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Author Topic: (SG) Starfire: War and Politics - Enemies Old and New - UPDATE 03/07/2014  (Read 87494 times)

RAM

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 18/04/2014
« Reply #780 on: April 19, 2014, 06:31:48 pm »

Letting tem just sit back and convert the entire planet to according to their whims is probably a bad thing for our continued viability...
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kahn1234

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 18/04/2014
« Reply #781 on: April 20, 2014, 03:46:05 am »

((Update will be later today. Family stuff today. Most likely the update will be in the evening))

3man75

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 18/04/2014
« Reply #782 on: April 20, 2014, 09:03:23 am »

((Update will be later today. Family stuff today. Most likely the update will be in the evening))

Hooray  :)
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kahn1234

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 18/04/2014
« Reply #783 on: April 20, 2014, 06:58:08 pm »

((Family stuff over-ran. Will be first thing tomorrow, hopefully around 10AM British time)).

3man75

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 18/04/2014
« Reply #784 on: April 20, 2014, 08:25:40 pm »

((Family stuff over-ran. Will be first thing tomorrow, hopefully around 10AM British time)).

Aww
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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 18/04/2014
« Reply #785 on: April 21, 2014, 12:02:07 am »

possess one of the patrolmen and have them cause a distraction for your troops to come in and use the stun function on your knives to take them down, search for locators and hijack their equipment
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3man75

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 18/04/2014
« Reply #786 on: April 21, 2014, 04:55:40 pm »

Not really asuggestion but i pray on the good lords that kahn has time today for an update.
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kahn1234

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 18/04/2014
« Reply #787 on: April 21, 2014, 06:27:04 pm »

((really, really, sorry but i have come down feeling really ill.

I was halfway through writing an update and i suddenly felt extremely dissy and nauseous.

Its hard just writing this comment......

Sorry. Update will be tomorrow after i get back from the job centre.

I was hoping to have it out tonighr))

~Neri

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 18/04/2014
« Reply #788 on: April 21, 2014, 06:32:54 pm »

It's fine dude, personal health comes before internet.
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3man75

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 18/04/2014
« Reply #789 on: April 21, 2014, 06:34:57 pm »

It's fine dude, personal health comes before internet.

I feel your pain when you feel nauesus in front of the PC. Drink fluids and rest your head Kahn  :(

btw
((really, really, sorry but i have come down feeling really ill.

I was halfway through writing an update and i suddenly felt extremely dissy and nauseous.

Its hard just writing this comment......

Sorry. Update will be tomorrow after i get back from the job centre.

I was hoping to have it out tonighr))

How is the Job searching going?
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kahn1234

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 18/04/2014
« Reply #790 on: April 22, 2014, 07:30:44 pm »

((really, really, sorry but i have come down feeling really ill.

I was halfway through writing an update and i suddenly felt extremely dissy and nauseous.

Its hard just writing this comment......

Sorry. Update will be tomorrow after i get back from the job centre.

I was hoping to have it out tonighr))

How is the Job searching going?

((The job searching is a bit iffy at the moment, unfortunately)).


~~~***~~~

((Some good rolls, some bad rolls, but What a TWIST!))


If we possess another vatborn can we communicate with their AI?

As a quick test, you spot one of your sisters in the distance. You quickly take control of her. As soon as you have done so, you try to contact her AI. However, after half a dozen tries, it seems impossible.

*

Use some bird's to help scouting.
Get a pet bird as well (as large as can sit on our shoulders) so it can help us.


You ponder whether to try getting a pet, something like a bird. As the idea grows on you, you realise you dont have time to train one, nor would it actually aid you. It would most likely just make you an easier target and easier to detect.

However, getting one to scout would not be a bad idea. You spot a nearby eagle-like bird. You take control of it and, using yur powers, you try to inscribe in its mental functions a purpose. The purpose you choose is for it to spy on and follow Vanguard patrols. Unfortunately, however hard you try, your orders do not seem to take and, once you leave the birds mind, it just flies off.

*

You return to your body and get started.

First, you meet up with Ari and your troops. Ari nods at you as you approach, and you return the action.

"Everyone ready?" You ask.

"All set and ready to go. The objective is a nearby camp. It is relatively new and near to us. It also sends out a decent amount of patrols, so we should be able to identify a good target fairly quickly."

"Good. Lets get going then. I dont want to be out there longer than we have to be."

With that, your team leaves through one of the hidden entrances that leads in the general direction of the enemy camp. Nothing eventful happens on the walk, which was at least two hours long through thick jungle. You passed some Morey patrols on the way. One had been attacked, by the look of it, by the Vanguard.

Three Morey regulars, at least you think they were due to their equipment, seem to have been brutally eviscerated by energy weapon blasts. As you have been on the receiving end of Vanguard weapons before, the only troops you know of that use weapons that could do this are either Marines or the WarBreed. You make a mental note not to be on the receiving end of their weapons if you can help it.

Eventually you make it to the camp and set out your troops to observe the enemy. You observe the Vanguard camp for several hours, marking the comings and goings to the Vanguard patrols, of which there seems to be three patrols made up of five soldiers.

Your troops do not have anything else to add to the mix. There does not seem to be anything of note around the camp, nor do any of the patrols seem to be doing anything other than, well, patrolling.

The entire place looks and feels a bit sedentary. You wonder why the Vanguard built it here, so far away from any other Vanguard position.

You have a nagging feeling in the back of your mind that something is not quite right. You cannot put your finger on it, though.

*

Ideally they will not know that their people are being captured. What I would like to do is to find an outpost with regular patrols, and try to destroy all of their patrols at once, trying to capture some, but also trying to make it look as though we hit them all with intent to destroy. Use as much overwhelming firepower as possible. Hopefully they think that it is a prelude to a major operation, the outpost goes into lockdown and does nothing while waiting for reinforcements. then a second group destroys another target, maybe a communication facility or similar, to make it look like the first group was a diversion. Hopefully they never suspect that lowly patrols were the real target of the whole thing. Obviously we want to extensively prepare our escape prior to engaging, preferably with traps and decoys to discourage and confuse pursuit, along with safe sites to hide at and safe paths mapped out in advance.

You and your troops observe the outpost for several hours, monitoring every aspect of the patrols, defenses and anything else that seems important to you. You notice some comms arrays on the roofs of one of the buildings within the perimeter wall. Whilst you can almost guarantee that the array is used, you can also almost guarantee there will be backup equipment and the commander will also have a direct link to where ever that array is supposed to communicate with.

Your troops notice that there are three patrols consisting of five soldiers each patrolling the area. Two within viewing distance of the outpost, patrolling at the edge of the jungle, as the outpost is built in a clearing and another patrol patrolling a bit further in, in the jungle, although not too far away from the other two patrols for it to be out of sight of them.

You consider attacking all three at the same time, however you doubt that your small force could take out three Vanguard patrols simultaneously as well as rendering them completely harmless before they could either retaliate or send an alarm out. If it was anyone other than the Vanguard, probably. But the Vanguard are just too strong.

The fact that you had to leave almost all of your heavy hitters behind for this mission due to the need for stealth exacerbates the problem, as you see that you could have done with a distraction. You will have to make sure the same mistake is not made again in the future.

You also consider trying to trick them. You think they would go into lockdown should they think they are under attack. However, with too few troops and nowhere near enough firepower to scare the Vanguard into a lockdown, you quickly dismiss that idea as a foolhardy endeavour.

As you think, you send out Ari and a handful of scouts to make sure you have a clear route of escape should things go pear shaped. Ari gets back to you half an hour later, telling you that she has found a route that, whilst not ideal, will do. Its a tough route, through thick jungle, but it should help you lose the Vanguard in a chase should it come to that.

Eventually, you choose what you think is the best course of action. You decide to first lure away and then pick off the Vanguard patrol in the jungle.

You relay your plan to your troops. You will split of alone and go into the jungle. You will then approach the patrol from one direction and make noise, distracting them and hopefully luring them away. The rest of your troops will then sneak up behind them once they are out of sight of the other two patrols and knock them out using the stun stick function on the combat knives.

Once your troops are clear on their roles, all non-scouts and non-infiltrators stay behind to cover should it be needed whilst the rest move to their positions.

*

possess one of the patrolmen and have them cause a distraction for your troops to come in and use the stun function on your knives to take them down, search for locators and hijack their equipment

have our most stealthy sisters sneak up on a Vanguard patrol, and use the stun guns/combat knives to max effect.

As you move into position, you try something. You 'turn on' you psychic functions and try to take control of a Vanguard trooper. However, even though you can see their lights, something seems to be stopping you from taking them over. Some sort of psy-blocker perhaps? You decide to carry on with the mission.

Speaking of which, your part of the plan goes swimmingly. You manage to get into position far faster than expected. You inch closer to the patrol. they do not see you, however one does turn around, as if reacting to a noise you made.

You then try to distract them by making noise. At first they ignore it, but after three or four tries, they finally take notice and cautiously start towards you. Staying low, you move backwards at the same pace they are moving, making a bit of noise here and there to keep them moving.

Suddenly, as if the shadows themselves struck, five of your infiltrators emerge and stun all five vanguard in quick succession. No sooner had they hit the ground, you troops had already started stripping them of equipment, armour, weapons and anything else they could find. Two scouts and Ari who had followed as backup took the things back to the backup troops, hoping the Combat Engineer who accompanied you will be able to find any locators or other hidden nasties.

You, on the other hand, scan the unconscious Vanguard for the same. Your scanner finds nothing. You feel relieved, however you suddenly remember that the Vanguard have far better technology than you, and would more than likely be able to hide things from your scanner. You tell your infiltrators to tie them up, gag them and keep watch over them back at where the support troops are waiting. You say you are going to try and scope out one of the other patrols.

*

once we have them, we shall use them for vehicle opening, information, and hostages.

*

You watch the Vanguard for another hour or so. As the other two patrols are too easily spotted by the Outpost, you decide to send your troops home with their prizes, telling Ari to take them to the soon-to-be prison location. You instruct her to get the prison underway and to keep the prisoners under lock and key.

You tell her that, when she returns, she should get the captured equipment to the engineers and get Elianna and Ankara to help with the interrogation. You need that information if you are to turn the Vanguards weapons against them.

Your troops acknowledge your orders and get moving. Ari does too. She also asks that you will be doing.

'I'll be following alone. I'll catch up to you eventually. I am at the moment too far away to leave with you, and we cannot afford to wait. We need those Vanguard locked up and safe before the stun wears off.' you send over the battle net.

'Makes sense. See you soon, then!' Ari replies cheerfully, clearly happy about a successful mission.


****


You spend another half hour watching the Vanguard. You cant help but shake the feeling that something feels.....off.....about this outpost, yet you still cannot put your finger on it.

As you sit in a bush, hidden, your augmented hearing picks up a sound so slight anyone else would have missed it.

The problem was, it sounded like a footstep.

And it came from behind you.

You freeze. Just as you start to turn ever so slowly, a voice right by your ear startles you.

"Its not nice to spy"

You jump inadvertently and whirl around.

No one there.

"Ooops, startle you?" the voice chuckles.

A brief pause, broken by a new voice. During this, you try to look a bit less scared.

Another voice sounds. "Did you know that psychic abilities need to be trained?".

The first voice answers, with obvious sarcasm. "Really? I didnt know that. What happens if they aren't?"

Another chuckle as the second voice emanates from....above you? "Oh, many nasty things can happen. The afflicted goes insane, or kills all those she loves and/or cares for....."

A third voice, deeper than the other two, appears. "Or it can act as a beacon."

There is a huff, and then the second voice continues. "Yes, yes the, abilities of the afflicted act as a beacon to other psychics unless harnessed and shut off. Thank you, Mr Killjoy, for ruining by Mysterious Dramatic Pause."

There is the sound of someone shifting uncomfortably. "Sorry"

"I should think so."

The first voice clears its throat. "Anyway, say the afflicted, with their abilities acting as a beacon, were to be found by her pursuers. What could she expect?"

"Well, assuming the pursuers were benevolent, not much. Assuming the pursuers were malevolent though......would mean a thorough mind raping could be in order, unless otherwise specified by the high command. Painful extraction of memories, information et cetera, et cetera. The usual mind-rapey-come-mind-meld ordeal....."

"But we arent like that, are we?"

"Not at all, dear, not at all. Usually. If the target comes quietly."

There is an ominous chuckle. "And what do we do if the target.....resists."

Antoher ominous chuckle. "Well, dear, we have !FUN!"

You gulp. You do not like the sound of that. You start to shuffle as quickly as possible away from the voices, backing away rapidly.

Until you suddenly stop.

"I hope you aren't trying to run."

As if out of nowhere, a person, no, a woman wearing sleek, form fitting armour emerges as if by magic from in front of you, leans in and whispers.

"BOO!"

You jump, despite seeing her emerge. You are then grabbed tightly by the person behind you, a hand over your mouth. The one behind you materialises, showing another woman in sleek armour. Two men then appear, wearing the same armour, behind the woman in front of you.

You try to wriggle free, talk, do anything, but they just chuckle amongst themselves. You are like a child amongst adults. The woman's grip is like immovable shackles. However, they underestimate you. You kick the woman in front of you, taking her by surprise. She jumps out of the way.

You then elbow the woman behind you. She lets out a very unladylike grunt and lets go of you. You run. As fast as you can. All four give chase. You run through the jungle, dodging left and right trying to lose them. Eventually, it seems like you lost them. You slow, panting. You cant tell how long you ran, but it was for a while.

Slowing to a jog, you suddenly run into something invisible.

'Damn' You think to yourself. You kick kick at the one in front of you. You connect and push back, hoping to break into a run, but only to find yourself back in the grip of one of your pursuers, a hand once more over your mouth and nose. You try to scream or bite the hand, but the one holding you laughs and interrupts you. "Shhhh, only dreams now"

Seconds later you hear a tiny hiss, and suddenly you feel very weak, your consciousness fading, until you completely lose it and go limp in the Vanguard soldiers arms.

~~~***~~~

Some time later......

You wake with a start. You realise all your equipment is gone. You look around and see a clear container holding your things on the other side of the room. You see no obvious way to open the container.

You are on some sort of recliner. There is a table next to you. You sit up at the table and notice there is a note on it.

'We know you can understand English. Stay here, shut up and wait.'

You huff. But you wait. After all, there is nothing else you can be doing.....is there?

What do you do now?




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

Inventory:
1. Mark 3 Vat-Born Engineer Armoured Powered Exoskeleton Suit (Wearing) ( Extremely Damaged)
2. Mark 3 Engineer Armoured Powered Exoskeleton Helmet (Lost)
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 (Everything not equipped is unavailable at the moment):
1. Mark 3 Vat-Born Engineer Armoured Powered Exoskeleton Suit (Extremely Damaged)
2. Mark 3 Engineer Armoured Powered Exoskeleton Helmet (Lost)
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: 10 Vat-born.
2. Field Combat Medic: 37 Vat Born
3. Long Range Specialists (Snipers): 48 Vat-Born
4. Heavy assault: 148 Vat-Born
5. Light Assault: 127 Vat-Born
6. Infiltrators: 27
7. Heavy Support: 77
8. Combat Engineers: 69
9. Scouts: 80

Current Prison Garrison:
1. Combat Engineer: 1
2. Long Range Specialists: 2
3. Field Combat Medic: 2
4. Infiltrators: 7
5. Scouts: 8

Allied Characters:
1. Ala-Shar
2. Ankara
3. Ari
4. Elianna
5. Kaleetra
6. Talli
7. Dornishi, Morey regular Commander
8. Tirl-kha, Morey Commando Commander
9. Quish-ka, Morey Regular Commander

Enemy Characters:
1. Presidentess Karista
2. Kirish, the Presidentess's assitant.
3. The Senatorium
4. New Guard Generals
5. Multiple Unknowns
6. Brigadier Xander Berginstaff

« Last Edit: April 22, 2014, 07:33:22 pm by kahn1234 »
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kahn1234

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 23/04/2014
« Reply #791 on: April 22, 2014, 07:48:48 pm »

((Bump. Just letting people know there is an update. Forum moves fast at this time.))

~Neri

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 23/04/2014
« Reply #792 on: April 22, 2014, 07:53:09 pm »

((I have all update notices sent to my email.))

Say slightly loudly: "What the flipping fuck is going on?!"
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3man75

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 23/04/2014
« Reply #793 on: April 22, 2014, 08:13:52 pm »

Look around the room for anywhere comfortable to wait on like a nice prison bed or a chair to sit in. See if we can talk to Talli about anything she could have picked up or if we can send out a message to our sisters like {{trapped and awaiting interrogation. continue the fight Ari is in charge. Re-locate bases and be nice to Kathreene and other Slinkarr where possible. Do not try any plans to break me free. I love you all stay safe.}}

If they try to block any of that try again and as hard as possible.


Let's see what they have to say. Oh and can we be all Joker on this one? like "so how's Xander doing these days? Does he hate me for what i did half a decade ago with that base camp?"
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RAM

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 23/04/2014
« Reply #794 on: April 22, 2014, 08:29:39 pm »

Echange notes with Talli. Inform them of the Psychic events and ask them about anything that they might have noticed when we were unconscious.
Try imagining a barrier around your mind that you cannot psychically push through. Experiment until you can block yourself.
Ask Talli if it is possible to program your regenerative systems to produce a bone knife. If it is, do not do so, we want to maintain our mystery...
Scan the room for access points, wall materials, strong beams that could be used as levers, vents, chimneys, seams, floor hatches...
Ask Talli for a second opinion about that box.
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