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Author Topic: Rise in Revolution (6/6) (Send in some sheets. Total might be expanded.)  (Read 7457 times)

GiglameshDespair

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Re: Rise in Revolution (6/6) <Waitlist open>
« Reply #45 on: May 07, 2014, 11:00:49 pm »

((I wondered if anyone else was going to notice that.))


The main team gain entry through via the slums. If we get discovered, if we have an rpg or something we have someone hit the side we aren't going in and leg it. Distracts them from our main team. Throws them in disarray, yeah? Storm through, grabbing what we can, killing, maiming, normal stuff. We taze the Wolkash till it pisses itself and haul it and as many guns out as possible. We plant charges as we go, detonate them as soon as we're outside the compound.

Heh heh heh. Reminds me of my prison riot days.

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Patrick Hunt

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Re: Rise in Revolution (6/6) <Waitlist open>
« Reply #46 on: May 08, 2014, 05:11:54 am »

Make contact with the local smuggler groups and request a meeting with the heads or representatives of them all.
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Worldmaster27

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Re: Rise in Revolution (6/6) <Waitlist open>
« Reply #47 on: May 08, 2014, 07:47:59 am »

Meet with the Distributor. Acquire recommended weapons and gear, then head out.
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3man75

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Re: Rise in Revolution (6/6) <Waitlist open>
« Reply #48 on: May 08, 2014, 11:45:15 am »

((I wondered if anyone else was going to notice that.))


The main team gain entry through via the slums. If we get discovered, if we have an rpg or something we have someone hit the side we aren't going in and leg it. Distracts them from our main team. Throws them in disarray, yeah? Storm through, grabbing what we can, killing, maiming, normal stuff. We taze the Wolkash till it pisses itself and haul it and as many guns out as possible. We plant charges as we go, detonate them as soon as we're outside the compound.

Heh heh heh. Reminds me of my prison riot days.


Bubku Approves.

"I have 3 exploves and a detonator, leave the clean up to me."

*Bubku grins with anticipation*

See if I can get a shot gun with some slugs also. If I have to trade of one of my guns then so be it.
« Last Edit: May 08, 2014, 01:23:46 pm by 3man75 »
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Playergamer

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Re: Rise in Revolution (6/6) <Waitlist open>
« Reply #49 on: May 08, 2014, 05:35:02 pm »

"Sure, you can come along. Here's the plan, unless you can think of something better. We sneak in, looking for the boats. If we get there undetected, we stick the boats, and get out, possibly stealing a boat. If we are detected, and the alarm is raised, we shoot the guard who raised it, stick the surrounding area, and run. Either way, we blow it up as soon as we are out of the area."

Above plan.
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Loud Whispers

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Re: Rise in Revolution (6/6) <Waitlist open>
« Reply #50 on: May 09, 2014, 02:05:18 pm »

Valk'ovish does not approve of skyfreight subtlety. If we as team attack the fortress-factory we will have few moments of surprise and then superior fighters will bear down on us as a greater team. How many weapons will we get? Sunny hopes: Some. Root truths: Mere survival will be fortunate.
Reaction will be severe. Collective may retaliate on slums for allowing our approach. Collective will fortify this position. Collective resources are greater than rebels'.
If we take copied weapon secrets none will know. Slums undamaged, team undamaged, collective leave this area as false safe point. Defences do not grow stronger, we continue taking secrets.
We can maybe kidnap soldiers leaving factory, walking in slums. Take their weapons. Lure their leader out, take its secrets. Blame it on soldiers abandoning collective. Cover up our workings with fire, take what additional weapons we can carry with the fire of their factory floors. Blame Collective safety standard protocal failings. Put any obstructive guards in fire. Make tunnel that leads into slums, slums we can walk to from rebel tunnels. Create a way to easy-access Velkar Arms in future. The careful root moves the wall that a thousand hammering fists cannot.

Our team is two Valdorans, one Kal'vish and one human. We together we possess the infiltration skills and the technical skills to find a safe passage into this factory, to slowly turn this factory against them without them knowing. There are abandoned housing complexes, slums and the central tower leads to the city level below. Many access points. Access poitns nearby rebel tunnels. Rebels can monitor Velkar Arms.

I will observe factory movement from floor 14, room 1493 of abandoned houses - and make sure they are abandoned. I will hope that you do not destroy slums or factory in Valk'ovish's absence. Watch for snipers. Beware of merchants.


[OOC; maybe list out who's doing what mission? It's very useful information].

3man75

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Re: Rise in Revolution (6/6) <Waitlist open>
« Reply #51 on: May 09, 2014, 02:12:45 pm »

(( I think it's 3 people for the assault mission where we steal guns and then 3 other missions with one person each.))
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Zanzetkuken The Great

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Re: Rise in Revolution (6/6) <Waitlist open>
« Reply #52 on: May 09, 2014, 03:34:43 pm »

[OOC; maybe list out who's doing what mission? It's very useful information].

You, 3man, and Giglamesh on assault, World on the Doc mission, Patrick on Recruitment, and Player on Sabotage.  If you think it will be too difficult to do the assault, I could open up a couple more slots for players to help you out.
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Loud Whispers

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Re: Rise in Revolution (6/6) <Waitlist open>
« Reply #53 on: May 09, 2014, 03:38:13 pm »

Nah, I'm just thinking of all the other genuine possibilities to go about an assault mission. Despite the term assault bringing up images of going in guns blazing, most successful assaults have been won with ruthless precision and mobility taking over sheer power.

3man75

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Way I see this going is sneak in, grab blue prints and put gun components in duffel bags (Which I'll take one if possible), set charges, see if we can take the high Intel dude, get out, and then flip the switch to blow parts of the factory hopefully causing fires.

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Loud Whispers

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If we've got a pyromaniac we should be able to set fire to the factory without leaving obvious traces of us having been there [i.e. giant explosions]

3man75

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If we've got a pyromaniac we should be able to set fire to the factory without leaving obvious traces of us having been there [i.e. giant explosions]

In that case I should I leave the explosives back at base...Gmail I hope your not mad.

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GiglameshDespair

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Actually, I could do with some incendiaries. Something deliberately designed to set fire to things, anyway. I get a boost to it.

Requisition something incendiary

Valk'ovish does not approve of skyfreight subtlety. If we as team attack the fortress-factory we will have few moments of surprise and then superior fighters will bear down on us as a greater team. How many weapons will we get? Sunny hopes: Some. Root truths: Mere survival will be fortunate.
Reaction will be severe. Collective may retaliate on slums for allowing our approach. Collective will fortify this position. Collective resources are greater than rebels'.
If we take copied weapon secrets none will know. Slums undamaged, team undamaged, collective leave this area as false safe point. Defences do not grow stronger, we continue taking secrets.
We can maybe kidnap soldiers leaving factory, walking in slums. Take their weapons. Lure their leader out, take its secrets. Blame it on soldiers abandoning collective. Cover up our workings with fire, take what additional weapons we can carry with the fire of their factory floors. Blame Collective safety standard protocal failings. Put any obstructive guards in fire. Make tunnel that leads into slums, slums we can walk to from rebel tunnels. Create a way to easy-access Velkar Arms in future. The careful root moves the wall that a thousand hammering fists cannot.

Our team is two Valdorans, one Kal'vish and one human. We together we possess the infiltration skills and the technical skills to find a safe passage into this factory, to slowly turn this factory against them without them knowing. There are abandoned housing complexes, slums and the central tower leads to the city level below. Many access points. Access poitns nearby rebel tunnels. Rebels can monitor Velkar Arms.

I will observe factory movement from floor 14, room 1493 of abandoned houses - and make sure they are abandoned. I will hope that you do not destroy slums or factory in Valk'ovish's absence. Watch for snipers. Beware of merchants.


[OOC; maybe list out who's doing what mission? It's very useful information].

Nah, Nah. If we kidnap 'em then they'l lstep up patrols. Maybe put 'em in armoured vehicles are something. Any commader with a brain in 'is head wouldn't step outside if some of his men got kidnapped, and they ain't gonna be going for a stroll in these parts of town. 'S why we use subtlty in gettin' in, and if we can't we RPG the other wall. Distracts them. It's a quick smash and grab, anyway.

(( How much damage would my claws and teeth do in unarmed combat, by the way? It strikes me I've not really got much chance to take out an enemy on the first round of combat, so they'd be likely to get an alarm off. Hmm.)
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Loud Whispers

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If we kidnip them well, none will escape to tell of our presence. Perhaps they will not walk to the slums, but we do not know that. Guard shifts change times, guards must go home to rest somewhere, guards have families and the factory has workers. Smash, grabs and explosions do not give us the time needed to maximise gains, an easy task becomes impossible under combat.

Zanzetkuken The Great

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(Giglamesh, Loud Whispers, 3man75, are you all ready to go out on the mission?  Or are you still discussing your plan of action?
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It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
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<DozebomLolumzalis> you filthy god-damn ninja wizard dragon
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