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Author Topic: You own a interstellar mercenary company!  (Read 15868 times)

Parsely

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Re: You own a interstellar mercenary company!
« Reply #165 on: September 05, 2012, 07:29:34 pm »

Hit the hangar now, with the marines in tow. The Kapellans no doubt have had time to delete most of the sensor data. The pilots are  our best chance. Inform the leader of your intentions and ask him if there could be pilots who participated in the battle still in the hangar. Regardless of his answer, hit the hangar anyway. Ask him what he knows about the Kapellans (why they're here, numbers, why they left their men behind, if they're coming back, fleet composition.
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GreatWyrmGold

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Re: You own a interstellar mercenary company!
« Reply #166 on: September 05, 2012, 08:39:21 pm »

Send whoever of the marines or mercs has the most technical experience or training to get the data; back him up with Greg, Reg, and a marine or two. The rest should help some in the hangar until they hear back.

I like the level of detail.
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Kashyyk

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Re: You own a interstellar mercenary company!
« Reply #167 on: September 06, 2012, 01:37:53 pm »

I'm with Guninanrunin on this one, the mod is implying that whichever one we aren't on will lose, along with anyone we send, of course we can try to choose a third option, but I'm not sure how well that'll work :P Also, I agree with his reasoning.


And detail is good, I like it.
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Gamerboy4life

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Re: You own a interstellar mercenary company!
« Reply #168 on: September 06, 2012, 04:59:00 pm »

((Sorry it's taking me a while to respond.))
You tell the squad leader you want to go to the hangar. He nods, looking relieved, saying, "Good, because we still would have gone there anyway."

He was more devoted to the men under his command than he was the success of his mission. It feels like a punch in the gut, but you try to avert your thoughts by asking, "Do you have transportation?"

He nods. "We have a transport ship inside an office." He shrugs, saying, "Only place big enough to land."

You agree with the squad leader to hightail it for the hangar. You, for the paycheck. Him, for his men. After several minutes of painstaking footwork to get back to your A7, you safely enter, and tell Jon to gun it for the hangar. You notice the Highlander marines have done so already, the blue trail of their exhaust swirling around in empty space.


The A7 accelerates towards the hangar, and you see the flashes of light more clearly, muzzle flashes from assault rifles, the boom of a grenade, and what frightens you slightly, is you think you see a tank.

And it is not friendly. The transport ship has already dropped the reinforcing squad on top of the hangar, where they drop down and eagerly join the fray. Jon fires the Gauss cannons on the front, which are made to punch through a frigate, so they easily punch through the tank, knocking the treads off, and blowing the turret to the side. The A7 brings in close to the hangar, where you do the same thing you did last time. Jump, and land.

As soon as you enter the hangar, you hear the sounds of battle around you, the gunfire that seems to reverberate through the floors. Your mission is to learn as much as you can from a pilot, and seeing the Kapellans versus the newly-reinforced Highlanders gives you reason to believe they'll do fine for a minute or two.

But looking around at this hangar, it's absolutely huge! You think it's about the size of the Yankee stadium you learned in school about, many, many years ago, and how it erupted into flames in 2016. That's how big this thing is.

You feel a shot glance off your leg armor, so you get down, noticing your team has already joined the fray, getting in cover and fighting side by side with the highlanders. Reg seems to have a fun time with it, as he is currently mopping the floors with a Kapellan marine's face.

You single out one of the friendly marines that has withdrawn from combat, clutching a wound in his side. You ask him if there are any pilots left in the hangar, to which he replies, "There's four... Four, I think. Gadon's told them to hole up, especially since they came back pretty fucked up."

After asking where the pilots are located; behind an overturned bomber some dozen meters away, you run over with your head down, looking for the pilots. You locate them, right where the soldier told you they were located. They all look grim, and two of them seem injured, though it is not life threatening.

"What do you want?" One of them asks, and once you explain you are here to recover information, they all fall silent.

"What, is it something I said?" You ask.

"The Kapellans are striking their last blow against us." One says. "They're sending over two of the four Motherships they own. At least three damned dreadnoughts, and dozens of cruisers, hundreds of frigates, thousands of fighters."

Worried, you ask, "Who else knows this?"

"Gadon, the commander of the marines here, well, technically. He took over when the actual commander got head ventilation." The pilot replies, tapping his helmet.

"And?"

"Only him. And you."

They haven't told any of the marines, which means this is bad. The four Kapell motherships are capable of razing a planet in mere hours. They are miles wide, and three times as long.

Explains how the space station got shot up like this. It was quite literally dwarfed by the motherships.

"Then why are we still fighting?" You ask,

"Gadon has a really crazy idea. You will have to ask him, if we survive this." Another pilot responds, and you have the feeling you'll get no more out of them. As you return to the fight, the Highlanders have actually gotten an advantage, with the enthusiasm of fighting on home turf, and overall better training, the stranded Kapellan squad was dwindling, and the Highlanders started to rush over them like a tide, engaging in vicious, almost needlessly brutal melee.

You are going to join in, when a blade sails past your face. You duck, and the attacking Kapellan tackles you, bringing you to the ground, and raising his knife for a kill...

No help is available to you, none that you can see, you could try and lunge for the knife-holding wrist, stopping it from crashing upon you, or kicking him off, or trying to edge to the side to dodge, but you need to act fast.



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 #169 on: September 06, 2012, 05:28:52 pm »

Lunge for the wrist!
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Kashyyk

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Re: You own a interstellar mercenary company!
« Reply #170 on: September 06, 2012, 06:21:05 pm »

Lunge for the wrist!

This, then proceed to twist and break his wrist. I'm assuming our exo armour gives us a strength advantage? If not, use our other hand to punch him in the face. Or headbutt him, if you're that way inclined.

Edit: Don't worry about it taking a while. It's good stuff, we're willing to wait.
« Last Edit: September 06, 2012, 06:24:54 pm by Kashyyk »
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GreatWyrmGold

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Re: You own a interstellar mercenary company!
« Reply #171 on: September 06, 2012, 06:34:52 pm »

I was planning to take the knife and go from there.
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Kashyyk

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Re: You own a interstellar mercenary company!
« Reply #172 on: September 06, 2012, 06:36:39 pm »

That could easily be done once he has a broken wrist/nose :P
« Last Edit: September 06, 2012, 06:38:41 pm by Kashyyk »
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Gamerboy4life

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Re: You own a interstellar mercenary company!
« Reply #173 on: September 06, 2012, 07:07:39 pm »

You lunge for the man's wrist, and getting a very firm grip. You throw a punch with your other hand, smashing the man's nose and spurting blood over the both of you. He reels backward, yelling as he falls over.

You take the knife from the ground, and as the Kapellan marine reels, you look around, hearing a gunshot every couple seconds. It seems like the melee was finished, and the famous Highlander rage was spent. Your squad walks over to the Kapellan marine on the ground, and you can tell he fears for his life, his visor-covered face stricken with horror.

"Should I kill him, boss?" Reg was smiling, almost sadistically as he started to point his rifle...







((This took a while, and it is pretty small. I've been doing several projects for school, and it's a mess.))

 


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Kashyyk

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Re: You own a interstellar mercenary company!
« Reply #174 on: September 06, 2012, 07:22:36 pm »

I think we should keep him alive, if only for interrogation purposes by the Federation. Does anyone have any questions for him, or can we just tie him up him and dump him in the cargo bay of one of the ships?
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Tellemurius

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Re: You own a interstellar mercenary company!
« Reply #175 on: September 06, 2012, 07:24:28 pm »

I think we should keep him alive, if only for interrogation purposes by the Federation. Does anyone have any questions for him, or can we just tie him up him and dump him in the cargo bay of one of the ships?
Who is his commanding Officer?

GreatWyrmGold

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Re: You own a interstellar mercenary company!
« Reply #176 on: September 06, 2012, 07:28:31 pm »

Why were they attacking the space station?
And why do I feel like we're getting into the main plot?
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Sprin

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Re: You own a interstellar mercenary company!
« Reply #177 on: September 06, 2012, 07:54:14 pm »

Tell Reg to get his legs and to get ready for interagation back at base.
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Gamerboy4life

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Re: You own a interstellar mercenary company!
« Reply #178 on: September 06, 2012, 08:28:08 pm »

You tell Reg to tie him up, and disappointing, he does so, but not before roughly tossing the Kapellan marine to the side after he was done.

"Who is your commanding officer?" You ask, and the man looks up at you, frightened.

"Dead." He replies.

"Why were you attacking?" The squad leader asks. You hadn't notice he stepped next to you.

"I-I will only give you my name, rank and serial num-"

THWACK!

Reg withdraws his fist, grinning, and the prisoner spits out a glob of blood. "That felt good." Reg says, as the prisoner looks at his fist, clearly afraid.

"Listen, your buddies are dead. Your commanding officer is dead, the Kapellans don't give two flips about you any more, and in space, nobody can hear you scream." You explain kindly. "Tell us why you were here. We already know it's an invasion force, but what are you trying to accomplish?"

"What do you want me to say, I'm a goddamn grunt! I'm not told anything but what to shoot!"

You look down at him, unconvinced, and Reg starts to raise a fist again.

"H-Hey! I swear, I don't know anything! We're here to secure the station! The orders were to leave nobody alive, erase all logs or feeds that give enemy information. They wanted to.. to... keep it all covert!"

"Where are they attacking?" The squad leader asks.

"I have NO CLUE." He quickly spits out, backing away from Reg as much as he could.

You turn towards the squad leader. "Believe it?"

He shakes his head. "No, I don't. He probably doesn't even know how much he knows, but I'm not an interrogations officer."

You nod. "Yeah, sounds right. I'll have to hand him in-"

The squad leader advances a step towards you, saying, "This guy is my prisoner. We defended this station, losing quite a lot of men in the process."

"It was me and my guy who knocked that Kapell off his ass. We get the check." You say.

"We paid blood, we deserve the recognition. You are only a goddamn mercenary, and would turn on the Highlanders as soon as Kapell paid you. He is ours."

You know for a fact that this prisoner will get you a lot of bonus cash, along with the pilot's testimony, you might be able to fill the barracks, and then some with the check that is paid out. But it's not going to go well unless you can convince the squad leader that you have the rights to that prisoner.

It could always erupt in a fist fight, while there are 10 of them, and only 5 of you, Reg easily counts for three men. But, that way could, and probably would get someone killed.

Do you give the prisoner, and bonus cash up to the Highlander marines, or do you try and keep the bounty for yourself?





((Because the main plot is juicier than an Outback steakhouse steak.))
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Tsuchigumo550

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Re: You own a interstellar mercenary company!
« Reply #179 on: September 06, 2012, 08:42:30 pm »

Attempt to negotiate for the prisoner. You'll tell HQ what really went down if you can keep the prisoner, and the Highlanders will get their fame if you have to scream it at the general populace. You're here for the money but with a battle scene like this it's not like you could have not cared to jump right in like you did.
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