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Chronicles of a Brighter Future
Or Bright Quest

http://www.youtube.com/watch?v=2Nj2Kb3we0c
Chronicles of a Brighter Future
Or Bright Quest

WARNING.
The Following Thread Will Contain At Least One Of The Following: Questing, Gundam, Zeon Fanwank, Brainwashing, Zabi Apologists, Slapping, Newtypes, and Horribly Contrived Plot Devices. Hide This Thread If You’re Not Buying Any, Because It Is Exactly What It Says On The Tin.

The Quest So Far:
http://pastebin.com/RpDwpvwy

Previous Threads can be found at: http://suptg.thisisnotatrueending.com/archive.html?tags=Bright%20Quest

Just want the story? We’ve got you covered!
https://docs.google.com/document/d/1ttdw9IPGPHVyXvsb91RiM5OVaRwpQ86bMVCHuZpo2QY/edit

Quest runs from 10am, PST, until 2pm PST OR until interest peters out / I need to sleep.
Updates, Quest Times, and Questions fielded @3xFaster. https://twitter.com/3xFaster
>>
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The system:
http://pastebin.com/e3q4q0MP

Basic rules still apply: Roll d20: Highest dice roll out of the first three rolls is used for the Dice Check (DC), while all three rolls are averaged to determine other internal factors, if applicable. Natural 20’s and Critical Failures (1) supersede all other rolls made.
Roll d100: d100’s are used for different factors, the most applicable of which will be listed at the call for the roll. High is always better.
Rolling for Time: When asked to roll for time, the first roll response will be used, with additional rolls used as necessary. This is the only time low rolls are desired.
NewType powers, since they are plot breaking, will be based on a point system.
For every natural 20 you roll, you'll get .5 NTP. If you roll an 11 on a d20, it will be worth .25 of a NTP. Double rolls on a D100 will also garner .25 NTP.
You can exchange 1 NTP for an automatic critical success / plot breaking idea. You can also exchange 1 NTP to reduce an opposing main character's plot armor by 1/4 or 1/2 on any actions you take against them - the amount reduced will be situational, and depend on what you're planning on doing.

-----------------------------------

Current NTP Tally:

Bright Noah (Casval Rem Daikun) has 11.5 NTP!
Char Aznable has 13.5 NTP!
Amuro Ray has 3.5 NTP!
>>
>Questions from end of Bright Quest 21B:

>Should we try turning in the S7LF as a diversionary tactic.
>Ask About the 'Cafe of Broken Dreams'
>Get Firm Locations of the Command Center, MS hangars and Pilot's Barracks.
>Coordinating an assault plan.


Bright took a seat on the edge of a nearby counter and considered that. "Should we try and turn them in?" he finally asked.

"To who?" Ramba countered. "Again, Quinley is a member - Tall, stocky, sharp widow's peak, and Andersen's right hand man?" A brief flash of recognition hit Bright after the description - Ramba was describing the Officer on Watch who had allowed them to enter Side 7 aboard the Nero (II). "Anything you'd report would end up on his desk, and odds are he'll file it in his trash can. It'd be a different story if you could rile them up, get them actively protesting the Fed presence or rioting in the streets, but as it is now?" Ral shook his head.

"If we were playing the long game, under firm aliases and no immediate threat of discovery, it might be possible to feed them enough information that they'd do just that," Jane mused. "But with our current situation, pressed for time and held above suspicion only due to immediate enemy threat, you'd need to find a quick, dirty way to use them - if at all."

"And anything too heavy handed, such as Zeon troops in the streets or Zaku's flying above their heads, might cause them to support the EFF again," Ramba said in a tone of voice that implied he was recalling previous examples of such behavior from the wars of the past he had studied. "Civilians are like that: annoyed at any inconveniences, but quick to take up arms when those inconveniences are proven justified by 'enemy action'."

"...What if I wanted to play an even longer game?" Bright asked.

Ramba and Jane looked at each other, before turning back to him. "What's on your mind, boy?"
>>
>>31731671

"Hypothetical scenario - we complete the raid on the R&D facility, and collect as much information on the Fed's MS development as we can, but are unable to secure the prototypes. Commando teams fade back to the Siegfried. I pass your videos and any other supporting documentation to the Side Seven Liberation Front, and the Nero leaves port. We contact Solomon and request a picket line to watch Side Seven, see what they do. And if this 'Liberation Front' does manage to gather enough support to kick the R&D and MS prototypes off the Side, our picket force attacks to either secure or destroy the prototypes," Bright said.

"This is assuming the point of contact isn't an EFEMIRAL spy trying to scout out anti-war sympathizers," Jane said.

"How'd they contact you?" Ramba asked.

"Letter slid under the door of my temporary lodgings."

Ral asked for the address, and when Bright gave it to him, he laughed. "It's probably legit. You're down the street from Maru Kobayashi's house. Well, new house, at any rate: man refused to move his family any farther than he had too."

>Play the Longest Game?
>[ ] Yes
>[ ] No
>[ ] Other
>>
>>31731687
>[ ] No
We don't want to face the prototypes in pitched battle. Remember that Amuro wasn't actually that good initially. With a full compliment of gundams in proper hands it will be much harder.
>>
>>31731687
Yes
A lot of potential
>>
>>31731687
>[ ] No
Nah, We won't burn Ramba Ral's men, but the plan I envision goes something like this:
1. Get firm intel on whats behind the doors. Enemy strength, Command Center, MS hangars and Pilot's Barracks.
2. Wait for Char to show up
3. Attack the enemy at night. Char's team bazookas the enemy pilot barracks, at deals with any tank or gun resistance. A team incluiding the tanks secures the enemy MS before anyone manages to board them. The commandos with one our two MS grab the commnand center and R&D areas for documentation.
4. Load everything up on anything we can use to pull out, retreat to Zeon lines.
Retaining the Nero's cover will weaken the surprise attack way too much.
>>
>>31731979
Yeah, this sounds good. This is a smash and grab job. If it was possible to get the data to the protestors without it being traced back to us I'd say try it, but otherwise it's too complicated to deal with. We've already set things up for the current plan, to try a second one mid-way through will only make things harder.
>>
>>31731979
This
>>
>>31731795 >>31731979 >>31732037 >>31732114

>Play the Longest Game?
>[X] No

Ramba pinched the bridge of his nose in frustration. "You've got, what, three on going multi-stage operations right now, and you want to add another?"

Bright paused, frowning. "I was thinking of it as more a 'backup plan', really."

"Look, forget the prototypes for now - your ship's docked in the military hangar, your support ships are also on that side of the colony. If we can get to them, great, but the focus should be on getting in, capturing the information while exfiltrating your science team and getting out."

"I have to agree with Ramba on this point," Jane said sternly. "It's a good idea, but it over reaches our existing goals."

Bright nodded to them, suppressing a frown. "Okay. But before we start talking strategy, I had another question I wanted to pose to you, Ramba: Ever heard of 'The Cafe of Broken Dreams'?" Bright asked

Ramba frowned. "Can't say I have. Why?"

"Spotted it while driving around, getting some fresh air," Bright said. "Place was built right into the construction wall, just this tiny little shack of sheet steel and mooncrete."

Ramba sat up from his relaxed slouch and narrowed his eyes. "I wouldn't go back there again, if I were you. Not everything that approaches the construction wall from the inside is monitored, but I wouldn't chance it." He lifted his watch to his mouth and depressed a button on the side. "Clamp, Sitrep."

A moment passed before a tinny voice issued over the little speaker. "All clear, no traffic or movement since the blondes arrived."

"Good. Let me know if that changes."

"Roger, Wilco."

Ramba flipped off his watch comm and relaxed again as Bright asked, "If it serviced the construction crews, could it have a back door into the construction zone?"

"Maybe, however the Feds would know about it if it did. Not worth the risk as an infiltration point when I already have ways in."
>>
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>>31732223

Bright nodded. "Fair point. Do you have anything on the locations of the command center, hangars and the pilot's barracks?"

"Enough to point a team in the right direction, at least," Ramba said, grabbing the remote off the table. "Here. I drew this up off of the data we've gathered. More of it's extrapolated from observational data than I'd like, but if you can contact Ceff while he's inside, he might be able to firm it up for us."

A rough sketch of the 8-kilometer testing area behind the construction wall appeared on the screen, and Bright moved in closer to study it.

>Discuss Commando Assault Stratagems!
>Feel free to ask me questions, if it's something Bright, Jane, or Ramba would know, I'll answer!
>>
>>31732237
Woo, caught wind on twitter!

>Where is the new ship(White Base) docked and how accessible/viable is it for us to capture and use?
>>
>>31732725
Second
>>
>>31731979
1. Get firm intel on whats behind the doors. Enemy strength, Command Center, MS hangars and Pilot's Barracks.
>Enemy Strength:
A. 20 Pilot trainees
B. Approx. 300 Scientific and Engineering Personnel
C. Approx. 40 EFF Security inside the End Block
D. 11 Type-62 tanks, remotely controlled from the Observation deck on Level 2.
Command center assumed to be on Level 2.
MS Hangars might be on L1 or L3, evidence supports L3 as the higher priority due to MS sized elevators on each Blade terminating on L3.
Pilots Barracks are on L1. *Not all pilot trainees sleep in the barracks, some commute from the Military housing zone on Blade 1.


2. Wait for Char to show up
>Good idea.

3a. Attack the enemy at night. Char's team bazookas the enemy pilot barracks, Anti-Tank (Moon Breakers) deal with any tank or gun resistance.
>Can be done.
3b. A team including the tanks secures the enemy MS before anyone manages to board them.
>Your tanks are currently on the opposite side of the colony, in the Military Docking Bay with the Nero. MS Development is happening behind the construction wall.
3c.The commandos with one our two MS grab the commnand center and R&D areas [and search for] for documentation.
>Doable, Jean and Lourie are somewhere in the End Block with Ceff's team, Pamilia can be sent with the commandos to infiltrate, and Ramba has four MS rated pilots including himself. Assuming you can capture the Zuda and a Fed MS, you could do this. Or have Char / Martha send in Zaku's via the Construction Dock after you've captured it.

4. Load everything up on anything we can use to pull out, retreat to Zeon lines.
Retaining the Nero's cover will weaken the surprise attack way too much.
>So Bright, Mohai, Jane and the rest of the non-commando crew of the Nero (II) would fight their way out of the military docking bay at the same time as the main assault?
>>
>>31732725 >>31732744

>Ramba mentioned in the previous thread that the only ship types he has seen dock at S7 (so far) have been regular Salamis and Magellans. The White Base has not yet docked with S7. If it had, it would be in the same hangar as the Nero (II).
>>
>>31732237
When will char arrive
how many tanks can we expect. Basic population of the base (ramba ral could figure that out due to food requisitions if nothing else).
Plan: Night attack. The commandos are to secure data, the MS and tanks first take out potential enemy reaction forces, then assist the commandos (Tanks and MS barracks are primary targets)
>>
>>31732878
When will char arrive
>In a day or two. Three on the outside. When Operation: Sheildmaiden sends the communications team (Sometime around midnight tonight) you can get an update on Char if they have one.

how many tanks can we expect. Basic population of the base (ramba ral could figure that out due to food requisitions if nothing else).
>See >>31732845

Plan: Night attack. The commandos are to secure data, the MS and tanks first take out potential enemy reaction forces, then assist the commandos (Tanks and MS barracks are primary targets)
>Sounds pretty solid.
>>
>>31732920
Ramba is planning on infiltrating via some kind of 'access corridors', from what I recall in earlier threads. What are they, and where will they allow our troops to enter the restricted zone?

Also, going in via Blade 2 - Forest seems like the best idea. Because the Zeek spacesuits are green, IIRC.
>>
Fuck Yeah, Bright Quest!
Gundam Build fighters has a distinct lack of Ramba Ral for my tastes.

I'm guessing that the EFF has some food supplies held in there, otherwise there'd be people going in and out all the time. I kinda wanna drug the food supplies in there, but we'd actually have to know where it is,a nd the risk of being caught...
>>
>>31733123

Ramba is planning on infiltrating via some kind of 'access corridors', from what I recall in earlier threads. What are they, and where will they allow our troops to enter the restricted zone?
>Each glass window has bridges running across it to serve as a highway from one Blade to another. Every third bridge has an access point for the maintenance corridors. These are lined with various sensors that detect pressure and movement, but Ramba's disabled some of them to send out dummy readings so his troops can come and go as they please and gather intel. Further systems can be disabled in the same way during the setup time for the operation.

>As to where they will let you enter past the construction wall, see the appended image. The red crosshairs denote maintenance tunnel entry / exit points.

Also, going in via Blade 2 - Forest seems like the best idea. Because the Zeek spacesuits are green, IIRC.
>Thick vegetation does make for good cover, and plays to Ramba' strengths as a guerrilla warfare specialist. And yes, Zeek normal suits are indeed green.
>>
>>31733251
We should co-ordinate with Char to have him try and enter the colony opposite of us, that way if/when he draws attention, they'll pull troops away from us, or something.
>>
>>31733251
If your aim is to knock people out / kill them and thus encounter less resistance / if any at all, please remember you are on a space colony. Using Semtex to blow open a hole and let the air levels drop, mucking around / hacking the oxygen feeds to increase levels of CO2 to induce blackouts, and using gas weapons are horrendously effective.
>Just depends on how moral vs military of a victory you wish to achieve.

>>31733291
Have Char attack the military bay where the Nero (II) is, and try to draw enemy troops away from the real target? Could work.
>>
>>31733291
from what I understand, we're going to try for a blitz to take them out before they relize what's going on.
>>
>>31732845
>D. 11 Type-62 tanks, remotely controlled from the Observation deck on Level 2.
Waitwaitwait *remotely* controlled? Couldn't we disable them via Minovsky Particles, then?
>>
>>31733373
They might have landline repeater stations. (IE, the signal is sent through a landline then rebroadcast really close to the tanks.

>>31733353
How does that interact with the Antarctic treaty.
>>
>>31733373
*if* we can somehow introduce enough M-Particles into the area, we could combine it with a night attack to absolutely wreak havock on the EFF stationed there. They've already shown a willingness to use wireless communication here, so if we can disable their comms, combined with a sneak attack, and we can throw their forces into disarray. (Along with disabling their tanks.)

>>31733458
Well shit.
>>
>>31733373
Better yet, given how close they are to the maintenance access points, we can probably jam their weaponry the day before. Either that or we seize the observation deck and outright take control of those tanks.

Question to Char though? What are the exact effects to a colony if something like the Zudah Triple performs dynamic entry on one of the glass panes shown in
>31733353

You want maximum shock and awe, I think the Zudah Triple and Char's Zaku dynamic entry-ing would be the fastest way to do it.
>>
>>31733494
You could just shoot the stations though then the EFF would be back to square 1
>>
>>31733458
Well the C02 wouldn't directly violate the Antaritic treating, but it'd be kinda skirting the edges, but the gas would be directly violating it.

>>31733520
Good point.
>>
>>31733373
>Yep. They were being used as mobile target practice for the NF·GMG-Type.37/100mm machine gun, and the NFHI·GMCa-type.09/180mm cannons, as well as the head vulcans and the Guncannon. No one's going to be stupid enough to actually pilot a Type-62 with live ammo flying at it.

>You could attempt to disable them via M-Particles. You'd need to get near them with an MS with a faulty reactor / M-particle distribution system or blow a hole in the side of the colony to let the particles circulate and fry / jam the electronics, though.
>Or you could try and get Christine to hack them / disable the servers controlling them.

>>31733458
>Point 1: Yes, they could.
>Point 2: In the case of poison gas and blowing a hole in the colony? Frowned upon. Knocking people out via CO2 or using tear gas? Less so. Still can't escape it, though.

>>31733500
The same as when the Gundam blew a hole in the side of the colony in MSG Ep.01- oh shit, rapid air loss. Just, 'Oh Shit, Rapid Air Loss and is that a Blue Zaku? Hargggable.'
>>
>>31733520
Dammit, the M-Particles had the dual benifit of hindering comms, as well as disabling the tankies.

Wait, how are the feds getting their power, are they directly siphoning from the colony, or do they have a seperate power source? A seperate source could easily be turned into a M-Particle jammer, and an external could be sabotaged.
>>
>>31733622
>Direct siphon. The colonies are basically giant solar power generators, thanks to the mirror wings. The end bay blocks are stationary while the main body of the colony constantly rotates to provide gravity, which sounds like prime material for secondary electromagnetic power generation.
>You could try and isolate the electric lines running to just the testing area... but if you screwed up, it would mean loss of heat, air circulation, and light for whatever area was shut down instead.
>>
Well short of being able to Minovsky, I think the best option would be to have a dual night attack from us and Char.

A simutaneous hit from the outside combined with us going Wufei on the barracks, followed by Char's 08th MS team taking out the military hardware, as well as locking down Project V, while we beeline for it.
>>
>>31733707
Hmm, on one hand most of the people affected would be EFF personnel who *weren't supposed to be there* but the Pezun guy is still there.

But that is a *very* attractive option.
>>
>>31733751
Wait, we're planning a night attack, right? If we hit them at like 2-3 AM, most of the civvies have probably left due to it being in the middle of the fucking night.

I mean it'd kinda be wierd if Tem Ray lived on base, because it'd raise questions like "Why doesn't your dad live with you, Amuro?"

Either way, it's a plausible enough reason for our scientist guy to be outside of the base when that shit gos down.
>>
>>31733811
Either way, we manage to sidestep the majority of the fallout, because obviously anyone in a secret EFF base on a neutral colony in the dead of night is a member of the EFF soldier or something.

This is assuming the cutting power option fails, if it actually succeeds as planned, we still hit the barracks, and then rush the Gundam.
>>
>>31733751
You can always contact your science team and tell them to put on their space nighties. And by that I mean space suits.

>>31733811
>Actually... Tem kinda lives in his office. The main reason Frau Bow even goes to Amuro's place is to clean it up and cook for him. In MSG: The Origin, she finds Amuro in Tem's study, and comments on how it's been less than a week since she clean the damn thing and it's already a pigsty.
>...Not to mention you did just drop a never before seen Zeek MS into his lap. He's pretty much been working on that for 48 hours non stop.
>>
>>31733912
Hmm, on one hand killing him could have Amruo joining the EFF, on the *other* hand leaving him alive gives the feddies MS engineers.

I say fuck it, the only reason Amuro survived long enough to git gud was because the Gundam was so massively strong, compared to his opponents.

>>31733912
Huh, I just thought since it'd be after hours, they'd go off base to sleep, or drink or do whatever being off-duty and all. I mean Tem's a workaholic, but I'm pretty sure it's not expected of all the civillian personnel..
>>
>>31734060
>>31733912
Hell, if everybody else is really insistant on having Tem alive, we could have our group drag Tem to a Karaoke bar in the civillian sector, under the guise of celebrating/unwinding. Then we have the Gundam Engi in our custody.
>>
Here's my proposed plan of attack;
We sneak Ramba Ral along with the commandos to place explosives on the barracks and targets of opprotunity, while getting some troops in position to cut the power.

At 3:00am, we detonate the explosives, cut the power, and Char makes his enterance simultaneously.

While everyone is in dissarray, we move in, to steal Operation V, and destroy anything they can't take.

Withdrawl.

I don't know what to do with the Scientists, If we capture them, they're not gaurenteed to work for us, and could try to escape and/or contact the EFF and reveal shit, on the other hand, killing them doesn't destroy the blueprints for the Gundam the EFF already has.

I suppose we could ship them off to Pezun or something.
>>
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>Alright folks, I have to call it a night, I'm afraid. Didn't get much sleep and I have a lot of errands to run tomorrow.

>On the upside, I'm aiming to run on Monday or Tuesday, so keep an eye on the twitter for the next thread.

>Lot of good ideas bouncing around in here today! As always, thanks for joining me in my silly game of giant robots, and my apologies for the short thread.




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