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Author Topic: (SG) Starfire: War and Politics - Enemies Old and New - UPDATE 03/07/2014  (Read 87718 times)

My Name is Immaterial

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATED! 27/02/2014
« Reply #450 on: February 27, 2014, 08:28:30 pm »

Strip him of his power armour and pack that up for R&D to take a look at. Throw him in a makeshift cell. Get someone to try and talk him over to our side, or at least interrogate him.

3man75

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATED! 27/02/2014
« Reply #451 on: February 27, 2014, 08:55:31 pm »

umm i didn't read that...can someone put down a fragmented quote? Also have some of our hardier and less exhausted troops surround him and demand he put down his weapon if he tries to resist. show him that WE have control over his destiny the entire time we can but don't beat him to death.
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My Name is Immaterial

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATED!
« Reply #452 on: February 27, 2014, 09:00:23 pm »

None of that is really nessecary, since he surrendered.
With one final push, the united broods fight the Slinkar resistance. They take damage, with the casualties falling on Ankara's troops. What was Ankara's right flank takes another 6% casualties and her left flanks takes 7%. Her centre takes only light wounds,as does Pandora's forces.

After about half an hour of fighting, there stands only one Slinkar left, a giant insectoid soldier with two large powerful arms and 6 powerful, thick scorpion-like legs clad in power armour, who surrenders. Pandora tells you to take him alive.

3man75

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATED! 27/02/2014
« Reply #453 on: February 27, 2014, 09:23:15 pm »

Right then just take the weapon from him {not personally order one of our own while others hold fire for now} and then cuff the bastard. i doubt we can interogate him but i don't want the Slinkar to know any information on our numbers if we can help it.

So basically:
We won't be able to get our secondary...with half our brood shook up and tired.

However, what we CAN do is start setting up mine fields in the jungle, re-activating sensors, and start setting up multiple escape routes somewhere away from the HQ if the Slinkar counter attack is too strong or the Vangaurd come to beat our teeth down our throats. Set up some of those super nukes around the base {don't activate them just have them guarded with 1 person and another to set them if we need to escape. we can't let our facility be anything more than a empty shell next time}.

Another volley of fire on too some smaller frigates/large troop transports would be ideal while our troops rest. Also see if theirs a "officers meeting room where We, Ari, and Ankara can have strategic meeting of what they think the enemy will do now and how we can survive until reinforcements come. BTW maybe we can trow some of the conscripted/standard/trashier looking Slinkar outside the perimeter as a warning to any invaders....

Plus
Strip him of his power armour and pack that up for R&D to take a look at. Throw him in a makeshift cell. Get someone to try and talk him over to our side, or at least interrogate him.
umm i didn't read that...can someone put down a fragmented quote? Also have some of our hardier and less exhausted troops surround him and demand he put down his weapon if he tries to resist. show him that WE have control over his destiny the entire time we can but don't beat him to death.

and i think that's all we can do. Awesome result and thank you GM!!
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kahn1234

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATED! 27/02/2014
« Reply #454 on: February 28, 2014, 06:52:34 pm »

((Update tomorrow, sometime around mid-day UK time)).

Carp its whats for dinner

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATED! 27/02/2014
« Reply #455 on: February 28, 2014, 07:20:46 pm »

disable the prisoner and order snipers to kill any foe who looks important, officers or Val-tar. make final push, and if you take the place, seize what you need, destroy the rest, and leave. plan negotiations and acquire white cloth square for white flag in case of bad rolls
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3man75

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATED! 27/02/2014
« Reply #456 on: February 28, 2014, 07:31:07 pm »

Is it possible to fire the BIG guns again at those vangaurd ships btw? if no i agree with carp in GTFO after taking out everything in the base. The dismobalised slinkarr to be left...hopefully the Vangaurd will think the slinkarr and not us are doing this to them.
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RAM

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATED! 27/02/2014
« Reply #457 on: March 01, 2014, 06:09:37 am »

If the sky starts glowing, then it is probably too late to run, perhaps they have some very deep bunkers here...
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3man75

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATED! 27/02/2014
« Reply #458 on: March 02, 2014, 09:54:29 am »

bump?
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kahn1234

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATED! 27/02/2014
« Reply #459 on: March 02, 2014, 10:56:42 am »

((Sorry, was busy yesterday. Update will be this evening, for sure.))

kahn1234

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATED! 27/02/2014
« Reply #460 on: March 02, 2014, 07:40:57 pm »

Is it possible to fire the BIG guns again at those vangaurd ships btw? if no i agree with carp in GTFO after taking out everything in the base. The dismobalised slinkarr to be left...hopefully the Vangaurd will think the slinkarr and not us are doing this to them.

You tell Ari, as you secure the prisoner, to fire the anti-orbital guns at the Vanguard fleet again.

Unfortunately, in the fighting some of the guns systems must have been damaged as the guns refuse to get ready for another barrage. Ari tells you it seems the targeting systems as well as the stabilisation systems have been damaged. Without supplies and parts, you estimate using your engineer knowledge that fixing the guns would be fairly difficult, especially so as none of your troops have reported any spare part stockpiles.

You estimate that it would also take to long to repair them before the Vanguard fleet strikes back.

As soon as you thought that, the sky turns a variety of colours are precision strikes from what you can only assume to be Vanguard ships rain down on the Anti-Orbital defenses. Ari shouts into your ear:

"Get our girls to cover, both Vanguard fleets are attacking!"

As you order your troops inside the main building, along with the prisoner, the Vanguard ships hit and annihilate the Anti-Orbit batteries, but they do no damage to any other buildings nor to your troops. The batteries are un-manned, so that helps, you suppose.

disable the prisoner and order snipers to kill any foe who looks important, officers or Val-tar. make final push, and if you take the place, seize what you need, destroy the rest, and leave. plan negotiations and acquire white cloth square for white flag in case of bad rolls

You contemplate destroying the facility and leaving, however that would be going directly against your orders, which came from the Presidentess through the Admiral and Ala-Shar. You do not like to think what your punishment would be should you disobay the order, which was to take and hold the HQ and, if possible, the Spaceport.

At least, until the Presidentess arrives. You hope that means reinforcements, but you doubt it due to the crazy woman's hatred of your kind.


Right then just take the weapon from him {not personally order one of our own while others hold fire for now} and then cuff the bastard. i doubt we can interogate him but i don't want the Slinkar to know any information on our numbers if we can help it.

So basically:
We won't be able to get our secondary...with half our brood shook up and tired.

However, what we CAN do is start setting up mine fields in the jungle, re-activating sensors, and start setting up multiple escape routes somewhere away from the HQ if the Slinkar counter attack is too strong or the Vangaurd come to beat our teeth down our throats. Set up some of those super nukes around the base {don't activate them just have them guarded with 1 person and another to set them if we need to escape. we can't let our facility be anything more than a empty shell next time}.

Another volley of fire on too some smaller frigates/large troop transports would be ideal while our troops rest. Also see if theirs a "officers meeting room where We, Ari, and Ankara can have strategic meeting of what they think the enemy will do now and how we can survive until reinforcements come. BTW maybe we can trow some of the conscripted/standard/trashier looking Slinkar outside the perimeter as a warning to any invaders....

Plus
Strip him of his power armour and pack that up for R&D to take a look at. Throw him in a makeshift cell. Get someone to try and talk him over to our side, or at least interrogate him.
umm i didn't read that...can someone put down a fragmented quote? Also have some of our hardier and less exhausted troops surround him and demand he put down his weapon if he tries to resist. show him that WE have control over his destiny the entire time we can but don't beat him to death.

and i think that's all we can do. Awesome result and thank you GM!!

As the captured Slinkar's weapon is still outside, you tell a handful of your troops to make it comfortable in a secure room somewhere, which will be kept under constant guard. You give the Slinkar a good whack around the back of the head as it passes just to let it know who is in charge. It grumbles something in a language you dont understand.

Turning to the defense of your newly reacquired base, you start to organise your troops. You have Ankara's Brood fortify and defend the central building, whilst also centralising all the wounded in the lower levels of the central building, guarded by the majority of the medics.

You have your Scouts and infiltrators relocate the minefields that they laid down earlier so that there is a thick defensive ring around the perimeter of the base, with the exception of cleverly disguised pathways people can take to enter and leave. You make sure there are three such pathways that lead directly into deep jungle in case you need to make a quick escape.

You also tell the Scouts and Infiltrators to set up traps, especially traps involving grenades and other explosives. You also give them the WMD-style explosives and tell your troops to set them up at strategic points where they would do the most damage to an advancing attack force and, once that is done, to fall back to the perimeter walls and set up defensive positions with the rest of the brood with multiple fields of fire and ample support for each position. You tell your snipers to get up high and keep watch, with order to fire on anyone who looks important and is not Morey or part of the Morey Matriarchy.

Using the battle net you connect with Ari, who by now had relocated to the main control room along with most of the command and comms personnel at your disposal. You tell her to reactivate the sensors. You have a sudden flash of inspiration. Acting on it, you grab a few of your fellow engineers and head towards the ground-facing defensive gun batteries.

After an hour and a half of messing with the electronics and mechanisms, you manage to re-route power and fix several key systems for a number of the batteries, bringing them back online. They should really help if you should get attacked from the ground. You try to bring even more back, but whilst you do manage to fix several systems the rest stay unusable, for now......

After you take a short break, you mentally signal Ankara, Ari and Elianna that you need to have a meeting. Unfortunately, all of them are busy at the moment.

As the last course of business, you stride towards where the Slinkar Val-Tar troopers is been held. You stop outside its door, thinking about what you want to say.


*****

What do you do? What do you say? How should you go about interrogating this Slinkar?


Status:
1. Demeanor: Wounded. Calm.
2. Mental Condition: Mentally fit and stable.
3. Physical Condition: Chest wounds healed. Extensive Scarring. Plasma lower stomach wound (healing) , Hyper Laser knee wound (healing).
4. Clear thoughts and currently inactive mental factions.

Inventory:
1. Mark 3 Vat-Born Engineer Armoured Powered Exoskeleton Suit (Wearing) (Damaged x2)
2. Mark 3 Engineer Armoured Powered Exoskeleton Helmet (Wearing) (Cracked and damaged) (Disabled standard Comms system)
3. Advanced White Cooled Skin Tight Full Body Under-suit (Wearing) (Damaged)
4. Mk5 Mass-Driver pistol (sidearm) (Holstered)
5. Arishok Plasma pulse rifle (In Hands)
6. Dikari Plasma shotgun (Holstered on Back)
7. Warrisk Mass-Driver Battle Rifle (Holstered on Back)
8. Combat Engineering Equipment and explosives. (In Backpack)

Available Equipment:
1. Mark 3 Vat-Born Engineer Armoured Powered Exoskeleton Suit (Damaged x2)
2. Mark 3 Engineer Armoured Powered Exoskeleton Helmet (Cracked and damaged) (Disabled standard Comms system)
3. Basic White Skin Tight full Body Under-suit x 4
4. Advanced White Cooled Skin Tight Full Body Under-suit x 2 (One of which is Damaged)
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: 9 Vat-born.
2. Field Combat Medic: 48 Vat Born (10 at secondary position)
3. Long Range Specialists (Snipers): 50 Vat-Born
4. Heavy assault: 240 Vat-Born
5. Light Assault: 235 Vat-Born
6. Infiltrators: 45
7. Heavy Support: 113 (12 as Secondary Position)
8. Combat Engineers: 112
9. Scouts: 100
                 
Ari's Contingent:
1. 10 Scouts
2. 6 Infiltrators
3. 4 Forward Command & Comms
4. 16 Field Medics
5. 11 Combat Engineers
6. 22 Long Rage Specialists (Snipers)
7. 21 Heavy Support
8. 20 Light assault
9. 55 Heavy Assault (including Ari herself)

Allies Forces:
Ankara's Brood: 50% Casualties. Steady moral. Exhausted.
« Last Edit: March 03, 2014, 08:45:26 pm by kahn1234 »
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3man75

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATED! 02/03/2014
« Reply #461 on: March 02, 2014, 08:08:46 pm »

Find a seat somewhere and have a LA noire style interrogation with the slinkarr {have guards behind you and others around the prisoner for emergency restraint} and see if we can communicate a "how's your day been?"  conversation.

or just chill somewhere to not agro our new wounds/war reminders.
« Last Edit: March 02, 2014, 08:32:29 pm by 3man75 »
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Carp its whats for dinner

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATED! 02/03/2014
« Reply #462 on: March 02, 2014, 09:50:34 pm »

ask the slinkar why it defected, ask it for any useful info. if it does not spill everything or you detect lies, see if you have any bladed implements, and use one if you have it for torturing the scum
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RAM

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATED! 02/03/2014
« Reply #463 on: March 03, 2014, 12:47:19 am »

The vanguard know about us now, it is just a matter of time before they show up, rig explosives to destroy this place with excessive collateral damage. We will wait until they are ready to attack before triggering them though, and do not leave them on a hair trigger. We should have a spare five minutes to arm them and twenty to get our own forces away. Station watch posts to monitor the surrounding area and see if we can monitor the fleets. Aside from that, this is the primary objective, put all our ordinance into fortifying the place and send some scouts to plot a course to the airfield.
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3man75

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATED! 02/03/2014
« Reply #464 on: March 03, 2014, 07:54:28 am »

ask the slinkar why it defected, ask it for any useful info. if it does not spill everything or you detect lies, see if you have any bladed implements, and use one if you have it for torturing the scum

It didn't necessarily defect, it surrendered because it knew the fight was over.
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