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  • File : 1263692203.jpg-(212 KB, 1800x1200, 1261062741314.jpg)
    212 KB H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/16/10(Sat)20:36 No.7623818  
    Here to continue from where part 5 cut off right before the action.

    Part 5: http://suptg.thisisnotatrueending.com/archive/7588274/
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/16/10(Sat)20:37 No.7623837
    You currently possess:
    1x Small Kinetic-Slug Pistol
    1x Shoulder Holster (currently located under environmental suit)
    1x Environmental Suit w/ collapsible Helmet [helmet not deployed]
    1x Skintight Bodysuit

    In your Environmental Suit there are:
    3x Auto-sealable Patches
    6 Hours of Oxygen
    1x Carbon-fiber Combat Knife (belt sheath located on waist below lower back)
    1x Pair of Magnetic Grip Soled Boots [magnetic soles not deployed]
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/16/10(Sat)20:39 No.7623858
    Give me a few minutes and I'll have a writeup of where we left off.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/16/10(Sat)20:56 No.7624108
    As you float in the microgravity above the "Light Bringer's" Bridge, the first of your armed escort quickly reaches you and pulls you down towards the deck. The Bridge is full of crew members rushing around and suiting up in full vacuum gear, and passing out various weapons that were apparently stashed under the consoles. The Captain himself is standing tall on the Bridge, near the thickly armored doors leading to the elevator corridor. He is carrying a large handgun, which the length of the barrel denotes it as a high-caliber kinetic-slug weapon. Seeing you down safely, he barks a couple quick orders to your escort to take you to your room and to guard you there.

    Suddenly the ship violently lurches to the right, and the hull shakes with a massive impact as the sound of tearing metal grates upon your ears. "They are boarding! Take defensive positions around the elevator shaft!" The Captain cries.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/16/10(Sat)21:07 No.7624265
    Oh, if you’re new, or just want to catch up, the previous threads are here:
    1: http://suptg.thisisnotatrueending.com/archive/7424814/
    2: http://suptg.thisisnotatrueending.com/archive/7444513/
    3: http://suptg.thisisnotatrueending.com/archive/7448063/
    4: http://suptg.thisisnotatrueending.com/archive/7546129/
    5: http://suptg.thisisnotatrueending.com/archive/7588274/
    >> Anonymous 01/16/10(Sat)21:08 No.7624299
    do we have training in zero-G environment movements? in case not, deploy magnetic boots.
    Ask for a weapon in case we make contact with hostiles.
    move to our quarters with our escort and seal the doors, attempt to access the surveillance systems on our terminal to keep us updated.
    >> Anonymous 01/16/10(Sat)21:10 No.7624327
    >>7624299
    oh, around the elevator shaft, I'm guessing that's our way out too... ask for weapon and take up defensive position behind a console
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/16/10(Sat)21:13 No.7624376
    >>7624299
    You do indeed have training for Zero-G movements. Now that you are touching the ground and have oriented yourself properly, you can kick around with relative ease. Just in case, you activate your magnetic soles, and are pulled gently down to the deck.

    "I'd prefer it if I'd have a weapon as well, Captain. Just to be on the safe side."

    "Of course, how foolish of me." The Captain hands you a slightly smaller pistol that what he is currently carrying. It still is a larger caliber than the small Kinetic-Slug Pistol you have secreted away though.

    You have acquired:
    1x Medium Kinetic-Slug Pistol (9 Shots per clip, 2 extra clips)
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/16/10(Sat)21:14 No.7624397
    >>7624299
    >>7624327
    Do you wish to ask the Captain to stay on the Bridge or return to your Cabin?
    >> Researcher Sam 01/16/10(Sat)21:14 No.7624398
    >>7624376
    Excellent. Let's stay with the guards for safety.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/16/10(Sat)21:15 No.7624417
    >>7624398
    The guards will stick to you like glue wherever you choose to go.
    >> Researcher Sam 01/16/10(Sat)21:22 No.7624531
    >>7624417
    Stay on bridge. There are more armed people here, making it better to defend. Plus, if we travel they might ambush us.

    "You all seem like you were prepared for this; you had weapons ready. Are pirate attacks like this common?"
    >> Anonymous 01/16/10(Sat)21:25 No.7624588
    do we have cams in ship? to moniter which directions they're getting in
    >> Anonymous 01/16/10(Sat)21:27 No.7624635
    do they know where the breach is, or an ID on the attackers?
    while there are more armed soldiers here, our quarters would not be a priority target for the boarders. so if the path would be considered safe we should probably make our way to there.
    Alternately, if the attackers are the opposing sect, we might have a spy within the ship and thus our quarters should be considered a poor safe spot.
    all in all, given the uniqueness of our discovery, any side that discovers our identity would probably not what us dead, so stay safe.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/16/10(Sat)21:31 No.7624692
    >>7624531
    >>7624327

    Having acquired your weapon, you seek to turn the Captain's mind towards letting you stay on the Bridge.

    "With all due respect, Captain, this Bridge is most likely the safest place on the ship right now. The majority of the crew here is armed and ready, and there is enough cover around the consoles. These guards will stay to cover me if I stay here, so please let me take cover behind the Navigation Consoles, which are the farthest away from the entrance to the Bridge anyway. Also, you all seem like you were prepared for this; you had weapons ready. Are pirate attacks like this common?"

    "Well, at least your logic is sound. Take cover back there please, and try not to get shot; you're too valuable. Pirate attacks are common in desolate systems like this one, but its rather unusual for us to be stranded here in the first place. The ship must have acquired something malignant from the Jump Coordinate download from the Gate... Odd..." The Captain has a thoughtful look on his face for a moment, and then the ship shakes about roughly once again. "Dammit, a second ship boarding... This is worse than I thought."

    Sounds of gunfire can now be heard below-decks, as the crew begins to take up firing positions at their consoles. The metal shield that covers the Bridge is now fully down, and you notice out of the corner of your eye something moving out in space, against the clear Bridge window. Was that... a foot?
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/16/10(Sat)21:32 No.7624713
    >>7624588
    The ship power is currently down, thus any cameras are inoperable.
    >>7624635
    The breaches seem to have occurred below the Bridge, on what level however is uncertain.
    >> Anonymous 01/16/10(Sat)21:33 No.7624732
    >>7624692
    Aw, hell.

    "Everyone seal up! We may have boarders coming through the windows!"

    As we yell this, button up our own suit, grab our gun, and get ready for action.
    >> Anonymous 01/16/10(Sat)21:33 No.7624733
    >>7624692
    Point it out to our guards if it's still visible. Could be important.

    And as long as we're talking, seize the opportunity to introduce ourselves to our guards. Always better to have bodyguards with names.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/16/10(Sat)21:44 No.7624891
    >>7624692
    Instinctively you press the button on your suit neck and your helmet flips up and over your face, sealing with a slight hiss. "Everyone SEAL UP! Hostiles on the roof!" you scream, as a sudden explosion rends the metal of the bridge ceiling, creating a long, ugly looking gash. The next moments are chaos as the Bridge begins to violently depressurize and the force of the leaking, swirling air seeks to rip you from the deck, magnetic soles or not. You hang desperately onto your weapon with your right hand as your four guards grab onto their consoles to keep from being sucked into space. An unlucky crewman who did not have any purchase on his console was quickly sucked through the gash, but wasn't aligned to pass through properly as his legs were halted within the Bridge and his torn upper half disappeared into the black vacuum.
    >> Anonymous 01/16/10(Sat)21:49 No.7624974
    >>7624891
    Well... doesn't seem like we have a lot of options here. Continue desperately hanging on, return fire if attacked and it's possible, wait for pressure to equalize. Hope that we've got compatible radios in our suits.
    >> Researcher Sam 01/16/10(Sat)21:55 No.7625033
    >>7624891
    Damn. And the way they're talking about us doesn't sit well with me. Talking like we're valuable, like an object. I hope I'm wrong, but these guys might not seems as nice as I had thought.

    Also, is there any chance for 'The Adventures of Hannah, Little Seeker and Six: IN SPACE!'?
    >> Anonymous 01/16/10(Sat)21:58 No.7625075
    >>7625033
    Of course they think we're an object! Were you expecting this to go any way other than with us locked away and used for their own purposes by whatever government gets their hands on us? All the aliens are ultimately hostile, we just have to pretend that they're not lest they realize that we're onto them.
    >> Researcher Sam 01/16/10(Sat)21:59 No.7625092
    >>7625075
    0_o

    Okay, that's a bit more paranoia than I was expecting.
    >> Anonymous 01/16/10(Sat)22:02 No.7625134
    >>7624891
    If a target appears in the gash while the air is still venting, let go and give it the uppercut from hell, straight off the ship. Otherwise, attempt to find cover as anyone in view is liable to get shot, or worse exploded.
    >> Anonymous 01/16/10(Sat)22:02 No.7625140
    >>7625033
    fuck you with your emotions, think with logic
    we're fucking valuable, as in we're the single living human they have found after devoting their lives to understanding humans. if I were them I'd consider us more valuable than fleets of warships and would surrender in an instant if this seems to go south to minimize chance of us getting killed.

    The importance of us being found would be like having christians uncover a direct phone line to god, scientists finding a theorem from which everything ever can be derived
    >> Anonymous 01/16/10(Sat)22:02 No.7625150
    >>7625092
    Why? Humans are the source of technology, the center of religions. That's far too much potential political power for any faction to let slip from their hands, and the fact that we represented the peak of human ship-control technology is just icing on the cake. If we are lucky, we end up with some small amount of influence in whatever faction decided to advance their own interests by using us. If we are less lucky, we get drugged up and/or otherwise coerced into saying whatever they want us to say for political reasons. If we are very unlucky, we get captured and dissected/ritually burned by religiously motivated human-haters.

    This is not a scenario that is going to end well, you know?
    >> Researcher Sam 01/16/10(Sat)22:06 No.7625197
    >>7625140
    >>7625150
    *sigh* I liked it better when things were more lighthearted. Also, since when were humans the center of religeons?
    >> Anonymous 01/16/10(Sat)22:09 No.7625243
    >>7625197
    Dunno. I got that impression somewhere.

    Anyway, I'm perfectly happy to keep things lighthearted, but it should be understood that that's just a facade covering up our desperate need to get out of potentially hostile hands and secure our own powerbase.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/16/10(Sat)22:10 No.7625264
    >>7624891
    You grip onto your console with your left hand and try to wedge your body underneath it as the air around you continues to vent into space. The roaring of the rushing air around you quickly dies down, replaced by the eerie silence of vacuum. One of your guards closest to you taps the side of his helmet while looking at you, and you work on finding a common radio band. *click* *static* "If you can hear me, STAY DOWN! They have breached the corridor as well and the fire concentration is..." A slug cuts him off in mid-sentence, as a spray of blue droplets leave the faceplate of his helmet thankfully obscured. Pellets from the gash in the roof begins to rain down as well as shots from the corridor, as the soldiers around you attempt to neutralize the roof threat first. "Take out the enemies on the hull first! Get outside and flank them!" The Captain shouts furiously.

    >>7625033
    I'm currently working on the "Adventures of Hannah: The Search for Six". Depending on how this encounter goes, another route or two could open up towards the end goal.
    >> Anonymous 01/16/10(Sat)22:11 No.7625270
    >>7625197
    the Seekers have 2 sects, one dedicated to understanding humans and one dedicated to defence against humans

    things were never lighthearted... we started with finding ourselfs under water in a crashed battleship, alone. found out we were the last known human, deployed crust crackers on a planet, annihilated our first confirmed alien intelligence, sided with our insane friends that were committing genocide...

    which of these were lighthearted?
    >> Anonymous 01/16/10(Sat)22:11 No.7625292
    >>7625243
    >>7625197
    >>7625150
    >>7625140
    while interesting and philosophical, non productive considering H.A.N.A.'s current predicament, mainly un protected in a venting bridge about to be invaded by very unfriendly people either intent on stealing us, or destroying us.
    >> Internet Black Knight 01/16/10(Sat)22:14 No.7625328
    I've been waiting for this to start up tonight. I trust Supernova will not disappoint us again.
    >> Anonymous 01/16/10(Sat)22:14 No.7625329
         File1263698064.jpg-(92 KB, 701x701, g-n1s.jpg)
    92 KB
    >>7625264
    you heard the man! to the hull?
    >> Supernova !FzAyW.Rdbg 01/16/10(Sat)22:15 No.7625343
    >>7625328
    I've got enough caffeine in me to run this for four more hours, or longer.
    >> Anonymous 01/16/10(Sat)22:15 No.7625355
    >>7625292
    indeed, let's survive long enough to either lead a cadre of seekers in the Quest for the Holy Prime, or steal a ship and go looking ourselves.
    Take cover, return fire, we're too important too play hero
    >> Anonymous 01/16/10(Sat)22:16 No.7625359
    >>7625264
    If our guard had a better weapon than us, grab it. Actually, grab it regardless if we've got a free hand or any way to carry it. We desperately need to be heavily armed in the coming events.

    Keep listening to the radio, stay in partial cover while watching the action. We need to keep track of what's going on.

    Try to locate an escape route, should things go south.
    >> Anonymous 01/16/10(Sat)22:16 No.7625368
    >>7625329
    that's not an order to us. from the captains perspective; we're to be kept save at all costs
    >> Anonymous 01/16/10(Sat)22:18 No.7625396
    >>7625355
    >>7625329
    I don't think we should return fire. Odds are that the attackers have more than enough force and preparation to do the job and are here specifically to retrieve us; we don't want to have the blood of their troops on our hands when they do. It could tilt their attitude just that much.
    >> Researcher Sam 01/16/10(Sat)22:22 No.7625440
    >>7625270
    Perhaps lighthearted was not the best word. I suppose the best way to put it is like this.

    Hannah: The Search for Six. is all well and good. What I have a problem with is Hannah: The Adventures Where No One is to Ever be Trusted and We Should be Concentrating on Colecting a Powerbase Just to Survive, Always Vigilant and Without Any Actual Time to Relax.

    I just liked it better when we were thinking along the lines of working with the aliens in an attempt to better understand what has happened and to help them as well, instead of thinking of them as enemies that we need to fight against.
    >> Anonymous 01/16/10(Sat)22:23 No.7625460
    Can we confirm that "enemy" actually attacked us? If yes, then return fire. If no, then maybe we should just take cover and try not to be noticed. Also, we do not know for certain that they are here for us. Maybe the ship was attacked for some other reason?
    >> Anonymous 01/16/10(Sat)22:27 No.7625517
    >>7625440
    we can think all we want when we get away from this ship, go to some nice tropical beach world with mojito fountains and bronzed oiled studs everywhere, when we get away from this ship ALIVE.
    >> Anonymous 01/16/10(Sat)22:28 No.7625547
    >>7625440
    well yeah, obviously the aliens have a large power base and a lot of resources in archaeology which we could utilize in our search for 6, so if possible we should work together, but we should not be so naive as to think that these aliens are not using us in their own agenda.

    Question is, should we take the long road and help them in exchange for help in our search, or should we take the fast road and just strike out on our own.
    fast road is hard and very unsafe but the long road may never reach the destination
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/16/10(Sat)22:29 No.7625560
    >>7625359
    You reach up from your cover and pull the guard's lifeless body to your own. "Sorry for this, but one of us needs to stay alive." you mutter as you work on breaking his deathgrip on what seems to be an automatic rifle. Finally freeing it from his grasp, you spin his body around, snatching an ammo belt from his shoulder.

    You have obtained:
    1x Light Recoil-less Automatic Rifle (60 rounds per clip, 4 clips of ammo on belt)
    2x Breaching Charges (with remote detonator)

    Your hand are full with your Medium Kinetic Pistol and the Rifle. The Rifle requires two hands to operate. Adjust properly. The Breaching Charges and Detonator are attached easily to your suit belt.

    The fire coming down from the gash has now died down, and the crew is concentrating their fire on the narrow corridor. You can't see what is going on because you're still taking cover under the console.

    >>7625460
    The Captain said they were Pirates. That's all you know.

    >>7625440
    I hope things can be better explained if/once you reach Assura. However, there is merit to the fact that you are (as far as you know) alone in this cold hard galaxy, and therefore distrustful of the new natives that simply aren't human. Heck, if it was ME I'd be wearing a tinfoil hat as well.
    >> Researcher Sam 01/16/10(Sat)22:31 No.7625580
    >>7625517
    See that's exactly what I'm talking about. Thinking like we have to escape and get away. Where the hell would we go? How would we get there? So far these guys have given us no reason not to trust them, even if Cam and the informatin he gave us were planted to color our perception. This whole "All non-humans must be evil! Smite them! Trust no one!" attitude is just so reminicent of WH40K, and I get enough of that from the 40k threads.

    That said, keep hiding behind the consoles and be ready to shoot any of the overhead enemies that come within view.
    >> Anonymous 01/16/10(Sat)22:32 No.7625609
    >>7625440
    Well... for some people, it's always Quest: The Adventures Where No One is to Ever be Trusted and We Should be Concentrating on Collecting a Powerbase Just to Survive, Remaining Always Vigilant and Without Any Actual Time to Relax.

    That said, the backstory of this quest really does seem more likely to result in everyone being out to exploit us than most. A little paranoia is not unwarranted here, so humor us, please. That said, the most paranoid action is to act clueless to their intentions to exploit us, so...

    >>7625560
    Attach the pistol to our belt if possible to free both hands for the rifle. Attempt to get a sense of what's going on through the radio; if we can't, risk a quick glance at the action.
    >> Anonymous 01/16/10(Sat)22:32 No.7625615
         File1263699174.jpg-(63 KB, 480x640, blue_sank_01.jpg)
    63 KB
    >>7625460
    agree
    >> Anonymous 01/16/10(Sat)22:34 No.7625642
    >>7625560
    we're under a desk right or console or something? place a breaching charge on the bottom side of the console, detonate it as we make a break for the hallway, hopefully it will create enough shrapnel going up toward the gash to give anyone coming to dinner a bad rash.
    >> Internet Black Knight 01/16/10(Sat)22:35 No.7625657
    take cover. what's the rest of the crew doing? how many pirates have reached the bridge?
    >> Researcher Sam 01/16/10(Sat)22:36 No.7625665
    >>7625560
    Fair enough.

    >>7625609
    Keep in cover. Be on the lookout for anymore flanking enemies. And thank you for listening to my concerns.
    >> Anonymous 01/16/10(Sat)22:37 No.7625674
    >>7625642
    Whoa, let's not start using explosives in nominally friendly areas. Nor relocating abruptly when as far as we know the crew has the situation under control.
    >> Anonymous 01/16/10(Sat)22:37 No.7625682
    >>7625460
    >>7625396
    problem with this is that we have 3 bodyguards left who will be fighting for continued control over us, so we there will be attacks in our general direction.
    So we could fight back and hope that we remain in their control after the end of the fight. Pro: We show loyalty which will probably be appreciated later. Con: If we are taken control over we will have demonstrated ill will against our new keepers.

    Or we could just sit tight and let the bodyguard fight for us. Pro: we will demonstrate neutrality towards the aggressors. Con: We will have shown assumed distrust or disrespect to our current keepers.

    All in all, first choice seems like the better. Since we can just justify our return fire with that we thought that the aggressors were pirates if we are captured. And if they are pirates then we'll probably only stay in their possession until a ransom has been decided and paid or until we're repossessed by the military
    >> Anonymous 01/16/10(Sat)22:37 No.7625687
    >>7625642

    No, we're taking cover on the bridge. We do not know if the console is important or not. Also, at the moment the shooting from the hull breach on the bridge has died down. It is probably safe to assume that since the crew is concentrating fire on the corridor, there are no hostiles on the bridge.

    >>7625609

    Agreed.
    >> Anonymous 01/16/10(Sat)22:41 No.7625736
    >>7625682
    Just because we were told that they were pirates doesn't mean that they are, or that they think of themselves that way. Recall that one man's terrorist is another's freedom fighter; any "pirates" could easily have political motivations and be a potentially sympathetic party.

    Or they could actually be pirates. We just don't know. But we have the perfect excuse not to fire back- we have been specifically instructed to protect ourselves. We're trying not to draw attention, and saving our weapon for if we are cornered by the enemy.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/16/10(Sat)22:44 No.7625761
    -Just saying, its OK to be distrustful (its normal), but you still need to trust sometimes or risk being utterly closed and paranoid. And then you're no better than the Fleet.

    >>7625609
    You somehow manage to squeeze the bulky pistol onto your belt, but you doubt you aren't going to be able to fit anything else on.

    >>7625642
    The Corridor is full of a nasty crossfire. If you're looking for an escape, the gash looks accessible, but you'd cross some open space before you are clear. And then there's the whole trying not to fly off into space thing.

    >>7625657
    The crew seems to be firing into the corridor wholeheartedly now.

    You chance a quick peek from your cover and see several large black forms moving up the corridor towards the Bridge, their outlines seeming to make themselves out to be large shields. You can see a literal hail of kinetic slugs striking them and either embedding or ricocheting off at odd angles. Whoever is trying to take the ship, it seems they are quite prepared.
    >> Anonymous 01/16/10(Sat)22:44 No.7625777
    >>7625736
    Attacking a ship in space without first discussing surrender
    Sounds like pirates to me.
    But you are correct, we should honour the captains orders. keep down, keep safe, maybe take a few pot shots every now and then but leave the fighting to our guards
    >> Anonymous 01/16/10(Sat)22:47 No.7625795
    >>7625761
    hmm, is there gravity in here right now? is the hole in the top of the bridge or the side? if top...find local source of gravity if there is one, if not attempt to disable gravity shipwide issue a general, "Gravity's going bye now" warning on the crew's radio band, then do it.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/16/10(Sat)22:48 No.7625819
    >>7625795
    Artificial gravity is currently offline. You are in Zero-G conditions and a complete vacuum. You also have Six Hours of Air.
    >> Anonymous 01/16/10(Sat)22:49 No.7625826
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    >>7625761
    >but you'd cross some open space before you are clear

    does not sound safe
    >> Anonymous 01/16/10(Sat)22:49 No.7625832
    >>7625736

    That is correct, but we still need situational awareness.
    It would be unwise to seek confrontation if the enemy outnumber the crew and we are personally forced to take part in the fight. At that point we should be considering surrender or suicide.
    For now we should take cover, but if the bridge crew decides to leave the bridge and press on, we should stay with them.
    If we have a chance to attack hostiles from relative safety and without drawing too much attention to ourselves, we should do so while keeping in mind that our survival is our top priority.

    Also a side which we haven't considered: What if the hostiles hate cowards? If we take too little part in combat, than they could hold it against us.
    >> Researcher Sam 01/16/10(Sat)22:51 No.7625843
    >>7625777
    This. I hope they have some grenades or other explosives to take out those shielded guys.
    >> Anonymous 01/16/10(Sat)22:53 No.7625872
    I say we attempt to consult with the crew about the option of using explosives we looted against heavily shielded opponents.
    How good are we at throwing things? If we are good, we should try to use them ourselves. If not, then give some to a crew-member.

    If the crew agrees, then use explosives against enemy.
    >> Anonymous 01/16/10(Sat)22:56 No.7625908
    >>7625843
    We have breaching charges, you know.

    And since we're pretty much the only thing of value on this ship, chances are good that whoever's boarding wants to take us alive. Let's use that against them.
    >> Anonymous 01/16/10(Sat)22:57 No.7625917
    >2x Breaching Charges (with remote detonator)
    We have these, it's low-grav, toss these babies past and over the shielded forms, detonate, hope that the blasts are strong enough to fuck the ship up anymore than it already is.
    >> Anonymous 01/16/10(Sat)22:58 No.7625925
    >>7625917
    i meant NOT strong enough to fuck the ship up
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/16/10(Sat)22:58 No.7625929
    I'm currently waiting to see if there is a consensus on fighting back or not. If you are going to fight back, I'll wait to see how exactly you want to.
    >> What a Faggot !QF5oszRdpY 01/16/10(Sat)22:59 No.7625944
    >>7625819
    excellent, lets get a quick look outside if we can't access any external cameras see if anyones on the roof or if theres a ship on the topside of our ship.
    >> Researcher Sam 01/16/10(Sat)23:01 No.7625959
    >>7625925
    This is also what I meant. Something that won't tear another gaping hole in the ship. Like, grenade specificly meant to boarding actions or something. Also, breaching charges will be directed blasts, meaning that just tossing them and blowing them up will probably just desintigrate a wall or something and do zip to the attackers.
    >> Anonymous 01/16/10(Sat)23:01 No.7625960
    >>7625929
    Well, I'm up for fighting, nothing is wrong with fighting to survive if these really are the OTHER seekers and we have to reason with them for some reason.. However, using the breaching charges are the smartest bet at this point.
    >> Anonymous 01/16/10(Sat)23:01 No.7625966
    Hmm. Let's try something not immediately obvious. The ship we're on is already trashed, and therefore it doesn't matter much if we damage it. Even better, the local area is already depressurized.

    So why don't we use a breaching charge to blow a hole in the side of the ship and then use that to exit? We have magnetic boots, so we should be able to hang onto the deck. And since we also have some kinetic-slug pistols, we can use the recoil from those to send us back towards the ship if we somehow get knocked off.

    Once we're outside the ship, we walk over to the pirate ships, use a breaching round on the engines of one, and then hijack the other.
    >> Internet Black Knight 01/16/10(Sat)23:03 No.7625984
    start shooting pirates. fire off a burst to see how the shield-things work. if nothings getting through look for a way outta the bridge and get one of the det charges ready.
    >> Anonymous 01/16/10(Sat)23:04 No.7625999
    Breaching charges are not grenades. Don't try to use them that way; it will end poorly. As a trap or to actually breach something, yes; as a thrown weapon, no.
    >> Researcher Sam 01/16/10(Sat)23:05 No.7626009
    >>7625966
    That is one of the most suicidal plans I have ever heard.

    Inb4 everyone else thinks it's a wonderful idea and goes with it.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/16/10(Sat)23:05 No.7626021
    So far I'm seeing:

    1. Shoot back
    2. Toss a Breaching Charge
    3. Crazy/Suicidal? Plan: >>7625966
    >> Anonymous 01/16/10(Sat)23:07 No.7626056
    >>7626009 >>7625966
    I have to admit, that is a terrible plan but it calls out to my urge for ADVENTURE. Also, it could potentially net us our very own pirate ship, if we do ridiculously well.

    Alternately, it'll get us shot and killed/placed in a hospital, but I suppose that we've slept a couple thousand years basically dead already, so that holds no fear for us.
    >> Anonymous 01/16/10(Sat)23:09 No.7626084
    >>7625929
    keep with the guards, consider ourselves under their authority, Fight back as well as we can while still keeping as safe a possible. don't use breaching charges as grenades. Assume that the crew knows what they are doing and follow their lead. suggest using breaching charges to set a trap for approaching shields.

    We are a vip asset at the moment, so we're very low on the chain of command, don't do anything we're not ordered to do
    >> What a Faggot !QF5oszRdpY 01/16/10(Sat)23:10 No.7626091
    >>7626021see>>7625944
    we need to figure out how suicidal going outside actually is, if theres no ship on the topside of the hull relavtive to our position we can run down, to another access hatch, the pirates seem to be going for the bridge if the crew dies and we're captured they died for what? if the crew dies and we aren't there to be captured better, if we can get behind the pirates front line and wreak havoc from above or below even better as the crew will thank us and perhaps even not think of us as property?!?
    >> Researcher Sam 01/16/10(Sat)23:10 No.7626102
    >>7626084
    This. Which I guess falls under 1) shoot back.
    >> Anonymous 01/16/10(Sat)23:13 No.7626142
    >>7625984

    This!

    Also keep in mind that even if we do defeat enemy espatiers, there could be ship to ship combat with enemy. At this point we do not know how many ships enemy has. If it's a pirate random encounter, then we could probably defeat them. If it is task-force created to capture us, that there will probably be a dedicated troop ship plus escorts. Also remember that our ship does not have power at the moment and that our jump failed. Even after captain's statement about that, we can't rule out sabotage.

    If we, in the end, manage to survive attacks, we would have to wait for the ship to be operational again, or for reenforcements to arrive (remember that there are no friendly ships min the area! This ine was closest!)

    This is what we should do:

    Keep one charge to ourselves. Try to see if one could be planted in path of the enemy shielded troops so that when they advance, the directed blast would affect them. If this is possible, give a charge to crew-member who could plant it.

    Cautiously attack enemy using automatic rifle.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/16/10(Sat)23:18 No.7626220
    >>7625761
    You carefully pull yourself along the underside of the console until you are near another one of your guards, who is temporarily taking cover from the shootout. You tap him on the helmet quickly to get his attention and ask, "What's the situation on the hull outside? Why can't you guys use grenades or something on those shield guys? Or those Breaching Charges?"

    "The hull seems to be clear at the moment, since we aren't taking fire anymore from the gash up there! We don't have any grenades since in Zero-G, the shrapnel would be horrible here, and the Breaching Charges focus their explosive power in only one direction - they'd have to stick to the shields to be of any use. And these ARE pirates - Thickhide ones by the look of it! Big Bastards!"
    >> Researcher Sam 01/16/10(Sat)23:19 No.7626239
    >>7626142
    And how do you propose we plant the charge infront of the enemy without them seeing what we are doing and shooting us? We'll have to leave cover, and in the end all it will get us is a huge hole in the deck which probably won't even kill them.
    >> Internet Black Knight 01/16/10(Sat)23:23 No.7626288
    >>7626239
    we're gonna throw it like a nade. cuz we're badass like that. it's gonna stick to the shield, thne the pirate is gonna realize what it is and look up at the camera right before it blows up.
    >> Anonymous 01/16/10(Sat)23:24 No.7626315
    >>7626239
    >If this is possible, give a charge to crew-member who could plant it.

    Still, the idea of using charges may be impractical, since we do not know how many heavily shielded troops enemy has. Since they are identified as pirates, then they probably board ships all the time and haven suitable equipment to mitigate effects of loss of a couple of heavily shielded espatiers.
    >> What a Faggot !QF5oszRdpY 01/16/10(Sat)23:25 No.7626322
    >>7626220
    The hull is clear, inform them you are moving to a safer location, suggest that our guards accompany us, if we can catch the pirates from behind it would be devastating especially if they try to turn to attack us as the entire crew could open up on their exposed backside.
    >> Anonymous 01/16/10(Sat)23:25 No.7626327
    >>7626288
    ...I'm going to assume you're joking and just invoking tropes here. I'm not sure even the Rule of Cool can cover that plan.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/16/10(Sat)23:28 No.7626374
    I'm seeing two votes for the Crazy Plan, a vote for tossing a Breaching Charge, and two votes for taking a potshot.
    >> Internet Black Knight 01/16/10(Sat)23:28 No.7626383
    >>7626327
    yeah. we should probably save those bombs for when we really need them. but let's fucking DO SOMETHING. Supernova, i know it ain't easy to run this, but the voices inside HANA's head are getting louder.
    >> Anonymous 01/16/10(Sat)23:28 No.7626387
    >>7626239
    the enemy in approaching from a corridor, correct?
    so we get a crewman to set the trap at the entrance to the corridor.
    >> Anonymous 01/16/10(Sat)23:30 No.7626408
    >>7626374
    I definitely vote for doing something; run the idea of trying to go around and flank the attackers past our bodyguards, at least. They know how combat generally goes in this era, and we were never exactly a marine in the first place. If they think it's feasible, let's do it.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/16/10(Sat)23:31 No.7626419
    >>7626383
    I totally understand where you're coming from. I'm going to wait a couple minutes, and go with a combination of the plans that have the highest number of votes.

    2 votes for Crazy Plan
    1 vote for tossing Breach Charge
    2 votes for shooting back
    2? votes for getting a crewmember to place a charge
    >> Researcher Sam 01/16/10(Sat)23:31 No.7626423
    >>7626387
    Right infront of the enemy? Without cover? In direct line of fire of the enemy weapons?

    Seconding taking a potshot. Well, thirding I guess.
    >> Flower Power 01/16/10(Sat)23:32 No.7626437
    >>7626322
    1. Go outside
    2. Get sniped
    3. Bad end

    Let's just keep firing and if possible set the charge trap

    namefagging to ease track of people in thread
    >> Anonymous 01/16/10(Sat)23:32 No.7626443
    >>7626419
    Voting for the CRAZY PLAN
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/16/10(Sat)23:34 No.7626466
    >>7626423
    You were counted as seconding the potshot. Namefagging makes keeping track of votes easier...

    >>7626437
    So you're the one for the breach trap?

    >>7626443
    THREE votes for Crazy Plan then?
    >> What a Faggot !QF5oszRdpY 01/16/10(Sat)23:34 No.7626467
    >>7626437
    the hull is clear...
    and if there are snipers all the more reason to bring our guards with us it's only a matter of time before the pirates attack through the hull breach or worse toss a grenade into the bridge room, if we don't get out of here we're going to BAD END anyway.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/16/10(Sat)23:35 No.7626476
    Alright, starting a writeup with Potshot and Crazy. Brace for Impact.
    >> Flower Power 01/16/10(Sat)23:36 No.7626489
    >>7626466
    I was in favour of potshots, with a little of charge planting as a sideorder if possible
    >> Researcher Sam 01/16/10(Sat)23:37 No.7626501
    >>7626466
    Oh yeah. Shit, my internet's been wonky, I didn't see my fist vote for it go up. My bad.
    >> Joyeuse 01/16/10(Sat)23:40 No.7626539
    I hope this crazy plan doesn't get us killed.
    >> WritesStrangelyFag 01/16/10(Sat)23:41 No.7626559
    I too hope that we do indeed survive this risky enterprise.
    >> Researcher Sam 01/16/10(Sat)23:42 No.7626571
    >>7626539
    Same. I mean really, with that warning post about surviving HANA Quest and everything and still people trying plans that rely on plot armor.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/16/10(Sat)23:55 No.7626697
         File1263704155.jpg-(123 KB, 500x369, 3292157106_bbd670b865.jpg)
    123 KB
    You quickly peer above your console and take a potshot with your Light Automatic Rifle at the advancing shielded pirates. Your slugs bounce off with little visible effect. One crew member bravely dashes from cover and tosses a Breaching charge at an advancing shield - against all odds it sticks. However, the pirate quickly shoves his shield away, and you see the massive piece of metal quickly spin into the Bridge - the Breaching Charge now on the opposite side of the shield. You hit the deck as you hear a collective "OH SHIT" through your radio.

    It's strange to hear no sound in space as the shield fractures into hundreds of tiny pieces of edged and partially melted metal that ricochet across the Bridge. The brave yet unfortunate crew member who tossed the charge is reduced to a shredded blue pulp almost instantly, as the effect is not unlike that of a hand grenade going off. Thanks to the directed charge, the pirate who tossed the shield is relatively unscathed, and retreats behind another shielded comrade.

    "FUCK THIS! Time for Plan B! Follow my lead, guys!" you yell to your three remaining guards. You toss one of your Breaching charges against the nearby metal wall and detonate it, opening up a ragged hole leading to the starry deep. You kick off strongly against the floor and console, and grabbing the guard in front of you to angle yourself, you shoot off in an arrow-like glide towards the hole. At the last moment, you grab the torn metal edges and spin yourself so that your feet connect solidly with the hull outside, and you can feel a sort of traction gained from your magnetic soles.

    "Shit, FOLLOW HER, KEEP HER SAFE! COVERING FIRE!" the Captain shouts as the Bridge crew begins to fire again at the nearing Pirates who are almost into the Bridge. Your guards each follow suit, and you can see them carefully making their way out onto the hull after you.

    -One more writeup incoming.
    >> What a Faggot !QF5oszRdpY 01/17/10(Sun)00:06 No.7626800
    >>7626697
    if we had stayed on that bridge a moment longer BAD END, so far, GOOD END is still a possibility,
    out of breaching charges though, best not to dwell on that though, get moving to an exterior hatch before we get caught in the open, also is the ship hull covered in techno puke or smooth?
    >> Researcher Sam 01/17/10(Sun)00:07 No.7626814
    >>7626800
    No, we still have one left. The one the crewman used wasn't one of ours.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)00:10 No.7626871
    >>7626697
    The expanse of space is almost dizzying to look at. Red tinted clouds fill the expanse, as well as the scattered and tumbling rocks of a nearby asteroid belt. What appears to be a red dwarf star burns in the distance, lighting up the expanse with its bloody hue.

    The "Light Bringer's" hull is pockmarked with small jagged holes, telltale signs that the Pirates were none too gentle with their prize. You figure that you are standing on the left side of the ship, as 400 meters from where you stand and about 60 meters slightly below you is an orange-tinted hull that is jutting out of (or into depending on how you look at it) the hull of the "Light Bringer". Its prow is rather pointed, suggesting that ramming a hole into its target ship is a preferred means of accelerated boarding. Dotting the jagged surface of the Pirate Vessel, you are surprised to see very little in the way of armaments - only what looks like two medium kinetic-slug cannons. What sort of Pirate doesn't shoot to kill?

    Your guards assemble close to you, and one of them speaks softly. "I don't know what you intend to do out here, but at least we are out of that hell. So what's your big plan?"

    You don't see any stray pirates along the Hull of the "Light Bringer".

    Cam pipes up rather elatedly. "That was friggin' sweet my dear! Friggin' beautiful. Now just don't lose your grip or catch a meteorite with your head please!"
    >> Supernova !FzAyW.Rdbg 01/17/10(Sun)00:12 No.7626896
    >>7626800
    If we make it alive to the end of the thread, I'll be happy to explain the possible good/bad ends.
    >> Anonymous 01/17/10(Sun)00:14 No.7626920
    >>7626871
    "My centre is giving way, my right is retreating, situation excellent, I am attacking." Laugh delightedly as the aliens utterly miss the quotation and move for the enemy ship with all speed. Apply breaching charges.
    >> What a Faggot !QF5oszRdpY 01/17/10(Sun)00:14 No.7626925
    >>7626871
    Thank you Cam, your elation pleases me.
    We must find an access panel or an airlock to return to the ship, though (if we have a breaching charge) we can attempt to disable the pirates vessel while we are out here. Be ready to fire on any pursuers coming out of that hole.
    >> Researcher Sam 01/17/10(Sun)00:14 No.7626927
    >>7626871
    "Right, you guys know more about the pirates than I do. What are the chances that their ships are crewed with minimal personel right now? I still have one charge left that we could use to infiltrate one of their ships and take them out, then re-board the Light Bringer and take the enemy from behind."
    >> Flower Power 01/17/10(Sun)00:17 No.7626968
    >>7626871
    great, CAM is an adrenaline junkie...
    right, theory; these are not pirates but rather mercenaries hired to capture us, we were out cold for a week after getting out of our ship wreak so there was ample time for any spy to report our existence and to sabotage the gate to set up an ambush.

    For the current plan, how big is the boarding ship? is it probable that most of the crew is in the Light Bringer? If so, we might just get lucky with couterboarding them
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)00:23 No.7627060
    >>7626968
    The ship is smaller than the "Light Bringer". From the number of impacts on your ship it can be assumed that two Pirate ships have attempted a "Leech Style" boarding move.

    >>7626927
    The guard that you tapped on the head before acting pipes up quickly, "Judging from the attacking force we just faced, I'd expect that most of their crew is out of the ship. If anything, they'd have some sort of skeleton crew at least. And each of us has two spare charges, if you need them." {You did pull two charges off that dead guard's belt after all}

    >>7626920
    >>7626925
    Your guards simply look to each other in slight confusion, then follow you as you move along the hull carefully towards the jutting ship.
    >> Internet Black Knight 01/17/10(Sun)00:25 No.7627094
    >>7627060
    Let's take the pirate ship. can we get into one of their boarding craft?
    >> Researcher Sam 01/17/10(Sun)00:26 No.7627111
    >>7627060
    Then we begin our move. Get to the nearest pirate ship, break in, attack them from behind, secure victory. Begin production of Hannah action figures.
    >> Anonymous 01/17/10(Sun)00:27 No.7627125
    >>7627060
    As we move, keep an eye out for any hostiles on the outside of the ship. Also, ask for any information our guards have on pirates in general, pirates similar to these specifically, or anything else they know that is about to become vitally important as we boldly assault an enemy vessel whose forces have been shown to individually outpower us.
    >> Anonymous 01/17/10(Sun)00:40 No.7627137
    >>7627111
    >>7627094
    I would suggest that our preferred method of attack be to copy their move an lay breaching charges directly into the bridge. If possible, open up two breaches simultaneously to divide enemy attention and lay down as much fire as possible through them, possibly using one to cover an entrance into the ship using the other.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)00:42 No.7627142
    >>7627094
    Their ship IS the boarding craft. A little all-in-one package I suppose.

    As you get closer to the ship, you can start to make out several possible telltale indentations for airlocks. If you can mentally compartmentalize the layout of the ship, it seems that there is one closest to the ship's engine block, one in the center of the ship, and one near the prow that is jutting into the "Light Bringer".

    You can't really discern any bridge in the thing - their armored shutters must be down.
    >> Anonymous 01/17/10(Sun)00:44 No.7627156
    >>7627142
    Engine block, you say? Based on what we know of tech, what's the chance that we could cause it to explode (without killing ourselves)? Either way, that's probably the best target; if nothing else we'll be able to disable them.
    >> Flower Power 01/17/10(Sun)00:47 No.7627172
    >>7627142
    where is the second ship?
    if we could disable one of the ships' engine and board the other we would minimize risk of interception if we use it to escape
    second question is if we bring the Light Bringer's crew with us or if we strike out on our own. Since our guards would probably not like deserting their comrades and we like having other people around for the enemy to shoot at, I'm thinking we should call for an evacuation of the ship through radio once we've secured the boarding ship.
    >> Researcher Sam 01/17/10(Sun)00:47 No.7627179
    >>7627142
    Start at the back and work our way towards the front, we don't want to leave any enemies at our backs.
    >> Internet Black Knight 01/17/10(Sun)00:48 No.7627182
    >>7627142
    i think we should go for the center hatch. if there's no discernible bridge it may be in the center of the ship.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)00:48 No.7627185
    >>7627156
    With a breaching charge you'd put a neat little hole in the hull around it, but nothing threatening. If you're looking to seriously cripple the ship's flight capabilities, you'd have to get inside and mess with their Jump Capacitor or power plant or something. Its not like your ship is going anywhere anytime soon either.

    >>7627172
    The second ship is presumably on the other side of the "Light Bringer's" hull.
    >> Anonymous 01/17/10(Sun)00:51 No.7627221
    >>7627179
    I'm down with this. A (semi)secure line of retreat that doesn't rely on using another breaching charge to make a hole would be nice to have.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)00:53 No.7627230
    >>7627221
    >>7627179
    That's two votes for breaching at the rear (Engines) and sweeping through the ship to the prow. Any other plans besides the one I see breaching for the middle?
    >> Flower Power 01/17/10(Sun)00:53 No.7627237
    >>7627185
    right, blow the airlock close to the engines that's where the powerplant is most likely to be. Set charges on the powerplant and/or fuel tank, anything that would make it dead in space. Try to find a terminal and gain access to the blueprint, if we assume that the other ship is the same class of ship we'd be able to more precisely stage our attack on it.

    The Light Bringer has 2 holes in her bridge so she's not exactly spaceworthy as it is
    >> Internet Black Knight 01/17/10(Sun)00:54 No.7627241
    >>7627230
    screw it. i'll change to breach aft and move forward.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)00:54 No.7627251
    Do we want to breach aft and attempt to take the ship whole or breach aft, make it dead in the water, and then sweep?
    >> Flower Power 01/17/10(Sun)00:56 No.7627274
    >>7627251
    I vote for breach, set charges, get to the other ship and detonate, then steal second ship.
    This serves as both a diversion and as denial of transportation
    >> Anonymous 01/17/10(Sun)00:57 No.7627287
    >>7627251
    How long would it take to disable? Can't we just set a breaching charge on something critical and move on without much of a delay?
    >> Internet Black Knight 01/17/10(Sun)00:57 No.7627290
    >>7627251
    attempt to take it whole. we may need it if the Light Bringer is dead in space.
    >> Researcher Sam 01/17/10(Sun)00:57 No.7627292
    >>7627251
    Take it whole. They can't run if the entire crew is dead and there's no one to pilot it. We need to be fast, we can't sttop to sabotauge the engines.
    >> Anonymous 01/17/10(Sun)00:58 No.7627295
    Supernova, do you mind someone picking your brains on how to run a quest? Prospective quest DM here, I'm just trying to learn.
    >> Anonymous 01/17/10(Sun)01:02 No.7627313
    Try to find the second pirate ship and plant breaching charges inside its engines.

    Then climb aboard the first pirate ship, take over, and detonate the breaching charges on the other ship.

    Now that we've got the only working ride out of this place under our control, we negotiate.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)01:12 No.7627359
    >>7627295
    Dude, this is my first quest, and I'm learning how to DM through it. A lot of fun. I write short stories for fun, and H.A.N.A. started as one. I was stuck on where to go, and decided after reading and participating in a bunch of /tg/ quests that I would take my story and make it into a quest. And bam, fun. The first three threads were me working through my existing story outline, and now its writing and thinking up a plot on my feet.

    >>7627287
    You can breach in, set a few charges, and then leave to breach, but that's not taking into account what you may encounter inside the ship. Since these ships are based off of Human technology, you have a slight advantage in knowing what key parts to destroy to cripple the ship.

    I'll see if anyone changes their plan before counting votes. It seems like everyone wants to breach into the aft of the ship, so I'll get started on a writeup for that and you folks decide whether to cripple it or move on.
    >> Anonymous 01/17/10(Sun)01:15 No.7627395
    >>7627295
    Dude, just go on sup/tg/ and look at the upvoted quest threads. There are quite a few highly acclaimed ones. Pay attention to things like writing style, relative timestamps, and how multiple conflicting orders are integrated with one another. Attempt to imitate whichever appeals most.

    Also, as was mentioned in a thread the other day, you should have at least two of:
    -Decent art
    -Excellent writing
    -Compelling plot/storyline
    -Appeal to /tg/'s loves
    -Fast posting

    Then just gather courage and do it. At worst, you get voted down, but that's not half bad, really. No one will remember your failures, only your successes.

    >>7627359
    I'm inclined to attempt to cripple the ship. I am concerned that if they retain engine control and realize that we are onboard, we're valuable enough that they'll just fly away and sell us to the highest bidder unless we've removed that from their list of options. If we can capture the ship intact that'd obviously be preferable, but we don't know what they have in there- if the first goes well, we can be more bold when taking the second.
    >> Researcher Sam 01/17/10(Sun)01:18 No.7627439
    >>7627395
    Yeah, but they're operating with (almost certainly) a skeleton crew, so they might not even realize we're onboard until we get to the bridge and kill them. And I'd be willing to bet that disengagin from a boarding action in one of these things takes a couple of minutes to do, what with being embedded in another ship and all.

    Let's compromize. Set the charges but don't blow them unless they try to take off with us inside.
    >> Anonymous 01/17/10(Sun)01:20 No.7627463
    >>7627439
    Seems reasonable enough.
    >> Internet Black Knight 01/17/10(Sun)01:21 No.7627484
    >>7627463
    >blow up ship with us inside.
    >reasonable
    >> Flower Power 01/17/10(Sun)01:24 No.7627515
    >>7627439
    the point, I believe, is to set the charges and then leave without killing everyone. Thus minimizing the amount of encounters with people that want to shoot us. Even a skeleton crew is probably more than 3 guards and a H.A.N.A unit
    >> Anonymous 01/17/10(Sun)01:24 No.7627517
    >>7627484

    >Blow out the ship's drive systems with us on board
    >unreasonable
    >> Anonymous 01/17/10(Sun)01:24 No.7627525
    >>7627484
    Cripple the ship, not blow it up. Blowing it up entirely seems to be beyond out capabilities. We set off the charges, and unless we're right next to them we'll be fine.

    >>7627439
    Though I will point out that the bridge crew will get a hull breach alarm as soon as we depressurize the engine area.
    >> Internet Black Knight 01/17/10(Sun)01:27 No.7627559
    >>7627525
    >>7627517
    i do not consider drifting through space in a broken pirate ship to be fine.
    >> Researcher Sam 01/17/10(Sun)01:27 No.7627565
    >>7627525
    A fair point. Still, I think it's worth doing, because we're going into the ship one way or another and the alarm will go off no matter where we enter from.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)01:34 No.7627669
    You point at the Pirate ship ahead. "Lets go and breach inside that, eh? You three take point and cover me. Its time to go on the offensive."

    You scramble quickly over the hull of the "Light Bringer" with your three guards hurrying after you. It takes a bit of effort not to move so fast that you fly off the hull, but eventually you reach the Pirate hull. Your oxygen gauge reads <4.5 HOURS>. Obviously strenuous activity like you've been doing will effect this negatively. The four of you work your way cautiously along the hull of the Pirate ship until you reach what seems to be the airlock closest to the Engines, and place your final breaching charge. You figure that the guards can hang onto theirs until needed, and enjoy the extra space on your belt for now.

    "Lets find a handhold and pop this balloon!" you joke, as you hook your arm and elbow underneath what looks like a ladder rung. Your guards do the same, hooking the straps of their suits onto the rail. The trigger is pulled.

    The sight of the small square of hull rupturing is quite interesting, as it seems to almost wrinkle before the pressure difference rips it out into the void of space. You also see a brief flash of a pirate before he too is sucked out into the void. A whirlwind of trash follows closely behind him, and then the pressure equalizes. Its now or never.

    You quickly swing up from your perch and through the hole, followed closely by your three guards. What greets you is obviously an engine room, you can see the two giant Jump Capacitors on either side of the Power Generator. Loose bits of junk and trash that weren't lost in the vacuum drift about aimlessly - apparently the ship has no source of artificial gravity.

    Against the wall opposite the engines are two shuttered doors - apparently the decompression triggered a safety lock-down of the compromised sectors.
    >> Supernova !FzAyW.Rdbg 01/17/10(Sun)01:35 No.7627677
    >>7627295
    Recommended quest reads are: Ruby Quest for a good drawing/quick response example with a neat story, Firstquest (later called Deathwish) for great writing, the ongoing Dreamscape Quest, ZeonQuest for awesome action and rather fast-paced.

    >>7627439
    >>7627463
    Compromise noted.

    >>7627525
    Someone is thinking with details in mind tonight, as well as with that Crazy plan. I love it.

    >>7627559
    That's why I gave you two tries, just in case you screw this one up and still live.
    >> What a Faggot !QF5oszRdpY 01/17/10(Sun)01:39 No.7627720
    >>7627669
    good thing we got more breaching charges eh?
    >> Flower Power 01/17/10(Sun)01:41 No.7627737
    >>7627669
    have a guard set a charge on each jump capacitor and one on the power generator

    then go back out though the airlock and to the other pirate ship along the hull
    >> Flower Power 01/17/10(Sun)01:43 No.7627763
    >>7627737
    oh and if there is a terminal in the engine room, access it
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)01:44 No.7627784
    >>7627763
    There is no terminal in the Engine room.

    >>7627737
    Anyone else for this?
    >> Researcher Sam 01/17/10(Sun)01:44 No.7627790
    >>7627669
    Excellent. Set up charges on the jump capacitors and then begin nmoving forwords towards the front of the ship, taking out any hostiles.
    >> Anonymous 01/17/10(Sun)01:45 No.7627802
    >>7627677

    Hey, idle question here, but what stops us from jacking into the /human-made/ tech as a HANA unit, locking down the vital sections of the ship, and venting every other room but the one we're in to vacuum?
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)01:45 No.7627803
    >>7627790
    To do this you are most likely going to need more Breaching Charges. Your guards are holding Six more.
    >> Researcher Sam 01/17/10(Sun)01:46 No.7627808
    >>7627737
    No, because they know we're here. If we leave they'll just come to investigate, and probably remove the charges. And then they'll com at us from behind.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)01:48 No.7627827
    >>7627802
    The fact that there is no circuit/interface for you to directly interface with here, and even if there was one, you need a certain cable to connect it with your implants.

    And to quote from last session (that was cut short)

    >Ask our in-head AI if there's anything we would normally be able to interface with on a ship using this sort of technology. Presumably it knows our specs. No way should we be locked up in our cabin through this kind of crap.

    >"I probably could walk you through splicing a cable together to connect to your implants, but it would take a bit of time to get it right."
    >> Flower Power 01/17/10(Sun)01:49 No.7627850
    >>7627790
    Am I the only one that don't like the idea of taking on the remaining crew of the pirate ships?

    Btw, can we request a status report from the bridge via radio?
    >> Anonymous 01/17/10(Sun)01:50 No.7627857
    >>7627790
    Just on the jump capacitors? Won't that leave the ship able to maneuver at sublight speeds, potentially causing us problems?

    Well, regardless. We can't afford to spend a breaching charge on every door we pass; ideas?
    >> Supernova !FzAyW.Rdbg 01/17/10(Sun)01:50 No.7627859
    >>7627827
    >interface to directly interface
    *facepalm* ;_;
    >> Researcher Sam 01/17/10(Sun)01:50 No.7627863
    >>7627803
    What? It's only 1 charge on each capacitor. I meant take out any hostiles with our rifles and stuff. When Flower Power suggested planting charges on the Capacitors you didn't say it would take more charges.
    >> Anonymous 01/17/10(Sun)01:54 No.7627914
    >>7627863
    There has been a hull breach, and the ship automatically dropped pressure doors. We can't proceed forward directly.
    >> What a Faggot !QF5oszRdpY 01/17/10(Sun)01:54 No.7627916
    >>7627850
    nope, i'm all for disabling the pirate ship then gtfoing, running low on air too and we are unfamiliar with the pirate ship so we could suffocate in our suits while pacifying the ship.
    Disable it, sever it from our ship and return to home.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)01:54 No.7627918
    >>7627863
    I figured you intended to get through the sealed doors with additional Breach Charges.

    To clarify, if you take out both the Jump Capacitors, the ship will be unable to jump but can still get power for sub-light speeds and to operate the rest of the ship (super-hint I shouldn't give it but I'm so nice).

    >>7627850
    You attempt to hail the bridge crew, but receive only static. Something must be interfering with your communications, or the crew is still busy, or worse.
    >> Researcher Sam 01/17/10(Sun)01:58 No.7627963
    >>7627918
    Hmm, can we set the charges on the power generator(s)?
    >> Anonymous 01/17/10(Sun)01:58 No.7627969
    >>7627918
    Blow both jump capacitors and the power generator. Then leave and make for some area of our ship that we expect to be secure. We don't have the breaching charges for a full extermination run, but we can at least ensure that this ship is screwed.

    And the hint was appreciated, but my pride demands that I point to >>7627857 and claim it wasn't needed.
    >> Flower Power 01/17/10(Sun)02:01 No.7627999
    >>7627918
    >To clarify, if you take out both the Jump Capacitors, the ship will be unable to jump but can still get power for sub-light speeds and to operate the rest of the ship (super-hint I shouldn't give it but I'm so nice).
    So we take out the power generator and the capacitors (in case they're already loaded) then leave.

    hmm... a thought occurs, we could set up breaching charges on all the air locks and pop them at the same time, that should eliminate most of the enemies and we should be able to get a makeshift patch up before our oxygen runs out, so we could actually hijack the ship rather easily
    >> Researcher Sam 01/17/10(Sun)02:01 No.7628004
    >>7627918
    Wait, better idea than blowing the generators; what if we spliced into the ship's systems to open the doors?
    >> Anonymous 01/17/10(Sun)02:02 No.7628025
    >>7628004
    There's no terminal here, and we don't have an adapter to allow a direct interface anyway. Unless there's a conveniently located override panel, I don't think that's happening.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)02:03 No.7628040
    >>7627963
    You can indeed set the charges on the power generator - there is only one, and if you take it out, the ship will understandably lose all its power.

    >>7627969
    Yes - if you're the same anon that's been paying very close attention to the details here, I applaud you. If that crazy plan was yours, I have to say those details saved it along with the Rule of Cool. As a first time GM, I was very happy with playing that scene through my head and going "Oh crap, that is feasible - I hope they go for it."

    >>7628004 see >>7627827

    >>7627999
    Depends on whether or not all the rooms are connected to those airlocks, and if it doesn't take out everyone, you might just be wasting charges.
    >> Researcher Sam 01/17/10(Sun)02:05 No.7628050
    >>7628040
    Right, we'd get Cam to help us splice into the system. We have a few hours, and if they try to come and get us they have to open up the doors, giving the guards warning and time to get ready to shoot whoever comes through.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)02:06 No.7628084
    >>7628050 see >>7628025
    You can make the adapter yourself - Cam can help you - but there is no input jack for it here.
    >> Researcher Sam 01/17/10(Sun)02:09 No.7628128
    >>7628084
    Ah. Well shit. You said it seemed like a small ship; with a little luck there will be six or less blast doors to go through. No, wait, make that four or less. Either way, they must have charges of their own if they blasted through our blast doors, and we only need to make it to the bridge; once there we can open the doors and/or interface with the ship.
    >> Anonymous 01/17/10(Sun)02:10 No.7628139
    >>7628040
    Guys, I'm thinking that "take over their ship" was a good plan, but we're going to have to fall back on the secondary objective of "disable their ship" and move on. We've only got so many charges and so much air, moving about inside their ship will be all but impossible due to the blast doors, and we have lost the element of surprise with our first attack. It's time to adapt the plan to changing circumstances.

    Blow their power and capacitors, get back to our ship.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)02:12 No.7628168
    >>7628128
    A reasonable plan. Though the only source of charges in the room was sucked out into space, you can try to head deeper into the ship to find additional charges if you so wish.

    >>7628139
    Or do you wish to do this? Or set the charges and blow them while heading to the second Pirate ship?

    And how many charges to do wish to set and where?
    >> Flower Power 01/17/10(Sun)02:13 No.7628179
    >>7628139
    second
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)02:14 No.7628191
    To clarify on the setting charges, one charge will be enough to breach and disable the Generator. However, if additional power remains in the Jump Capacitors, that can be routed throughout the ship temporarily, but once it runs out it can't be replaced. To take out all three objects, you will need Three charges, leaving you with three.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)02:15 No.7628210
    I'll wait a couple minutes, and if no more votes come in, get going on a write up of the scuttle and leave the ship.
    >> What a Faggot !QF5oszRdpY 01/17/10(Sun)02:17 No.7628231
    >>7628168
    does the ship need both jump generators to jump to hyperspace? if not blow one jump and the power generator using 2 charges, move to next ship mind o2 level.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)02:18 No.7628252
    >>7628231
    With only one Jump Capacitor, the ship would not be able to generate enough energy to activate its Jump Engines. It would have whatever energy is left in that Jump Capacitor though, however much it may be.
    >> Researcher Sam 01/17/10(Sun)02:19 No.7628258
    >>7628168
    I'd vote for going through the rest of the ship and hoping to reach the bridge before we run out of charges; we should have 4 left if we place 1 on each capacitor. And hopefully we'll come across more once by the time we reacch the bridge. We can always bluff and say we have charges on the generator as well if we have to.
    >> Anonymous 01/17/10(Sun)02:20 No.7628277
    >>7628128
    This is a bold plan, and I (>>7628139) want to side with you, but I don't know that it's a smart plan. It would leave them with engine control long enough to disengage and also depends upon our ability to take them in a straight-up fight to achieve success, when we know that people with our weapons have had severe difficulty against their combat types before. I just can't back it.

    >>7628231
    I would rather deplete their power completely all at once by spending the extra charge; no sense leaving them with a little bit of extra juice if we can remove it. I'd head back into our ship next rather than go into theirs; our ship is hundreds of meters long and we should be able to access the airlocks without trouble, allowing us to save on oxygen.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)02:25 No.7628334
    Hrm... Going with placing 3 charges in the Engine room, and then leaving the ship - going from there back into the "Light Bringer". Writeup incoming shortly.
    >> Anonymous 01/17/10(Sun)02:29 No.7628378
    >>7628334
    To clarify slightly, re-entry point on the Light Bringer should be chosen with the purpose of avoiding enemies in mind; don't just make for the nearest airlock. We need to rearm and possibly gain time to splice into ship systems, not walk into a pirate boarding party.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)02:34 No.7628441
    >>7628378
    *curses slightly*
    ---
    After quickly looking around and contemplating how to move on, you order your guards to each place a Breaching Charge on the two Jump Capacitors and the Power Generator. The four of you quickly leave the way you entered, and detonate the charges while moving along the hull of the Pirate ship. You can feel the vibrations of the explosions through the ship's hull, and feel satisfied knowing that at least THIS ship isn't going anywhere. With the aid of your guards, you quickly locate an access hatch on the outside of the "Light Bringer" and hastily open it. The four of you quickly squeeze in, and it shuts quickly as the pressure equalizes back to normal in the small chamber. The four of you spill out in a tumble onto the Second Level of the "Light Bringer", at the end of the corridor that leads to your room - opposite the Elevator. Of course, the power is still out in your ship, but at least this corridor is sealed against decompression and has an atmosphere in it. The Elevator hatchway has sealed to prevent decompression.

    Both of the pirate ships must have breached on the Engineering/Engines Level in that case...
    >> Researcher Sam 01/17/10(Sun)02:38 No.7628493
    >>7628441
    Well, shall we head towards Engineering?
    >> What a Faggot !QF5oszRdpY 01/17/10(Sun)02:39 No.7628507
    >>7628441
    can we refill our tanks while walking or do we have to find a station...derp no power, i hope they refill while walking. lets see if we can locate any other crew members see if they're holding out somewhere. maybe get in touch with the captain.
    >> Anonymous 01/17/10(Sun)02:41 No.7628527
    >>7628493
    I'm thinking that we should head for the armory, or at least a secondary arms locker. We could really use heavier weapons, maybe better armor, and possibly more of those breaching charges. Once we've gotten better equipped, we can either move on our engineering section and assess the situation, or try another spacewalk and fuck up the other pirate vessel.

    I was hoping to hack into the ship's computer systems and restore our ability to act as a proper HANA, but I suppose that with power down that won't be possible.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)02:47 No.7628587
    Yanking a description of our cabin from earlier : In your quarters is a small personal terminal, a bed, a reinforced porthole, a closet with a self sealing space suit in it, several oxygen tanks, and a heavily reinforced door. The environmental suit you are wearing is capable of withstanding direct application to flames for ten minutes before overheating, is slightly resistant to electricity, and can serve to protect you in an absolute vacuum.

    >>7628507
    >>7628527
    >>7628493
    Might I point out that for all of these, the Floor you are on is sealed to prevent atmosphere leakage. Do get anywhere else you most likely will have to take another spacewalk or breach a hole in the elevator shaft door.

    >>7628527
    Armory stores would be located near the Bridge or down in Engineering - not in the Cabin Section.
    >> Anonymous 01/17/10(Sun)02:51 No.7628635
    >>7628587
    Ask our bodyguards if there are any secondary security stations where we might be able to get more/better weapons, and where the primary armory is. They'd know.

    As long as we're on this floor, check our cabin and confirm that the terminal is entirely without power should we try to uplink.

    I agree that linking up with more of the crew would be best. Again, ask our bodyguards where most of the crew would likely assemble/what they would do in the event of an attack such as this; there must be standard procedures.
    >> What a Faggot !QF5oszRdpY 01/17/10(Sun)02:51 No.7628636
    >>7628587
    I meant via radio since we're back on this ship it might be wise to figure out where the pirates are, otherwise we need to top off o2 before we had into another part of the ship that may or maynot be depressurized.
    >> Flower Power 01/17/10(Sun)02:56 No.7628686
    >>7628587
    is the space suit in our quarters "better" than the one we have on? if so, change into it, if not, just switch out our oxygen tanks and get one of the guards to strap a few of them to him in case we need more 'reloads'
    see if contact can be made with rest of crew, check terminal and download ship layout
    >> Researcher Sam 01/17/10(Sun)03:03 No.7628772
    >>7628686
    If I recall rightly it is actually worse.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)03:05 No.7628800
    >>7628635
    You check your cabin and find that the power is indeed out to your terminal. In the closet is still the extra spacesuit and several oxygen canisters.

    Your guards inform you that there are no weapon stashes on this level, but there is a full armory in the Engineering section, as well as several weapons lockers near the Bridge. Also, in case of an emergency such as this, the crew is instructed to barricade their respective floor and prevent the seizure of ship critical components. Which explains why both the Pirate ships breached the Engine/Engineering Floor first.

    You still are carrying your Medium Caliber Kinetic-Slug Pistol (9 shots per clip with 2 reloads) and your Light Recoil-less Automatic Rifle (60 shots per clip with 4 reloads). There are three Breach Charges remaining.

    >>7628636
    You begin to cycle through all your available radio channels for signs of survivors, and come across a live channel. "Do a headcount and find out how many crew-members are surviving. Hannah still hasn't gotten back in touch - I hope those guards with her know what the hell they are doing."

    >>7628686
    It does not have any fire resistance or minor electric resistance in it, but it does have the ability to self-seal against rips and tears, while you have to use patches to seal your suit.

    You insert a new oxygen canister and relax as you see your gauge go back up to 6 hours.
    >> What a Faggot !QF5oszRdpY 01/17/10(Sun)03:07 No.7628837
    >>7628800
    was that the captain we heard?
    If so it's probably important we let him know, we're alive, don't mention the pirate ship and don't mention where we are, try and get a situation update, find out where the crew is barricaded, don't want to get friendly fired.
    >> Anonymous 01/17/10(Sun)03:09 No.7628855
    >>7628837
    Agreed. Perhaps listen a few seconds more to see if useful information is being transmitted, just in case we overhear anything interesting, then chime in that we're okay.
    >> Flower Power 01/17/10(Sun)03:09 No.7628862
    >>7628800
    Open communications at that frequency, give them status report, do not give current position due to non-secure channel, request status report and suggestions for further actions (we've pretty much shattered chain of command so asking for orders would seem slightly hypocritical)
    >> Flower Power 01/17/10(Sun)03:11 No.7628888
    >>7628837
    given >I hope those guards with her know what the hell they are doing
    it seems that these are friendlies
    >> Anonymous 01/17/10(Sun)03:14 No.7628938
    >>7628888
    It would seem so, yes, although a paranoid person might give that sentence a rather sinister meaning- for example, they might have orders to see us die rather than fall into enemy hands.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)03:14 No.7628942
    "Hey Captain, good to hear you're still alive."

    "Hannah! You made it through! The situation on the Bridge degraded into some fierce close combat fighting, but we prevailed, though with some heavy losses. No word on what has gone on in Engineering yet, but we need to move fast to get ahold of one of those ships or we may be stuck here for an uncomfortably long time."
    >> Anonymous 01/17/10(Sun)03:17 No.7628973
    >>7628942
    We should probably tell him that both of the enemy ships appear to have impacted on the engineering level, and which ship would make a better target for escape purposes at the moment.
    >> Flower Power 01/17/10(Sun)03:17 No.7628979
    >>7628942
    right...
    give report that one ship is disabled so we should meet up for assault on the second, suggest setting scuttling charges on the ship as we abandon it, wouldn't want the enemy to repair and give chase
    >> Anonymous 01/17/10(Sun)03:19 No.7629009
    >>7628973
    Also, I find the fact that we'd be stuck here rather interesting, as it implies that this is not a well traveled route and/or that this was a black operation with no expectation of ready backup. Hmm.
    >> What a Faggot !QF5oszRdpY 01/17/10(Sun)03:21 No.7629027
    >>7628942
    ...well shit, tell the captain not to bother with the (orange one was it?)
    Cmon boys, we've got us a ship to capture. Load for bear, make for the other pirate ship.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)03:22 No.7629052
    >>7628942
    "Hrm... In that case, there probably won't be anyone friendly left alive in Engineering. But with our Jump Capacitors being a pile of slag and our Power Generator being nearly as much, I wouldn't worry too much about them chasing us with our own ship. I can't believe that you managed to scuttle one of their ships on your own. You're a credit to your race I suppose. It seems to me that the best option to seize their ship at once would be to do a mass spacewalk over there, and since we are already depressurized and suited up here, we can head out almost immediately."

    >>7629009
    Hmm... Indeed...
    >> Flower Power 01/17/10(Sun)03:30 No.7629141
    >>7629052
    credit to team!
    right let's meet up with captain and make the assault together
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)03:31 No.7629149
    Do you all wish to go back outside and spacewalk to meet the Captain first? Or spacewalk out and meet him as he is nearing the second Pirate ship? Or another option?
    >> Flower Power 01/17/10(Sun)03:33 No.7629183
    >>7629149
    space walk, meet at second ship, I doubt there are any weapons in the armoury worth risking running into more hostiles.
    >> Anonymous 01/17/10(Sun)03:33 No.7629184
    >>7629149
    If he says speed is important, we can both make for the pirate ship, and whoever gets there first leads the assault with the other as backup.

    Regardless, I'm to bed and done with this quest for the night; don't get us killed, all.
    >> Researcher Sam 01/17/10(Sun)03:37 No.7629231
    >>7629149
    Walk and meet up with the captain first.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)03:41 No.7629281
    >>7629141
    "Head in, Captain. We will be spacewalking over to join you for the assault."

    The three guards with you have heard this exchange, and you all quickly exit through the airlock you came in. Shortly, you four are moving once again along the surface of the "Light Bringer", and you can see the silver silhouettes of the Captain's remaining crew as they advance hurriedly towards the remaining Pirate ship.

    Both of the groups reach the hull of the ship at the almost the same time, and the Captain walks up to you. "We must hurry now - we can either Breach into Engineering from out here and eliminate this Pirate threat for good, or Breach into the ship at all three airlock points and attempt to take the ship and leave at once."

    Your actions have risen your tactical value in the Captain's eyes. He will take your input seriously.
    >> Researcher Sam 01/17/10(Sun)03:44 No.7629333
    >>7629281
    "Why not breach all places at once AND take out their Capacitors and Generator? Take them out for good and make it quick."
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)03:46 No.7629356
    >>7629333
    "Because then we will be stranded without a ship as well. We need one with two working Capacitors and a Generator to leave here."
    >> Researcher Sam 01/17/10(Sun)03:47 No.7629379
    >>7629356
    "So we'll need to take their engine room intact, unless we want to sit here and wait for reinforcements?"
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)03:49 No.7629402
    Hrm... It's rather late, if no-one objects, I'll simply pick a plan and do a writeup to move us out of this.

    >>7629379
    "Yes, we need their engine room intact. And with our ship out of commission right now, we can't contact anyone to come help us. The pirates themselves can just leave once they are done with our ship."
    >> Flower Power 01/17/10(Sun)03:49 No.7629405
    >>7629281
    we should take out the ship as quick as possible, don't want them to disconnect and leave us stranded.
    we can take them out with the guns on the pirate ship once we've released it from the Light Bringer
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)03:50 No.7629415
    >>7629405
    That's a vote for the latter plan. One more?
    >> What a Faggot !QF5oszRdpY 01/17/10(Sun)03:51 No.7629422
    >>7629281
    Leave them to rot, they deserve nothing more, we could send their missiles to them as a going away present, but what they did, we can't let go unpunished...
    >> Researcher Sam 01/17/10(Sun)03:53 No.7629439
    >>7629415
    Go for it. Take them out and steal their engines or whatever it is.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)04:02 No.7629559
         File1263718977.jpg-(152 KB, 800x800, Starburst_by_nbdy_hr.jpg)
    152 KB
    rolled 25 = 25

    "We should move to take the Pirate ship as quickly as possible, and leave them stranded in the Engineering section if we can. Let's attempt a triple breach into the ship and storm it." You decide.

    "Very Well."

    The silver suited figures place their charges on the respective hull areas of the last Pirate ship and detonate, letting the pressure equalize before moving in. The fighting is fast, close, and brutal as the Seekers move to damage the Pirate Thickhides' suits, as once ripped they would be at the mercy of the vacuum now permeating their ship.

    Taking the bridge in a spectacular manner, Captain Thal'tek drills a Thickhide through the skull with his Heavy Caliber Kinetic-Slug Pistol and his crew quickly mans the consoles to wrench the ship free from the wreck of the "Light Bringer". Leaving the despairing Pirates behind in the coffin of their own making, you are pleased to find that the ship's Jump Capacitors are already fully charged, and the ship is quickly set on a Navigation course for Assura.

    At least two thirds of the Light Bringer crew are unaccounted for at the time of the seizure of the Pirate ship, a cold equation of the number of lives spent to preserve your own.

    The stars stretch to lines once again as you depart this forlorn system.

    "Well, my dear. Looks like we live to see another day. Now for the real reason why we made this trip in the first place."

    Session End.
    >> Researcher Sam 01/17/10(Sun)04:05 No.7629582
    >>7629559
    Woot! Great session Supernova! So how about those possible endings you were talking about?
    >> What a Faggot !QF5oszRdpY 01/17/10(Sun)04:05 No.7629589
    >>7629582
    indeed, we are interested in the GOOD and BAD ENDS.
    >> H.A.N.A. Quest Part 6 Supernova !FzAyW.Rdbg 01/17/10(Sun)04:10 No.7629660
    Session Notes:

    At least one or two people payed accurate attention to detail for this one, and that was the reason that the Crazy Plan succeeded. If you had decided to stick it out in the Bridge, you would have been caught in the close quarters fighting and possibly brought into the Sparring Mode of combat I tried to flesh out earlier. You very well could have died in close quarters combat with that much fighting going on around you, and also if you had decided to move deeper inside the first pirate ship you would have had a close combat encounter. 1v1 would have been fun though... ;_;

    If you had survived close combat on the bridge but all the Seekers had died, you would have been captive of the Pirates. Not a BAD END, but it would have made things more difficult for your immediate future. I was debating on whether or not to make them Pirate Slavers or simply Pirates, but luckily it didn't come up.

    If you had simply hid in the Bridge and not shot at anyone, the Seeker Captain would have lost any respect he had for you, which would have resulted in a tough diplomatic sell later on. So lucky you, you proved yourself a badass and took out a ship with your guards that I have yet to name.

    Don't worry about the dice - you will be going to Assura this time, but that little roll will make the time after Assura quite fun.

    I'm going to try to start the next session at 1 PM or so on Monday and try to pull a 10 hour marathon. But we shall see, won't we?
    >> Researcher Sam 01/17/10(Sun)04:14 No.7629688
    >>7629660
    Sounds good. See you then.
    >> What a Faggot !QF5oszRdpY 01/17/10(Sun)04:17 No.7629731
    >>7629660
    we shall be awaiting your quest.



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