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File: 1343156737680.jpg-(32 KB, 810x427, House & Dominion.jpg)
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http://suptg.thisisnotatrueending.com/archive.html?tags=House%20and%20Dominion

You are Sonia Reynard, Squadron Leader and man at arms for the House of Jerik-Dremine. You lead the Second squadron of the Third Attack Wing, a unit composed of fast hard hitting starships. Your ship is the Attack Cruiser Bittenfeld, a Vengeance Type, able to outrun almost anything it cant outfight. With any luck Katherine Drake is taking good care of it.

Last time you made contact with Knight Myrish Avun of House Sulos who you rescued from Slavery at the hands of Pirates some weeks ago. Repaying that debt to you in money alone didn't feel like it would be enough and so Knight Avun sought a way into the main pirate base in the Smugglers Run. Armed with the older Knight's data from previous campaigns in the area and a squadron of smuggler ships you've landed several hundred troops aboard the station.

Thanks to your Recon armor and holo cloak you and the Marines were able to secure much of the docks without attracting too much attention. In a few more minutes all troops will be aboard and discovery will only serve to slow things down. Still, this station is huge and there must be thousands of soldiers and armed civilians.
>>
File: 1343156996438.gif-(19 KB, 1398x647, Ship docks map 4.gif)
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>>20019202
If he hasnt done so already Major Stahl will soon cut off the remainder of the docks while other forces move to take one of the banks of sublight drives.

Your current position is here, in one of the control centers of the former ship. Nearly all of the primary systems in this one have been locked out with the exception being some maneuvering thruster control. With the room abandoned you've moved the bodies of several dead guards inside to prevent them from being discovered.

>Your orders?
>>
I believe there was a suggestion from last thread to hit the next control center toward the industrial zone.

Unless we (or our hacker) can locate information saying the possible command center toward the map's right is a better target, I believe we should at least recon the industrial zone's command center.
>>
>>20019250
Can we maintain control of the thrusters without actually being in the room?
>>
rolled 1 = 1

>>20019250
Both control centres are probably good targets.
So the die can decide for me:
1=east
2=west
>>
>>20019476
Yes, the systems in that control room can now be operated remotely by the teams at the docks.

Detaching the hacking module you pack in your gear and get ready to move out again. Before you can leave your suit flashes a small warning message. Your camo has been active almost continuously for three hours, at the four hour mark it will need to be shut down for a minimum of ten minutes to prevent the system from overheating and cutting out unexpectedly.

Take a break now or keep moving and try to find a safe hiding spot later?

Regardless roll 1d20 for stealthy movement as you head for the industrial zone.
>>
>>20019490
Unless you want to head for the other control center that is.
>>
rolled 9 = 9

>>20019547
I'd suggest taking the break now. We can't be sure we'll have the chance find a hiding place as good as this one within the next 60 minutes.

>Rolling.
>>
rolled 13 = 13

>>20019547
Break now, head for the other control center.
>>
>>20019547

Can we take a 5 minute break instead and then a longer one later or must it be a full 10 minute deal?

I'll change my vote >>20019350 to trust in the dice of >>20019490
>>
>>20019557
Just rolled that in case we need a tiebreaker. I'm fine with either choice.
>>
>>20019616
You can take a shorter one now if you want but if you go the full length of time without a break it'll need 10 minutes. It's not that long really.

After a short break to let the camo recover you head back out, moving in the direction of the shipyards. The Industrial areas arent going anywhere you reason.

Much of this section of the ship is being used for cargo storage with less and less housing the farther you go. Apparently nobody likes a long walk to work. Some of the cargo bays are guarded, with explosive and hazardous materials warnings painted on the walls. Even more heavily guarded are the access points connecting to the cargolifts.
You start to wonder if coming here was a good idea after ending up in a crowded hallway with workers moving smaller crates of gear. Before you get the chance to back track you bump into a middle aged man causing him to stumble and drop the box he was carrying. Thinking fast you get out of the way as he swings around meaning to hit whoever was behind him.
The confused younger Kavarian behind has no idea whats going on as the older man decks him. A short lived brawl breaks out and you continue to make your way past them.

You can hear a few phase rifle shots being fired into the ceiling before the fight stops.
>>
>>20019836
Excellent. The locations of the explosive materials are probably of great interest to our forces.
>>
File: 1343160355783.jpg-(19 KB, 498x251, transfer corridor.jpg)
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The section the control room is located in seems to be mostly abandoned except for some scavangers and random security partols. The farther you get from the industrial zone it seems, the worse off the condition of the interior. You see clear signs of deck plating having bucked and failed either from heat or stress. Gaps in the walls, ceiling or floor offer views of the super structure in places. Your suit sensors show that much of it is now structurally compromised. Whatever blew this ship in two caused damage the pirates lack the ability or inclination to repair.

The control center seems like an island among the damage, looking mostly intact. Much of the nonessential materials in the surrounding area have been removed leaving only the structural supports and cables connected to the armored shell. Walkways run around the outside and connect to the surrounding sections like bridges. Patrols make a regular circuit of the area with two more posted at each entrance. Eighteen soldiers total from what you can tell.

>what do?
>>
>>20020020
Watch the patrols. See if we can figure out their routes.
>>
>>20020020
depending on the patrols route try to eliminate them one by one, the less people we have to deal with the better
>>
File: 1343161207800.gif-(11 KB, 634x554, Ship Map CMD EAST.gif)
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>>20020110
>>20020048
There are three patrols each with 4 guards, a mix of humans, Kavarians and Dro'all. Two are moving clockwise around the control center, 1 is moving counter clockwise.

There are 2 additional guards at each of the three entrances. You're also detecting optical sensors watching the entrance ways.
>>
>>20020179
Can the suit tell us if the sensors can detect our camouflage?

And how stable are the bridges providing access?
>>
>>20020179
Once the clockwise and counterclockwise patrols pass each other in front of the West entrance, our only obstacle will be the two guards in front.

I don't suppose our camo would allow us to just walk right past them?
>>
>>20020179
Would it be possible to investigate the roof of the command centre?
>>
>>20020179

clearly, we'll have to detonate some of those explosives we passed.
>>
>>20020204
They shouldn't be able to see you.
>And how stable are the bridges providing access?
Most (not all) have been welded directly to the structural supports so they should be quite sturdy.

>>20020219
>I don't suppose our camo would allow us to just walk right past them?
You could but you'll need to open the door once past them.

>>20020251
You can see a good portion of the protective armored sphere surrounding the command structure. There are enough support beams and cross braces that you might be able to climb up on top of it.
>>
>>20020266
This is also a viable alternative. Be aware that the explosives are guarded.
>>
>>20020312
Hm interesting. Are the windows of the control centre made of something we could through a grenade through, or is that stuff too sturdy?
>>
>>20020346
There are no windows in the control center's protective armor shell, that would be a structural weakness. There are plenty of holographic displays inside though.
>>
Are any of the guards carrying grenades?
>>
Anything nearby that could explode and take out 2 of the teams without raising suspicion?
>>
About the windows or lack there of, if you were wondering about the blue lines in the pic I was using blue for horizontal lines in AutoCAD when I did the last pic of a bridge. Sorry if that was causing any confusion.

>>20020420
Yes.

To speed things up.
>Can we pull the pin on one without getting spotted/caught in the blastwave?
I don't know, but if you plan to try Roll 1d100
>>
>>20020522
>d100
I'm not sure about this now

Otherwise as an unrelated question does sonia have bonuses/stats?
>>
>>20020489
>Anything nearby that could explode and take out 2 of the teams
Yes, your grenades could manage that with the right timing
>without raising suspicion?
Not a chance.
>>
>>20020522
I'd rather avoid doing that. I'd suggest climbing on top of the command centre, and finding a way in there without being spotted by the guards. The walls should be thick enough do leave the guards clueless.
>>
>>20020537
No hard stats but she gets normal accuracy compared to a Marine due to training, endurance near that of a Marine and tons of bonuses because Power armor.

Okay so we're got the following from the brainstorming so far

[ ] Try to eliminate patrols one at a time (Stealthy)
[ ] Get explosives from one of the weapons cashes (Flashy)
[ ] Walk through front door (mixed stealth/flash)
[ ] Climb onto top of control center (Stealthy)
[ ] pull pin on guards grenade (Flashy)
[ ] Blow up two patrols at once (Flashy)
[ ] Other

Hoping we can find some consensus.
Roll 1d20 either for combat or stealth.
>>
rolled 19 = 19

>>20020708
>[x] Climb onto top of control center (Stealthy)

As much as I'd like us to try Strategy: Explosive Ghost...
>>
>>20020738
Was about to roll for the same choice, thank god for 4chanx.
>>
>>20020738

let the debate rage forever... "would it have been a 19 for any other choice?"
>>
>>20020738
>You expertly manage to get on top of the control center.
>Too bad there are no entrences there
>TrollDM.jpg
>>
File: 1343164773331.jpg-(22 KB, 385x464, Khan troll.jpg)
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>>20020798
>TrollDM.jpg

Still writing.
>>
>>20020907
"Who greased this roof?"

SLAM
>>
File: 1343165685168.gif-(12 KB, 634x554, Ship Map CMD EAST.gif)
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http://www.youtube.com/watch?v=IGzJFJRkmCE

As you jump a from one girder to another, using cross braces to climb higher you cant help but think back to gymnastics class. Its was sort of similar to this, though with less chance of being shot if you fumbled and made too much noise. Thanks to the localized sound dampening provided by your suit any excess clanging around you might have made is muffled into background noise.

High enough, you cross a few of the sturdier looking beams over to the top of the control room. The armored top of the sphere looks impervious. There's no way you could enter here.
"Son of a bitch."

Then you spot the data cables that connect to other parts of the ship. Thick bundles that are sturdy enough to survive a ship being shaken about. They have to enter somewhere.
Pacing around the armored top sections you find one bundle that's been cut. It was probably connected to parts of the ship that were destroyed. Breaking out your HF blade and activating it you start to cut out the cabling until you can see inside. A bit dark and cramped but it looks like there's space.
A few more minutes of work carves a hole large enough to enter through.

Maybe this isnt such a good idea... fuck it. You clamber inside, your camo deactivating from sustained contact with the walls. When you drop down you find yourself inside a small maintenance crawlspace. At the tallest point there's enough room to stand. Bundles of cables connect into an armored bulkhead. It must transmit data through it somehow and down into the control room.
That isnt important, the hatch labeled access ladder CMD-5-2-A is.

Your suit calls up data on this design. Access ladders run along the inside of the armored shell and can be reached via a crawl space running under one of the operations consoles.
>>
>>20021106
A chance to install our hacking module without being discovered? Neat.
>>
>>20021135
You'll still need to hook the module to a control console unfortunately, there isn't that sort of access in the crawlspace. Or if there is you don't know how to access it.

There appears to be people inside this control room. Make your plan of attack, I'm going for dinner.
>>
>>20021167
Blast! Can we get a look of how many people are in the command center, and where?
>>
>>20021167
Either cut through the wall or find an access point, get into the command center, and stun/kill everyone inside before anyone has a chance to hit an alarm button.
>>
>>20021167
If we can install the the module without being detected we should definitely do so. If that's impossible, we should probably start our attack by detonating a stun grenade in the command center.
>>
ok, so we have a few flashbangs, right?

First course of action is to locate where we can exit this area from, then we need to determine the enemy locations.

From there, we need to determine which groups to flashbang (likely farther groups) and which groups we can easily gun down.

I'm thinking we go full killy mode here and get the hacking unit working under the cover of a second round of flashbangs and smoke grenades.

If we can take out the guards at the door when they rush in, we might be able to lock out the patrol groups with the hacking unit.
>>
File: 1343167992257.gif-(12 KB, 634x554, Ship Map CMD EAST 3.gif)
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You climb down the ladder until you're at the same level as the command center. The crawl space is a bit tight but thankfully your armor isn't excessively bulky. Careful to stay back far enough that the crew can't see, you extend a tiny optic sensor on a wire to get a better view.
Oh god there's a crewman sitting at the console next to the one the exit is under.
There is a low wall/railing separating these consoles from the lower command area. It should offer some cover but wont do much with all these crewmen everywhere.

>>20021196

Crew are blue markers, those sitting at consoles are indicated with the lines showing where their sight is probably focused.

"Whats the status on the Docks? We should have gotten a progress report on their coms glitch by now." You overhear an officer say.

>>20021207
>and stun/kill everyone inside before anyone has a chance to hit an alarm button.
So, start off the attack with a stun grenade or two I take it?
>>
>>20021584
Where were the panic buttons in the other command centers located?
>>
>>20021584
Yes, grenades first.
>>
>>20021618
There doesn't seem to be a dedicated panic button in the command enter. They'd have to raise someone or one of the squads outside on coms. That or rush out the door.
>>
>>20021649
In that case, be careful nobody is currently communicating with any other part of the ship.
Stun grenades, and then make sure nobody makes it to the doors. Preferably non-leathal, but if we can't do it otherwise, simply shooting them should be okay as well.
>>
Your current weapons load out is
Granades
Silenced Carbine with splinter rounds
?? Misc. sidearm
Backup Pulse Pistol

What weapon was your sidearm? Depending on what it was non-leathal options may be difficult.
Be aware everyone's going to see where your shots are coming from with an energy weapon.

Roll 1d20 for combat.
>>
rolled 2 = 2

>>20021798
don't bother with non-lethal. We need to secure this quickly before they call for help and have our attention free when the guards by the doors rush in.

Silenced carbine, go!
>>
rolled 11 = 11

>>20021798
Does the vibroblade count as a sidearm?

Use the carbine and good old-fashioned fists.
>>
rolled 17 = 17

>>20021798
>Sidearm
I think we skipped that decision.

>Rolling
>>
curses, why did i have to roll a 2 :(

I believe we usually use the pulse pistol with the stun setting as a sidearm?
>>
File: 1343170917492.jpg-(61 KB, 592x588, hiimdaisy_MGS3_knifegun.jpg)
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>>20021881
No it counts as your close combat weapon.


Readying your carbine so it will be easy to use in the confined space you pull out your stun grenades. It would be great if they could make a stun pistol into a grenade weapon, that'd be pretty sweet. No all you've got are some flash bangs.
After some fumbling around you catch the pins using either thumb, yank and throw both of them onto the bridge.
You catch the metallic *ting* sound of them hitting walls and someone starting to ask what was that noise then your faceplate polarizes protecting your eyes from the blast.

Pushing off with your feet you slide clear of the crawlspace firing your carbine at the two ops officers dropping them both. You're jarred a bit when you slide headfirst into the low wall.
Pulling out your backup with your left hand and firing your carbine one handed with your other you rise up from cover and open fire.
Dual wielding, not the smartest thing ever and your accuracy suffers as a result. If it wasn't for the flash bangs you're deathly certain things here would have gone horribly wrong.
A few crewmen go down from stun pistol hits while you continue to spray the others on the opposite side of the bridge.
The higher ranking officers at the center of the room recover first, firing in your general direction with their sidearms. An incendiary round hits your helmet and you dive behind cover slapping off the burning chemicals.
Rising again with your camo active you gun down a man opening the inner doors of the bridge. That was a close one.
>>
You're not done yet though. The two senior officers are still moving, trying to stay behind a damaged console.
"Laser!" You catch one of them yell before the other pops up from cover and fires a sustained beam across a wide arc of the room.
Shit, its a flashlight laser cranked to full power. You slap another magazine into your carbine as you try to duck low but the laser still catches part of you. The high power beam isnt strong enough to cut through your armor but the energy output is too much for your camo to deal with and begins emitting light in all directions before shutting down.
You gun down the woman with your newly reloaded weapon even as she tries to hit you again. The other officer, able to see you now, opens fire with more incendiary ammo. Diving for cover once more you pull out a frag grenade and toss it over.
CRACK!

Glancing over the edge of the low wall you find that was enough to take down the last of the resistance.

A flashing light is blinking on one of the com panels for main displays.
What will you do first.
[ ] Answer it
[ ] Start hacking
[ ] Loot bodies
[ ] other
>>
>>20022467
Can we get the stunned soldiers back to consciousness fast enough to have them answer the call?

If not, answer while installing the hacking module. If we don't answer, they'll send in the patrols to check if everything's alright sooner or later.
>>
You do a quick check, nobody was wearing armor. Anyone you hit with a stun shot will be out for awhile. Plugging in the module to the least damaged console you hit the audio button on the flashing com display.

"Is everything okay in there? We heard something and were wondering if it was a gun going off or a bomb."

You set your helmet speaker so you can talk to them.
>wat say?
>>
>>20022467
start hacking.

proposing:
then answer comms in a panicked voice "He's escaping to the roof! His camo was knocked out, but he still got the consoles! Stop him!"
>>
>>20022632
"Nothing like that. It's just that this part of the station is falling apart faster than ever. We had a nasty short-circuit in one of the old consoles. Gave us quite a scare. We've notified the repair team, but they said it might take a while for them to get here. And it wasn't one of the consoles we're currently using any way."
>>
>>20022764
This one or
>>20022749
or full fake panic mode?


Also:
>Take a million years to write scenes
>surprise players when you respond too quickly.
>>
>>20022234
> It would be great if they could make a stun pistol into a grenade weapon, that'd be pretty sweet.

I'm imagining something like a bouncing betty. Disc-shaped, essentially a stun pistol with a grenade housing. Using either explosives or some sort of hover unit, it jumps up and spins, firing stun bursts in all directions. Perhaps a rudimentary targeting system would allow it to fire with some accuracy, rather than blindly.

Since it doesn't need to explode, it's reusable. We should suggest this if no one's tried it before.
>>
>>20022902
See if they buy the non-panic version. If they don't, we'll just go straight to our permanent backup plan: murder.
>>
File: 1343174340516.jpg-(7 KB, 250x256, 250px-Stun_grenade Tok'Kal.jpg)
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>>20022764
You try this.

"Tannek is that you? You sound a bit off." The guard asks. Thinking fast you continue to lie you ass off. "Yes. I was just a little too close to the console. Don't ask me about it again."
There's a short pause.
"Okay. I'll see you back at the hab block later." You hear him start to mutter something else before the channel cuts out.

You've bought yourself some time but only so much. Tying up the few stunned crewmen uses up enough time for the hacking module to finish its work.
Duncan contacts you over the intercom once he has control.

"This isn't the main control room but but its responsible for security for most of that part of the station, especially the causeway." He informs you.
"With this we can cut off one part of the station from another but it wont give us access to weapons or defenses. We'll also need to hold that control room. If a Tech gained access to it they could lock us out again.
Oh by the way, our last ship is coming in to dock. That's good because everybody is starting to get suspicious with us locking down sections we've captured."

>Your orders?


>>20022920
Was thinking more of pic related.
>>
>>20023350
>We'll also need to hold that control room.

Time to set up on the roof, I guess. And we should probably damage the opening mechanisms for the doors as much as we can from in here.
>>
>>20023350
After this is over we're definitely looking into better stun grenades. Speaking of, make sure we loot the crewmen of explosives we can use. Also, check the status of our armor, camo, and noise suppression. We don't want to walk out of here thinking we're invisible when we're not.

We're going to have to move fast now. Let's get some marines down here to hold this place. We'll take care of the patrols before they get here.

After that, we'll move toward the other control rooms and trigger the thrusters at an opportune moment.
>>
>>20023350

Doors in a control room should have lockdown systems to defend against boardings, right?

See if we can lock this place down until friendlies arrive.
>>
>>20023499
Yeah, but that might also activate an alarm. And I think we should try to avoid doing that, at least as long as the pirates are only suspicious.
>>
>>20023536
then we at least locate the lockdown switch/handle/valve/things

knowing where they are will be useful if things go wrong.
>>
>>20023399
>>20023499
You check the doors and go about finding a way to jam them shut.
"Duncan, tell whatever team that's heading here they might need cutting torches or a grappling hook to get in. And the sooner the better, the locals may get the same idea."

"I'll try to find them a clear route through using the security feeds. It will still take a bit. Twenty minutes minimum."

You check your suit and run through the self diagnostics on your holo cloak. It seems to be working. Silent movement is fine too, though your armor is a bit scuffed and pitted in places.

Checking the weapons the crew were armed with you find some small ballistic pistols and pulse pistols. The most exotic item is the flashlight laser, which are easy enough to find, and a Mauser customized for incendiary ammo. No explosives or grenades.

[ ] Get moving
[ ] wait for Marines
[ ] attack patrols then head out
[ ] Other
>>
>>20023718
Wait for the marines and help them to incapacitate the patrols once they're engaged.
>>
File: 1343175797669.jpg-(45 KB, 1000x429, 1000px-1138_Episode_IV.jpg)
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>>20023350
>Uh, we had a slight weapons malfunction, but uh... everything's perfectly all right now. We're fine. We're all fine here now, thank you. How are you?
>>
>>20023718
>[x] attack patrols then head out

Backtrack and get up on the roof of the command center, then proceed with the assassinations. We can handle these men.
>>
>>20023718

Can we specifically open a com to the squads outside and nowhere else?

If so, is there anywhere we could send a patrol or two so that friendlies could ambush them easily?
>>
>>20023781
"We're sending a squad up."

>>20023862
>Can we specifically open a com to the squads outside and nowhere else?
Yes you can.

>If so, is there anywhere we could send a patrol or two so that friendlies could ambush them easily?
These troops are most likely specifically assigned to protect the command center. From what you've seen there are plenty of squads in other sections close by. Sending away guards from outside might be suspicious.

1 for staying until marines arrive, 1 for killing guards now.
>>
>>20023977
>>20023862
That doesn't mean you couldn't try it but the Marines wont be here for another few minutes which would mean combining it with
[ ] wait for Marines
And rolling for bluff.
>>
>>20024060
>And rolling for bluff.
I think we definitely don't want to do that.
>>
>>20023977

Voting to defend until friendlies arrive. When friendlies get close, we can support them from atop the command center.
>>
You climb back into the maintinence tunnel, making your way up through the crawl space and out the hole you cut earlier.
Pearched atop the command center at attempt to position yourself at the best location from which to ambush the patrols when the other Marines arrive.

Ten minutes later you hear a voice over the station intercoms.

"This is control to all decks and sections. We have lost contact with the docks and have been unable to reestablish communications. We are now on a standby alert so prepare for combat. Updates will be broadcast in twenty minutes time. Report unusual activity. If you lose coms send runners immediately."
The message begins to reapeat in other languages used by the major species of the factions, apparently translators arent standard issue.

The next person to contact you isnt Duncan but Knight Avun. "Reynard, things are about to become more hectic. If they seal the transverse bulkheads we can still cut through them but it will slow things down. The last of our transports have boarded though so we dont have to worry about them being cut off. Get ready for the real work."

Duncan takes over and gives you a status update. Pirate ships in the parking orbits are starting to hail the docks, asking for time estimates. For the moment the Marines are deflecting the docking requests claiming priority ships have come in or there have been delays in unloading.
>>
File: 1343178435962.gif-(8 KB, 634x554, Ship Map CMD EAST 5.gif)
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Ten minutes after that you get a signal that the Marines are moving in on your position from the "North."
You can jump down onto any location in the green box.

Do you want to try bluffing the patrols or just attack now?

Your plan of attack?
>>
>>20024395
>Deliciously clustered enemies
How many grenades do we have left?
>>
>>20024432
One frag, one thermite.

You could also wait until they've moved farther away from the doors if you wanted to jump them, or wait and move to another location.
>>
>>20024494
Could these grenades damage the walkway?
>>
>>20024520
Its a bit thin. The thermite definitely would, the frag might just punch some holes in it.
>>
>>20024395
Jump on top of the second guy in line as the Marines come into the line of sight of the door guards.

Shove #3 into #4 with power armor arm strength and then take out #1 before he turns around.
>>
>>20024649
Inform the marines of the enemy patrols, if we haven't already done so.

I'd suggest taking out the counter-clockwise and one of the clockwise patrols when they meet.

Another idea, how high is the walkway. Would throwing them down kill, or incapacitate them?
>>
1 for grenades
1 for drop bear attack

Lets get some votes and roll 1d20 for combat.
>>
>>20024694
Its a long way down looks like. Three decks in most places, more in some.
>>
rolled 55 = 55

Grenades, no way we are taking them out quietly anyway.
>>
>>20024734
vote for grenade
>>
rolled 4 = 4

>>20024734
Rolling for drop bears.
>>
rolled 3 = 3

>>20024773
Okay. Definitely grenades, then.

>Rolling
>>
rolled 18 = 18

>>20024734
Vote for grenades
>>
>>20024795
1d20, not 1d100.
>>
>>20024828
Force of habit
>>
File: 1343181676000.gif-(6 KB, 634x554, Ship Map CMD EAST 6.gif)
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Not wanting to wait for the guards to spot the incoming Marines you toss a frag down onto the walkway. It bounces once before exploding, the enemies barely having time to turn away. One of them is thrown partially over the railing droping his weapon. You can hear some cursing, most of the patrol are wounded and one is down. The two door guards back away from cover far enough to put supressing fire towards your general area despite not seeing anything. One of the wounded men from the patrol grabs hold of the one hanging over the railing.
Then the Marines appear, pelting the distracted soldiers with silenced carbine fire.

"We're under fire!" Yells one, trying to open the doors to the bridge.

The other two squads coming running around either side of the control center and open fire on the Marines who duck behind cover on their side of the bridge. One of them has a grenade launcher and fires an explosive off to your right forcing the guards on that side to fall back.

>Your orders?
>>
rolled 14 = 14

>>20025134
Drop last grenade on unwounded group of six
>>
>>20025178
This, then offer them the chance to surrender. They're surrounded, resistance is futile.
>>
>>20025468
Would it be possible to rush to the south walkway and simply cut a large piece out of it with our cc weapon, effectively cutting off their retreat?
>>
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>>20025468
Ok, part of that post got chopped up and moved around. Will delete.

Pulling the pin on your last grenade you rush around side of the armored dome and toss it once you have a clear shot. It explodes almost on impact, showering the walkway with burning thermite and forcing them back towards the intersection.

"Surrender! We have you surrounded!" you shout down to them. In response half the group fire upwards at you, the others attempting to keep the Marines from advancing.

"We're locked out. Arjah call it in."

"Duncan I need com jamming in our section." You tell the Marine.

"We're trying to lock out communicaions nodes. I hit the one near you connected to that security center first but there are others nearby we dont have."

The enemy seems to realise their coms are down too.
"We're pulling back, everybody head for the starboard pipe, rear guard buy us some time!"

The remaining guards put down more supressive fire as they attempt to pull back, a few still firing bursts into the upper frame work where you're hiding.

If they escape they might be able to lose you in the surrounding sections as they do know the area better than you do.

[ ] Try to snipe them then jump down if any get away
[ ] Close combat
[ ] Other
>>
>Replacement post still got bits chopped off.
There's supposed to be a Roll 1d20 at the end of this post.
>>20025544


>>20025511
Don't see why not. Anyone else in favour of this?
>>
rolled 19 = 19

Anon who suggested >>20025511 here, rolling 1d20.
>>
>>20025632
can't argue with that roll
>>
>>20025734
>The marvelous adventures of Squadron Leader Reynard
>Sonia, use your training to fly that aircraft with vector thrust, it's just like all the other stuff you've done
rolled 1=1
>Sonia, try to avoid that cannon fire, like you've been training
rolled 4=4
>Sonia, try not to gently bump that ship
rolled 3=3
>Sonia, do something you have neither training nor experience in
rolled 18=18

What a strange girl.
>>
>>20025795
we rolled a 20 on that one fighter roll too
>>
>>20025795
>Sonia, try not to gently bump that ship
rolled 3=3
I don't remember that one, unless you're making a Voidquest reference.
btw what's going on with that, is he going to be running it somewhere else?
>>
>>20025858
Yeah, didn't happen. Pure Void Quest nostalgia.
Last thing I know of was this:
https://groups.google.com/forum/#!topic/void-quest/oxI3jK7_gwU

>>20025844
Too fighter craft aren't really that impressive in this setting.
>>
>>20025904
Not at the scale we usually fight our battles at least.
>>
http://www.youtube.com/watch?v=zh0Oh5zF2iA#t=4m37s

Realizing there's no way you'll be able to get them to stop using your gun alone you rush to the opposite side of the dome and slide down it. Pushing off a second later you jump clear, landing on the walkway. Its enough of an impact that your suit cant cover it up but with the amount of gunfire coming from behind you, it shouldnt matter. At the halfway point you draw your blade and slash at the metal, cutting halfway through in one swing. A few more seconds of dragging it is enough to finish the cut and the walkway section falls away.
Five guards that were rushing towards you draw up short.

"What part of surrender you're surrounded didn't you catch?" You tell them, deactivating your camo while your HF-Blade is pointed at them. At this distance on a crowded catwalk, one of them might get a shot off at you before you killed them all. They get the idea as well and reluctantly put their weapons down.
>>
>>20025981
>HF-Blade
Am I a bad person for thinking this is an abbreviation for HumaniyFuckyeah-Blade?
>>
File: 1343186424159.gif-(19 KB, 1398x647, Ship docks map 5.gif)
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The Marines secure the area and tie up the prisoners while you head back into the control center to unjam the doors. Once you get the doors open the guards are tied to some wall railings in the aft end of the bridge entranceway between the two sets of doors.

You're contacted by Major Stahl before you have a chance to move out again.
"Reynard, we have teams attempting to secure the reactors closest to the docks but its more heavily fortified than we gave them credit for. If they didnt know we were here before they do now. That squad of Marines will have to hold that location for an hour until we can get more men over there. The situation around the causeway is on the brink of deteriorating so we'll have to concentrate on blocking that before we can head that way."

You remember a plan of yours from before to use the station's thrusters to shear off the causeway or even ram the other part of the station.
>Do this now? Y/N


The situation outside the docks is also not good. The ships in parking orbits still waiting to dock are starting to multiply. The requests are becoming too many to simply wave off or ignore. The boarding teams have gained control of a few shield generators around the docks along with a few of the phase cannon turrets.

[ ] Continue to bluff freighters
[ ] Ignore all docking requests
[ ] Fire upon some of the ships
[ ] Other

Or do you wish to combine the docking problem with the thruster option some how?
>>
>>20026347
Ask for his input on the plan to shear off the causeway.
>>
>>20026347

Ships have to lower their shields to dock, correct?

could we lure in a ship and then RAPE it as it lowers shields to dock?

What does the Major think of our plan to sheer the causeway or to ram the repair docks?

speaking of which, we may want to GTFO this section of we're going to ram the repair docks. Those explosives could end up causing a whole lot of fun.
>>
>>20026347
I'd suggest having a few of the turrets fire wildly into space, careful not to hit anything. Then claim we're currently having a really severe problem with the control software. IFF not working, or whatever would apply in that situation. Poorly installed updates, etc. I guess IT has improved much by Sonia's times.
>>
>>20026522
We should definitely make some quick calculations how much fun the explosives would cause. Don't want to end up destroying the whole station.
>>
>>20026416
Is anyone else getting the 503 service temporarily unavailable?

>>20026416
>>20026522
You ask Stahl about the plan to use the thrusters.
"You ship drivers just love to crash into things dont you? It should make a huge mess regardless of what happens but what we have to worry about is their main control shutting down the engines. The intrusion people have been taking as many control systems as possible but we might only be able to keep control of half the ones close to the docks."
He thinks for a moment.
"Even if we dont take out any other ships via colisions it might be enough to break the causeway. That'll buy my people more time."

Roll 1d7 for the efforts of the intrusion experts if you support... operation crash&burn.

>could we lure in a ship and then RAPE it as it lowers shields to dock?
Yes. Do you have any particular preference for what kind of ship? We do have docking control.

>speaking of which, we may want to GTFO this section of we're going to ram the repair docks. Those explosives could end up causing a whole lot of fun.
If the Marines stay inside the control center they should be fine, but if you plan to get out you might want to do it now.
>>
rolled 5 = 5

>>20026640
Rolling to crash and burn, after we lure in and shoot up whatever ship looks the most expensive/dangerous
>>
>>20026640
>Operatioin crash'n'burn
well at least break the causaway

>Ship,
a freighter or something that is large and without much armament to block everyone else
>>
>>20026640
>503 service temporarily unavailable
Yep.

>operation crash&burn.
I'd be fine with using the thrusters to destroy the causeway. Ramming something might be a bit too much for the station, if other areas are in a similar state of disrepair as the one we're currently in.

>Not rolling because we do already have a 5.

>Ship
Something that takes up a lot of space, and should take a long time to unload. Preferably with very little crew.
>>
>>20026640

we control the cargo dock, not a warship dock, correct?

I'd say lure in the biggest shooty ship that our dockside people think they can take out before it reacts. Or, take out several smaller ships if they make a better strategic target. We don't personally have the cargo manifests on hand, they do.

As for the thrusters, I say give the call of "ram repair docks" or "roll and break causeway" to Major Stahl. His men are in the danger zone.

I'm voting that we personally GTFO toward the Industrial area or the reactors near the docks.
>>
>>20026615
It wouldn't destroy the whole station, its a bit too big for that.

>>20026687
It depends on your definition of Dangerous. There is a custom Pirate Battleship that's waiting for some large cargo transfer. There is also a compressed fuel tanker loaded with Hydrogen and Helium 3.
>>
>>20026748
I'd suggest to stay the hell away from the tanker.
>>
>>20026748
In theory, could we detonate the tanker while it docks along side the battleship and cripple them both in a single, blinding mini-nova?

or is the battleship far too Tonka Tough for that?
>>
>>20026748
The Battleship then
>>
>>20026798
do -not- lure in the battleship unless we are DAMNED sure that the guns we control can take it out before they can react in any coordinated form.
>>
>>20026773
>>20026796
Actually you could probably shoot at the tanker where it is now and scare the hell out of everyone in the area.

Both of the ships are too big to allow docking more than one at a time.

Got 2 in favour of the battleship. On further reflection that might be a good thing.
Roll 1d20 for gunnery.

I take it you want the BS shot at before you move the station correct?
>>
rolled 8 = 8

>>20026888
I would actually prefer if we didn't shoot anything, but here's the roll you asked for.
>>
rolled 16 = 16

>>20026888
I guess so
>>
>>20026888
I'm not so sure about being able to take out the battleship quickly...

Fuck it! Eat whatever the hell our guns shoot, suckers!
>>
>>20026934
>>20026944
Not shooting at anything is certainly an option too. They wouldn't know if we had control of weapons or not then. Enough people seemed to be in favour of a sneak attack on some unsuspecting ships.
>>
>>20026977
Starting to shoot would more or less signal our ships to move in, right?
>>
>>20026977

Again, I only support luring in something that won't shrug off our fire and start shooting at areas we have secured.
>>
>>20027017
It would let them know shit is starting to go down. Be aware that neither the defense platforms or the mine field have been deactivated. Your team can signal the cloaked ships in the area for the fleet to get their asses in here though.

>>20027026
Less dangerous options are one of the attack cruisers, or an Aries module transporter.
>>
>>20027105
Do we have a clue where they're controlled from, now that we managed to capture the security feeds?

Anyway, I've got to work in four hours and I'd like to catch some sleep before that. So good luck with this to the other players.
>>
>>20027156
Defense platforms and minefield, I mean.
>>
>>20027105

I take it we have a poor chance of disabling the battleship with our current controlled defense weapons, then?

though would their gunners be actually at their stations as they are -docking-?

hmm... fuck it, if our weapons can eat into a battleship nicely, lets go for it.

We could also transmit to the pirates lingering that [5 random semi-warships] are carrying infiltrators, disable them before the Military dogs on them can escape!
>>
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So there's some hesitation over shooting at the battleship vs something else. Yeah it is a tough ship I'll admit but I'd like to know if we're doing it or not.

>>20027156
>Do we have a clue where they're controlled from, now that we managed to capture the security feeds?
"The security control room you captured was only responsible for this half of the statio-"
"DUNCAN WHERE THE HELL IS THEIR MAIN CONTROL ROOM!?" You yell at him.
"Uh, can you give me five minutes? Sir?"
"No."

"I think its here." A marker pops up on the map next to the control room nearest to the industrial zone.
"You think?"
"I'm now sixty percent certain."
>>
rolled 18 = 18

>>20027338
Let's shoot the fucker.

If it doesn't go down on the first volley maybe we can bluff some of the other ships into shooting it too.

Either way rip the causeway off after the ship is down.
>>
rolled 2 = 2

>>20027338
2 = DIE BATTLESHIP
1 = LESSER TARGET (Let Duncan or whoever is in command at the docks choose)
>>
Wishing the Marines luck you leave the control room and close the door behind you.
"Commencing operation crash and burn in T-minus sixty seconds. Everyone get ready to brace for collision."
Wanting to be as far away from here as possible when shit goes down you charge off towards the next suspected command center.

A familiar thunder like rumbling noise carries through the ship, what has to be phase cannon firing. As you enter the busier sections of the ship you'd passed through earlier you notice the locals starting to panic. Alarms start to go off and crew rush to finish their deliveries or return them to the munitions lockers.
"Get to battlestations everybody, we are under attack!" yells a security guard in front of a cargo bay door waving for workers to keep moving.
Return fire starts to shake the ship, though its obviously hitting shields.

You duck into an alcove just before the timer on your HUD reaches zero. It starts slowly at first, a low vibration carrying through the station as the drives throttle up. To the designers and pirates credit there is little noise indicating structural strain.

"Failure of the causeway! Evacuate all cargo lifts leading to those sections, beware of venting." You catch over local unencrypted channels.
>>
The sound and feel of the drives operating lessens considerably, some of them must have been shut down but not all. You're starting to wonder if it might be time to get moving again lest someone realise the corner you're in is occupied through shere luck. Still, as long as the drives are burning you stay where you are.
They cut out after only twenty seconds and silence fills the station for another long six seconds. The impact isnt as strong as you thought it would be but its enough to scare the locals out of their wits. This time you can hear and feel the distant scream of metal.

Once things have settled down enough you resume your march, avoiding the locals while remaining invisible.
>>
Passing through a section the intrusion experts have managed to take control of you get hold of the other officers.
"Stahl here. I wish you'd been here squadron leader, we blew away half the hull on that battleship and broke it in two for good measure."
Someone talks in the background and you can quite make it out.
"Hah, who cares if it was thinner amidships, details, the important thing is that's one less ship for our forces to worry about. Reynard how far are you from the control center? We wont have much time wit the whole station is on alert now. Its going to be all we can do to keep shields up in our section to protect the docks."

You've just passed the first control center you took.

"We're getting word that some of the ships in the area might try to land troops so watch out, they'll probably try to get more forces to the bridge to protect it. Everyone not forming a perimeter or getting ready to send over troops is running for it. I think that Carrier was the first to go. It had already undocked from the repair yards before we could pull our stunt. Too bad really."

[ ] Keep going for the control center
[ ] Link up with a Marine squad first
[ ] Other
>>
>>20027855

Let's continue toward the control center, but help out a marine squad on the way? Or are there no marine squads heading for that control center?
>>
>>20027855
Hope some of our stealthship pals are following that Carrier.

Also link up with a squad first, it is time to go loud.
>>
>>20027899
They're heading there but you might not necessarily run into a squad for some time unless you sought them out.
>>
>>20027979

then i'll second >>20027911

be sure we grab a few grenades from somewhere/someone, as well.
>>
>Grenades
There were a couple left on some of the dead guards that you salvaged before moving out.
Two frags and a "Half Moon" a modified shaped charge meant for punching a small fist sized hole through armored doors.

Changing course slightly you move on a line that will bring you towards the mid point between the docks on the control room. After a half hour of searching you find a squad moving through the station and signal them. This team doesn't have very many spare grenades or ammo for their carbines and have mostly switched to energy weapons.
Your own carbine is down to two and a half mags.

[ ] Stick with them (camo off)
[ ] Scout ahead of the squad slightly
[ ] other

Roll 1d20 for advancing constantly and not holding onto anything except the enemy.
>>
Also I'm calling it here for the night.
>>
rolled 4 = 4

>>20028242
Scout slightly ahead

Rolling to advance.

You should probably archive the thread before you turn in for the night, just in case. Thanks for running such a baller quest as always.
>>
rolled 15 = 15

>>20028242
[]scout ahead
>>
bump for OP
>>
You know, OP, after these rolls and actions, at the finish of the mission i think Sonia should get a level-up bonus on any Covert Ops and personal level CQB action.

I man seriously,

Ax Crazy Massacres in less then a few seconds with the VibroBlade- Check.
GunSkill killing entire squads- Check.
Pulling crazy slide and slice prince of persia shit with the HF blade- Check.
>>
cpr
>>
Bump
>>
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Proceeding through the station you take the lead, two dozen meters ahead of the Marine squad so that you can give them some warning. You almost miss a heavy weapons team that rushes into the hallway after you pass. Doubling back you catch the enemy team from behind as they set up a heavy machine gun. The two with the gun are the first to go, and you manage to only kill one of them, knocking the other unconscious. The other trooper you smack with the butt of your Carbine breaking the faceplate of his helmet and messing up his face a bit. Meh he'll be fine.

The Marines grab the weapons except for the MG, which they remove the barrel from and toss down another corridor a few hundred meters from here.

The number of patrols increases steadily as you get closer to the industrial zone eventually forcing the Marines to take cover while you kill off another squad that's in the way. The manage to get an alert off before you take them down but stop them before they can give exact position data. Still you only have a short period of time until they figure out exactly where the call came from and send a few squads.

It isn't much farther from there until you encounter your first real obstacle. Sealed security doors with guards posted on either side and heavy MG emplacements pointed down the hall. The guard on the inside obviously controls the door. This is a problem.
>>
>>20032887
>Your orders?
>>
>>20032893
See if there's a maintenance access near here. If there isn't one, we'll just have to depend on our camo.
>>
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>>20032922
Maintenance crawl spaces. There has to be a way around these goons. You let the Marines know you're going to scout around for another way in then rush off to the nearest access point. Opening the door you hear a voice from inside.

"Close the door. I have to shoot you if you come in here, that's the rules." Sounds like a kid. Peeking in you see a pair of them at the far end of the tunnel. No armor, each with a bun as big as they are, with one phase rifle and one high caliber ballistic weapon.
>wat do?
>>
>>20032975
Stun them both, and move in. We're pressed for time.
>>
>>20032975
Assuming we are still invisible, close the door behind ourselves and get our stun pistol action on.
>>
>>20033021
>>20033025
Roll 1d20
>>
>>20032975

"I'd prefer that you two didn't throw your lives away so young. Put your weapons down and hide somewhere safe. Live another day and do something with your lives."

using a gun with a stun ability will cause a ruckus. If
>>
rolled 12 = 12

>>20033058
>>
rolled 3 = 3

>>20033058
Rolling to taze some bros
>>
>>20033077
Anyone else in favor of this or shall I just keep writing stunning them?
>>
>>20033131
We didn't roll so great to stun but if we are using the same rolls to negotiate we may as well just start zapping.
>>
>>20033131
we could just enter and close the door. to them it would look like the one who opened it complied to their demand.

and then get behind them. for some vibroblade or fist action.
>>
rolled 13 = 13

>>20033168
>>
rolled 14 = 14

>>20033058
gah! wrong link!
>>
>>20033168
Sounds like a thing to do.
>>
>>20033168
Or we could not sword the childrens.
>>
>>20033185
then fist them into unconsciousness.

no need to make noise or flashes with the stunner and we dont kill kids.
>>
>>20033185
Not children, kids.

untrained adolescent fall in this. you could say most about juvie gangbangers.

and you'd still shoot them if they were pointing a gun at you.
>>
>>20033209
Provided I had no other options, sure.

We have other options here.
>>
>>20033217
Other options are more visible, and less effective.

still, if you dont want them killed, i suggest we break a arm or leg, so they wont be able to fight in any meaningful way, should they wake up from either stun or unconsciousness
>>
>>20033209
>>20033217
if they resist, we shoot them dead.

Our life and ability to minimize losses to the marines fighting with us takes priority over saving the lives of any hostiles. Including pregnant women and children holding guns.

Sonia can hate herself later.
>>
>>20033217
Right. there is a reason you are not in a military force.

You cant do this in a covert mission. you do have to kill child soldiers if they are fucking up your insertion plan. Cant let them raise the alarm or risk not breaking their moral to run and have them do other stupid potentially dangerous stuff to your operation.
>>
>>20033256
doing what is described here, gives no option for resistance
>>20033168
we either go with kill or stun. either way works for me.

just break a arm or leg to each of them so we dont have to fight them again.
preferably fingers so they cant call anything in.
>>
>>20033262
>Implying I'm not inna service
>Implying anything ever goes the way you see in movies
>Implying shooting kids is ever an option

We've got a list of proper escalation of force guidelines two pages long. 'Shoot child in face' is nowhere on the list
>>
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You sling your rifle, draw your pistol and check that it's set for stun then climb into the crawl space. Closing the door behind you is a little tricky but you manage to get it done. The kids continue to watch the door for a few seconds longer then get bored and start talking to one another.

"I'm going to spend my money on that game headset one of the smugglers had."
"That's stupid."
"No its smart, I can let people borrow it in for food or candy."
"I'm still going to buy the ration bars with mine."
"Then you'll end up paying me one next week when you want to borrow my headset."

Close enough now you knock the barrels of either kid's weapon to the side of the tunnel eliciting a short "hey!" before you knock their heads together. They're unconcious, barely, and the head trauma shouldnt be permanant you hope.

Climbing past them you enter a larger access point only this one is filled with a dozen other kids and make shift beds. Most seem to be asleep but there are weapons everywhere. You just barely get out of the way in time as another kid walks over to the tunnel you just exited.
"Atty, what's up?" a girl calls down to the two boys.

>Wat do?
>>
>>20033320
Why, as a Airforce cadet, i'd like to see that.


Its just that, when someone lights our asses with AA, we were told the obvious conclusion is to either run away or bomb them to hell, in a already running conflict, and not a insurrection.

I was thinking of SF types. still, if you do have such a list on escalation, do sent it.

Anyway, not US/British armed forces so policies may differ.
>>
>>20033364
similar treatment.

while i was ok with killing a couple juvies on drugs, i am not advocating the murder of a entire children's crèche.
>>
>>20033364
Barracks room.

Shard Rifle. Spray and pray.
>>
>>20033364
I say we pump a grenade and get some mission kills.

Seriously, if this is not even the Command centre and they are using child soldiers, we cant get hung up on killing them or not , we have to accomplish our objective in the most efficient and safest for ourself and our troops way as possible.

That means unfortunately killing child soldiers if they are used as such.
>>
>>20033393
>>20033405
[ ] Hand to hand
[ ] Stun pistol
[ ] Carbine (Since some people seem to be interested)
[ ] other
Roll 1d20
>>
>>20033444
Efficient you say?

https://www.youtube.com/watch?v=9NZDwZbyDus
>>
rolled 7 = 7

Stun gun
>>
>>20033451
Stun Pistol.

Perhaps a Flash Bang. Although considering that this is a barracks this just begs for trouble once they wake up and realize that they have been overrun, and arm themselves, ready for a counter-push.
>>
rolled 4, 7 = 11

>>20033451
Hand to hand. No need to give them any target to shoot at and at least it gives them a chance to survive after the hostilities end.
>>
rolled 19 = 19

>>20033492
Gah!

1d20 not 2d10
>>
rolled 20 = 20

>>20033451
I'm inclined to go with suppressed Carabine since it wont show our position and if we move about and couple it whit some hand to hand we should do short work of them.

but considering that only the girl is up and the rest are sleeping, we should HtH her, and then see if we execute or stun the rest.

Preferably a choke hold to prevent any noise.
>>
>>20033451
regardless of what we do, we take our HF blade to every weapon in this barracks and disable them. (unless we kill the soldiers, which I'm ok with)
>>
>>20033530
that would take at least a minute and that does not take into account for anything not in sight.

Kind of a waste of time, imho.

We kill them or we stun them. not wasting time on the way to the Objective.
>>
>>20033451
Start with the stun pistol and go hand to hand if necessary.
>>
>>20033554
disabling the weapons prevents these hostiles from waking up from being stunned and harming friendlies before they're secured.

We only have to put a slash into the receivers to disable the weapons.

oh, and if we spot any ammo for our carbine: loot!
>>
>>20033451
Choke the girl to sleep, the others are sleeping. No need to wake them up and fight them too.

Seriously why are people so dead set on making noise.

[x] Hand To Hand
>>
Oh god kids everywhere again. What the hell is this?

You turn and take down the girl first before she can investigate the other two unconscious kids. No reason to alert more of them early by using your pistol, a small knock to the back of the head is enough.
Doing a quick check of the room you snag most of the weapons and make sure the doors are closed. Should be easy to stun them all before they can get out of bed.
Childs play, you start to think to yourself then wince at the pun.

Firing your pistol you sweep the top bunks and start on the lower levels before the remainder start to scream. The last has enough time to throw himself out of bed and run for the door, crashing head first into your leg without realizing it. He falls to the floor and you stun him for good measure.

The door opens and an adult walks in to see what the commotion is. You grab him by the front of his uniform and punch him once before dropping him to the floor. Looking through the door you see that there's an engineering junction and a weapons rack in the next room but nothing truly vital. They probably use these kids to help with repairs. There's another door leading into the hallway. If your maps are right you should be on the other side of the security checkpoint.

[ ] Have the Marines come through the access tunnel
[ ] Go into the hall and attack checkpoint from this side|
[ ] Explore closer to control center
[ ] Other
>>
>>20033701
Then someone adds another vote for hand to hand.
>>
>>20033731
[X] Go into the hall and attack checkpoint from this side
>>
>>20033755
Is everyone else in favour of attacking the checkpoint then?
>>
>>20033935
sure why not, just tell the marine we're doing so
>>
These 503's are becoming a bit of a problem. Can barely refresh the page let alone post.

You step out into the hallway and check both directions. Farther down in the direction of the control room you can see armored dividers to prevent anyone from firing the full length of the hallway.
A similar set up is behind the checkpoint you encountered before. Moving in closer you see that its going to be tight quarters. Three guards are on this side manning a security scanner what look to be the controls for an automated turret. It must be hidden on the other side of the door.

[ ] Carbine
[ ] stun them
[ ] HF-blade
[ ] Other
Roll 1d20 for combat
>>
rolled 12 = 12

>>20034117
[HF-blade]
>>
rolled 2 = 2

HF-blade, take them out quietly and we might be able to suborn the turret
>>
rolled 4 = 4

>>20034117
finally, psycho Sonia gets to have fun

HF blade.
>>
rolled 19 = 19

consensus seems to go for the Vibroblade.

lets skewer them like sushi.
>>
rolled 2 = 2

>>20034323
seriously, link your dice man.
like, we need to get them dice linked to count.
>>20034117
>>
rolled 13 = 13

>>20034341
Dear fuck.

/tg/ dice is really showing her teeth today.
>>
>>20034341
Yes they do. and stop dicing once you see a high roller.
>>
rolled 14 = 14

>>20034117
Dice to Spite.
>>
File: 1343239827596.gif-(13 KB, 853x587, Ship Map CMD CENTRAL.gif)
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>>20034138
>>20034167
Drawing your blade you step quietly towards the security checkpoint. Pulling back your arm to swing you hit the wall causing your weapon to leave a mark alerting at lease one of the guards. You crack the closest one in the throat with your elbow then stab the one sitting at the gun controls. The third sees movement followed by one of his comrads dropping to the deck. He opens fire, spraying the gap with a SMG and reaching for a panic button.
Your blade cuts off the arm just before it can reach then you punch the gun out of his hand and stab him in the midline.

An alarm goes off. The guard outside must have heard the shooting.
Rushing back to the gun controls and dumping the body out of the seat you swivel the small ceiling mounted gun down to shoot at the guards outside taking them out. The marines soon rush the checkpoint and you open the door for them.

"Not flawless but it will do." Comments the Sergeant as Marines grab any spare grenades.

You check with the Marines that your cloak is still functioning and head down the hallway to the next switchback.
Another group of guards are stationed at the of the the next hall, a T-intersection with a fortified emplacement.

Judging from your maps of the interior the most likely places for additional squads should be as indicated.

>wat do?
>>
>>20034376
use that half moon nade? it's how they are used right?
>>
>>20034348
>>20034360
Note the alarm was set off before I saw these two rolls.
We can either retcon or save them for the next.
>>
>>20034421
On the emplacement?
>>
>>20034438
Ah no I thought we were going to assault the command center, clean the outside then assault it I guess, we wouldn't want to be taken in a pincer
>>
>>20034376
Blue arrow here is where you and the Marines are coming from btw.
>>
>>20034376
Here you go, blue arrow mean marines moving with us purple arrow mean us scouting ahead, we should take point at the intersection and shoot anything that is comming, could we loot a mg for this?
>>
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>>20034600
forgot my image...
>>
>>20034600
>>20034614
You should be able to tear a machine gun out of the emplacement once you get there.
Be aware that the marines only have a little bit of ammo left for silenced carbines and once the enemy begins to return fire everybody is going to know the fight is on.

Everyone else support this plan or have another idea?

If supported Roll 2d20
>>
rolled 2, 9 = 11

>>20034710
rolling for my plan (or whatever the others come up with
>>
File: 1343242117301.gif-(15 KB, 853x587, counter proposal.gif)
15 KB
rolled 7 = 7

My counter proposal.

1, we sneak behind those fucks in cover and murder them, allowing the troops to get in without suppression.
2, we scout ahead and look behind 90* turns and they come behind.
3. Identically, only we place ourselves on the flank.

step four : Strike, Marines first, then us using the moon nade, doing a flanking move and making this a complete disaster for the enemy..
>>
rolled 15 = 15

>>20034710
hmh. i kind of like the flanking option, and if possible to be done without the moon grenade, and timed to the millisecond ,we should be able to take them out before return fire.
>>
rolled 3, 19 = 22

>>20034710
Gah! the fucking erros deleting my 2d20 and going back gives me 1d20...
>>
rolled 6, 9 = 15

>>20034710
DICE!
>>
>>20034755
>step four : Strike, Marines first, then us using the moon nade, doing a flanking move and making this a complete disaster for the enemy..
So you'd be entering the bridge from one side with the grenade while the Marines come through the South door at the same time?
>>
rolled 9, 12 = 21

>>20034811
I think he thought the yellow things are sealed doors, making the use of the Breeching grenade non optional.

If it is optional, of course we should not use it.
>>
>>20034818
The yellow/orange are sealed doors, just making sure of the details.

>>20034755
>>20034614
So, a combination of these two? They're similar enough.
>>
"Stay in cover, I'll go in first and distract them." You tell the marines as they get ready to rush the heavy weapons emplacement.
The Sergeant hands you a couple of spare grenades, one is smoke the other a flashbang. "Might come in handy."

You head in, yet another cloaked assault just like the others you've done today. Should be a piece of cake except for the potential of cross fire. You cut down two of the guards with your HF-Blade and ready your carbine when the other three fill the gap between the emplacement and the wall with fire. Phase rifle fire and a few pulse pistol shots hit or graze you overloading your cloak. Holding down the trigger and firing full auto you spray the other three catching two of them without cover.
The last backs up around the corner but you close fast and gun him down as well.

More enemies are rounding the end of the hall. Oh crap. You toss the smoke grenade filling that intersection with a thick white cloud before taking cover. The Marines rush up to your position and take up the corners, putting suppression fire in either direction.

The cloak is currently in a diagnostics mode and your suit registers having taken some damage to the chest armor, evidenced by a smoking crater a centimeter deep. Time to cloak restart one minute. Enough of this, you decide and rip one of the heavy machine guns from the weapon emplacement. Attaching an ammo drum to a hook on your belt you ready the MG then hand the flash bang to a Marine who primes and tosses it down the south hall.
>>
No wanting to waste the few seconds those at the next intersection will be vulnerable for you rush towards them firing bursts of heavy machine gun fire. The ballistic weapon may be old but it packs a serious punch, a couple of hits are enough to break through most of the older armor or ablate sections of newer stuff.
Stepping into the intersection you trade fire around a corner at the crew of another emplacement and take a few hits to your side from the west. Your last frag bounces off a wall, killing the last soldier in the corner allowing you to turn back to the west corridor and the four guards in cover shooting at you.

One tosses a grenade down the hall at you. "Oh crap." You kick it back and it explodes two meters away as you dive for cover. Your leg armor takes some shrapnel hits. The MG ammo drum is empty now and some of the Marines move up to you, even as two others continue to fire into the smoke cloud.

"You alright?" one asks. You nod then heft the empty ammo drum and toss it down the hallway. A few screams would seem to indicate they thought it was a bomb. It buys enough time for your cloak to come back online.
A message on your HUD flashes; Warning, decreased effectiveness.
-Cloak at 90%
-Silent movement systems at 70%
The added dents and small craters where you've taken fire are likely a big contributor to that. Reactivating the cloak and rolling to the other side of the hall you get ready to rush the next position.
>>
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>>20035264
>>
>>20035294
Sorry if I missed that info, but what do the red lines and circles mean?
>>
>>20035337
Heavier red lines were emplacements facing away from the bridge area.
Circles around the hallways were likely positions of patrols and guards.

Still writing.
>>
>>20035374
Thank you. I couldn't figure the red lines indicating likely positions out.
>>
File: 1343246511749.png-(401 KB, 640x480, 640px-HCE_Barrier.png)
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>>20035374
They look a bit like the old Halo barriers except with twin MG's and an armored window.
Never really realised that before.
>>
Are their more squads trying to make their way to our position? If so about how far out are they?
>>
>>20035418
that sofa looks uncomfortable as fuck
>>
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The Marines fire around the corner every few seconds drawing fire from the guards. You stick to the far wall where stray fire shouldnt hit you.
"Man down, the Sergeant's been hit." A Marine reports from the previous intersection. Not good, you need to hit these guys from behind and catch the ones guarding the bridge in a cross fire. Moving down to the very end you can see three enemies in cover while the fourth stays on their emplacement guarding the opposite direction.
"Marines at the corner, cease fire for five, ten seconds." you order.
"Yes sir!"
The fire stops for a second and the three start to peek out, getting ready to make their own charge. You empty your last magazine into them killing two and wounding the third. He sprays the hallway with carbine fire, sending a handfull of bullets ricocheting off your shoulder and collar armor. In response you get in close, stab him with your blade and then hit the gunner in the back of the head.

A quick burst from the MG's scare off another squad that was approaching. Not a lot of time left. Looking around you spot a panic button next to an emergency bulkhead and hit it bringing down an armored barrier closing off the hall. Pulling another machine gun free you walk back to the previous hall way and tell the Marines to take cover before you open up. You hit two guards and a third at the bridge entrance takes cover.
>>
>>20035608
There are additional troops at the north end of the hallway you're currently at the corner of along with two more guards at the entrance to the bridge.

You hear over the com that More Marines are on their way towards the security checkpoint you secured but it could be a few more minutes. Enemies may be arriving through the other hallways even now.

Do you wish to modify your plan? We're going to need some rolls depending on your choices.
>>
>>20035653
How many grenades does our squad have left?
>>
(Am I correct in assuming that we brought pretty much every suite of power armor our expedition has?)
Call whoever is in charge and tell them to vector the nearest squad to our position
>>
>>20035701
I doubt it. Power armour is for special forces and important people. So I'd guess the knight has one, and maybe another handful. Maybe 5, 10 max. At least if I interpreted the numbers OP gave last time when he was asked, correctly.
>>
rolled 3 = 3

>>20035608
Fire and maneuver. Have one of the marines pin down the guard betwee us while we manuver for a better shot. Also have that one marine toss a frag into the smoak
>>
rolled 19 = 19

>>20035608
Get the wounded marine out of the enemies' line of fire.

Take care of the guard between ourselves and th erest of our team.

See if we can keep the side we're at busy. Hopefully, that will be enough for the marines to secure the bulkhead to the north-east.
>>
>>20035701
>(Am I correct in assuming that we brought pretty much every suite of power armor our expedition has?)
No. There might be three people aboard with power armor, four at most. Major Stahl is one of them, you dont know if Knight Avun has a suit or not as you were seperated shortly after the boarding began.

>>20035696
They're all running low. Maybe a couple.

Looking around you rip a harness off a dead trooper, there are three frags and a flashbang on it. You still have your half moon explosive.
>>
>>20035791
Wait you mean that captain Leroy wasn't required to "donate" his power armor for an op like this? A trojan horse op with limited space to pack in men and therfor the obvious imperitive to equip them with the absolute best you can get?
... God damn it nobility.
>>
>>20035857
What dont you understand about the meaning of 'Personal' in a setting with nobles.

The only way you are going to get it from them is in one of three ways:

Kill them and loot it.
Steal it.
Have them sell it or gift it to you.

No one is requisitioning or confiscating anything from a noble, as long as he is alive and not in wanted by the law.
>>
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>>20035857
He would have had to come on the mission himself.

Stepping out wide you put more fire on the remaing guard at the south bridge entrance. Between you and the Marines cross fire he doesnt have enough cover and soon collapses after taking hits.

"Use any spare frags you have to clear out the intersection that smoke was in. We have to get the surrounding sections closed off!"
One of the Marines at the far corner doubles back to assist his squad mate and the other two head for the south bridge door and attempt to hotwire the lock.

The sound of grenades going off echoes through the halls followed by phase rifle fire. Pulling out the frags you toss one down towards the west door scattering the guards there. You gun down the one thats still moving. The tracer fire from your MG is visible enough for those at the far end of the hall to take some shots at you forcing you back into cover.

"Bulkhead is closed, we're down another man." Reports a Marine."Seeing a lot of activity."

Your HUD flashes with enemy position data. Meanwhile the other two give you a thumbs up and take positions on either side of the bridge doors.
"We can get this door to the bridge open, just give us the word. The inner door should be easy to breach. If necessary you could cut through."

[ ] Attempt to push back enemies at the last corner
[ ] Enter the bridge
[ ] Other
>>
>>20036044
Oh, I understand alright. Kinda why I cursed them.
>>
>>20036087
Give them the half moon grenade, and attempt to push back the last corner
>>
rolled 9 = 9

>>20036087
Revised Eta on friendlies? Unless its very soon I say go for the bridge.
>>
>>20036159
I agree, that's quite important to know before we can make a decision.
>>
>>20036159
Three minutes.

You toss the half moon to the Marines who open the outer door and place the charge on the inner door, waiting for your signal.
>>
>>20036270
We will have either managed to take the bridge by then, or been overrun. If things go well we might be retreating.

Unless the enemy is charging or visibly preparing to, signal them to proceed.
>>
>>20036087
Going for the bridge would be nice if we knew this was the main. Is it the main?

If it is we cant risk being pushed back, but we cant risk control protocols being transferred somewhere else - should be nigh impossible, but SF setting.

so we face with the option do we get in or do we close the other access point to prevent getting assraped?

This all depends on reinforcement ETA, and I suspect that we dont have anything incoming since we did not ask for anything else, and it was a stealth insertion not a full on assault - thus we have to close that bulkhead and let the marines with the grenade to breach in and suppress the ones in there from transferring controll, if it is the main, since they know we are here.

Once we are done with that corner we can get to another door and see if we can HF blade our way through it and flank the fuckers for some nice anal rape.

If its not the main, then fuck it lets take our time and do this right. close the last accesspoint and then storm them.
>>
>>20036385
Enemy numbers are increasing.
You have 1 frag and 1 flashbang left.

>>20036428
> Is it the main?
Duncan seemed resonably certain it was and the resistance is heavy enough to be it.

>>20036159
We have 1 roll so far.

Please vote which we're going for and roll 1d20.
>>
rolled 3, 11 = 14

dice!

I say we close of the acces point and let our moon nade marine and his partner suppress the people inside.


It's blade rape time.
>>
rolled 19 = 19

>>20036555
If the two guys think they can realistically take out the bridge crew on their own, they're more than welcome to do so. If they can't, we'll hold the line until our reinforcements arrive.
>>
rolled 15 = 15

>>20036555
1d20. coming up.

Lets fight the troops streaming in. I dont want to get pushed back or assaulted and become a damsel in distress.

Well not now, since we dont have a prospect we want to play knight in shinning armour for a lured social advancing marriage.
>>
>>20036616
"We could take them but we'll need those grenades and your MG."

>>20036593
Attempt to take care of the enemies in the hall yourself while the marines enter? Ok, this is option #3.

1) Bridge
2) Hallway & Bulkhead
3) Combo

As it is becoming increasingly difficult to tell who is changing their minds and so on we're going to have to have another vote. This will be the last vote on this topic so that it can actually get done today. If we can't agree on one I will arbitrarily decide on one and use the rolls already made before this point.
>>
A majority seem to support blocking access with the bulkhead so disregard this post.
>>20036718
>>
>>20036718
>>20036616 here

Let the two marines do their work, while we try to keep their flanks clear as long as we can.
>>
rolled 3 = 3

>>20036718
yup go for the combo.
>>
Combo, aye.
>>
You call the Marines and tell one of them to take care of the bridge while you deal with the influx of enemy troops. Sneaking over to their side of them hall you hand them the MG and your grenades.

http://www.youtube.com/watch?v=1Zp0iSI3P7Y

You pick up a SMG off a dead soldier before you begin your charge. Its not silenced but it shouldn't be as visible as a pulse pistol shot. A burst of SMG fire is enough to draw the enemy's attention from the other hall where the sole remaining Marine there is on the verge of being overrun. Your acting squadmates activate the charge on the bridge door and take cover.

You don't wait to see how well they do, sprinting for the other end of the hall.

"There might be too many of them in the bridge sir, maybe we should fall back and wait for the next group to reach us?"

Too late now, you're at the other end of the hall. One is dead from SMG fire but there are nine others who were preparing to rush your positions. Stabbing your blade through the chest of the front one you ram him back towards the next in line, slamming them against a wall and pulling your weapon free. An elbow crushes the windpipe of the one to your left and a slash cuts open another. Shoving the body back is all that prevents you from taking a burst of carbine fire.
Two more rush you, the first trying to bayonet the invisible assailant and his weapon cuts a groove into your shoulder armor before you can punch him. With so many in such a small space its becoming hard to move, allowing the other larger man to tackle you to the floor. Your camo flickers long enough for two others to grab hold of your legs for all the good that does.

A power assisted kick throws one and your blade stabs through the head and neck of the large man on top of you.
>>
>>20037424
Weapons fire fills the corridor as more around the corner try to shoot you while prone. The body armor of the dead man soaks up quite a bit of the fire buying you time to get to your feet and pull out a pistol.

Your return fire isnt even aimed, its just something to occupy time in the second or two it takes you to close into range. A few more slashes take down most of the remainder who are spaced a bit more widely appart, trying to use the corners for cover. The last pulls the pins from every grenade on his harness and drops them, diving behind the MG emplacement for cover. You fall back and throw yourself around the corner, the explosion sending you flying an additional two meters.

Damage diagnostics flash on your screen but you dont have time.
"Back on your feet soldier." you urge yourself despite feeling pain in your left arm.

You stumble over the dead bodies and fire a few more shots past the weapon emplacement for good measure. Only after you've hit the panic button to bring down the doors do you check your HUD.

Warning, system damage
-Cloak at 0%
-Silent movement systems at 0%
-Strength enhancement at 50%
-Torso armor: 60% damage
-Left arm and shoulder armor: Compromised
-Injury to left arm and shoulder: sealant and local anesthetic administered
>>
>>20037478
>report damage and injury,
it seems we will be confined to regular marine duty for the rest of the op
>>
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"You alright?" Asks the other marine approaching from down the hall.
"That was nuts, I didn't think I could get a shot off without risking hitting you."
You wave it off and ask for a status report on the bridge.

"The bridge is fully occupied, could use some help here. We took down several officers and two guards but there are four more inside and then some."
>>
>>20037623
See if they forgot to lock the other doors properly.
>>
>>20037623
Time to kool-aid the north door with a HF-Blade
>>
>>20037573
One of the guards had a monoblade attached as a bayonet to the front of his rifle. It cut through your armor and into your shoulder. With the adrenaline it didn't seem so bad at first but even with the pain killer kicking in its going to be a bitch to deal with. The suit is trying to seal the wound but there's already some blood inside the arm of your armor, you'll just have to deal with it or move it as little as possible.

You try to get a response on reinforcements. The lone Marine guarding the entrance has had to gun down a patrol using the turret but support should be here soon.

>your orders?
>>
>>20037639
Eta on renforcements?
Because I'm thinking wait.
>>
>>20037691
see
>>20037661
it should provide the marine a distraction
>>
>>20037661
Yeah, make a lot of noise so they notice it. I'm sure any distraction will be welcome.
>>
>>20037691
What Marine?

The one holding our entry point?

we are in no condition to do anything there, since power boost is down to 50 % and we lost full function of a arm.


Lets get in the command centre and shot and stab some fucks and hack the circuitry for *ASSUMING DIRECT CONTROL* in the entire half of the station.
>>
"Check the doors, they might not be sealed properly." You tell the other Marine who scoops up a spare grenade off a dead enemy then heads off to make a quick check.

"They're all locked down sir."

"Okay." you respond and try to flick some of the blood off your HF blade. "Then we'll try some distraction."
You stab the weapon into the armored door, attempting to cut through it.

"With all due respect, that could take awhile sir." The Marine who is probably Dro'all tells you.

"True but it could also distract them."

Suddenly inspired the Marine runs and grabs a spare phase rifle, cracks it open and flips some bits around. "Overload bomb." He explains before strapping it to the door.
You both fall back and a second later it goes off. The explosion is a small one leaving only a half centimeter deep crater but it is loud and the heat makes it easier for your blade to cut.

"Friendlies incoming."
Its the best thing you've heard in hours. Another squad heads for the already open door while you continue to make racket.
Once the marines have set up you hear the noise of a grenade launcher being fired followed by flash bangs going off.
"Going in!"
Giving up the charade you head to the south entrance. By the time you make it inside the eight Marines are already securing the survivors.
>>
>>20037988
Take a pause, it's not like we're of much use anymore
>>
>>20038011
Plug in computer. Order our hacker to change the passcodes on the mines, trapping the pirates inside. Then seize control of the weapons and call in the calvery.
>>
>>20037988
I think it's time to find a comfy chair and just sit down for a bit.
I think we've performed at least a tiny bit above man-at-arms today.
>>
>>20038011

Don't fool yourself.

We have the hacking unit. the only one of such high grade.

Lets put it to work. And then we shall see how much we can fuck up the station or if we can get some automated guns to interdict docked ships from the yard to stay there and not leave like that fucking carrier. - I really wanted that Bitch captured, and bounty rescinded.
>>
>>20038120
>>20038085
Well I meant no more running around from command center to command center, even if this isn't the good one, we're not in a state where we can take on whole command center alone or with light support
>>
rolled 3 = 3

>>20037988
Try to remove some of the blood inside our armor while the marines do their hacking thing.
>>
File: 1343259665478.gif-(21 KB, 1180x734, Ship docks map 6.gif)
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Stepping past bodies you connect the hacking unit to the primary ops console. In a few seconds the display changes to show bridge systems the module has gained access to. Its progress report on most of them seems slow but the com systems are the first it gains access to and soon Duncan contacts you.

"Thank goodness, you're alive. The whole station is going nuts now. Its all we can do to keep shields up in our section to protect the docks. I don't know if they've begun landings in other areas."
You ask him how long until the intrusion teams have control of the ship.

"It looks like we're in the primary control systems now but there's a lot of countermeasures. Its going to take time."

Well shit.
"What about defenses and weapons?" you ask him "We need to hold out until the fleet arrives or help them in some way."

"I think we can get control of either the Defense platforms or the Mine shell but whatever I don't grab will be locked out from us, its one or the other. If we don't end up taking the whole station they might be able to regain control of both."
[ ] Defense Platforms
[ ] Mines
[ ] other
>>
rolled 13 = 13

>>20037988

We do the hacking. Lets do the best we can and fuck up the home front for the pirates, so that our fleet gets a nice show and a nice prise.
>>
Reprogram the mines. They ain't leaving.
>>
>>20038178
[Mine] and send the signal for the attack along with the fact that we couldn't take out the defense platform
>>
>>20038178
>Defence platforms
The mines can be avoided. The turrets are probably a much more severe problem. And they can help us against our attackers as well, while the pirates most likely know where the mines are, thus making it possible to avoid them.
>>
>>20038178
What are the ones more capable of holding ships in the station, mines or defence platforms?

also, how about taking a ship to the defence platforms and using our authorisation key to transfer master command to another control centre we have secured and lock everything out while simultaneously we take over the mines

someone will have to do some nice shuttle piloting to those defence guns, but if we work the schedule files for automated maintenance or rearming or whatever they could get close to the both of them and get this whole placed locked down tight.
>>
>>20038189
Hell no, let the professional do the hacking. Can we Id their secondary control center?
>>
>>20038254
The mines are probably a sphere and every where, and the only thing we do is chance the IFF markers for our own with theirs, or something like that.


if they were not all around they would not be much use.
>>
>>20038178
Also unless this is the main command center get ready to head out with the marines to the next one (if they want us anyways)
>>
>>20038256
>hat are the ones more capable of holding ships in the station, mines or defence platforms?
Mines. They completely encircle the station at a distance of a couple hundred km.
>>
>>20038265
They are marines not Intel operatives or Hacking geniuses. they most likely have some hacking unit like ours, only ours is from a Intel Operative so its most likely the best we can get.
>>
Looks like Mines is winning?

>and send the signal for the attack along with the fact that we couldn't take out the defense platform
You pass this along.

>>20038265
>Can we Id their secondary control center?
The last two you took were set up so that control could be transferred there. Most of the command systems have been removed from the Industrial area by the looks of it.

> unless this is the main command center get ready to head out with the marines to the next one (
It is.
>"It looks like we're in the primary control systems now

>>20038297
This is mostly correct. The hacking modules are being used to get the intrusion experts remote access to the control systems and then assist them in hacking the rest of it.
>>
would it be possible for us to change the IFF on the minefield to see Our forces as friendly and pirates as enemies?

Or perhaps we could set zones of the mines to "attack anything" mode where enemy ships are and simply disable zones by friendly forces?
>>
>>20038510
Establish defensive perimeter
>>
>>20038510
"At least I won't have to hit the last two command center..."

take a seat and try to get the blood out of the suit
>>
You tell Duncan that they need to take down the mine field.

"Understood, calling in the fleet. The minefield will be down in two minutes."

>>20038569
"Yeah we could do either of those. I'll get one of the demolition specialists up here to help target them."

You walk over to the highest ranking officer on the bridge, a bald older human who is tied up. You lightly jostle him until he wakes up.
"I don't suppose you'd like to tell everyone on the station to surrender to us?" You ask him.

"No. You haven't won you know. Pirates have infested this corner of space for four centuries. We'll be here long after you are all gone. All of that territory that cant be accessed through FTL because of the chance of rifts forming? We've had more than enough time to send slowboats in there. Colonies you'll never see, salvage operations to make those in the Run look like children's playthings."
>>
>>20038678
don't rift work both way? that mean they'd have to slowboat out... it isn't really practical really
>>
>>20038678

"Sounds like my House will get some nice ships as they slowboat back into the area. Now then, I wonder how the next guy will respond to my surrender request after he's watched you bleed out."
>>
>>20038757
No, Psycho Sonia. Killing prisoners is bad.
>>
>>20038678
Well ain't that some shit, shame he won't be around to see it.

Seems a little above our pay grade and like something we may not want to leak outside of our house for now.
>>
>>20038757
Nah, we'll just make sure intel will have all the fun getting everything they can out of him
>>
>>20038678
"Thank you for telling me this. If you hadn't they might have given us a nasty supprise one day. Now thanks to you, we will be ready."
>>
>>20038779

Its a bluff, until we stick him, at least.

oh! we should order a marine to figure out how to vent the station's atmosphere. I hope no one has families.
>>
Displays on the bridge blink and flash in red as all of the mines change over control, indicating danger warnings and ships inside the kill zone. A bright flash lights up one display showing a view of space.
"I think that fuel tanker was hit by some mines sir."

Five minutes later you watch a few of the undamaged displays as the fleet jumps in, changing course to head straight for the station. You spot a mixed group of ships that have to be from the Third Attack Wing, including the Bittenfeld.

Knight Commander Winifred's cruiser is the next easiest to identify with three squadrons of light cruisers forming up around it. Carriers and a heavy screen of Frigates from several Houses are next.

"Opening a hole in the minefield." Reports a Marine over the fleet channel. "All House ships you are clear to enter the mine shell. Watch out for the defense platforms and be advised, we do not have full control of the station weapons. Some crews are manually targeting them. We are transmitting safe approach corridors."

The modified Kilo class ship is a bit late in disembarking but its begun a run away from the repair docks, forming up with the other ships remaining.
>>
>>20038817
Bulkheads mate.

Also civilians.
>>
>>20038924
Can we get our wing to go after the Kilo? It'd be a hell of a prize.
>>
>>20038924

damn, we didn't catch that Kilo when we rammed this portion into the repair docks?

Hopefully a mine or two gives them a nice kick in the balls.
>>
>>20038924
>"I think that fuel tanker was hit by some mines sir."

Poor bastards. I doubt the crew on a tanker are hardened pirates, or anything.
>>
They should be in serious trouble. They lost a battleship, (and presumably a few lighter units) and had their carrier run away. In addition we've compromised their minefield and probably hurt their fixed fortifications.

Anyway, order the guns we have control over to target any enemy ships in range. Otherwise they are to go for the defense platforms.
>>
>>20039081
They're pretty much trapped. We should offer them the chance to surrender. Few things are more dangerous than an enemy with nothing to lose.
>>
"Attack squadrons, ignore the enemy warships. Clear the station defenses for our landing parties." Orders Winifred.

A defense platform you'd previous mistaken for a refinery or other support platform grafted to the causeway detaches and drifts free, rotating to point at the incoming ships. Its a thin cylinder two kilometers long with a larger bulkier section at the mid point. It launches a dozen slugs of metal from its tip, missing the attack squadrons but shredding a light cruiser.

"Priority target, Heavy mass driver platform!" Yells Sylvan. His squadron launches a volley of torpedo and phase cannon fire at it, weakening the shields enough for your unit to swoop in and destroy it with torpedo fire.
The situation outside turns chaotic as the squadrons break up into smaller flights going after individual targets. Fire from the station is uncoordinated and draws the attention of the attack corvettes. The station begins to shake from hits to the hull. Most of the fire is concentrated on the port side weapon placements none of which your people have been able to reach yet.

"We cant cut power to the weapons on that side yet. They still control the fusion drives and each gun still has some emergency power."

Winifred's squadrons have their hands full fighting the cruiser and its escort. The larger command ship is forced to change course and double back or risk being rammed head on. After matching speed the Knight Commander's ship swings in from the side and rams at a significantly lower speed difference.
>>
>>20039184
"Can we use our guns to target the enemy ships?" you ask.
"Yes sir, but remember we dont have turret specific IFF. The attack squadrons could easily mistake them for enemy fire. We can also use the power to strengthen the shields around the docks."

[ ] Power to shields
[ ] Target enemies regardless
[ ] Warn attack squadrons when to expect fire
[ ] Other
>>
"This is Sonya Reynards to all pirate forces. Be advised that we have reprogramned the minefield. You aren't getting out of here."
>>
>>20039236

[X] Warn attack squadrons when to expect fire

Let's coordinate our efforts.
>>
>>20039236
Unless targets of opportunity present themselves, keep the power routed to the shields.
>>
>>20039249
There is still a bigass bounty on us. We may want to stay a little more under the radar.
>>
Warn the squadrons when to expect fire
>>
>>20039236
>[ ] Power to shields
We need to keep those up
>>
>>20039288
So? Let them come.
>>
File: 1343266465652.jpg-(23 KB, 250x190, minefield_796.jpg)
23 KB
You connect to the secure channel.
"Third attack wing, we've gained control of some of the station turrets. We're going to let you know before we fire so you dont target the wrong ones."

"Understood." Responds Sylvan.
"We'll try to line some up for you." Add Daska.

Not five seconds later Daska's attack cruiser and wingmen swing in on what looks like an attack ron on the docks. An enemy attack cruiser is in close pursuit firing spinal mount phase cannon.
"Station guns... firing!" Says a Marine over the channel.

Three heavy phase cannon and six smaller ones strike the enemy ship's side, cutting through the shields and ripping the armor off one side of it. While it begins to spiral out of control its angle is still sufficient to prevent it crashing into the docks.

"This is Knight Commander Winifred of House Jerik-Dremine. Pirate ships you are trapped within your own minefield. Surrender immediately and you will be spared."

The Kilo, already dangerously close to the mine shell attempts it anyways. A few of its escorts attempt to clear the way only to be hit by multiple waves of mines propelled by their micro thrusters. The Commander's ship never ceases fire but does pull back as more waves of mines streak in.
>>
>>20039540
Around the time the fifth wave of mines hit the kilo its shields at last collapse. Most of the sixth wave detonates on the torpedo resistant armor layer but enough of them hit that a cloud of armor is blown free of the ship. Phase cannon fire from House ships both inside and outside the armor shell tears into the vessel. The Pirate ship's forward betteries open up on the Frigates still outside the mines driving some of them back and crippling a few of them.

Each wave of mines takes just a little bit longer to arrive having to travel farther. This delay might be giving the fleeing pirates a sense of hope that they might make it. The seventh wave absolutely shreds the outer armor but the tough bastard of a ship is somehow still going.

Roll 1d100 for success of allied firepower.
>>
>>20039711
rolling for them escaping
>>
rolled 70 = 70

>>20039711
work better with dice+ I guess but still rolling horribly
>>
rolled 43 = 43

>>20039711

On one hand I wanted to capture it. On the other hand those bastard pirates just wrecked the anti-torpedo armor that was the reason for wanting to capture it in the first place.
>>
>>20039832
It is still a medium cruiser.
>>
>>20039920
And Sonia's got to salvage 'em all.
>>
You hear Alex saying "Could use some help here!" As his ship swings past the docks.

"Station guns firing!"
The concentrated blast destroys the wing and engine of a Razor Battlecruiser forcing it to break off. A series strong impacts shake the station as incoming weapons fire continues to disable turrets. The wing's only Vengence B rapid fires its four heavy pulse cannon into the side of a defense platform, blasting craters in it before lacing the remains with two dozen missiles.

Dammit you want to be out there fighting! Out there with your squadron watching their backs!

"Is this what its like for you guys when you're stuck aboard ship during combat?" You ask a couple of the Marines guarding the entrance.

"Yeah mostly. Why?"

After removing your helmet to check it for damage you tell them, "Just not used to missing the big fight."

"Sir, this is the big fight. We're disabling a ship this size with only twelve hundred marines. A few thousand once we get out reinforcements. How many thousand in terms of ship crew might you guys have lost in a frontal assault?"

On the displays combined fire from the commander's ship and some of the allied Frigates hit the fleeing Kilo. It damages the engines enough for another wave of mines to catch up and destroy the drive sections.
>>
>>20039980

I want to meet the mad cunt that is driving that Kilo. Pirate or not they've got some big brass ones.
>>
>>20039980
"Well at least the Kilo isn't going anywhere... that's one thing, also you know sitting here watching the fight because I was too enthusiastic and I killed most my armor doesn't help."
>>
>>20040021
Is there nobody around who can fix that thing?
>>
>>20040032
Probably not in a timely fashion.

Still protects us from bullets and we still have a sword, so we aren't completely out of it.
>>
It looks like we are winning, right?
>>
The battle outside is steadily turning. The Third attack wing, while starting to take some damage is disabling ships well beyond their tonnage. As the Light Cruisers begin to join the fight it only gets worse for the few remaining pirates.

In a momentary lull in the fighting Kathernine Drake swings the Bittenfeld around in front of the docks and sends four shuttles over with more Marines. Half the Frigates that arrived are on their way to the docks as well, moving slowly and carefully enough to respond to any threats. By the time the Knight Commander's ship pulls up near the station only a few ships are left, fleeing towards some of the nearby asteroids within the mine shell.

"All ships cease pursuit. They may have additional defenses lurking in the area not controlled from the station." Winifred warns.

After a few more minutes of inspecting the station and surrounding debris the Frigates are given clearance to dock.

You and Major Stahl report in and inform the Commander of the situation aboard the station.

She lets out a sigh at the prospect of the work ahead. "Policing this mess will take days if not weeks. I almost regret this station was not destroyed. From the way you describe it this station is more a city. I'll contact authorities both with our House and House Posat about supplying gang police units. Send your wounded back to the frigates for treatment once relieved. We will be here for some time."
>>
>>20040258
Time to dip the fuck out once we get relieved, provided relief can get to us here.

We've got a ship to command, armor to repair, and a pirate cruiser to board.
>>
>>20040258
>Time to be relieved and head out to the bittenfield
>>
>>20040299
Frigates have begun boarding the half destroyed Medium cruiser. Salvage rights at this point are moot given the amount of damage the ship has suffered.

A third squad of marines arrive at the bridge an hour later only for you to find out that, no they are not the relief force. For the next four hours you and the others wait out a potential siege. At one point you and a few others man the defensive emplacements when it looks like a group of enemies are going to cut through the door. As you were now one of the least mobile you took control of the heavy MGs.
They quit before then can finish and you get word that another squad have moved in and and cleared them out.

Fourty marines from three Houses including your own relieve you of you position and begin to get the station controls straightened around. You make sure to grab the hacking module, lest one of them take it.

[ ] Get medical treatment at docked frigate
[ ] Catch shuttle to the Bittenfeld
[ ] Get medic to patch you up and resume fighting
[ ] other
>>
>>20040462
[X] Get medic to patch you up and resume fighting

Sounds like the spacefight is pretty much done anyway. May as well play soldier for a little longer and maybe earn a few more medals.
>>
>>20040462
>was going to take a shuttle to the bittenfield
>we can be insane and keep fighting as a choice
[]Get medic to patch you up and resume fighting
>>
>>20040549
I forgot to add, let's see if we can do a 5/5 on those command center
>>
You ask one of the Medics to take a look at your arm and shoulder and patch it up. You'd like to keep on rolling until each of those command centers are taken care of.

Stepping into a side area you remove your armor so the wound it can be looked at. After a pass with a handheld scanner the medic frowns.

"You have damage to part of the muscle, bone, cartilage and synovium. I cant fix this here. I can seal parts of it but that's only a temporary solution. You'll need a full med suite to have it operated on. Shouldn't even take that long, though your arm will be immobilized for a day or two."
"There isn't anything faster?"
"Like I said, I can seal the damaged parts and you can keep using the local anesthetics but I wouldn't do it for very long."
>>
>>20040669
"I guess that just mean I can't do crazy stuff anymore, time to do a perfect run on the station or I can't have bragging right on the fight outside."
>>
>>20040669

Well we can't drive the ship with our arm inna cast.

Maybe radio in and see where support is needed. Clear out another key chokepoint or two and then call it a day.
>>
>>20040740
>>20040747
So accompany a squad headed out to the other control centers?
>>
>>20040757
Damn yeah we do
>>
Roll 2d20!
>>
rolled 7, 12 = 19

>>20040805
Here goes
>>
rolled 19, 1 = 20

>>20040805
>>20040816
going to try for better first roll
>>
>>20040825
gheee why do I suck so much at multirolll is a mystery
>>
rolled 10, 19 = 29

>>20040805
>>
rolled 10 = 10

>>20040805
one
>>
rolled 19 = 19

>>20040805
two
>>
>>20040843
>>20040851
>>20040859
Dicebot trolling us I tell you
>>
File: 1343274299634.jpg-(298 KB, 1600x771, interior_ship_by_paooo.jpg)
298 KB
>>20040830
Because you should have just let someone else roll?
Also
>Page 10
>348 posts and 27 image
We be in Autosage gentlemen.

Determied to help see things through you get patched up and join a squad headed for the next control room. Even with the drugs you can feel something in your shoulder grinding when you move your arm too much. Still it doesnt stop you from running or using a rifle one handed with your right arm.

The fighting takes some getting used to. After running around all day invisible getting back into the hard fight is a little jarring but you adjust quickly enough. Your armor can still take a hit better than the tough stuff used by Marines but you're wary about more accumulating more damage.

The industrial zones are huge. Manufacturing, reprocessing machinery and other equipment that might normally supply work for whole cities on most worlds is packed into a few square kilometers. Often one section worth of equipment is stacked on top of another. Loading cranes, cables and even small scale tractor beams are located everywhere on moving tracks. Artificial gravity is turned down low in most of it except where necessary for equipment operation.
Its all a bit much to take in, especially while being shot at.
>>
You soon find that combat in the industrial zone can be divided into to major types. 1)Workers who surrender and 2) Everyone with heavy weapons.

Weapon crates can be found everywhere and its a good thing too. Those that are choosing to resist have mounted heavy machine guns and even autocannon on power loaders and cargo cranes. A couple Marines in your squad are killed by a well placed barrage of high explosive 90mm fire, the blast from which hurls you a few feet.
Another squad hits it with RPG fire and you soon find yourself scavenging a spare AT weapon yourself when you find a crate of them.

The control center at the heart of the Industrial zone has little to do with ship functions. Its mainly set up to oversee operations of the zone and help with coordinating cargo movement. A couple of the hardened criminals resist but the rest are people who just work there and soon surrender.
>>
>>20041209
4/5
only one left
>>
>>20041209
Getting to the last control room turns into something of a race. It isnt just against squads from other Houses (Because fuck them) but some of the remaining resistance trying to get technicals, weapons and equipment to a more easily fortified location.

For a brief moment you consider riding one of the equipment lifts set to maximum speed to beat them there until a Marine points out you'd all die horriby if the tracks were sabotaged since there's no built in inertial compensators on the cheap cars.
You're halfway across the next region of the industrial zone when the youngest in the party points out you could have loaded a car with explosive fuel tanks and sent them towards the other end.

"Save it for next time." The lead corporal tells him. "Besides a fuel air bomb in a station is just asking for someone to vent the problem into space. Would work better underground."

Your squad and three others arrive in the area at the same time and quickly begin to trade heavy weapons fire with the enemy fighters already fortified. Most of the squads spread out to prevent multiple casulties should anyone be hit.
>>
This straight up fight nonsense is a pain in the ass, especially when the enemy can shoot back with weapons just as deadly or more so than yours. Looking around for a solution you spot a chain hanging from high above connected to a metal ingot, the other end is attached to a counter weight.

With the machinery you're using for cover currently being blasted by artillery and on the verge of failure you figure what the hell and go for it.
You rush out from cover grab the chain with your good arm, and cut the attachment point below you using your left. This always works in the movies right?

You're yanked upward by the counterweight as some shells blast the area, almost losing your HF blade in the process. Despite nearly being slammed face first into the pulley at the top you manage to disembark and jump to a nearby catwalk. Thank god for low gravity this is some crazy ninja shit. Your arm is still killing you though.

The last control center is far from being as secure as the others. A catwalk below your leads into one of the doors which isn't closed. Jumping down into it you find the room to be deserted. No elaborate control center, just a pair of consoles and some ripped out electronics. And holes in the ceiling and floor. The armored data cable connection systems have been ripped out. Likely used as spare parts for one of the other compatible ships like. Wait a second.

Turning around you notice the ceiling in of this part of the industrial zone is different, as are the walls. There's a force field generator running in a ring around the walls for the entire section above you. Then you recognize the familiar shape. Holy shit there's a nearly finished battlecruiser in here.
>>
>>20041683
and we're the first in it, time to claim that salvage hahahahaha
>>
>>20041683
"This is Reynard, if anyone is picking this up there is a nearly completed Razor Battlecruiser in the upper section of the far Industrial Zone. The top side sections of the station must be retractable to let it launch."

"Understood. We're diverting additional squads to your position." Replies a Marine officer.

Major Stahl get on the line a few seconds later. "Reynard, you still out there fighting? We're positioning a couple of attack cruisers above and below the plane of the station in case they try anything. Dont try to board it yourself, let some of the other kids that havent been at it all day take a turn."

You reluctantly agree then turn back to the remaining enemies below you. Looking down through the hole in the control center floor you spot a power loader with a backup reactor and a micro phase cannon trying to be a badass.

You fire your two remaining anti tank rounds down at it, the second killing the pilot and wrecking the vehicle.
"I think I'll call it a day."
>>
>>20041772
Not bad Sonia
>>
>>20041772
"Well you know after hitting three command center I thought I could get in them all and leave a mark or something..."

>Totally metaing and declaring that sonia inscribed SONIA WAS HERE "space date of the battle" in all the command center
>>
>>20041862
Nah dude
>>
>>20041862

5 years later...

"Sir, I was wondering if we could remove some of the graffiti that was carved into the bulkheads by the boarding teams years ago."

"That depends Lieutenant, have you magically found time for our engineers to stop working on replacing vital structural braces that keep this ship from falling apart?"

"N-no sir."
"Then there's your answer."
>>
>>20041946
So I guess this mean we finished, still running tuesday next week?
>>
>>20041982
Yep, see you Tuesday.

>>20041925
I didn't actually say what graffiti was written there. Could be anything.
>>
>>20042032
Could we get a recap of Sonia's skill and how various faction see her? I'd also like to know what would be the next ship upgrade after a battlecruiser.


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