizards. What if they're caught in an anti-magic field?
    Or like right now, where they're fatigued?
    Or if we need the teams to split up?
    And then there's the problem of beings which might have their own resistances and immunities to magic.
    >> OP 10/27/11(Thu)16:29 No.16756681
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    The Aurors WOULD apparate back up to the ship, but they are all unconscious when you check on them. The Delta Greens can haul them outside for the transporter to nab them though. Kaparsky offers to have the base medical doctor have a look at them.

    Spike reports in, he looks haggard, sweat beads on his forehead.

    "I had a look around. Nothing seemed out of the ordinary at first, but then I noticed something. It could be nothing, but everyone's hair has a metallic sheen to it. I mean everyone's hair. I wrote it off as a bad dye fad or something when we met the first few staff members down here, but everyone I see in this building has it," Spike says, breathing heavily. "Uh... In addition, I'm not feeling so hot. I'll try to tough it out, though."
    >> Anonymous 10/27/11(Thu)16:36 No.16756750
    "No, get your ass back up here, Spike."
    Have the Delta Greens get everyone back up here. This place crawls, and I want them all out.
    Have the Delta Greens get Spike, the Aurors, and Mouse out of there. Mouse is to leave a data link to the base computers open so that ANON can go through the base logs.

    "Kaparsky, I think my men might have picked up something from the Fallout world we visited. We were dealing with F.E.V. while we were there. We've got the facilities to deal with it. Just lower the interdiction field and we'll beam them out."
    >> OP 10/27/11(Thu)16:45 No.16756826
    "Oh my. Is it infectious? Perhaps I should lock down the base? Or send some of my personnel up with you for tests?"
    >> Anonymous 10/27/11(Thu)16:54 No.16756907
    "No, purely radiation-based. They'll be fine as soon as we get them some Rad-X to deal with the radiation poisoning."

    All of our other ground teams and heroes should be on standby for an assault transport. Confirm that they are ready.

    ANON, run a search through our database for threats in the Dark Matter Canon, specifically those that show symptoms of metallic-looking hair.
    >> OP 10/27/11(Thu)17:01 No.16756959
    "Oh if that's the case I think we have some anti-rad medication down here. Just direct them to our infirmary and we'll have them back in no time!"

    ANON: "Beginning archives search..."
    >> Anonymous 10/27/11(Thu)17:07 No.16757029
    Dammit, that definitely sounds like a trap.

    Can Mouse access the interdiction field generators and shut them down?
    >> Anonymous 10/27/11(Thu)17:36 No.16757289
    In addition to this, are the Delta Greens, the Aurors, Spike, Tosh, and Mouse in a defensible location? We might need to bust in with our other squads, and we may need to have them hold out for a bit.
    >> OP 10/27/11(Thu)17:48 No.16757404
    "I might be able to, if I use ANON as an intermediary. I can install a hacking program on it and use its processing power to break through the control firewalls."
    >> OP 10/27/11(Thu)18:10 No.16757604
    They can hole up in the communications room for now. That's relatively defensible. Do you want Mouse to try his ANON idea? Do you want to wait for ANON to finish its search?
    >> Anonymous 10/27/11(Thu)18:13 No.16757633
    "Alright, get ready to start the hacks, but don't start just yet. I'm still going to try to talk our way out of this for now."

    "Kaparsky, no, we've got what we need up here. Just take down the interdiction field and we'll take care of it."
    >> Anonymous 10/27/11(Thu)18:22 No.16757707
    Have them fall back to the communication room, have ANON finish its search before we do anything further.
    >> Anonymous 10/27/11(Thu)18:23 No.16757712
    guy here.
    Changing to support this guy >>16757707
    >> OP 10/27/11(Thu)18:42 No.16757868
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    ANON: "Archive search complete. One match found.

    'Sandmen', nanite-cybernetic organism made from converted humans. Operating as the servants and army of the Etoile, Sandmen are humans that have been infected by Sandmen nanites and transformed into cyborgs that are a perfect mesh of man and machine. Their nanite-enhancements are sophisticated enough that they are difficult to detect until put into operation, even when scanned. Often the only hint of a Sandman infection is a slight metallic tint to the hair or occasional lines of metal on the flesh. The agenda of the Sandmen beyond converting suitable humans to add to their army is unknown. They are almost as mysterious as their Etoile masters. Infection by Sandmen nanites most usually occurs from injection, but also may occur from ingestation or breathing a specially prepared aerosol spray. Onset time is anywhere from three to twelve hours, after which the victim begins transforming into a sandman. The transformation takes a month to complete, but the victim is ambulatory during this transitional phase."
    >> Anonymous 10/27/11(Thu)18:46 No.16757904

    Aw shit son. That probably means the Aurors and Spike ingested some pseudo-borg stew while they were down there.

    If we can talk our way out of this, we should probably do so. Then have the EMH do some emergency anti-borg assimilation treatment on Spike and the Aurors and anyone else who ate there.
    >> OP 10/27/11(Thu)18:52 No.16757959
    Do you want Mouse to try to hack the base through ANON?
    >> Anonymous 10/27/11(Thu)19:09 No.16758137
    First, see if we can talk our way out of it.
    "We have the equipment we need up here, Kaparsky. If you'll just take down your interdiction field, we'll take care of it."

    If he resists, have Mouse attempt the hack with ANON.

    Also check with the EMH and see if it has the equipment needed for an anti-Borg nanite treatment.
    >> OP 10/27/11(Thu)19:28 No.16758298
    The EMH reports he does not have the specialized facilities needed, but as the infection should be far from complete he can hopefully make do.

    "All right, all right. We'll lower it for a few seconds on your mark."

    "Sir," Mouse reports. "Before we teleport out, I'd like to try to plant a bug in the mainframe room near here. It should only take a few seconds if I do it fast."
    >> Anonymous 10/27/11(Thu)19:34 No.16758353
    "Alright Mouse, do it."

    Transport everyone up directly to the medbay of the Indefatigable, to be checked over by the EMH.

    Have the X-COM scientists and Egon immediately go over the data we have on the Sandmen and what we can do to fight against them.
    If we don't have the weapons needed, then I suggest we go back to Sector HQ to requisition the needed equipment. The transformation requires a month to complete, and since it's only been a week at most, we should still have the time to save these people.
    >> Anonymous 10/27/11(Thu)19:37 No.16758381
    Plant the bug and make sure their comm systems are not functioning. I think we need to bug everyone out and return to base to acquire some more specialized anti-nanite gear.

    Transit only takes a couple of hours, right? We should be back soon enough to stop whatever their plan is with the additional support.

    Also, what's the SOP for dealing with compromised personnel/bases? Should we plan for eliminating the Dark Matter base or non-lethal takedowns?
    >> OP 10/27/11(Thu)19:40 No.16758407
    Egon and the X-COM science team begins to look into the data on Sandmen.

    Everyone is beamed up to the medbay, with the EMH immediately tending to the Aurors.

    Mouse is requesting temporary transfer to the Storm so he can set up the bug to relay with the ship's more advanced sensors. The bug is somewhat useless otherwise. He estimates it will only take a few minutes.
    >> OP 10/27/11(Thu)19:45 No.16758479
    SOP is to attempt to salvage the base with a counter-intrusion mission. If that is not possible or the risk is too high, SOP is to salvage what personnel and gear can be saved from the base, then destroy it, usually by triggering the self-destruct mechanism in the sensitive parts of the base, and the data-scrambler that wipes all the mainframe data in case the enemy attempts to salvage the computers.

    In no circumstance are you to let unapproved natives gain access to TG technology.
    >> Anonymous 10/27/11(Thu)19:46 No.16758497
    The Aurors will probably prove to be essential to our efforts here, since the Etoile are technology based, and may not have defenses against magic.

    Also, the compromised base personnel presents a problem; the Etoile, a Canon faction, know about the Meta and about TG now. This is unacceptable. What is TG protocol for situations like this? Do we wipe out the Etoile, as their knowledge of the Meta is more of a threat to other realities than the damage to this single Canon world? As a game setting Canon, these timelines are supposed to be more malleable to represent homebrew settings.
    >> Anonymous 10/27/11(Thu)19:47 No.16758512
    So we need to contain any conflict to the base, destroy the base if we have to, and under no circumstance leave any of these bastards alive?
    >> Anonymous 10/27/11(Thu)19:48 No.16758525
    Mouse is to be checked out by the EMH first before he is to be beamed over to the Storm.
    He might have nanites on him, or worse, be infected.
    >> Anonymous 10/27/11(Thu)19:50 No.16758543
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    Please tell me we can scan for these nanites.
    >> Anonymous 10/27/11(Thu)19:51 No.16758554
    What if a native faction learns of the existence of TG and the Meta, and of trans-reality travel? Are we authorized to terminate them with extreme prejudice, in order to prevent the knowledge from spreading?
    I understand that the Orz and certain other Canon natives which already have trans-reality travel technology are exempt from this.
    >> Anonymous 10/27/11(Thu)19:52 No.16758566
    The aurors are all down from eating the bad acid. How can we get them up quickly? Does EMP affect nanites?
    >> OP 10/27/11(Thu)20:04 No.16758697
    Wiping out the Etoile completely would take years and a dedicated force to do. If it looks like it will be necessary, another task force will be formed to deal with it. You WILL have to destroy any Etoile you find within the base or its environs. If nothing else you might limit the amount of information their faction as a whole gains.

    Egon and the scientists are working on that, though they report it will be difficult due to the nature of these particular nanites.

    Unknown. It might, or it might cause a reaction that would kill them. By research into the archives, Egon knows that immersing Sandmen in conductive solutions such as water causes mild short-circuiting, but finds no reference to the effects of EMP. Presumably there are none.

    "Sir, the EMH will be busy for a while with the Aurors. Why don't you just have one of the DGs escort me while I do my work?"
    >> Anonymous 10/27/11(Thu)20:09 No.16758740
    Alright. We're not taking chances. This is going to look stupid, but I don't want it said we didn't at least try to take precautions.

    Get a tank of water prepared in a hangar on the Storm. Beam Mouse over. Dip him all the way in water, watch for short-circuits. If nothing happens, have him patch into the Storm's sensor array.
    >> OP 10/27/11(Thu)20:14 No.16758789
    How exactly are you setting up the tank/going about this? What excuse are you going to give Mouse assuming you don't simply tell him straigh?
    >> Anonymous 10/27/11(Thu)20:27 No.16758892
    Sandmen take a lot longer to form than our people have been exposed. If anything we need the tank to dunk base personnel. But really, we need better tech for this. Once Mouse finishes with his bugging and dismantling of his earlier repairs we should head back to base and consult Hortz.
    >> Anonymous 10/27/11(Thu)20:31 No.16758925
    And it shouldn't be too hard to get a water tank. We have our own reserves, right? Likely spread out amongst the ship? Seal one tank completely off from the others and use that for our dunking. I imagine they have maintainance access, so we have a couple guys stationed there. When we need to dunk someone we beam them over to the access, the pair of guys put the suspect in (as long as they can hold their breath), let them breathe, then do it a few more times.
    >> Anonymous 10/27/11(Thu)20:36 No.16758974
    Use the method from here if feasible >>16758925
    and tell Mouse that since the nanite can be spread via the air, he might have some on him and we need to check.
    >> OP 10/27/11(Thu)20:38 No.16758996
    ANON: "Clarification: It takes a month for a Sandman to completely transform and gain all of the powers, abilities, and vulnerabilities of a Sandman. Initial infection only takes a few hours, after which the host is ambulatory, just fatigued and with a high fever. However, they are still 'proto-Sandmen' by this stage."
    >> Anonymous 10/27/11(Thu)20:38 No.16758998

    Tell Mouse the truth. He's a UNIT soldier, he probably already knows the basics of xenocontainment protocols. This will just be a minor inconvenience for him.
    >> OP 10/27/11(Thu)20:40 No.16759012
    Mouse nods as you tell him this.

    "OK, let me just put down all my gear and get rid of the more sensitive stuff here. Don't want it to get damaged..." he says as he begins to empty his pockets.
    >> Anonymous 10/27/11(Thu)20:46 No.16759057
    Alright, let him leave behind his stuff but put it all in quarantine as well. I'm serious about the nanite contamination.

    Once he's ready, beam him over and dunk him.
    >> OP 10/27/11(Thu)20:55 No.16759151
    rolled 5 = 5

    Mouse removes a number of items from his pockets before unshrugging his backpack and removing two cylindrical objects about twice the size of a soda can. He promptly clicks a button on each and throws them into the cluster of Delta Greens. A shimmering gray fog blasts from the cylinders, beginning to swiftly fill up the room as Mouse pulls an odd looking gun from the pack as well.

    Spike immediately leaps at him, while Tosh's first move is to activate his Spectre suit's environmental closure, his face now obscured by the ominous mask-helm of the suit as it swiftly folds out over him.

    The Delta Greens are coughing and hacking, fighting to remain standing.
    >> OP 10/27/11(Thu)20:58 No.16759173
    rolled 20 = 20

    Whatever is in the cans is too powerful for the DGs to take without protective gear, and they collapse, one by one.

    Spike connects with a vicious palm-heel strike followed by a roundhouse kick that Mouse takes right to the face. The blow manages to knock off his helmet, revealing the hacker's blond hair has patches of it glinting with metallic sheen.
    >> Anonymous 10/27/11(Thu)21:00 No.16759196
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    Either Mouse is pulling a *very* unprofessional prank or he has somehow been assimilated at an accelerated rate!
    >> Anonymous 10/27/11(Thu)21:03 No.16759221
    Get the SCP and UNIT down there to help restrain Mouse and get the affected Delta Greens into containment.
    Have medbay activate its quarantine fields to keep the nanites contained.
    >> Anonymous 10/27/11(Thu)21:06 No.16759264

    EMH, subdue Mouse! Get some sedatives and start injecting possible infected people!

    Tosh! Help with the subduing in a nonlethal/non-crippling manner!

    Lamirez! Do everything!
    >> Anonymous 10/27/11(Thu)21:10 No.16759297
    fuck. Put the ship on NBC alert and shut off circulation to and from the area. Once done and Mouse is disabled, everyone into the pool, then put on space suits that will be teleported to the area. Then tell them we're spacing the area and do it.
    Also, run a scan on said area. I'm guessing we might have an anomaly on board.
    >> Anonymous 10/27/11(Thu)21:11 No.16759306
    Aw shit.
    This means that Mouse was trying to infect ANON aboard the Storm. What systems did Mouse have access to? Just the planetside base's systems?

    Regardless, we've got a massive nanite infestation on our hands. Spike and the Aurors are showing fever, Mouse looks like he's been converted already (how'd it happen so fast?), the DGs have been hit with the nanites and so has Spike.

    We need NBC-sealed folks (Not sure if Fallout power armor is sufficient for this) warp in there, knock out Mouse, and get everyone into containment rooms for transport.

    We're restraining our doods and having the EMH do as best as it can to slow the infection while we get the fuck back to base to treat the Nanites.
    >> Anonymous 10/27/11(Thu)21:14 No.16759334
    Looks like someone accelerated the nanites. They seem to have a similar speed to Borg nanites now.

    Could they be a hybrid? Like the F.E.M., but wouldn't trigger S.U.E. detectors because they aren't more effective than canon standards?
    >> Anonymous 10/27/11(Thu)21:14 No.16759336

    He is a UNIT soldier. As I recall, they routinely underwent the monster-of-the-week whipping boy treatment when it came to Sontarans, Cybermen, Slitheen, and Daleks. It's not too much of a stretch to imagine that he'd succumb to sandman-ing extra quick for dramatic effect.

    Obvious, in hindsight.
    >> Anonymous 10/27/11(Thu)21:17 No.16759377
    But that wouldn't explain why the forces native to here fell in less than a week.
    >> Anonymous 10/27/11(Thu)21:19 No.16759396
    Mouse was teleported to a specially prepared room, wasn't he?
    That room must've been a conversion room. I fear that Mouse is gone already.

    Also, I think I found out what would've happened if we just returned to base for parts:
    >"Mouse here. I got the communication systems working with a jury-rig, but we'll have to go back to HQ and get the parts to make it permanent. Might as well get the codes while we're there, it'll make this next part a hell of a lot easier."
    Note that this is AFTER he teleported in, which is likely AFTER he was infected.
    Yep. He was going to infect the systems at Transpace HQ. Also known as Game Over.

    Anyway, you know the drill. NBC suits on gogogo, restrain everyone, keep Spike, the DGs, the Aurors, and Mouse all separate from each-other.

    ANON: The grenade Mouse used. I assume it's a nanite grenade that can convert people. How long, in-universe, would it take to convert someone?
    >> Anonymous 10/27/11(Thu)21:21 No.16759417

    >TG base falling

    As to that... we'd probably need to find Kellers, wherever he went.

    Perhaps the Etoile managed to subvert one member of the TG research staff or someone with access and the know-how to use R&D information and used some stolen technology/info to enhance their nanites' potency.
    >> Anonymous 10/27/11(Thu)21:25 No.16759469
    It's possible.
    The Indefatigable does have a Star Trek Federation medbay, so it's also equipped with force field generators that can keep the nanites contained.

    I think we should take them with us, so that we have a larger sample of the nanites used, and it will be easier for counter-nanites to be programmed.

    Everyone who's been exposed WILL need to be quarantined, though. Fortunately, they're all currently in the Inde's medbay that's actually designed for this kind of thing.

    Finally, we need to find out if there are any Eitol around; we need to make sure to kill any who have learned of our existence.
    >> Anonymous 10/27/11(Thu)21:25 No.16759476
    It's been longer than that, hasn't it? We spent at least 2 weeks on the Shadowrun world, at least 4 days on the Fallout world, and there's travel times involved as well. It could very well have been a month before we arrived here.
    >> Anonymous 10/27/11(Thu)21:29 No.16759512
    The travel times, fortunately are only a few hours at most.

    But yes, I think we also spent 3 days back at Sector HQ before coming here as well.
    So, 3 weeks, give or take a day.
    We don't have a lot of time to try to save the personnel down there, and we're not equipped for it.
    It should only take an hour to transit back to Sector HQ, though.
    >> Anonymous 10/27/11(Thu)21:37 No.16759589

    I could've sworn that there was a scene just like this in Star Trek: TNG. Only with Enterprise crew members, and with Data smashing the newly-turned traitorous crewman smartly into the wall instead of a roundhouse kick.
    >> OP 10/27/11(Thu)21:38 No.16759598
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    rolled 8 = 8

    The EMH swiftly activates containment fields for the medbay, while the SCP and UNIT troops tromp towards the transporter bay, making sure their new power suits are properly sealed.

    Scans of the medbay indeed reveal that the grenades are filling the room with nanites suspended in some form of neurotoxin. There are no reality anomalies.

    The Delta Greens are already unconscious, leaving only Spike, Tosh, and the EMH in the room for the moment. Spike delivers another kick to Mouse's head, but the hacker still doesn't fall, instead firing a series of darts from the gun at Spike. Spike grimaces, then falls to the floor. Mouse follows soon after, blood flowing from his nose as his eyes roll back in his head.

    "Psionic burst," Tosh explains, his breath punctuated by the hissing sounds of the Spectre mask. "It only lasts a short while, though. Docta, if you would be so kind?"

    The EMH immediately moves to inject Mouse with something.
    >> Anonymous 10/27/11(Thu)21:41 No.16759629
    rolled 30 = 30

    I think it'd be a dumb idea to go back to the planet before we've got the nanites treated.
    We've identified the threat - Nanite conversion by canon forces has taken over the /tg/ base. In response, the base's commander put communications on lockdown so they couldn't call for more forces to infect, and spaced himself so that the Sandmen couldn't get the codes after infecting him.
    Mouse was teleported to a 'specially prepared' room and likely infected immediately. Spike and the Aurors ate some nanite food and are sick with fever. the Delta Greens and Spike were hit with a nanite grenade.

    God damn it Op, you've rolled 17, 5, 20, 8 on your last 4 rolls. On a d100. Let me do it ffs.
    >> Anonymous 10/27/11(Thu)21:42 No.16759634
    I think I found a reality distortion: This world is causing Bad Luck.
    >> Anonymous 10/27/11(Thu)21:46 No.16759677
    >I think it'd be a dumb idea to go back to the planet
    No one is saying to go down to the base on the planet.
    I, and a few others, are saying that we need to transit back to Sector HQ in order to pick up specialized equipment to contain the nanite threat, and authorization to deal with this containment breach with lethal force (hunt down and terminate with extreme prejudice any Etoil that has learned of our existence).
    >> Indonesian Gentleman 10/27/11(Thu)21:48 No.16759696
    O snap, them darts may have nanites in it! We need more medical staff, enough to cure nanite infection from everyone in here.
    >> Anonymous 10/27/11(Thu)21:48 No.16759698
    I hope we CAN contain the threat.
    Get the Mobile Infantry in here, they can probably knock out everyone in the room single-handed. They won't like having to sit in the medbay while we transit to HQ but it's better than letting Spike Dies.
    >> Anonymous 10/27/11(Thu)21:51 No.16759730
    Gary Savage from Deus Ex, and The Atom from DC comics come into my mind as two people who'd know about nanites. Gary's well within our pay grade. The Atom ... not so much.
    >> Anonymous 10/27/11(Thu)21:51 No.16759733
    We've already got SCP and UNIT flooding the medbay; sending in MI would just compound the problem.
    >> Anonymous 10/27/11(Thu)21:52 No.16759744
    Good point, but with the way we've been rolling tonight...
    >> OP 10/27/11(Thu)21:58 No.16759796
    rolled 13 = 13

    The SCP and UNIT forces arrive, but everyone is unconscious except for Tosh, who does not resist.

    "I'm safe inside mah suit. But I know ya gotta be careful. Go ahead. I'm clean," he says.

    The unconscious people are put into space suits and secured, and as you are about to open up a corridor to the airlock to vent the contamination into space, Mouse suddenly gets up, grabbing at a pistol from his backpack and firing it into the medbay computers. Sparks fly and electricity arcs over the damaged equipment as the power armored troops move in to attempt to restrain him.

    "I don't understand..." the EMH says. "The dose I gave him should've kept him unconscious for hours!"
    >> Anonymous 10/27/11(Thu)22:00 No.16759818

    Note to self: construct computer consoles with bullet-proof material.
    >> Anonymous 10/27/11(Thu)22:01 No.16759828
    Shit! Those nanites are capable of interfacing with and suborning computer systems!

    Isolate those computers by physically cutting the connections and removing the isolinear chips!
    >> Anonymous 10/27/11(Thu)22:04 No.16759856

    EMH. I think Mouse needs a dose of vulcan nerve pinch. It might even him out.

    And don't give me any of that "I'm a doctor, not a vulcan"! You're a doctor, you should know what pressure points you need to hit to conk him out for an hour.
    >> Anonymous 10/27/11(Thu)22:05 No.16759876
    rolled 70 = 70

    God damn it.
    Looks like the Medbay's offline owing to some excellent rolls by Mr. OP.
    Restrain Mouse - as in, 4-point restraints so he can't goddamn move.
    Do we have any other medbays? If not, we just have to keep everyone infected in a sealed room and haul ass back to base.

    This bad luck must be causing a reality distortion.
    >> OP 10/27/11(Thu)22:06 No.16759885
    rolled 66 = 66

    Two of his UNIT comrades manage to grapple Mouse, physically restraining. His limbs suddenly bulge and contort inhumanly, allowing him to slip from their grasp. Discarding the dart pistol, he grabs one of the laser pistols from a UNIT soldier's belt, wresting it free and arming himself.

    The ship's computer physically cuts the connection with the medbay computers.
    >> Anonymous 10/27/11(Thu)22:14 No.16759950
    Does he really think that will work on Federation ship?

    Beam that gun out of Mouse's hands, and have the power-armored soldiers dog pile him and put him into a 4-point restraint.
    >> OP 10/27/11(Thu)22:17 No.16759975
    Mouse manages to get a single shot off that wounds one of the UNIT troops in the arm before the rest dogpile him and put him into a 4 point restraint.
    >> Anonymous 10/27/11(Thu)22:17 No.16759976
    Dog Pile?


    Beam gun out of hand. erect level 10 containment field around him, remove oxygen from inside field.
    >> OP 10/27/11(Thu)22:17 No.16759982
    And before the gun is beamed out of his hands.
    >> Anonymous 10/27/11(Thu)22:19 No.16760005
    "EMH, do you have any protocols for dealing with Borg incursions? If you do, treat this as such."

    Get the Relentless, Oncoming Storm, and Indefatigable into position for a transit back to Sector HQ.
    The Etoil might be able to track us back to there, but they could potentially do that with the base computers anyway.
    >> Anonymous 10/27/11(Thu)22:20 No.16760016
    Hey, we're trying to keep our Hero units alive here. Otherwise we could have just had the UNIT guys spray Mouse in plasma.
    >> Anonymous 10/27/11(Thu)22:23 No.16760034
    Speaking of guns and beaming...

    TR-116 Projectile Rifle (or gauss rifle, or whatever).
    DS9 microtransporter and visual scanner mod.

    Lets make it happen.
    >> OP 10/27/11(Thu)22:24 No.16760038
    Your ships prepare for a transpace jump.

    Mouse's limbs continue to contort and change their shape in minor ways in their attempt to escape. It's very difficult for the UNIT troops to maintain a hold on him. How will you restrain him?
    >> Anonymous 10/27/11(Thu)22:27 No.16760069

    Containment field around him.

    Add some water in it too, if we can.
    >> Anonymous 10/27/11(Thu)22:31 No.16760102
    Throw him in a form fitting level 10 containment force field, throw that inside a secure room, turn off the gravity in that room, secure him in the exact center of that room, and then secure the room with a series of level 10 forcefields, and hogwarts magic if available.

    Idealy, this would be on an 'off site' location. Like a quickly thrown together box room towed along side one of the ships with a tractor beam.
    >> OP 10/27/11(Thu)22:31 No.16760107
    The containment field locks him in place as the water fills up to his neck, causing the occasional spark.

    The ships make the jump back to HQ...

    >> OP 10/27/11(Thu)23:13 No.16760468

    New thread.
    >> Anonymous 10/27/11(Thu)23:13 No.16760471

    For anyone who hasn't seen the new thread yet.

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