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Author Topic: (SG) Starfire: War and Politics - Enemies Old and New - UPDATE 03/07/2014  (Read 87467 times)

kahn1234

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Re: (SG) Starfire: War and Politics - Into Hell - Updated!
« Reply #300 on: January 30, 2014, 06:48:30 pm »

((Very sorry, again, but the update might have to be delayed again until tomorrow morning.

Worry has given me writing block...again.

Trust me, it is as frustrating for me as it is for you guys.

I promise, PROMISE, tomorrow we will have an update.))

3man75

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Re: (SG) Starfire: War and Politics - Into Hell - Updated!
« Reply #301 on: January 30, 2014, 07:05:48 pm »

{{Take care of buisness and we'll ride this out with you  ;)}}
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kahn1234

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Re: (SG) Starfire: War and Politics - Into Hell - Delayed Update
« Reply #302 on: January 31, 2014, 07:39:54 pm »

((Boyfriend wanted some together time. I have written half of it in word, i will post the whole thing around noon UK time tomorrow. It is gonna be big, may need two posts to do it in.))

jaass

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Re: (SG) Starfire: War and Politics - Into Hell - Delayed Update
« Reply #303 on: February 01, 2014, 12:39:28 am »

One more question, is Slinkar lungs similar to that of insects or humans?
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kahn1234

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Re: (SG) Starfire: War and Politics - Into Hell - Delayed Update
« Reply #304 on: February 02, 2014, 07:03:08 am »

One more question, is Slinkar lungs similar to that of insects or humans?

A mixture. They have a very human like respiratory system that also makes use of cell diffusion.

Update will be incoming soon.
« Last Edit: February 02, 2014, 07:06:54 am by kahn1234 »
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kahn1234

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Re: (SG) Starfire: War and Politics - Into Hell - Delayed Update
« Reply #305 on: February 02, 2014, 09:27:11 am »

((Not as long as i thought it would be....hmmm. Anyway, here is an update! Seems like your attack on the spaceport ahs been delayed. Thank the Random Number God for this one.))


We'll try and do materials idea.

Use transport ships to be pseudo sub marines and get  in. Then fight our way inside to forcefully requisition in atmospheric aircraft. Take out any long range communications and short out generator boxes. That will keep them from contacting anyone while keeping the damage as low as possible.

Set up a good beachhead and then move against the HQ. Once at ha organise the Brooks into strike grips ((standard squads are like 6 to 12...maybe?)).

Well take them by surprise and keep hitting hard.

We are going into this blind I prefer to send a secondary team in a elevated position to act as recon for intel. Then have another team to act a a distraction force that could be use as fall back position in case things on our end get fucked up. In fact once the the battle for the airport start heating up most the Slinkar patrols should fall back in order to defend the airport this will allow the recon team set up another secondary fall back position with plenty juicy boodytraps and landmines.

You turn to Ari.

“I think I have it.

First, the scouts will try to get up high and camouflaged. We need eyes on the enemy, relaying their actions, movements and positions to the assault force. We need intel if this is going to be a success.

We’ll then have the long range specialists from all three broods, plus some heavy support and medic personnel from Ankara’s brood, set up a secondary fallback position in case anything goes wrong. They will secure their assigned area and will, once that is complete, also using their weapons to rain fire on the enemy positions and support the assault force by causing a distraction.

The Infiltrators will set up a perimeter of mines, traps and explosives, whilst also harassing any reinforcing Slinkar troops. They will also run and gun, attacking and then disappearing all along the spaceports perimeter. This should keep the Slinkar guessing.

The Secondary positions troops will be lead by Ankara.

Now, the main force will be lead by you and I. It will consist of the rest of our forces. We will use the shuttles as submersibles and sneak in through the docks, who, as this intel says, does not have their coastal defences on line. We’ll then rise and attack, hopefully securing a beachhead against little resistance.

Once we have secured the immediate area, we will split into two groups. One group, which I think should be lead by you, Ari, will head towards the main control area. Your role will be to re-program the spaceports AA and coastal defences to fire on Slinkar vessels and ships, not Morey.

Once that is done you will then reprogram the communications to only work on Morey frequencies and comm-bands. This should stop the Slinkar from calling for reinforcements. Once both these objectives are completed, you will rejoin my group, whose main job is to clear the spaceport of Slinkar troops, whilst securing in-atmosphere and space craft which we can use against the more prominent defences of the former Morey HQ.

Once the spaceport is secure, Ankara’s troops will move into the spaceport, with the infiltrators and scouts covering the entire surrounding area, that has not already been paved with mines, explosives and traps, with any material they have left. They will then fall back into the spaceport.

Once all troops are assembled, we will designate one third of Ankara’s brood, along with any casualties we take to stay in the Spaceport whilst the rest launch the assault on the former HQ. As per the intel, we should not have to worry about land-facing defences on the HQ.” You take a breath.

How does that sound?” You ask

“Perfect.” Ari says, smiling. “If everything goes as planned, we’ll definitely earn some battle honours for a job well done.”

Both you and Ari make sure you both know the plan, and then you go and find Ankara, who you remember is a long range specialist herself.

“Ooh!” She says. “I like! You can count on me and my girls to cover you” She says proudly.

All three brood leaders then dissipate the plan to their broods. The plan goes down well, with no one complaining. The vat-born soldiers then settle down to wait until their arrival in-theatre, checking their equipment and running through the plan until each has it memorised and their roles down.

****

Over the rest of the day, there were no complications between the crew of the ship and the Vat-Born ((Good roll there)). You do a bit of research whilst waiting. It turns out that the MSF Landing Hope is just one ship in the huge Lor-Sinder Battlefleet, which is the fleet that is escorting you. The 21st Galactic Strike Group is also being transported in this fleet. You thought they were arriving in a different fleet on their own.

After a rather uneventful wait, you all settle down to rest.

The next day, the fleet arrives in theatre, close the planet that holds the new Morey HQ.

It is then that alarm bells start whistling.

Ari, Ankara and yourself quickly get ready and rush to the bridge, where you meet Ala-Shar and the Admiral of the Fleet, a certain Admiral Kar-lora. It seems this is the person you mistook as the captain of this particular ship, but is in fact the Admiral of the Fleet.

“What is going on?” You ask, shouting over the sirens.

“Things just got interesting.” Is all Ala-Shar said.

The admiral turns. “It seems our old friends the Vanguard have decided to show their faces here. Our scanners picked up two large fleets heading towards the centre of the system where our forces and the Slinkar are locked in battle. They started dropping troops onto the inner three planets about fifteen minutes ago and haven’t stopped. It is just a constant stream of orbital drop troops.” The admiral turns back to her screen. “The Lar-Sinder Battlefleet and the 21st Galactic Strike Groups fleet, which arrived separately due to some unforeseen circumstances, are moving to engage them. You better get your kit on and get ready, you move out in ten minutes. Your arrival point is going to be hot, contested between the Vanguard and the Morey entrenchments we have there.....” The Admiral trails off as you all look out the huge windows in front that frame the battle which has just begun, both Vanguard and Morey ships trading fire.

The Vanguard are outnumbered three to one by the huge Morey fleets, however the Morey seem to be the ones coming off worst. Only a few of the Vanguards smaller ships are showing any signs of damage. You then notice another three large fleets coming from Slinkar space, that also engage the Vanguard but also the Morey. It has descended into a three way brawl, hundreds of ships filling the area, energy weapon projectiles flying every which way.

“What are you still doing here?” The admiral shouts at your, Ari and Ankara, who haven’t moved yet. “Get MOVING!”

You all spring into action, sending alert messages to your broods to get ready and meet you all in the shuttle bay. All of you rush to your quarters and then to your equipment locker. You put on your Mark 3 Vat-Born engineer suit and the helmet over one of the advanced cooling undersuits. You pack the other undersuits into your exo-suits backpack.

Holstering the pistol you then attach the shotgun to its holster on your right thigh and the pulse and battle rifles to their storage points on your back, whilst also strapping on the rest of your equipment, which includes various explosives and engineering tools.

Finally ready, you meet the now fully equipped Ari and Ankara in the hall, where you rush to the Shuttle bay. Suddenly, a shockwave rocks the ship and a voice comes over the intercom.

“We have boarders! Repel the enemy! Level  13, sectors D through G. Vanguard Shock marines!”

You look at Ari and Ankara, realisation apparent on their faces. Those sectors are the living area for Elianna and her Brood.

“We need to help her” Ari says. “The Vanguard are ten times worse than the Slinkar in battle”.

Your honour wins out and you spring into action, leading the way towards Elianna’s Broos quarters. The brood leaders send out a mental message to their sisters telling them there is a temporary change of plan.

‘All sisters will repel the boarders. All sister will report to the quarters of Elianna and her Brood. Watch for friendly fire. Our enemy are Vanguard Marines. Be careful.”

****

You thunder down to Level 13. Gunfire is already apparent, the screams of your sisters of war apparent even from this distance. You get to the entrance closest to the fighting, finding about two dozen of your brood sisters already there.

“Orders, commander?” One asks.

“Clearing protocol. Slow and steady. Try and secure any wounded and aid any of our sisters who are already fighting.”
You and Ari lead the way, kicking open the door. You clear let, she clears right, however you weren’t prepared for the horror that awaited you.

The corridors were running red with free flowing blood. Only a few feet in front of you lies what you believe to be a heavy assault trooper, in full gear, split in two from head to groin with a one foot in diameter hole in her stomach. Her helmet, cracked in half, has fallen away. You see her skin has turned bright red, her eyes bulging and bloodshot. She wasn’t the only one. The corridor was filled with dead Vat-born, many only half equipped and some not even with weapons.

“What....what is this?” Ankara stammers. One of your brood sisters throws up.

“If I had to guess...” You say, using your engineer knowledge. “That is the aftermath of a Destabilised Plasma projectile. Horrible way to go. Push on, we need to clear these Vanguard.”

“Why aren’t there any Vanguard corpses?” One of your sisters asks as your team moves down the corridor.

“It seems to have taken Elianna’s girls by surprise.” Ari answers, clearly shaken by the scene.

You then hear rapid fire from familiar weapons along with Elianna’s voice barking orders.

“Move! Quickly, we need to back them up!” You yell as you sprint towards the sounds.

You emerge into a huge auditorium, clearly a recreational room, and a scene of carnage it contains. On one side, to your left, there is what seems to be a squad of Vanguard marines, only 6 men strong, wielding an array of weapons you have never seen before, wearing armour that is clearly far more advanced than yours.

You hear, but don’t understand, one of the Vanguard troop say something.

“More of those human soldiers, commander, right side!”

“Take ‘em down, then!”

You have to dive for cover as a racking blast from a heavy weapon decimates the doorway, preventing our troops from following you through. Some of your girls take minor injuries.

****
[/i]

What do you do?


Status:
1. Calm.
2. Mentally fit
3. Physically fit.
4. Clear thoughts and currently inactive mental factions.
5. Free moving.

Condition:
1. Physically Healthy. Chest wounds healed. Extensive Scarring.
2. Mentally Stable.

Inventory:
1. Mark 3 Vat-Born Engineer Armoured Powered Exoskeleton Suit
2. Mark 3 Engineer Armoured Powered Exoskeleton Helmet
3. Advanced White Cooled Skin Tight Full Body Under-suit
4. Mk5 Mass-Driver pistol (sidearm) (Holstered)
5. Arishok Plasma pulse rifle (In Hands)
6. Dikari Plasma shotgun (Holstered)
7. Warrisk Mass-Driver Battle Rifle (Holstered)
8. Combat Engineering Equipment and explosives.

Available Equipment:
1. Mark 3 Vat-Born Engineer Armoured Powered Exoskeleton Suit
2. Mark 3 Engineer Armoured Powered Exoskeleton Helmet
3. Basic White Skin Tight full Body Under-suit x 4
4. Advanced White Cooled Skin Tight Full Body Under-suit x 2 (Currently Wearing One)
5. Mk5 Mass-Driver pistol (sidearm)
6. Arishok Plasma pulse rifle
7. Dikari Plasma shotgun
8. Warrisk Mass-Driver Battle Rifle
9. Combat Engineering Equipment and explosives.
10. Stun/Concussion rifle
11. Casual clothes x10 (White skin tight suit, Gloves, Boots)
12. Ceremonial robes
13. Royal Guard Armoured Powered Exoskeleton suit

Implants and Augmentations:
1. 2x Loyalty probe in the Striatum part of the brain.
2. Multi-range optics (Thermal, magnetic, IR, UV, multi-stage magnification etc) implant on eyes.
3. Command and Control (C&C) nano-module implanted in head.
4. Communications array nano-module implanted in head.
5. Fortified 7th Generation reverse engineered biological nano-machines in blood stream, bones, muscles, tendons and organs.
6. Nano-memory modules in the Cerebrum, holding all relevant non-personal data.

Brood Composition:
1. Forward Command and communications: 10 Vat-born.
2. Field Combat Medic and Long Range Specialists (Snipers) all come in at 50 persons each.
3. Heavy assault and Light Assault have 250 each.
4. Infiltrators: 50
5. Heavy Support: 120
6. Combat Engineers: 120
7. Scouts: 100
                 
Ari's Contingent:
1. 12 Scouts
2. 7 Infiltrators
3. 5 Forward Command & Comms
4. 19 Field Medics
5. 13 Combat Engineers
6. 22 Long Rage Specialists (Snipers)
7. 25 heavy Support
8. 23 Light assault
9. 64 Heavy Assault (including Ari herself)
« Last Edit: February 02, 2014, 12:20:44 pm by kahn1234 »
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3man75

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Re: (SG) Starfire: War and Politics - Into Hell - Delayed Update
« Reply #306 on: February 02, 2014, 10:42:07 am »

{{how many do we have on our side here?}}

Take cover and focus on fire on one of them!
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QuakeIV

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Re: (SG) Starfire: War and Politics - Into Hell - Delayed Update
« Reply #307 on: February 02, 2014, 12:13:19 pm »

{{how many do we have on our side here?}}

Take cover and focus on fire on one of them!

Not sure what else we can do.

+1
« Last Edit: February 02, 2014, 12:15:34 pm by QuakeIV »
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kahn1234

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Re: (SG) Starfire: War and Politics - Into Hell - Delayed Update
« Reply #308 on: February 02, 2014, 12:23:24 pm »

You look around.

Aside from Ari, who is heavy Assault, and Anakara who is a long range support specialist, you have 3 Heavy Assault, 5 Light assault, two medics, a scout, two infiltrators, a heavy support and a combat engineer (besides yourself).

Elianna is just across the auditorium, along with about five of her brood. One seems to be a medic, whilst the other four seem to be two heavy supports, a heavy assault and a Combat Engineer.

What do you do with this new information?

jaass

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Re: (SG) Starfire: War and Politics - Into Hell - Updated
« Reply #309 on: February 02, 2014, 01:30:35 pm »

Can we get a better description on the positions of the Vanguard? Like are they under a structure we can collapse or are they standing on a structure we can collapse? What is the status of the rest of the brood that got cut off from us? Is it possible to blow a hole in the roof of the auditorium so the rest of our brood can rain fire down on the Vanguard.
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kahn1234

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Re: (SG) Starfire: War and Politics - Into Hell - Updated
« Reply #310 on: February 02, 2014, 02:02:02 pm »

You send out feelers for the rest of your brood.

Most are fully armed and equipped and moving to the attacked area of the ship. Only a few small teams are already here as well, fighting two other teams of Vanguard marines. No casualties yet.

None of the other brood members are near you at the moment.

You look over your cover, blind-firing as you do so to try and force them into cover. The rest of your current team is also firing at the Vanguard troops.

You see that they have taken cover behind a variety of objects that where scattered around the room. Chairs, tables and other furniture as well as bodies of Elianna's fallen sisters. Two of the Vanguard are also using the structure of the ship as cover as they are hiding behind the struts.

You look for anything you could collapse on them, and you see that there is a bit of a higher promenade that can be shot at, which could possibly lead it to collapse on the enemy. Whether it will do so, however, you cannot say for certain. One of the Vanguard is standing on a part of the higher platform that may collapse if shot at; in fact, it looks a bit cracked from here, so if you shoot at it there seems there will be a rather high chance it would collapse.

3man75

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Re: (SG) Starfire: War and Politics - Into Hell - Updated
« Reply #311 on: February 02, 2014, 02:24:32 pm »

{{yes to what Quake said. it's not like Xcom that no matter how advance then you can always use basic squad combat to win. Using that same analogy its like the enemy are Mutons with plasma rifles and were using laser weapons. That said it's doable if we keep our wits above us and im sure this will be on of many glorious events were we can get new tech.}}

Use our Battle net to focus fire all at once on the vanguard with the higher platform. Whether he dies or not the objective we NEED to make sure they can't see us so easily.If time allows maybe the promenade could be attempted to collapse on them also.
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RAM

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Re: (SG) Starfire: War and Politics - Into Hell - Updated
« Reply #312 on: February 02, 2014, 03:22:35 pm »

This doesn't seem like the time to be polite. Agree on targeting the one on higher ground(although the gravity will probably go down soon enough...) but, if we have any of those destabilised hyper-plasma impulse bomb things, then try lobbing one of the smaller ones...
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3man75

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Re: (SG) Starfire: War and Politics - Into Hell - Updated
« Reply #313 on: February 02, 2014, 03:58:04 pm »

This doesn't seem like the time to be polite. Agree on targeting the one on higher ground(although the gravity will probably go down soon enough...) but, if we have any of those destabilised hyper-plasma impulse bomb things, then try lobbing one of the smaller ones...

that's going to blow a hole into the ship...and send us all to space with no way to live. Although now that ive read something...

Use our small explosives from our combat engineers and whoever else has them while the assaults cover us with fire. Explosives at the one with higher ground first and then the promenade second. We might get them to give up and surrender if we hurt them hard enough.

now that i think of it...they screwed up being here fighting with Vats >=]
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jaass

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Re: (SG) Starfire: War and Politics - Into Hell - Updated
« Reply #314 on: February 02, 2014, 04:03:47 pm »

So, focus fire, smart positioning with overlapping fields of fire, and explosives thrown in.
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