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Author Topic: (SG) Starfire: War and Politics - Enemies Old and New - UPDATE 03/07/2014  (Read 87402 times)

andy_t_roo

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #195 on: May 09, 2013, 07:12:19 pm »

there was some mention of psionic abilities at the beginning while we were trying to bust out of our pod / mental trap.
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Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.

jaass

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #196 on: May 09, 2013, 07:54:07 pm »

I think you are referring to our willpower to break out of that mental prison.
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andy_t_roo

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #197 on: May 09, 2013, 08:19:08 pm »

As for the path you are to travel, wait and see. Your physical and mental conditioning is almost complete. The sheer fact you can perform any psychic feats at all, understand me and stay so calm in unfamiliar territory is testament to that


We should investigate what was meant by "psycic feats" ... after all, that conversation was in the scope of our own mind, with the interactive representation of another persons consciousness present.
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Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.

kahn1234

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #198 on: May 10, 2013, 06:32:58 am »

((Update in about 4-5 hours. Busy))

kahn1234

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #199 on: May 10, 2013, 12:04:58 pm »

Nevermind, Update later this evening.
« Last Edit: May 10, 2013, 02:27:57 pm by kahn1234 »
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kahn1234

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #200 on: May 10, 2013, 05:24:43 pm »

((if this update seems a little disjointed, it is because my writing does go a little 'meh' later in the evening. Anyway, enjoy!))


what RAM said, story telling via our new high brood-com :)

find out about the ability for those wave-bands it uses to be intercepted/block/detected/modified...
can we listen in on other people around us?

((i need to go to bed before i keep adding new ideas ... i wrote the part below, then added the comment on the first line to finish off... somehow the extra questions above just appeared.))

1) put on the white's on before we do anything else, unless we are supposed to be in something else  :P

2) should we attempt a last minute equipment requisition? -- we are after all the current premiere combat group.

3) what's the difference in capabilities between the mk 3 and Royal Guard Armoured Powered Exoskeleton suits?

4) as royal guard, are we entitled to better implants?

5) getting hold of a device to create more blood-nano-machine things could be very useful ...

As you finish getting into the suit, gloves and boots, you ask Ari is there is any chance of a quick equipment requisition, or a chance of getting more of the body nano-machines for yourself, and the Brood if possible, to help with healing and general body reinforcement.

"Unfortunately, the is no time to grab any extra equipment, however there will be some extra nano-machines on the deployment ship, so that goal should be possible once we are aboard."Ari Answers, handing you your equipment bag.

You also ask her about how our new status as 'royal guard' effects our access to implants. Ari shakes her head. She tells you that due to the military funding of this project, we already have the best implants available. The only thing that can be done is upgrades should there be an available one. She does ad though that there may be more she doesn't know about so asking the quarter-mistress on the transport might yield better results.

Finally, as you two leave your quarters, you ask her about the difference between the two suits. Ari tells you that she did examine her's last night and, from what she can tell, the new suit of armour is not specified for any specific role, however it does work well in all possible roles, with attachments points and slots for extra armour and/or weapons of any type. It is a multipurpose armour. It does, she says, seem to be more advanced and have better protection and support than the armoured suits given to you originally.

----------

We should do something for the Rebels. Say that we are throwing our lot in with the Morey for now but are still sympathetic to the rebel cause.
Try to find out the specifics of the deployment.
Figure out the exact composition of your task forces, and try to disperse Ari's experienced soldiers, but bear in mind that some of them may want to work together. They probably have enough experience of horrific circumstances that there is little risk in putting friends together.
Try to get the experiences soldiers to tell some war stories. It will be bad for morale, but there should be plenty of propaganda as we land, and a little preparation while things are relatively calm is probably useful. It is also a great way to torment the G.M....

As you and Ari make meet up with the rest of your broods, as well as Ankara and her sisters, at the transport hub waiting for the shuttles to take you to the planets nearest spaceport you mentally contact the rebels in your Brood. You tell them that, for now, you shall be throwing your lot in with the Morey Matriarchy, but you stress that you are still sympathetic to the rebel cause, which you see has grown substantially to encompass the entire brood now. our sisters see the need in this. Things seem to be far more complicated than they first appeared.

You talk with your Brood about its composition. You see that it has split itself into 5 roughly equal sections unless one of the leaders sends off a hand picked group, with Ari's veterans spread roughly evenly throughout. They seem confident in their abilities as a fighting force, and you are reluctant to try and create your own task forces. You are pleased, however, that there are five groups, as that does not prevent or hinder tactical warfare, as far as you can tell. You ask the Veterans to keep the Brood entertained with war stories whilst they wait for the shuttle.

Six of the veterans take it in turns to tells their stories. One tells of a brave patrol of 10 sisters who managed to fight off a larger Slinkar unit using a variety of tactics, traps and improvised weapons on top of their basic equipment. Another tells of the time they had to assault a heavily defended compound at night before the advanced optical implants were perfected, and how they coped with the less capable optics units fitted to the helmets.

The four others tell their varying stories, with more veterans joining in along the way, and then they take it in turns again. Well over a dozen war stories and personal experiences ranging from friendly comradery during down time and vicious battles against seemingly endless Slinkar attacks on the sisters base-camp and defences. they also tell of the atrocities that whittled their numbers down and how the few remaining had to rely on each other to survive. Morale increased and the bonds of friendship and respect deepened between the formerly different brood members. You also think that the brood has learn't from the past experiences of the veterans. You think that this might make them more effective in battle.

Finally, the shuttle arrives. Surprisingly, the shuttle seems to be large enough to take the broods together in one. As the doors start to close, Ala-Shar and a team of scientists manage to get in at the last minute. Ala-Shar makes her way over to you, Ari and Ankara at the front of the shuttle.

"It seems that I will be accompanying you on this campaign. The General requested it." Ala-Shar said. She didn't seem at all inconvenienced by it.

"Could you tell us more, maybe, about the deployment we are being sent on?" You ask.

"You are being sent to the Galacus system. This binary star system has been a point of contention for the past several years, even since before the conflict with the Vanguard. The Slinkar are allies with nobody, and thus attack anyone on sight. Brutal and uncompromising, they will strike you down where you stand or, if you are captured, inflict upon you the worst possible tortures know to the Morey, and more. They are large, and use a variety of weapons, from their natural claws and large armoured beasts of war to energy weapons and mass drivers." She paused. "In this deployment, judging by what the General brief me on, you will be working with the 21st Galactic strike group and the Abasha Starfleet."

"They currently have over four hundred thousands troops over 4 planets in the system, however they need assistance as the Slinkar have just brought in another fleet and several tens of thousands of new troops. They will most likely be more meat for the grinder, compared to the quality troops, like you, we employ, but they are effective in large numbers and there are elite units dispersed throughout the enemy troops. Be on your guard, they are insidious and cunning enough to put a Torun to shame."

"You will be loaded onto the MSF Landing Hope assault transport, which has the facilities you will require. It will take a few days to warp in, but once there you will be transferred the main base on Galacus Triarin, the most habitable planet in the system. From there on you will take your orders from Field Commander Taris."

As Ala-Shar goes quiet, something pops into your head.

As for the path you are to travel, wait and see. Your physical and mental conditioning is almost complete. The sheer fact you can perform any psychic feats at all, understand me and stay so calm in unfamiliar territory is testament to that


We should investigate what was meant by "psycic feats" ... after all, that conversation was in the scope of our own mind, with the interactive representation of another persons consciousness present.

"Ala-Shar, i seem to remember you saying something about psionic abilities back when i first woke up. What did that mean?" You ask, a questioning look on your face.

"Ah. Someone with enough willpower can, if mentally invaded by a specially trained opponent, can utilise carious psychic defences to protect their consciousness, knowledge and mental capacity. You displayed exceptional ability. Unfortunately, neither your nor my race are particularly good at it, although there are exceptions. Several of the lesser races as well as the Abridan are powerful psionic users, although we are currently allied with them, so don't expect to be going into combat against them any time soon." She smiled. "I could, however, try to help you train your skill. With mental power like yours, you could be one of your races rare users of the ability. I tried on Ari, who is very much like you, but failed, unfortunately.".

The shuttle speeds off towards the star-port, only the low murmur of talking amongst your sisters breaking the long journey.

Eventually, you arrive at a busy station platform not unlike the one you left at the facility, except this one is bustling with troops, support staff, machinery and supplies. As your Brood filters out of the shuttle, a rather attractive yet skittish young Morey woman, barely out of her teens you realise, comes trotting over to the leaders group and Ala-Shar.

"Are you the new troops i was told especially to guide to your ship by the General? My name is Hura. I will be your liaison officer whilst aboard the MSF Landing Hope. I must warn you, some of the crew aren't happy about transporting you, so be prepared for a frosty reception." She looks over her shoulder, then turns back. "Your embark stage isn't scheduled just yet. There is enough time for you or your troops to visit the implant mistress and the quarter-mistress here, although you need to be at Star-port gate 56 in three hours, not a minute more."


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. Full body White skin tight suit
2. White gloves
3. White boots
4. Large equipment bag

Available Equipment:
1. Mark 3 Vat-Born Engineer Armoured Powered Exoskeleton Suit
2. Mark 3 Engineer Armoured Powered Exoskeleton Helmet (Wearing)
3. Basic White Skin Tight full Body Under-suit x 4
4. Advanced White Cooled Skin Tight Full Body Under-suit x 2
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

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: May 10, 2013, 05:27:37 pm by kahn1234 »
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Funk

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #201 on: May 10, 2013, 05:51:48 pm »

ok every one visits implant mistress and the quarter-mistress, then make sure we get every one on to the ship.
when we get to the war zone we need to salvage every weapon we can, it is unlikey that we will get to keep our weapons when we get back here and we will need guns for a coup.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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Death to the false emperor a warhammer40k SG

andy_t_roo

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #202 on: May 10, 2013, 06:09:10 pm »

we need to orgainze this - 1200 people can't go barging into 2 different places and just get what they want -- we've got the mental communication (which i hereby christen "battle-net") -
  • send 4 people to each place (implants and supplies) so we can get a list of whats available, and they should chat about the pros+cons of all available options, keeping the battle-net open so the brood learns as they do.
  • ask Ala-Shar what implants she thinks are the most useful, both long term (are implants swap-able?) and specifically for this mission
  • ask Ari what she most equipment/implants she wished she had when things were going to pieces
  • I think that improving communications between everyone should be a top priority - organization and skill bests equipment in almost all situations, and the best way to organize 1200 people is comms. -
  • Long range signal boosters , multi-freq jam-proof transmitters for c&c (+brood leaders)
  • better sensors for scouts
  • all of the above will help if we end up in a guerrilla/ambush type scenario, and given the force disparity, i don't think a slightly better gun is going to help us much as detecting the ambush, or being able to organize and act instantly on things someone else sees 2km away ...
Question -could we hook a sensor to a transmitter transmitting to the battle-net, so the infiltrators can leave behind real-time tactical info gathering devices? -- next time we are running down a hall blind, we drop one of these into a suitable hiding-place, and we'll know whats coming up behind us.

  • We should gather what info we can on psionic abilities and store it in our memory module for later perusal.
  • along with more extensive maps than we have been passed by defaults. a) what are the star systems near our destination, b) what are the habitable planets along our route, c) complete surface maps of our destination(not just our target area) and other planets in the system, d) the last complete system scan, including changes from the scan before that. (that way when things go pear-shaped, we at least know that there's a forest over there we can take cover in, or if we crash somewhere, we can work out where we are).
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Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.

RAM

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #203 on: May 10, 2013, 11:11:50 pm »

we need to orgainze this - 1200 people can't go barging into 2 different places and just get what they want -- we've got the mental communication (which i hereby christen "battle-net") -
  • send 4 people to each place (implants and supplies) so we can get a list of whats available, and they should chat about the pros+cons of all available options, keeping the battle-net open so the brood learns as they do.
  • ask Ala-Shar what implants she thinks are the most useful, both long term (are implants swap-able?) and specifically for this mission
  • ask Ari what she most equipment/implants she wished she had when things were going to pieces
  • I think that improving communications between everyone should be a top priority - organization and skill bests equipment in almost all situations, and the best way to organize 1200 people is comms. -
  • Long range signal boosters , multi-freq jam-proof transmitters for c&c (+brood leaders)
  • better sensors for scouts
  • all of the above will help if we end up in a guerrilla/ambush type scenario, and given the force disparity, i don't think a slightly better gun is going to help us much as detecting the ambush, or being able to organize and act instantly on things someone else sees 2km away ...
Question -could we hook a sensor to a transmitter transmitting to the battle-net, so the infiltrators can leave behind real-time tactical info gathering devices? -- next time we are running down a hall blind, we drop one of these into a suitable hiding-place, and we'll know whats coming up behind us.

  • We should gather what info we can on psionic abilities and store it in our memory module for later perusal.
  • along with more extensive maps than we have been passed by defaults. a) what are the star systems near our destination, b) what are the habitable planets along our route, c) complete surface maps of our destination(not just our target area) and other planets in the system, d) the last complete system scan, including changes from the scan before that. (that way when things go pear-shaped, we at least know that there's a forest over there we can take cover in, or if we crash somewhere, we can work out where we are).
+1, and try to get some psychic training.

P.S.
I am against collecting what is, by all accounts, inferior equipment, for our own use, especially in the context of fighting forces with the superior equipment. Although stockpiling it would make a handy reserve if our supplies run low and let us create a desirable target for the enemy.
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I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
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kahn1234

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #204 on: May 11, 2013, 12:32:58 pm »

((Update tomorrow. Real life takes precedent....))

Funk

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #205 on: May 11, 2013, 06:14:50 pm »

+1 for  psychic training, try to find if there are any abridan in the task force.

I am against collecting what is, by all accounts, inferior equipment, for our own use, especially in the context of fighting forces with the superior equipment. Although stockpiling it would make a handy reserve if our supplies run low and let us create a desirable target for the enemy.


when was it said that Slinkar equipment is all inferior? some off it may be better than our own.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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Death to the false emperor a warhammer40k SG

RAM

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #206 on: May 11, 2013, 06:43:45 pm »

the Slinkar have just brought in another fleet and several tens of thousands of new troops. They will most likely be more meat for the grinder, compared to the quality troops, like you, we employ, but they are effective in large numbers and there are elite units dispersed throughout the enemy troops. Be on your guard, they are insidious and cunning enough to put a Torun to shame."
They are expected to be taking higher losses than us, but noted to be cunning. The elite units might have some decent gear, but the rest of them will most likely be poorly equipped compared to ourselves.
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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.
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jaass

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #207 on: May 11, 2013, 10:33:59 pm »

^ Are their elite units cunning or are they run of the mill units are? We really should find out more about the Slinkar since all we are running on is some basic racial traits and tactics.
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kahn1234

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #208 on: May 12, 2013, 03:01:49 pm »

((sorry, again, postponed till tomorrow. I will try to reduce the amount of time this happens.))

kahn1234

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #209 on: May 13, 2013, 09:57:47 am »

we need to orgainze this - 1200 people can't go barging into 2 different places and just get what they want -- we've got the mental communication (which i hereby christen "battle-net") -
  • send 4 people to each place (implants and supplies) so we can get a list of whats available, and they should chat about the pros+cons of all available options, keeping the battle-net open so the brood learns as they do.
  • ask Ala-Shar what implants she thinks are the most useful, both long term (are implants swap-able?) and specifically for this mission
  • ask Ari what she most equipment/implants she wished she had when things were going to pieces
  • I think that improving communications between everyone should be a top priority - organization and skill bests equipment in almost all situations, and the best way to organize 1200 people is comms. -
  • Long range signal boosters , multi-freq jam-proof transmitters for c&c (+brood leaders)
  • better sensors for scouts
  • all of the above will help if we end up in a guerrilla/ambush type scenario, and given the force disparity, i don't think a slightly better gun is going to help us much as detecting the ambush, or being able to organize and act instantly on things someone else sees 2km away ...
Question -could we hook a sensor to a transmitter transmitting to the battle-net, so the infiltrators can leave behind real-time tactical info gathering devices? -- next time we are running down a hall blind, we drop one of these into a suitable hiding-place, and we'll know whats coming up behind us.

  • We should gather what info we can on psionic abilities and store it in our memory module for later perusal.
  • along with more extensive maps than we have been passed by defaults. a) what are the star systems near our destination, b) what are the habitable planets along our route, c) complete surface maps of our destination(not just our target area) and other planets in the system, d) the last complete system scan, including changes from the scan before that. (that way when things go pear-shaped, we at least know that there's a forest over there we can take cover in, or if we crash somewhere, we can work out where we are).

As you watch the young Morey girl trot of into the spaceport, your mind starts setting out a list of things to do. You mentally christen the mental battle network 'Battle-Net'. Some of your sisters smile at the reference. It isnt long before you have set up a rather comprehensive to-do list in your head. Spreading you connection to the rest of your Brood, you start running through your list.

You tell 8 of your sisters to go two the two suppliers. Four will go and peruse the stocks of the Quarter-mistress, and the other four will go to the Implant-mistress. They will broadcast to the rest of the brood what the stocks are. You tell the four who are told to head to the quarter-mistress to look out for long range signals boosters, better sensors for the scouts and infiltrators and other specialist tools that could aid the various rolls assigned to the sisters of the brood. You also try to think of a way to create a real time areas status update sensor for use by infiltrators that is connected to the battle-net. You consult your sisters and together you manage to put together a compact and easy to use (and hide) mobile sensor. You tell the 4 trotting towards the quarter-mistresses armoury to acquire the right technology.

Closing your connection to your brood, you turn your attention to Ari and Ala-Shar. You ask her what implants and equipment she really wished for when things started going to hell in a handbasket on her previous deployment.

"Hmmm. Well, some personal shields would have been useful, as would advanced medical implants, medical equipment and field stasis packs to help the casualties and stop them dying from their wounds. Thats it really, as other deficiencies, such as lack of armour, adequate/advanced optics and the like have already been addressed." She says, trying not to let the memories effect her mood.

Ala-Shar chimes in: "We took the combat reports from Ari's brood into account, and many implants you already have were developed from captured vanguard tech to fill the gaps. There are also many implants in the experimental stage, but one you should look for is an attachment to your armour. Remember, your armour is made out of bio-nanotech. it is semi-alive. There is a, unfortunately rare, attachment that allows for quick in-field repairs to armour. There is also another implant which boosts to natural nano-armour, that turns your skin into a second layer of armour, abilities of the nano-tech we put into you. Both of these would be invaluable on this deployment and in the future. Should they become useless, you can just get them detached."

Debating whether or not a standard quarter-mistress would have such advanced technology, you decide that it is better to try. You contact the teams again and tell them to look for personal shields and advanced medical implants, as well as anything else they might think is useful, especially Ala-Shar's recommendations.


------


Your first troop to arrive is the one sent to the Implant-mistress.

You see through their eyes that the shop is large, with many implants on display under what look like futuristic magnifying glasses which, under closer inspection, are actually screens displaying the non-sized implants on the trays underneath. Behind the desks, several Morey mill about serving both military and civilian customers. The one who looks like she is in charge looks up and smiles when she sees the four sisters walk through the sliding doors.

"Welcome to the Implant Armoury. How may i help you?"

"We'd like to know what you have for sale. Preferably military stock" One of your sisters states, matter of factly.

"Well, we have a whole range of military grade implants. Optics, armour, basic nanotech, ,sensors....." She rattles of a whole list of implant types.

The same sister interrupts: "We would like to focus on medical, armour repair and nano-cell armour boosters".

The implant-mistress's eyes sparkle. 'Looking for the good stuff, are we? Well, you are in luck. Just got a shipment of the latest Nano-cell boosters. I assume you want an entire Broods worth of them?..." She taps some buttons on a console in front of her, several automatons come walking out carrying a crate. "Don't worry, i have already billed the government. Just take one of the injectors and press it to your neck. The internal programming will do the rest. Guaranteed to work with all known implants." She smiles. "As for armour repair...." She smiles. "I dont believe your luck. We also just received a shipment of Anastis Armour repair attachments..." A few more taps on the console, and another crate is carried out. "Same as before, inject into neck. Same guarantees" She smiles again.

'Damn this woman is good' you think to yourself.

"Finally..." the mistress continues "Your medical implants." She taps several different buttons on her console. Her smile wavers. "Ah, it seems we haven't got the latest medical implants, however we do have the previous generation circa 2 months ago which are still very good. There is a mixture of on the spot stasis modules to keep the fallen for dying, medical implants that can be used to stimulate your internal nano-machines and armour based attachments that are, in effect, advanced medical kits. If you want, i can ring them up as well....?" She look at your sister questioningly.

You tell her to accept. All help will be needed

The mistress smiles. After a few more taps on the computer, a third crate is carried out. "Have a nice day!" She grins, as your squad of 4 pick up the crates and return to the brood.

'That went well' you think to yourself. 'Its almost like someone knew we'd go there and ask for those specific things.....'.


------


After a little delay, the second team arrives at the Quarter-mistress. This shop is even larger, and only allows military personnel access.

As your team walks through the door, they see a vast array of weaponry, from Earth-like ballistic weaponry to plasma and laser weapons and mass drivers. In other displays there is what seems to be a rather large collection of vat-born equipment. Standing behind the console at the far end of the armoury is a Morey who was obviously in the military. A scar crosses her petite nose and she wears a cover over one of her eyes. A claw-like scar stretches all the way down her left cheek and what you recognise from your implanted knowledge as a plasma burn can be seen on her right jawline. She is missing her left breast, 2 fingers off her left hand and the lower half of her right ear. Her remaining eye has a hardness to it that makes your sisters look at one another. The Morey is staring right at them.

"YOU! Vat-born! What is it you have come to my shop to buy this day?"

She speaks in a slightly archaic way. You make a mental note to ask Ala-Shar just how old Morey can live to be.

Your sister straightens up, and marches forward. "We are here to peruse your stocks. What have you got in the way of personal shields and Vat-Born equipment?" She asks, trying to sound confident under the gaze of this grizzled veteran Morey.

"Well, my alien friend, I have a large valuable collection of advanced technology here. As for personal shields, I, unfortuitously, do not have a shipment of them at the moment. I dont, however, have some older model shields although they are nowhere near as good as the latest distributions, if you would like them as a substitute?"

You tell your sister to nod. Better something than nothing.

"Good. Now, i have the latest versions of the Vat-born's equipment. Some of them should be an upgrade to what you already have, although i won't promise anything."

You tell your sisters to refuse, but that the Quarter-mistress for her time. The team quickly returns with their purchase. Despite both teams going as fast as they could, it still took them an hour. Once both teams are back with the group, the new equipment is distributed. This took another hour and a half, which really puts your brood on a tight schedule. Although now upgraded, the Brood leaders lead the way to the boarding gate as fast as possible.

Once you arrive, you enter busy boarding area, filled with military transports and personnel. Your entire brood is bustled onto a single transport by what you think are military police. You settle into one of the seats inside as the lock-in bars come down over your head.

"This is the pilot speaking. Brace for through atmosphere transport and zero gravity".

Before you know it, the vehicle already feels airborne. There are no windows for you to see out of, though, so you cannot get a good look at whats happening.

"Brace for acceleration" Come the pilots voice again.

Before you can even react, the shuttle fires upward. You are pressed into your seat. 'Oh, hell'. It lasts many minutes, the shuttle shaking from side to side as it breaches the atmosphere, a low rumbling in the background. The shuttle accelerates faster, pressing you further into your seat until, with a roar, you enter space. Your body instantly lifts and strains against your seat restraints. Your bag, once at your feet is now nearing eye level. 'Bloody hell, I'm in space! You think to yourself, not sure whether to be excited or scared.

"Perfect atmosphere breech. Commencing journey to MSF Landing Hope." Comes the pilots voice.

After a short journey, you feel the shuttle slowing, before coming to a bump as it landed on its pad. Gravity reinstated, your belonging and those of your sisters clattering to the ground whilst doing so. The seat restrains release, leaving you free to get up and move about.

"Welcome to the MSF Landing Hope, girls.

As the pilot said her last sentence, the loading doors at the rear of the shuttle opened, displaying a large bustling shuttle dock. Mostly filled with large assault transports used for orbital assaults, the shuttle looked dwarfed in size and armaments. A Morey, who looks like the captain of the ship, is already striding forward, Ala-Shar walking to meet her. They hug and smile. A short conversation follows as your sisters filter off of the shuttle, most eyes in the loading bay on you. Some Morey have curious expressions, others have expressions of disdain. It looks like you'll have as many allies as enemies on this ship.

Ala-Shar finishes her conversation with the captain. "You quarters are ready. Follow me."

On the way, you are led through the main areas of the ship. It is huge. It has multiple canteens, huge storage rooms and even in built food production. Eventually, after a long slog through the bell of the ship, you reach the crew quarters. The brood leaders, again, have better accommodation than the normal vat-born. As you settle in, you see a console in your room. You decide to do some research before you sleep the warp time away. 


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  • We should gather what info we can on psionic abilities and store it in our memory module for later perusal.
  • along with more extensive maps than we have been passed by defaults. a) what are the star systems near our destination, b) what are the habitable planets along our route, c) complete surface maps of our destination(not just our target area) and other planets in the system, d) the last complete system scan, including changes from the scan before that. (that way when things go pear-shaped, we at least know that there's a forest over there we can take cover in, or if we crash somewhere, we can work out where we are).


+1 for  psychic training, try to find if there are any abridan in the task force.

Are their elite units cunning or are they run of the mill units are? We really should find out more about the Slinkar since all we are running on is some basic racial traits and tactics.

You research anything and everything the Matriarchy has on psionic abilities. Unfortunately, from this console you do not manage to find anything about it. You make a mental note to tlak to Ala-Shar about it later. You then decide to see if there is anything about your destination.

You find that there are 3 close star systems to your destination. Bashirt-Torquit, Alansi Turnin and Gorspi Turnin. They all have 1 sun, and between 5-11 celestial bodies. Gorspi Turnin is de facto under Morey control, Bashirt-Torquit is under Slinkar control and the third, Alansi Turnin, is under contention, similar to your destination. Browsing Morey news reports, it seems that the fighting is even fiercer there, with over 1.2 million Slinkar killed in the past 3 months, alongside 361,000 Morey regulars, 67,000 Morey Orbital Marines and 2491 Morey Commando's. Morey military analysts predict that the Matriarchy will win in that sector. As you read, a small popup reading 'Military Only' appears.

'This is rubbish. If the troops there dont get reinforced soon, we are going to lose the sector.'.

You then look for the military scans of your destination and the other planets in the system. You find and download rather detailed scans on all, although they aren't as complete as you'd like.

Next, you look up information on the other planets in your destination system. You find that the Galacus system is a rather large system rich in resources, and home to several Matriarchy strongpoints.
In the system, there are 15 planets, with 7 in an extended Goldilocks zone, 2 rocky planets closer to the binary suns, 3 Gas giants, 1 gas planet and 2 fringe ice worlds.

Of the 7 in the Goldilocks zone, Galacus Triarin is in the centre, with the outer three being in Morey hands and the inner three being in Slinkar hands.

The first planet in the Goldilocks zone, Galacus Ont, is a mostly desert planet, with grasslands, forests and ice closer to the poles. The second planet, Galacus Isnet, is a dry, planet, however it has far more forests, grasslands and other such land than Galacus Ont. The third, fourth, fifth and sixth planets, Galacus Meridian, Galacus Triarin, Galacus Forsin and Galacus Hemeshe respectively, are all Earth-like planets. The Seventh, Galacus Sithin, is a jungle planet, with few oceans, but many lakes, rivers and such. It also has a thicker than average atmosphere, although still easily breathable.

You cannot, however, find any information regarding Abridan's in the taskforce. You also make a note to talk to Ala-Shar and Ari about the Slinkar later, also.

What do you do now? Find Ari and or Ala-Shar and talk to them about the Slinkar? or a possible Abridan presence? or question Ala-Shar about psionic abilities?


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. Full body White skin tight suit
2. White gloves
3. White boots
4. Large equipment bag

Available Equipment:
1. Mark 3 Vat-Born Engineer Armoured Powered Exoskeleton Suit
2. Mark 3 Engineer Armoured Powered Exoskeleton Helmet (Wearing)
3. Basic White Skin Tight full Body Under-suit x 4
4. Advanced White Cooled Skin Tight Full Body Under-suit x 2
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

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)
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