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Author Topic: RTD2: Turn 22- May the fourth  (Read 13723 times)

Remuthra

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Re: RTD2: Turn 14-temporary inconvenience
« Reply #75 on: April 04, 2013, 08:15:47 am »

Launch rack of missiles at blast doors. Blow a hole big enough to let me do my flying.

RAM

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Re: RTD2: Turn 15-mutually encouraged destruction
« Reply #76 on: April 06, 2013, 12:01:28 am »

Roll twice, take the highest.
Tsk.


>engage any enemies that I can see.
>Try again without friendly fire this time.
You all rush out of the bridge to fight the terrible insects, leaving the bridge unstaffed... You manage to keep the repair units from being swarmed by insects. The massive surges from the generators inexplicably firing up however catch many of those present. One of your number spend several seconds being electrocuted before collapsing into a pile of their component parts. This does at least seem to have dealt with the insects.
Spoiler: status (click to show/hide)


Yoink:
You are standing, with pieces of your former companions scattered across your face, and one of your companions staring at you.
Escorts: 2 infantry(berserk), 4 cannon fodder(1experimenting, 2passive, 1looking).
Distance to reeducation: 6 turns.
Spoiler: status (click to show/hide)


>Examine control panel
>Press biggest, reddest, button on panel

There is a sudden jolt as the ship accelerates to long-distance travel. One would assume that are no consequences from this...
Spoiler: status (click to show/hide)


Enemy Infiltrators: Inexplicably Exist

Four letters actually. cnv
There were already some terrible insects, so it wasn't really necessary.


Launch rack of missiles at blast doors. Blow a hole big enough to let me do my flying.
With no authorised targets and no armaments on the small landing craft you resort to throwing the missile to practice your omnicidal functions. It lands to a loud beep then rolls to the nearest door with a potent explosion. After reprimanding yourself for causing damage to your master's property, you look out the hole and realise that the ship is in long-distance travel, and leaving would severely retard your opportunities for further acts of violence.
Spoiler: status (click to show/hide)


The (probably) N.P.C. captain is now alone on the bridge to plan out an attack on the presumed enemy's heavily fortified capital. The ship is slowly being repaired, although their motivators may be bad... The hangar is damaged, someone will probably get to that eventually. One of the two generators is really unwell, but it hasn't exploded yet. Oh, and the ship is hurtling along at unfathomable speeds towards a fate that probably has a great deal in common with death...


Spoiler: Possessions (click to show/hide)
Logged
Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Remuthra

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Re: RTD2: Turn 15-mutually encouraged destruction
« Reply #77 on: April 06, 2013, 12:05:16 am »

Rig missile to landing craft. Then rig the autopilot to fly out the hole, around the ship, and kamkaze into the bridge.

scapheap

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Re: RTD2: Turn 15-mutually encouraged destruction
« Reply #78 on: April 06, 2013, 04:24:59 am »

>Leave the lightning arena and patrol the ship
Logged
You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

TopHat

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Re: RTD2: Turn 15-mutually encouraged destruction
« Reply #79 on: April 06, 2013, 07:50:00 am »

>press all other buttons on the control panel
Logged
I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

Xanmyral

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Re: RTD2: Turn 15-mutually encouraged destruction
« Reply #80 on: April 06, 2013, 10:12:58 am »

Autopilot: Auto engaged, course set, here we go!

RAM

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Re: RTD2: Turn 16-obstructing silent panel inappropriate auto probes.
« Reply #81 on: April 08, 2013, 01:33:22 am »

Distribute rolls according to whim.
Stuff...


>Leave the lightning arena and patrol the ship
You scour the ship high and low looking for any sign of traitors or enemy activity. Kicking sleepers into activity just long enough to be questioned, disconnecting power-suppliers to check them for defects, halting conveyors to inspect the repair supplies they are carrying, you leave quite a wake of chaos in your path, but all you find are a couple of service or utility units whose actions do not seem to conform to their assigned duties, and one of the elite assassin units wandering around the hangar that seems to be stuck in demolition mode and could cause damage to your master's property if not reassigned.
Spoiler: status (click to show/hide)


Quote from: Yoink
Abandon all-

You are standing, with pieces of your former companions scattered across your face, and one of your companions staring at you.
Escorts: 2 infantry(berserk), 4 cannon fodder(1experimenting, 2passive, 1looking).
Distance to reeducation: 6 turns.
Spoiler: status (click to show/hide)


>press all other buttons on the control panel
You run through all the options available to you from this terminal. Doors open and close, lights wane and wax, various inventories and status reports are referenced. The vital systems of the ship seem to be difficult to access, and there is very little that you could do to invoke changes that could not be easily revoked, but you seem capable of observing most of the ship and should have minor control over much of it.
 It does seem odd that you could trigger the acceleration, it was probably a rarely triggered defect in the system...
Spoiler: status (click to show/hide)


Autopilot: Auto engaged, course set, here we go!
You find a peculiarly inappropriate lack of autopilot in this setting, but there is enough to keep the ship on course despite the various inhibiting factors.


Rig missile to landing craft. Then rig the autopilot to fly out the hole, around the ship, and kamkaze into the bridge.
You think intently about what you would do if this were an enemy vessel. You then muse that landing craft generally lack the autonomy to do something like that.
Spoiler: status (click to show/hide)


The captain orders a census. Various utility units wake up and start probing people, commencing with the sleepers.

Spoiler: Possessions (click to show/hide)
Logged
Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Yoink

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Re: RTD2: Turn 16-obstructing silent panel inappropriate auto probes.
« Reply #82 on: April 08, 2013, 01:43:44 am »

"Oh goodness me! What a mess. Most terrible indeed. And not a bottom in sight!"

>Bemoan state of ship, calm down agressor-units, then head to the bridge. Bring tea- and biscuits, this time! Or at least some tasty microchips to snack on.
Logged
Booze is Life for Yoink

To deprive him of Drink is to steal divinity from God.
you need to reconsider your life
If there's any cause worth dying for, it's memes.

scapheap

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Re: RTD2: Turn 16-obstructing silent panel inappropriate auto probes.
« Reply #83 on: April 08, 2013, 02:14:07 am »

>Stop that elite assassin unit
Logged
You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

TopHat

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Re: RTD2: Turn 16-obstructing silent panel inappropriate auto probes.
« Reply #84 on: April 08, 2013, 04:40:42 am »

>press and hold the acceleration button.
Logged
I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

Remuthra

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Re: RTD2: Turn 16-obstructing silent panel inappropriate auto probes.
« Reply #85 on: April 08, 2013, 05:02:22 am »

Sigh, then go off to the armory to find me a weapon.

Xanmyral

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Re: RTD2: Turn 16-obstructing silent panel inappropriate auto probes.
« Reply #86 on: April 08, 2013, 08:28:58 am »

Acceleration Button: Become stuck when pressed, malfunction in strange and possibly improbable ways.

RAM

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Re: RTD2: Turn 17- in which weapons are acquired.
« Reply #87 on: April 10, 2013, 07:58:34 pm »

hint
Something about glowy-thingies.


>Stop that elite assassin unit
You commandeer some reinforcements and order the assassin to cease demolitions. It stops. It is now seeking superior weaponry. You accompany it and acquire a weapon with superior rate-of-fire.

Spoiler: status (click to show/hide)


"Oh goodness me! What a mess. Most terrible indeed. And not a bottom in sight!"

>Bemoan state of ship, calm down agressor-units, then head to the bridge. Bring tea- and biscuits, this time! Or at least some tasty microchips to snack on.
There are no biscuits on the ship, this outrage will not stand! You chase after the berserk infantry and demand that they assist your biscuit-production efforts. They reply by shooting at you.


Escorts: 2 infantry(berserk- shooting at you), 4 cannon fodder(1experimenting- shooting at the wall, 2passive- probably comatose, 1looking- right behind you).
Spoiler: status (click to show/hide)


>press and hold the acceleration button.
The stupid button has vanished, stupid button...
Spoiler: status (click to show/hide)


Acceleration Button: Become stuck when pressed, malfunction in strange and possibly improbable ways.
That function has been transferred to a unit that was accessing the system at the time. Additionally, the automated control systems have been disengaged.

Sigh, then go off to the armory to find me a weapon.
You locate a heat-lance, a hover-bike(Riding it in a cramped ship is not easy...), 2 bombs, and a heavy anti-personnel ranged-weapon.
Spoiler: status (click to show/hide)


The sleepers have been probed.

Spoiler: Possessions (click to show/hide)
Logged
Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Remuthra

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Re: RTD2: Turn 17- in which weapons are acquired.
« Reply #88 on: April 10, 2013, 08:01:14 pm »

Go to the bridge, then joust with the captain.

Xanmyral

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Re: RTD2: Turn 17- in which weapons are acquired.
« Reply #89 on: April 10, 2013, 08:38:40 pm »

Airlocks: Suffer malfunction, crack open a bit.

Explosive Decompression: Recompression Implosively.
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