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File: 1381870800696.jpg-(28 KB, 810x425, House & DominionNWQ.jpg)
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For House and Dominion: Neeran War Quest

http://houseanddominion.wikia.com/wiki/HouseAndDominion_Wiki
http://suptg.thisisnotatrueending.com/archive.html?tags=House%20and%20Dominion

You are Sonia Reynard, Attack Wing Leader and Knight of the House of Jerik-Dremine! You command the Third Attack Wing, one of the elite units of the House, composed of fast hard hitting Cruisers, Frigates and a few remaining Corvettes.
Together with the Expeditionary fleets of the other Houses and Factions you relocated to Shallan Space, a small Galaxy cluster ten days travel from the much larger Pandora Galaxy Cluster. There you hoped to help push back the Neeran Empire's invasion of Faction Space.

Accepting an invitation to join the Factions Alliance military you've been made a Major in command of an autonomous strike unit. Specifically, the 3 squadrons of ships from 3rd Wing you brought with you. While you fought only a few battles in Shallan space it was enough to cost you several ships including your own, The Unnamed Guard. It took the better part of a week for you to reunite with the rest of the Wing.

Having seen more than enough of the front lines 3rd Wing transfered to an Alliance training base to help organise mixed ship units. Taking ships, pilots and commanders from several of the Factions you helped in getting them to work together and get results. The Factions Alliance now has a strong core of trained small unit commanders that can integrate ships and personnel from diverse backgrounds.

They'll need it.
>>
Yay, you're back. I hope your wrist is alright.

Also, I looked around the wiki for a bit. Is the symbol of the Neeran Empire supposed to remind me of goatse?
:s
>>
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In the last few days with the training unit you and your fellow commanders watched a live video feed of the larger fleet battle in the region still raging. In it the Alliance attacked and destroyed a 180km long Neeran command ship, at the cost of three hundred ships and more than one hundred Veckron Torpedoes. Subspace in the region is now damaged as a result and within a decade or two no one will be able to reach the surrounding systems with normal jump drives.

This determination to push back the attackers apparently gave the Neeran Empire pause as it was enough for them to call for a ceasefire and diplomatic talks.

The Neeran Isolationists sent a ship to the talks to act as a secure meeting place. Only a handful of the "Dark" Neeran as some of your people have nicknamed them would be going aboard. With thousands of friendlies plus the escort for the Alliance Diplomats aboard it was widely believed that such a small contingent wouldn't be able to pose a threat.

This was proven false when all aboard were suddenly knocked unconscious, or in the case of the Neeran instantly killed. Under the control of persons unknown the former Isolationist ship is now headed back towards the Pandora cluster, and by extension Republic space, at speeds that match that of only the fastest Faction vessels. Despite dealing crippling damage to the ship's sublight drives it's possible whoever is in control might enact repairs in the week long flight allowing it to jump again after arrival.

The fastest Alliance ships nearby including the newly rebuilt and upgraded EX-K have taken up pursuit. Instances of boarding other starships at FTL speeds are even less common than interception, which can be risky at times. Nevertheless several ships have been able to penetrate the Neeran Drive field and begin putting troops aboard. Your people fought to reach the outer hull then from there skidded your ships over the outer hull to the main landing bays.
>>
Rolled 70

>>27760998
FOR HOUSE AND DOMINION!
>>
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Rolled 66

>>27760998
FOR HOUSE AND DOMINION!
>>
Some of your people are heading for the other side of the ship to investigate the enemy frigate that docked with their envoy. With any luck they'll be able to link up with other Alliance ships that have landed.

You meanwhile took a Republic ultralight fighter into the ship's interior to more quickly reach the Atrium and by extention the command center. The diplomats and their special forces escort were only unconsion when the ship jumped, there's a chance they may yet be alive.

Heading up a ramp into another 3d Park you find that it's set up in such a way to reduce disorientation when entering the atrium through an entrance on the other side. Entering the central chamber of the Atrium you see that it's much the same as a closed type colony station, only not as wide across. In the distance a few support beams stretch across the atrium and at the far end is the spherical structure of the Control Center.

There are dead bodies here too. 1 in 10 are armed, all with similar equipment. You'll have to see if one of them has anything interesting.

From your current position it should be possible to contact one of the other Recon troopers if they're alive. Then again you don't know what sort of detection systems they have in here.

You decide that a quick detour to check out some data couldn't hurt but first a check of the airwaves. The channel that the Recon trooper was broadcasting on before seems to be closed. A quick burst transmission on the same frequency could get their attention enough for a response if they're still nearby.
Another option would be a wideband com transmission but this wont be secure.
You could also turn up the gain on your com system and try to reach of them in the surrounding sections outside the atrium. With luck it might even let you ping their suit receiver. It would almost certainly give away your position though.

>Your orders?
>>
>>27761610
>Your orders?
Let's try that burst transmission first. It seems to be the most discrete way of contacting the trooper.
>>
>>27761610
Burst transmission seem the best way to go and stay hidden.
>>
>>27761610
Burst transmission for sure.
>>
File: 1381874164196.gif-(28 KB, 1146x1596, Neeran SHC-Boarding4e.gif)
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>>27761610
Pic

>>27761264
>Used to use Abaddon with Republic Fleet 100mn Afterburner for mission running
Man I haven't played EVE in a long while.

>>27761137
No. It really shouldn't.

>>27761675
>>27761770
>>27761817
Roll 1d20
>>
Rolled 10

>>27761898
Rolling.
>>
Rolled 20

>>27761898
dice
>>
>>27761999
Well that's that.
>>
Almost immediately after your burst transmission you get a response with an encrypted data packet. After the decryption is completed you switch to the channel indicated.

"This is Lt Seb Pettersen, Terran Special Forces do you read?"
Answering in the afirmative you hear a sigh of relief. "Finally. I must have been knocked out for more than twelve hours. When I woke up all the Neeran nearby were dead. I've searched a good section of the Atrium and havent found any survivors."

"Have you checked out the command center yet?"

"No, not yet. If there are Neeran still controling the ship it'd be too easy to stumble inside their detection radius with the number of tight corners as you get closer. I've been trying to scavange parts in the hopes of putting together a recon drone but so far no luck. Their tech is jut a bit too different."

"Have you heard from the others in your unit yet?" you ask.

"Nothing from the other Recon suits but that's not unusual. As for the ID transponders on the diplomats and the escorts none of them were transmitting but the time I woke up."

The Lieutenant's position is slightly closer to yours compared to the previous map data and is farther "up" around the curve of the atrium.

Do you wan the LT to back you up as you investigate the archives, keep working on his thing while you do yours, or do something else.

>Your orders?
>>
>>27762353
>As for the ID transponders on the diplomats and the escorts none of them were transmitting but the time I woke up

Do these things stop working once the person wearing them dies?

>>Your orders?
Inform him of what has happened, give the com data for our forces, and whatever else he needs. Otherwise, ask for his input. He's the trained specialist, we're just an enthusiastic amateur when it comes to this. We're also happy to learn from professionals.
>>
>>27762353
Have him back us up here. Might need support if we run into a large Neeran group.
>>
>>27762591
>Do these things stop working once the person wearing them dies?
No, they could be disabled without killing the person. Likewise you could kill someone without destroying it.

>Inform him of what has happened, give the com data for our forces, and whatever else he needs. Otherwise, ask for his input. He's the trained specialist, we're just an enthusiastic amateur when it comes to this. We're also happy to learn from professionals.

"I knew we were at FTL but thought we would be headed into enemy territory. I was not looking forward to that. My orders were to just keep an eye on things, help the bodyguards if they needed it and pay attention to our tall friends. Some of the brass are still worried there might be a sub faction within the Isolationists that could switch sides."

Not what you wanted to hear.

"My orders didn't include retaking a ship by myself but if we could get hold of some more explosives we could do some hit and fade to draw enemy troops into prepared kill zones. It wasnt something I wanted to risk without backup and tip them off to my presence, but if there are friendlies aboard it could help clear the way for them."

Good to know. You do have some grenades on you. High explosives, Stun Pulse grenades, Half moon.
"You want to make some runs at the control center then?" You ask.

"I'm fine with whatever Major, as long as I kill some Jötunn by the end of the day. You have a lot more explosives than I do though so I'd need your help to set up some traps for sure, though I would prefer to be the one detonating them."

>Do you still want to check out the Archive first?
>>
>>27761898
I always ran Hyperion because I loved the hull. Miss that game.

Let's continue as planned to archives. Don't remember why we were heading there, but it was important so let's not deviate just yet.

Finally, welcome back!
>>
>>27762873
Yes, see if the Lt wants to come with us. If not, give him a few High Explosives, and tell him we'll help him set them up when we get back.
>>
Rolled 56

>>27762591
>He's the trained specialist, we're just an enthusiastic amateur when it comes to this. We're also happy to learn from professionals.
We are also barking mad violent sociopath with a invisible power armor and enough explosive ordnance to lay waste to a to a large blockhouse.
>>
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"Leave me some explosives and I'll do some groundwork while you run your errand." suggests Pettersen.

You elect to head on to archive as you'd originally intended. Stashing some of your explosives behind a shrub for the Lieutenant to pick up in a few minutes.


The archives appear heavily protected, though not with gun turrets or locked doors as you'd expect. Proceeding inside you find that layer after layer of passive defenses, walls, obstacles and other barriers bar access forming a labyrinth. Wait a second... haven't you passed this intersection before? Taking a different turn and marking the location on your HUD you set off again only to promptly end up outside the archive. This time you're on the starboard side of it.

"Sonofa-."

You head back in and wander around for a bit.

At last you find a doorway that looks slightly different and head through it. Only you're back where you started.

>New objective: Find a way through the labyrinth!

>Your orders?
>>
>>27763329
Meh, dunno about the violent part. We did train in non lethal combat and we don't purge entire ships and stations. Barking mad and sociopathic are correct though.

If he's close let's get him those explosives, if not it would take to long to travel there and back. Let him make his way to us while we dip into the archives all stealth like... don't wanna get jumped alone just yet.
>>
>>27763411
Unless the walls physically shift to prevent access let's use our space age gps hud and slowly map out the thing keeping a map at the corner of our eye.

If they shift then we are fucked.
>>
>>27763411
Do we have our grappling hook to get ontop of the walls?

Maybe we can just blow the walls up?
>>
>>27763462
Oh and silently curse about wizards and their damned labyrinths.
>>
Rolled 34

>>27763411

We have vibro sword. How hard are the walls?
>>
>>27763411
Sonia, remember that one time when you had to spend your detention in AP graph theory class?

Time to put tremaux's alogirthm to work.
>>
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>>27763462
>>27763465
>>27763478
>Do we have our grappling hook to get ontop of the walls?
The labyrinths is made up of enclosed starship corridors. Points for trying though.
Anyone have the motivational of the power gaming mouse breaking though the walls of the maze?

Using the GPS to set waypoints at regular intervals you head in again only to end up at another entrance. Continuing to search in an attempt to build up a map you reach the other entrance much sooner than you should have. Hang on this isn't right, you should be a two hundred meters forward of here.
You silently curse about wizards and their damned labyrinths.


>We have vibro sword. How hard are the walls?
"That's it." unsheating your HF blade you stab the wall, chipping off pieces of a ceramic armor material. It's about as effective as using a pick axe on solid rock.

>Maybe we can just blow the walls up?
Pulling out one of your remaining HE grenades you contemplate blowing a hole through a wall.

[ ] Grenade (Roll 1d20)
[ ] Keep chipping away (Roll 1d6)
[ ] Other
>>
>>27763667
Well, i was not going for picking at it but using two walls. One to push ourselves from with the feet and one to push ourselves onto with the shoulder, using the vibroblade to carve a semicircle.

Basically a can opener from the inside.

But if they are not close enough....
>>
Rolled 4

>>27763667
Is it hf or mono blades that wear down after use? If it doesn't damage our weapon I say chop
>>
Rolled 88

>>27763667
Chop Chop!
>>
Rolled 6

>>27763667
Woops, dammit dice change when I tell you to!
>>
>>27763727
>But if they are not close enough....
Neeran corridors, they're bigger unfortunately.

>>27763757
HF blades will actually dull with use but it doesn't affect their performance nearly as much since it relies less on just being sharp to cut. Your weapons are usually repaired after each deployment.

You spend ten minutes chipping and sawing your way through a wall opposite one of the entrances. When you're nearly though you give it a solid kick to shatter the remainder, punching a neat hole close to a meter wide.

And there's the other doorway just on the other side that's approximately several hundred meters away if you were to walk around the outside.
"That's one way to make a shortcut."

>What do?/Your orders?
>>
>>27763809
Now watch the d6 be time taken to chop... 6 hours later we break through to find the next wall waiting
>>
>>27763977
I kinda expected it to be the equivalent of digging through a prison wall with as spoon as well, yes.
>>
>>27763954
A corner would have done to.
>>
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>>27764118
Back in a few minutes guys. Dont give up.
>>
>>27763954
...well....this could take awhile...

Shall we keep up our "hacking" attempt? We could always try this "maze" later, but i'm guessing there is a interesting prize if we do it right.
>>
>>27763954

Well, this hole might at least help us figure out how the maze changes its shape.
>>
>>27763954
Can we run our grappling hook line like a trail to tell where we've been? The high tech doesn't work clearly, but good old methods might.
>>
>>27764895
A interesting idea I have to say and it might work!
>>
>>27764895
I wonder what we'll find at the centre of the labyrinth.

>that_oglaf_comic.jpg
>>
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>>27764431
>>27764841
>>27764895
>>27765025
Securing your grappling hook at one entrance you step through the hole, impact an anchor at the next then head on in.

You take a turn that you don't remember being here before, 'round a few bends then end up coming back towards the same entrance but from the other side.

[ ] Scream
[ ] Curse
[ ] Cry
[ ] Look for clues
>>
>>27765411
>[x] Split up and look for clues, gang.
>>
>>27765411
[X] Look for clues

Maybe there is something we are just missing here? A hidden panel or maybe there are markings of some kind.
>>
Rolled 20

>>27765411
Fuck this.

Grenade+Wall.
>>
There is probably some kind of Neeran-mimic brain scanner screwing with our mind
>>
>>27765507
It would be incredible if we could salvage one. Any enemy boarding team on our ship would find themselves trapped in a loop between the bathroom and the shark tank.
>>
>>27765615
You mean the shark tank, and the shark tank nobody expects to be a shark tank, right?
>>
>>27765411
Reminder for when we get off this hellbarge:
Open our wizard friends letter.
>>
Heading outside you see a number of statues of Neeran in various poses in addition to the gardens and fountains. Some of the fountains use repulsors to create flowing streams of water through the air while others forms spheres. They change shape from time to time.
You take some images of them. Maybe you can see about buying or selling similar sets later. There must be nobles with things like this.

Looking back to the statues they're all made of stone with gold covering certain parts of their bodies depending on their position.
"How do these guys even have sex?" That's one clue the statues aren't yielding either.

Cursing the situation you retract your smart grapple then toss a grenade over your shoulder while looking around. After the explosion you look back and see that the walls have returned to normal. Most of the statues are looking towards the entrance. One particular type are not, those with gold covering their eyes.
>>
>>27765660
"Goddammit, Sonia, why are there sharks coming out of the toilets?"

"COMBAT TRAINING FOR EVERYONE!"
>>
>>27765667
This a wat do?
>>
>>27765667
Welp, where are the statues with the covered eyes looking?
>>
>>27765743
>This a wat do?
Sorry, yes.

>>27765757
>Welp, where are the statues with the covered eyes looking?
Away from the entrance. There are several of them in various locations all with their backs to the entrance.
>>
>>27765667
Follow the line of sight of the gold eyed ones.
>>
Rolled 17

>>27765804
Put grenades wherever the golden covered ones are looking!

Blast our way through this stupid fucking portal maze.
>>
>>27765804
>Away from the entrance. There are several of them in various locations all with their backs to the entrance.


Of course, the solution is so obvious.
Sonia has to close her eyes and moonwalk through the maze.
>>
>>27765804
Try walking backwards through the entrance maybe or maybe we just have to close our eyes?
>>
>>27765910
Maybe do a backflip while we're at it?
>>
>>27765667
Can we rotate or move any of the statues?
>>
>>27765926
It could be worth a shot!
>>
>>27765804
Wasn't there something about the neeran seeing at different wave lengths? Could we switch our optics to display these? Maybe they painted some directions on the walls in paint only neerans can see.
>>
>>27766069
This nigga got it.
>>
>>27766134
And the only way to read their secret word is to walk and read backwards while moon walking.

Although being a splinter fleet with previous experience of the neeran coming after them, writing something in a way you know your enemies can see isn't all that brilliant.
>>
>>27766240
They're wizards. Too many points in INT, not nearly enough in WIS.
>>
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>>27765817
>>27765878
They don't appear to be looking at anything in particular. Some are looking at other gardens or other sets of statues in the Atrium. You think one might be looking at the control center for a second until you check more carefully and find that it isn't.

"Fuck this shit, I've tried everything else."
You turn 360 degrees and walk backwards towards the entrance with your eyes closed. As you soon realise your HUD and suit sensors are useless without your eyes open.

You soon bump into the wall opposite the entrance and have to follow it by touch, rounding one corner and then another. While the surface of the walls looked smooth, even through your armor you can feel that there's a wood grain like pattern.

Suddenly the pattern switches as though you've crossed a seam. Moving back towards the place where it switched you soon find it again.

Opening your eyes you cant see any difference between this place and any other part of the maze but you can still feel the seam. Pressing forward the walls part revealing a short corridor leading into a wider open area with more statues and a small fountain in the middle similar to those outside. There are less statues this time and all of the previous ones that had their eyes covered in gold are missing.

This time the statues facing away have gold covering what must be the Neeran equivalent to ears.

Your sonar detects contacts down the next corridor, lots of them.
>>
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>>27766665
One of the things your suit on your suit is built for is sound detection and minimizing your own output. In order to do that the sensors are able to detect insane details in atmospheric vibrations. The next section of the maze seems to have hundreds of distinct sound sources at varying levels.

>Your orders?
>>
>>27766753
Hmmm, guessing how this worked with the last statues, maybe we're supposed to follow the path with no noise? Or the most?

I guess we won't be able to formulate a proper course of action until we've seen this part of the maze.

It's probably a good idea to mute all audio input, though.
>>
>>27766753
So far, Grenades have got us this far.

I'm assuming stun grenades let off sounds as well, so throw one of them!
>>
>>27766800
Seconding follow no noise path.
>>
>>27766800

the first section had statues with their eyes covered, and it meant vision needed to be ignored/overcome.

We should probably turn our suit's sound sensors off for this portion, and always turn toward the directions the statues are facing.
>>
>>27766800

Well, last time we solved the riddle with a different sense than the one indicated on the statues.

So it's likely something other than hearing is important this time. Maybe try to lick the walls?

Say, did the direction the statues with the covered eyes were looking towards have anything to do with the path that brought us here?
>>
>>27766800
>>27766910
>>27766956

>>27767060
>did the direction the statues with the covered eyes were looking towards have anything to do with the path that brought us here?
No.

You head down one of the corridors and, for the hell of it, throw a stun grenade around a corner. After it goes off you step out of cover and find that the hallway has changed. Also that the grenade is nowhere to be found. Dammit, those things are expensive!

Finding hallways with little or no sound is difficult though not impossible, still a couple of times you end up back towards the start after accidentally getting closer to a sound source.

You mute the audio input and look for more obvious signs. Nothing is readily apparent.

>Maybe try to lick the walls?
You check the air and pressure then take off your helmet. It's a bit cool, only a few degrees above freezing. The wall's a ceramic right? There's no way it's cold enough to freeze your tongue to it. Exhaling you can see your breath carried down the corridor slightly.

The wall tastes... well like most ceramics do really, not much of a taste. Following the direction the air is drawing your breath, you notice that the sound level is dropping off. Huh. Well shit, maybe your suit could have figured this out after all if given enough time.

Stepping around another turn you find yourself in front of a single statue. There are two fountains off to either side but the artwork they're forming looks more like the shapes of two figures.

This statue is not like the others. Its eyes and ears are both covered in gold as is a mark on its elongated forehead, above and between the eyes. Its hands are outstretched towards the entrance forming a down facing cup shape.

Looking back to the fountains you notice that in the figures they're forming one of them is leaning their head against the hands of the other.

You don't see any other doorways.

>Your orders?
>>
>>27767548
>>Your orders?
Save the game, resume tomorrow. It's getting late.

And stop wasting grenades...
>>
>>27767548
Yeah this section clearly needs wizard powers.

Not sure how to get round it. 5am and I can't think of much
>>
>>27767548
If i'm looking at this right one of the golden ones is pointing toward a wall so maybe we try to listen against the wall to find something?
>>
>>27767548
We need a second person to lead the blind deaf and possibly mute into the archive, might have to go get the spec ops guy
>>
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>>27768263
>>27768293
>>27768443

>If i'm looking at this right one of the golden ones is pointing toward a wall so maybe we try to listen against the wall to find something?
It's pointed towards the entrance.

Pic to try and explain better.
>>
>>27768575
I've got it! We break the statues and loot the gold. Once we have that done we just need to molest the walls for a hidden panel or switch.
>>
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>>27769128
I like your style
>>
>>27769128
Clearly this is the best choice.
>>27769200
Channel our inner Quark!
>>
So question for the morning. What's the actual plan?

http://www.surveymonkey.com/s/S7TNZY2
>>
/tg/ is moving so fast lately, no idea if I can keep this bumped.
>>
>>27770953
I'll give it a bump.

I suggest we try a few things like head on the statute before we start plundering this ships booty. Also watch this gold to be magic space gold that holds these pocket dimension together. Removal collapses and crushes all inside
>>
bump
>>
>>27770953
>>27771655
>>27773239
Thanks for the bumps guys.

Most votes seem to be for trying to match the statues then if that doesn't work to loot the gold.

You step towards the statue and lean your head against its open palm. There's a light shock from static.
After a second or two a voice echoes in your head loud enough that it should be shaking the room but your suit sensors are picking up no sound.

"What is your purpose here?" asks the voice.

>What say?
>>
>>27774080
>>What say?
I'm here to save the wizard, the wonderful wizard of Neera(n?)!

"To help."
>>
Try to step away for 5 minutes and suddenly its an hour later.

>>27774222
"Invalid response. Why do you seek the archive?"
>>
I need to do some running around for a little bit. Keep thinking of responses and what questions you'll want to ask once inside the archive.
>>
>>27774080
To seek wisdom and knowledge from those that have built the place.
>>
>>27774564
For party tricks!

But really, to more quickly retake rightful control of the ship
>>
>>27774825
built this place*
>>
>>27774564
To answer that question
>>
>>27774839
>>27774825

Roll 1d100
>>
Rolled 47

>>27775220
Rollin thunder
>>
Rolled 55

>>27775286
>>
Rolled 77

>>27775220
>>
>>27775310
A buzzing sensation fills your head and you pass out.

When your eyes snap open the mission timer shows that only a few minutes have passed. Getting back on your feet it seems that the doorway you came in through has closed while one has opened behind the statue.

Walking through it down a short corridor you soon find yourself standing on a platform in the middle of a spherical room.

"Welcome." Says a voice from all around you. "Begin search query."

You look around but seeing nothing speak. "I want to more quickly retake rightful control of the ship. How do I do it?"

"I'm sorry, data on subversion of ship security systems is classifed." Resonds the voice.

"This ship has been captured by the Neeran Empire, I want to help you."

"I'm sorry, my responses are limited in regards to ship security."

You sigh and try to find another question to ask. "I seek wisdom and knowledge from those that have built the place."

"I will attempt to assist in any way permitted." Says the voice. "Please narrow search field."

>What say?
>>
>>27775971
Neeran capabilities? Places of interest on the ship? How the hell they managed the paradoxical architecture? What was up with those plates we got from Svidur's safety box?

All I can think of at the moment.
>>
>>27775971
>We have reached the archive

Holy shit, okay have to think of some non security breaching questions. Maybe first see if our wizard friend is still alive and maybe ask about his past if possible, ask about Neeran history during the time of the seperation, ask in general what the isolationists have been up to, ask about breakthroughs in medicine, ask how old the oldest member of the Neeran lived to be, ask if this ship has a name/what it means, and finally ask if this information could be added to a data pad or something so we could look at it again later

Getting as much info as we can.
>>
>>27775971
Are you sentient?
>>
>>27775971
Okay some more question: Ask about any history with the Neeran dealing with A.I., ask about the process of a ship growing to fit it's population, ask if what we are speaking to is an A.I.
>>
>>27775971
Ask about the energy draining tech and the instant knock out thing they used on this ship.
>>
Two searches I'd like to see:
"Svidur" [correct mr wizard's name if needed]
"Sonia Bethany Reynard"

Mr wizard's name might bring up something useful
>>
>>27776694
A very good idea
>>
>Neeran capabilities?
"Please narrow search parameters. Physical and biological, or technological."

>Places of interest on the ship?
You get a list of several hundred items, from various garden works to observation decks, living areas

and recreational zones.

>How the hell they managed the paradoxical architecture?
"Self remapping structural elements, advanced holographics, gravity distortion."

"What? How is that possible? I was a few hundred meters between one area and another. How can someone move between the entrances to the archives like that?"

"There is only one entrance into the archive."

>What was up with those plates we got from Svidur's safety box?
"Objects in question not detected on person."
You call up the recording from your conversation with Alex but there weren't any visuals of them.

>Maybe first see if our wizard friend is still alive
"The archive is not directly connected to the ship's networks. However I will attempt to recover data.
There are between three an five Neeran aboar ship at this time. Unable to confirm identity at this time."

>Svidur
>and maybe ask about his past if possible
"There are 37 individuals that have used that name. Most recent."
A long string of data your suit cant translate pops up.
"Council member. Versed in Intelligence gathering, diplomacy, and special deployments. Served along side with Republic battlegroups in Second Faction War. Advocated increased assistance to the Factions Alliance in the years following the Faction Wars to preempt Neeran Empire Invasion preparations.
>>
Ran a meditation and mental training school for several decades after the Faction Wars before departing on a multi year pilgrimage.

Spent Two centuries overseeing expansion of several city ships

Was temporarily removed from council after calls to push for greater influence on the Republic to prevent Civil War.
Outspoken supporter of group wanting to arm Shallan navy with higher end Neeran Technology to counter future possible invasions.
Was reprimanded for attempts to assist Factions in intelligence gathering efforts against Pirate Warlords.

Found evidence of possible influence by Neeran Empire within Warlords organisation in TY-4023.
Was elevated back to council member status in TY-4024 and lead several combat training classes.
Was dispatched to Factions fleets in lead up to invasion of South Reach.

Council member Svidur is known to have returned from pilgrimage with a rare Staff Weapon.

>Ask about the energy draining tech

"Energy assimilator technology was provided as a gift to the Neeran people in return for their

stewardship of the Dyson Sphere construct, which is designated Factions Alliance artifact catologue number 3612-1."

>and the instant knock out they used on this ship
"Your collapse in the third area of the archive labyrinth was the result of neural feedback as your nervous system is not attuned for the use of Neeran technology."

"No, I mean they knocked out everyone on the ship and killed a lot of Neeran on board, not just me a minute ago. How could they have done that?"

"Unknown. The ship board Neural network is designed to prevent a feedback surge."
>>
>>27777326
>Dyson Sphere construct
How interesting. We'll have to ask about that some day.
>>
>>27777326
>Energy assimilator technology was a gift to the Neeran people people in return for their stewardship of the Dyson Sphere construct

Well...that just brings up more questions.
>>
>>27777326
>"Your collapse in the third area of the archive labyrinth was the result of neural feedback as your nervous system is not attuned for the use of Neeran technology."

Will it get used to the technology over time with continuous use, or is that going to happen every time we try to connect?^
>>
> designed to prevent feedback surge

Would a feedback surge render Neeran braindead?

Can the network be checked [real time or via logs] for integrity or a possible removal of the safeties that would prevent such a surge?
>>
>>27777117
>Neeran capabilities?
>"Please narrow search parameters. Physical and biological, or technological."

Biological and technological.
>>
>>27777326
More info on Neeran mental capabilities, please.
>>
>ask about Neeran history during the time of the separation

The separation, split or schism of the Neeran was triggered by a number of incidents while exploring space. A group of Neeran rescued a sentient species that would have been rendered extinct by an inbound comet. Instead they stabilised the comet's trajectory putting it into a high orbit. The locals eventually developed spaceflight and used the comet as a fuel source for exploration of their system.

Several other groups began to take more proactive measures to protect less developed species from disasters. A few even went beyond this, secretly providing technology to pre-spaceflight civilizations.

At one of the larger meetings of the nomadic city ships the issue was discussed at length. Much of the populace wished to continue the old ways of noninterference. Fearing the loss of their rapidly expanding power base outside the nomad fleets, a small group of those that held the opposite view took steps to influence those who could still be swayed. They resources they had access to were staggering.

Those who held fast to more traditional values considered them all of have fallen prey to gluttony and greed, or their equivalents in Neeran society. Most Neeran had lived in pursuit of attaining a state of mental enlightenment, mind over body. This requires time, and usually meant doing enough work to support the city ship's functioning that one could then take decades off to train and meditate.

The others began to built up small star faring empires to supply resources to the Nomad fleets in return for technology and assistance. This then gave some of them access to time to focus on their studies decades earlier than normal. With this information more supporters were drawn in. In reality only a small number at any given time benefited from this wave of success.
>>
>ask about Neeran history during the time of the separation

The separation, split or schism of the Neeran was triggered by a number of incidents while exploring space. A group of Neeran rescued a sentient species that would have been rendered extinct by an inbound comet. Instead they stabilised the comet's trajectory putting it into a high orbit. The locals eventually developed spaceflight and used the comet as a fuel source for exploration of their system.

Several other groups began to take more proactive measures to protect less developed species from disasters. A few even went beyond this, secretly providing technology to pre-spaceflight civilizations.

At one of the larger meetings of the nomadic city ships the issue was discussed at length. Much of the populace wished to continue the old ways of noninterference. Fearing the loss of their rapidly expanding power base outside the nomad fleets, a small group of those that held the opposite view took steps to influence those who could still be swayed. They resources they had access to were staggering.

Those who held fast to more traditional values considered them all of have fallen prey to gluttony and greed, or their equivalents in Neeran society. Most Neeran had lived in pursuit of attaining a state of mental enlightenment, mind over body. This requires time, and usually meant doing enough work to support the city ship's functioning that one could then take decades off to train and meditate.

The others began to built up small star faring empires to supply resources to the Nomad fleets in return for technology and assistance. This then gave some of them access to time to focus on their studies decades earlier than normal. With this information more supporters were drawn in. In reality only a small number at any given time benefited from this wave of success.
>>
Eventually things escalated, interventionists began to overreach trying to influence existing civilizations. The Isolationists attempted to stop them but by then it was too late. Too many had joined their side and if needed the armies of followers they'd begun to amass could be used as well.

The stewards declared themselves neutral and those that didn't change sides or flee with the defeated isolationists joined them.

>ask in general what the isolationists have been up to,
They've largely held to their roots, exploring and roaming their section of space while trying to expand their understanding of the universe. All the while though they've been watching and waiting to see if the Empire ever resumes pursuit of them.

>ask about breakthroughs in medicine,
They've developed ways of putting themselves into hibernation for long periods without the use of much external technology. After acquiring Rovinar stasis technology they've been hard at work attempting to find ways to turn off sections of the field to allow operations on more extensively injured patients.
Their rest of their medical tech overall isn't much farther ahead compared to the best the Factions have access to.

>ask how old the oldest member of the Neeran lived to be,
Approximately 1600 human years.

>ask if this ship has a name/what it means,
It translates loosely to Reverberating War Drum

>and finally ask if this information could be added to a data pad or something so we could look at it again later
No.

>>27777784
>Will it get used to the technology over time with continuous use, or is that going to happen every time we try to connect?
There is a good chance of it happening most times when connecting at a new location or interface.
>>
>>27778344
How close do the isolationist work together with the alliance?
>>
>>27778344
Any idea why the other Neeran faction is still willing to start/continue a war over this?
>>
"Sonia Bethany Reynard" You ask trying to suppress a grin.

"You are Sonia Bethany Reynard."

You expression goes slack. "No, what data do you have on me."

"Only that which you bring with you."

God dammit. "Are you being evasive or can you read my mind?"

"Your body is transmitting a variety of bio electric fields and signals, some of which which can be accessed similar to a wireless network. Your suit blocks many of them but amplifies others. Most Neeran can detect other lifeforms within several meters but little else. No other data."

"That doesn't even... you know what, let's move on. Are you sentient? Is what I'm speaking to an A.I.?"
"You are speaking to a limited personality construct. I am not a true A.I."

>Ask about any history with the Neeran dealing with A.I.
They have created stable AI's though they have no interest in phasing out all physical work through automation as it is felt that some physical work is needed to "build character."
They don't make a habit of building many AI though as too many around would just be asking for trouble.

>ask about the process of a ship growing to fit it's population,
Neeran ships are constructed in layers, with new layers normally being added at regular intervals. The spine, transit networks and sublight drives are built so as to be easily expanded. Usually an expansion will require the assistance of other ships, but isn't always necessary. Population growth cycles aboard ships are either matched to construction cycles or construction is matched to growth.
While exploring most ships will have built up resource stockpiles that can be used for this purpose.

>>27778391
>How close do the isolationist work together with the alliance?
The Isolationists have provided several thousand advisors and diplomats who are working with the newly reformed Factions Alliance on a number of projects.
Talks have recently been opened discussing use of support ships with cloaking fields.
>>
>>27778913
"New Entry: Sonia Bethany Renard
The craziest motherfucker in charge of a unit of ships.
End entry."
>>
>>27778913
>amplifies others
I am alarmed, what others are amplified.

Let's be EVEN MORE STEALTHY.
>>
>>27778913
I'd like to see the entry on Neeran humor. You can usually tell a lot about a culture once you know what they like to laugh about.
>>
>>27778913

Well then.

"This ship's population has been disabled or killed by Neeran Empire forces, who have taken control of the ship. Council member Svidur is believed to have been aboard the ship, and if so, is captured, disabled, or deceased. Is it possible for you to activate some form of measures to assist the small Faction Alliance force in retaking this ship? Or for myself to invoke an emergency contingency of some kind as a trusted agent of Council Member Svidur?"
>>
http://www.theguardian.com/science/2013/oct/10/lonely-planet-pso-80-light-years-from-earth
>Almost 1,000 exoplanets (any planet outside our solar system) have been detected in more than a decade of hunting by scientists using space and ground-based telescopes. The vast majority of these planets orbit stars in the manner of our solar system. In 2011, though, scientists found signs of around 10 free-floating planets in the direction of the central bulge of the milky way, towards the constellation of Sagittarius – although they have never been directly imaged. They subsequently calculated that free-floating planets are likely to be very common – there are probably double the number of free-floating planets in our galaxy than planets orbiting stars.

Oh man. I knew about rogue planets and such floating free of their systems but this is nuts. This has serious implications. And then there's what to do about this in game. I figured the number of these planets might be 1 in 10 at most.
>>
>>27779204
That was me.

>>27778970
>"New Entry: Sonia Bethany Renard
>The craziest motherfucker in charge of a unit of ships.
>End entry."
"...entry added." replies the archive cautiously.

>>27779154
>I'd like to see the entry on Neeran humor. You can usually tell a lot about a culture once you know what they like to laugh about.
Drawing a blank on this one. It's something I don't really recall ever having Neeran do much.I'll have to think about this more and come back to it.

>Tech
You try to ask about technology that the Factions don't seem to have.

There are some entries on Long Range Repulsors for maneuvering in systems, a Gravity Drive to help in the event the sublight drives fail. Not able to propell the ship nearly as well as the sublight drives but its enough to allow a ship to jump out again.

Information available on Cloaking fields dont seem to shed much light on how they're able to project so much farther. They seem to be a mix of holographics and normal cloaking shields, though more on the holographics side with the Isolationists version.

Weapons and shields show nothing unusual. They're all average or slightly better. Its clear they've kept the Republic built plasma cannons upgraded though. The ones on this ship are able to match the range of the newest versions.

For FTL they use drive field shaping to change the shape of the field bubble for faster longer ranged flight but even a couple of your ships do that.

There's what's listed as a neural network running through most sections of the ship.


>Would a feedback surge render Neeran braindead?
It would have to be severe, yet somehow not trigger the safeties.

>Can the network be checked [real time or via logs] for integrity or a possible removal of the safeties that would prevent such a surge?
Not from this location. Farther up the spine of the ship 2km from your location there should be a center where you could check the logs.
>>
>>27779842
Some information on how to give first aid to a Neeran might prove helpful in the near future.
>>
>>27779842
Has a non-Neeran ever been on a mental quest or pilgrimage with a Neeran before?

I had this thought: We are going to be having to deal with our PTSD soon right? If we can rescue Svidur maybe we can talk him into helping us out with how to deal with it and that maybe one day he would take us on a quest or pilgrimage with him.

My thinking is he has lived so long he has surely found a way to deal with such a thing and that he could teach us how to deal with it on our own.
>>
>>27780256
You look this up as well.

The ship shakes as though impacted by something. Almost like going over a pothole in a wheeled ground vehicle.
"What the hell was that? Pettersen can you read me?"

"Your com systems will be unable to penetrate the bulkheads surrounding the Archive." the voice informs you. "Is this ship currently using an FTL route approved by the Factions Navigator's Guild?"

You wince. "Not exactly."

"That disturbance was consistent with a near miss. This ship skimmed the edge of a gravity well closer than its safeties would normally allow."

You're in a bad part of space right now. There's usually a reason when the guild decides not to establish a route despite it being a shorter flight option.

>>27779183
"This ship's population has been disabled or killed by Neeran Empire forces, who have taken control of the ship. Council member Svidur is believed to have been aboard the ship, and if so, is captured, disabled, or deceased. Is it possible for you to activate some form of measures to assist the small Faction Alliance force in retaking this ship? Or for myself to invoke an emergency contingency of some kind as a trusted agent of Council Member Svidur?"

"Not directly, but as there are no Neeran citizens aboard I can provide you with codes to disable all automated defenses aboard the ship. Anyone nearby would be able to take control of them, but vital ship functions such as life support, power and FTL would be otherwise unaffected."

"Now we're talking!"

"Data has been prepared for both the location of the neural network monitoring stations and procedures to disable ship security. These directions can either be shown to you now or a flash memory imprint can be used if you remove your helmet."

[ ] Just tell me what to do
[ ] Take off your helmet (Roll 1d100)
[ ] Other
>>
>>27780256
Seconding this.

Shall we get a move on to the control center?
>>
>>27780256
Very true.
>>
>>27780334
>[X] Just tell me what to do

I'm sure we can simply record it with our suit.
>>
Rolled 12

>>27780334
Flash memory time!
>>
Rolled 55

>>27780334
[X] Take off your helmet
>>
>>27780334

>codes to disable automated defenses

"Is it possible to reset the codes so that Faction Alliance forces can turn them against hostile Neeran Empire forces or possibly a way to turn control of them over to you? The latter would allow you to ensure that my good will is genuine."
>>
Rolled 12

>>27780334
Suffer from 1d5 brain hemorrhages
>>
>>27780334
>27780334
>>27780446
>>27780474
>>27780486

One last question before you fry my brain. What's the idea behind making this place so weird to reach?
>>
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>>27780479
Short answer: No.

"You may wish to sit down."
You take a seat on the floor then take off your helmet. At least the cool air should wake you up quickly.

"One last question before you fry my brain. What's the idea behind making this place so weird to reach?"

"People of any species will often rely on a few senses more than others. These can be easily fooled."

You pass out again. This time waking up with a mild headache and a half hour has gone by. The images and memories of what you need to do are burned into your mind. It actually seems to sting a bit when you think about them, which is weird to say the least.

Checking your gear you head back outside then check in with Pettersen.

"I was starting to wonder how long you were going to be in there."
You tell him about the security systems.

"That's good. I have some worrying news though. While checking closer to the control center I found some more Neeran bodies."

"We've seen lots so far." you point out.

"These ones were mutilated. Butchered. Like someone has been ripping their guts out."

>Your orders?
>>
>>27781125
Welp, time to move it toward the security station and then head toward the Control center.
>>
>>27781125
Let's get moving. Have Pettersen cover our back as we move forward in our stealth armor. Head for the sec center, and if it's empty we make a move on it. if not, let's head to the control center.
>>
>>27781125
Genestealers on a space hulk oh my!

Might not want to disable ship defenses, since we had flash imprinting maybe we know how to change the iff so defenses can help out with the dark neeran forces
>>
>>27781428
At the very least it will allow our men at the landing bay catch up with us.
>>
You head for one of the security stations and have your backup meet you there. So far everything looks the same.
Heading inside you find that this station seems as abandoned as the rest.

It takes a few minutes as the controls are intended for someone twice your height, as are the memories that were imprinted. It's rather disorienting really. Eventually you input the codes.

"Security systems are offline."

Stepping back outside Seb asks you to cover him while he checks out a nearby turret. Climbing up into the ceiling and mag locking himself he pops open an access hatch and messes with the systems.

"Turret manual restart. Setting it to target non Factions Alliance personnel."

Climbing back down the turret deploys from its mount, does a quick sweep then returns to idle.

"Good as new and should read as a friendly to our guys."

"Any chance you can do that with the entire network?" You ask.

"Probably not. If what you did turned off all of them turning them back on that way wouldn't necessarily give us direct control. I'm sure it would get us the few that are directly hooked to this station but your codes don't cover that. I was only able to subvert this one because it's a normal Faction mass produced model."

[ ] Try to take control of turrets this station is linked to
[ ] Reactivate security, try to take them all
[ ] Only subvert turrets you run into
[ ] Other

And will you be resuming your trek for the control center or headed towards the network monitoring station?
>>
>>27781767
>[X] Only subvert turrets you run into

I'd suggest going for the control centre. Maybe we can actually save somebody.
>>
>>27781767
[X] Subver turrets you run into

Continue on our way to the control center.
>>
>>27781894
>>27781908
You head closer to the control center, making your way along the starboard side of the atrium, the two of you leap frogging most of the way. You stop for Seb to reprogram the occasional turret then move on.

"Heads up. We'll be getting closer to the sections with the tore up bodies soon."
"Acknowledged."


You're not quite there yet but getting closer when you hear a familiar voice echoing from nearby. "Young lady, can you hear me?"

Looking around you fail to spot anything and your suit sensors don't indicate they picked up the noise. Well, they did pick up something.

"Confound it. If you can hear me move closer to the hallway entrance. You'll see a pipe or conduit in the wall or ceiling, just move closer."

Through the nearest hallway entrance you spot one of the pipes made of a transparent material.

>Your orders?
>>
>>27782247

"Evidur?"

>name chosen on purpose.
>>
>>27782247

Well, it does sound like our wizard. Although I have no clue how the rest of his people tend to speak.

Did the spec ops dude ever manage to finish his drone?
>>
>>27782247
Move sideways.
>>
>>27782247
Welp, time to do as the voice says and be happy that our wizard just might still be alive.
>>
>>27782351
No, though we could rip some parts out of a few of the turrets and build one now.

>>27782279
"Very droll. If it is you, you know full well to put an S at the front. At another time this might be amusing but we are running out of time. This ship is accelerating."

"What's the holdup?" Asks Pettersen from up ahead.

>What do?
>>
>>27782585

>Pettersen
"Possible friendly Neeran contact"

>Svidur

Move closer
>>
>>27782585
"How can I be of assistance, grand overwizard."
>>
>>27782585
Again, do what the grand wizard asked and move closer to the hallway entrance.
>>
>>27782585
Ask Pettersen to cover us and slowly move to the position the Neeran indicated. We can'T be sure it's actually Svidur.
>>
"Possible friendly Neeran contact."

He stops and heads back towards your position. "Thought for sure they were all dead from the body count so far." he comments.

You move closer to the conduit and feel something weird when you get within a dozen meters of it. It's the same as when you think too hard about that last memory imprint. Blegh, with that one memory you get the taste of orange drink every so often for some reason.

"How can I be of assistance, grand overwizard."

"Thank goodness. I'm using the ships network to speak to you but I'm uncertain of how long I can continue."

"The neural network you mean?" you ask.

"Good, you know if it already. Yes."

"Where are you?" You ask.

"Locked in the council chamber along with most of the Alliance diplomats that are still alive. Hostages I suspect. My injuries are too severe to move so I've resorted to this. Before anything, know it is imperative you stop this vessel from reaching Republic Space. They could do untold damage in a short period of time."

"We're working on it."

"Good. There are at least three of them aboard. I cant be certain but one may have gone aft to secure the engines. One remains in the control decks and is likely directing the ship if the turbulence is any indication. I don't know where the third is or if there are any more."

Svidur stops for a moment and you ask if he's okay.

"Just... a bit tired. There are experimental gravity drives on this ship. If they can get them operational they won't need Fusion drives to jump again. If all else fails just keep it from changing course."

>What say?
>>
>>27783158

"Are there override codes I can use somewhere to force them to react and move into an ambush?"
>>
>>27783158
"I talked to the archive, but it wasn't much help. Where would be the best place to plant explosives in the event we need to stall them?"

"Who, or rather, what are we up against, Svidur? Are they going to be able to deflect all my weapons fire?"
>>
>>27783158
Can you be moved without making your injuries worse?
>>
>>27783158

Is it possible for him to put information on terminal screens where we have friendly forces or to give us the ability to send information to secured areas?
>>
>>27783158
Thank him for the information and that we are heading for the control deck now.

Also ask if it's possible for him to be moved once we secure that area.
>>
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>>27783233
"Any codes I have are out somewhat... out of date I'm afraid."
"By how much?"

"Oh, three hundred years. The folly of not attending regular council meetings. I'm in the field most days, I only have my old codes from the war."
He pauses for a moment.
"You know, they could be used to set off emergency alerts. Fire warnings and the like to lock down sections for short periods."
He gives them to you.

"I talked to the archive, but it wasn't much help. Where would be the best place to plant explosives in the event we need to stall them?"
"The Command center would be ideal but it is rather occupied. Conventional explosives might not have enough punch if used elsewhere."

"Who, or rather, what are we up against, Svidur? Are they going to be able to deflect all my weapons fire?"
"Blast, one of them took my staff. I don't know, the fight was over so quickly there was little time to react, but they're tremendously powerful."

>Can you be moved without making your injuries worse?
"Don't attempt it without a full medical team. I'm using the floor to hold a few things in place. Now... I need to rest for a few minutes."

When you turn back Pettersen asks who you were talking to. He couldn't make out much of what Svidur was saying.

>Your orders?
>>
>>27783650
>>Your orders?
We need to capture the turrets around the command center to keep our enemies away from Svidur and the diplomats.

We also need to inform the rest of our forces about the news we've just learnt. Has our spec ops ally a way to contact the missing special forces?
>>
>>27783650
"We're hitting the control deck, Pettersen. Three plus hostiles confirmed. Unknown capabilities."
>>
>>27783896
Yeah, informing our teams what's going on should be a priority. Do we have those laser beacons we used last time we performed a boarding action like this?
>>
>>27783896
>Has our spec ops ally a way to contact the missing special forces?
"If I did I wouldn't have been wandering around in the atrium for however long we've been on this ship. Besides our coms cant get through the radiation shielding in the surrounding sections. It's meant as a refuge for the crew in a battle."

>Do we have those laser beacons we used last time we performed a boarding action like this?
A few. Now that security is down you could rig a com line through the doors into the atrium, or maybe use your ultralight as a retransmitter. You could also run back up the tramway to pass on the news, grab more relay beacons or dome something else.

1 for hitting the control deck
1 for securing the turrets surrounding the control center
>>
>>27784164
I have no idea what happened to my trip there.
>>
>>27784164

Would Pettersen feel comfortable attempting to secure turrets in the area while we ran back to link up with friendly forces? If these Neeran are big motherfuckers, I'd much rather have some friendlies nearby.
>>
>>27784322
>Would Pettersen feel comfortable attempting to secure turrets in the area while we ran back to link up with friendly forces?

"Maybe if you give me the rest of your grenades? No, I don't really need them. I'll start farther out and work my way closer."

[ ] Go back for reinforcements /set up com relay
[ ] Cover Pettersen while he hijacks turrets around control center
[ ] Head for the control deck

Any other options you guys considering? I might just add them to a survey now and resume in the morning. We'll see how many responses there are here first.
>>
>>27784476
I guess there's always the option to yolo-derp-rush the engines.
>>
... Would Pettersen's recon drone idea be able to fly down one of the transit tunnels until it reached friendly forces and delivered a message?

Doing so would allow us to spend our time hijacking turrets instead of splitting up, which would help to protect our vulnerable, immobile VIPs and the assault we know is eventually coming on the command center...
>>
>>27784697
>... Would Pettersen's recon drone idea be able to fly down one of the transit tunnels until it reached friendly forces and delivered a message?
It could but first he has to break open some turrets and build it. In the time required you could make a trip on the ultralight, though first you'd have to hike to it.
>>
Here's that survey.

http://www.surveymonkey.com/s/BZJL7RP
>>
I saw we head back to reinforce and leave him to get the turrets up. We need to assault the CC first because the controls there could be used to stop us from taking the other objectives. And once we have it we will need to keep it secure, which the turrets will help with.

Worse comes to worse we demolish it and then see about disabling the engines.
>>
Bump
>>
Okay, got a few things to finish up this morning then we'll be back at it around 12 without too many more interruptions. I hope.
>>
"Let's split up. I'll go back to the docks to get more help." You tell the Lieutenant.

"Sounds good. I'll start working on surrounding the control center with friendly turrets.

You begin the long hike back to the Ultralight. It takes about an hour to get to the other side of the Atrium and then to get through the airlocks. Hopping on the bike you head back up the tunnels until you can contact the forces at the docks.

The teams that headed across the ship have established contact with the docks on the other side. Parts of the other dock hadn't been swept until the security system went down so its still being checked. The second Recon team member has been located and is now headed towards the Atrium.

A thorough search of the Neeran Frigate in dock has revealed the presence of three stasis chambers large enough to contain Neeran soldiers. Any other Neeran Empire crew on the ship are likewise dead.

>Look for heavy duty weapons in case sonia runs into another spec ops evil neeran. Even if it is big and takes time to set up. The other guy builds the drone while sonia scavenger hunts.

You could get one of the other marines or security team members to bring another Ultralight which has the option to equip an anti-tank gun. What other equipment did you want the Marines to bring with them on their trip towards the Atrium? They still don't want to risk using the tram system so they'll have to carry addition gear in on foot.

You're down to a couple of grenades. Do you wish to add anything to your current arsenal or swap out weapons?

Current loadout:

HF-Blade
Repulsor gauntlet

X-ray Laser (+MicroRPG launcher)
Fusion Gun

Plasma Pistol [Equipped]
Pulse Pistol (Has stun setting)
Pulse pistol (Holdout) [Always Equipped]

1x High explosives
2x Stun Pulse grenades
1x Half moon (Breaching charge)

Smart Grapple
>>
>>27791633
>What other equipment did you want the Marines to bring with them on their trip towards the Atrium?

Anything that can help us dealing with the Neeran commandos. I'd guess AOE weapons, explosives in general, and tripwires should help.

If any of the marines had any special training regarding this kind of enemy, now would probably the best situation to ask for their input.
>>
>>27791681
>If any of the marines had any special training regarding this kind of enemy, now would probably the best situation to ask for their input.
Those you talk to suggest using anti-tank guns as Shallan Fusion guns with their short range run the risk of not penetrating their armor quickly enough. The Republic weapon however is much more limited in terms of the number of shots someone can carry. Their fuel cells are much larger and bulkier compared to those on the Fusion gun which are about the size of an older grenade round.

Rocket launchers and small starfighter missiles are also available in addition to your micro RPG's.
>>
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>Heavy weapons
Plasma Anti-tank gun
RPG / Anti-tank
Fusion Gun
Heavy Machine Gun
*Shard Missiles (No launchers, suit triggered engine ignition)

>Ranged (Rifle)
X-ray Laser (+MicroRPG launcher)
Mass Driver Rifle
Shotgun (Grenades, AP Slug, Flechettes, Incendiaries, other)
Phase rifle (Has stun setting)
Silenced Carbine* (+Splinter rounds)

OR do you want to stick with your current weapons?
>>
>>27792086
I'd suggest switching our Fusion Gun for a Plasma AT gun, and to keep the X-ray Laser. However, I would prefer to hear somebody else's opinion on that.

Would the shotgun have rounds designed to be used against power armour available?

We should should probably replanish our grenade supply as well.
>>
>>27792130
I'll support swapping the Fusion Gun for the AT Plasma.

Keeping the X-Ray seems like a good idea for when we're stealthing.
>>
>>27792130
>Would the shotgun have rounds designed to be used against power armour available?
There are Armor Piercing Slugs available for the shotgun. They're effective against power armor but haven't seen any widespread use against Neeran.

>>27792204
That's another, anyone else?
>>
>>27792232
I had hoped for some kind of specialised shell that is designed to penetrate the armour and the fry the electronics with a huge power surge.

Anyway, not really interested in the shotgun. Being close to a hostile Neeran seems to be something we want to avoid anyway.
>>
>>27792270
>I had hoped for some kind of specialised shell that is designed to penetrate the armour and the fry the electronics with a huge power surge.
Talk to the R&D people about this later.

You hop on your Ultralight and are followed by two others loaded down with as much equipment as they can safely carry. Troops are already heading down the tunnels on foot so you have to keep to the middle. One of those with you stops occasionally to attach a com relay to the wall.

On reaching the sections around the Atrium it seems that the enemy aren't being idle. Tram cars in the area are moving this way and that which will make it harder to get to the center of the ship again. Especially for the troops on foot.

>Your orders?
>>
>>27792400
Do we have an idea how to disable to power supply of these trams?
>>
>>27792448
They seem to run off the ship's power grid, though they likely have a small emergency power reserve.
>>
>>27792448
Maybe we can fire some of the MicroRPG's we have if we can get a clear shot.

Anyway, are we continuing on to the control center?
>>
>>27792400
Just ask the other officers. I really have no idea how to effectively without seeing a map of the area, and that's probably not worth drawing for this one situation.
>>
>>27792511
>Maybe we can fire some of the MicroRPG's we have if we can get a clear shot.
There are various connection points around the exterior of each car that provide propulsion and draw power from this ship. Each is large enough to carry several Neeran. There are gaps in the connection points where the exits are located.
Did you want to fire at some of them until they were damaged enough that they dragged to a stop?

>Anyway, are we continuing on to the control center?

It seems that way, its just a question of if you want your backup to get through the blender made of tram cars in a hurry.

>>27792679
You call back to the marines that are moving up on foot and tell them about the obstacle.

"We'll move up as far as we can through this tunnel then try to find the pedestrian access routes to the Atrium. It will slow us down but it's not worth getting people killed by running through traffic. We'll position heavy weapons at the opening of this tramway and try to lock down the emergency bulkheads so no one tries to run us over. It'll mean your bikes won't be able to return this way though."

>What do?
>>
>>27792736
>>What do?
The marines idea sounds good. They'll probably have to be careful on their way through the other routes, they're most likely mined or worse.
At least that's what I'd suggest doing if Sonia was in the Neeran commandos' position.
>>
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Are the turbolifts really this big in ST Online? They're friggin huge! You could almost fit a Neeran in there.
>>
>>27792828
>No idea, I haven't touched that game in years. Have you tried it with the new expansion?
>>
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>>27792855
Have never had time to try the game at all. Was always too busy with EVE, SotS or a million other things.

Commander Ailema will be detouring the Marines and security troops, unless there are any other plans or suggestions?
This will result in a delay for those on foot, you don't know how long.
>>
>>27793056
Sounds fine. We'll let them sweep and clear anyway.
>>
Roll 2d20 for Ultralight piloting
>>
Rolled 2

>>27793233
Rolling.

>1
>>
Rolled 17, 2 = 19

>>27793233
>>
Rolled 15

>>27793247
>2
>>
Rolled 1, 17, 4 = 22

"You two ready? Check all ways before crossing the street."

You gun the engine on the Ultralight and speed out across the network of tram tunnels. Their movement is still slow enough that you can use your superior speed to dodge them. Evading the cars you make it to one of the entrances to the Atrium and get the doors open.

"Everyone through!" you order, holding the door.
The other two Marines get their rides through and you follow after them before another lift can arrive to block the entrance way.

"Not bad, we made it through without any vehicle damage."

"Pettersen I brought backup!" you broadcast.

"Hold on." he answers.

The Marines unload some of the gear that was weighing down their vehicles, mostly medical supplies and explosives. It'll be easier for the rest of the troops to set up nearby when they arrive.

A few seconds the other Recon trooper speaks up again. "There you are. I can see you from my position, which means that anyone in the control center can too. Watch yourself."

How do you plan to assault the control room, and will the Ultralights play any part?
Keep in mind that it could be some time until the rest of the Marines arrive.
>>
>>27793430
Could we get an updated map, please?
>>
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>>27793478
Here you go.
>>
>>27793430
Can we rig the ultralights to fly by remote?

...They'd make a nice impromptu missile.

We should try and draw out any Neeran into a trap with those codes Svidur gave us as well.
>>
>>27793575
Thank you.

Advancing towards the control room from security station to security station might work, it should provide at least some cover for us. Securing these stations should also make things easier for our troops once they arrive here.
>>
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>>27793711
"Can we rig these ultralights to fly by remote?"

"Yes." Answers Pettersen. "You're supposed to have a drag chute when piloting one of those so you can set it for a suicide run them jump off the back."

You ask the Marines and one of them says they can rig them as well.

>>27793772
>Advancing towards the control room from security station to security station might work, it should provide at least some cover for us. Securing these stations should also make things easier for our troops once they arrive here.
Anyone/everyone okay with this in the interim?

>We should try and draw out any Neeran into a trap with those codes Svidur gave us as well.
Your plan?
>>
>>27793829
I figure as we begin to move up, we deploy the ultralight as a covering maneuver to divert attention whilst we press forward.

What locations are most likely to attract Neeran forces too if we set a fire alert? One of the security stations maybe?
>>
>>27793872
>What locations are most likely to attract Neeran forces too if we set a fire alert? One of the security stations maybe?
You don't know.
>>
>>27793880
Let's leave the fire alert for another time then.
>>
Okay, after an hour for planning we have this so far.
>Advancing towards the control room from security station to security station
So far, no additional support for this plan from other anons, but nothing against it.

>I figure as we begin to move up, we deploy the ultralight as a covering maneuver to divert attention whilst we press forward.
By deploy do you mean launching one as a missile at the command center, or have one or more of the marines just act as distractions?

1) Security station to security station (Roll 3d20)
2) Ultralight(s) as a missile (Roll 3d20)
3) Ultralight with Marines for distraction (Roll 2d20)
>>
Rolled 13

>>27794892
I think there's just 2 of us here, atm.In b4 different rolls within 4 minutes...

Aaanyway, rolling for
>1) Security station to security station (Roll 3d20)

>1
>>
Rolled 17

>>27794953
There was supposed to be a 20 between "b4" and "different".

>2
>>
Rolled 11

>>27794967
>3
>>
Gone for dinner. Anyone else feel free to make those rolls.
>>
Rolled 5, 9, 14 = 28

>>27794892
Why not have one ready to be used as a missile while while the other run distraction.

2) Ultralight(s) as a missile (Roll 3d20)
>>
Rolled 14, 6 = 20

>>27794892
3) Ultralight with Marines for distraction (Roll 2d20)
>>
>Everyone rolls for a different plan.
And I suspect whoever gets the highest rolls will be which ever one people up vote afterwards.
>>
Rolled 4, 6 = 10

>>27795237
Why not combine ALL the plans? We go from station to station and once we get closer the Ultralights move to distract while one of them acts as a missle to blow a hole in the command center.
>>
Rolled 19, 14, 16 = 49

>>27794892

[x] Security station to security station (Roll 3d20)

We can unload some of our heavy arms at the security stations and use them as fall-back positions if needed.

Also, did we alert a medical team to be prepared to extract Svidur? If he is using the floor to 'hold some things in place', we should be able to transfer him onto a door or something with medics, and extract him from the danger zone upon it. We must have stumbled upon a Neeran medical ward by this point.

I dislike the idea of using the Ultralight as a missile vs the command center just for the fact that we have to verify our kills on these bastards. If even 1 is missed, we'll have a hell of a time hunting them down in this ship with limited forces.
>>
>>27795498
Okay, I can see that. Switching to Security station to security station.
>>
>>27795317
>This plan not showing up a couple of hours ago


You and the other marines make your way between the didderent security stations inside the Atrium, slowly drawing closer to the control center.

"Watch it, turrets deploying!" Warns Seb.

A pair of point defense guns pop out from the rounded upper surface of the control center and fire particle beams. The three of you split up an dive for cover behind buildings, fountains or any other convenient object. A second later two more deploy on the bottom.

"You alright sir?" asks one of the Marines.

"Yeah, you?"
"We're both okay sir."
"Good. Lets switch up. Take turns leapfrogging cover to cover to give the others time for longer runs."

You spend the next hour advancing the rest of the way to the last security station before dimounting and meeting up with Petersen.
"I got most of the main approaches towards the control center rigged as close as I dared. I didnt want to get within rifle shot distance in case one of them was nearby. Are we going to wait for more forces to arrive on foot or go in with the forces we have now?"

>Your orders?
>>
>>27795853
>>Your orders?

Can we contact our forces to get an idea how long it will take them to get here?
>>
>>27795853

We remembered an extra weapon or two for Petersen, I hope?

Wasn't the 2nd Recon guy heading this way? Do we have an ETA on that?

I'm tempted to say we should advance with Petersen while our Marines provide overwatch, but at the same time we probably need to assume that our uncloaked marines will be flanked or picked off first by one of the Neeran.

I almost want to say leave them to hold one of the security stations while Petersen and Sonia see if they can locate the 3rd Alliance Recon
>>
>>27795883
>>27795883
They were delayed due to sabotage of the ships systems in a few sections. One of your veteran sergeants are dead. They're tying to find a way around. They're looking at another hour to reach the Atrium and from there cross 4km of terrain with their equipment.

The other Recon trooper should arrive around the same time. Say 2 hours.

>>27796114
You pull one of the spare plasma guns from the Ultralight and toss it to Petersen.

"I hear these work well enough."

Hope this helps. Your plan of attack?
>>
>>27796425
Pick them off with the X-Ray?
>>
>>27796425
>One of your veteran sergeants are dead

Oh no ;_;

>Your plan of attack?

People recon armour scouts ahead while maintaining some distance so they can cover the other. Regular marines stay in cover and only move up when the recon armour has scouted the terrain ahead.
>>
>>27796425

Petersen + Sonia search for 3rd Recon and scout out the area around Council/Command Center.

We should assume that the Neeran have taken friendly IFFs and are using them, so we should treat any non-boarding party IFFs we find alone are hostiles.

I kind of want to leave the Marines behind, but also feel they'll not get ghosted by a Neeran commando if they work with our Recons.

now I must go drive for a few hours, so I'll be stuck monitoring during stops.
>>
You hoist your rifle. "I can tune this thing so the enemy doesn't know where I'm shooting from."

"That's fine if we can spot them from long distance sir, but we could be into close quarters."
"Good point."

>>27796667
>recon armour scouts ahead while maintaining some distance so they can cover the other. Regular marines stay in cover and only move up when the recon armour has scouted the terrain ahead.

>Petersen + Sonia search for 3rd Recon and scout out the area around Council/Command Center.
>I kind of want to leave the Marines behind, but also feel they'll not get ghosted by a Neeran commando if they work with our Recons.
Two similar enough plans. Move in carefully, try to find survivors.

>We should assume that the Neeran have taken friendly IFFs and are using them, so we should treat any non-boarding party IFFs we find alone are hostiles.
Noted.

Roll 2d20
>>
Rolled 12

>>27797083
>1
>>
Rolled 16

>>27797138
>2
>>
Rolled 3, 6 = 9

>>27797083
>>
Rolled 19, 9 = 28

Red light dice!
>>
>>27797083
Time to shine!
>>
>>27797312
Time to fail... its what I get for trying to dice from my phone.

However looks like that 19 was better off anyway.
>>
Darn it! I havent finished reading all of the shit in the archive yet! I'm only on Neeran war 2... Must read faster!
>>
Message from before I didnt have on the other machine:
>VETERAN SERGEANT FRANCIS ALFONSO HAS DIED



"We shouldn't delay for the rest of the troops to catch up or we'll be here for hours." you state.

"It'll be dangerous trying for the control center on our own. Maybe see if we can find my teammate?" Asks Seb

"And the diplomats if we can." You add.

The others give indications that they're less concerned about mostly useless noncoms than they are about finding the troops that had been escorting them at this point.

Everyone parks their bikes and sets them up with updated security keys so they cant be hijacked.

Playing it safe everyone moves forward. For every hundred meters closer to the control center everyone becomes just that much more paranoid. This isn't helped by the increasing body count. Your fellow Recon trooper wasn't kidding about the corpses being mutilated.

On the approach towards the lower sections of the Control center you end up in a hallway featuring a single long bloodstain left by one or more Neeran bodies having been dragged the length of it. The purple-blue blood is starting to dry so it isn't that fresh but it still cause for concern.

Closing in on the last reported position of the last Recon trooper it doesn't take long to locate her.

A suit of recon armor is pinned to the wall six feet up in the air, the hilt of a HF blade similar to yours sticking out of the solar plexus. One side of the suit is stained dark red, the result of a chunk missing out of the neck area.

"...fuck." Is Pettersen's only response.

Down the hall you see that blast doors have been secured blocking access to the council chambers.

>Your orders?
>>
>>27798692
>>Your orders?
"Fuck."

Stay away from the Recon troopers as far as possible. The corpse is most likely booby trapped.

Is there a way to interface with the suit from a safe distance? Any data recorded by it will probably be incredibly helpful.

We should probably keep the doors to the council chambers locked until our reinforcements arrive.

Continue with our plan?
>>
>Also, did we alert a medical team to be prepared to extract Svidur?
The Marines are supposed to be bringing one of the new portable medical stasis fields with them.
and extract him from the danger zone upon it. We must have stumbled upon a Neeran medical ward by this point.


"Stay back, the corpse is most likely booby trapped."

"The camouflage system's been removed from her armor." reports Seb.

>Is there a way to interface with the suit from a safe distance?
"No, you need a hardline for that and we'll need an EOD team to approach if your guess is right."
>We should probably keep the doors to the council chambers locked until our reinforcements arrive.
>Continue with our plan?

You do a quick sweep of the nearby sections and find a couple of bodies from the diplomat's escorts but over all not that many. Anyone else must be locked within the council chambers.

Will you try to head up to the command decks, hold your position, fall back and link up with the Marines, set up distractions, or try to get through the doors with breaching charges? As always I'm sure there are options I've forgotten.
>>
>>27799348
>camouflage system

Could the Neeran use it to hide himself? Or some explosives?
Regardless of that, inform our troops of the mission camo system.

>Will you try to head up to the command decks
Could be a good idea, how long will it take the ship to reach republic space?

>hold your position
Pretty much depends on how much time we have.

>fall back and link up with the Marines
I don't want to go through the atrium again, to be honest.

>set up distractions
Might be a good idea if the Neeran commandons decide to engage us here.

>try to get through the doors with breaching charges
Nah, I think the chance is way too high that somebody on the other end of the door might get injured.

>As always I'm sure there are options I've forgotten.
[/spoiler]
Everybody takes off their armor, grabs the nearest sheets, and starts the first toga party ever on a Neeran ship. Even the hostile Neeran will be enticed to join, and we'll be able to solve this dispute over various party games and lots of alcohol :D[/spoiler]
>>
>>27799591
>Could the Neeran use it to hide himself? Or some explosives?
In theory. But they wouldnt have silent movement systems from the suit.

>Could be a good idea, how long will it take the ship to reach republic space?
It will drop out of FTL in the Pandora cluster to change course in maybe another 1.5-2 days. You think. Svidur mentioned the ship was accelerating. Which shouldn't be possible, you were already nearing the maximum speed jump drives are capable of when you boarded the ship.
>>
>>27799348
For now breaching the council chambers is pointless. Maybe just knock on the door to let Svidur know we're nearby or something.

Otherwise, I support doing a recon sweep of the command deck, then falling back to link up with friendly forces, and also keeping our sensors at maximum looking for a bunch of cloaked Neeran.

With that, I'm off to bed.
>>
>>27799591
>>27800165
So, recon sweep on up into the command decks.
>then falling back to link up with friendly forces

Are you taking the Marine regulars with you or sending them back to the Ultralights?

Roll 2d20
>>
Rolled 3

>>27800429
Marines back to the Ultralights. Seems like our enemies are CQC monsters, I'd prefer to avoid combat as long as possible.

>1
>>
Rolled 5

>>27800535
>2
>>
Rolled 7, 12 = 19

>>27800429
>>
Rolled 17, 2 = 19

>>27800429
Third set for you.
>>
Rolled 17, 15 = 32

I expect sending the marines off alone will end up with them being ghosted by cloaked Neeran.

On the other hand, we can't detect our Neeran friend except for sound.

Can our marines even detect a camo'ed person by sound?
>>
>>27800964
>Can our marines even detect a camo'ed person by sound?
In theory if they know ahead of time that's what they're looking for.
Are you for or against sending them back to the vehicles?
>>
I'm for sending them back, if only to not cause a tie.

I'll get to bombard a planet with phase cannon one day...
>>
>>27801025
Remind our marines to be careful when going back to our vehicles.

If our enemy is around, he could have sabotaged them.
>>
You and Seb head back one section then enter the mid level decks. The approach to the control deck seems quiet, though there is the occasional blood stain. Fairly minor compared to what you've seen before. If the others were killed or cut open recklessly these were all done with precision.

The two of you try to spread out but stay close enough to maintain line of sight.

Pettersen enters the doorway into the sprawling command area on his side then doubles back.

"Pull back, it's coming this way."

Your suit sonar can detect movement headed towards you from the direction Seb just retreated from and it's increasing speed. You're spread out far enough it might be possible for you to enter the control center while your partner retreats and draws it away.

[ ] Full retreat
[ ] Try to sneak in while its distracted
[ ] Full attack
[ ] Other

Roll 2d20
>>
>>27801025
I say send them back.
>>
Rolled 16

>>27801273
>[X] Full retreat
Help Pettersen if the thing actually manages to engage him, but otherwise retreat.

>1
>>
Rolled 6

>>27801321
>2
>>
>>27801273
Going to do the next set at quarter past if nobody else shows up.
>>
Where are we in relation to the doorway in question and the Neeran mind read range?

I'd like to give that Neeran a face/back full of X-ray laser
>>
Rolled 4, 14 = 18

>>27801273

[X] Full attack
>>27801734
X-Ray to the face!
>>
Draw it out and then attack it. We have no idea what's inside the CC and this is a bad time to find out.

>>27792828
STO draws all of it's ship interiors cartoonishly large. The bridge of the Galaxy class is the size of a tennis court.
>>
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>>27801734
>Where are we in relation to the doorway in question and the Neeran mind read range?
You should have a clear shot once it crosses the threshold to the control center. If you stay where you are you might avoid detection.

That's 3 people that would like to attack. Still waiting on one more roll.
>>
Rolled 4, 14 = 18

>>27802291
>Still waiting on one more roll.

Sorry for samefagging the roll, but it seems nobody else wants to do it.
>>
Rolled 17, 11 = 28

>>27801273
>>
Rolled 4

http://www.youtube.com/watch?v=CF2DC9C0i-U

"Draw him out, I'll blast him."
"Are you sure?"
"Go!" you urge him.

You ready your weapon. If the Laser doesn't seem to work you can use the attached micro RPG's.

The Neeran appears from behind a wall section, moving fast. He's even bigger than the one you fought on the Vieona, or at least more massive. Pulling the trigger you bombard him with a focused X-ray beam.

Your target seems to stagger in mid stride then suddenly there's something blocking the remainder of your shot acting as a shield. It's metallic whatever it is.
The Neeran stops and turns in your direction as you let off the trigger, switching to grenades.

The object that it must be holding in it's right hand changes shape and your RPG's are knocked off course impacting the deck or the ceiling.

Your suit and the deck you're standing on shake, projecting a voice. "You take me for a foot soldier?!"

A pressure wave hits you hurling you back into the wall a few meters behind you.

Your HUD flashes a warning that it's detected a repulsor impact but that your suit systems are not powerful enough to counter it.
Seb must have turned and opened fire because a hail of projectiles begin to ricochet off the Neeran's armor. In response it draws a Fusion pistol with it's left hand and fires four shots down the corridor, filling the area with flame.

>Your orders?
>>
>>27803315
>>Your orders?

Distance, we want to stay at a distance. Get away from that guy. Team up with Seb as quickly as possible, and hope whatever has been blocking our shots only works in one direction.

>We're at 261 posts, btw. It might be a good idea to archive the thread.
>I hope that d4 wasn't for how many shots hit our ally...
>>
>>27803315

Looks like he has our friend's staff.

Fire any remaining micro RPGs at the floor roughly a meter before his current position. With luck, they'll hit at an angle that ricochets them across the floor and into his leg. If not, they'll just cause disruption between our positions.

Didn't we do some training using our repulsor gauntlet as a means of launching ourself out of harm's way, or was that idea just thrown out as a crazy one?

>>27803386
So much this.
>>
Crap, should have asked Svidur what his staff did. If this isn't caused by the staff then we will have to deal with it eventually anyway.

We might be able to overwhelm his protection by ramming him with an ultralight. Until then we should fall back and use the antitank guns on him, did we bring the RPGs?
>>
Archived.


>>27803626
>Didn't we do some training using our repulsor gauntlet as a means of launching ourself out of harm's way, or was that idea just thrown out as a crazy one?
I remember there was talk of modifying some and putting them on suits to act like jump jets. But that''s complicated enough it would need an R&D team to work on it.

>>27803654
>did we bring the RPGs?
No, just the micro RPG launcher that's fitted to your laser.


>Get away from that guy. Team up with Seb as quickly as possible, and hope whatever has been blocking our shots only works in one direction.
>Fire any remaining micro RPGs at the floor roughly a meter before his current position.
>Until then we should fall back and use the antitank guns on him,

Fighting retreat? Roll 2d20

I may have to stop here for this week since there a lot going on tomorrow.
>>
Rolled 2, 13 = 15

>>27803771
>>
Rolled 4, 12 = 16

>>27803771

Come on micro RPGs! Let that Neeran get cocky and one of you give him exploding [knee analogs]!
>>
Rolled 7, 19 = 26

>>27803771
>>
Well it looks like the getting away part didn't go so well, but I think we have the exploding knees covered!
>>
Rolled 5

"Fighting retreat! Use the anti-tank guns!"

You dash for the corridors leading aft, firing your remaining RPG's. The Neeran continues to deflect your shots and apparently has had enough of your shit turning his pistol in your direction.

The air in your part of the corridor ignites. Heat washes over you, followed by the sort of cold that normally means you've burned yourself too badly for it to register properly.
>>
"Armor Compromised" Flashes on your HUD and everything to towards the right side of you is either burning or ice cold. You try to keep running but things are a bit unbalanced now.

You redister that there's more weapons fire in the area then Seb grabs your arm and hauls you along down the hall and around a corner.

"Just hang on." He turns and hurls a few of your remaining grenades back around the corner then helps you get moving again. Dammit you want your Plasma pistol at the ready!

You look down at your right thigh and it's still in the remains of its badly burnt holster. Why cant you seem to... oh your arm's off.

Part of the right shoulder armor remains but the rest is missing.
"Don't look at it, just keep moving. And try to begin a restart of your camo system."

>What do?

See you next week!
>>
Rolled 8, 15 = 23

>>27804229
>Lost an arm

NOOOOOOOOOOOO! I hope we didn't drop our plasma pistol
>>
>>27804275
It's in its holster still.
>>
>>27804293
Strange that that was my first reaction, but thanks for running TSTG!
>>
>>27804229

>Restart Camo system

>Wait for that sweet, sweet medical suite to kick in.

>Kill Neeran with 1 arm and an anti-tank plasma pistol
>>
Gotta pull back to somewhere we can hit him with more guns.
>>
Hmm so how far back do we need to retreat before we get to a wide open space like the atrium? His protection is almost certainly directional, so we need to flank him from at least 90 degrees, preferably 180.

Assuming the thing protecting him is the same device, it had to change when it was protecting him from the laser vs the rpgs. So if we hit him with multiple damage types at once we should be able to get around it. Plasma-Laser-RPG should do the trick but someone else will need to use the laser, unless we dropped it.
>>
>>27805476
We may want to consider letting people who haven't sustained life threatening injuries take the lead on this one.
>>
>>27805547
He seems pretty mad, mad enough to chase after us. Which means whatever we do we need to take him out with some marines, vehicles and 1.5 Recons. And jeebus there are still 2 more of these things.
>>
>>27804229
Thanks for the thread, TSTG.

I'm also glad the "Sonia SMASH, HURRRRR" crowd actually got some unpleasant consequences for their idiocy this time.

>What do?
Get the fuck out of there.
>>
>>27807676
Looking back I was under the impression that the marines were still with us, but I was tired and it slipped my mind that we had left them outside. Otherwise I would have voted for sneaking in, not that it would have mattered much since there were so few voters we had to samefag the dice. In retrospect that's probably where the cliffhanger should have been, because our decision making abilities don't hold up very well at midnight.

>"Sonia SMASH, HURRRRR" crowd
Meh, no one ever complains until the dice go bad. This could very easily have become Clone Quest or POW Quest if we had fudged the roll to teleport off of the Unnamed Guard which you guys decided to try and fix instead of just evacuating.

And besides, true SONIA SMASH would have been using our smart grapple and HF blade.
>>
>>27808950
>In retrospect that's probably where the cliffhanger should have been, because our decision making abilities don't hold up very well at midnight.
Very true. I might have actually bothered to write something other than my choice if it hadn't been that late.

>Meh, no one ever complains until the dice go bad.
I usually do argue, but there were 2.5 people who wanted to attack the guy. In armour that normally needs to be shot by AT weaponry. And we started attacking with a sniper rifle.
ಠ_ಠ

> Clone Quest
Unlikely, no copies of Sonia's brain around.

>POW Quest
That could have actually been interesting. We were in a very similar situation during the clone coup attempt.


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