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Last Time On AGE QUEST!:
http://suptg.thisisnotatrueending.com/archive.html?tags=Gundam%20AGE%20Quest

Check my twitter for when the next game is and possible delays: https://twitter.com/Crosswire

Your name is Dirk Crocker and you had a pretty good shore leave. Had an awkward date with your girlfriend and the boy she’s engaged to marry, riffed on Batman and Robin with Akito and Yurika, and you got a little drunk with your pilot bodies where one proceeded to order sex toys using your phone. Oh and there was something to do with an old man dying and revealing the start of a dark, penetrating conspiracy that may unravel the very fabric of the Earth Federation government and the society of the Advanced Generation itself. But you’ll have to worry about that later, you’re being attacked!

Alarms scream and the Captain of the Amadeus yells for everyone to get to battle stations.

You and Uncle Desil rush towards the hanger, but you quickly realize that you’re not supposed to be aboard this ship, your suit is aboard the Diva! If you go to the Amadeus’s hanger you won’t be able to board the Merlin.

However if you leave the ship and try to board the Diva there is the risk of being hit by enemy attacks.

You don’t know what it’s like outside but you do know that it’s a good sprint between the ships, you shouldn’t be outside for more than a minute if you book it. Time is of the essence here, stopping to chat or ask someone could deprive you of valuable time.

What will you do?

>[A] Leave the Amadeus and board the Diva

>[B] Stay on the Amaeus and use whatever spare suits they have

>[C] Other
>>
Fuck yes, it's back.

> [A] Leave the Amadeus and board the Diva
Get to the Merlin, fast. Call ahead to tell them to prepare the big guy.
>>
>>27745018
Also, if you're calling ahead, see if they can tell you what's the situation outside like.
>>
>>27745018
>>27745067
You decide to call ahead and get the Merlin ready. While you're doing that you also ask Dique what the situation is over there. You make the call while you run, speaking while you're short of breath.

"Dique! Get the Merlin ready for me. What's it look like over there? Is the enemy attacking?" You ask as you descend the stairs and arrive at the bulkhead door to the outside.

"Vagans are all over the colony! Some are approaching the ship as we speak, get over here as fast as you can!"

Putting away your phone you open the bulkhead and begin to run as fast as you can towards the Diva...

(Roll 1d100 vs Athletic skill. 45 or below will pass. 46 or above will fail. 100 is a critical failure and 1 is a critical success)
>>
Rolled 56

>>27745237
Rolling.
>>
Rolled 91

>>27745237
>>
>>27744952
>[A] Leave the Amadeus and board the Diva
We need the Merlin. Heavy weapons are a must for this. Especially if it turns out Zeheart is here, for whatever reason. We'll just have to be careful with the overpenetration.

As an aside, completely unrelated to the current events of this quest: I finally got the joke in Rysis' name. You are a very bad person, Crosswire.
>>
Rolled 3

>>27745237
>>
Rolled 51

>>27745237
Dashing for glory.
>>
>>27745344
What's the joke?
>>
>>27745377
Rysis piloted the Raven against a G-series mobile suit heralded as the Saviour. Search the capitalized words in that sentence and you'll see what Crosswire was referencing.
>>
>>27745422
...motherfucker. Well played, Crosswire, well played.
>>
Rolled 17

>>27745237
>>
Rolled 10

>>27745237
>>
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>>27745422
>>27745465
( I was hoping someone would notice. To be honest G-Saviour is a guilty pleasure of mine. I like the game and the movie is so bad I had to buy it on DVD. It's like a Gundam movie made for the Sci-Fi Channel. I couldn't resist hiding a joke)

>>27745259
>>27745300
>56, 91, 51
>3

Remember all those times you skipped out on using the treadmill and decided to put all that exercise off for later? Yeah that's really coming to bite you in the ass considering you've only ran 20 feet and it already feels like your sides are about to explode.

It takes you longer to get to the diva then you thought, but thankfully no Vagans show up to crush you and smear you across the pavement.

You enter the hanger and find the Merlin and the others waiting for you.

How do you wish to equip the Merlin?

The Merlin has four weapon hard points. Two on it's fore arms and two on it's hips. It also has 6 hard points on it's back used for storage purposes. Handheld weapons take up one hard point space, and 4 hard points can fit 8 spare clips in total.

Fixed Weapons
>2x Beam Emiters in knees (High Power, Short Length, Capable of Piercing thick Armor)

>2x Beam Vulcan in head (Limited penetration power, capable of shooting down projectiles

>8x Beam Shield Funnel (Limited Use Under Gravity. Emitters overheat easily, prone to short outs in the face of stopping heavy attacks)

Handheld/Hardpoint Weapons
>Customized Hyper DODS Rifle (7 Shots an E-Clip)

>Heavy 180mm Rifle (5 Shots a Magazine)

>EM Bullpup (100 Shots a Magazine

>DODS Rifle (50 Shots a Magazine)

>90mm Rotary Vulcan Cannon. (3000 Rounds total)

> Clipfed 2-Barrel Grenade Launcher (10 shots a clip)

> Scissor Anchors (Rocket Propelled. Maximum Grab Range of 50 meters)

>Beam Javelin (Counts as a Handheld weapon)

>Beam Saber (Takes up one hard point storage space)

(Note that you have extra Hardpoints weapons, meaning you could load up with nothing but 90mm Rotary cannons if you wished)
>>
>>27745661
It's a pretty good reference, I won't lie. I just feel stupid it took me so long to catch it. It's been a long time since I've played the G-Saviour game.

Anyway, weapons load out. HY-DODS is a must. It's penetration is far too excessive for use in a colony against most targets, but if we run into a Defurse or something like the Khronos, we'll want to have it. Keep it on the back weapon rack for now. For regular anti-MS duties, grenade launchers. Every hardpoint gets grenades. We carry the beam javelin for melee, and a physical shield in our spare hand.
>>
>>27745865
Sounds okay with me. Maybe get a regular DODS rifle in case we get attacked by a ranged unit and we can't use grenades or the HDODS.
Don't forget spare ammo and grenades (tactical grenades are a must).

What about the Anchor Scissors?
>>
>>27745923
The scissor anchors have been pretty worthless. They always get dodged or cut off. Maybe if we had time to reconfigure them into a proper X-Com system and electrify them, but for not they're not that useful. And you're right about bringing a backup rifle. I'm just worried about weight. And of course, the grenade load out must include goo grenades as well as explosive ones. We will be the tricksiest mecha.
>>
>>27745982
Fair point.
If we could upgrade them, they'd be pretty cool. Maybe we could use them with the AGE builder and make the Double Blade wear for Akito. As for grenades, yeah, let's go with goo (maybe we manage to capture one of the 8 with them, who knows) and explosive. Some beam chaff grenades would be nice to have as well - we're on the defensive here.

Ideas for eventual upgrades for the Merlin:
> Heat blade along the length of the Hyper DODS - kinda like the Excalibuster.
> Upgrade the Javelin into something similar to the Ghirarga Spear.
> Make a short-range Hyper DODS rifle - one for short and medium range encounters, the other for sniping. Heat blade attachment optional.
> Modify the shield bits - maybe have four large physical shields that can move on their own. When not in use, they mount like a cloak around the Merlin.
> Upgrade the fuck out of the Scissor Anchors (not really as important as the other upgrades, though).

Also, we have the blueprints for that neural connector Rysis used to improve her performance when piloting the Raven. Maybe we could make something like that - use MID as the interface between Dirk and the Merlin.
>>
>>27745865
Current Loadout
>Customized Hyper DODS Rifle (7 Shots an E-Clip)

>Beam Javeline

>Physical Shield (AGE-2 Shield)

> 2x Clipfed 2-Barrel Grenade Launcher (10 shots a clip, loaded with explosive grenades)

> 2x Clipfed 2-Barrel Grenade Launcher (10 shots a clip, loaded with goo grenades)

>5x Magazines for the Grenade launchers (3 explosive, 2 goo)
>3x Magazines for the Custom Hy-DODS Rifle.

Does this loadout look good Dirk?
>>
>>27746393
Could we get a regular DODS as well?
Otherwise seems pretty solid to me.

>>27746145
Oh yeah, forgot these:
> Install the flash system into the Merlin's torso.
> Install heavy beam vulcans into the torso.
> Smart Saber weaponry - kinda like that Auto Power On system the Nu uses.
> If we do go for bigger shield bits, see if we can install some weapons on them.

There's also the more experimental stuff, like installing the EM shield the Warzes uses and modifying it.
>>
>>27746393
Go for it. We need blasty. Though not too much blasty, we are in a colony. What we need is to make a gun with a variable focal length. So it remains coherent up to a certain distance, then rapidly defocuses, and that distance shifts depending on what the rangefinder reports as the enemy's position. Add in X-Rounder abilities for movement prediction, like the AGE-3O does for its bending beam, and we could have heavy firepower with no risk of collateral damage.
>>
>>27746425
I'm thinking that the nanotech is going to make the Mirror Shielding on the Warzes a much more common wear. With nanoassembly we can build and maintain it easily and cheaply, and the precision of construction means it will be more durable in general. Maybe also make it so that it re-radiates the energy instantly instead of storing it, losing the area attack but making it much harder to overload. Embed the energy-absorption circuits in a high-strength armor material like fullerene or cordunum, and we won't lose any protection against solid weaponry. I think we should push for refined Mirror Shielding to be the Federation equivalent of EM Armor for the Gen 3 mass production suits.
>>
>>27746425
(Hmmm, well considering the size of the Beam Javelin, you could fit the small DODS rifle the Adeles use. Sure)
>Customized Hyper DODS Rifle (7 Shots an E-Clip)

>Beam Javelin

>Adele DODS Rifle (50 Shots an E-Clip)

>Physical Shield (AGE-2 Shield)

> 2x Clipfed 2-Barrel Grenade Launcher (10 shots a clip, loaded with explosive grenades)

> 2x Clipfed 2-Barrel Grenade Launcher (10 shots a clip, loaded with goo grenades)

>5x Magazines for the Grenade launchers (3 explosive, 2 goo)

>3x Magazines for the Custom Hy-DODS Rifle and DODS Rifle

Are you sure you want to go with this loadout?
>>
>>27746645
Yeah, go for it.

>>27746557
With nanotech we could improve both the mirror shielding from the Warzes and the EM shield from the Goliath. And we could fit both into one system - the EM shield from the Goliath could recharge by absorbing the energy using the mirror shielding from the Warzes.

>>27746476
Smart guns sound cool as fuck, but we probably don't have the tech for them yet. For now, how's this - we add another Hyper DODS gun (or attachment) to our current custom HDODS. The old one serves for long range, the new one works for short and medium range.
>>
>>27746645
Yeah. It's maybe a bit heavy, but the Lunar Frame upgrades are designed to deal with weight balance and should keep us fairly mobile even with all that. Let's launch.
>>
>>27746700
As your suit is equipped and loaded up with the proper gear you're updated on what's going on by Woolf.

Solon is currently under attack both from the outside and the inside. The Dagon has arrived and is currently guarded the space port so the Diva and Amadeus can escape if this go to hell. The Dagon’s forces are handling the Vagans on the outside, however there are a lot of Vagan forces on the inside of the colony as well.

Colony Defense Forces are pretty meager due to pre-emptive strikes. The few remaining mobile suits are desperately trying to protect the other spaceport which houses a civilian cargo ship which civilians are currently boarding.

Vice Admiral Flit wants to try to save the colony, or at the very impede it’s destruction long enough for the survivors to escape.

Currently there Vagans are situated in five sections.
(Cont)
>>
>>27746774
>The “North” Spaceport
Which houses the Diva and the Amadeus. Vagan Forces are obviously trying to destroy the two ships, or at the very least prevent them from loading the remaining wears.

>The “South” Spaceport
Where the civilian cargo ship is located. The port is being guarded by a handful of Adeles and some outdated Genoace I’s along with a couple APC’s and tanks. They’re holding themselves pretty well, but there is a heavy concentration of Vagans in the area and they could be overwhelmed.

>The Residential Sector.
This is where the highest concentration of civilians is. It’s plagued by fires and is in the process of being decimated by Vagans. There are still lots of civilians in the areas, many of whom are being killed while trying to escape.

>The Industrial Sector.
This is where the majority of Solon’s factories and businesses are. If the colony is saved and this sector is destroyed, the colony will lose most of its production capabilities and strategic value. However the amount of people in this area is significantly less than the residential area, so casualties will be minimal here even with its complete destruction.

>Main Colony Shaft.
The shaft in the center of the colony, used for agriculture, hydroponics, and sometimes as a ‘life boat’ of sorts during colony evacuations. It’s the center of the colony and much of the colony’s structural integrity is based around the shaft. If it were to be destroyed the colony will most likely be destroyed. Unknown Vagan mobile suits have been spotted near the shaft, it’s possible they intend to destroy it.

Vice-Admiral Flit Asuno in the Full Armor AGE-1 will remain at the North Port with Yurika and Akito to provide protection for the ships.

The Magnificent 7 will be leaving for the outside, to combat the Vagan forces and try to protect both spaceports from being overwhelmed.

Woolf is asking you and the others on how you want to split up and handle things.

(Cont)
>>
>>27746804
> [A] Suggest splitting into three teams of two

> [B] Suggest splitting into two teams of three

> [C] Suggest splitting up individually and each going to a section

>[D] Other
>>
>>27746824
Who do we have available at the moment?
Woolf, Asemu, Dirk, Arisa, Max, and Obright?

Prioritize the civilians. How's this:
> Arisa and Max to the Residential Sector.
> Asemu and Woolf to the South Spaceport.
> Obright to the Industrial sector.
> Dirk to the Main colony shaft.
>>
>>27746824
> [A] Suggest splitting into three teams of two

Max and Arisa hit the South Spaceport. The Samurai is a good all-round unit, and the Razor Starks has excellent first strike capability. Perfect for reinforcing the units there and heading off the approaching Vagans.

Asemu and Obright head for the Colony Shaft. Both of their units have excellent control and maneuverability, meaning that they're unlikely to cause much collateral damage in the process. And Asemu has his HY-DODS if things get really bad.

Which leaves us and Woolf. He's fast and mobile, we've got firepower. We head for the Residential Sector and clear it out fast, then move to support anyone needing help in other areas. The Industrial Sector would be a clear secondary priority for us, I guess.
>>
>>27747016
Fine, let's do it that way. Considering how Solon's still infested with Vagan spies, they'll probably avoid damaging the industrial sector too much, but we can't bet on that. Civilians first, industry later. We can probably move in to clear the guys in the industrial sector after we've secured the critical locations.

It's going to be fun getting annoyed by Woolf giving us dating tips in the middle of a fight.
>>
>>27747104
Yeah. Though I can just tell we're going to have to be flexible in choosing our secondary target. Those "unknown Vagan suits" at the Main Colony Shaft worry me. Unknown suits are never a good thing. And of course we could always get called to one of the spaceports to deal with an unexpected Dorado rush. That's why I wanted our long-ranged weaponry teamed with Woolf's speed. We can respond to anywhere in the colony, if we do it right.
>>
>>27747150
I'm guessing Zeheart and the 8 in new and improved suits. Though maybe the 8 are outside the colony while Zeheart went looking for something (Uther?). Either way, yeah, we need to be flexible. Especially here in Solon - what with all the spies running around.
>>
Wait, what about Hunter? Did he deploy with the Magnificent 7?
>>
(Sorry about the delay, I was making myself dinner)
>>27747361
(Yes, he will be leaving with the Magnificent 7, however you could ask him to come with you if you wish)
>>27747016
>>27746946
You suggest splitting into three teams of two to which everyone agrees. Too. After some discussion you decide on teams

> Arisa and Max to the South Spaceport.
> Dirk and Woolf to the Residential Sector
> Asemu and Obright to the Main colony shaft.

The Industrial Sector will probably take damage, but you're all more concerned about saving lives then saving machines.

Anything you wish to do before you launch? Do you want to try to bring Hunter over to support one of your teams?
>>
>>27747517
No time. Besides, we don't need a Vagan suit on our side confusing us, even if it has a new paint scheme. Leave that confusion to the space forces.
>>
>>27747517
Get moving, but give him a call - if he wants to join us, we could use the help. If not, he could always help the 7.
>>
Also, keep an eye out on Hunter. He took the news about Rena not liking him surprisingly well. And then paid for the meal. Who knows what he'll do to us if he gets the chance.

Speaking of the guy, it's possible that Rena's parents are pushing for that marriage with him because of what Dr Zarth did back during the war. He said his family always finds a way to survive, the arranged engagement was probably a part of that.

Dirk should see what's the status between him and Rena. They haven't really started dating yet, and maybe she only hangs around him to screw with her parents.
>>
>>27747517
You decide it's best to just hurry up and go. The more time you waste, the more time things have to go pear shaped.

After launching from the catapult and avoiding the Vagan forces near the exit of the space port, you split up and make your way to the appropriate areas you decided on.

Moments later you and Woolf are under fire and forced to take refuge behind a building, the enemy closing in on you.

"There are several Dorado's on top of these office buildings. I'm pretty sure they're acting as Snipers. I spotted at least a dozen Dorado's along this road, and from the sound of it they're getting closer. Which ones do you want? The Snipers or the street dwellers?" Woolf asks, prepping his DODS Rifle as the Vagan's move slowly on your position....

Well Dirk?
>>
>>27747885
Snipers.

Time to test out the HDODS properly. Release the bits, have MID activate some of our X-Rounder powers, keep in cover, and take aim.
>>
>>27747885
Street dwellers. Counter-sniping with the HY-DODS is tempting, but I'd rather not. And Woolf's aerial mobility means he can take them out without much problem, if they're focused on us. Meanwhile, we tank with beam shields and grenade some ground units.
>>
>>27747966
Okay, that's better. I forgot about the grenade launchers. We could use some to flush out the snipers and help Woolf take them out.
>>
>>27747982
Yeah, that combines the two ideas nicely. Let's go for it.
>>
>>27747966
>>27747982
"I'll handle the guys at street level. The snipers will be too busy taking potshots at me to worry about you. My beam shields should be able to hold up against their attacks." You say, prepping your grenade launchers.

"Alright that sounds like a plan!" Woolf flies upwards towards the roof of the nearest Office building while you deploy your beam shield funnels and exit out into the street...

(Roll 1d100 vs Piloting skill. 51 or below will pass. 52 or above will fail. 1 is a critical success and 100 is a critical failure)
>>
Rolled 43

>>27748227
Rolling.
>>
Rolled 46

>>27748227
Let's roll.
>>
Rolled 99

>>27748227
>>
Rolled 51

>>27748227
Rollin
>>27748295
That was close.
>>
>>27748346
And that was just at the limit of success. Freaky. Dice gods are taunting us, tonight.
>>
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>>27748240
>>27748268
>>27748295
>>27748346
>43, 46, 51
>99

You step out into the street and begin firing your grenades. Thanks to MID turning your X-Limited down by 10% you're able to control keep your Beam Shield Funnels steady, though they are difficult to move under gravity.

Soon the Vagans are totally focused on you, and your beam shields quickly begin to overheat. However by tanking through the enemy fire you're able to brutalize the enemy with grenades, gooing up the road and murdering the Dorado's mobility on foot, allowing you to blow six of the dozen Dorado's sky high.

By the time you're forced to turn off your funnels to avoid losing any Woolf as already killed the snipers and drops to the street below, flanking the six remaining Dorado's from behind. You barely have time to draw your DODS Rifle in the time it takes for him to rush into the group and cut into them, using his beam sabers and the blade built into his shield.

"Six for you, six for me." Woolf says smugly.

"Who's counting?" You reply somewhat defensively

"I am!" Woolf laughs before going silent again. "Radar is showing there are a lot more guys in this area we should. They probably heard the ruckus and are on their wa-"

"Captain Woolf!" A voice yells over the comms, filled with static and interference. "This is Obright. We need backup they're....on the.....................destroy......it........yellow...."

The message cuts out completely and the signal goes dead.

"Shit just when I thought things were going to be easy for once. Listen Dirk, you go on and help Asemu and Obright. I can handle these punks alone." Woolf says confidently.

What do you think Dirk?
>[A] Agree with Woolf and leave him to help Obright and Asemu at the Colony Shaft.
>[B] Disagree and have Woolf go to the Colony Shaft while you stay in the Residential Area
>[C] Tell him to abandon the Residential Area and come with you to the shaft
>[D] Other
>>
>>27748680
> [B] Disagree and have Woolf go to the Colony Shaft while you stay in the Residential Area

It sounds bad. Better have the expert go over there. We can handle cleaning up the remaining Vagans.
With the rooftops clear, we can focus on sniping.
>>
>>27748680
>[A] Agree with Woolf and leave him to help Obright and Asemu at the Colony Shaft.
>>
>>27748680
>[A] Agree with Woolf and leave him to help Obright and Asemu at the Colony Shaft.

Alright. Let's go deal with the new units. Here's hoping the "yellow" wasn't a cut off "yellow Pioneer Alpha". Because the Thielva is the only Vagan suit that color. Well, I guess the Gurdolin, too, but I think the recon would have noticed a mobile armor. Either way, not going to be fun. Let's go back them up. Woolf should be fine, he can't die without first saying the words "Super Pilot" to his son.
>>
>>27748783
We're keeping Woolf alive for Gen-3, so no dying on our watch.
>>
>>27748811
Well, yes, ideally he won't die at all. But unless he runs into Zeheart down here (which now that I think about it is entirely plausible from a narrative perspective), he should be fine. He's the White Wolf of Solomon. Wait, no, that's not right. Whatever, he's still the White Wolf. Dude is hardcore. And I can't imagine there are very powerful suits or skilled pilots assigned to killing civilians. I think we can risk leaving him on his own.
>>
>>27748887
I'd rather not leave him alone down here where Zeheart might show up, that's all. And knowing the guy, he was probably around stealing secrets or finding something out about Solon. But yeah, it's unlikely that they sent a high-ranking pilot to attack civilians.

As for the yellow suit, there's the Gurdolin (which could've been perfected since Zeek made the old one), or the Dorado L (the suit Zeheart's second in command flies). I wouldn't throw out the possibility of a mobile armor - Solon was working with the Vagans for a while, who knows what they made for them in the meantime.

And we never recovered the King Arthur after the battle at Ambat, so it's possible the Vagans deployed a MA.
>>
Could we give Woolf some grenades, just in case?
We have plenty.
>>
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>>27748757
>>27748783
"Alright, but don't do anything stupid old man! You'll get plenty of time to raise your kill score at Big Ring. So don't go dying. Besides, you still owe me a new bike!" You say as he take to the air and begin flying up towards the colony shaft.

"You were the one who strapped a rocket to it! I'm not paying for anything!" Woolf shouts back before he disappears into the distance.

You arrive at the Colony Shaft and immediately see that Obright's Genoace III is pinned to the colony shaft. Large metal spikes appear to have been driven through the Genoace's legs and into the colony shaft itself, skewering the suit and preventing it from moving.

Obright suit is still leaning up, firing it's DODS rifle wildly at the bulky, odd yellow suits approaching him.You see DODS shots farther down the Colony Shaft from what you can assume is Asemu's suit.

A few of the yellow suits are approaching Obright, shrugging off his DODS shots while the rest of the other suits crawl all over the colony shaft placing off spherical devices that don't seem very nice.

What do you wish to do Dirk?
>>
>>27749282
Deploy the bits and fire a couple of goo grenades at the grouped enemies. We're pretty high up, using the HDODS wouldn't be a problem anymore.
Try to get the suits as far away from Obright as possible, and go help him.
>>
>>27749282
That picture is clearly orange. Though I guess the Digel could be colored differently in this universe, due to mockery over the "space orange" mobile armors.

Anyway, let's give the Digels a taste of their own medicine. Fire the goo grenades at the ones advancing on Obright, then get the HY-DODS out for the ones placing the bombs. Just be careful to make the shots tangent to the shaft itself, or this could be nasty.
>>
Quick question, what's the situation over at the Northern Spaceport?
If Flit and his kids are doing fine, maybe one of them could go and help Woolf out.

And we should notify Flit that the Vagans are mining on the colony shaft.
>>
>>27749387
(Yeah they're painted differently, I just didn't have the time to edit the picture)
>>27749821
Last time you saw it things were pretty hairy over there, but not too out of hand. Defending tends to be easier then attacking then it comes to the Vagan. You'll try to notify Flit when you're trying not to die.

>>27749334
Seeing that Obright is under attack you take aim with your grenade launchers and fire into the groups of yellow suits with your goo grenades, as they fire back with odd weapons...

(Roll 1d100 vs Piloting Skill. 51 or below will pass. 52 or above will fail. 100 is a critical failure and 1 is a critical success)
>>
>>27749282
Is there any chance that we can destroy those bombs using the beam vulcans without setting them off or otherwise compromising the colony shaft's stability?
>>
Rolled 8

>>27749993
Rolling.

Come on, X-Rounder powers, work just once.
>>
Rolled 19

>>27749993
Let's goo.
>>
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Rolled 24

>>27749993
>>
>>27750008
Doubtful. We'll probably have to remove them by hand, and even then there's the chance that they have a proximity detonator somewhere on them.
That is, if those things are actual bombs and not something nastier.
>>
>>27750035
>>27750015
>>27750011
(Neat picture. Really wishing I had the computer to run KSP)

>8, 19, 24

Your goo grenades hit their mark and totally screw over a group of the yellow suits. They already seem pretty slow on foot, but with the goo they're about as fast as molasses. While their arms are tangled, their tails are still quite free and quickly begin to fire on you.

Instead of beams however, large black metal rods are launched at you at violent speeds. You narrowly avoid getting hit by them as you close in and begin chopping into the trapped suits with your beam Javelin.

"Be care Dirk, those things have Piledrivers. They pierced through my Genoace's leg armor like it's wasn't even there." Obright comments over the comm.

"Can you move it?" You ask, grunting as you block a saber swing from one of the yellow suits.

"I can try, gimme a minute..."
(Cont)
>>
>>27750383
"Gah damn it!" Obright swears after a minute of trying to pull the spikes out. "I can't even cut through these damn things with my beam sabers. Unless you plan to carry me back to the ship, cutting my legs off is the only way I can see myself getting my Genoace unpinned" Obright says.

You skewer the last of the gooed up yellow suits and the the chance to reload your goo grenades. You only have twenty left so you'll have to use them wisely unless you want to end up gooless.

So Obright is pinned to the shaft, Asemu is fighting somewhere down the shaft behind you, and the yellow suits are still planting those round ball things. More and more are breaking off to face you, however you're not sure if the goo grenade trick will work for much longer, considering there are more of them then there are of goo grenades.

Thankfully the suits don't appear to have any air support and they don't look like they can do anything but walk and climb very well.

What do you wish to do Dirk?
>>
>>27750594
(Oh, just to clarify, it's his Genoace's legs that are pinned, not Obright's actual legs.)
>>
>>27750594
HY-DODS time, maybe? Hit a few of them and it should make them scatter when they see how overpowered our gun is.
>>
>>27750594
We have the Lunar wear, right? We're faster and more mobile than them. Our goal is to lure them away from Obright.

Throw goo grenades in the middle of them and use your higher mobility to circle around them. Keep firing on them to corral them and lure them into the goo, then finish them off using the HDODS. Its shot can probably pierce through many suits at once.

Also, see if we can somehow capture one of their piledrivers, That shit will be useful in improving our EM bullpups.
>>
>>27750732
I like the way you think. Let's go for it.

Also, are the spikes barbed? Because otherwise I don't see why we couldn't just slide Obright's suit off of them. Mobile suits are pretty strong, and at the center shaft of the colony there's not much spin gravity. We should be able to just pick him up.
>>
>>27750732
I am now picturing a 3rd gen suit being a mix of a gundam and the Altstein from SRW. It is glorious
>>
>>27750787
The spikes are barbed, or rather they seem to barb out after they hit something.

>>27750732
>>27750711
Your HY-DODS Custom is pretty powerful. If you fire it anywhere near the shaft it'll be pretty hard not to damage it. You can probably kill most of the yellow suits in front of you with a single shot save for the ones hanging below it but there is a chance you'll probably end up detonating whatever those spheres are.

Do you wish to take the risk and fire your Hy-DODS Custom?
>>
>>27750845
Fuck.

Would charged shots with the regular DODS do the trick?
>>
>>27750845
Memory metal spikes? Nasty. Well, that adds yet another reason to capture some of them intact.

And yes. Let's fire the HY-DODS. It can hit all of them in front of us at once? I thought it was still a pretty small beam that just had ridiculous penetration, not a giant buster-rifle style blast. We're Wing Zero now.
>>
>>27750938
Pretty sure we'll damage the shaft. Or detonate those damned things. We either have to go melee or use the DODS.

Can we grab a beam saber from Obright and go dual wielding on some Vagan ass?
>>
>>27750903
A charged DODS shot might be able to take down the suits individually, but their armor is too thick for any double penetrations.

>>27750984
Yes, but Obright appears to have lost his other saber. If you barrow his he won't have a proper melee weapon. You also have the Beam Javelin which you were using earlier.
>>
>>27750984
Yeah, I suppose you're right. Okay, let's do melee. But we take advantage of the shield funnels to trap them in. We're in close to zero g, so the funnels will be plenty mobile, but they can't really fly. We encircle them with the beam shields and herd them into an ever tighter formation. Then good grenades to stick them together and stab right through them all with the beam javelin.
>>
>>27751041
Beam Javelin and DODS it is, then. Can't leave Obright without a weapon.
Don't forget the shield bits.

>>27751068
Perfect.

I really don't want those things to explode, especially considering with how much care the Vagans planted them. They don't bother with planting bombs usually - so these things are either ridiculously powerful, or, considering how Zeheart found nanotech on Zarth, contain disassemblers and this is a test run.
>>
>>27751123
Yeah, normally when they want to destroy a colony they just nuke it. That implies these spheres are either some new demolitions method, or not a bomb at all. I can think of a lot of nasty devices that would have to be connected to the central shaft of the colony for the sake of power supply and placement. Like a radiation weapon to kill everyone in the colony without actually destroying it. Or an array of transmitters to convert the entire cylinder into one big antenna, sending a signal to distract SID and draw him away from the EXA-DB. That last one is pretty out there, sure, but I wouldn't count it out. Gen 2 is the "kick in the balls" generation, after all.
>>
>>27751236
Deciding not to risk damaging the Colony Shaft you ready your DODS Rifle and Beam Javelin and deploy your Beam Shield Funnels and then...

(Roll 1d100 vs Piloting skill. 51 or below will succeed. 52 or higher will fail. 1 is a critical success and 100 is a critical failure)
>>
Rolled 16

>>27751500
Rolling.
>>
Rolled 24

>>27751500
Rolling.

>>27751236
Gen-1 wasn't supposed to end triumphantly either. Don't get pessimistic yet, we can turn this around.

As for those things, a radiation weapon seems plausible, especially if they want to use Solon later on as a base of operations. It'd probably explain why they didn't blow a hole in the colony yet. We took Luna base from them, so they are probably searching for a new location from where to stage their attack on Big Ring and the colonies.

The SID summoning device is pretty much out there, but it probably wouldn't work - SID has to remain behind and guard the EXA-DB. How would they even call him forth? They have no clue what it is, besides that SID is invulnerable to most damage. They probably don't know how to deal with it.

Maybe something to do with SIN? For all we know, Solon might be the place where the Feds buried some of their secrets (like Uther), and this entire operation is to get important data, and then blow the place to kingdom come. Still wouldn't explain why they'd blow up a colony that's filled with their spies.
>>
>>27751538
Yeah, I'm just spitballing. The SID caller isn't a serious idea. As for the pessimism, I'm not really that worried. I'm sure we'll turn things around. At the very least, by Gen 3 we'll be in position to do some serious good and fix things.
>>
Rolled 76

>>27751500
>>
>>27751621
Yeah, Gen-3 is going to be interesting, especially with all the intrigues and stuff going around. I hope we get Rysis and Arthur back together before that. They've been waiting for each other for over a hundred years, after all.
>>
>>27751530
>>27751538
>>27751645
16, 24, 76

You use your superior mobility and the limited gravity of the shaft to fly around the attack at the yellow suits, utilizing the shields to box them in and skewer them. They rain firing on you, but your beam shields handle most of it without a problem, that is until one of them is pierced and destroyed by a pile driver shot. Apparently beam shields can still be penetrated by physical weapons.

Despite the loss of a few beam shields, you manage to cut through the yellow suits, without too much trouble. After decapitating the second to last suit and sending it falling over the side you turn around and see a Vagan and snuck around behind you and is attacking Obright.

Thankfully Obright appears to have gain the upper hand, slicing off the suits legs at the knees and throwing the beam saber into the yellow suit's chest.

Before the suit can explode however the cockpit opens up and a pilot flies out, utilizing some kind of rear mounted light propulsion unit. He appears to be fleeing.

Will you kill the fleeing pilot, attempt to capture him, or let him leave?
>>
>>27751793
Capture him. We need to know what those things they were planting are.
>>
>>27751793
Capture him. Goo grenade set on proximity detonation, explodes into a sticky net around him. And maybe giving him a concussion and some internal bruising, because that's still an explosive charge. But he should be fine, pilot suits have some cushioning to them and he's wearing a helmet.
>>
And we captured Zeheart's younger sister.
>>
>>27752018
...whoops. Well, that one's on me. Sorry, Solon. Okay, okay, keep it together. We have a very powerful and widespread beam weapon that should be able to thermally decompose whatever this stuff is before it reaches the ground. And not all of the spheres were planted. We can do this. Everyone just start firing their beam guns up in the air.

Oh god, I've killed us all, haven't I?
>>
>>27752046
That was... unnecessarily brutal.

Jesus.

>>27752092
Yeah.
>>
See you next time, Crosswire. Tonight was fun as always.

>>27752092
My guess is that they'd go off either way - in case the Vagan forces were defeated or not. They don't take prisoners.

We just need a way to destroy or get that green poison out of the colony. Hopefully Woolf and the rest of the team were capable of evacuating the civilians.
>>
>>27752046
You know what, I call bullshit. He couldn't have died from that. Spin gravity doesn't work that way. You need to be in contact with something to be accelerated and get the centripetal force pulling you to the "ground". He was free falling at the center of the cylinder. Barring Coriolis effect winds suddenly accelerating him up to the same speed as the outer wall, he would have drifted down like a feather. This asshole detonating the spheres is not our fault. He just panicked and overreacted.
>>
>>27752225
And why couldn't we catch him in time? We have a fusion rocket in our backpack, that can't beat the velocity given to him by the dinky little lightwave thruster he has? Damn it, this was completely unnecessary. Vagans are assholes.
>>
You know, we can still salvage this, but it's insanely risky.

The poison is probably still floating around the shaft, right? We get the pilot, Obright and Asemu as far away from that thing as possible, and give the order to Solon command to turn the light on maximum strength. That thing would probably produce enough heat to burn the poison before it hits the ground.

Hopefully we won't end up incinerated by the artificial sun.
>>
>>27752249
>>27752225

You attempt to capture the fleeing Vagan by firing a goo grenade at him. However in your moment of reflexive life preservation you forget the goo grenades are MS grade. The he pilot is covered in a dozen pounds of goo and begins to plummet. Thankfully since he's falling from the shaft so there's no way the fall would kill him. You decide to grab the guy later and go to check on Obright, however you hear

"F-Filthy Earth Scum! I knew they weren't lying when they said you were evil! I have no qualms about doing THIS now!" You hear the panicked fumbling of a device and swearing before suddenly the spheres at your suits feet burst releasing a green, noxious looking gas. As if starting a chain reaction all the spheres up and down the colony shaft burst, releasing more and more of the gas into the air which quickly spreads throughout the colony due to starting from the low-gravity colony shaft.

"Choke on the poison of Death Earthlings! Long Live Eden, Long Live Ezelcan-" The Vagan pilot is cut off as he realizes he's not falling to his death. "Oh...Oops."

(There we go, much more fitting. Sorry about the confusion, I was expecting you guys just to grab him)
>>
http://suptg.thisisnotatrueending.com/archive/27744952/
>>
>>27752338
That's better. Sorry for bitching, it just didn't make any sense. I'm fine with him detonating the gas bombs without us being able to stop him, but if he thinks it's an act of just retribution then he's a dick. Sure, we're still screwed, but at least now we get to capture him and make him feel really guilty about this. And really, that's all my hateful, spite-filled heart needs.
>>
>>27752401
(Hey I'm fine with being called out on being wrong, If I say the sun is brown and it rains hot chocolate please correct me. On the topic of the gas, to be fair, if you guys had killed him, or just grabbed him, or punched him in the face with your Crocker Conversion speech he probably wouldn't have detonated the gas. You guys did the one thing I wasn't prepared for and the one thing that scared the shit out of the pilot.)
>>
>>27752459
To be fair, I was expecting a simple grab, not an MS-grade goo grenade to the face. Oh well, shit happens.

We still need a plan to deal with the chemicals. Would the artificial sun be strong enough to burn the gas near it? Or are we going to need to empty Solon out of air?
>>
>>27752459
That's what I get for trying to be clever. Unpredictable tactics lead to unpredictable response. Well, at least we get a moral victory. Kind of.
>>
>>27752522
(I'm off to bed guys. I'll see you in a couple days)
>>
>>27752647
Sure thing. Have a nice night, man.
>>
>>27752522
Let me do some quick math. Engineering to the rescue!

Okay, assuming the colony is built using the original O'Neil "Island 3" design (8 kilometer diameter, 32 kilometer length), the amount of power needed to illuminate the entire inner surface area to Earth-equivalent levels of sunlight takes about a gigawatt. Assuming the cloud's expanded to roughly a third of the colony's radius by now, that's 6.2 x 10^-4 watts per cubic meter. Probably not enough to decompose the gas. Though if we can get it to flare hotter and brighter it could work.
>>
>>27752647
Night, Crosswire. See you later.
>>
>>27752698
Wait, shit, dropped a term by accident. Make that 793 gigawatts. Okay, that's better. That gives us .493 watts per cubic meter. Still not much, but it might be enough.
>>
>>27752761
Depends on how fast the gas is spreading. If we could somehow trap it so that it's near the artificial sun long enough...

Is there a way to make the air stick near the shaft? The only things that come to mind are increasing the colony rotation (therefore creating ridiculous winds inside that'd circle around the shaft) or opening some holes near the colony center through which the poisonous air might get out (which would risk us accidentally suffocating an entire colony).
>>
>>27752844
There are plenty of birdlime sprayers set all throughout the colony designed to make air-tight seals kilometers wide. We might be able to deploy them over the top of the buildings, sealing the inner surface of the colony away from the gas.

Really, there should be systems of atmospheric isolation in place already. Gas attacks have to have been done on colonies already. It's the logical terrorist attack on a sealed environment. At the least I'd expect the shelters to be airtight and have NBC protection.

Hey, maybe we could destroy the power lines running through the main shaft. We'd get a massive electrical surge, producing a lot of ozone. It would then mix with the gas, destroying any carbon-carbon bonds in it (which are likely to be in there no matter what it is. Nerve gas, viral colonies and nanotech would all have lots of organic bonds). Of course, then we'd have a lot of free ozone floating about, which has some pretty bad long-term health risks. Better than being killed immediately by poison gas, though.
>>
>>27753025
Well, the shelters are probably going to be air-tight so that no gas will come inside. We'll issue an alarm about a chemical attack and how we'll do whatever we can to stop it, while the people are encouraged to seek shelter or relocate somewhere safe. And there are probably other countermeasures in case of a gas attack as well.

I'd rather not damage that shaft, because in AGE those things functioned as giant escape pods for the entire colony. If we damage that thing, we're screwing over millions of people in the process. And wouldn't a large enough surge fry our systems?

Okay, we have time. If the colony is 8 km in radius, the gas can't have spread fast enough to have reached ground already. We can use birdlime to seal away some parts that aren't airtight, though with the Vagans running around, that'd be tricky.

Increasing the heat would reduce the poison in the air somewhat, and rotating the colony would increase the length the poison stands near the artificial sun. This would give the civilians a chance to find shelter while we deal with the poison.
>>
>>27753222
Also, if they're using cyanide or chlorine, we can neutralize those by using large quantities of ammonia. The colony's life support, the organic waste disposal system or the factories probably have a lot of it lying around. Also soap. Lots and lots of soap.


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