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Author Topic: You own a interstellar mercenary company!  (Read 15847 times)

Tellemurius

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Re: You own a interstellar mercenary company!
« Reply #90 on: September 03, 2012, 06:08:39 pm »

((or im back))
No better off keep them unarmed and place them somewhere where they wont get in the way, they are still technically republicans

GreatWyrmGold

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Re: You own a interstellar mercenary company!
« Reply #91 on: September 03, 2012, 06:12:15 pm »

There was another airlock on the other side of the room, and a normal door to the right, probably leading to an engineering quarters and a life support room.
Fun fact, airlocks are airtight.
We're threatening the crew members in the crew quarters, which is the room we're currently in. Not the people behind the second air lock.
Wait, there are people in the same room as us? We definitely can't retreat just to depressurize it, they'd just slip into the other room.

Here's an idea, I want opinions on it first though. We could let the crew have their weapons back, on the promise that they'll assist us against the marines, as they are obviously corrupt asshats who were willing to throw their lives away, to help us save their friends from said marines.
Too dangerous.

((or im back))
No better off keep them unarmed and place them somewhere where they wont get in the way, they are still technically republicans
Indeed. It could be a ruse.

Have Gordon or Reg, whichever wants to do it, keep an eye on the crew. Everyone else, take any weapons or other gear we can from the area and prepare to move on.
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Gamerboy4life

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Re: You own a interstellar mercenary company!
« Reply #92 on: September 03, 2012, 06:15:22 pm »

You wondered if these crewmembers would possibly be a help, and briefly considered arming them. But, looking at the Sol insignia pulled you out of it. They were the enemy. You will spare them, but not give them your gun.

You tell Gordon to keep an eye on the prisoners, to which he objects loudly.

How are you going to make the assault on the bridge, however? It is going to be a bloodbath if done wrong, and if done right, it's going to be a marginally smaller bloodbath.

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stabbymcstabstab

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Re: You own a interstellar mercenary company!
« Reply #93 on: September 03, 2012, 06:18:46 pm »

Have some prisoner knock on the door saying that we been killed hide next to the door shoot the first Marine we see.
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GreatWyrmGold

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Re: You own a interstellar mercenary company!
« Reply #94 on: September 03, 2012, 06:19:42 pm »

Hm...Could we somehow get some bit open, so the A7 could provide covering fire? If not, could we lure the marines towards the airlock for the same purpose?
Also, see if Reg wants to watch the prisoners.
NINJAD: stabbymcstabstab's idea is better. Ambush them!
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Kashyyk

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Re: You own a interstellar mercenary company!
« Reply #95 on: September 03, 2012, 06:23:10 pm »

Ask the crew how many marines are still alive. Also, consider ways of projecting our voice into the bridge, basically telling them the exact same thing as last time. Remind them that it's not the crew's job to be on the frontline, it's the marines, so leaving untrained men behind as an ambush is just not space-cricket. Basically, turn the crew against the marines, so they at the least will hesitate before considering shooting us, giving us the chance to take out the marines first.


 Also, someone mentioned getting a flashbang or similar in there before storming in ourselves. Do we have such things?
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stabbymcstabstab

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Re: You own a interstellar mercenary company!
« Reply #96 on: September 03, 2012, 06:24:29 pm »

Also what do we have? Like troops, cash, Equip, bases, Etc?

ninja'd.
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Tellemurius

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Re: You own a interstellar mercenary company!
« Reply #97 on: September 03, 2012, 06:25:06 pm »

Well since we skipped the acquisitions process on that lets assume we do :P

Parsely

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Re: You own a interstellar mercenary company!
« Reply #98 on: September 03, 2012, 06:26:14 pm »

Here's an idea, I want opinions on it first though. We could let the crew have their weapons back, on the promise that they'll assist us against the marines, as they are obviously corrupt asshats who were willing to throw their lives away, to help us save their friends from said marines.
Absolutely not. They may be more loyal than we initially thought and wouldn't be of much help in the first place.
But let me instead suggest this: how about asking them if they'd like to sign on with us? We can't take them with us but we could contact them afterwards through the Highlanders and see if they would be willing to part with the prisoners. Or we could have two of our guys stay behind once we secure the frigate and hitch a ride back to our world with the Highlanders. We'll say they were keeping an eye on the remaining prisoners and ask if they would be kind enough to charter them back home.
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GreatWyrmGold

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Re: You own a interstellar mercenary company!
« Reply #99 on: September 03, 2012, 06:27:57 pm »

Ask the crew how many marines are still alive. Also, consider ways of projecting our voice into the bridge, basically telling them the exact same thing as last time. Remind them that it's not the crew's job to be on the frontline, it's the marines, so leaving untrained men behind as an ambush is just not space-cricket. Basically, turn the crew against the marines, so they at the least will hesitate before considering shooting us, giving us the chance to take out the marines first.

 Also, someone mentioned getting a flashbang or similar in there before storming in ourselves. Do we have such things?
Excellent questions. I think the crew are going to be mostly on our sides until the marines get back, as long as we don't screw up by hurting them or threatening them or asking them to join the Confederation or something.
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Parsely

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Re: You own a interstellar mercenary company!
« Reply #100 on: September 03, 2012, 06:29:41 pm »

Reassure the crewmen that we'll do our best to keep them safe and help their friends, then have Gordon get in the A7, close the bottom hatch to maintain atrium pressure, then exit through the side door and move to the hole in the exterior of the cockpit and prepare a flash grenade (if we have one) or some other similar non-lethal piece of equipment, waiting for our word to toss it. Meanwhile Lillith, Reg and I check out the airlock to the cockpit and determine how best to force entry.

Also:
How about asking them if they'd like to sign on with us? We can't take them with us but we could contact them afterwards through the Highlanders and see if they would be willing to part with the prisoners. Or we could have two of our guys stay behind once we secure the frigate and hitch a ride back to our world with the Highlanders. We'll say they were keeping an eye on the remaining prisoners and ask if they would be kind enough to charter them back home.
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GreatWyrmGold

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Re: You own a interstellar mercenary company!
« Reply #101 on: September 03, 2012, 06:31:02 pm »

Wait to offer the sign-on until after the marines are dealt with. No need to worry about complications like that right before a firefight.
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Gamerboy4life

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Re: You own a interstellar mercenary company!
« Reply #102 on: September 03, 2012, 06:33:12 pm »

"Hey, want to help us save your buddies?" You say.

"How?" One of the crew members asks, curious.


You point towards the airlock. "Go up there, knock, and tell them we are dead, if you want we can fire some shots to make it more convincing."

The man shakes his head. "They won't fall for it. They won't be remotely convinced unless we drag a dead body in there, and something tells me you won't let us shoot you." He holds up a hand, gesturing wildly, "Not like we want to, no, no, not at all."

You ask the man how many marines there are. "Five marines. Two died in the volley." He replies.

You look over to Lilith, and ask, "Is there any way to project a message to the bridge? If we can make the crew surrender, we could deal with the marines easier... assuming the marines don't kill them."

She shrugs. "Possible. It would put a heavier load on the A7's engine, however."

So five marines, an unwilling crew, an ability to get them to drop to the floor before nailing the room, and multiple points of entry. Looking down at the prisoners, you also hold back from saying much more. You are the enemy to them,  you don't scare or offer too much before the marines are dead.



-----
COMBAT INFO:

You: Assault rifle, Exoskeleton Armor. No injuries.

Reg: Shotgun, Heavy Armor. No injuries.

Gordon: Assault rifle, Exoskeleton Armor. No injuries.

Lillith: Submachine gun, Light Armor. Tools. No injuries.

((Currently, that's the equipment all the mercs have on them currently. I never mentioned flashbangs, but if you guys don't mind, I could say each merc has one or two.

Stabby, we have a compound on a Highlander world, one fast infiltration ship, and 5 men, not including us. Last time I checked, we had like 1500 in credits.


Sorry about the very incomprehensible post. Trying to make this, and new suggestions are popping up, trying to include it all best I can.))

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GreatWyrmGold

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Re: You own a interstellar mercenary company!
« Reply #103 on: September 03, 2012, 06:37:09 pm »

You're doing quite well.

Ask what volley the crew are talking about, unless it's something we caused and I'm forgetting.
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Gamerboy4life

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Re: You own a interstellar mercenary company!
« Reply #104 on: September 03, 2012, 06:38:27 pm »

((The frigate was attacked by figher/bomber squadrons.

Bombers drop bombs, volleys, etc...))
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