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File: 1364324500113.jpg-(32 KB, 810x427, House & Dominion.jpg)
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http://suptg.thisisnotatrueending.com/archive.html?tags=House%20and%20Dominion

New players please see -> http://pastebin.com/yX3uw7bq (Hasn't been updated in awhile)

http://houseanddominion.wikia.com/wiki/HouseAndDominion_Wiki

You are Sonia Reynard, Attack Wing Leader and Knight of the House of Jerik-Dremine! You command the Third Attack Wing, a mixed unit of fast hard hitting Cruisers, Frigates and Corvettes.
Last time you along with you superior, Knight Captain Saputo, continued your search for the long missing TCS Vieona, a Legendary ship last seen in the Faction Wars four centuries ago. Commander Winifred's plan to make use of an upcoming allied operation will involve stealing super weapons from the Pirates. Captain Saputo told you he wanted an ace card that would increase the survivability of the troops if they succeed.

It turns out he was not being entirely truthful in the reasons for the search. While the Terrans do have a way to render humans immune to the effects of Veckron radiation poisoning it has a side effect even they were unaware of. It can greatly extend the human lifespan.

Finding the Vieona required the use of a Factions Alliance sleeper ship to reach the layer of subspace it's trapped in. Most of the Alliance personnel that came aboard with you went off in another group escorted by some of your Marines. They've been working to revive the crew so that the ship can be returned to real space. Hundreds of the crew are already awake and that number is growing by the minute. They're aware of the Factions Alliance and allied personnel aboard and will attempt to keep you out of the highest security areas. Other than that they should leave your people alone provided you don't cause too much trouble.
>>
You, Knight Captain Saputo and a Krath Captain going by the name Murilo are attempting to find the main storage area aboard the ship for medical isotopes used for the injections. You only have five remaining and that wont be enough for a very large team.

One of the Captain's Marines finds a likely door which the rest of you soon close in on.

HIGH SECURITY AREA
UV LEVEL CLEARANCE ONLY
ENTER AT OWN RISK

Smaller warnings read:
Discharge of fire arms within 100m of this section is prohibited. Violators will be subject to severe disciplinary action.
A few others warn of potential danger caused by static discharge and the need to remain grounded. Items as simple as communicators need to be checked in with security.

"I doubt they'll just let us in if anyone is present." Says the Captain. One of the Marines start to break out gear needed to hack the door.

"One way to find out." You state, walking up and knocking on the door with a power armored gauntlet. All of you stop, listening for any kind of response. The intrusion expert is about to go ahead and hack the door when there's a response.

"This is Sergeant Joseph Séverin, identify yourselves."

>What say?
>>
What are we trying to accomplish again?
>>
>>23893993
No idea. We were never very clear how this was supposed to help our house.
>>
>>23893964
Well, since we apparently have no idea what we are doing, we should probably just focus on not getting shot right now.
>>
>>23893993
Getting the Anti-Veckron meds so that we aren't outright killed when we try to steal them back.

Or at least, that was the idea I got.
>>
>>23893993
Primary objective was to secure more of the medical injectors or at least more of the compound or isotope used in the injectors so as to keep more marines alive. Captain Saputo was more interested personally in finding the stuff so as to extend his lifespan.
Essentially you've accomplished this objective but your infiltration team trying to steal the Pirate warheads will have to be quite small as you don't have very much.
The main storage area is suspected to have a larger stockpile of what you were looking for and may also contain weapons.

Secondary objective as stated by players was to try and eject a warhead into space once the ship has returned to real space which can be picked up at a later time.

The objectives of the Factions Alliance crew are to help get the ship operational and get it out of the area before anything bad happens to it. Despite this Captain Murilo seems to share your teams interest in getting into the storage area so that his people might benefit from the Terran Technology.
>>
>>23894158
Question, do we have any idea how the salvage rights on this ship work legally? I fully expect the Terran's to take the legal position of "No, because fuck you" but I'm wondering if we can expect them to give us something to stop us from ever bringing the issue up/ as thanks for finding their ship.
>>
>>23894158
well, we can either try to fast talk our way into the facility, or explain that we got lost, after all, it's not like there are floor plans of this place lying around.
>>
>>23894211
>do we have any idea how the salvage rights on this ship work legally?
There are still crew alive on the ship, even if they were in stasis. Because of that the ship belongs to them. (Unless they stole it, in which case it would belong the the previous owners or the builders.)

>I'm wondering if we can expect them to give us something to stop us from ever bringing the issue up/ as thanks for finding their ship.
You would need to talk to the ship's Commanding officer but its not unreasonable.
Obviously if you were to simply demand it in compensation they might refuse but if you were to be more diplomatic you might stand a better chance. The other way would be to outright threaten to cause problems for the ship, which your people are more than capable of doing.
>>
>>23894286
If they stole of course we would have to give it back. Still we'd have to spend several weeks searching the ship first. Gotta make sure they weren't trying to smuggle drugs into our country you know.
>>
So try to fast talk your way in, link up with the main boarding team in an effort to find the ship's Captain and negotiate, or hack the door?
>>
>>23894351
I vote go negotiate, but if someone can come up with a decent fast talk option I'll be okay with that.
>>
>>23893885
It's definitely not 8 pm GMT yet.
>>
>>23894310
Only if we can enforce it. And right now they are not within the dominion sadly. Nor do we have a fleet to back us up. There is however a enemy ship bearing down on us and it would be nice not to get blown to bits.

>>23894158
That is not going to happen. Not with a fully awake crew. Not even with a awakened skeleton crew.
>>
>>23894402
Huh. And not one of us caught that ages ago.
Changed to 1900

>>23894478
>That is not going to happen. Not with a fully awake crew. Not even with a awakened skeleton crew.
I was a bit surprised when so many people wanted to wake the crew up right away.
>>
>>23894478
I was joking. When I said "Search for drugs" I meant, "spend several weeks stealing classified data"
>>
>>23894506
It usually was at 8 pm GMT. Does your time zone use DST?

>>What say?
>Given his charming personality in the last thread
"I'm the goddamn reason you guys were actually unfrozen, instead of just dumped into the void when the pirates who want this ship show up in a few hours. Now please be so kind and open the fucking door."
>>
>>23894590
>It usually was at 8 pm GMT. Does your time zone use DST?
Yeah, which is annoying as hell. I was wondering if that might have been the problem. I wish we'd just get rid of it, its not like there are Nazi spies who will be thrown off by our use of a different time of day than normal
>>
>>23894639
So, what kind of favor\reward from Terrans can we count on for finding and reactivating Vieona like this? Depending from that we should choose is it worth being friendly and negotiate to get drugs or just shoot and loot everything we can carry away.
>>
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>>23894770
>what kind of favor\reward from Terrans can we count on for finding and reactivating Vieona like this?
You'd need to go and ask the Captain.
>MFW


Alright, to keep this moving along at all lets say a small amount medical equipment/supplies or a big heap of SP torpedoes from the Terran Alliance Government.

>>23894590
>"I'm the goddamn reason you guys were actually unfrozen,
Say this before leaving for the bridge?
>>
>>23894590
>n, instead of just dumped into the void when the pirates who want this ship show up in a few hours
By the pirates, not us. Sorry I didn't word that clearly enough.
>>
>>23894908
>Alright, to keep this moving along at all lets say a small amount medical equipment/supplies or a big heap of SP torpedoes from the Terran Alliance Government.

Exclusive distribution rights for the longlivity cure outside of Terran territory, and 10% of all Vieona merchandise profits from now on.
>>
>>23894908
Bucket-load of SP torps. Let the rest of our group continue working on the other angle.
>>
>>23894908
Is there another medbay nearby? We can loot it if personnel is still in stasis.
>>
Rolled 4, 5, 1 = 10

>>23895000
>Let the rest of our group continue working on the other angle.
Your other marines are with the Faction Alliance people helping revive the crew, or the few that stayed behind to guard the specialists pulling data from a medical console.

>>23895022
There are some back the way you came closer to the launchers.
Rolling to see if they've been revived or not. Hope for a low number.
>>
>>23894908
So the reward wouldn't be very big. I guess then we can use aggressive diplomacy with the captain and extort what we need from them and then STILL ask for reward from Terrans afterwards. Ask nicely first of course, perhaps captain will be grateful and will promise us better reward.
>>
>>23895082
I guess they are still sleeping?
>>
>>23895022
>>23895082
You contact Ecord to see if he's been able to determine what parts of the ship have had the crew revived. He tells you that the few medbays in the bow haven't been woken up yet. If you move fast you can reach one, possibly two of them before the crew wake. The third one is chancy.

[ ] Head for the Bridge (Diplomacy)
[ ] Best speed for the forward medbays
[ ] Other
http://www.surveymonkey.com/s/GWLXHPM
>>
>Whynotboth.jpg

>The other knight and Sonia head for the bridge. The rest of our team gets the medical supplies. If we actually need to shoot stuff at this point, we're fucked anyway. So bringing no marines while visiting the bridge might actually be an advantage.
I suppose this is also an option.
>>
>>23895331
This seems reasonable.
>>
>>23895082
>>23895000
What? The longevity treatment is worth far more dosh. Especially considering the awesome market the Dominion represents for it.
>>
http://www.surveymonkey.com/s/GWLXHPM

Survey reopened with 3rd option of doing both using previous suggestion by anon.
>>23895331
>>
>>23895331
This seems logical.
>>
>>23895389
because there is no possible way he has the authority to make that sort of deal? And even if he did some dominion house would come out with a generic in about 5 seconds?
>>
>>23895477
>because there is no possible way he has the authority to make that sort of deal? And even if he did some dominion house would come out with a generic in about 5 seconds?

They couldn't reproduce it last time, so I'd guess there's something that makes simply copying it problematic.
>>
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"We're friendlies with the boarding team. We're also the goddamn reason you guys were actually unfrozen, instead of just dumped into the void by the pirates who want this ship when they show up in a few hours! Now please be so kind as to open the fucking door."

There's another delay before the man on the other side responds. "I'm going to have to ask you to move away from the door as this is a high security zone. Please try to find the rest of your group and contact the bridge to find out where they'd like you to assist. Thank you for your cooperation."

"We could head for the Bridge and try to negotiate with the captain." Says Murilo, pointing out that you have assisted in recovering the ship and crew.

"And while we're doing that the rest of the marines can make a run for the other medical bays." Says Saputo.

After you quick check in with Ecord to find out that they do stand a chance you split up. By the time you reach an intersection leading to one of the lifts you notice something is wrong with the Knight Captain. He slows down then turns to lean against one of the walls for support.

"That Bitch." he mutters sounding out of breath before sitting down hard, leaning back against the wall.
"Not all of the chemicals in that mix the doctor gave me are artificial. One of them is an exotic venom that causes the heart rate and blood pressure to spike."

"Are you going to be okay sir?" you ask.

"Eventually. People have attempted to poison me before so I had my suit's medical system upgraded over the standard. It should be able to handle it but I'll need to stop moving around. You keep moving, that's an order."

You promise to send some of the Marines from Ecord's group back for him as soon as you reach the bridge.
>>
>>23895707
Okay, security guy and the doctor are going to get bitch slapped as soon as we get the chance.
>>
>>23895707
We can't shoot the bitch in the face now that crew is awake i guess, but we probably need to warn our men which are in her bay about what happened.
>>
>>23895875
We also need her, if she's the one who invented the stuff.
Injuring our commanding officer will just increase the amount of stuff the Terrans have to pay us.
>>
>>23895929
She's just the common medic not inventor.
>>
>>23895707
Have to admire her craftiness.
>>
Using the coms and suit trackers you close in on Ecord's location. From there you should be able to find the bridge or whoever is in charge. You meet him a few levels up with a party headed for the bridge including the Chief Engineer. His uniform is Marine Corps green with the flag of his home colony on the shoulder patch. Getting a word in with the man is going to be difficult as he's currently in the middle of telling four different technicians what systems he wants checked and in what order they should be powered up in to reduce draw on the reserves.

He's seems more concerned with getting the bridge crew awake than anything and he and another officer use their access codes to get into the sections nearby. Colonel Azevedo is here though and he manages to get the Chief's attention for you. After a brief explanation he brushes you off, saying the Captain can talk about compensation once awake.

The vibration of an impact carries through the hull to your position.

"The hell was that?" You ask.
"Maybe the Light Cruiser pulled away?" Suggests Ecord.

Chief Llorenç stops what he's going and pulls open a wall panel, plugging in what looks like a cross between a datapad and a multi-tool. He flips through status reports then turns to the Colonel.
"How far away did you say that second ship was?" He asks.

"Far, but they were trying to crank up their drive plates for a speed boost."

"They must have fund a fix then, a Red Star just collided with us." He hits a button to activate the ship's intercom. "This is Chief Engineer Emir Llorenç to all hands, arms yourselves and prepare to repel boarders. Enemies will not be using Faction IFF's on their suits. Anticipating boarding efforts through breaches in the dorsal hull armor. Main engineering if you have any weapons yet target that attack cruiser."
>>
He turns to you and and the Sergeant Major.
"We may need help. Protect this ship from the enemy boarding teams and I'll see to it the captain gives you enough injectors for twenty of your people."

[ ] Deal
[ ] Try to push for more (Roll 1d20)
[ ] Other
>>
>>23896303
>[ ] Other
20 is the base line. Depending on how much work we do, we'll get more. And that'll be only the pay for helping with the enemy boarders. They'll get a separate bill for Finding, waking, and not taking over the ship.
>>
Rolled 14

>>23896303
Twenty! This guy is screwing us over royally!

[X] Push for more.

Also, have one squad of our marines use the confusion of the boarding action to access the shis data-banks and download them. Who knows what experimental tech this ship was working on; all I know is that we want it.
>>
>>23896303
Those injectors are solid gold if they can't be mass produced. Take the deal to repel the boarders and we can sort out payment for our other actions later on.

Any time we spend negotiating now is time we spend not stabbing pirates. We can negotiate more later.
>>
>>23896409
Honestly, we'd be a pretty poor Knight-Captain if we put ourselves and our men in harms way for a completely sub-standard reward.
>>
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"Twenty, are you trying to screw us over?"

"I'm an engineer not a negotiator and I don't have time for this. Either help or get out of the way."

You raise your hands in mock surrender for a second. "Fine, twenty is a good starting point. But it goes up from there."

With the tap of a button the Chief uploads a complete map of the ship's corridors and active internal defenses.

You see Colonel Azevedo take off down one of the side corridors at a run, lead by one of the technicians. They're armed only with pistols so you hope they're going to get better weapons.

Current weapon loadout
1x Plasma pistol (4 shots remaining)
1x Phase Rifle
1x pulse pistol (backup)
Melee: HF-Blade, Repulsor gauntlet(s)
Grenades: 3x Stun pulse grenades

You Marines are equipped with a mixed loadout but all of them have at least 1 phase rifle or pulse pistol with which to subdue crew members if you wanted to capture the ship. They are carrying less ballistic and high explosive weaponry than normal as a result.

Where will you deploy your Marines? And will you pull back the team headed for the forward launchers?
[ ] Upper hull breach/ try to intercept enemy boarders
[ ] Engineering
[ ] Near the Bridge
[ ] Storage
>>
>>23896958
Ignore the "You are here" on that image. You're closer to the bridge than that.
>>
>>23896958
Where's the breach on that map? I can't find it.
>>
>>23896958
[x] Near the Bridge

Let's put our nearby marines ahead of the bridge, and order the team headed for the launchers to halt and find defensive positions. Intercepting boarders is a job for someone with Recon armor.
>>
>>23896958
Team heading for the forward launchers is to continue their mission; while also staying on the look-out for data caches.

We'll split our marines between the bridge and storage under the strategic rationale that we wish to protect these key areas of the ship. We'll accompany the storage unit.
>>
>>23896958
[x] Engineering

Reactors/power generation for shields and security is probably the key here. Bridge systems are likely redundant or have decentralized backups.

Storage would be nice but our job is keeping our people alive and the ship in one piece, the Terrans can worry about protecting their own secrets.

Intercepting the boarders at the breach is also tempting but we have no idea what we are up against.
>>
>>23897054
Also recall the team to the bridge if they can't make it to engineering in time
>>
>>23896958
How many marines in total do we have actually, and where are they?
>>
>>23896958
Can we try to contact those guys in power armour guarding the armoury?
>>
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>>23897036

>>23897094
>How many marines in total do we have actually, and where are they?
You have 40 Marines in Power Cell armor on the Vieona and 80 regulars still aboard the Light Cruiser. There are about 100 Factions Alliance personnel aboard Vieona. You don't know how many Terran Marines and security personnel are aboard.

http://www.surveymonkey.com/s/BJBSBHZ
>>
>>23897277
If possible, order the 80 regular marines to cross over to the Vieona ASAP.

As for the marines heading to the forward positions of the ship, if they don't complete this mission now they probably will never be able. It seems like the Terrans are going to give us a pretty raw deal, so I'm in favour of 'helping' them repel the boarders while also helping ourselves to some of their tech and data.
>>
>>23897277
>You don't know how many Terran Marines and security personnel are aboard.
I think coordination with the terrans is likely the key to winning this. What forces do they have on this ship?
>>
>>23897544
They're still being woken up. The longer you hold off the boarders the more will be able to help you.


"I want all of our remaining Marines off of the Light Cruiser and onto the Vieona. Have them head for engineering, we can send out patrols from there. Put most of the Heavy Marines near engineering until they're reinforced and the Bridge."

Ecord starts giving oder while his counterpart speaks up. "I'm still sending a few down to the storage area, if only to make sure the Captain is alright."

"Good. If the enemy accidentally breaches the doors tell them to feel free to grab some Terran Equipment." you tell them.

Once things are underway Ecord informs you he'll try to stay mobile and act as a one man quick rection squad. You check your weapons to make sure they're all functional then move out.

>>23897044
>Intercepting boarders is a job for someone with Recon armor.

Will you be sticking closer to the defense objectives? Or trying to get closer to the enemy ship in an attempt to find out the extent of their force strength?
>>
>>23897931
>Or trying to get closer to the enemy ship in an attempt to find out the extent of their force strength?

This is probably the better use of our abilities.
>>
Heading into the upper levels you feel the ship begin to shake as though from weapons fire but it isnt quite the same as you're used to. Either the dempeners on the ship are different or it could be the impact suffered by the attack cruiser carrying through to the hull in your location.

The first enemy trooops you encounter seem to be wearing a mix of Marine armored vac suits with additional body armor strapped on overtop. You also note that most of them are equipped with mass drivers rather than the usual fare of Ballistic Carbines and phase rifles. Even with the extra armor these troops are staying fairly mobile, scouting the area and leaving com relays at intersections. Some of them are carrying breaching charges.

Getting closer to the ship you encounter an airlock they've set up using one of Vieona's blast doors that they've taken control of and a portable unit on the other side. Its guarded by a pair of teams similar to those conducting recon but manning heavy weapon emplacements. When the airlock cycles next more than a dozen troops in Power Cell armor step through, all of them looking heavily armed.

"Teams twenty through forty head for their engine core. We'll need to take it intact to salvage this ship before the Terrans arrive."

"Sir, it's going to take longer than we have to rebuild the drive systems."

"Leave that to the Warlord. He says we dont need to outrun the Trident."

[ ] Ambush the Power Cell team
[ ] Wait then attack the airlock defenders
[ ] Return and report enemy strength
[ ] Go through airlock into staging area
[ ] Other
>>
>>23898432
Drop a few grenades to cause same damage and confusion, then head back and report our enemy's strength.
>>
>>23898432
Basically this
>>23898465

Wait til the power cell team leaves and attack the airlock defenders/the airlock itself if we have a breaching charge, then head back.
>>
>>23898465
>>23898516
Roll 1d20
>>
Rolled 4

>>23898533
Rolling.
>>
Rolled 19

>>23898533
>>
Rolled 6

>>23898533
>>
You follow the enemy team a short distance down the hallway until you're certain they'll be out of range then head back to the airlock. It's already beginning to cycle to vacuum again but you still might have a minute. Pulling out two of the stun grenades you set them for approximately the same limit then sneak behind the troops guarding the emplacements. You lightly set down the orbs then run for it, ducking behind a corner before the corridor lights up from the bright stun pulse.

Rushing back you recover the grenades then search through the gear of the downed troopers. A couple of them have breaching charges and some frag grenades. Slapping two of them on the sealed door, you set the fuse then move away. Decompression alarms go off briefly and the next set of blast doors down the corridor begin to iris close. You're well past them by the time they seal closed.

Some of the enemy troopers come running back down the hallway they'd gone down to see what happened but you're already long gone by then. It will take a few minutes for them to hack the next blast door so that it can be used as a new airlock.

Inventory added
+1 Half moon
+5 Frag
>>
By the time you're close enough to a safe area of the ship to report in you've encountered a few more enemy patrols. From the number of recon teams you people are already reporting to have held off they must be coming in through multiple points within the damaged sections. They were beginning to wonder how much of a threat the enemy teams would really be given that they were holding back the recon elements without much trouble.
"We haven't seen the Power Cell troopers approach our positions yet. They may be massing for a larger attack in which case you've slowed them down a bit. We'll barricade some areas so that we're ready to deal with their heavier troops."

Some of your regular Marines are beginning to reach engineering.

The Terrans report that their internal security systems are being knocked out at an alarming rate in the upper decks, both by electronic means and physical isolation.

[ ] Try to locate enemy troop staging areas
[ ] Intercept enemy squads headed to those areas
[ ] Hit an run attacks on the airlocks in the upper decks
[ ] Other
>>
>>23899113
Do the Terrans have enough control over the Vieona's systems to remotely activate blast doors and decompress areas of the ship?
>>
>>23899113

[x] Try to locate enemy troop staging areas

Being a nuisance is good and all but we've got to disrupt them before they can launch the big attack.
>>
>>23899113
>[ ] Try to locate enemy troop staging areas
If we find some good opportunities to cause some havok on the way, all the better.
>>
>>23899182
Second this.
>>
>>23899146
Yes, but they've been trying to keep some sections open as long as possible to give time for crew still in some areas to wake up and get the hell out of there.
You want them to seal all upper sections now?
>>
>>23899219
>You want them to seal all upper sections now?
The Terran's call. They know their ship and the crew better than we do.
>>
... can the sleeper frigate we used to get here fire SP torps into the attack cruiser's body?

If we don't hold the areas around it, would the collateral damage really be that bad?

Combined with the fact that it's basically a point-blank shot... can't they avoid hitting fusion drives?
>>
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>>23899404
The Vieona's cannons have already done as much damage to the enemy cruiser as they can risk. That was the shaking earlier. The Red Star ships' bow section is lodged in a gap in the hull where she was rammed by K-Types in the War. A SP torpedo missfire could be catastrophic.

Ecord reports that he now has some backup. Colonel Azevedo has managed to find an older model of jump jet armor. Stats wise its much the same but it's much bulkier.
>Highspeed backup unlocked!


Heading out you do a quick tour of the upper sections and find them mostly empty except for the occasional recon element moving from one place to another. At last you find a heavy trooper squad headed towards the aft sections and follow them. It takes awhile for them to get where they're going, as the Terrans are still trying to contain them with the internal security systems. If only their advanced tech allowed them to increase internal gravity to 30G or pressurise the atmosphere by a few orders of magnitude.
The only problem being internal components of a ship aren't usually meant to take that kind of stress.

Checking the maps of the ship you have it looks like they're moving to a position on the opposite side of the ship from where the Light Cruiser is docked. It's to starboard of the engineering section. It also has some of the larger corridors like those you saw on the other side of the ship.

Oh shit.
You don't know how they got in here without the Terrans figuring out what was going on but they're massing in a vehicle storage bay. While quite cramped despite the size of the ship there are a half dozen Arrow starfighters and thirty light ground vehicles of various makes and models. Most are stacked on the walls and ceiling for extra space. A few enemy specialists are tying to hack the controls on a few repulsor LRV's and jetbikes. There's a pair of lifts at the back of the room leading down to the launch bays but they're locked down hard.
>>
>>23899635
>If only their advanced tech allowed them to increase internal gravity to 30G or pressurise the atmosphere by a few orders of magnitude.

I'd guess we'd also have died a few times before now. And Linda would have a bomb implanted in her skull.
>>
>>23899635
What does it take to cause a catastrophic failure of a starfighter's engines and how catastrophically can they be made to fail?
>>
There are fifty enemy troops present in the bay and climbing. They currently have five Jetbikes and two LRV's under their control and what looks like a... power loader? That's not right, you've never seen a power loader like that before. It looks organic but at twelve feet tall and being bulky as hell you don't know what else it could be.
Roughly humanoid with misshapen and protruding bits on the limbs that you took to be motor assemblies you see on most loaders...

You suddenly recall reading some articles you'd gained security clearance to after the campaign entered the South Reach cluster. With the image from that report in mind you look again more carefully. Everything matches up except for its bulkiness.

Neeran.

>Your orders?
>>
>>23899881
>Your orders?
To explore strange new worlds, to seek out new life and new civilizations, to boldly salvage what no man has salvagedbefore.

Anyway, we should try to use our explosvies to cause as many problems as possible and stay out of sight.
>>
>>23899635

>still part of the enemy ship left

... would the Light Cruiser's PD guns be able to do pinpoint strikes on the enemy's transfer points?

May as well ask to gain every advantage possible!
>>
>>23899881

>Neeran thing

Can we plant that half-moon on it?
>>
>>23899881
Going off of this,
>>23899858

Is there anything with a high concentration of explodium in the bay? Starfighter missiles, rocket fuel, or things of that sort?
>>
>>23899858
>What does it take to cause a catastrophic failure of a starfighter's engines and how catastrophically can they be made to fail?
You're not as well versed with starfighters as you'd like to be. Getting the engines on and running their reactors up to super critical would be a good first step. Hitting it with a breaching charge should then create one hell of a bang. The problem would be to get it up and running without being shot.

>>23900065
No, but they could eat away at the remaining hull. They'll soon have to disengage from Vieona's docking port anyways as they don't have enough troops remaining to repel a boarding attempt.

>>23900111
Do you want to try? Be advised you'll have to get past a large number of troops but you should be able to climb over top of the vehicles.

>>23900155
>Explodium
There is what appears to be a munitions loader for the vehicles on one of the walls. Its probably for the jetbikes which have small missile racks on their left side that look to be of the same size.
>>
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>>23900232
This is me.
>>
>>23900256
our suit has comms right? should probably send a warning about the neeran.
>>
>>23900232
Blow the munitions loader, scatter stun/frag/smoke grenades around the place to maximize confusion, start up one of the starfighters, set the charge on it with a long delay and then try to get away.

Stay as far away from the Neeran as possible.
>>
>>23900232
I think trying to start the fighter without being detected would probably be pushing our luck.
>>
You head around the corner into the hallway, more for mental security than protection from having coms intercepted.
"This is Reynard to any friendly forces, I've encountered a Neeran. Please respond."

"Message received sir." Reports one of the Marines near engineering. "You found the staging area?"

"Yes. They're in a vehicle storage area on the starboard side of the ship getting ready to hit engineering. They already have vehicles under their control."

Murilo breaks in on the channel. "Was there any indication that the Neeran noticed you?"

"...why can they see beyond normal light ranges?"

"Not exactly. You should be fine, just don't get too close to it."

"Copy that."

The enemy troops have just started up another LRV. They'll have trouble preparing more because of the walls being equipped with higher artificial gravity for storage. One trooper is now attempting to load a jetbike with missiles.

[ ] Try to sabotage Starfighter
[ ] Blow munitions loader
[ ] Try to stick Neeran with grenade/explosives
[ ] Combination
[ ] Other
>>
>>23900652
[x] Blow munitions loader

Added bonus of them not having missiles on their jetbikes.
>>
>>23900652
>[ ] Blow munitions loader
Probably the best course of action that might actually have us survive.
>>
>>23900671
>>23900680
Roll 2d20
>>
Rolled 4

>>23900719
First roll.
>>
Rolled 14

>>23900734
And the second one.
>>
Rolled 7, 11 = 18

>>23900719
>>
>>23900719
Going to do the third roll if nobody shows up within 15 minutes.
>>
Rolled 7, 15 = 22

>>23900719
rollin
>>
Heaving back into the vehicle bay you sneak along the wall which seems to be a good idea at first until you find yourself literally sticking to the wall at 2x normal gravity. Getting around the vehicles up here with you take a bit longer than you would have liked. Oh well, at least you're able to get over to the ammo loader and down onto the floor again.
A second jetbike is backed up by a trooper and the loading arm extends, feeding each projectile into the empty housings on the side of the bike. This could be trickier than you thought. Power armor or not you don't want your hand chopped off by this thing, or worse make one of the missiles explode.

Careful that no one can see your movement you snatch one missile out of the loader before it can be placed in the bike, then another. You stuff them into a gap next to the magazine where the arm retracts to and place a breaching charge there as well.

The next part is running, really, really fast.

A few enemies notice a vehicle move as you run overtop of it but there isn't enough time to do anything about it. You're almost to the corridor when suddenly you're picked up and thrown head over heels the rest of the way.

When things stop spinning you look up to see clouds from extinguishers beginning to fill the vehicle bay. Enemy troops that had been the same distance from the blast as you are starting to get to their feet and shake off the effects. It looks like the Neeran was far enough away to have suffered little effect but several of the LRV's have been wrecked, jammed into wall panels or are stuck in between other vehicles. The first jetbike has rolled, it and its pilot on the floor near your position.

Your camo has also gone offline.

Choose 1 action.
[ ] Restart Camo
[ ] Steal Bike
[ ] Other
>>
>>23901473
[x] Steal Bike
>>
>>23901473
The bike. Definitely the bike.
>>
>>23901473
[x] the bike

Like we have a choice here.
>>
>>23901596
Also, try to take the stunned pilot with us. Might provide some intel.
>>
>>23901627
The pilot may be wounded, you cant tell. He's also in power cell armor which is more resistant to stun shots. If you still want to do this you'll get a -4 on a 1d20 roll as a result but it is possible.
>>
>>23901709
It was my suggestion, so I should probably not vote on it.
If nobody else supports it, I have no problem with not doing it.
>>
>>23901709
Nah, focus on escapin
>>
>>23901709

Yeah, no. With our cloak down we aren't going to get shot up on the off-chance that some grunt has intel. If it was an officer or leader of some sort, it would be a different story.

Kill or cripple the stunned guy with our HF blade if possible and get moving
>>
>>23901709
Let's just toss the guy aside and get our escape going.
>>
Taking stock of the situation you realise it'll take too long to do a full restart on your camo. You roll to your feet and rush to the crashed bike, stabbing the downed trooper in the process. A quick check shows everything to be working properly. Now you just hope the controls aren't too different from those you've driven before. Kicking the repulsors onto gear and cranking the throttle the bike takes off down the corridor much faster than you'd guessed it would.

A storm of mass driver rounds pepper the wall where you just were, and almost distracts you from the closed blast doors up ahead. Swinging the tail of the bike around you "skid" to a stop then lightly give it enough power to scoot over into an alcove. Goddamn, Troy Harmen must be nuts to fly one of these things.

"This is Reynard, I've stolen back a jetbike."
"Was that you? We detected an explosion." Says Chief Llorenç.

"Yes. Transmitting my location, can you open the blast doors near me? I dont want to leave this vehicle behind."

"We may not have a choice. They're overriding the lockouts for that entire section, the doors will be up soon. We're switching to full on AI defense mode before they can gain control of the main computer, that means manual lockouts on every door."

"Understood." You respond.

The large doors leading towards engineering open long enough for you to fly through them before closing again. After the next set you meet up with the rest of the Marines that are setting up a barricade separate from the doors. They close a gap just after you pass then deploy a few sentry guns in some of the remaining spaces.

"We're falling back to the next intersection sir. This is just to slow them down." One of your Marines reports. "Some of the Terrans will be arriving soon with heavy weapons to deal with any vehicles."
>>
I'll be resuming in the morning.

Will you guys want to launch another preemptive attack? Assist the Marines with defense?
Hatch some crazy scheme I can barely dream of?
>>
>>23902308
>Hatch some crazy scheme I can barely dream of?

Distribute injectors to our men and the Terrans, and start charging a Vekron torpedo for launch.

Seriously though work with the marines, use our cloak to harass the enemy flank as they engage the blocking positions.
>>
>>23902308

Can we tell what kind of missiles our hijacked jetbike has?

Can our friendly neighborhood frigate put a few love taps into that depot that we just tried to detonate?
>>
>>23902423
>Can we tell what kind of missiles our hijacked jetbike has?
They're an older modified version of the starfighter grade Shard Missiles normally carried by Arrow Interceptors. Luckily the magazines are designed to prevent the explosion of a few missiles from setting off the others. Your Halfmoon only cut through a couple of them or you might be dead.

>Can our friendly neighborhood frigate put a few love taps into that depot that we just tried to detonate?
No, its well inside the ship's outer armor. It would a very long time with particle beams to cut through it. Nice try though.
>>
>>23902308
We could try counter-invading the enemy vessel, cutting off supplies, reinforcements, and any line of retreat.

We could also use the tube transport system that connects the storage areas to transfer explosives. With luck, some baiting, and precise timing, we could blow up a whole corridor as soon as the enemy enter it. Of course, this would cause catastrophic damage to the transport system, and everything else nearby.
>>
>>23902519
Do the missiles require a launcher or can they be manually set to fire on their own? Can their warheads be detached and used as bombs?
>>
>>23902519

... who said I was asking about just particle beams?

There is no way our friendly ship could make a point-blank precision shot to turn that enemy staging area into molten "sod off"?
>>
Get your body ready for a spectacular final boss duel with Marson Edect in the Ultra-Turbo-Mega-Recon-Jump-Double-Power-Cell Armor.
>>
Bump
>>
>>23906385
Marson Edect's oversized armor has become trapped in a corridor! What do you do?

[ ] Stab him in the face.
[ ] Attach explosives to him.
[ ] Gloat while attaching explosives to him.
[ ] Try to negotiate for the safety of the armor.
>>
Rolled 1, 2, 2, 1, 1 = 7

>>23908113
[x] Smart grapple

Rolling 5d20 for effectiveness
>>
>>23908199
Good thing you rolled 5d2 accidentally.
>>
>>23908216
>accidentally
>>
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>>23902552
>We could also use the tube transport system that connects the storage areas to transfer explosives.
Most of them lead just to the medical bays.

>we could blow up a whole corridor as soon as the enemy enter it.
Would you like the Terran Engineers to mine some of the main corridors?
You can mine two locations at this time before the enemy troops arrive.
You also have two regular Marine units to place.

>>23902589
>Do the missiles require a launcher or can they be manually set to fire on their own?
You can get an engineer to crack some open and rig them with with a remote activation system your suit can trigger.
>Can their warheads be detached and used as bombs?
They're a single unit, however like the above they can be rigged to be used as just an explosive.
The jetbike is loaded with 9 Shard Missiles. Terran Heavy weapon teams are still gearing up.
>>
After this is all done with, I'd like to find out what Terran (and possibly other factions) Groups are in bed with the Warlords and talk to the sleeper captains (with Saputo, he know things)about it while we have the chance; it may be time we start looking into it and planning to...do something about doing something about it.

>>23902308
Let start with making sure our Camo works again,and soon.

I'd like to go about and get our not-so-friendly neighborhood power armors to help repel boarders, but that might be to roundabour.

>"Teams twenty through forty head for their engine core. We'll need to take it intact to salvage this ship before the Terrans arrive."

That's where we are headed, I reckon. You can't Salvage something if you're dead, usually.

What I'd like to do is "damage" the engine beyond their ability to repair, defend the area abit to make it all look good, then withdraw when they start sending in more troops, and surround Engineering, keeping their forces down while a some forces spread and search for other boarding teams and we take the fight to their ship.

But i don't think anyone else will like "losing" engines, having enemy forces in the engineering where they can make a mess if they need to, or spreading our forces while there are so many enemy power armors about.
>>
>>23908772
Mine the corridor the enemies are in right now, and instruct the heavy marines to engage in a fighting retreat to draw them in.

Crack four of the missiles.
>>
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Okay back at it. Attempted to say so before but part of my post was ate. Sorry I wasn't able to start earlier, was hoping to be back at least an hour or two ago.

>Let start with making sure our Camo works again,and soon.

Setting the bike down you climb off and perform a restart on your camo system. Its fine, the blast was just more than it could handle and needed to shut down for a few seconds to recover.

>I'd like to go about and get our not-so-friendly neighborhood power armors to help repel boarders.
You have access to Highspeed backup from Ecord and Colonel Azevedo. Any other Terrans with power armor are either unavailable or needed to protect vital areas of the ship. They can conduct 1 strike with heavy weapons before needing to pull back and rearm.

>But i don't think anyone else will like "losing" engines, having enemy forces in the engineering where they can make a mess if they need to, or spreading our forces while there are so many enemy power armors about.
This. The Engineers refuse to abandon the drive core while they're trying to get the systems to return the ship to real space.

>Crack four of the missiles.
You now have 4 missiles that can be remote launched.

>Mine the corridor the enemies are in right now, and instruct the heavy marines to engage in a fighting retreat to draw them in.
The Engineers set up trip mines around an intersection and wait to arm them until your troops begin a fighting withdrawal.
Enemy forces are now engaging the first set of sentry guns at the barricade. They're using the remaining vehicle mounted weapons to deal with the barricade.
Another heavy trooper unit has been sighted trying to flank the barricade towards your heavy team.
[ ] Activate Tripmines to kill flanking troops
[ ] Hold off until vehicles are in range

Remaining forces available
You (Recon, or Jetbike)
2x Marine squads in reserve
1x sentry gun and barricade
1x Mine (Can can have 2 deployed at any given time)
>>
>>23909070
Have the marines back off when the flanking force gets close, then blow the mines.

Meanwhile, we'll move into the corridor so we can launch a missile or two downrange, should it be necessary.
>>
>>23909208
>Meanwhile, we'll move into the corridor so we can launch a missile or two downrange, should it be necessary.
On foot I take it?
>>
>>23909248
Yes. Unfortunately, our camo can't cover the bike.
>>
Rolled 15

The Heavy Marines pull back while trying to suppress the flanking troopers. You move up while under camo, careful to keep your head down. You're warned that the main door is going to be sealed behind you.

With the Marines not longer harassing them the enemy flanking force rapidly moves up and secures the intersection...
>>
>>23909334
But don't forget to bring the bike with us. Might be useful later on.
>>
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A series of blasts tear through the Power Cell troopers, tossing most of them aside or slamming them into walls. A few of them are torn limb from limb. An severed arm goes sailing past your position.

The survivors are those that were farther back from the explosion. They pick themselves up and do a quick sweep of the area checking for wounded. There are 5 remaining that are relatively untouched.

The enemy vehicle team has broken through the barricade and is moving closer.

Do you want to dispatch the survivors or wait and fire your missiles at the vehicles?

Roll 1d20
>>
Rolled 12

>>23909545
>wait and fire your missiles at the vehicles

I think this is probably the better tactical decision. It's also a dick move to shoot at people trying to help their wounded comrades.
>>
Rolled 19

>>23909545
Wait, fire missiles, and then deal with anyone still alive.

>A few of them are torn limb from limb. An severed arm goes sailing past your position.

PTSD up 6 points!
>>
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Stepping out of cover, and hoping that your camo holds up you raise one missile in each hand then activate them. The projectiles are nearly torn out of your hands, streaking down the corridor and flashing mast the troopers at the intersection. The first hits a LRV head on, penetrating the forwar armor and exploduing inside the crew compartment. The second hits an already damaged jetbike, going off wihin the front repulsor engine and fuel cell.
If there are any survivors from either vehicle you dont have time to check as you dive into a smaller side corridor. A pair of the troopers spray your area with SMG fire but its clear they didnt see you. All of them cautiously move up.

Once they're in range you toss two frag grenades around the corner at them then run. Even if they're not all dead their unit has been effectively taken out of action. There are three enemy vehicles remaining.

Remaining forces available
You [Recon] (Jetbike in reserve)
1x High speed backup unit
3x Marine squads in reserve
1x sentry gun and barricade
1x Mine (Can can have a maximum of 2 deployed at any given time)

Where would you like to deploy your reserves?
>>
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>>23909938
Deploy the Marine squads at the entry points. Pull the Heavy Marines in the blocked-off corridor back further. Keep everything else where it is for now, and hand off the jetbike to someone who can pilot it. I think we're more useful moving in stealth and scouting ahead.
>>
>>23910076

should we mine the next intersection or have someone use the jetbike's last few missiles when they break down the next door?
>>
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Marines move to relocate and you try to find another route back. The previous ones are too dangerous with the vehicles having moved up and you don't want nearby doors unsealed should the enemy notice them.

You contact the others and tell them to make use of the jetbike if they can find another pilot. One of the Terran Marines seems capable and is soon paroling the outer doors to the engineering block.

While trying to find a lift or access shaft that hasn't been locked down your sonar picks up enemy troop movements. One squad minimum. They seem to be having trouble navigating the much smaller side passages. you're glad that most of those end closer to engineering.

Your orders?
Engage, retreat, request support? Other?

Remaining forces available
You [Recon]
1x Jetbike
1x Highspeed backup
1x sentry gun and barricade
1x Mine (Can can have a maximum of 2 deployed at any given time)
>>
>>23910242
I'd say save the last mine until we really need it.

>>23910265
Engage, but stay alert. That squad could just be bait.
>>
>>23910265

If we could take one of the enemy troopers with his communication systems intact, could our intrusion people use it to access and kill the enemy communications network with a virus or something?
>>
>>23910338
You would be able to listen in. If you tried to jam their coms they'd either switch to a different channel or begin using line of sight.
>>
>>23910384
Let's go for the stun approach first, then, and try to capture some enemy equipment without blowing it all up.
>>
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>>23910404
Do you want to try and ambush the squad on your own or call for backup? I'm assuming you'll want to use stun pulse grenades?

>farstab cling
Yes captcha I know about the stabbing.
>>
>>23910479
I think we should scout their strength first before we make that decision. However, we should inform our allies about the incoming enemy first.
>>
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>>23910479
Ambush on our own, but have the nearest marine squad move up near the next junction, in case we need support.

Stun pulse grenades are go.
>>
>>23910540
>>23910541
You report in the find and have some of the Marines move up just in case you're not able to deal with the enemy group on your own.

Sure enough its an entire team full of heavies, fifteen in total though a few are covered in scorch marks or have damaged armor. They must have been in that bay when you blew the ammo loader. Five of them at the back are armed with a type of bare bones missile launcher that has a pair of Shard missiles mounted on launch rails.
All of them are carrying Mass drivers with SMG's as backup.

[ ] Attack on your own (Roll 1d20)
[ ] Call for backup from the nearest Marine Squad (Roll 2d20)
[ ] Call in Highspeed backup (Roll 2d20)
[ ] Other
>>
Rolled 12

>>23910683
>[ ] Call in Highspeed backup (Roll 2d20)
This is probably not the kind of engagement we want to drag our regular marines in, if it can be avoided.

>Roll No. 1
>>
Rolled 16

>>23910683
Attack on our own, but try to maneuver them into a position where they can be picked off by the nearest Marine Squad if we can't handle them ourselves. Order the Marines to get into defensive positions.
>>
Rolled 16

>>23910753
>2
>>
Rolled 16, 16 = 32

>>23910683

[x] Highspeed backup

Gotta go fast!

If those 5 in the back are in any sort of line/row, I say we open with the plasma pistol and try to pop a few in 1 shot.

Otherwise, we should make their heavy weapons our initial victims and possibly use one for a shield against their buddies.
>>
>>23910848
As the only one advocating going it alone, I'm fine with calling in high-speed backup instead.

>look at all those 16s
>>
http://www.youtube.com/watch?v=X8I4hra7PeQ


"Ecord, I'll need backup at my position. There's a heavy weapon team trying to find a way in."

"Copy that. Relocating."

"i'm going to use stun grenades just before you arrive. Watch out for their missile launchers."

You continue to shadow the movements of the squad and warn the closer marine unit to take cover. It isn't long before your sonar picks up the incoming jump jet infantry. The enemy troops do as well, taking cover and setting up to fire their missile launchers a safe distance down the hallway.

Before they get too close you drop the stun grenades and duck into cover. One lands near the heavy weapons section and the other closer to the front. One of the heavies fires off a missile down the corridor rattling everything and everyone nearby. With the distraction in place you step in and stab your HF blade down into the weaker neck armor of one, punching the next over in the same spot with a repulsor gauntlet. The others arrive seconds later, unloading their grenade launchers into the front ranks.

You drop a third, kick the launcher out of a fouth's hand then punch the handle of fifths launcher breaking the cheap metal. The last two figure out what's happening and one nails you with a repulsor gauntlet hit, slamming you back into a wall. Not willing to put up with their shit and risk them recovering a launcher you down both of them with your plasma pistol.

Plasma pistol shots remaining: 2

With them out of the way you dive for a dropped mass driver rifle, avoiding fire less than a foot above that would have otherwise struck you. Weapon in hand you fill one of the troopers with twenty shots before he drops. The others have finished off the remaining enemies by then.
>>
>If those 5 in the back are in any sort of line/row, I say we open with the plasma pistol and try to pop a few in 1 shot.
They weren't unfortunately.

Deactivating your camo you pry a helmet off of a dead trooper and rip out the communicator. You toss it to the Colonel.
"See if your people can use that to trace the location of the remaining enemy troops. I'll hang onto one to listen in."

Weapon Loadout

-Plasma pistol (Low Ammo!)
-Phase Rifle
-Pulse pistol (Backup)
-Grenades (Stun Pulse, Frag)

Now available!
Mass Driver Rifle
SMG (+Splinter rounds)
Missile Launcher
Grenades (Frag, flashbang, breaching charge)
>>
>>23911326
Pick up the stun grenades again.
Stock up on breaching charges.
Ask the Terrans if they have additional plasma pistol energy cells available.

Did any of the hostile troops survive?
>>
>>23911373
>Ask the Terrans if they have additional plasma pistol energy cells available.
"Woah, hold on, they make plasma weapons the size of pistols now?" Responds the Colonel.
"Its still a prototype."
"Oh, neat."
"They've mostly just scaled down the Republic plasma anti-tank guns."
"They make anti-tank guns now? With plasma weapons? It was bad enough when they just had them mounted on starships. This proves I'm getting too old for this shit."

Ecord agrees. "They've been selling those guns on the market for twenty years now. I thought it was still crazy eight years ago."

"Hold on, the Republic is actually selling weapons to other parties?"

>Did any of the hostile troops survive?
There's a couple of wounded, neither of which will survive for long without medical attention.
Drag them back to the nearest checkpoint for a medic to look at?
>>
>>23911512
>Drag them back to the nearest checkpoint for a medic to look at?
If Sonia every found herself in their situation, I'm sure she would appreciate somebody doing that. So yes, I'm in favour of doing this.
>>
>>23911512
Well, not so much when they had that massive civil war. Things have started to pick up again since they signed that truce last week.
>>
>>23911326

Mass drivers are upgrades from Phase rifles, correct? [against harder targets?]

I'd personally like to switch out Phase rifle for MDR, if so.

We should get the Missile Launchers to our marines, along with as many MDRs as possible.
>>
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You listen in on status reports while heading for the nearest team of marines with the enemy wounded.

Enemy recon teams have been sighted along the route to the bridge. Sentry guns and one of your heavy teams are engaging them. In addition a group of ship's security have begun trading fire with enemy recon elements on the port side approaches to engineering.

The main force moving up with the vehicles has forced open the blast door that was delaying them. They've made it to the next one in line and the nearby heavy team has pulled back.

>>23910303
>I'd say save the last mine until we really need it.
The engineers and Marines arriving in the engineering block from other parts of the ship report that they've brought more equipment. You now have a heavy weapons team and a stockpile of more mines. The engineers can deploy 1 set of trip mines per turn up to a maximum of 2.

Enemy troops are becoming more wary, and are keeping a lookout for traps and mines. The more you use them the more they'll be watching for them. You currently got a -1 to tripmine rolls.

Remaining forces available
You [Recon]
1x Jetbike
0x Highspeed backup (Currently reloading)
1x Heavy Weapons Team (X)
1x Marine squads in reserve
1x sentry gun and barricade
1x Mine (9 reloads)(Can can have a maximum of 2 deployed at any given time)
>>
>>23911644
Can we cloak a missile launcher?
>>
>>23911639
>Mass drivers are upgrades from Phase rifles, correct? [against harder targets?]
Yes. Phase rifles cant penetrate power cell armour quickly enough.

The others have taken a pile of Rifles and launchers back with them when the go to reload.
>>
>>23911714
The little cheap ones? Yes you can.
>>
>>23911644
If we have sufficient anti tank grenades, move through the halls until we are behind the enemy vehicles, then start chucking.
>>
>>23911760
brink along a missile launcher too.
>>
>>23911644
>You [Recon]
We should probably engage somewhere else to keep the enemy cautious and paranoid.
Which group could use our help more, the one to the east, or the one to the south?

>1x Jetbike
Keep him patrolling.

>1x Heavy Weapons Team (X)
Have them support the marines facing the enemy vehicles.

>1x Marine squads in reserve
Keep them in reserve for now. If they want to be useful, have them resupply ammo and take care of the wounded.

>1x sentry gun and barricade
Keep these in reserve for now.

>1x Mine
No clue. Deploy them to the east to cover the heavy team there if they have to retreat?
>>
>>23911856
>Which group could use our help more, the one to the east, or the one to the south?
Your teams to the west (Forward) have things under control for the moment.
The South (Port side) security teams are holding for the moment but is touch and go. If more friendly reinforcements arrive from the sections on that side of they ship they should be fine, otherwise they'll pull back.

>1x Mine
>No clue. Deploy them to the east to cover the heavy team there if they have to retreat?
You mean west right?

So, head off to attack the vehicles from one side while the heavy weapons team sets up to support your Marines on the other side?
>>
>>23911984
>You mean west, right?
Yep.

>Your teams to the west (Forward) have things under control for the moment.
I would suggest moving to support our forces to the south, then.
>>
Okay guys, is Sonia headed to help the security team to the South or going after the vehicles?
>>
>>23912123
going after the vehicles
>>
>>23912025
>>23912123

the vehicles are a bigger threat, and are nearby. When the Highspeed backup guys are reloaded they can zoom around to help the West/South as needed.

Sonia needs to ambush those vehicles in the weaker flank/rear armor
>>
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Once the dead weight prisoners are dropped off with a medic you grab a spare mass driver and a launcher then head out to get behind the vehicles. In the process you stumble upon a few more enemy recon teams that are moving in.
By the time you reach the main corridor you're hearing reports over the enemy coms that other recon teams are moving into areas of the ship aft of Engineering. Two more heavy trooper teams are alos present farther forward. There's communications with another heavy team but there's no indication of where they are.

The remaining vehicles are two LRV's and one Jetbike. One of the larger vehicles has been towing a pair of heavy weapon emplacements, some of the troopers are pulling two more. The bulk of the troops are between you and the vehicle.

You have 2 shots loaded into the launcher and can reload it once. Whether the enemy will give you a chance to reload safely is another story.

[ ] Try to target vehicles
[ ] Target Heavy weapons towed by troops
[ ] Move closer before targeting vehicles
[ ] Other

You'll need a roll of 2d20 for use of the launcher.
>>
Rolled 15

>>23912575
>[ ] Try to target vehicles
These should our primary targets right now.

>1
>>
Rolled 3

>>23912687
>2
Rear armour on vehicles tends to be a much more delectable target than their front.
>>
Rolled 6, 12 = 18

>>23912575
target the vehicles
>>
Rolled 1, 18 = 19

>>23912575
Hit the vehicles
>>
Rolled 9, 16 = 25

>>23912575

[x] Try to Target vehicles
[x] Aim, then snap shot
[x] Fire and be gone before the 1st missile hits

If they are using them to tow the heavy weapons, we both eliminate a tank and slow their further advance. If we miss, we'll probably still damage something else.

If we miss, we still can reload and hit them from a flank in a few minutes.
>>
Getting into position is easy enough but getting a clear shot at the vehicles with so many troops in the way proves to be difficult. The enemy is also keeping a lot more people watching the entrances. Yours is clear for the moment. A recon team is moving up and will be here soon so you don't have a lot of time.

The first missile is borderline, just missing the helmets of a few people and striking the side wing on an LRV. The blast rips apart most of that side and flips the vehicle. You manage to get off the second shot in the brief moment where everyone is trying to duck out of the way, destroying the other LRV. You duck into cover and begin reloading but there are too many closing on your position to stay put. Pulling the pin you drop one frag grenade at the doorway as you make your escape.

Running down the side corridor is not going to be as easy as other times. Recon teams are farther down and you hear the order for them to open up. SMG fire ricochets off your armor, leaving marks and thudding into the walls nearby. You return fire with the mass driver, downing a pair of soldiers before reaching a smaller access way. It's a dead end though with just an access panel for a power conduit shutoff.

"Problem."
You check your maps while your sonar shows contacts closing in.

[ ] Use remaining missiles to shoot your way out
[ ] Drop launcher, grab onto ceiling supports
[ ] Other
>>
>>23913208
>[ ] Other
Remove access panel, drop the launcher but not the ammo, grab onto ceiling supports.
>>
Rolled 11

>>23913208

If we're going to lose the launcher anyway we might as well do it the psycho Sonia way.

[X] Use remaining missiles to shoot your way out
>>
>>23913208

... any chance the smaller enemy team is forced into a line by the corridor, allowing us to fire the plasma pistol and kill most/all of them in a single shot?
>>
>>23913406
Some of them.

Be advised that it will be easy for enemies in either direction to see where the weapons fire came from.
>>
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>PLAYER STALEMTE DETECTED
>AUTO RESOLVE ENGAGED

Dropping the launcher and both of the spare missiles you grab hold of the ceiling support bars and swing your feet up to catch on the opposite side. You're fit enough to hold this position without the armor for a minute or two but this isn't a move you normally practice. Keeping pressure against opposite side of the hall you slowly edge yourself out and around the corner, moving away from the now open access panel and the weapon. Three pirate troopers rush past underneath you, carefully spread out so that you wouldn't have been able to sneak past on foot. More of them are waiting in a similar formation in either direction.

"That the- where did he go?!"
"Well?"
"Its a dead end, there's no way out!"

"If they're wearing a camouflage projector they might have slipped past you."

"Not a chance, we were shoulder to shoulder."

"Just spread out, don't let them get away. Those sonsabitches are causing too much trouble."

Once you're down the corridor and have made it past the next group blocking the way, you swing down and sneak away. Though not before using the remote activator on the two missiles you left behind. A shockwave from the explosion travels down the corridor towards you, but you're far enough away that it doesnt matter.

By the time you make it back to the closest group of Marines the situation has begun to change. The Marines have begun to engage the main force headed towards engineering now that they have backup from a heavy weapons team. Still, enemy troops are closing in from the bow.
>>
Enemy forces are closing in on Engineering and your marines are now conducting a fighting retreat on two fronts. Those near your position are also starting to engage recon elements. The engineers aren't sure they'll have time to deploy more barricades, sentry guns or tripmines. You should do so now before your people are driven back.


Remaining forces available / in reserve
You [Recon]
1x Jetbike
1x Highspeed backup
1x Marine squads in reserve
1x sentry gun and barricade
1x Mine (9 reloads)(Can can have a maximum of 2 deployed at any given time)
>>
>>23913971
Deploy the sentry gun and brricade behind the heavy squad to the west, so the can fall back to it.

Mine the carridor to the south and have the troops stationed there... fuck it, give me a few minutes to edit your image.

Any news from the terrans
>>
>>23913971
Send the highspeed backup to reenforce the heavy group engaged with the infantry. Place the mines in front of the vehicle advance and place the sentry gun and barricade to reinforce that axis. have the marine squad reenforce the heavy team that is dealing with the infantry
>>
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>>23914046
>In addition to that:
Have the Jetbike patrol the southern corridors and retreat as soon as enemies are spotted.

Send the reserve squad to help with the smaller forces to the east.
>>
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You have the reinforced Security team from the port side corridors move to support those holding back the incoming troops in the forward corridor. The highspeed group also move to assist and buy time for the engineers to set up a barricade there.

Engineers head to the port side to deploy mines. With luck they'll act as an early warning system should more enemy troops approach from that direction. The jetbike will keep an eye on that area.

Merging the two plans has been far from seamless. The remaining enemy jetbike has been taken out of action but there are few other reserves to commit in that area. Do you want to join the Marines and Heavy weapon team holding back what was the main thrust of the attack?

>Any news from the terrans?
Small squads are attempting to raid the Bridge and Storage areas and may be moving into the bow sections. Active defenses that were aleady offline have allowed them easier access to those areas. The Terrans are pulling back more troops to defend the Bridge and Main Storage. Captain Saputo has helped keep a few attack waves back using a Fusion Gun.
>>
>>23914642
Sure I guess.
>>
>>23914642
>Do you want to join the Marines and Heavy weapon team holding back what was the main thrust of the attack?

Yeah, sure.
>>
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And not 1 person suggested fighting through the smaller group to the east of the players position to flank the main force.

Circling back around to the larger starboard corridor, you head for the main battle. When you get there you find that the Marines have jammed the blast doors part way open. Your troops and allies are using the heavy metal plate for cover, and its something they sorely need. Missiles are being traded back and forth between bouts of phase rifle and mass driver fire.

"Sir, some of the Terrans were able to figure out how to stop the doors from being opened all the way by the enemy intrusion experts."
"What did that take?" You ask.
"Just some explosives as the right place and time sir!"

The defenders are now too well entrenched to be easily flushed out but most of your people are still using phase rifles, meaning the enemy hasnt taken the sort of casualties you would expect.

"Grenades!"

A frag grenades detonates near the opening of the doors, buying the attackers time to move up. A few are using shields made of scrap metal for added protection. A terran marine swats the next to come sailing through the opening with the butt of a rifle sending it right back.

[ ] Help keep the pressure on until more reinforcements are available (Roll 1d20)
[ ] Try to get past the fighting and flank the enemy(Roll 2d20)
[ ] Other
>>
>>23915250
>And not 1 person suggested fighting through the smaller group to the east of the players position to flank the main force.

To be honest, I thought that was what you were suggesting...
>>
>>23915250
Should have brought our Shallan Fusion gun.
>>
>>23915250
>[X] Flanking

It's what we do best. Before that however, can we contact our marine team heading to the front of the ship and get a progress report?
>>
Rolled 18

>>23915250
Let's try the flanking thing.

>1
>>
Rolled 16

>>23915369
>2
>>
Rolled 2, 1 = 3

>>23915338
The Marines in the bow sections have run into a snag. Enemy troops have entered the sections they were operating in by following the line of destroyed sentry guns. They're now fighting their way back to the first medbay where the intrusion experts where taking care of things. They're still holding the area and so far haven't had too much trouble with the medics they've woken up.

Dice is how many injectors they've grabbed.
>>
>>23915464
>Dice is how many injectors they've grabbed.
:O

Well, fuck. Do we get another 2 rerolls?
>>
>>23915464
Clearly the dice don't want us to have any injectors.
>>
>>23915478
No you do not, you'll just have to be extra convincing with the Terrans later.

>>23915369
>Let's try the flanking thing.
>>23915338
>>[X] Flanking
>It's what we do best

Do you want a backup weapon before you go charging in? Your launcher slightly exploded.
You can borrow a proper launcher from the heavy weapon guys, there are also Ballistic Carbines, Squad support weapons and grenade launchers.
>>
>>23915597
>Squad support weapons
What's available in that category?
>>
>>23915625
Squad support weapons sound like fun.
>>
>>23915625
Mostly just a heavier version of the Carbine but with a giant heavy as fuck magazine. There's also a weird double phase rifle that's fed by about six power cells.
>>
>>23915715
Take the carbine, and make sure we get a magazine without tracers. Is our camo good enough to hide the muzzle flash?
>>
>>23915715
I would say pick up the carbine.
>>
>>23915750
>is our camo good enough to hide the muzzle flash?
Most ballistic weapons have flash hiders. It should be enough.

"I'm going to flank them. Can you spare a a weapon?" you ask.

"By yourself sir? Here." The Marine Sergeant grabs a support weapon and hands it to you.
You trade him some of your Stun Pulse grenades. "They're on their last legs anyways. Use them to cover me."

"You got it. Suppressing fire!"

The Marines open up allowing the heavy weapons teams to fire off a few missiles and rockets. Return fire is just as heavy with a few even firing Plasma guns, melting lines in the thick door armor. All of it provides enough cover for the stun grenades to be tossed through. Everyone takes cover through the bright flash of the energy pulse.

Hurling yourself through the entrance, you do everything possible to stay low and avoid the majority of the fire. Belly crawling at full speed you're able to reach the side corridor on the aft side. That was a miracle. The backside of your armor was starting to heat up from all of the near misses and your mass driver it too hot to safely fire. If the Carbine had been on your back instead the propellants might have cooked off. Checking the weapon you set up and wait for an opportune moment. It comes not long after.

Heavy weapons fire keeps your people pinned while squads advance to the corridors you're taking cover in. Not quite what you were expecting, you drop the rifle and whip out the HF Blade, tripping the first two with an out stretched foot and stabbing the third through the throat. The fourth takes a repulsor gauntlet hit to the faceplate that tosses him into the open for the rest of your people to gun down.

Turning you're able to get the second one with your blade, if only barely. Shifting of the first one knocks it out of your hand and you're forced to shoot him point blank with your pulse pistol a dozen times to one of the suit's eye sockets.
>>
A few mass driver slugs impact with your back and shoulder armor, and you roll forward, landing behind the dead bodies and using them for cover. The four man team taking cover on the other side of the hall are peppering the area with fire in the hope of avenging their comrades.

"That did not go at all as I planned." You mutter while trying to reach the butt of the rifle. You grab hold of it and begin to spray the other side with a torrent of bullets. The fire seems to have little effect but it does force them to seek better cover from you. Checking the weapon its manufacture data is listed as being back in the Faction Wars. Oh no, it's one of Vieona's old guns and isn't equipped with splinter ammo! This thing would be perfect against regular troops but not power cell armor.

Your suit is registering damage to the back and shoulder where you were hit. One of the fuel cells for the on board micro fusion reactor is compromised but otherwise you should be fine.

You hold down the trigger again, hoping to at least keep the enemy in cover for a bit and buy more time. At the very least its keeping more troops from advancing to your location. When the ammo counter reaches zero you grab one of the nearby mass drivers and take aim.

Roll 1d20
>>
Rolled 2

>>23916461
rolling
>>
Rolled 14

>>23916461
Rolling.
>>
Rolled 6

>>23916461
Rolling Thunder
>>
Rolled 1

>>23916461

Keep calm and watch pirate scum drop
>>
>>23916529
Good thing you missed the cutoff
>>
>Posted, walked away, came back to find Captcha had failed.

The others duck out of cover long enough to put some more fire down the corridor you're in. You hold fire for a second or two, long enough for them to think you might have run off then open up. One of them goes down for a few well placed shots and you're certain you wounded another. The other two roll the dead body over for cover of their own then try to return fire again.

"This is going nowhere fast."

You just begin to reach for a grenade when you see one of them doing the same. Your shot nicks the arm of one, screwing up the throw but you're not able to catch the second one. Ducking and covering you're hit with a spray of shrapnel from nearby. Two more flashbangs momentarily blank your vision despite auto correction.

"Sir, they're trying to rush your position." Warns a Marine.
A plasma gun bolt pierces the door section they're using for cover and sets off one of the missiles. The blast shakes up the Marines rather badly.

"We're falling back. Engineers are mining the next set of doors."


[ ] Try to stay hidden, let enemy teams move past you
[ ] Retreat, take another route to get back to engineering
[ ] Other
>>
>>23916837
>[ ] Retreat, take another route to get back to engineering

If not possible, try to use the ceiling to our advantage again.
>>
>>23916837
Toss some/all of the explosives we have left, brace the mass driver against something, and bind the trigger down or set it to autofire. Then book it back to engineering.
>>
>>23916837

[x] Retreat, flank enemies attacking another friendly force.

Let's not abandon any of our weapons, as we've already lost our HF blade [or can we recover it?].

Every bit of damage we do against the enemy forces now is going to force them to split their attention. If we can force them to stay as a few groups instead of spreading out to advance in smaller teams, we make them easier to contain.
>>
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>>23916889
>and bind the trigger down or set it to autofire.
Its too bad the mass driver uses a semi-auto fire or this would be a good plan. You try to do the same with a SMG, but its small magazine means it doesn't last very long but the bundle of flashbangs, breaching charges and frags help to create a distraction.
Grabbing your HF Blade from the downed trooper's neck you roll to the side, climbing to your feet then run like hell for the umpteenth time today.

Circling around you're prepared to come up behind one of the enemy scout groups but it seems the Terrans have already dealt with them. To be safe you signal your approach before turning off the camo.

"You have the situation over here under control?"

"Yes.' Responds the woman in charge. "But we cant risk sending troops to help the others yet. We've lost the sentry guns on this approach. If things get dire let us know and we'll assist."

Mines are already being placed. The engineers have finished the barricade just in time as one of your other teams of Marines and a group of regulars hold off the other incoming troops.
On the Starboard approach your Marines and the heavy weapons team have been consolidated into one unit due to losses.

You can place 1 more barricade.

Sorry guys I have to run to the store. I'll be back ASAP.
>>
>>23917148
I recommend placing the last barricade in the upper right tunnel and having the marine unit there fall back behind it.

After we have resupplied ourselves, we can go out and flank some more.

Are any more cracked missiles available?
>>
>>23917148
>You can place 1 more barricade.
Southern route behind the trip mines. I'dguess it'll be impossible to actually place it anywhere else. Does this barricade include a sentry gun?

What are the heavy marines in engineering doing?
>>
>>23917148
Barricade to the South at the intersection between the mines and the last door, reserve regular marines at the North and West doors should engage the enemy on their approaches, reserve heavy marine unit should be ready to back up either of those approaches.

Marine unit to the northwest will be in danger from three sides if the enemy takes the next intersection on the west approach, they should pull back down the corridor to engineering soon.
>>
>>23915464
Blast! 3 from 2d20's, what rotten luck.

Order them to guard those intrusion experts so they can data-mine the ship's computers. If they pass a computer core or server room on the way back to the med-bay, they should set up shop there instead.
>>
>>23917245
>Are any more cracked missiles available?
The engineers are all busy.

>>23917259
>What are the heavy marines in engineering doing?
Just waiting as a reaction force in case there's a breakthrough.
>>23917322
Some of the marines in the NW corridors begin to pull back.
> reserve regular marines at the North and West doors should engage the enemy on their approaches, reserve heavy marine unit should be ready to back up either of those approaches.
Any objections?


Okay, 2 people want to put the last barricade on the south side, vs 1 wanting to free up the marines on the NE side with it.
>>
>>23917643
I voted for the south side because I am not comfortable with leaving an approach defended only by automated guns.
>>
>>23917643
>Any objections?
Nope. Sitting in engineering while their friends are getting killed a few hundred metres away is probably not the most pleasant experience for these guys.
>>
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"Kinght Reynard come in please." Says a young sounding man with a brogue accent.

"Go ahead?"

"This is second Leftenant Robertson. We're detecting power fluctuations in one of the high output transfer conduits near your position. I hate to bother you but we cant spare anyone and we dont want any feedback disrupting the core while we're working."

[ ] Check the conduit
[ ] You've got pirates to fight
[ ] Other
>>
>>23917834
>[ ] Check the conduit
What good is throwing back the pirates if the ship blows up, or the energy for the stasis chambers and sentries goes down?
>>
>>23917834
[x] Check the conduit

I assume this will prevent the ship from exploding.
>>
>>23917834

[x] Check the Conduit

They're probably trying to infiltrate through there...
>>
>>23917834
Check the conduit.

South regular marine unit should split off a couple of guys to keep an eye on the southeast door.
>>
>>23917909
>southeast door.
Do you mean the one to the southwest?
>>
>>23917932
yes

It is late.
>>
Figuring the ship wont be much good if it blows up you head over to the access point after requesting an upload on how you're supposed to check the thing. A dozen conduits that connect to the spherical radiation shield around the core pass through an armored bulkhead. Thankfully they're not dangerous to disconnect since the ship's drive plates are long gone.

A few wont budge and you're worried about breaking them, but with most of them out of the way you're able to retract the bulkhead they were leading through.
"What am I looking for?" you ask.

"There should be sparks from static discharge if the casing is cracked. It wont harm any of the other conduits but we'll need to remove it from the system."

Roll 1d20 for evasion
>>
Rolled 14

>>23918125
Rolling Thunder
>>
Rolled 12

>>23918125
Dodge!
>>
A giant hand reaches out of the darkness lightning fast. You react quickly enough that it cant grab hold of you, but you're swatted to the side with a force greater than the last repulsor gauntlet hit you took. You skid across the decking and your armor under layers harden up to resist the shock of impacting helmet first with a cargo crate.

Everything spins for a moment but only briefly. You look up to see the Neeran climbing out of the conduit (How the hell did it even fit?) and raise a bulky weapon with a large business end towards you.

[ ] Dodge
[ ] Try to shoot its weapon
[ ] Try for headshot
[ ] Other

Roll 2d20
>>
Rolled 9

>>23918125
>>
Rolled 16, 2 = 18

>>23918307
DODGE AGAIN

THEN PLASMA PISTOL
>>
>[X] Dodge and yell over the radio for back-up.
>>
Rolled 18

>>23918307
Dodge, sound the alarm!

>1
>>
Rolled 15, 3 = 18

>>23918307

[x] Dodge
[x] Plasma pistol to head/chest
>>
Rolled 16

>>23918371
>2
>>
>Infinete dodge works go!

You grab a nearby railing and yank yourself to the side as hard and fast as your suit can manage. What looks like a more focused fusion cannon shot burns through the crate and much of the floor where you were laying just a second ago. A second shot blasts clear through the piece of machinery you ended up behind next but by then you're on your feet and sprinting. A third shot heats up the air behind you but you've had closer calls by far.

"Enemy contact! All available forces to my position! They're inside engineering!" You yell while trying to ignore the pair in your arm. Hurting yourself through exertion is still preferable to having been burned through with whatever kind of energy or plasma weapon that was.

Plasma!
You spin around a corner and draw your pistol. Two shots left, better make them count. Activating your camo and checking back the way you came you see a pair of Power Cell troopers moving up to cover your direction.

>you still have a 16 to work with
[ ] 2 for 1 special
[ ] Get closer again and try for a shot on the Neeran
>>
>>23918669
We need to save our plasma shots for the Neeran. If possible, take the troopers out with our HF Blade as we head back. If we can't do that for whatever reason, I suggest avoiding them.
>>
>>23918691
Also, make sure we mention that there is a damned huge Neeran in here and we'd appreciate some heavy weapons.
>>
>>23918691
Nothing to add.
>>
>>23918691
I agree with this.
>>
"In case I neglected to mention there's also a DAMNED HUGE NEERAN down here as well with a plasma weapon or maybe a fusion gun. I need heavy weapons!"

"This is Murilo, I'm on my way to your position. Try to hold on as long as you can, the Colonel should be there in a moment."

"Any advice for weak spots, or just shoot it in the head?"

"Actually I don't recommend the head unless you have an anti-tank gun. I understand the neck works quite well but that might just be a rumor."

"Just a rumor?" You manage to get out through clenched teeth. You draw your HF Blade with your left hand and move in on the troopers. More of them are starting to appear, they must have brought in a whole team.

"Most engagements were ship to ship with SP weapons unfortunately. We never had much close combat with them."

>I'm going to have to call it here for tonight. I'll try to resume tomorrow after 1500 board time, which due to daylight savings atm is 1900? GMT until Europe catches up in a couple weeks.
>>
>>23919009
It should be. Goodnight TSTG.
>>
>>23919009
Thanks for running this, it's always good.

I wonder if our HF Blade could cut through the Neeran's armor/flesh. Given its size, we might be able to climb onto it and just start cutting things. Hopefully it can't shoot us if we are on it.

I don't suppose the Terrans know anything about the thing and its weak points, since it was in their ship's vehicle hold?
>>
Reading through the thread. Fun stuff as always, to bad I was having to much of a blast playing Stardrive to actively participate.
>>
>>23919009
make sure to get some records of that Neeran, especially its Armor, Weaponry, and face if we can manage it,as well as the sleeper Neeran.

We are facing an Armored Humanoid shaped giant, surely not too different from fighting something between a power loader and someone in Heavy Powered Armor, maybe abit faster.
I doubt we can take it down without some help, the method I'd prefer would be to set up some marines concentrating firing at it(Lasers, Phasers, and Pulse to the face, blind and heat it up), get guys who have grapple systems to spiderman this rhino, then we go for the joints.
>>
Also, remember that it may be able see trough our camo in the short range.
>>
>>23919009
How about we HF Blade his head off?

Also we should head to storage while there is fighting on the ship. Just to get the chance to secure something. We should have bee there and let the fighting go as it goes. With our forces fresh and assets secure we would have been in a better position to negotiate or fight of the winner, be they boarders or pirates.

Sadly i was not able to post this from work when the decision to fight in engineering was reached.
>>
>>23923376
I am not sure i want to get into melee with wierd giant alien robot tank without even knowing it weak points, stats and abilitys.
>>
>>23923349
hence the suggestion to have some marines blind it with light.
>>23923376
Maybe, but not while it can thrash about, hence the AT-ATesque grapple shootin.

Also. it wasn't a decision,
">But i don't think anyone else will like "losing" engines, having enemy forces in the engineering where they can make a mess if they need to, or spreading our forces while there are so many enemy power armors about.
This. The Engineers refuse to abandon the drive core while they're trying to get the systems to return the ship to real space."

>>23923510
probably somewhere between a Power Loader and someone in Heavy Powered Armor, maybe some degrees faster; It is still humanoid and has limbs and joints, and since there wasn't much mentioned other than lumpyness, a Large Head, thinness, a ridge I imagine to be Triceratops-like and being Tall(~4m), I assume everything at least looks like it's in the right place. I am hoping we can addle its head, and humans, not to mention larger ones, aren't generally heat efficient so there's that possible added benefit to using lasers to the face.
>>
>triceratops ridge
no idea where that came from. I meant to type Cardassian.
>>
>>23924326
>triceratops ridge alien
it gets more and more frightening around here
>>
bump
>>
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>>23924326
Back. Give me a few minutes to catch up and figure out what everyone wants to do.

>>23924722
Closer to these guys from that Voyager episode than a Cardassian. Except with a taller head and a brow ridge extending out to the sides more.
>>
>Give me a few minutes to catch up
>Takes 2 hours

>>23919259
>I don't suppose the Terrans know anything about the thing and its weak points, since it was in their ship's vehicle hold?
No, the pirates had already hijacked the internal sensors and security systems in that section.
>>23921367
>too bad I was having to much of a blast playing Stardrive to actively participate.
How is that btw? Normally I don't give much attention to 2D games these days.

>>23922535
>as well as the sleeper Neeran.
??
Sorry you'll have to help me out on that one.

>get guys who have grapple systems to spiderman this rhino, then we go for the joints.
Noted.

>>23924229
>I am hoping we can addle its head, and humans, not to mention larger ones, aren't generally heat efficient so there's that possible added benefit to using lasers to the face.

You keep this in mind.

Climbing up on a railing alongside some of the machinery filling this section you wait for the Troopers to pass your position then stab one from above, followed by the other. Troops farther back open up, and you have to press yourself into a crevice between two capacitor banks for cover. No way you'll be able to get all of them like this.

They stop a moment later and you can hear whispering but cant tell what is being said. Shortly after most of the Troopers scatter, headed deeper into engineering, but staying away from the area they last saw you. Sticking your head out to get a better view you see the Neeran step around the corner adjust a dial on its weapon and fire.

A much wider blast hurtles down the corridor, dumping heat into the air and every surface. It's now operating much closer to a Fusion Gun. A warning from your Camouflage emitter indicates it wont be able to remain up under that kind of heat through many more bursts. That's fine your were just about to shoot the bastard in the...

[ ] Head
[ ] Neck
[ ] Chest
[ ] Weapon
[ ] Other
>>
>>23929595
Neck. Defiantly Neck.
>>
>>23929595
neck
>>
>>23929595
[X] Neck
>>
>>23929595
[x] Weapon
>>
>>23929595
The weapon.
>>
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>>23924229
>It is still humanoid and has limbs and joints, and since there wasn't much mentioned other than lumpyness, a Large Head, thinness, a ridge I imagine to be Triceratops-like and being Tall(~4m), I assume everything at least looks like it's in the right place. I am hoping we can addle its head, and humans, not to mention larger ones, aren't generally heat efficient so there's that possible added benefit to using lasers to the face.
This is a lot closer to the look I was going for. It's not great but still looks better than my old graphite sketch.

>thinness
The one in the archive you read looked comparatively much thinner. The one you've encountered is much broader and more muscular.

>>23924722
>it gets more and more frightening around here
Maybe I should have gone with that.
>>
neck
>>
>>23929595
>as well as the sleeper Neeran.
>??
>Sorry you'll have to help me out on that one

Disregard, I see now that it was a Norune.

>>23929622
>>23929654
>>23929706
what weapon are you using?

I imagine we are defaulting to the plasma pistol, and I hesitate to use it because we seem to have only, what, two rounds left?

anyway,[X] Neck
>>23930005
>Brown-Orange skin gone

huh.
>>
You raise your plasma pistol and fire, aiming for the neck. The blue white beam lances out perfectly on target but somehow strikes the Neeran's left forearm. The limb explodes at the impact point deflecting most of the shot but enough gets through to strike the neck area. Flesh and armour blast outwards from the second smaller wound.
The Neeran lets out a sound that you can only assume to be a roar of pain while ducking back around the corner.

What the hell?! That was a perfect shot! You think to yourself, wondering how you could have missed it's arm being there.

The machinery and metal in your immediate vicinity begins to shake and rattle almost like in a ground quake but is soon joined by another noise.
"YOU ARE BECOMING AN ANNOYANCE."
The voice seems to emanate from all directions and is screwing with your sonar.

You have 1 shot left in your plasma pistol.

Roll 1d20 and state your action.
>>
Rolled 1

>>23930253
Get some distance between that guy and us. If we still have our stun grenades, lob one of them towards his last postion, then get in cover.

Reinforcements are probably our best bet. This would be the perfect time for our rapid response team to finish reloading.
>>
>>23930298
Oh fuck, sorry.
>>
Rolled 6

>>23930253
Lunge with our sword with wide sweeping strikes.

Its fucking with our mind.
>>
Rolled 20

>>23930253
Flee with considerable haste.
>>
Rolled 15

>>23930253
EVASIVE MANUVER
get the hall out of there
>>
>>23930253

... it is a damned pseudo-energy being, isn't it?
>>
>>23930335
super sanic speed mode engaged
>>
Deciding that discretion is the better part of valour you get the hell out of the area, moving to link up with your Marines or the Colonel. You don't care which right now.

Behind you the Neeran fills the corridor with several shots from its weapon. You're glad to be well away from there at the moment, you doubt the camo would have held out through it.

Up ahead your suit detects weapons fire and you head towards the fighting. Better the nemy you know. An explosion is followed by a Trooper flying past your position and unintentionally doing a cartwheel before being stopped by a low hanging conduit.

"Ow."

You kick him in the side of the head to keep him down. Down the Corridor you see the Colonel carrying a boxy four cell missile launcher over his shoulder. A few of your Marines are moving up towards him.

"Heard you needed more help." The older officer comments when you turn off your camo.

You activate your com on the command channel the Colonel and the other ranking officers have access to.
"I hope we have plenty of spare missile launchers because that thing is pissed."

"Did you try shooting it in the neck yet?" Asks Murilo.

"Yes. I already shot it once with my plasma pistol, it just intercepted the shot with its arm."

"Oh... that means you're too close and it can detect when you're about to fire. Get farther away."

You switch off your coms before cursing. The effective range of your pistol in atmosphere is hampered by beam diffusion, still it should be more than long enough for corridors in the ship.

You have yourself, the Colonel in a suit of Jump Jet armor with a missile launcher, and eight heavy Marines. One of the Marines has a mass driver rifle, the rest have phase rifles and grenade launchers.
All other Marines in engineering are needed to hunt down the enemy heavy infantry.

"You've seen this thing, how do you want to do this?" Asks the Colonel.
>>
>>23930610
Take advantage of a long sight line somewhere by driving/drawing it into a kill zone.

Phase rifles unlikely to be of much help except as bait.
>>
>>23930610
He's the expert. Or at least he knows more about fighting that thing than we do. I have no problem following any reasonable plan he can come up with.
>>
>>23930733
>He's the expert. Or at least he knows more about fighting that thing than we do.
"I've fought people from nearly every Faction and simmed against the rest. These guys? I always thought the simulations were cheating. Only time I encountered them myself we had armor and air support. I do have some ideas though. You may not like some of them."

This should be good. "Go ahead."

"You ever used a sniper rifle Captain?"

"No."

"Okay, scratch that plan, and I'm betting this launcher is too big for you to cloak. We try to either draw it into a kill zone with a distraction or figure out where its going to be and try to intercept it, pinning it in place long enough to kill it."

"What's the part I wont like?"

"The death from above option. I drop rockets to pin it in place or knock it out but you'll need to keep its attention off me. Or we could switch, I draw its attention with a high speed pass, you drop from one of the cargo gantries. I can give you a lift up there." He points to the cranes used to move heavy equipment around the engineering section.

"If we can get him into areas with longer sight lines we might be able to manage a death from above and pin him with rifle fire. What do you think?"

You think there's a lot of IF's in there but do you have a better plan?
>>
>>23931108
How fast is he? Would it be possible to simply avoid him and kill his support off?
>>
Rolled 10

>>23931252
The Neeran? Well you did wound it. But if that didn't have any effect on its ability to move around it could be a bit on the fast side on long stretches.

>Would it be possible to simply avoid him and kill his support off?
Possible. The other Marines are working to kill off the other enemy troops.
>>
>>23931320
Hmmm, I'd honestly prefer to have some input from the other players on this.
>>
>>23931108
Death from above, with him playing the bait.
>>
>>23931108
>Or we could switch, I draw its attention with a high speed pass, you drop from one of the cargo gantries. I can give you a lift up there." He points to the cranes used to move heavy equipment around the engineering section.

I like this one, with heavy marines firing at its face, wound, and maybe some phase hits to the weapon. Guessing we're the only ones with the Grapple?

>He points to the cranes used to move heavy equipment around the engineering section.

Does there happen to be any heavy Neeran crushing size equipment we can move around?
Would the Neeran qualify as Heavy Equipment that can be moved around by the crane?
>>
>>23931460
>Does there happen to be any heavy Neeran crushing size equipment we can move around?
Everything is still locked down to prevent equipment coming loose in a ship battle.
>Would the Neeran qualify as Heavy Equipment that can be moved around by the crane?
Probably not.

So, 2 people for using the Colonel as bait. The marines will move into final positions once you're in place and can see what's going on.
Is this acceptable?
>>
>>23931568
I think we would probably make the better bait. The guy is probably pissed off at us for melting his arm, and we can probably drop in and out of camo to keep him confused.
>>
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>>23931590
Lets see if 4chan still thinks the survey link is spam.
Damn. Attempting alternate solution.
>>
>>23931742
Would it be possible, in addition to the image, to add the the last bit of the survey link afther the /s/ in the subject?
>>
>>23931948
I was getting nervous about being word filter banned so I just skipped to using the image.


>5 "Other" Responses
>Up Down Left right ABBA
>>
>>23932019
Somebody's playing with the survey. And apparently is either trying to enter a cheat code or do some sort of combo attack from a fighting game
>>
So, it seems Sonia will be carrying out the DFA.

The colonel hands off his launcher to one of your Marines then braces himself and waves you over.
"I don't weight a thousand Kilos." You assure him.
"Armor is heavy." He says before picking you up and jumping towards the ceiling.
"Activate your camo!"
You do as ordered, then when both of you are up closer to the gantries you fire off your smart grapple and pull yourself the rest of the way up.

Azevedo lands and recovers his launcher before heading off. A few seconds later blasts begin to light up sections and lanes between the equipment.

As soon as the Colonel is able to draw the enemy towards a particular spot you'll just have to get the Marines to reposition and do the same yourself.
Roll for spot check. 1d20
>>
Rolled 10

>>23932406
>>
Rolled 18

>>23932406
Here we go
>>
Rolled 4

>>23932406
Might as well roll the 3rd
>>
http://www.youtube.com/watch?v=I4JYkj0CIDw#t=4m58s

Using your grapple you swing to another gantry and set up for the drop on your target. Some of the Marines are spread out and land a few hits here and there as the decoy swings around firing rockets.
It looks like the Neeran has amputated the wounded arm and is making sure to protect the damaged neck area from phase rifle fire the Marines or the Colonel occasionally send his way.

"Sir, Phase and pulse weapons are having minimal effect. It's must be using energy absorbers in the armor hooked up to an induction system to bleed off the excess. We're seeing signs of the ship's structure and nearby equipment heating up whenever we hit him too much."

"Mass Drivers?"

"The armor's too thick and our one guy with the rifle cant manage a shot on it's neck the way he's protecting himself."

"Copy that."

The Neeran is coming into position below you...

[ ] Plasma Pistol
[ ] HF Blade, land on him
[ ] Mass driver rifle

Roll 1d20
>>
Rolled 17

>>23932837
>[ ] HF Blade, land on him
Sounds stupid. No sense fighting against this suggestion.
>>
Rolled 20

>>23932837
rifle
>>
>>23932974
Dont touch those dice!
>>
>>23932974
Better plan than close combat.
>>
>>23932974
Wow, the dice chose to bless the more sensible course of action.
>>
Clamping your legs around the gantry to help brace yourself you unsling the rifle and take aim waiting for the perfect shot. You squeeze the trigger five times in rapid succession just as the giant is turning its head to track the Colonel's movement.
The stream of shots just barely miss the side of it's head, two imbedding themselves in the remaining armor, three going right through the opening your plasma pistol tore earlier.

"He's not going down!" Yells a Marine as they attempt to pour more fire into it. The Neeran continues to fire off shots at Azevedo but you can see the giant beginning to slump, then lean back against one of the capacitor banks. It tries to adjust the control on its weapon then aims for the ceiling in the general direction of the drive core.

You resume fire, knocking the weapon down where it melts a line through the floor most of the way to the Marine's position. They duck for cover regardless. You meanwhile fire off your grapple and swing away from the rising cloud being given off by the melted and burning metals.

"He's down but I don't know for certain that he's dead." You tell the others.

Looking out over the engineering section you can just make out the explosions and flashes of weapon fire at the larger entrances. As you begin to lower yourself down to the main deck you notice that fighting seems to be quieting down.

"Ecord to Reynard, some of the Pirate troops are offering to surrender. The Terrans are willing to accept, they were taking losses worse than us, but I'm pretty sure we could gun the remainder down right now without their say so."

[ ] Accept their surrender.
[ ] No Prisoners!
>>
>>23933451
Accept could use them for cheap labor or for intel on others
>>
>>23933451
Accept. Then make sure they are all knocked out for the remainder.
>>
>>23933451
>[ ] Accept their surrender.
Psycho Sonia. Not War Criminal Sonia.
>>
>>23933451
A better question is can we salvage anything from the Neeran?
>>
>>23933589
Maybe we could salvage the Neeran itself. A lobotomized biological powersuit would look great in our living room.
>>
>>23933666
Wall mounted Neeran head trophy piece for our grand cruiser? Hell yes
>>
>>23933666
>>23933721

Top priority is still not getting killed by the Terrans for the time being. We need to talk to their Captain, and also find Saputo.
>>
"Accept their surrender then make sure they're unconscious. I want them out of their suits so they cant cause more trouble."

"Yes sir."

You close in on the dead Neeran slowly and carefully, Plasma pistol trained on it should this be a ruse. Captain Murilo runs up to you from farther forward and the Colonel approaches the Neeran from the other side.

"Looks dead. All my scanners are agreeing." Says the other human.

"Looks can be deceiving." points out the Captain walking closer. The Krath extends a hand out over the wound holding it there for a moment then feeling inside.

"Aww ga- do you have to do that?! Really?" Asks Azevedo, less that pleased with his superior's actions.

Murilo removes the hand from the wound then backs away, shaking blood off onto deck. He's looking mildly disgusted.
"It's quite dead." he assures you both.

"Had me worried for a second sir. Thought you were going to... you know. God that's fucked up, now I'll have that image in my head the whole day."
The colonel wanders off a short distance while presumably having a PTSD moment.

"So, uh... dibs." You say, breaking the momentary silence.

"I beg your pardon?" Responds the Krath.

"Dibs. I call dibs, on that. I killed it, its only fair."
>>
>>23933756
True. It's possible that the Terrans will want to keep the Neeran corpse and its equipment, so we may have the opportunity to weasel even more life-extension potions out of them in exchange for letting them have it.
>>
>>23933836
Great, now that we've verified it's actually dead, we should check if we can salvage the gun.
>>
>>23933836
Quick! Put it into a stasis container before it goes bad.
>>
>>23933836
Sonia literally calls "dibs" on a corpse...her nickname is now well earned.

Time to negotiate for more injectors?
>>
>>23933836
hopefully the Terrans don't have some agreement with the Neeran concerning bodies.

studying that Neeran and finding out more on it's freaky sonar disrupting powers and the (possibly) Neeran tech it carries should be one of our R&D goals.

>>23933975
it's pretty big.

Let's lock down that Red Star ship, and get ready for the TCS Trident (what could the pirate have meant when he said they wouldn't have to outrun it? Major Scummy.)
>>
>>23934036
>Time to negotiate for more injectors?

I think some pirates are still resisting. We should probably broadcast an offer to surrender, and then continue to remove the last fighting enemies.
>>
>>23933836

>make sure our marines police up as many of the surrendering pirates as possible so we can claim their gear!
>>
>>23933975
>>23934078
The Head is enough. Perhaps the Armour too... Anything salvageable. There is a reason we are PsychoSonia we have that murderhobo knack for murder, mayhem and the associated kleptomania and hoarding.
>>
>>23934519
I don't think mounting the head of a sentient being on our walls is a thing we should do. If the majority wants to do it, though, I'd request a Neeran skin lampshade.

Only one item of Neeran-based furniture would simply look out of place.
>>
>>23934615
>>23934519

I can see us wanting to claim the armor/corpse just to hand it over to intel. If our House is the only one to actually have a corpse, or one of a very limited few? We could probably get some fun offers from other groups to study it!
>>
"First things first. Once we've returned to real space we'll need more people from our ship to come over and analyze the equipment and compare it to what we last encountered. That should give us a rough idea of their technological progression. Before they were simply using slightly larger phase rifles but this is a plasma weapon quite unlike what they had before."

Personally you think its just a modified Shallan Fusion gun but what do you know?

"Shouldnt we get the body into stasis?" you ask.

The Colonel, looking for an excuse to leave heads off to see if the engineers have any industrial sized units. Thinking fast they adjust the environmental controls so that it's colder in that section until they can relocate the body to a stasis vault. In the time that takes the engineers have managed to return Vieona to real space.

Wondering at what will happen next you collect the marines and have most of their wait near engineering while you and Captain Saputo make your way to the Bridge. Slowly.
Murilo and Azevedo have caught up by the time you arrive.

"I have some words for that doctor but it seems I'm going to live." Says Saputo. "Actually I might have to thank her. There are drugs that I'm alergic to that have a similar effect to that venom. If the idea was to spread the contents of that injection through the body as quickly as possible that's one of the best methods if you don't have much time."

The command staff are waiting for your arrival when you walk through the doors of the bridge. Its surprisingly small, with everything on one level and the usual panoramic monitor forming fully half of the curved room's interior.

The ship's captain stands causing the Colonel to snap to attention immediately of course.
>>
We've just hit page 7 and are autosaging.
>>
"I'm Fleet Captain Leontios Peusen. It's been less than a year for most of us since this ship began its shakedown and I've already been the third captain to command her. I hope you understand I don't usually have much time for bullshit. My job is to find the enemy, who ever they are, and make them wish they had never been birthed from a stolen cloning tank.
You all helped us out a great deal. Killed a lot of Pirates that might have otherwise seen a lot of my people dead, or worse. Because of that I'm going to ignore that you destroyed vital security systems and active defenses we could have used to hold back those pirates. That and the theft of vital equipment."

He looks to the chief engineer then back to the rest of you. "We also wouldn't be awake right now with the possibility of escape if you hadn't come looking for us in the first place. I'm genuinely grateful for that. Thank you."

"Robertson thinks we might have been stuck in that pocket for another hundred thousand years given our onboard stockpiles." The Chief adds.

"I told you we should have kicked him off the ship along with that doctor." The Captain replies, then turns back to you.
"What do you want? And don't say Veckron torpedoes, our stockpiles are already too low."

"Those were an option?" You ask.
"No, but I like having more than more reason for refusing a request."

You point out that the Chief Engineer promised you 20 injectors (MINIMUM) in return for assistance. You already have 8.
(Captain Murilo will get you complete scans of the Neeran weapon and body in return for 1 injector. Other information may be forthcoming.)

Choose 1
[ ] 30 Injectors + plus medical data needed to administer to humans
[ ] Neeran Weapon
[ ] Neeran Corpse (+ integrated armor)
[ ] 50 suits of Power Cell Armour
[ ] Other?
>>
>>23934955
If we don't choose the 30 injectors and the medical data, do we still get the minimum of 20? If so, this choice is a lot harder.
>>
>>23934955
Oi! The Neeran stuff is ours. Not as an option, but by right of warfare and salvage.
>>
>>23935004
Pretty much this, the entire Neeran is ours. What other tech does the Captain have to offer?
>>
>>23934955
To be honest, I think we should choose our reward in the next thread. We're pretty close to falling off the board, and I'm sure at least one anon who would like to have some input on this will miss it because of that. Not a lot of us players usually seem to be around at this time.
>>
>>23934955

Assuming we get the 20 injectors by default, what with it being a stated reward...

[x] 30 Injectors + medical data

[x] Scans of Neeran Weapon
[x] Scans of Neeran Corpse + armor (we get to keep a piece of armor as a trophy)

[x] Power Cell armor from enemies @ Engineering is ours. Our marines bled there.
>>
>>23935000
Yes you still get the minimum of 20.

>>23935004
"The Factions Alliance people want to investigate it more, as so do my own engineers. Some of them are rather good at their jobs.
Since Wilhelmina Rogov is not the current commanding officer of the TCS Trident I'm prepared to tell them to fuck off and let you leave without any lingering persecution regarding this incident. My security still want to know exactly what you took from this ship. I already know about your injection Captain Saputo, I was sent a message informing me of some of the unintended side effects. We'll have to conduct more testing of our own regarding it."

>>23935148
I'm putting up a survey link shortly and then updating the suptg archive.
>>
and the boarders ship?
>>
>>23935188
It got blown up except for the bow section that's still lodged within the breach in Vieona's hull.
>>
>>23935186
How about this:

The Neeran and all of its equipment are Sonia Reynards's private property, which she graciously provides to the engineers of the TCS Vieona for research and testing. Upon completion of said tests, the property will be returned to her. Furthermore, the research data and any other kind of insight gained from her property will be shared with Sonia Reynard.

The Terrans get to keep it for 3 months at first, then we talk again.
>>
>>23935378
Additional research time can be provided in return for injectors, perhaps?
>>
Substitute the following to the other successful survey links please.
QP7W226

>>23935185
>[x] Power Cell armor from enemies @ Engineering is ours. Our marines bled there.
Some of the damaged suits certainly. The option for 50 are from the enemy that surrendered and have mostly intact gear.
>>
>>23935186
>Since Wilhelmina Rogov is not the current commanding officer of the TCS Trident I'm prepared to tell them to fuck off and let you leave without any lingering persecution regarding this incident.

That's not how you spell "Get a fucking impressive medal for finding the holy grail of missing Terran spaceships.". Not at all. We want 10% of all profits that will stem from this.
>>
>>23935420
>We want 10% of all profits that will stem from this.

By that I mean, movie profits, news stories, action figures, vidya games etc.
>>
>>23935443
In return, we'll coordinate with the Terran press bureau, or whoever will have to handle this,
>>
>>23935378
Has my support. As for our reward, I say we go the 30 injectors and medical data.
>>
We should also make sure Murilo and Azevedo get a proper reward. Without them, we would have never been able to make it to this ship.
>>
>>23935443
>vidya games

Play as intergalactic hero Sonia Reynard in her latest adventure!

Infiltrate a long-lost attack ship! Stab pirates in the face! Launch missiles from your HANDS!

Download the day-one DLC Fury Pack to get the bonus Neeran Bossfight, the most highly-anticipated, gruesome action sequence since the last level of PTSD Troopers 2!

Psycho Sonia 4, available in all station kiosks now!
>>
These pirates were able to beat the Trident to us, They were able to join us in weird space, they had plans to salvage the Vieona, and they knew at least some of the layout of a long lost ship we couldn't even be sure still existed a few days ago.

they scream "we have long sticky fingers in Terran affairs", I wouldn't expect to get much out of anything we don't take now, particularly prisoners with information and Neeran Bio+Tech.
>>
>>23935717
Just like a certain other series, the games would become more and more disappointing as the series progresses.

>Psycho Sonia 48
Find requisition form D7 to keep your fleet supplied with SP torpedoes.

>Psycho Sonia 71
Are you ready for the last adventure of Sonia before she retires from military service? (Spend 10 hours doing boring patrol duty in a super-high-tech ship. Shake lots of hands. The End.)

>Entrepreneur Sonia
It's simply a long semi interacive game of Sonia rolling around in DOSH! The player can change the background image, and that's it.
>>
>>23935812
If Sonia takes one of the anti-radiation injections, her military career could well last a century or more, if she survives. Even a disappointingly boring game series would eventually pay plenty in royalties.

Of course, I expect the quest will end before we could even begin to play out that many years, even with timeskips.
>>
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>>23935378
>>23935392
>>23935420
>>23935443
>>23935475
Captain Peusen is initially stunned by this and doesn't know how to respond.

At length he looks to the two Factions Alliance officers.
"Is this how they do things these days?"

"Not sure sir, we've only been awake for thirty hours." Responds the Colonel.
The Krath replies that being from the Dominion your priorities don't always line up.

"This is a beyond secret level classified ship. We barely admitted it existed to the Republic when we were giving them our best weapons tech. What was that, four months ago? Five tops?"

"Some of the mission logs were declassified after the wars sir." Points out Azevedo. "They don't go into much detail on how everything worked but it was pretty clear this was an amazing ship with the best crew. With you back that's going to be a big PR boost the Terran Expeditionary force. Maybe even help recruitment."

The Captain gets his "the buck stops here" look on and turns back to you.
"Choose what you're taking with you in the more immediate sense. We'll negotiate for the rest."

He returns to the captain's chair and you overhear him say "Movie rights... gotta me shitting me."

>>23934615
>If the majority wants to do it, though, I'd request a Neeran skin lampshade.
MFW I don't know how to feel about that.
>>
>>23935443
10? are you insane? If we were talking about something tech related that might have been lost or such something then yes. But if we go for the story, then fuck it up to 50% or more(considering they are first world style militarily for media rights we could go so high as 70 or 80 % for our side - they just sat pretty and got resqued), so that we personally get 15. Knight saputo perhaps something similar, our crew 12 and the other requested that got in on this 8 if they were more than the shape shifter or 15 crew and 5 col shape shifter if it was only him.


And the body and gear we got dibs on after they finish research. Not disassembled.


He can live with these terms or he can get the body of one Sonia Reynard to go with that Neeran, or Sonia Reynard gets one brand spanking recovered Viona.

All are perfectly viable options. PsychoSonia(tm)
>>
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>>23935959
>MFW I don't know how to feel about that.

Eventually you're going to have us negotiate with some Neerans, and they're going to see that lamp.
>>
>>23935959
This is getting quite silly.

I'd like to just take my 30 injectors and medical data and get out of this Veckron-radiation hellhole without getting spaced by Terran blackops.

Medals, cash, and movie deals are a secondary concern to making sure we live long enough to take advantage of our soon to be extended lifespan.
>>
>>23935959
>MFW I don't know how to feel about that.
It was a rather poor joke because I was so appalled by the idea of actually displaying the head of a sentient creature on our walls.
>>
>>23935959
>What was that, four months ago? Five tops?"

"Erm, sorry to say, but that was XXX years ago. You guys are legendary."
>>
>>23936118
How do you feel about adding a cockpit to said sentient creature and using its modified corpse as a battle suit?
>>
>>23935812
>>23935717
I'd go more for a Gundam series.

Psycho Sonia Blows up ships,boards craft and shoots people in the face.
Psycho Sonia 2 Blows up lots of bigger ships.
Psycho Sonia 3 pretends to be a space pirate, shoots people in the face and blows big hole in a Superheavy.
Psycho Sonia 4 Blows takes over space stations.
Psycho Sonia 5 Hunt for the lost Viona.
Psycho Sonia 6 Slaughter of the Warlords.
Psycho Sonia 7 Corporate Warfare. The Sonia Doctrine: Violence of Direct Personal Action - HF Blade Edition.
Psycho Sonia 8 Border Wars and Bloody Politics. Intimidate and Negotiate with enemy Fleets Blow up Annoying politicians
Psycho Sonia 9 R&D Wars, Xcom edition. Run away from Teleporting Terran Strike Forces of the TechGuard, and intercept their terrorist strikes. Ensure to get to the end of the levels with all the Big Stick(tm) Project developments in production.
Psycho Sonia X House Ascension. Use the Big sticks to hit other houses over the head and become the best of friends with the Royal house.
Psycho Sonia The Interactive Movie. Get a interactive 3D forcefield aided simulation of Sonia's Dosh Repository and Prototype Collection so you can take them out for a spin or roll around in dosh as Sonia or yourself in different outfits or while piloting prototypes.
Psycho Sonia the Psycho years. After doing almost anything you could care for that Sonia found entertaining, Sonia is out for exploring further into the unknown and exploiting everything for fun and profit with gratuitous Violence.
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>>23936200
Corporate Warfare - HF Blade Edition was my favorite. The looks on the faces of those patent lawyers when you start stabbing them in the third mission were priceless.
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>>23936118
There are nobles who would actually do that though.
Head in a jar from each assassin that tried to kill you, etc.

Anyways, think it over I'll see you guys next week.
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>>23934615
>>23934519
>>23933975
>>23935959
Heads! On Pikes! The Lot of Them!
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>>23936257
Well that is when you go with forcefield Sword instead of holo sword to pass through security. I like the 15th mission when you get the ceramic blade implant in your forarms to go between your hand joint and get them upgraded to run a HF field from biosugar batteries just before hitting (nanofibre tripwire anticipating contact.)

This way you can clean up the entire fucking building via HF blade if you want to be really bloody and then wipe the hard drives, and no one knows what happened to that section. Just that they all went awry of some crazy axe murderer.
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>>23936278
See you. I can't wait to see what happens when we get back and explain what the anti-rad treatment does to your lifespan.
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>>23936257
>>23936376
I'm now reminded of that scene at the start of Serenity.
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>>23936424
Well, we need at least 8 for private use if they're not able to replicate them.

Mom, Dad, Sis, Mike, Alex, Linda, our commander, Sonia.
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>>23936485
yes, because that would be totally okay with everyone. Using a rare, sterilizing agent we don't even begin to understand to extend the lives of friends and family is a bleeding great idea.
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>>23936675
I'm glad you agree with me.
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>>23936675
oh right the sterility part

that could cause some problems.
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>>23936748
It's the future, I'm sure if we tell everybody to have the necessary stuff stored somewhere safe it'll work out.
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>>23936748
>>23936675
We will just keep it out of the family untill we get all the siblings and nieces and nephews and tube born kids of our own pester as we want saved up in different egg and sperm banks.
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>>23936804
>>23936775
We are such romantics.
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>>23936485
No Daska? I like Daska. And our Knight commander Winifred who by the way totally hates that name.
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>>23936485
No Daska? I like Daska. And our Knight commander Winifred who by the way totally despises that name.
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>>23936839
Sigh... can we just leave our business card with the doctor who invented the stuff?
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>>23936748
This stuff needs to be studied. Depending on how the sterility is caused, it might be relatively simple to deal with. Organs can be cloned, after all.
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>>23936888
I would have to agree. If we can study this we might be able to get rid of the sterilizing problem as well as make it extend our age even longer.



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