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File: 1342661971326.jpg-(184 KB, 1024x768, IwarnedyoubroIwarnedyouaboutOrz.jpg)
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There is a place where the gods of time and the gods of chance play fickle, cruel games with the hapless mortals under their purview.

This place, existing outside of conventional reality is accessed only through the basement window of the imagination.

This metaphysical pocket of elemental bizarre is called...

...TG QUEST!!!!

Last thread: http://suptg.thisisnotatrueending.com/archive/19781963/

Day: 5
Current Objectives: Survive the Black Ops assault.
Fleet Location:Sector Headquarters.
Inventory: http://pastebin.com/HGsJUZZb
Descriptions: http://pastebin.com/UpKiRZnh
>>
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When last we left our crew, they had successfully directed their forces to expunge the boarders aboard the Oncoming Storm. As they are pushed off the other vessels, only one bastion of resistance is left in the bowels of the All Under Heaven, the Black Ops pushing towards the reactor block. You currently have the Knights Inductor and Darius waiting there to intercept them.

You also still need to decide on those upgrades.
>>
>>19944026

Here's some plans that were tossed around in the last thread about the AUH defense:

>suggestion #1
Celestials teleport to the AUH to catch the retreating Black Ops in a pincer attack between Darius/Star-Lord's forces. Scan the entrances leading to the AUH's reactor block, and if the way is clear (or if the Celestials are tying up the Black Ops troopers), have Abjurers set up Walls of Force to block the way to the reactor block. In addition, have the Abjurers reinforce the Celestial attack force with summoned monsters. If the Industrial Replicators are still on-line, they could manufacture tons of dense/heavy material to be teleported to block entrances to the Reactor Block as well.

>suggestion #2
Mobile Infantry A, Prawn A, X-COM Squad, X-COM NOVA Elite, Aurors, Psions, Delta Greens, and SCP, with MetPharm High-Sec under command of Star-Lord.
All Knights Inductors to the AUH, under command of Darius.
Beam Darius and his Knights to the reactor room ahead of the boarders. Make sure to scan it first so we don't go into a trap. Set up turrets that we have in storage there.
Crush the boarders in a pincher.
>>
>>19944026

It was also suggested that the Farseers use their divining ability to advise Star-Lord and Darius on a way to catch the Black Ops boarding team before the reach the reactor room. Also, the KI set up the turrets we have in storage in the reactor block, BLU Engineer sets up a dispenser and a teleporter to help ferry reinforcements there. We may also want to send the rest of the BLU team ahead of the enemy force to tie them up and wear them down.
>>
>>19944200
Equip Pyro with Mayor Balloonicorn. Then have Pyro ask what the Mayor's Advice for the situation is.
>>
>>19944245
The Baloonicorn isn't the mayor. He's the Municipal Ombudsman.

For upgrades, Special attack for Mustadio.
For Hero, Celestial.
>>
>>19944026

It was also suggested that we could 'port in explosives in the midst of the boarding party to further reduce their numbers. We can't 'port them off of the AUH, but we can sure 'port stuff in. If they want to set up a teleportation interdiction device, they may have to set up an impromptu field base and stop their march to the reactor block. We could also implement another suggestion from last thread to have snipers outfitted with Brilliant Blade-enchanted bullets, and have them fire on the Black Ops team. These enchanted bullets would pass right through the Boarding Team's armor (and any walls in the way) while injuring the person inside them.

I'm not sure on how to divide the rest of our heroes on the attack/defense force, however. OP, which of our heroes are free now that the Storm is secure?

Also, OP, how large is the Black-Ops boarding party on the AUH?
>>
>>19944304
Crap, my mistake. Ask the Municipal Ombudsman for advice.
>>
>>19944026
Since Darius is already at the Reactor Room, beam the bolter turrets we have to him so that they can be set up.

Am I correct in that this is a simultaneous operation with the clearing of the Storm, and resources used there can't be used on the Heaven?
>>
rolled 91 = 91

>>19944331
Approximately 200 troops are left.

>>19944112
I seem to recall you deployed your Abjurers to one of the other conflict zones?

>>19944245
Burn the ship down! BURN THEM ALL!

>>19944200
The Farseers attempt to peer into the future to best advice Star-Lord and Darius where to place their troops...
>>
>>19944393
Well, the resources for the Storm are out of commission currently anyways.

Except for Agrias, but she's probably going to drag Mustadio to medical just to make sure he's Ok.

Vitun's out of lvl 7+ spells. Our Abjurers are currently in the process of being brought back to work.
>>
>>19944413
Whelp, you heard the Municipal Ombudsman, men. Get to it!
>>
>>19944413
But Pyroland is a happy place. His response should have been. . .
"Rainbow them until they leak rainbow from their souls! WE WILL MAKE THEM ALL HAPPY! DO YOU BELIEVE IN MAGIC, FROM A YOUNG GIRL'S HEART. . . "
>>
>>19944560
Clearly he meant burn the ship down with rainbows and pure sunshine.

>>19944413
The Farseers see a crystal clear picture of the Black Op's plan of attack. They swiftly direct Darius and Star-Lord to place their troops in just the right places to attack in the chambers just before the reactor block. They make haste to carry out these new orders, and soon are in place.

You have 5 minutes to make any additional preparations.
>>
>>19944628
Additional prep:
Al'Kesh 1-3 are still moving reinforcements to the Valiance. 4-8 are supposed to be available.

Make sure that Darius has the Bolter Turrets beamed to him and set up.

Have Al'Kesh 4 attempt to teleport a 3-pound blocks of C4 with remote detonators to the predicted areas where the Black Ops troops will attack at. Give the detonators to Star-Lord, who will use them to blow up the Black Ops boarders once they enter the killzones.
>>
>>19944628
Could you roll for the Celestial Hero while we're waiting?

As long as we don't get this guy, I'd be happy.
http://www.youtube.com/watch?v=xB9AhDyCo9E

I'd prefer a Solar though.
>>
If we have not done so already, teleport the Celestials from the Nyx to reinforce Darius' position.

I recall that we still have two White Mage squads free. Should we reinforce each attack group with one each?
>>
rolled 3 = 3

>>19944739
Yeah sure, let's roll.
>>
>>19944796
So. . . Since Vitun summoned it, could we use his emergency reroll on it? The after the fact one?
>>
>>19944628

In addition, run scans on the Black Ops force to see where their mages and other support crew are.

If our Delta Greens are free, have them get exographic sniper rifles and have them set up several floors up from the battle. They will then snipe through the floors to take out enemy caster support.
>>
>>19944787
White Mage Squad A is busy rezzing the Abjurers.

White Mage Squad B is available to be moved to the Heaven.
>>
rolled 84 = 84

>>19944739
That is in fact, what you get.

>>19944836
Sure. Re-rolling.
>>
rolled 73 = 73

>>19944866
You get an Astral Deva with 10 class levels to play around with.

The Black Ops breach the first set of bulkheads as your troops ready themselves...
>>
>>19944894
The plan is thus:
Star-Lord detonates the pre-placed blocks of C4 to terminate large groupings of the boarders.

Delta Greens and MetPharm High-Sec use their exographic targeting scanners and micro-transporter modules to fire at the boarders from several levels away.

X-COM Squad and X-COM NOVA Elite, as well as the Psions, use their Psi-Amps and psionic powers to Panic and Berserk the Black Ops boarders. Concentrate on Mages if they can be identified.
If they are warded against psionic attack, redistribute the squads so that the X-COM soldiers use their Blaster Launchers from behind cover, and the Psions use telekinesis and Ectoplasmic Wall to cause the boarders to lose their weapons and immobilize them.
Mobile Infantry A, Prawn A, Aurors, and SCP are straightforward. Use Panther assault cannons, Lightning Guns and telekinetic fields to stop bullets. Set up wards for protection, and SCP use phaser rifles set to maximum.

The Knight are to fight defensively, and be supported by well-placed bolter turrets.
>>
One thing our Psions can do is to create Ectoplamsic Shamblers over the Black Ops teams:

You fashion an ephemeral, manylegged mass of pseudo-living ectoplasm called an ectoplasmic shambler. You can direct the shambler as a free action. It has a speed of 10 feet. It can completely surround objects (and opponents) over which it is manifested or onto which it moves, because it has the consistency of thick mist. The vision of those within the shambler is limited to 5 feet, and manifesting powers (or casting spells) within the shambler is difficult due to the constant turbulence felt by those caught in the shambler’s form.

Creatures enveloped by the shambler, regardless of Armor Class, take 1 point of damage for every two manifester levels you have in each round they become or remain within the roiling turbulence of the shambler. Anyone trying to manifest a power must make a Concentration check (DC 15 + power’s or spell’s level) to successfully manifest a power or cast a spell inside the shambler.

If successful, it should be able to functionally hamper any Black-Ops troopers caught within its boundaries. While there are probably too many rank-and-file troops to cover, we can probably center it on top of any spellcasters/support troops that the enemy boarding team has.
>>
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rolled 64 = 64

>>19944894
>>19944842
The blast doors to the first series of chambers are wrenched open by a heavy suit of powered armor that pulls apart the barrier, allowing a stream of 'normal' troops to stream through. Star Lord immediately begins setting off the C-4, taking out several forward groups of the enemy before they reach the first ambush point. Devastator squads backed by X-COM and Prawns begin laying into the enemy, catching the foe in perfect cross-fires thanks to a combination of the Farseer's psychic sight and the tactical acumen of Star-Lord and Darius. However, the Black Ops presses forward despite the expertly executed defense. Plasma bolts send more than a few space marines to the floor as proton launchers blast apart a pair of Prawn suits.


>>19944732
Several mages among the enemy are identified and slain by your sniper teams, but they begin to take casualties as railgun rounds rip through wall after wall to slam into them. Your troops catch sight of several snipers carrying extremely large rifles moving from spot to spot. Given their shooting, it seems they have exographic scanners as well, or at least something similar to it. However, they are using the scanners in conjunction with the brute force of heavy rail-rifles rather than a transporter rifle.
>>
>>19945032
Several of the Black Ops team scream gibberish and begin shooting up their comrades as the X-COM psionic teams successfully manage to mind control and berserk a select few of the foe. However, it proves to be more difficult than first thought, and the amount of Black Ops 'taken' is much lower than projected.
>>
White Mage Squad B is free for deployment. Should we split them up amongst the attack groups, or should we set up a healing station on another ship? That way, we port away wounded/dead to the other ship without worrying about our White Mage squad getting railgunned and heal up/Raise fallen troops to be ported back to the conflict.
>>
>>19945152
MetaOP, do the All Under Heaven's internal sensors, combined with the Observer we have tasked to scanning the ongoing battle inside the ship, have the resolution to provide transporter coordinates to the micro-transporter modules?

If so, have the sensors route transporter coordinates of the Black Ops snipers directly to the micro-transporter modules of the Delta Greens and the MetPharm High-Sec troopers.
Then have them fire their weapons on full automatic.

The computerized entry of coordinates will allow the rifles to fire faster without waiting for human aiming.
>>
>>19945302
It's probably safer to have them beamed away.
Al'Kesh 5 or 6 should be available to be used as a medevac ship.
Have the White Mage Squad B stay on the Al'Kesh, and Revive soldiers as they're beamed aboard.
>>
While the Celestial we have is an undefined hero, they come with some standard abilities. One of these abilities is "Holy Word" as shown here: http://www.dandwiki.com/wiki/SRD:Holy_Word

We could 'port a Psion next to the Astral Deva Hero that we have, then cast Amplify Sound on him to make him audible to the entire Black Ops boarding team. Then we have the Astral Deva do his Holy Word ability, and see what happens.

Of course, any nongood troops we have amongst our team will suffer along with the enemy.
>>
>>19945424
http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/angel/astral-deva

Building him currently.
http://dl.dropbox.com/u/27939266/Deva.pdf
What I have done so far.

He can cast up to 5th level Divine spells, and he's aligned to fate and screws with other people's luck the same way Vitun fixes ours.
>>
rolled 17 = 17

>>19945424
Waiting for more input before attempting this.

>>19945306
Unfortunately such a link up is not currently possible.
>>
>>19945424
Considering the people we have, I don't think this is a good idea.

There's too much chance of it going badly for us.
>>
According to the spell, it has a 40 ft range. Doesn't say anywhere that it's affected by them HEARING it.

So, no go.
>>
>>19945566
We should beam wounded or dead to White Mage Squad B for healing and raising.

For troops with powered armor that are taken out of the fight, have them beamed to the All Under Heaven's hangar bay, along with a Repair Scarab from the Hercules.
The Scarab can use its nano-repair module to repair the powered armor, and the soldiers can get back into the fight by being beamed to where they need to go.

Have the DG's and the MetPharm's work on taking out those Black Ops snipers.
>>
Deva's done.

I've also been working on the abjurers in my spare time. Here's the finished Deva, Vitun and the Abjurer prototypes in one PDF.

Otikas is meant to be "odd." He's the "Fumbles" of the group.
>>
>>19945780
And it'd help if I posted the link.

http://dl.dropbox.com/u/27939266/D%26D%20Transpace%20Guard.pdf
>>
We can also have our Psions toss up Energy Walls and direct the harmful side toward the Black Ops crew. Sonic waves ignore an object's hardness, so that may serve to penetrate the Black Ops' armor. If not, I'm not sure which wall of electricity/fire/cold will serve us best against the boarders.

In addition, our Aurors can negate the effects of harmful spells by using the "Finite" spell. They can also go on the offensive with the Fire Storm spell. Protego Horriblis can also ward our troops from harmful supernatural entities.
>>
>>19945831
Fuck we do have Psions don't we?
I completely forgot about those guys.
I forget, was Expanded Psionics Handbook the one that was really poorly done and unbalanced?
>>
>>19945876
No. That was core 3.5 that was poorly balanced.
>>
MetaOP, you got enough to go on? Or should we get more granular with our plans?
>>
If our Celestials are idle due to the ranged standoff between us and the boarding party, we could have them teleport into their midst and start laying into them. Our Astral Deva can also cast "Blade Barrier" from a fairly long distance and center it into the Black Ops boarding party's midst. It'll damage some of the armored guys, but it may be devastating to the enemy spellcaster support.
>>
rolled 35 = 35

>>19945996
I'm good.
>>
Damn, it's still going! Kudos to you, OP.
>>
rolled 60 = 60

>>19946162
The Black Ops forces push forward with unexpected ferocity, a few X-COM NOVA operatives with heavy plasma guns on the front lines falling to the ground with gaping holes in their chests. In the confusion of battle, close-combat specialists with monomolecular swords begin emerging from invisibility behind your lines, catching your troops in a pincer even as your original plans goes into effect and the remains of your celestial force crash against the Black Ops rear. By this time a full twelve of your Prawn suits have been lost, sliced to ribbons by unseen assailants. Losses begin to mount, but even now, your forces manage to hold the line. Energy walls cast by psions slow the enemy advance. The few remaining casters not gunned down by your snipers are counterspelled by Aurors. Any time the enemy attempts to form up, they are forcibly dispersed with Blaster Bombs.

>>19946177
Thank you.
>>
>>19946664
Are any of our casters there? Cast Invisibility Purge or True Seeing. We need to capture those Ninja, or at least their Ninja Tech! Identify who they are first.
>>
>>19946664
Our Observer wasn't able to detect those invisible troops?
Dammit.

Beam the Prawns and dead X-COM NOVA agents out to the Al'Kesh for raising by White Mage Squad B, then routed to the AUH Main Hangar Bay for repairs. Another Al'Kesh can then handle the site-to-site to allow those troops to get back into the fight.
>>
>>19946664
Where is BLU Pyro? Get him in here to reveal the invisible enemy troops. Then capture/kill/whatever them
>>
>>19946899
And by "reveal the invisible enemy troops" you mean "wildly flail his flamethrower around and see what burns"?

...Make it so.
>>
>>19946867
Your Observer detected them just fine. It wasn't an issue of knowing they were there, but rather of your troops being able to see and react to them in the middle of a chaotic battle.

>>19946867
Your Al'Keshes continue to ferry the dead like some sort of mechanical Charon.

>>19946899
BLU is occupied on the Storm.
>>
>>19946899
>>19946960
Are you forgetting that our own troops are right there?
And that they can't really afford the distraction of someone setting them on fire while Black Ops pushes against our lines?
>>
>>19946982
Friendly units are immune to the Pyro's Flames. It's why he's such a good spychecker.
>>
>>19947069
That might somehow only apply to fellow BLU team members?
>>
>>19946978
Have the Aurors try an Aparecium spell to try to penetrate the invisibility used by those Black Ops melee specialists.

Also, if the enemy spellcasters are down, try to us Expelliarmus to disarm the Black Ops boarders.
>>
>>19946978
...Do we have like... kitchens or whatever?
Have the Al'Keshes beam up some flour and then just send it above everyone?
Or have the replicators whip some up, can't be that hard.
>>
>>19947196
Or paint even.
Like just to see if they're actually phasing or just cloaked.
>>
rolled 91 = 91

>>19947196
>>19947287
The Al'keshes begin to beam your troops excess flour, paint, and other such materials to your troops. What few unoccupied soldiers can be spared begin to chuck around the bags and paint balloons.
>>
>>19947459
I meant like just beam loose flour/paint above the combatants.
Like just liberally dump it on everyone.
...Our forces could clear their uniforms off later.
But I'm not complaining by any means.
>>
>>19947537

Just turn on the sprinklers?

All our troops are armoured and fighting in rainy conditions should be very easy for all our troops and their equipment to handle.

The water everywhere will make any invisible objects in the area immediately apparent and if our troops comms and visor equipment are networked, we can easily coordinate and transmit their locations to be overlayed in their HUD.
>>
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>>19947459
>>19947537
Between a combination of beaming in clouds of flour and tossing bags of paint and flour, you manage to reveal ALL of the stealth troops among the enemy, bolter rounds exploding each of the lightly armored foes as they appear.

"Rally, troops!" Darius calls out, running a Black Ops assassin through with Ringil. "We will show them how Astartes deal with traitors!"

"Their flank on the left is exposed! Red team, split off and go through Coolant Regulation to attack them there! Blue, Green, press the attack! White team, give me everything you've got on that area there!"

The unexpected tactic makes the Black Ops team hesitate for a moment, and that moment is all your forces need. Darius leads the Knights in a bold frontal assault while Star-Lord coordinates several simultaneous flanking attacks, while reinforcing the pincer group. Beset on all sides, the Black Ops team are slain to the last man, the battle finally ending.
>>
And that's all the time I have for today. Next session is tomorrow. I'll tally your losses and give you a status report. Hopefully we'll get more done.
>>
>>19947780
Check your mail :D
>>
>>19947760
Well I heard from a trustworthy source that the best solution to a problem is usually the easiest one.
>>
At this point I think the only thing left is the Valiance, and if the droids have finished securing it.
>>
You know, now would be a good time to put all of the recoverable heads of the Black Ops Boarders into Nannybags.
We can send the Looter Team to another Stargate SG-1 Canon, and steal us a Ha'atak Mothership. If we do that, then we can get our hands on some sarcophagi to revive the Black Ops soldiers with.
The advantage is that the device forces the person to be revived; unlike magical revival, they don't have a choice in the matter.
We can then extract information from them concerning the Distortion Fleet they fought, and put them up in a court martial.
>>
>>19951549
Actually, we should also be able to save some of the crew from the Guardian, Valiance, and All Under Heaven, as well. We can get their heads into nannybags or have the White Mages start doing Raises on them.
The crews of the Gallante Task Force should be Capsuleers, so I think they're fine once we get the Nocturne ready to decant their cloning tanks.
>>
>>19953330
Before we went to base, we had all our combat troops outfitted with Cortical stacks, or Red-generic.

We actually shouldn't lose ANY troops due to this.

As it says in our inventory,
>Troops, All Equipped with Kinetic Barriers(Mass Effect), 2055-era comm gear(Shadowrun), Mk II Reality Emitter(Personal), Advanced Bio-Stabilizer Masks (Star Wars: Knights of the Old Republic), second-chance (compatible troops fitted with EBO Cortical Stacks, all others given RED-2-Generic injections)

Only our non-combat troops, like our engineers are at risk. Given enough time, even our Abjurers should be able to get up on their own due to the RED-2 injections. It just takes a couple hours, and rezzing them is far faster.
>>
>>19954831
I was referring to regular crewmembers of the ships, not combat troops.
Like the bridge crew of the Valiance, who may have been dead too long for nannybagging and FFT Raises.
Though as long as they weren't disintegrated, and we get enough diamonds together, a couple of Raise Dead's should put them back together.
>>
Should we plan to abandon Sector HQ?
The Distortion is rapidly approaching, and we obviously don't have the firepower to deal with it head-on, and the odds of peaceful contact are probably zero with what Black Ops did to them.
>>
>>19957709

If it's functionally destroyed and horrible things are running about, we may have to do that. If Yurgus and his cronies haven't shot the place up, however, we'll have to see if we can get a presentable case to the TG higher-ups to ensure that Yurgus' forces were positively going rogue. HQ has a lot of useful facilities, and it's pretty much one of the only remaining strongholds the TG has in this sector.
>>
>>19954831
But doesn't it take time to regrow their bodies in the tanks?
>>
>>19959478
Yes, if they have to be regrown from the head down.
A couple bullet holes is a few hours. A plasma shot (that doesn't destroy the entire torso) is maybe a day or two.
>>
>>19959478
MetaOP, did the YVH Platoon, HK-50, and the Securitrons secure the Valiance?
Do we still have to take back Sector HQ, or is it now under our control?
>>
>>19959881
Well you don't HAVE to secure Sector HQ, but if you don't, the Black Ops will have control of it.
>>
>>19959881
And yes, the Valiance is under control again.
>>
>>19960320
We are taking our base back.

Quick, how quickly can we redeploy forces?

Is there a teleport interdiction field up around Sector HQ?
Now that ANON is back under our control, can he and Mouse, the Sandmen, and Data take control of the Sector HQ mainframe back from Black Ops?
>>
>>19960338

If we're formally starting up again, let's have ANON run scans on HQ to get an idea of the Rogue Black-Ops' numbers and where they're located. If possible, use corresponding schematics to pinpoint where they are. We should also have ANON scan HQ for reality distortions.
>>
>>19960470
ANON's hacking capabilities aren't up to the task of cyberwarfare within the Sector HQ mainframe after recovering from the assault. Mouse and the other hackers may make the attempt, though.

Your forces may need a few minutes to rally, patch themselves up, and re-arm, but they should be ready fairly quickly.
>>
>>19960674
As this anon said >>19960641
Scan for where Black Ops is located.
Also scan for the presence of an interdiction field.

Have the YVH Platoon, HK-50, Pharaoh Man, and Skull Man beamed to the main hangar of the All Under Heaven so that they can get repaired by a repair Scarab from the Hercules.
Make sure that the Portable Holo-Emitters are in working order and fully charged, and the Mobile Emitter Squad recharges their power cells.
We'll use droids and holograms for our beachhead assault.
>>
>>19960674

Let's hold off on hacking for now.

Also, consult ANON about the codes. What were the purpose of codes that Yurgus was asking for? If he wasn't able to break the codes, will the base's defense mechanisms act against us? Is there any way around the teleportation interdiction that's in place around the base (i.e. opening up portals or gates)?
>>
>>19960674
You-know-who is awake now. Schedule good?
>>
quest threads are legal now
pony shit was legal once

Soon. Very soon they shall both be contained in their own boards and away from /tg/
>>
>>19960714
>>19960844
The Sector HQ's teleportation interdiction is proof against any method the Transpace Guard is aware of to teleport men and material. And yes, there is one in place and active.

Yurgus probably wanted the codes to gain full access to the base. Without them, his forces will be hampered by automatic security measures as well as whatever defenses the base security staff have activated with Holtz shot. It is unknown whether the automated defenses will recognize you as friend or foe as it depends on the setting the staff placed them on. That is information you do not have.
>>
>>19960714
Assuming that the interdiction field is still up, we will need to have the Leopard take the droids and holograms to secure the beachhead.
The hangars of Sector HQ would be the first choice, but Black Ops has probably trapped that place all to fuck.

So, I suggest we open our own entrance.
We have Darius and Star-Lord analyze the HQ's structural plans and identify the third-most ideal (assuming first and second are trapped) insertion point.
The Leopard goes there, and the droids get out. They use fusion cutting torches and cut open a hole, using one of the portable holo-emitters to seal up the hole and prevent it from venting all atmo.
The droids go in, and disable the interdiction field generator manually, and then we beam in troops to neutralize all Black Ops agents.
>>
>>19961298
Can we communicate with any of the base personnel still trapped in HQ?
Also, can we get the Observers to turn their sensors towards HQ to identify how many Black Ops forces there are, and perhaps what they're equipped with?
>>
>>19961301

We should send a throw-away vessel bearing our ships' IFF codes to test out if the base's defenses are going to register our ships as hostile or not. Perhaps a shuttlecraft from the Indefatigable or another cheap type of vessel we can scrounge up. We should probably test the same thing once we get inside base with holograms and/or other droids to see if the base's automated defenses are going to pose a problem for us.
>>
>>19961316
With the defeat of the Black Ops fleet, there is no more enemy ECM, so you can certainly send transmissions to the base. Who, if anyone, is there to receive them however, you do not know.
>>
>>19961414
Transpace Guard officers don't carry personal comm devices, like the communicators from Star Trek?
Any kind of smartphone/tablet/PDA device we could contact?

Can Mouse make a network connection to the HQ mainframe and see if he can access any base functions, like the PA system?
>>
>>19961414

Can we still access the comm-screen for the base like we did when we initially warped in? If there are several of them scattered around the base, we could possibly catch a glimpse on what's going on inside.
>>
>>19961511
This is a good idea. We might be able to find base personnel who can help us.
>>
>>19961301
Multiple VF-25's can cut multiple holes all over the place with their head lasers, for multiple entry points and for fake entry points.

Just put the Armored Packs on them so they can tank a lot of hits (with their barriers up) while they're busy cutting.
>>
>>19961414

We can use multiple VF-25's to cut holes with their head lasers. We can make multiple entry points, and fake entry points with this.

Slap on the armored packs, with barriers up, and they will be able to tank a lot of hits while they get to work.
>>
>>19961414
We can use the VF-25's to cut multiple holes (and also fake entry points) with the head lasers. Put the armored packs on them + barriers up so they can tank a lot of hits while they get on the job.
>>
>>19961511
You can only access the primary comm-station on the bridge without Colonel Eva or someone else rerouting it through the base's systems.

>>19961445
Good thinking. They do, and with a little work, your UNIT troops may be able to use the Storm's comm/scan equipment to attempt to 'call' one or more or them.
>>
>>19961730
Have Mouse and UNIT get to work on contacting the base personnel.
In the meantime, get troops healed up and repaired, and ready to go again.
>>
>>19963168
We need to know where base personnel are, the number and disposition of the Black Ops troops, and of any way to get to the interdiction field generator and how to shut it off.
>>
>>19961600
The problem with cutting holes all over the place is that Sector HQ is still a space station, and we don't want to breach the hull in a vital area, or in an area with friendlies.
We'll have to be careful with cutting open holes.

There's also the matter of dealing with the base defenses, which may or may not tag us as friendly.
>>
Before we deploy the Mobile Emitter Squad, I think we should have Data make a modification to their programming.
Essentially, allow them to project a holographic view of what would normally be behind them. This would, in effect, cloak all of the Mobile Emitter Emergency Holograms.
>>
Assuming that we secure Sectir HQ and Holtz doesn't order the base moved or evacuated, will we stay here to implant all surviving ship crew and support personnel with cortical stacks/RED-2-GENERIC?
Even with 2 Industrial Replicators and the Indefatigable's own replicators working non-stop, it will still take days, probably a week or two, before we're done.

But since the Quarantine Frame hasn't arrived yet, and our scientists are still working out the optimum placement of the Frame to contain the Orz, we may have the time anyway.
>>
I've run the numbers, and excluded the Gallante Task Force who should all be capsuleers already, and the crew of the Hiigaran Shipyard since we don't know how many there are.

To create enough EBO Cortical Stacks to fit every crewmember and support personnel (including RED-2-Generic for the Techno-Wizards) should be about 1878 Replicator-Hours, 50 Replicator-Minutes.
Using the two industrial replicators on the All Under Heaven and the replicators of the Indefatigable, that will take 26 days to complete.
19.625 days if we can also get the plans into the Creation Engine of the Hercules.

However, if we send the Looter Team to buy some industrial replicators from Drozana Station of the STO Canon (which is operated by Ferengi, who won't ask questions as long as the money is good), and equip our other ships in our task force, we should be able to finish replication in about six and a half days.
>>
File: 1342840336722.png-(115 KB, 473x869, Capture.png)
115 KB
Some good points were made in IRC, so, I'm posting the log.
>>
>>19972840
Perhaps it would be a point against us in our court martial with High Command over this Black Ops incident.
Maybe Sector HQ has some industrial fabricators that can help in constructing the EBO Cortical Stacks.

Oh, and we need to remember to check on Cheryl's home Canon when we get the chance, to see if we have any potential new recruits from that website we set up.
>>
So, general plan of attack:
1. Have Mouse and UNIT try to contact friendly base personnel via the Storm's Comms Array.
2. Have all Observers, RVF-25, the Storm's scanners, and the Indefatigable's sensors scan Sector HQ to identify the Black Ops forces, including any that are invisible.
3. Have Data modify the Mobile Emitters so that the Holograms can be invisible and cloak their mobile emitter from sight.
4. Have the VF-25's swap into the Armor Packs.
5. Have Gondegal try to traverse open space and phase into Sector HQ and make contact with friendlies, and try to find the Interdiction Field Generator and attempt a manual shutdown.

Once we know more about what's going on inside the base, we can plan for how to enter and take back control.
>>
bumping because fuck the firemen.


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