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Author Topic: You own a interstellar mercenary company!  (Read 15865 times)

Kashyyk

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Re: You own a interstellar mercenary company!
« Reply #150 on: September 05, 2012, 10:59:11 am »

Also, make a note to look into upgraded armour for everyone once we get back.
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Gamerboy4life

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Re: You own a interstellar mercenary company!
« Reply #151 on: September 05, 2012, 03:32:32 pm »

((You are a passenger, too. Unless you don't want the main character to go, where I could probably put it in the POV of whatever character you choose, but there's only four seats, and you chose four people.))
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Kashyyk

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Re: You own a interstellar mercenary company!
« Reply #152 on: September 05, 2012, 03:36:42 pm »

If we stick someone in the turret, can they climb out and assist once we dock?
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Gamerboy4life

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Re: You own a interstellar mercenary company!
« Reply #153 on: September 05, 2012, 04:17:55 pm »

Eh.... fine. So that makes for 6 spots, technically, no matter how it irks me. :P

You tell Gordon, Reg, Mark, and Greg to suit up and be out at the A7 in ten minutes. On the way there, you tell Jon to quickly brief Gordon, and to keep an eye on Lilith.

In less than five minutes, you are all loaded up, with Gordon and Reg sporting the new prototype assault rifles. You hit the button to close the ramp, and before it has even fully closed, the A7 accelerates quickly, heading for the atmosphere.

And with a whoosh! the feeling of weightlessness envelops you. The only thing keeping you rooted to the floor are the powerful magnetic boots.



You tell Jon to hightail it for the space station, and he punches in the coordinates and activates the Faster than Light drive.




Upon reaching the space station, you look out of one the port windows, and see utter destruction. It is like a ship scrapyard you see surrounding a "Trash" planet, where all the other colonies drop their useless stuff. Heaps of metal surround the station, almost obscuring it from view, and Jon is having a very hard time navigating through this metallic field.

Upon reaching the station, it looks no better. Some parts of the station have been blasted off, and only a few small intact sections are glowing blue, which indicates the station field is active, preventing the air and pressure inside from being whisked away.

You see three different active parts of the station. One is the smallest, and has a antenna poking out from the top, the second is medium sized, but has the strongest gravity field of all three, and the third has a very weak shield, but is the largest, and you see flashing lights from inside.

Which active part do you check out first?





((When I envisioned this, I was sort of thinking Collector's base in ME2. Just paintin' a mental picture for you there.
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V-Norrec

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Re: You own a interstellar mercenary company!
« Reply #154 on: September 05, 2012, 04:23:24 pm »

Go for the smallest, it looks like we'll be able to shoot a message off from there if we jury-rig it right, and maybe tell them that the whole place got trashed and we're investigating further.

Kashyyk

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Re: You own a interstellar mercenary company!
« Reply #155 on: September 05, 2012, 04:40:59 pm »

Go for the smallest, it looks like we'll be able to shoot a message off from there if we jury-rig it right, and maybe tell them that the whole place got trashed and we're investigating further.

This. Also, what equipment does Greg have?
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Gamerboy4life

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Re: You own a interstellar mercenary company!
« Reply #156 on: September 05, 2012, 05:11:28 pm »

Don't know, so I just gave Greg some generic tools.

------------

You tell Jon to steer the A7 towards the smallest part, and he complies. Maybe you could get some communications up, and tell the Highlanders that the space station is trashed.

You get close to the field, and Jon steers away from it, knowing the field messes with ship sensors and controls. You have to jump through, and as soon as you pass the field, a natural gravity is enabled. Thankfully, the outside of the station part is only five feet away from the field, as you are teen feet.

You tell the crew to follow you, and after you have all set the pressure on your suits, you step outside of the ship's hatch. The magnetic boots on your feet allow you to walk to the side, and get ready to push yourself towards the field.

You disengage your magnets, as the rest of the crew does also, and you jump.

It's eerie, floating in space, you aren't going very fast, but it takes only a few seconds for you to enter the field, and gravity returns to you. You plummet for the brief fall, and land on your feet like a space-cat. The rest of your team follows, landing near to you.

You've entered the comms relay.

You peer in front of you, and there is a huge, gaping hole that leads to some sort of maintenance room. Behind you, there is the tower, with a large ladder that leads up to the top, and leads into a hole that goes below.

Or, you could do the fun thing, and make your own entry, but that might damage the relay.

What do you do?

COMBAT INFO

Greg - Handgun - Light Exo Armor - Simple tools - No injuries.
Reg - Prototype rifle - Heavy Exo Armor - Grenades - Just a scratch.
Mark - Submachine gun - Light Exo Armor - Medical supplies - No injuries.
Gordon - Prototype Rifle - Medium Exo Armor - Grenades - No injuries.
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GreatWyrmGold

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Re: You own a interstellar mercenary company!
« Reply #157 on: September 05, 2012, 05:15:19 pm »

How strong of gravity in the medium one?
I'd go there if the gravity's about 1 G, it sounds like a good place to set up a temporary base. Gravity is needed to avoid bone loss, so most of the things people spend lots of time in would probably be there. Otherwise, the small part should be fine.

Ninja: Turn on some lights and head into the hole. Also, question what a space-cat is.
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Kashyyk

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Re: You own a interstellar mercenary company!
« Reply #158 on: September 05, 2012, 05:22:17 pm »

Ninja: Turn on some lights and head into the hole. Also, question what a space-cat is.

Once we're in the hole let Gordon get his bearings, and then follow him as he attempts to find the control center of the relay.
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Gamerboy4life

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Re: You own a interstellar mercenary company!
« Reply #159 on: September 05, 2012, 05:47:31 pm »

You wonder how hard the gravitational pull is. You give it a test, jumping up briefly, and you suspect it is about the same pull of Sol's famous "Moon".

What a stupid name for a moon.

You call for your team to follow you, and drop down the hole. You land on the floor with a solid THUMP! and stand up just in time to avoid Reg smashing you like a pancake.

After everyone is inside, you seem to notice that the gravity is off. You ask Gordon why.

"The gravity is off, because the station is designed around one center of gravity. While these facilities can function under their own, it's going to put you on a ceiling on some rooms depending on where the center of gravity is. Right now, the center is below us."

"That's a gaping design flaw." Reg points out, and Gordon shoots back, "There's not much that can shoot a space station of this size into these parts. It must have been a Dreadnought or Mothership.

With that chilling discovery, you proceed through the dark hallways above the center of gravity, flashlights illuminating the way while Gordon leads you around, saying that the communications center is going to be at the bottom. Soon, you are walking on walls, and then on ceilings as you pass the center, and it is just plain odd, but Gordon moves on like he was born upside down.


Eventually, you step onto the ceiling of the communications room, and activating your magnetized boots, you walk down the walls and to the "floor". Gordon gets to work, pressing buttons on several terminals, sometimes flipping a switch and swearing.

After a while, he swears even louder, saying, "Damn! There's a missing wire. Someone go strip one off of... that console over there. It's the closed circuit monitor."

Greg goes to do the job, and as he reaches the monitor on the far end of the room, he says,

"Guys. We aren't alone."


You walk over to Greg, and see upon the monitor are several smaller screens, and there is a squad of marines rushing down a hallway, flitting out of the view of a camera, coming into the view of another.

"Fuck, do they know we are here?" Gordon says, walking over and knocking off a panel underneath the monitor. He quickly plucks a wire, shutting down a camera. The camera, in fact, that the squad was seen in last.

"Good job, now we've lost them... and I don't see them anywhere.. They probably are stepping on the damn things right now, having passed the center of gravity."


You look around the room, if they know you are there, you need to prepare an ambush. It's likely they don't know that you are suspecting them coming. Gordon is trying to rewire the communications, so you'll have to figure out places to put Reg, Greg, and Mark.

There are two entrances to the communications center, one door on the bottom level, where you are standing now, and a door above on some catwalks. There are several ladders leading to the catwalks, so you can access both doors.

The bottom level is heavily covered, with expensive metal gadgetry and desks, but the catwalk is bare, made of some checker-boarded metal, with no protection whatsoever. It does serve as a good vantage point, and you will be able to shoot down at the intruders from there, even if they hunker down.

Anyway, you have to act fast. You suspect you only have minutes, if not seconds, to prepare.



COMBAT INFO

Greg - Handgun - Light Exo Armor - Simple tools - No injuries.
Reg - Prototype rifle - Heavy Exo Armor - Grenades - Just a scratch.
Mark - Submachine gun - Light Exo Armor - Medical supplies - No injuries.
Gordon - Prototype Rifle - Medium Exo Armor - Grenades - No injuries.


((The center of gravity thing is probably confusing, so I'm going to explain it.

Imagine the part you are in as basically, just a big cube. The center of gravity is smack dab in the middle of it, but all rooms are aligned up one way, so you would be walking on walls and ceilings as you pass the center.

Thought it was a cool idea.))
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Kashyyk

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Re: You own a interstellar mercenary company!
« Reply #160 on: September 05, 2012, 05:57:41 pm »

Anyone remember how many there were, or what nation? I suggest leaving Greg to send a message to the federation, telling them the station has been cut into chunks, and hostiles are present (If we know the nationality, tell them). Then we should have Mark and ourselves in cover, looking over the lower entrance, and Reg and Gordon on the catwalk. If they can, see if they can seal the door shut, even if only temporarily. Remind Greg to keep his head down.
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stabbymcstabstab

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Re: You own a interstellar mercenary company!
« Reply #161 on: September 05, 2012, 06:06:25 pm »

Lets just get them trapped and ask who they are there where 25 marines on this station and other crew might of taken spare sets of armor.
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Kashyyk

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Re: You own a interstellar mercenary company!
« Reply #162 on: September 05, 2012, 06:12:47 pm »

That is a point, don't shoot at them unless they are obviously hostile. All of them wearing Sol or Kapell uniforms for example.

That's a point, does our gear have federation markings on them?
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Parsely

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Re: You own a interstellar mercenary company!
« Reply #163 on: September 05, 2012, 06:30:27 pm »

The way you described it, I'm imagining a large open room with offices on the ground floor and catwalks near the ceiling.
Have Reg move something heavy against the opposite entrance leading to the catwalk and then cover us from there. Have Greg and Mark eliminate as much cover as possible from the opposite end of the ground floor, tell them they have 50 seconds and then they need to take cover on 'our side'. Take Gordon's rifle for yourself and then get set up with Greg and Mark on the ground floor.
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Gamerboy4life

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Re: You own a interstellar mercenary company!
« Reply #164 on: September 05, 2012, 06:47:14 pm »

You tell Greg to hurry up fixing the terminal, and tell Reg to take a position on the catwalk. You can tell Gordon to get up there once he's finished. You tell Mark to get in cover, while Reg rips off a beam from the catwalk handrails, and slides it into the door, keeping it shut.

Gordon shouts, "Got it!" and goes up to join Reg on the catwalks. You walk over to the communication relay, and set it up to the I.P the Highlanders gave you.

You explain the space station is in pieces, likely torn to shreds by a Dreadnought or bigger, and this brings silence to the end of their line.

"Is it still there?" They ask.

You reply, no, it is not there.

You hear a muffled shout, and a even more frantic response. "Do you know who attacked?"

"No." You reply, anxiously looking at the door.

"Have you encountered enemy resistance?"

"We don't know, there is a squad of heading towards our position, we don't know the nationality.

"If friendly, recruit and use them to assist you. If not friendly, kill them quickly. You need to gather information on this Dreadnought, as we suspect it is part of a large invasion force. Your pay will be doubled, hell, tripled if you can let us know exactly what's going on."

You have a bad feeling about this.



Eventually, the doors burst open, and the squad is met with a host of raised weapons. "Stop, state your allegiance!"


"Highlander." Was the reply, but you don't lower your guns. The squad consists of about 5... no, 6 men, and they do indeed have the Highlander markings on them.

"Where's the rest?" You ask, standing up from your cover.

"They're engaged in the other sections of the ship. We had just managed to nail this part down when we saw you... mercenaries enter the comms room." The man said, and judging from the insignia on his shoulder, he is the squad leader.

"If we are mercenaries, why do you assume we are Highlander allegiance?" Mark asks, and gets a dirty look from Greg.

"You haven't shot us yet, have you?"



After having a talk with the Highlander squad, you learned the exact number of marines on each part of the station. On the comms part, there are the 6 you see before you. The hangar, with the weakest field, has 10, and is currently engaging a large number of enemies, and the medium sized part, with the strongest field, used to have 9, but they went dark.

"Who is attacking?"

The squad leader replies, "It's Kapellan Empire, for sure. But what strikes me as odd... is that Landon over here swears he saw a couple Sol uniforms."

You are taken aback, "Are you sure?"

"He's sure." The squad leader says, "Not me."

You take that into consideration. You have a confirmed attacker, you tell Greg to go communicate that fact to the Highlanders, minus the part where Sol has any possibility of being involved. Only one man saw it, and he seems shell-shocked as hell.

"Do you know how many ships attacked?" You ask.

"The piece with the largest field has all sensor data. Our squad over there went dark, so if we need to figure out who attacked, we need to go there. I bet the Kapellans are trying to delete it."


"What about our guys in the hangar?" One soldier asks.

"They can wait." The leader replies, though doubt shows on his face.

Do you go and retrieve the data, or do you go assist the marines in the hangar? If you go one way, you will definitely lose the other. While the database might have limited data on the ships, in the hangar, there might be some pilots, who would have seen for themselves the actual fleet.

Go one way or the other, go get data, and know something about the attacking fleet, or go to the hangar, save the marines and whatever pilots might reside there, and possibly one of them can tell you how many ships there were. Either way, you aren't getting an exact number on frigates, if your fears are right and this is a massive attack force, but you could hope to learn how many of the big fish there are.




COMBAT INFO

Greg - Handgun - Light Exo Armor - Simple tools - No injuries.
Reg - Prototype rifle - Heavy Exo Armor - Grenades - Just a scratch.
Mark - Submachine gun - Light Exo Armor - Medical supplies - No injuries.
Gordon - Prototype Rifle - Medium Exo Armor - Grenades - No injuries.


((I have a question for you guys. Is this becoming too story/word intensive, and you'd like me to lessen up a bit, or keep it the way it is?))
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