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Author Topic: Mission 12: The Defense of Hephaestus: Don't taunt the dice.  (Read 225870 times)

Tavik Toth

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #840 on: March 29, 2014, 03:47:55 pm »

Team FFFFF

Get into cover.
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Nikitian

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #841 on: March 30, 2014, 04:55:02 am »

Status check.
((Back again, and hello everyone! Dammit, I feel like some kind of phoenix or Kenny. Ah, whatever.  :)
So, while I am catching up: how close is the boarding part of the mission to its finish? And could Maurice have been patched up enough by its start to have been taken along? ))
« Last Edit: March 31, 2014, 11:07:14 am by Nikitian »
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Radio Controlled

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #842 on: March 30, 2014, 05:38:51 am »

Status check.
((Back again, and hello everyone! Dammit, I feel like some kind of phoenix or Kenny. Ah, whatever.  :)
So, while I am catching up: how close is the boarding part of the mission to its finish? And could Maurice have been patched up enough by its start to have been taken along? ))

No, the boarding party has left already. But there are two sod teams that still need a commander. But you'll have to be fast, there are other people that posed an interest in leading one of them.
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Nikitian

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #843 on: March 31, 2014, 11:05:07 am »

((Ah, I see. In that case, I'll let others have fun with the sods.
Good luck with the boarding!))
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piecewise

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #844 on: March 31, 2014, 12:25:29 pm »

TEAM A
Team A - Ship Alpha | Flint Westwood - Hijacker

Can we retcon it so that I stopped them without threatening them with my weapons, since I have a MK2 and not a MK1?

If yes, see if I can get at least one of them to dismount by telling them there's someone injured and I need their help carrying him.
While talking to them, close the distance between us.
Try to lead them towards the spot Skylar is hiding.
When they're close to Skylar or when it looks like they're on to me or if it looks like this isn't going to work, bring my guns out to threaten them (telling them not to move or do anything unless they want to die).
Call for Skylar to either remove their helmets or connect with their suits to shut down their comms while I try to do the same (whatever looks easier at the time). Skylar's got a MK3, he should be able to approach them quickly and his exoskeleton should allow him to pin them down.


If no, approach them quickly, still yelling at them not to move unless they want to die. Remove their helmets or connect with their suits to disable their comms (whatever looks easier to do) while calling for Skylar to do the same.

If I'm successful, tie them up using my rope and search them for any comm devices I might have missed and make sure they can't use them.

If they resist, try to restrain them or failing that, punch them.

If they try to run away, try to catch them.
If I can't catch them, fire a warning shot.
If that doesn't work and Skylar doesn't manage to catch them either, shoot to disable.


Team A- Ship Alpha | Skylar - Support

Can we retcon it so that I stopped them without threatening them with my weapons, since I have a MK2 and not a MK1?

If yes, see if I can get at least one of them to dismount by telling them there's someone injured and I need their help carrying him.
While talking to them, close the distance between us.
Try to lead them towards the spot Skylar is hiding.
When they're close to Skylar or when it looks like they're on to me or if it looks like this isn't going to work, bring my guns out to threaten them (telling them not to move or do anything unless they want to die).
Call for Skylar to either remove their helmets or connect with their suits to shut down their comms while I try to do the same (whatever looks easier at the time). Skylar's got a MK3, he should be able to approach them quickly and his exoskeleton should allow him to pin them down.


If no, approach them quickly, still yelling at them not to move unless they want to die. Remove their helmets or connect with their suits to disable their comms (whatever looks easier to do) while calling for Skylar to do the same.

If I'm successful, tie them up using my rope and search them for any comm devices I might have missed and make sure they can't use them.

If they resist, try to restrain them or failing that, punch them.

If they try to run away, try to catch them.
If I can't catch them, fire a warning shot.
If that doesn't work and Skylar doesn't manage to catch them either, shoot to disable.


Follow quoted plan, supporting Flint as necessary :P
So here's the deal, dealie bop. Not a whole lot of people use the MK series in general. They're quite old. It would be like running up to a current US soldier wearing a WWI german helmet with the spike and trying to convince them that no, you're totally part of the crew, you just have an eccentric dress sense.

Now, I have nothing against retconning it so that you don't point your weapon at them or change your announcement or whatever, but do you still want to do that if the fact that you're wearing a MK2 won't change anything?


TEAM B

Team B

What are we waiting for?
Follow the blue path.

Team B

What are we waiting for?
Follow the blue path.
We were waiting for each other to move. Opportunistic cowardice is essential to survival.

Blue path!
Team B "Wild Weasels" - CO Simus

Down the blue path it is, with an eye out for any maps.
Blue path is followed. The path itself is quite short, however, as it leads to a locked bulkhead door with a key reader and simple numeric pad next to it.  Morul, thanks to not failing an intuition check, notices something odd above the door. It appears to be a hatch or small opening covered by two doors that appear as though they might retract into the wall when activated. It's the sort of opening that he images a camera or mounted turret or swarm of angry spider bots might come from, should some sort of anti-intruder system be activated.


TEAM C


Auron, team C.

Get everyone to stand to either side of the door including myself, approve manual override.
Wait for decompression wave to pass and resume following the line to the bridge.

Repeat process on all sealed doors until my team either encounters an automated turret or a guy in a space suit.


((Googled Truls Hellevik... holy fuck... i thought the severity of that shit was just a hollywood invention.))
It's not explosive decompression until it ejects your spine.

You gesture for everyone to, in technical parlance, Stand The Fuck Back. You wait for them to do so before pressing the button.


Denzel Gaunt- Team C, Audax

Stand to the side and ensure everyone else is out of the way of the door before Auron hits the button.
You grab the more...mentally inactive members of the team and drag them out of the way.


Auron overrides the safety locks and opens the doors. The first few seconds are the most violent, as pressure from the other side blows the contents of the room through the slowly opening bulkhead doors like a tornado being funneled through a keyhole. The contents of the room which pass through this less then 6 inch wide gap include two people (at least you think it's two. Hard to tell after they get pull through a door like that) some miscellaneous garbage, and a tool box that wedges itself, bent partially in half, against the door until the suction subsides and the doors finish opening. Beyond the door is a densely packed hall filled with smaller doors off to each side as well as a ladder that runs in an alcove both down through the floor and up through the ceiling.


TEAM D


Team D, "Dead Dirtbags" - Milno - Leader - Ship Alpha

"I will catch up with them. Tell me if priorities change."

Take the way past the grate and towards the light. Carry Thaddeus along when flying's needed. In case removing the grate or making a hole turns out to be harder than expected, take one of the unused laser cutters not taken by Thaddeus and use it to open a hole on the grate.

In case the way into the ship's hallways is found, proceed as follows:
Spoiler (click to show/hide)


Team D, "Dead Dirtbags" -Thaddeus - Grunt - Ship Alpha

Follow along with Milno, hold onto Milno where needed
Huh, seems milno moving along like one of the robots out of armored core, just sort of fast hover gliding down the halls. Alright, we can work with that.

You both crash down through that grate, then down through a smaller grate, and finally out through a vertical shaft that drops you in a hall. Also in the hall is a group of three men, two of which have tool boxes, the other of which is dressed in blue coveralls and is holding a gauss rifle. At least you're pretty sure it's a gauss rifle. It looks much newer and nicer then any gauss rifle you've ever seen.


TEAM E


Team E- Lerman

See if I can't hack into the computer system (using the shitty handiwork skill which always backfires). If not, proceed to move cautiously down into the ship.

...well no you can't hack into the computer using handiwork. It would be Aux. But Handi lets you get the arm off.
[handi:1]
[end:4]
You attempt to tear into the wall to get at the electronic components of the arm. During this process you accidentally cross some wires and activate the arm. It jerks violently to the side, smashes you into a wall and then hurls you to the bottom of the room with several new, fun injuries.
 

See if I can't hack into the computer system (using the shitty handiwork skill which always backfires). If not, proceed to move cautiously into the ship.

((Put your team name in with your action! It helps piecewise not get all murderously snarky at us, and just murderous at our characters.))

Team E

"Down it is then, since you lot don't have jetpacks."

Head back into the breaching craft we arrived in and grab as many working laser cutters as possible for the team to carry. Hand them out among the team (making sure to keep count of how many we've got left) and head down into the ship, keeping an eye out for a way to head deeper into the ship or for a computer terminal.
You have 4 right now.

So you head down, start to open the door and then sigh and turn back around to help Lerman who has just knocked himself the fuck out. Luckily his suit fixes his injuries, but he's still unconscious for the moment.

The lower door is locked with a numeric key, by the way, so you're gonna need to hack it or cut through the door or guess the password or something similar.

Team Ё, emergency engineering - Anton Chernozorov

Well, you could make it more rapid response by having it already flying, ready to go at any time. But that would been stripping armor to hold more fuel, same as it would be for more engines. Then again, armor doesn't mean much against a larger ship that could put a laser straight through you regardless.

Let it be, then. Load the Cross with some repair and medical supplies if any are on hand, and have it moved out of the 'shops.

Return to the command center, set up a command interface for the ships. Have all four of our space-capable ships take off. Tweedledee and Tweedledum will screen for the Southern Cross, the Black Death will stay further back so it can rush in when the defenders are tracking and engaging other ships. Have the whole formation up in the sky, and wait for external bombardment of the fleet to begin. Don't want to fly in too quickly, after all.

Assess the movements of the fleet. Did any of the non-boarded ships react to our attack in any way yet?

Why are you team E?

You get the ship outfitted nice and neatly.

Yeah, we'll say the command center is set up well enough to let you do that without custom programming or anything.

The fleet is actually pulling back, probably just trying to get out of range of the ground based weapons so they can fire back with impunity. It takes a while though.




Team E - Magilla
Calibrate my equipment while Bishop is getting the cutters, then follow him. Keep an eye out for computer terminals, passageways that lead further into the ship and bananas.

You throw Lerman over your shoulder so that the team can move out.

TEAM F

Brother Lars:  Team F Chaplain

Fling Grate into the hallway to see if it's a turret.

"Brothers, it appears there may be defenses ahead of us.  Unless anyone has any other tricks, I shall disable it with the shard launcher."

Fire a single shard into the obvious trap.

What is a problem, however, is what appears to be a large, black dome affixed to the ceiling at the center of the intersection. You can't tell what it is, but all things considered, it's either extremely poor modern art or something that wants to kill you.
Hard to say which would be worse.

Quote
I can only imagine grate chasing along after Lars, his hands on the cutter but not actually hold any of its weight, shouting "I'm HELPING!" over ad over again.
Even though Grate has the most technical skill in the group. Thanks, Lars!



Ship Beta?: Team F: Grate

Roll eyes at Lars's obvious warning. Watch shard launcher in action, then enter hallway once nothing visible is likely to shoot me.

Team F
Oh boy, strange weapons? Seems like a fine time to find cover.

Team FFFFF

Get into cover.
[lars con:4+2]
Lars points the business end of the shard launcher through the opening and squeezes the trigger several times. Each squeeze brings the sound similar to *ShinkHISSSSSShutunkBZZZZZZZZT" as a rapidly formed crystal shard the size of a grown man's forearm is fired from the weapon and embeds itself in solid metal before exploding into a burst of razor shards and high electricity. When the team looks back in, the back dome, whatever it was, has been shattered and replaced by a destroyed, exposed section of mechanical workings, scorched black by electrical discharge.

"Well, thats effective."




TEAM G


TEAM G
"I suspect that we should take the door down"
check battery on mining laser, ready near the door, make a horizontal slice across its width
[con:3] Your cut is bad. Really bad. Extremely amateurish. It's more of a squiggly line with vastly uneven cut depth because you didn't keep the laser moving at a steady rate as you cut. Very poor. Try again. See me after class.


TEAM H


Quote
SODS GONNA SOD.
So, you won't run my action? Or did you just run out of time? Whatever the case, I'll just repost it here:

((Note: swordsmith, if you want to take over this turn, just post a turn here and I'll delete mine. Or copy-paste what I've got, whatever, I'm just posting now just in case you wouldn't make it or something.))

Quote
Whatever they were originally. SO I think mkI's?
Yep, sounds about right.

Boarding Team "Kappa" (H),  temporary mission control - Miyamoto

Miyamoto asks which of the three teams on ship Alpha is closest to the bridge, and how much time apart they would arrive if they all beelined for the bridge now and weren't interrupted. Let Steve use an estimate of the bridge's location for this if he doesn't know it exactly (this is mainly to get a better idea of our how far we are apart than 'a good distance'.
He asks if there usually are alternate routes into the command center on UWM ships, or only one, and if there are interesting secondary objectives they could pursue on their way to the bridge (like, say, the ship's AI core).


Sod team advances towards the bridge. Scout drone goes in front (always make sure stuff like corners or doors are scouted ahead with drone first), but try to keep up the pace.

Sods move in formation: grenadier 1 goes first, he focuses on the front. Then commander sod, he supports front and watches right and left (e.g. when passing a door, he covers it). Then support trooper, he operates the scout drone, but supports when team comes under fire. Lastly comes grenadier 2, he focuses on the rear.

Try to find a console of sorts while moving for the bridge, or failing that be on lookout for a place that might have one (e.g. a door with a sign saying 'central communication hub').


More like I just missed you.

>D team, technically. Though not by a lot.
>Within a few minutes for A and D team, substantially more for H.

Sod Team advances about 50 feet before rounding a corner and coming across a computer console sitting in the middle of an intersection. It seems to be something similar to an information kiosk, to help people find their way around on the ship. Thank you engineers and your drive for convenience and ease of use.

Xantalos

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #845 on: March 31, 2014, 12:30:16 pm »

What is it, Morul?
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Parisbre56

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #846 on: March 31, 2014, 12:45:47 pm »

Team A - Ship Alpha | Flint Westwood - Soldier

((Ah, OK. The way you said it, I thought you meant that if it wasn't a MK1 it would be better. I was under the impression that the UWM recycled their old altered wars tech. Although it makes sense for soldiers near a forge world to have newer equipment...

I'm very tempted to yell... actually, why the heck not?))

Approach the two men while telling them that "I'm a time traveler, I need your help and there's no time to explain!" and trying to look non threatening. That should hopefully distract them. If they don't know time travel is impossible, they'll maybe consider it. If they know it's impossible, the sheer ridiculousness of the statement should give them pause. ((Edit: Maybe they'll think I'm the result of an anomaly, like that spaceman from the Halloween event.))

Once I reach them, remove their helmets or connect with their suits to disable their comms (whatever looks easier to do) while calling for Skylar to do the same.

If I'm successful, tie them up and gag 'em using my rope and search them for any comm devices I might have missed and make sure they can't use them.

If they resist, try to restrain them and prevent them from talking or failing that, punch them.

If they try to run away, try to catch them.
If I can't catch them, fire a warning shot.
If that doesn't work and Skylar doesn't manage to catch them either, shoot to disable.
« Last Edit: March 31, 2014, 02:25:51 pm by Parisbre56 »
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GreatWyrmGold

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #847 on: March 31, 2014, 12:46:56 pm »

Ship Beta?: Team F: Grate

Quietly enter the hallway, then realize that there's no way I'll blend in and take point normally.
...Well, as normally as possible, given the situation.
Survey the hallway.
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Sean Mirrsen

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #848 on: March 31, 2014, 12:54:36 pm »

((It's not "E", it's "Ё". Kinda like a "yo" without the "oh" on the end. The dots might be hard to spot. But now I know you have Cyrillic fonts installed. ^_^))
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GreatWyrmGold

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #849 on: March 31, 2014, 12:55:19 pm »

((Maybe it would be easier to see if it was lower-case?))
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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #850 on: March 31, 2014, 01:08:38 pm »

Brother Lars:  Team F Chaplain, "Defenders of the Faith

Lars performs a complex holy gesture; with the gun and the suit, it looks a bit ridiculous.  "Praise Ingram, for he hath blessed us with his favor!  Now we shall honor his blessing by continuing forth in Steve's holy work!"


Continue forth in Steve's holy work, by headed further toward the bridge.  We are in Ship Beta, right?  Not hearing anything from Steve makes Lars antsy.
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Sean Mirrsen

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #851 on: March 31, 2014, 01:08:51 pm »

((Maybe it would be easier to see if it was lower-case?))
((It looks like an e-umlaut when lowercase. Well, it looks like it in any case, but capital e-umlauts are few and far between in words I know, so it's associated in my mind with it.

Next time I'll go with Team Ы. :P))
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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #852 on: March 31, 2014, 01:33:27 pm »

((It's not "E", it's "Ё". Kinda like a "yo" without the "oh" on the end. The dots might be hard to spot. But now I know you have Cyrillic fonts installed. ^_^))
Might be best to just use a new letter for yourself ('team spaceship') instead of creating potential confusion. Also, I think it'd be best if we let Swordsmith command sod team H for the rest of the mission, and if it comes up Anton can have one of the other ones. So we don't have to switch yet again. Though I personally think you should just focus on getting the most out of the ships (though it might be a while before they're needed, so if you don't wanna wait no probs).

Carry over command of sod team H to Swordsmith's char.

((@sword: Don't forget, that terminal could be used to call for a map (be sure to share with teammates), and that there's a support sod that is bred for that kind of thing.))
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swordsmith04

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #853 on: March 31, 2014, 02:25:38 pm »

Hasala Nabin, Team Kappa (H) Mission Control


((Yeah, I'm aware of the Sod teams' abilities and equipment. I was the one who tried to use the grenadiers' EMP grenades against the drones before the drones were retconned out, if you don't remember.))

Squad advances to the intersection and keeps eyes on the hallways while the support Sod uses the interface (unless it's my character that has to make the Aux roll, in which case charge a dynamic bonus for getting the map). One guy takes his helmet off so I can watch the fourth hallway; one of the other Sods can relay any orders given to him until he puts the helmet back on.

Priorities for the interface:
- Calling up a map of the ship and downloading it into the Sod's suit/the base mainframe/uploaded to Steve
((The meta, it burnsss...))
- Hacking into the security system and disabling any automated or activatible internal defenses, if possible
- Disabling the ship's comms

If this is just an interactive map or something, ignore the last two, obviously.

Tavik Toth

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #854 on: March 31, 2014, 02:52:19 pm »

Team F for Fail

Follow Lars while staying alert for enemies or anything else strange.
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