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Author Topic: Galaxy Fall [SG] - Tactics: Space "Hulk"  (Read 5221 times)

Chiefwaffles

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Re: Galaxy Fall [SG]
« Reply #15 on: September 28, 2015, 05:04:15 pm »

A period is basically one turn. Minor things like dialog/inquiries/detailed asset operations don't count, but anything large-scale takes place usually over one or more periods.

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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

VoidSlayer

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Re: Galaxy Fall [SG]
« Reply #16 on: September 29, 2015, 12:20:58 pm »

What about building secret underground weapon stashes then station a marine battalion or two on Leoth in secret, hidden as civilians, let them think they won and move on to Athens then stage attacks on their occupying forces with trained soldiers.

Hidden surface to orbit weapon platforms would also allow a simultaneous attack on any occupying fleet.  If we can cut their main fleet off from supply lines it could make any dent we put in them at Athens count.

Chiefwaffles

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Re: Galaxy Fall [SG]
« Reply #17 on: September 30, 2015, 02:55:31 am »

Ask if it would be possible for tertiary fleet and CI to collaborate on some hit and run strikes on isolated parts of the Uark fleet at Antiok and later Leoth ... And for CI, how many missions can we expect to have completed per turn, or is that based on funding?
"Smith, how many operations can we perform in a single period?" you inquire to an attentive Argus Smith.
He turns around for a moment to do something that you don't see, then spins back to face you. Argus states "Well, like every agency, we have a base funding level coming straight from the government, meaning that we're not exactly short of agents." After pausing for a moment, he continues speaking. "However," he says, "the level of skill of those operatives and the equipment we can afford depends mostly on the funding coming from WarCom. If we only have one or two operations, we can usually get by without excess funding, but as the amount of operations increases, we're forced to stretch our budget across the numerous operations. Essentially, we can do as many operations as you want in a single period, but we may not have enough funding for sufficient preparation for each operation, meaning the operatives may not do as well. If the situation is reversed and we have a few operations and at least a decent-sized budget, we'll probably do better than expected." After his small lecture, Smith turns back to his colleagues in Central Intelligence.

As for the collaboration between fleet assets in CI, you know that's possible without asking anyone. But you'd probably need to give a bit more details on how each group is contributing. The fleet's contributions are obvious, but for optimum performance, you should probably give CI some notes on how to contribute to the hit and run strikes.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Kashyyk

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Re: Galaxy Fall [SG]
« Reply #18 on: September 30, 2015, 03:43:29 am »

CI would be doing things like causing the isolated groups to appear, keeping tertiary aware of enemy movements and hindering the Uarks in their attempts to respond to Tertiary.

For actual actions that'd be things like tapping communications, faking orders,  minor sabotage, things like that.
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Chiefwaffles

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Re: Galaxy Fall [SG]
« Reply #19 on: October 01, 2015, 10:05:35 pm »

English is confusing. I still don't know whether or not to put "an" before Uark. I think so?

When you first arrived at the C.O.R., you noticed that Colth wasn't at his normal spot operating his terminal.
Unphased by that, you went to work with the rather bureaucratic duties that come with your title. It wasn't until a few hours later that you remembered noticing him gone.

While in the middle of filling out a F/E-23'd form on your terminal, you hear something in your headset. A voice, to be particular. Colth's. "Commander," he says. "We have a situation. Priority Bravo-Six. Requesting permission to patch through to the C.O.R.."
This was a first. Something happening like this was no small event. You pause in indecision for a moment, but you ultimately know how important something like this could be. You look back at your terminal, which now had a large prompt floating above it. After touching Confirm, your hand smashes down on your intercom button.
"Event Priority Bravo Six being patched through. All personnel to positions!" you yell. This is the first time WarCom is handling something like this.
You've prepared for this. You know you won't fail.

Moments later, the holograms above the main viewtable all disappear, and the main display located at the front of the room switches to a Marine's helmetcam. Above the viewtable, an external scan of some kind of large Uark ship pops into existence.
A small thumbnail-sized picture of Admiral Colth appears in the lower left corner of the Marine's HUD. "You've been patched to WarCom. They'll likely be taking over for the time being." he calmly states. Then, switching his channel back to the secure WarCom channel, he resumes speaking after clearing his throat.
"Approximately 3 hours ago, we detected an Uark space hulk drifting towards one of the planets in the Athens system. No life signs. We sent a marine squad to investigate. About 20 minutes ago, they were able to arrive and found what seemed like a perfectly intact, but inert, Uark ship."
As he's talking you confirm that with your Terminal. A single regular marine squadron of 7 with normal equipment, of course.
"However," he continues. "We were not expecting to find live resistance on board. For the last 3 minutes the squad has been in constant engagement with what appears to somehow be Uark forces, but our reinforcements are approximately 2 hours away. Our commanders would like to formally hand over the operation command to WarCom if the Commander agrees."

Do you wish to take over this operation?
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

spfifle

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Re: Galaxy Fall [SG] - Tactics: Space Hulk?
« Reply #20 on: October 01, 2015, 11:04:31 pm »

English is confusing. I still don't know whether or not to put "an" before Uark. I think so?
Ya you would use an. It's an for words that start with a vowel sound, otherwise a. Vowels sounds are icky if they touch.

Do you wish to take over this operation?
Absolutely, but we should make it clear that the navy got us into this mess by failing to put foward the necessary resources. I don't like the idea of being the fall guy for their operation if nobody makes it off that ship alive.
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Kashyyk

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Re: Galaxy Fall [SG] - Tactics: Space Hulk?
« Reply #21 on: October 02, 2015, 04:00:19 am »

I say Yes too. Naturally we should get a quick brief of what's happened so far, anything we know about this ship (approx size, crew capacity,  capabilities, etc) and a memory refresh on what our Marines are equipped with.
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Chiefwaffles

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Re: Galaxy Fall [SG] - Tactics: Space Hulk?
« Reply #22 on: October 02, 2015, 07:49:15 pm »

Remember that you can always ask for me to clarify any particular part of the situation at hand.

“Roger. Switching you over now.”
Corth’s voice cuts out for the moment, leaving only the chatter of the Marines and gunfire. Another voice rises above the fighting, this time from the marines: “Squad Leader Tills, Sir, reporting.”
A brief pause, then he continues speaking in a surprisingly calm and contained fashion. “The situation is starting to look pretty bad; we’ve managed to hold our position against the Uarks for a while but they keep on coming out of nowhere.”
“More specifically, we have 3 rather poorly equipped Uarks firing at us at this very moment!” Butts in a panicked marine.
Tills resumes talking into his radio. “At the moment the path we took from our shuttle seems to be completely swarming with Uarks. We passed numerous entrances on the way here. They’re likely coming from one of the unchecked rooms.”
Tills pauses for a moment, and you can hear a grenade being thrown, followed by a loud bang.
“We can fight forward towards our shuttle, but that’s a while away and most likely past a lot of Uarks. We could also could find an airlock, or enact some other ingenious plan that I'm sure WarCom has plenty of. There’s also an open pathway behind us leading to some kind of room.”
When Corth hears the marine mentioning the room, he starts talking again.
“We’ve already determined that the rooms and pathways behind them will likely, among other things, lead them to the engine room and the general back of the ship. Corth out.”
The radio transmission ends for now, and you ponder your decisions while looking at the tactical information present across the C.O.R.

Situation
7 Marines, pinned down, all in Medium cover behind some crates, facing 3 “poorly equipped” Uarks at the moment.
In the center of the hallway, (about 2.5 seconds away from the Marines at a sprint) there’s a pillar big enough for two people providing Heavy Cover.
Across the pillar, the 3 Uark soldiers are in Medium cover behind the same kind of crate.
[Observation: D20=16, v D20+5=6. Success] One of the Marine spots a visible fuel duct above the Uarks that could may explode with an unknown force if shot correctly. However, it may not be active and shooting it will do nothing. It’s also a small target, and therefore hard to hit.             
Atmospheric Levels – Okay.
Enemies
Across the hallway, the squad sees 3 Uarks currently firing at them. The Uarks look to be poorly armored with basic rifles, but there are more Uarks coming every minute.
Equipment
Each marine has the following primary equipment at the moment:
-Marine EVA suit – An armored and light EVA suit standard issue to every marine. Has an oxygen scrubber that allows the user to last up to five hours without external oxygen, and weak built-in thrusters with about a minute total worth of flight in its fuel tanks.
-U.E.F. Battle Rifle – Another standard issue marine piece of equipment. An energy-based semiautomatic weapon that works with no need for magazines or any form of ammunition.
Shared across the marines, the total special equipment held:
-3 Grenades – Grenades that cause an effect similar to a reactor overload situation. They have a fairly small explosive radius, but have a deadly shockwave with even worse shrapnel.
-2 U.P. Explosives – The Directed Pearl Explosive is an explosive, like C4, that can be attached to just about any surface, forcing large explosive power in a single direction.
External Situation
Engines of the Uark ship have powered up, and it’s heading for a relatively low orbit around Athens’ sun. The engines seem to not be at full power, so naval backup should be able to catch up if sent.
A marine transport with about 10 marine squads and 5 shuttles (with enough room for 3 squads each) is headed towards the ship.
Any assets sent to the ship will likely arrive in 2 hours unless the situation changes, such as the ship slowing down, etc.
 
« Last Edit: October 03, 2015, 04:27:26 pm by Chiefwaffles »
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

VoidSlayer

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Re: Galaxy Fall [SG] - Tactics: Space "Hulk"
« Reply #23 on: October 03, 2015, 02:59:26 am »

How much do we know about the internal workings of Uark ships?  If we could force a lockdown of the airlocks or vent the ship or do some other mischief in engineering then retreating there would be a good plan.

Chiefwaffles

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Re: Galaxy Fall [SG] - Tactics: Space "Hulk"
« Reply #24 on: October 03, 2015, 03:28:35 am »

Your resident tech-specialist talks to you without looking up from his terminal. "If the marines find some kind of console or other access point, we should be able to establish a remote uplink and see if we can do anything with their systems."
« Last Edit: October 03, 2015, 03:36:51 am by Chiefwaffles »
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Aseaheru

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Re: Galaxy Fall [SG] - Tactics: Space "Hulk"
« Reply #25 on: October 03, 2015, 03:47:30 am »

 Are you able to breach the hull with your UPs? And if so, are the enemies in EVA suits, atleast as far as you can tell?
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Kashyyk

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Re: Galaxy Fall [SG] - Tactics: Space "Hulk"
« Reply #26 on: October 03, 2015, 12:12:58 pm »

I am totally for either venting the ship,  or going out an airlock and just hanging on to the outside of the hull.
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spfifle

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Re: Galaxy Fall [SG] - Tactics: Space "Hulk"
« Reply #27 on: October 03, 2015, 04:25:07 pm »

If they breach the hull, do they have magboots or tethers or something to keep themselves anchored with? A minute of jetpack fuel isn't going to cut it for a 2 hour firefight, especially if the ship starts manuevers. If we manage to kill the engines how much faster can backup arrive? The outside definitely seems like the best option atm though.
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Chiefwaffles

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Re: Galaxy Fall [SG] - Tactics: Space "Hulk"
« Reply #28 on: October 03, 2015, 05:04:03 pm »

So I just now realized that "Antiok" is rather similar to "Antioch", which is the name of someone here. I also just realized that the name "Urak" is used in the "You are a Necromancer" SG. 10/10 naming skills, me.

"Definitely looks like they have EVA suits, Commander! Considering that until ten minutes ago the ship had no atmosphere, it certainly makes sense!" Yells Tills over the sound of gunfire from their Uark counterparts.
The marines currently are not equipped with magboots, but Uark ships should all have, well, handles, scattered across their hulls, so the marines should be able to perform limited maneuvers outside the ship without using their integrated thrusters. As for the U.P. explosives, they should be able to cause a hull breach if planted on a weak spot of the hull, but you're unsure where one is thanks to a lack of any fleshed out schematics for the inside of this type of Uark ship.
One of your lower officers also reports that travel time to the ship could be reduced to 30 minutes if its engines were completely cut.

A few seconds after determining all this, Smith startles you when you look up from your terminal to see him staring at you. He looks straight at your eyes and says "Commander. We've only ever seen three of these ships, each in a similar orbit in different systems. Central Intelligence would greatly appreciate it if you could gather us as much data as possible before leaving. It'd be for the good of the entire war effort."
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

VoidSlayer

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Re: Galaxy Fall [SG] - Tactics: Space "Hulk"
« Reply #29 on: October 04, 2015, 03:27:53 am »

Sometimes soldiers die.  Sometimes you have to send them in knowing they will.

We should send the soldiers in deeper, find a terminal to hack or the power supply/engines/weapon systems or other useful things.

Hopefully they can hold out, moving away from active Uark presence, probably they will eventually be overwhelmed and killed.  But we need to get info on the ship.

They can use any explosives they have to set up traps to dissuaded direct pursuit, even if they damage the inside of the ship some it will give us info about the structures.
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