Bay 12 Games Forum

Finally... => Roll To Dodge => Forum Games and Roleplaying => Einsteinian Roulette => Topic started by: piecewise on February 22, 2014, 11:39:28 am

Title: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on February 22, 2014, 11:39:28 am
This is the thread for mission 12, the defense of Hephaestus.

Players: Miyamoto has graciously divided you all up into teams, the information about which can be found here:
http://einsteinianroulette.wikia.com/wiki/Current_Mission_Information

When you post, make sure to preface your post with which team you are on. You can also preface it with any important situational information you want to make extra superduper sure I remember.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Tavik Toth on February 22, 2014, 11:43:59 am
Jack Hansan, Pilot of ThunderTron, Team B Second-in-Command, Heading for rally point.

Drive ThunderTron to designated rally point.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Powder Miner on February 22, 2014, 11:45:17 am
Dominika hoists her rifle across her back as she begins to move to the rally point, looking for Auron to pair with as she did so.
As she moves, she pops an email to the rest of her squad.
Quote from: Dominika>Blobfish Squad
Don't worry about me vaporizing everyone, I hate getting vaporized as much as the next guy; I'll be careful. As for my loadout, I've got a microwave amp and a laser rifle. I shoot people and I will fry people from as far away as I can.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Gamerlord on February 22, 2014, 11:48:04 am
((Not entirely sure... Xantalos pretty much attached me to a team, do I still come here?))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Sean Mirrsen on February 22, 2014, 11:57:55 am
((Reposting action from the other thread))
Team G, Anton Chernozorov, engineer. Main hangar area.

Anton makes sure that the Party Wagon and the Black Death are ready to take off whenever they need to. Then reports to Milno for further orders.

((Ship names and stats reminder, for PW and everyone else:
The Southern Cross: the assault ship/modified space tug. Four laser cannons, PD lasers, and heavy armor.
The Party Wagon: the hot-dropship/modified Courier. 8 cutting laser turrets and two fusion missiles. Assigned to Mobile Reserve.
The Black Death: the "kill button" flying plasma cannon/modified Blackship. High speed, massive shipbuster plasma cannon, six shots. Only for emergency use.
Tweedledee: the standard hauler ship. Two cutting laser turrets. Unassigned, free for use.
Tweedledum: the (almost) FTL modified hauler ship. Two cutting laser turrets. Unassigned, free for use.
The Merchant: the cargo transport ship, unmodified, noncombat. Will likely be used for salvage ops after battle.))

Anton Chernozorov's reference sheet (http://pastebin.com/M4FnnaAQ)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Nikitian on February 22, 2014, 12:09:09 pm
REPOST:
Maurice Sanctor - Team D "Marabou" Medic

Finishing the e-mail to Simus, Maurice left his research terminal and hurried off to suit up and gather equipment.
The familiar excitement of 'Corps assignment, I missed it so much.
To the Team D rally point!
Prepare to do math. Complex math, lots of it.

((@GM I don't suppose I managed to synthesize any meaningful amount of that substance, did i?))

Title: Re: Mission 12: The Defense of Hephaestus
Post by: Tack on February 22, 2014, 12:35:56 pm
((LET'S MAKE A THREAD FOR EVERY TEAM! WOO WE HAVE OUR OWN SUB-BOARD!!

Hmm... We could possibly make a thread for Defense, Assault, Boarding and Reserves though.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Alarith on February 22, 2014, 12:45:25 pm
Repost
Jack Catar soldier -Team B, Platypus in transit to rally point
Jack grabs his gear and heads to the bunker while typing on the wristpad.  Its go time.
Quote from: Jack Catar to team Platypus (Pancaek, Steve Saint, Stacy, other Jack)
I have a Mk 1 suit, a longsword, and a laser rifle.  I have decent training in conventional weaponry.  In theory I can use unconventional and exotic weaponry, but I wouldn't try it.
Head to the team B rally point
Title: Re: Mission 12: The Defense of Hephaestus
Post by: swordsmith04 on February 22, 2014, 01:01:25 pm
Repost.
Team D "Marabou"

Felix, having already gotten his equipment in order this morning, heads to his team's rally point.

(The Man-Nip is in his locker, along with his tokens. The rest of 'his' possessions are with him.)
Team D "Marabou"

"Oh great, I get the team with religious nuts..." Felix mumbled to himself, off-radio.

Spoiler: Felix Grant Loadout (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: kisame12794 on February 22, 2014, 01:24:21 pm
Team F: Blobfish

"Right, you heard the brain! Auron, Dominika, Lerman, Xan, assemble at the rally point. Since we have some newbies, I'm gonna pair ya off. Dominika, you're with Auron, Lerman, you're with me. Xan, take whatever form suits your fancy, and go easy on the amps. Don't want you vaporising us. Same with you Dominika. Miyamoto, anywhere in particular you want us to go?"


Get the team together at the rally point, and make sure we got all the Sods too. If Miyamoto has a specific area in mind for us, get the team moving in that direction.

((It begins.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Harry Baldman on February 22, 2014, 01:46:56 pm
Team B - Platypus!

Be where I'm supposed to be, wearing space suit and brandishing High Energy Projector menacingly. There will be blood and whatnot.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Parisbre56 on February 22, 2014, 02:19:28 pm
Team G (Reserve) - Flint Westwood - Flying Heavy Soldier

Flint instinctively looked up, half expecting the drop pods to fall on him any second.
It was good while it lasted.
He ran back to Gilgamesh, patting him on his leg affectionately before getting in, the hatch closing behind him as he typed on the keyboard.

Ask Steve: "Any ideas about what they know? Is this a scouting party or an assault force? I'm asking because I want to know how we'll approach this. Should we wait a bit and ambush them once they're spread out or attack the moment we see them? Any idea where they'll land?"

He looked at his teammates and used the thumb of the hand of the battlesuit that was still usable to point at himself.
@Team: "I'm going to go find a vantage point. Make sure I can see what's going on around here, be able to see whoever needs help and be able to get there quickly. Anybody wants a ride? Any objections team leader?"

Unless the team leader objects, fly to a nearby high point from which I can keep an eye on as much of the surrounding area as possible. Take anyone who requests a ride.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: syvarris on February 22, 2014, 02:31:24 pm
Team B "Platypus" Medic, Steve Saint

REPOSTS

Saint sat on the edge of his bunk and silently listened to Miyamoto's speech.  After it completes, he heaved a deep sigh and hung his head for several seconds.  When he raised his face, it had a determined scowl.

He got up, and started walking towards the hanger to suit up while typing a message out on his wristpad.

Quote from: From Steve Saint to Team Platypus (Pancaek, Stacy and both Jacks)
This is Steve Saint, reporting in.  Everyone, this is your wake up alarm, let's get to the southern bunker now.  That means you too Jack, you don't get special priority just because you're in a battle bot.

After Steve suits up, he quickly heads to the armory and quickly buys an emergency kit.  Then he heads to the southern bunker and begins inspecting it- making sure the strange machine he got for christmas is still there, and connecting his wristpad to the cameras.  Finally, he charges a dynamic AUX bonus. 

After he finishes with his inspection, he texts Miyamoto.

Quote from: Steve Saint to Miyamoto De Bergerac
Your speech mentioned limiting communications between teams, to keep our channels clear.  However, you are a frontline combatant, AND our senior tactical advisor; I would think it prudent to select someone to be mission control, so that they can listen to all the chatter and filter the important tactical information to you.

Of course I recommend myself, as I'm team Platypus' medic, and we're manning the heaviest defenses- I have very little that I have to do.  But even if you don't want me, I really think you should consider appointing someone to the position.
Quote from: Steve Saint to Platypus team (Pancaek, Both Jacks, and Stacy)
I am currently equipped with a standard MKI suit, a Sub-Exoskeleton Model C "Confidence", and an emergency kit.  Nothing more.

As far as combat skills, I have none.  I am very skilled with computer systems and medical aid however.  Also, I may be able to reprogram my exoskeleton to allow me to fire conventional weapons, although that program has not been extensively tested and is therefore potentially dangerous.

Also, I have moved the strange device I received for Christmas into the bunker.  It has not been tested, however I believe it is an area of effect weapon; it may be prudent to activate it if enemies overrun our position.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: GreatWyrmGold on February 22, 2014, 02:40:13 pm
Team C, Canglerfish
Stick to Miyamoto until actual combat starts.

Go find Anglerfish team and get ready to KICK SOME MOTHERBLEEPING ARSE.
"Hi, who are you?"
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Doomblade187 on February 22, 2014, 03:59:30 pm
Denzel- Team E, "Aye-Aye" Leader

Move out to the team E bunker, wearing my Mk1 and carrying my combi-weapon, monoatomic sword, cutlass, brass knuckles, and extra laser rifle. Drop the extra laser rifle in the bunker for anyone who needs it. Also, in my year-long action, I asked to buy a microwave manipulator, but only if the manipulator would use Uncon, and if it used INT instead, I asked to buy a microwave amp instead. Which one did I buy?

As he moves out, Denzel composes a message to his team and sends it out. "Hello there, team Aye-Aye, or as I'll be calling you guys, team E. As you probably know, I'm Denzel, your team leader. I'm going to need to know what exactly you can do and what you have. If we work together and don't kill each other, we might just make it through this.

This is a repost, just for the record.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: SeriousConcentrate on February 22, 2014, 04:03:13 pm
Reposting. Team G member.

Jim hangs out wherever Team G is supposed to be, because it looks like Miyamoto plunked us in the area that got nuked. I could be wrong.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Corsair on February 22, 2014, 04:08:23 pm
"Steve did something for the mining laser come through? because otherwise I am going to be throwing stones"
ask, get thing take mining laser to chokepoint using thing, else go to choke point and grab a weapon off of simus
Quote
I may need to take you up on the offer of a weapon
Title: Re: Mission 12: The Defense of Hephaestus
Post by: smurfingtonthethird on February 22, 2014, 04:12:13 pm
Gear up with the MK2, cutting torch and gauss pistol + ammo, and proceed to the blobfish rally point.

Spoiler: Inventory (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: PyroDesu on February 22, 2014, 04:20:58 pm
Team A; "Ostrich" - Simus, Team A Leader - Hephaestus HQ Executive Boardroom

Quote from: Simus>Team A; "Ostrich"
Our task is simple: Defend the headquarters, and more specifically, the control room, from any invasion by UWM forces. We have the layout on our side for this: There are two chokepoints: The entrance to the HQ through the Aurora anomaly that protects us from laser-based bombardment, which is a single tunnel connecting through to the area's tunnel network. The other is the elevator into the control room itself. We also have a squad of Miyamoto's gene-hacked Sods at our disposal.

The plan is as follows, unless anybody objects: We will have a guard or two, preferably Leo and Joseph, stay with the Sods at the primary chokepoint, the entrance to the HQ. They will remain within the Aurora, but only just inside. I will remain in the control room, monitoring the overall situation. The remaining, preferably Charles, who will be my second-in-command for the duration, will be on-duty at the secondary chokepoint. If anybody needs a weapon, I can spare one or two.

Let's hope the others do their jobs so admirably that we're not needed. More likely, we'll end up holding off a horde of UWM Commandos. Any questions or concerns?

Spoiler: Simus Quicksheet (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Empiricist on February 22, 2014, 04:22:08 pm
Team A; "Ostrich" - Charles, Team A Second-in-Command - Hephaestus HQ Chokepoint 2

Charles deploys his turret in a concealed location that could cover as much of the area as possible while still remaining behind cover, it is loaded with the ClF3 magazine. He equips his arm cannon if he can do so and sill operate the turret. He also gives access for Team A units and, if allowed, Team G and Steve to remotely control the turret as well. He goes into a different piece of cover away from his turret.

Quote from: Charles>Team A; "Ostrich"
You all should access to my turret as well now, you may control it through your wristpads but please only do so if you are experienced with conventional weapons. It uses rounds designed for area denial, so please try to avoid collateral damage when using them. I fear that I can do little should they get to my location, so don't expect to rely on me. That being said, I will attempt to hold them off if they arrive here.

Spoiler: Charles Quicksheet (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Xantalos on February 22, 2014, 05:28:50 pm
Repost
Team F Blobfish

Xan awaits from the hibernation he'd put himself in for the remaining time.

So it begins. Once more into the fray, it would appear.

Suit up with my equipment, head over to the rally point.

Provided we survive, Morul, I expect you to deliver me the token you owe me.

((It wouldn't be too incongruous to assume I'm still the dragon thing, right?))

Spoiler: Xan Quicksheet (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Unholy_Pariah on February 22, 2014, 05:42:34 pm
Head to armory and buy a standard gauss clip.

Rendezvous at Team F rally point, pair up with dominika.


Spoiler: inventory (click to show/hide)

((@pw: The bullets worked fine, it was my stake thrower that didnt live up to expectations.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: NAV on February 22, 2014, 07:03:35 pm
Reposted from the other thread.
Team D

Make sure I got all my stuff back from Auron. Get six molotovs and a roll of duct tape from the armory. Join Felix at the rally point. Smoke a bluesmoke.
Spoiler: Team D: Dubley Loadout (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Pancaek on February 22, 2014, 07:23:55 pm
--repost from other thread--

Quote
Team B - en route to team C bunker

Pancaek start heading outside, mentally making an email. ((have I ever said how cool I find it that robobieded poeple don't need to type on their wristpad to send mails? ))

Quote from: Pancaek -> Stacy, both jacks, and steve saint
Allright platypus squad, gather at our rally point, the bunker just south of the battery defences.

I also want an overview of what equipment you currently have and what you can bring to the table skill-wise. In jack's case, I want to know what kind of weapons clunkbot has.

And remember what General De Bergerac said, no nagging his ear off. If you've got a problem, you can comm me.

Make haste for Team B rally point in the bunker. Assess distance from the laser defences to the bunker. While I'm going there, inspect the steve-bot. Also, see if I can smuggle the gauss pistol and the extra guass clips out of the briefcase from last mission.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Toaster on February 22, 2014, 07:55:42 pm
Brother Lars - Team D Leader

As he moved out to the Team D rally point, Lars addressed his teammates.  "Gentlemen, the time we have prepared for is nigh.  Brother Maurice- I have worked with you enough to know and trust you.  You shall take command if I fall.  By the good grace of Steve, we are now well and truly ready for anything.  Under the leadership of his saintly generals, we will repel this attack.  By the saving hands of Algis, may we be safe.  May Vo-nos guide our feet and blades and Ingram deliver our bullets.  May Pathmas ever be in our favor, and all praises to the Most Glorious Steve.  Amen."


He then sends out a message to the rest of the team leaders.


Quote from: To Team Leaders
Fellow team leaders,

I have appointed Brother Maurice as my second in command, in case something should happen to me.  May he lead with the Grace of Steve if required.

Move to rally point for Team D.


Team D fellows: Mind giving a quick synopsis of your gear/skills so I know what we're ready for?  Something like this:

Spoiler: Lars Loadout (click to show/hide)


((repost))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Tavik Toth on February 22, 2014, 08:00:23 pm
[qoute=Jack>Pancaek]Honestly, the only weapon I actually remember that this bit has is the PAC or something similar. I also have a katana, two shotguns, gunpowder based rifle, a laser rifle, and that gauss rifle I looted from Ivan. I am also wearing my civil defenders Longcoat.[/qoute]
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Tack on February 22, 2014, 08:02:26 pm
Denzel- Team E, "Aye-Aye" Leader
As he moves out, Denzel composes a message to his team and sends it out. "Hello there, team Aye-Aye, or as I'll be calling you guys, team E. As you probably know, I'm Denzel, your team leader. I'm going to need to know what exactly you can do and what you have. If we work together and don't kill each other, we might just make it through this.

T. stands silently, bristling with various forms of explosives.
They seem to make the point.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: PyroDesu on February 22, 2014, 08:20:15 pm
Simus'll give the generator-modified laser rifle if Joseph needs it.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Gamerlord on February 22, 2014, 08:36:53 pm
Go find 'Team B' and join them as I am the lonely post-human unpicked for the teams.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Kriellya on February 22, 2014, 08:42:55 pm
Skylar - Team C, Support :: Moving to Bunker C

Moving to the bunker, boss.

To bunker C!
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Lenglon on February 22, 2014, 10:28:11 pm
Lyra, Team G, Cassowary

Regroup with Feyri and Jim
Title: Re: Mission 12: The Defense of Hephaestus
Post by: syvarris on February 22, 2014, 10:35:05 pm
Team B "Platypus" medic, Steve Saint

((Hey, Tavik, your text says it's only to Pancaek.  Does that mean you are messaging him on a private channel, or did you just not bother typing in the rest of team Platypus' people?  If the former, just ignore the first part of the message.))

Quote from: From Steve Saint to Team B "Platypus" (Pancaek, Stacy, both Jacks
Jack, would you mind sharing one of those shotguns with me?  I really, really hope I don't have to use it, but having something is better than nothing.

Pancaek, Stacy, what are you equipped with?  You didn't say.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: renegadelobster on February 23, 2014, 12:10:19 am
Thaddeus- Team E "Aye-Aye" Grunt

Hiya boss, I have a laser rifle, microwave amp, supersoaker full of cat piss, and a Mk I on. Haven't used any of it yet, just tell me what to shoot at

((Repost with some extra info))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Harry Baldman on February 23, 2014, 03:36:46 am
Team B listless layabout with a disproportionately powerful firearm, Stacy Buttle.

Quote from: From Steve Saint to Team B "Platypus" (Pancaek, Stacy, both Jacks
Jack, would you mind sharing one of those shotguns with me?  I really, really hope I don't have to use it, but having something is better than nothing.

Pancaek, Stacy, what are you equipped with?  You didn't say.

Quote from: Magnanimous S; to: Stevo
Dear Stevo,

I got me a gun. It shoots things I don like and lotsa things I don care bout. Why you askin bout my gun anyway punk!!!! Thas private business. I aint askin you what yer gun is am I. Dint think so!! The man aint got no right to know what yer gun is where you keep it an who y shoot with it. Yeah!! Fight the power woooooooooooooooooooooooooooooooo!!!!!!

Hugs and kisses,
Magnanimous S

Stacy felt that he was getting into the spirit of things rather well, all things considered. Now all it took was to transfer that enthusiasm to shooting things that approach him.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Knight Otu on February 23, 2014, 10:07:05 am
Gorat 'Chin' Ivanos, Team E "Aye-Aye"

Denzel- Team E, "Aye-Aye" Leader

Move out to the team E bunker, wearing my Mk1 and carrying my combi-weapon, monoatomic sword, cutlass, brass knuckles, and extra laser rifle. Drop the extra laser rifle in the bunker for anyone who needs it. Also, in my year-long action, I asked to buy a microwave manipulator, but only if the manipulator would use Uncon, and if it used INT instead, I asked to buy a microwave amp instead. Which one did I buy?

As he moves out, Denzel composes a message to his team and sends it out. "Hello there, team Aye-Aye, or as I'll be calling you guys, team E. As you probably know, I'm Denzel, your team leader. I'm going to need to know what exactly you can do and what you have. If we work together and don't kill each other, we might just make it through this.

This is a repost, just for the record.
"Gorat Ivanos. Microwave amp, Mk II suit, and laser rifle. Also a strange suit with untested button, and voices of former HMRC members in my head, both courtesy of Nyars. Which reminds me, this is a trigger for my shock implant in case I endanger the mission."

Do wear that suit under the MK II. If something hits me in the chest, I'm likely screwed anyway. Report to Denzel, give him the shock trigger.
Spoiler: Gorat 'Chin' Ivanos (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Tack on February 23, 2014, 10:18:40 am
T. glances uncomfortably across at Gorat and shuffles his feet, feeling a sudden itch in his chest.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Knight Otu on February 23, 2014, 10:26:39 am
T. glances uncomfortably across at Gorat and shuffles his feet, feeling a sudden itch in his chest.
"Sorry. I'll try to avoid microwaving you again."
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Pancaek on February 23, 2014, 11:59:53 am
"He's got something that hasn't been tested before. STOP HIM"

Quote from: From Steve Saint to Team B "Platypus" (Pancaek, Stacy, both Jacks
Jack, would you mind sharing one of those shotguns with me?  I really, really hope I don't have to use it, but having something is better than nothing.

Pancaek, Stacy, what are you equipped with?  You didn't say.


Quote from: Pancaek -> Steve Saint
My weapon of choice is amps. I've got microwave and mass manipulator.

On the subject of your "device". I would very much appreciate it if you held off on using it. ever. Area of effect or not, we don't know what it does exactly, and a giant fucking crater is no good to us. If you feel like you've got no choice but to use it, comm me first.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Radio Controlled on February 23, 2014, 12:58:00 pm
Quote
Miyamoto has graciously divided you all up into teams
With all the grace and style of a bureaucratic accountant.

Miyamoto, Team C leader, running to bunker.
Spoiler: Miya quicksheet (click to show/hide)

Miya action: run towards our designated bunker. Check out the new naginata.

Quote
Your speech mentioned limiting communications between teams, to keep our channels clear.  However, you are a frontline combatant, AND our senior tactical advisor; I would think it prudent to select someone to be mission control, so that they can listen to all the chatter and filter the important tactical information to you.

Of course I recommend myself, as I'm team Platypus' medic, and we're manning the heaviest defenses- I have very little that I have to do.  But even if you don't want me, I really think you should consider appointing someone to the position.

"A very valid point. however, I didn't pick a specific second-in-command because I consider Steve to be our mission control, and that he'd handle stuff like directing artillery fire or providing intell to the right people. If I really had to choose someone for something like this Simus seems to be in the best position for it, being in the command center already.

But I do like it when people show constructive initiative, so if the other teams don't maintain radio discipline then I'll contact you to help with that."

Quote
Right... Miyamoto, do you want a transport on site at bunker C? Or should I just gather up the kid and meet you there?
Miya, while running to his starting position, replied to the question of his teammate:
"Just walk there and take the rest of our squad with you. We don't know where they'll land yet, and we might need the ships for ferrying other teams around."

Quote
((Not entirely sure... Xantalos pretty much attached me to a team, do I still come here?))
Yep, you got drafted into team C, so just follow Miya or something to get to your position.
Quote
Sean ship snip
Very handy, added to wiki mission page. Or I would, if wikia weren't in maintenance mode right now.

Quote
Miyamoto, anywhere in particular you want us to go?
"Not yet, just head to your designated starting position. We'll have to wait and see what the UWM does next before we can respond."

Miya then contacts Milno: "Hey, I need you to post either a sod sniper squad, or maybe a few of your troops, at the upper right bunker. Just so we have something there."
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Dorsidwarf on February 23, 2014, 01:21:46 pm
Dern, team E

You need things punch, boss? I punch with mighty fist. Can also shoot things with giant kapow slugger if punch not suited.

Follow team leader, making fisticuff motons.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Gamerlord on February 23, 2014, 01:22:34 pm
Go find 'Team C' and join them as I am the lonely post-human unpicked for the teams.
Fixed.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: kisame12794 on February 23, 2014, 01:30:11 pm
"Roger that Miyamoto, we're on our way."
Title: Re: Mission 12: The Defense of Hephaestus
Post by: syvarris on February 23, 2014, 01:38:55 pm
Team B "Platypus" Medic, Steve Saint

Quote from: From Steve Saint to Pancaek Nilys
I do not intend to use the device, and in fact agree that it should be treated similarly to a nuclear weapon.  The only conceivable scenario that it might be useful for is if enemies manage to overrun and take control of this bunker- a crater is far better than a fortified enemy position directly adjacent to all of our most valuable emplacements.

My intent was only to inform you fully of the resources at our disposal.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: GreatWyrmGold on February 23, 2014, 02:19:41 pm
Go find Anglerfish team and get ready to KICK SOME MOTHERBLEEPING ARSE.
"Hi, who are you?"
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Doomblade187 on February 23, 2014, 03:44:51 pm
Denzel Gaunt- Team E Leader

"Ok then, this seems like a fairly good variety of people and weapons. So then, two things. Teal, you need to put your nukes somewhere. I know you can kick them, but I would rather that we find a good stash point for them to help us out while not blowing us up as well. Also, we need to figure out how we want to use the mustard gas pillar. I know it'll make good cover from visibility, and I think it'll stop gauss rifle fire, but we need to figure out if we want use it or not. Also, I've left a spare laser rifle in the bunker in case anyone needs it.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Tack on February 23, 2014, 08:31:18 pm
T. nods, and looks around.

Seeing nothing that really shouts 'landing place, he looks back to Deznel with a' "I dunno, bury one somewhere?" shrug.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Doomblade187 on February 23, 2014, 09:07:00 pm
T. nods, and looks around.

Seeing nothing that really shouts 'landing place, he looks back to Deznel with a' "I dunno, bury one somewhere?" shrug.
"Okay then, you might as well find a good place a GOOD DISTANCE AWAY to bury one. Grab someone to go with you and do that. You can bury the other one if you want. Personally, I would suggest placing them to either side of the gas pillar so that we have a harder time being flanked."
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Tack on February 23, 2014, 11:37:58 pm
Team E



Teal nods, nudges Gorat with his elbow, and trots off to Bury a satchel charge in the field to the right side of the mustard gas pillar.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: renegadelobster on February 23, 2014, 11:45:05 pm
Thaddeus-Team E "Aye-Aye" Grunt

I say we use the mustard gas pillar, force them to go through it if possible boss.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Caellath on February 24, 2014, 08:24:11 am
Team G "Cassowary" (Reserve) - Milno "Honey Badger" Enedrasi - Leader

Fully enclosed in his characteristic armor and prepared to jump into the fray at a moment's notice, Milno put a hand behind his head and checked the wristpad on his other arm. His the faceplate of his ancient bronze-colored helmet was down both because he wanted and possibly because near-strangers were much more likely to follow the orders of a faceless leader than those of a not particularly reliably-looking teenager.

@Team: "I'm going to go find a vantage point. Make sure I can see what's going on around here, be able to see whoever needs help and be able to get there quickly. Anybody wants a ride? Any objections team leader?"

"Nah, you can go check things outside but remember the reserve team's job isn't playing the hero on a whim. Don't get yourself killed before you're actually needed somewhere critical."

Miya then contacts Milno: "Hey, I need you to post either a sod sniper squad, or maybe a few of your troops, at the upper right bunker. Just so we have something there."

"Sure. Sending just a sniper squad unless someone feels like taking up guard duty with them. Heads up, the old man in a battlesuit said he wanted to perch somewhere to look useful and I let him."

Send a sod sniper squad to the upper right bunker with instructions to report the situation every now and then and any anomalies as soon as they are noticed.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Knight Otu on February 24, 2014, 09:37:25 am
Gorat 'Chin' Ivanos, Team E "Aye-Aye"

Follow Teal.

Spoiler: Gorat 'Chin' Ivanos (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: WhitiusOpus on February 24, 2014, 12:29:46 pm
Team H - "Lemming"

Marcius idles for now. Waiting. Waaaiiitiiinnnggg.

for now, standby orders to Reinforce wherever we are hard pressed.


Spoiler: Marcius Quicksheet (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: piecewise on February 24, 2014, 03:03:12 pm
IN ORDER TO SAVE TIME, IF YOUR ACTION IS JUST TO MOVE WHERE YOU'RE SUPPOSED TO BE, I'M JUST GONNA QUOTE YOU  TO SHOW THAT I SEE THE ACTION, BUT THATS IT. I don't think either of us wants to see me write "You walk to where you need to be" 50 times.

Jack Hansan, Pilot of ThunderTron, Team B Second-in-Command, Heading for rally point.

Drive ThunderTron to designated rally point.

Dominika hoists her rifle across her back as she begins to move to the rally point, looking for Auron to pair with as she did so.
As she moves, she pops an email to the rest of her squad.
Quote from: Dominika>Blobfish Squad
Don't worry about me vaporizing everyone, I hate getting vaporized as much as the next guy; I'll be careful. As for my loadout, I've got a microwave amp and a laser rifle. I shoot people and I will fry people from as far away as I can.
We'll assume you can find him. Shouldn't be hard.


((Not entirely sure... Xantalos pretty much attached me to a team, do I still come here?))
Yes


((Reposting action from the other thread))
Team G, Anton Chernozorov, engineer. Main hangar area.

Anton makes sure that the Party Wagon and the Black Death are ready to take off whenever they need to. Then reports to Milno for further orders.

((Ship names and stats reminder, for PW and everyone else:
The Southern Cross: the assault ship/modified space tug. Four laser cannons, PD lasers, and heavy armor.
The Party Wagon: the hot-dropship/modified Courier. 8 cutting laser turrets and two fusion missiles. Assigned to Mobile Reserve.
The Black Death: the "kill button" flying plasma cannon/modified Blackship. High speed, massive shipbuster plasma cannon, six shots. Only for emergency use.
Tweedledee: the standard hauler ship. Two cutting laser turrets. Unassigned, free for use.
Tweedledum: the (almost) FTL modified hauler ship. Two cutting laser turrets. Unassigned, free for use.
The Merchant: the cargo transport ship, unmodified, noncombat. Will likely be used for salvage ops after battle.))

Anton Chernozorov's reference sheet (http://pastebin.com/M4FnnaAQ)
They're as prepped as they can be, though they'll all need at least a minute to do final takeoff procedures and launch.


REPOST:
Maurice Sanctor - Team D "Marabou" Medic

Finishing the e-mail to Simus, Maurice left his research terminal and hurried off to suit up and gather equipment.
The familiar excitement of 'Corps assignment, I missed it so much.
To the Team D rally point!
Prepare to do math. Complex math, lots of it.

((@GM I don't suppose I managed to synthesize any meaningful amount of that substance, did i?))

We'll say you have 1 can of it.

You practice your long division.
((LET'S MAKE A THREAD FOR EVERY TEAM! WOO WE HAVE OUR OWN SUB-BOARD!!

Hmm... We could possibly make a thread for Defense, Assault, Boarding and Reserves though.))

I was considering it honestly.
Repost
Jack Catar soldier -Team B, Platypus in transit to rally point
Jack grabs his gear and heads to the bunker while typing on the wristpad.  Its go time.
Quote from: Jack Catar to team Platypus (Pancaek, Steve Saint, Stacy, other Jack)
I have a Mk 1 suit, a longsword, and a laser rifle.  I have decent training in conventional weaponry.  In theory I can use unconventional and exotic weaponry, but I wouldn't try it.
Head to the team B rally point
Repost.
Team D "Marabou"

Felix, having already gotten his equipment in order this morning, heads to his team's rally point.

(The Man-Nip is in his locker, along with his tokens. The rest of 'his' possessions are with him.)
Team D "Marabou"

"Oh great, I get the team with religious nuts..." Felix mumbled to himself, off-radio.

Spoiler: Felix Grant Loadout (click to show/hide)
Team F: Blobfish

"Right, you heard the brain! Auron, Dominika, Lerman, Xan, assemble at the rally point. Since we have some newbies, I'm gonna pair ya off. Dominika, you're with Auron, Lerman, you're with me. Xan, take whatever form suits your fancy, and go easy on the amps. Don't want you vaporising us. Same with you Dominika. Miyamoto, anywhere in particular you want us to go?"


Get the team together at the rally point, and make sure we got all the Sods too. If Miyamoto has a specific area in mind for us, get the team moving in that direction.

((It begins.))

Team B - Platypus!

Be where I'm supposed to be, wearing space suit and brandishing High Energy Projector menacingly. There will be blood and whatnot.

Team G (Reserve) - Flint Westwood - Flying Heavy Soldier

Flint instinctively looked up, half expecting the drop pods to fall on him any second.
It was good while it lasted.
He ran back to Gilgamesh, patting him on his leg affectionately before getting in, the hatch closing behind him as he typed on the keyboard.

Ask Steve: "Any ideas about what they know? Is this a scouting party or an assault force? I'm asking because I want to know how we'll approach this. Should we wait a bit and ambush them once they're spread out or attack the moment we see them? Any idea where they'll land?"

He looked at his teammates and used the thumb of the hand of the battlesuit that was still usable to point at himself.
@Team: "I'm going to go find a vantage point. Make sure I can see what's going on around here, be able to see whoever needs help and be able to get there quickly. Anybody wants a ride? Any objections team leader?"

Unless the team leader objects, fly to a nearby high point from which I can keep an eye on as much of the surrounding area as possible. Take anyone who requests a ride.
Just gonna put you where you're supposed to be for now.

>Size indicates it's not an assault, at least not yet. We're gonna handle it by letting me shoot it out of the sky. 



Team B "Platypus" Medic, Steve Saint

REPOSTS

Saint sat on the edge of his bunk and silently listened to Miyamoto's speech.  After it completes, he heaved a deep sigh and hung his head for several seconds.  When he raised his face, it had a determined scowl.

He got up, and started walking towards the hanger to suit up while typing a message out on his wristpad.

Quote from: From Steve Saint to Team Platypus (Pancaek, Stacy and both Jacks)
This is Steve Saint, reporting in.  Everyone, this is your wake up alarm, let's get to the southern bunker now.  That means you too Jack, you don't get special priority just because you're in a battle bot.

After Steve suits up, he quickly heads to the armory and quickly buys an emergency kit.  Then he heads to the southern bunker and begins inspecting it- making sure the strange machine he got for christmas is still there, and connecting his wristpad to the cameras.  Finally, he charges a dynamic AUX bonus. 

After he finishes with his inspection, he texts Miyamoto.

Quote from: Steve Saint to Miyamoto De Bergerac
Your speech mentioned limiting communications between teams, to keep our channels clear.  However, you are a frontline combatant, AND our senior tactical advisor; I would think it prudent to select someone to be mission control, so that they can listen to all the chatter and filter the important tactical information to you.

Of course I recommend myself, as I'm team Platypus' medic, and we're manning the heaviest defenses- I have very little that I have to do.  But even if you don't want me, I really think you should consider appointing someone to the position.
Quote from: Steve Saint to Platypus team (Pancaek, Both Jacks, and Stacy)
I am currently equipped with a standard MKI suit, a Sub-Exoskeleton Model C "Confidence", and an emergency kit.  Nothing more.

As far as combat skills, I have none.  I am very skilled with computer systems and medical aid however.  Also, I may be able to reprogram my exoskeleton to allow me to fire conventional weapons, although that program has not been extensively tested and is therefore potentially dangerous.

Also, I have moved the strange device I received for Christmas into the bunker.  It has not been tested, however I believe it is an area of effect weapon; it may be prudent to activate it if enemies overrun our position.
Bought, verified, and place taken.


Team C, Canglerfish
Stick to Miyamoto until actual combat starts.

Go find Anglerfish team and get ready to KICK SOME MOTHERBLEEPING ARSE.
"Hi, who are you?"
Denzel- Team E, "Aye-Aye" Leader

Move out to the team E bunker, wearing my Mk1 and carrying my combi-weapon, monoatomic sword, cutlass, brass knuckles, and extra laser rifle. Drop the extra laser rifle in the bunker for anyone who needs it. Also, in my year-long action, I asked to buy a microwave manipulator, but only if the manipulator would use Uncon, and if it used INT instead, I asked to buy a microwave amp instead. Which one did I buy?

As he moves out, Denzel composes a message to his team and sends it out. "Hello there, team Aye-Aye, or as I'll be calling you guys, team E. As you probably know, I'm Denzel, your team leader. I'm going to need to know what exactly you can do and what you have. If we work together and don't kill each other, we might just make it through this.

This is a repost, just for the record.
Manipulators use uncon and int for "ammo" So you bought that.


Reposting. Team G member.

Jim hangs out wherever Team G is supposed to be, because it looks like Miyamoto plunked us in the area that got nuked. I could be wrong.

Don't worry, thats been paved over and replaced with a park. Very little radiation. You'll be fine.
Gear up with the MK2, cutting torch and gauss pistol + ammo, and proceed to the blobfish rally point.

Spoiler: Inventory (click to show/hide)


Team A; "Ostrich" - Charles, Team A Second-in-Command - Hephaestus HQ Chokepoint 2

Charles deploys his turret in a concealed location that could cover as much of the area as possible while still remaining behind cover, it is loaded with the ClF3 magazine. He equips his arm cannon if he can do so and sill operate the turret. He also gives access for Team A units and, if allowed, Team G and Steve to remotely control the turret as well. He goes into a different piece of cover away from his turret.

Quote from: Charles>Team A; "Ostrich"
You all should access to my turret as well now, you may control it through your wristpads but please only do so if you are experienced with conventional weapons. It uses rounds designed for area denial, so please try to avoid collateral damage when using them. I fear that I can do little should they get to my location, so don't expect to rely on me. That being said, I will attempt to hold them off if they arrive here.

Spoiler: Charles Quicksheet (click to show/hide)

Various gunwork done and and done.


Repost
Team F Blobfish

Xan awaits from the hibernation he'd put himself in for the remaining time.

So it begins. Once more into the fray, it would appear.

Suit up with my equipment, head over to the rally point.

Provided we survive, Morul, I expect you to deliver me the token you owe me.

((It wouldn't be too incongruous to assume I'm still the dragon thing, right?))

Spoiler: Xan Quicksheet (click to show/hide)
Head to armory and buy a standard gauss clip.

Rendezvous at Team F rally point, pair up with dominika.


Spoiler: inventory (click to show/hide)

((@pw: The bullets worked fine, it was my stake thrower that didnt live up to expectations.))
Bought and walked.
Reposted from the other thread.
Team D

Make sure I got all my stuff back from Auron. Get six molotovs and a roll of duct tape from the armory. Join Felix at the rally point. Smoke a bluesmoke.
Spoiler: Team D: Dubley Loadout (click to show/hide)

Walked and smoked and such


--repost from other thread--

Quote
Team B - en route to team C bunker

Pancaek start heading outside, mentally making an email. ((have I ever said how cool I find it that robobieded poeple don't need to type on their wristpad to send mails? ))

Quote from: Pancaek -> Stacy, both jacks, and steve saint
Allright platypus squad, gather at our rally point, the bunker just south of the battery defences.

I also want an overview of what equipment you currently have and what you can bring to the table skill-wise. In jack's case, I want to know what kind of weapons clunkbot has.

And remember what General De Bergerac said, no nagging his ear off. If you've got a problem, you can comm me.

Make haste for Team B rally point in the bunker. Assess distance from the laser defences to the bunker. While I'm going there, inspect the steve-bot. Also, see if I can smuggle the gauss pistol and the extra guass clips out of the briefcase from last mission.

Walked
Steve bots aren't terribly visible from here, just glints of chrome and a hot point of flame zipping around in the air above the base.

Also no.


Brother Lars - Team D Leader

As he moved out to the Team D rally point, Lars addressed his teammates.  "Gentlemen, the time we have prepared for is nigh.  Brother Maurice- I have worked with you enough to know and trust you.  You shall take command if I fall.  By the good grace of Steve, we are now well and truly ready for anything.  Under the leadership of his saintly generals, we will repel this attack.  By the saving hands of Algis, may we be safe.  May Vo-nos guide our feet and blades and Ingram deliver our bullets.  May Pathmas ever be in our favor, and all praises to the Most Glorious Steve.  Amen."


He then sends out a message to the rest of the team leaders.


Quote from: To Team Leaders
Fellow team leaders,

I have appointed Brother Maurice as my second in command, in case something should happen to me.  May he lead with the Grace of Steve if required.

Move to rally point for Team D.


Team D fellows: Mind giving a quick synopsis of your gear/skills so I know what we're ready for?  Something like this:

Spoiler: Lars Loadout (click to show/hide)


((repost))
Go find 'Team B' and join them as I am the lonely post-human unpicked for the teams.
Skylar - Team C, Support :: Moving to Bunker C

Moving to the bunker, boss.

To bunker C!
Lyra, Team G, Cassowary

Regroup with Feyri and Jim
Gorat 'Chin' Ivanos, Team E "Aye-Aye"

Denzel- Team E, "Aye-Aye" Leader

Move out to the team E bunker, wearing my Mk1 and carrying my combi-weapon, monoatomic sword, cutlass, brass knuckles, and extra laser rifle. Drop the extra laser rifle in the bunker for anyone who needs it. Also, in my year-long action, I asked to buy a microwave manipulator, but only if the manipulator would use Uncon, and if it used INT instead, I asked to buy a microwave amp instead. Which one did I buy?

As he moves out, Denzel composes a message to his team and sends it out. "Hello there, team Aye-Aye, or as I'll be calling you guys, team E. As you probably know, I'm Denzel, your team leader. I'm going to need to know what exactly you can do and what you have. If we work together and don't kill each other, we might just make it through this.

This is a repost, just for the record.
"Gorat Ivanos. Microwave amp, Mk II suit, and laser rifle. Also a strange suit with untested button, and voices of former HMRC members in my head, both courtesy of Nyars. Which reminds me, this is a trigger for my shock implant in case I endanger the mission."

Do wear that suit under the MK II. If something hits me in the chest, I'm likely screwed anyway. Report to Denzel, give him the shock trigger.
Spoiler: Gorat 'Chin' Ivanos (click to show/hide)

Worn, reported, given


Quote
Miyamoto has graciously divided you all up into teams
With all the grace and style of a bureaucratic accountant.

Miyamoto, Team C leader, running to bunker.
Spoiler: Miya quicksheet (click to show/hide)

Miya action: run towards our designated bunker. Check out the new naginata.

Quote
Your speech mentioned limiting communications between teams, to keep our channels clear.  However, you are a frontline combatant, AND our senior tactical advisor; I would think it prudent to select someone to be mission control, so that they can listen to all the chatter and filter the important tactical information to you.

Of course I recommend myself, as I'm team Platypus' medic, and we're manning the heaviest defenses- I have very little that I have to do.  But even if you don't want me, I really think you should consider appointing someone to the position.

"A very valid point. however, I didn't pick a specific second-in-command because I consider Steve to be our mission control, and that he'd handle stuff like directing artillery fire or providing intell to the right people. If I really had to choose someone for something like this Simus seems to be in the best position for it, being in the command center already.

But I do like it when people show constructive initiative, so if the other teams don't maintain radio discipline then I'll contact you to help with that."

Quote
Right... Miyamoto, do you want a transport on site at bunker C? Or should I just gather up the kid and meet you there?
Miya, while running to his starting position, replied to the question of his teammate:
"Just walk there and take the rest of our squad with you. We don't know where they'll land yet, and we might need the ships for ferrying other teams around."

Quote
((Not entirely sure... Xantalos pretty much attached me to a team, do I still come here?))
Yep, you got drafted into team C, so just follow Miya or something to get to your position.
Quote
Sean ship snip
Very handy, added to wiki mission page. Or I would, if wikia weren't in maintenance mode right now.

Quote
Miyamoto, anywhere in particular you want us to go?
"Not yet, just head to your designated starting position. We'll have to wait and see what the UWM does next before we can respond."

Miya then contacts Milno: "Hey, I need you to post either a sod sniper squad, or maybe a few of your troops, at the upper right bunker. Just so we have something there."

Basically the same as the old one, just the blade has been flattened and a monoatomic razor type filament has been affixed instead of the normal cutting surface.
Dern, team E

You need things punch, boss? I punch with mighty fist. Can also shoot things with giant kapow slugger if punch not suited.

Follow team leader, making fisticuff motons.
Team G "Cassowary" (Reserve) - Milno "Honey Badger" Enedrasi - Leader

Fully enclosed in his characteristic armor and prepared to jump into the fray at a moment's notice, Milno put a hand behind his head and checked the wristpad on his other arm. His the faceplate of his ancient bronze-colored helmet was down both because he wanted and possibly because near-strangers were much more likely to follow the orders of a faceless leader than those of a not particularly reliably-looking teenager.

@Team: "I'm going to go find a vantage point. Make sure I can see what's going on around here, be able to see whoever needs help and be able to get there quickly. Anybody wants a ride? Any objections team leader?"

"Nah, you can go check things outside but remember the reserve team's job isn't playing the hero on a whim. Don't get yourself killed before you're actually needed somewhere critical."

Miya then contacts Milno: "Hey, I need you to post either a sod sniper squad, or maybe a few of your troops, at the upper right bunker. Just so we have something there."

"Sure. Sending just a sniper squad unless someone feels like taking up guard duty with them. Heads up, the old man in a battlesuit said he wanted to perch somewhere to look useful and I let him."

Send a sod sniper squad to the upper right bunker with instructions to report the situation every now and then and any anomalies as soon as they are noticed.
Sod squad sent to (which letter is that?) bunker.


Gorat 'Chin' Ivanos, Team E "Aye-Aye"

Follow Teal.

Spoiler: Gorat 'Chin' Ivanos (click to show/hide)
Team H - "Lemming"

Marcius idles for now. Waiting. Waaaiiitiiinnnggg.

for now, standby orders to Reinforce wherever we are hard pressed.


Spoiler: Marcius Quicksheet (click to show/hide)










A few empty minutes pass as nothing happens. Eventually, out toward the north, near C team's bunker, the laser battery rotates in it's gimbal and focuses on some point in the sky. It holds there for an instant, precise motors jerking the laser back and forth by fractions of an inch. A few minutes later a bit of debris rains down over the distant northern mountains, barely visible to the naked eye.

>Thats the welcome wagon dealt with. Now they're gonna try and scramble as many ground troops as they can, to take this place back without having to destroy it.

More time passes; five minutes, then ten. Eventually Steve speaks again.

>The three largest ships have launched skeletal shuttles. They're hot dropping in troops. Number is difficult to tell. Tracking hundreds of signatures; many are probably decoys but there's still a hell of a lot of bogeys incoming.


Both of the nearby laser batteries jerk into motion, their gimbal platforms rotating and their cooling manifolds glowing bright red as they fire in near continuous bursts at unseen targets somewhere in low orbit or piercing through the high atmosphere. The chrome glints of the steve bots ascend and vanish into the dark, vaguely reddish clouds above the base. Then nothing. Silence, save for the audible hum of electric motors turning the gimbals. And then fire rains from the sky.

The still functional shuttles come in first, flaming comets of rocket exhaust with a barely visible black, metallic speck at their tip. They come nearly straight down, pulling hard upwards as they break the clouds. They slow nearly to a stop  as they skim in, barely feet above the ground, but only for an instant, dropping their payload of soldiers before screaming up in an erratic climb and back into the clouds. The wreckage comes next; chucks of severed metal and still firing rocket engines, debris falling or propelled at super sonic speeds. The wreckage pelts the dusty soil like buckshot, raising red plumes around the base, the sword and the bunker system. Luckily, they manage not to hit a goddamn thing.

>The first troops are on the ground.  Concentrated near Teams C, D and B, outside our frontlines, moving inward. Reading indicate infantry and armor, numbers unknown.

The area around the base, the cradles and the bunkers has become a swirling mess of dust and smoke from the impacts of debris, and the men stationed in the bunkers can see little but vague shapes moving beyond them.

Title: Re: Mission 12: The Defense of Hephaestus
Post by: Harry Baldman on February 24, 2014, 03:16:37 pm
Stacy of Platypus - Team B Short Range Long Cooldown Murderbot

"And it's a one-two-three, what are we fighting for? Don't ask me, I don't give a damn, the next stop is Vietnam!"

Take cover! Preferably someplace where nobody will suspect me to be from long or medium range.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Parisbre56 on February 24, 2014, 03:17:30 pm
Flint Westwood - Team G (Reserve)

"You're the boss Steveman." replied Flint as he stared upwards. He instinctively took a step back inside the bunker when the debris started falling before stepping out once more.

This is nothing. You've seen special effects 10 times as good as this. You've survived against Urban Executors and Giant Aliens. You won't be killed by a mere soldier. He thought to reassure himself. Besides, Gilgamesh has seen stuff way worse than this. He was designed for this. For war. He can take it. He sighed. You just have to let go.

@Team: "I'm going to go find a vantage point. Make sure I can see what's going on around here, be able to see whoever needs help and be able to get there quickly. Anybody wants a ride? Any objections team leader?"
"Nah, you can go check things outside but remember the reserve team's job isn't playing the hero on a whim. Don't get yourself killed before you're actually needed somewhere critical."
"Roger that, Mother Badger." said Flint with a small salute before firing the battlesuit's rockets and flying away.

Again, try to find a nearby vantage point, one that has cover. Lay down if it would help provide more cover. (I'm not seeking cover for protection. I'm looking for concealment so that I don't look like a juicy target.)

If smoke and dust provides sufficient cover, get up and use cameyes and those spy drone things Miyamoto has flying over the battlefield to scan for targets.
If smoke and dust doesn't provide sufficient cover, remain in cover and use one of my hand cameras and those spy drone things Miyamoto has flying over the battlefield to scan for targets.

Inform Steve of any dangerous targets or large concentrations of enemies I see so that he can take them out with artillery.
If big target found (battlesuit, tank, etc.), artillery can't hit it and I'm within range and have line of sight, switch Rainbow Cannon to Red mode, take aim and prepare to snipe/fire.


((Too bad I can't get squadshight...))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Dorsidwarf on February 24, 2014, 03:18:24 pm
Keep down, blast message at insane volume over external speakers

"WORKERS UNITE AGAINST THE MENACE"
Title: Re: Mission 12: The Defense of Hephaestus
Post by: SeriousConcentrate on February 24, 2014, 03:18:51 pm
Jim, Team G

Jim looks for cover to get into, just in case.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Xantalos on February 24, 2014, 03:19:54 pm
Xan Team F

Commands, Morul?

Observe the enemy while taking cover.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: NAV on February 24, 2014, 03:20:23 pm
Dubley -Team D

Type 1337 into the number gun. Glance at the lcd screen. Aim at an advancing silhouette. (Dynamic bonus)
Bro Lars, any orders? I see some enemy meatbags.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Unholy_Pariah on February 24, 2014, 03:27:11 pm
Auron, team F.

Take cover in the bunker and try to get a visual on enemy tanks/battlesuits.
 
Charge brainpower.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: swordsmith04 on February 24, 2014, 03:32:55 pm
Felix Grant, Team D "Marabou" - Inside the Team D bunker


Felix makes sure that he is in cover, and pulls out "his" Gauss rifle, flicking the safety off. When the artillery arrives, instead of firing the rifle, he activates his amp and freezes a 30cm sphere, centered on the nearest sign of movement through the duststorm.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Lenglon on February 24, 2014, 03:53:11 pm
Lyra, Team G

I pad on over to Jim and sit on his right foot.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: GreatWyrmGold on February 24, 2014, 04:08:42 pm
Alright, now to check my character sheet to see what weapons I have and...nothing. Crap.

Drop the extra laser rifle in the bunker for anyone who needs it.
Retroactively have grabbed this.
Await Mr. Miya's orders.

Quote
Await Mr. Miya's orders.
"Get inside the bunker. Lay low until you they get in closer. Whatever you do, keep the attention away from you, the sods can distract them so you can use your manip."
Grate nods, nervous about using the space magic again.
C'mon, what's the worst that could happen?
...
...
...
...
What?

Editing action once I find it.
Action edited.

Get in the bunker, lay low.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: SeriousConcentrate on February 24, 2014, 04:19:19 pm
Jim scratched Lyra idly behind the ears while he looked around.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Toaster on February 24, 2014, 04:31:05 pm
Lars mutters a quick prayer as he glances out into the dust.  He begins with orders to his team.  "Brothers, stay in your position and find targets.  Hold your fire until the order is given.  I do not believe we are armed for battlesuits or greater, beyond Felix and his Miracles of Steve, so let ushold."

He then messaged General Miyamoto.


Quote
General Miyamoto,

Hostiles nearby.  We await your command to fire.

Scope targets, pick a juicy one.  Hold fire until ordered.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: kisame12794 on February 24, 2014, 04:33:49 pm
Team F: Blobfish

"Hold position for now, there could be a second wave incoming any second, and we don't want to get caught out of position. Besides, if they need assistance, that's what the rapid response teams are for."

Hold position, and examine the area we're in for choke points, places to hide a sharpshooter, etc.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: swordsmith04 on February 24, 2014, 04:35:24 pm
Felix Grant, Team D "Marabou" - Inside the Team D bunker


"Eh? 'Miracles of Steve'? What nonsense is that? It's just an amp."
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Tavik Toth on February 24, 2014, 04:36:36 pm
Check weapon systems and prepare for combat.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Xantalos on February 24, 2014, 04:41:25 pm
Very well.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Pancaek on February 24, 2014, 04:52:39 pm
Pancaek - Team C leader - inside bunker 4

Quote from: pancaek-> team B
Allright guys, first contact. Keep your eyes open. Don't fire just yet, but try to get an idea of what we're dealing with here. And for all that's holy, get into cover.

Take cover. Peek out of cover just enough to look around to where the enemy landed. If possible, use one of the fingertip cameras of the robobody to minimize silhoutte.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Kriellya on February 24, 2014, 04:56:15 pm
Armor, huh? Hey Miyamoto, want to bake some tank pilots for me?

Stay in the bunker's cover, prepare to defend the squad with the manipulator.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Toaster on February 24, 2014, 05:00:10 pm
Lars nods.  "Yes, Miracles of Steve.  I heard him explaining once to Brother Anton that it was power beyond the ken of mere mortals.  Use it and rejoice!"
Title: Re: Mission 12: The Defense of Hephaestus
Post by: NAV on February 24, 2014, 05:01:33 pm
Lars mutters a quick prayer as he glances out into the dust.  He begins with orders to his team.  "Brothers, stay in your position and find targets.  Hold your fire until the order is given.  I do not believe we are armed for battlesuits or greater, beyond Felix and his Miracles of Steve, so let ushold."

He then messaged General Miyamoto.


Quote
General Miyamoto,

Hostiles nearby.  We await your command to fire.

Scope targets, pick a juicy one.  Hold fire until ordered.
Whats this you're sayin about me not being made of pure destruction? I betcha one token I get the highest kill count.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Radio Controlled on February 24, 2014, 05:05:20 pm
Miyamoto, Team C leader, preparing for battle.
Spoiler: cheatsheet (click to show/hide)

Quote
Team H - "Lemming"
Marcius idles for now. Waiting. Waaaiiitiiinnnggg.
for now, standby orders to Reinforce wherever we are hard pressed.
Seriously, I could easily add you to a team right now so you can start playing again. Don't you wanna get going before the boarding begins?

Quote
Sod squad sent to (which letter is that?) bunker.
Added numbers to each bunker to make it easier to tell them apart. Image on wiki updated.

Quote
>The first troops are on the ground.  Concentrated near Teams C, D and B, outside our frontlines, moving inward. Reading indicate infantry and armor, numbers unknown.
"Understood. One ass kicking, coming up."

Do/check the following things:
-Make sure imaging drones are up and running, feed their image to all the troopers and static defenses. Keep 3 or so in reserve at shipyard.
-Ask Steve what the two Steve bots we bought ourselves are doing now (are they still hunting drop pods?), and if we can order them back if needed.
-Point one heavy defense gun towards the enemy forces attacking team B, and one at the ones attacking team D. Fire.
-Send 2 mortar-on-rails to each of the bunkers where the enemy is coming at. Fire when ready.
-Order team C sods inside the bunker, hold fire until artillery opens up.
-Use cameyes to get a better view of the enemy, send feed to squadmates.
-charge up dynamic CON bonus, if still allowed.

Quote
General Miyamoto,

Hostiles nearby.  We await your command to fire.
"Help is incoming. Hold fire until artillery is there and starts firing, when they do fire as well. If you spot battlesuits or other heavy armor, tell Milno and He'll send in some troopers from Team G."

Miya opens up a general comms channel.

"Well, it seems we gave 'em a black eye just now, and now they're coming to repay us in kind. Everybody, load your weapons and get into position. Team leaders, check on your squad, don't forget to use your sods, and keep me informed.

Remember men, today, we are fighting the UWM. That means no retreat, no negotiating a peace, no surrendering. Cause if they win they'll kill us all, regardless of who you are or what you did.

Today, we win or we die."

After that general message, he contacts a few people in person.
Quote
Await Mr. Miya's orders.
"Get inside the bunker. Lay low until you they get in closer. Whatever you do, keep the attention away from you, the sods can distract them so you can use your manip."

Quote
"Sure. Sending just a sniper squad unless someone feels like taking up guard duty with them. Heads up, the old man in a battlesuit said he wanted to perch somewhere to look useful and I let him."


"Noted. Make sure your team is ready to reinforce when needed, if the enemy has battlesuits then those teams will probably need some extra firepowere to take 'em out. Oh, and send a sniper team to a tower near team C. Tell them to take cover somewhere concealed and to open fire once team C engages the enemy directly."

@ team F and E leaders: "Hold position for now, keep eyes peeled for flanking forces. They might fan out once the artillery opens up, so be ready."

@ Anton: "Keep our ships grounded for the moment, but make sure they are ready for takeoff. Gonna deploy them once I have a better view of the situation."

Armor, huh? Hey Miyamoto, want to bake some tank pilots for me?
""Sure, but we'll wait until the mortars have opened up to start shooting.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: swordsmith04 on February 24, 2014, 05:26:31 pm
Lars nods.  "Yes, Miracles of Steve.  I heard him explaining once to Brother Anton that it was power beyond the ken of mere mortals.  Use it and rejoice!"

"...If you say so."
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Sean Mirrsen on February 24, 2014, 05:27:42 pm
@ Sean: "Keep our ships grounded for the moment, but make sure they are ready for takeoff. Gonna deploy them once I have a better view of the situation."
((Does that mean Anton or Sean, because I am getting confused sometimes.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Alarith on February 24, 2014, 05:30:56 pm
Jack Catar-Team B
If not already in cover, move to cover. Ascertain threat.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Radio Controlled on February 24, 2014, 05:37:18 pm
@ Sean: "Keep our ships grounded for the moment, but make sure they are ready for takeoff. Gonna deploy them once I have a better view of the situation."
((Does that mean Anton or Sean, because I am getting confused sometimes.))
Darn, wrong name. Fixed.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: syvarris on February 24, 2014, 06:26:30 pm
Team B "Platypus" Medic, Steve Saint

Dynamic AUX bonus: +/-1

Hide deep inside the bunker, preferably near both the exit we'd use for retreating, and my strange machine. 

If any of my teammates are shooting this turn/doing this wouldn't take effect this turn, do this:
Spoiler: HUD (click to show/hide)

If my team follows their freaking orders and holds fire, continue to charge an AUX bonus for the aforementioned HUD.

As Saint typed frantically on his wristpad, he spoke into his team's comms.
Okay people, I'm trying to set up a heads-up display for you.  It should make target acquisition a tad easier.  In the meantime, you can use the bunker's cameras and the UAVs to view the battlefield without sticking your head up.

Everyone, leave battlesuits to Pancaek.  Their armor is way too heavy for anything you've got, but it's irrelevant to him.  Yes, I mean you too, Jack and Stacy.

Pancaek, heating the whole damn thing up by twenty degrees for five to ten seconds is pretty easy, and is guaranteed to send the pilot into a coma if it doesn't kill them outright.  And they'll die before long even if it's only a coma.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: smurfingtonthethird on February 24, 2014, 06:54:11 pm
Team F- Blobfish
Take cover if already not in cover. Keep eyes open.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: renegadelobster on February 24, 2014, 08:13:45 pm
Thaddeus-Team E "Aye-Aye" Grunt

Get in cover, look for flanking forces. Charge a CON bonus.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Powder Miner on February 24, 2014, 08:33:53 pm
"Got it."
Dominika gets behind cover in a prone position, readying her weapon and looking around for targets
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Tack on February 24, 2014, 08:48:39 pm
Team E

((In the last two turns I bought grenades and buried a satchel charge. M'got skipped.))

Wait with rest of team, outside explosive radius. Ready gauss rifle
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Doomblade187 on February 24, 2014, 08:55:38 pm
Denzel Gaunt- Team E Leader

"Glad to see you guys get the idea. Get down and get ready."

Take cover, keeping one eye on the land around us (use cameye functions), and ready a conventional weaponry bonus.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: PyroDesu on February 24, 2014, 09:10:52 pm
Team A; "Ostrich" - Simus, Team A Leader - Hephaestus HQ Control Center
Spoiler: Simus Quicksheet (click to show/hide)

Quote from: Simus>Team A
All right, looks like the UWM's initial force, or what's left of it once Steve got done with their drop pods, has landed. Keep your guns up and eyes open, Team A, I'll alert you when UWM troops breach into the hallway that contains the entrance to the Aurora. In the meantime, the base is going into lockdown.

Initiate HQ lockdown (All the doors are sealed, and other such lockdown measures).

Quote from: Simus>Miyamoto
Team A is set up. Leo and Joseph are with the Sod Squad on the Aurora side of the only entrance tunnel, Charles and his turret are set up at the elevator to the control room, and I'm in the control room myself, monitoring what I can.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: GreatWyrmGold on February 24, 2014, 09:28:08 pm
Quote
Await Mr. Miya's orders.
"Get inside the bunker. Lay low until you they get in closer. Whatever you do, keep the attention away from you, the sods can distract them so you can use your manip."
Grate nods, nervous about using the space magic again.
C'mon, what's the worst that could happen?
...
...
...
...
What?

Editing action once I find it.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Toaster on February 24, 2014, 11:04:47 pm
Lars turns toward Dubley with a slightly confused look.  "We are killing in the name of the Most Glorious Steve.  Is that not reward enough, to serve directly under our God?"

Looking down, Lars nodded as he received the message from the General.  "Men, our orders are to hold fire until the artillery starts hitting.  If we have battlesuits or other heavy targets, I shall call for reinforcements.  May Algis cover us all with his shielding hands."


Title: Re: Mission 12: The Defense of Hephaestus
Post by: Corsair on February 25, 2014, 12:09:41 am
"Steve did something for the mining laser come through? because otherwise I am going to be throwing stones"
ask, get thing take mining laser to chokepoint using thing, else go to choke point and grab a weapon off of simus
Quote
I may need to take you up on the offer of a weapon
missed me
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Sean Mirrsen on February 25, 2014, 12:42:00 am
Anton Chernozorov, Team G "Cassowary" engineer.

Anton watches the sky erupt in fire and smoldering rain.

"Красота-то какая. Лепота! It's a bad time to be an incoming attack ship, that's for sure."

@ Anton: "Keep our ships grounded for the moment, but make sure they are ready for takeoff. Gonna deploy them once I have a better view of the situation."

"Way ahead of you, chief. All ships are prepped and ready to fly. You can take out Tweedledee and Tweedledum anytime, and the Party Wagon is technically slaved to Team Cassowary, but I think Milno won't mind if you take direct control of it if you need to nuke something. The Southern Cross should probably stay grounded unless you really need it, it's got good firepower but will be a sitting duck in atmo. And of course our ace in the a-hole should stay there unless we've got nothing else that works. All ships might take a minute to spool up and go, so keep that in mind."

Idly chat with Miyamoto, admire fireworks.
See if it's possible to pre-check the Party Wagon and keep it on "hot take-off", so it doesn't need to waste time spooling up. We've got a war here, after all.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Empiricist on February 25, 2014, 03:29:03 am
Team A; "Ostrich" - Charles, Team A Second-in-Command - Hephaestus HQ Chokepoint 2

Charles examines the corridor and begins thinking, bold text and thoughts alike mingling within his mind to optimize a compromise between area denial and coverage of a turret firing sequence. [Charge dynamic CON bonus] He had, ironically, no delusion as to his rather poor capability to predict the UWM force's entry movements and intercept them with turret rounds, however, what he could do was cut off their route in or at least narrow it using the area denial rounds whilst concealing himself and his turret behind the infernal flames and noxious fumes. At the very least, it could buy Simus and everyone else a little more time.

Spoiler: Charles Quicksheet (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Knight Otu on February 25, 2014, 08:00:09 am
Gorat 'Chin' Ivanos, Team E "Aye-Aye"

Get cover with the rest of the team, ready my laser rifle.

Spoiler: Gorat 'Chin' Ivanos (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Nikitian on February 25, 2014, 09:55:05 am
Maurice Sanctor - Team D Medic

Understood.
Take cover. Flip the MFM open and ready for use.

((Note to GM: The cursed knife is currently in M.Sanctor's possession, retroactively traded for 1 token ( Xan); the action took place just after the mini-mission, in the old primary mission thread.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: WhitiusOpus on February 25, 2014, 10:17:31 am
Team H - Lemmings

Marcius is stunned by the level of destruction raining down above him and in the distance. This is warfare on a scale he has never experienced before, long distance destruction completely contradictory to his previous life of close range, bloody fighting with the enemies of his Order, and the infernal Taonted that roamed his planet. He notices something peculiar...
These tactics... The markings on those shuttles... We're fighting the same people that destroyed my home... My family...

He pauses for a moment, the realization dawning on him.

those rebels that man mentioned.. Steve, was it? These are the rebels... I'm part of it now.
With this thought, Marcius feels a growing hope in his chest, and an itch to fight back against the ones who took so much from him.

Wait some more! Character build!

__________________________________________________________________________________
((Yeah, it has holes. I realize that. "But you can't see the shuttle markings, WhitiusOpus!" And "There's no way you can come to that conclusion! The battle hasn't started for realz yet!"

Leave me to my character building :P I just want Marcius to continue on with his development of "realizing he's not part of the UWM"))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: syvarris on February 25, 2014, 10:56:13 am
((Actually, the plot hole isn't in recognizing the shuttles and tactics.  That makes sense.  The plot hole is that his planet used close range personal tactics against the Altered.

Trying to use CQB tactics against Altered is like trying to kill a blender by throwing rotten tomatoes at it.  Looks pretty similar too.  There's a reason half the stuff marked as "conventional" in the armory fires nuclear rounds.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Sean Mirrsen on February 25, 2014, 11:01:19 am
((Actually, the plot hole isn't in recognizing the shuttles and tactics.  That makes sense.  The plot hole is that his planet used close range personal tactics against the Altered.

Trying to use CQB tactics against Altered is like trying to kill a blender by throwing rotten tomatoes at it.  Looks pretty similar too.  There's a reason half the stuff marked as "conventional" in the armory fires nuclear rounds.))
((Maybe his planet was Krypton?

Or Asgard..))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Toaster on February 25, 2014, 11:08:16 am
((Or the past was romanticized.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Caellath on February 25, 2014, 11:17:51 am
(((@piecewise: I think the "upper right bunker" is the one half-inside the aurora at the upper right side of the defense plan's map.))

Team G "Cassowary" (Reserve) - Milno "Honey Badger" Enedrasi - Leader

"Noted. Make sure your team is ready to reinforce when needed, if the enemy has battlesuits then those teams will probably need some extra firepowere to take 'em out. Oh, and send a sniper team to a tower near team C. Tell them to take cover somewhere concealed and to open fire once team C engages the enemy directly."

"Haven't had to slap anyone awake so I suppose they're fine."

Send a sod sniper team to a tower near team C. Tell them "to take cover somewhere concealed and to open fire once team C engages the enemy directly".
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Radio Controlled on February 25, 2014, 04:36:47 pm
Quote
Team A is set up. Leo and Joseph are with the Sod Squad on the Aurora side of the only entrance tunnel, Charles and his turret are set up at the elevator to the control room, and I'm in the control room myself, monitoring what I can.

"Confirmed. Let's hope the enemy doesn't wander in there somehow, but if they do you should be able to hold them of until help arrives."

Quote
"Way ahead of you, chief. All ships are prepped and ready to fly. You can take out Tweedledee and Tweedledum anytime, and the Party Wagon is technically slaved to Team Cassowary, but I think Milno won't mind if you take direct control of it if you need to nuke something. The Southern Cross should probably stay grounded unless you really need it, it's got good firepower but will be a sitting duck in atmo. And of course our ace in the a-hole should stay there unless we've got nothing else that works. All ships might take a minute to spool up and go, so keep that in mind."
"Excellent."
Title: Re: Mission 12: The Defense of Hephaestus
Post by: piecewise on February 25, 2014, 04:37:32 pm
TEAM A
Team A; "Ostrich" - Simus, Team A Leader - Hephaestus HQ Control Center
Spoiler: Simus Quicksheet (click to show/hide)

Quote from: Simus>Team A
All right, looks like the UWM's initial force, or what's left of it once Steve got done with their drop pods, has landed. Keep your guns up and eyes open, Team A, I'll alert you when UWM troops breach into the hallway that contains the entrance to the Aurora. In the meantime, the base is going into lockdown.

Initiate HQ lockdown (All the doors are sealed, and other such lockdown measures).

Quote from: Simus>Miyamoto
Team A is set up. Leo and Joseph are with the Sod Squad on the Aurora side of the only entrance tunnel, Charles and his turret are set up at the elevator to the control room, and I'm in the control room myself, monitoring what I can.
From deep inside the subterranean halls of the new head quarters, amidst the glow of computer monitors and back lit keyboards in the control room, you initiate lockdown. Blast doors, some several feet thick, seal not only the outside entrances but any subterranean entrances as well, completely separating the base from the outside world.


Team A; "Ostrich" - Charles, Team A Second-in-Command - Hephaestus HQ Chokepoint 2

Charles examines the corridor and begins thinking, bold text and thoughts alike mingling within his mind to optimize a compromise between area denial and coverage of a turret firing sequence. [Charge dynamic CON bonus] He had, ironically, no delusion as to his rather poor capability to predict the UWM force's entry movements and intercept them with turret rounds, however, what he could do was cut off their route in or at least narrow it using the area denial rounds whilst concealing himself and his turret behind the infernal flames and noxious fumes. At the very least, it could buy Simus and everyone else a little more time.

Spoiler: Charles Quicksheet (click to show/hide)
A heavy blast door slams shut and hermetically seals with a hiss somewhere down the corridor in front of you, sealing the hall off from the outside world. You sit down next to your turret and practice controlling it, aiming down the hall and firing short, sweeping bursts in your head.

At least this way you'd have some warning when they came.


TEAM B


Stacy of Platypus - Team B Short Range Long Cooldown Murderbot

"And it's a one-two-three, what are we fighting for? Don't ask me, I don't give a damn, the next stop is Vietnam!"

Take cover! Preferably someplace where nobody will suspect me to be from long or medium range.
You cower in one corner of the bunker, covering your head and singing quietly to yourself about how awesome it is not to get blown up.

Quote from: pancaek-> team B
Allright guys, first contact. Keep your eyes open. Don't fire just yet, but try to get an idea of what we're dealing with here. And for all that's holy, get into cover.

Take cover. Peek out of cover just enough to look around to where the enemy landed. If possible, use one of the fingertip cameras of the robobody to minimize silhoutte.
You peek out of cover with one finger. The dust obscures much of the area in front of the bunker, but you can see masses of dark objects moving through the dust toward the bunker maybe 30 or 40 feet away.

Jack Catar-Team B
If not already in cover, move to cover. Ascertain threat.
You're in a bunker, which completely protects you except for a firing slit with which you can shoot from. You're pretty well covered. Also, the treat is those soldiers in the dust that are charging toward you as we speak and yet no one in the bunker seems to think it's a good idea to fire at them.

Team B "Platypus" Medic, Steve Saint

Dynamic AUX bonus: +/-1

Hide deep inside the bunker, preferably near both the exit we'd use for retreating, and my strange machine. 

If any of my teammates are shooting this turn/doing this wouldn't take effect this turn, do this:
Spoiler: HUD (click to show/hide)

If my team follows their freaking orders and holds fire, continue to charge an AUX bonus for the aforementioned HUD.

As Saint typed frantically on his wristpad, he spoke into his team's comms.
Okay people, I'm trying to set up a heads-up display for you.  It should make target acquisition a tad easier.  In the meantime, you can use the bunker's cameras and the UAVs to view the battlefield without sticking your head up.

Everyone, leave battlesuits to Pancaek.  Their armor is way too heavy for anything you've got, but it's irrelevant to him.  Yes, I mean you too, Jack and Stacy.

Pancaek, heating the whole damn thing up by twenty degrees for five to ten seconds is pretty easy, and is guaranteed to send the pilot into a coma if it doesn't kill them outright.  And they'll die before long even if it's only a coma.
Here's the deal about that aux action. Failure or overshoot could very well effect them. It's the nature of the action. So I'm gonna have you not do it for now, just in case, because you said you didn't want to do it if it could cause problems.



TEAM C


Miyamoto, Team C leader, preparing for battle.
Spoiler: cheatsheet (click to show/hide)

Quote
Team H - "Lemming"
Marcius idles for now. Waiting. Waaaiiitiiinnnggg.
for now, standby orders to Reinforce wherever we are hard pressed.
Seriously, I could easily add you to a team right now so you can start playing again. Don't you wanna get going before the boarding begins?

Quote
Sod squad sent to (which letter is that?) bunker.
Added numbers to each bunker to make it easier to tell them apart. Image on wiki updated.

Quote
>The first troops are on the ground.  Concentrated near Teams C, D and B, outside our frontlines, moving inward. Reading indicate infantry and armor, numbers unknown.
"Understood. One ass kicking, coming up."

Do/check the following things:
-Make sure imaging drones are up and running, feed their image to all the troopers and static defenses. Keep 3 or so in reserve at shipyard.
-Ask Steve what the two Steve bots we bought ourselves are doing now (are they still hunting drop pods?), and if we can order them back if needed.
-Point one heavy defense gun towards the enemy forces attacking team B, and one at the ones attacking team D. Fire.
-Send 2 mortar-on-rails to each of the bunkers where the enemy is coming at. Fire when ready.
-Order team C sods inside the bunker, hold fire until artillery opens up.
-Use cameyes to get a better view of the enemy, send feed to squadmates.
-charge up dynamic CON bonus, if still allowed.

Quote
General Miyamoto,

Hostiles nearby.  We await your command to fire.
"Help is incoming. Hold fire until artillery is there and starts firing, when they do fire as well. If you spot battlesuits or other heavy armor, tell Milno and He'll send in some troopers from Team G."

Miya opens up a general comms channel.

"Well, it seems we gave 'em a black eye just now, and now they're coming to repay us in kind. Everybody, load your weapons and get into position. Team leaders, check on your squad, don't forget to use your sods, and keep me informed.

Remember men, today, we are fighting the UWM. That means no retreat, no negotiating a peace, no surrendering. Cause if they win they'll kill us all, regardless of who you are or what you did.

Today, we win or we die."

After that general message, he contacts a few people in person.
Quote
Await Mr. Miya's orders.
"Get inside the bunker. Lay low until you they get in closer. Whatever you do, keep the attention away from you, the sods can distract them so you can use your manip."

Quote
"Sure. Sending just a sniper squad unless someone feels like taking up guard duty with them. Heads up, the old man in a battlesuit said he wanted to perch somewhere to look useful and I let him."


"Noted. Make sure your team is ready to reinforce when needed, if the enemy has battlesuits then those teams will probably need some extra firepowere to take 'em out. Oh, and send a sniper team to a tower near team C. Tell them to take cover somewhere concealed and to open fire once team C engages the enemy directly."

@ team F and E leaders: "Hold position for now, keep eyes peeled for flanking forces. They might fan out once the artillery opens up, so be ready."

@ Anton: "Keep our ships grounded for the moment, but make sure they are ready for takeoff. Gonna deploy them once I have a better view of the situation."

Armor, huh? Hey Miyamoto, want to bake some tank pilots for me?
""Sure, but we'll wait until the mortars have opened up to start shooting.

-Imaging is working as best it can for the moment.
->Engaging hostiles. If they are needed, call for them.
-Firing. The shells have some travel time and will land next turn.
-In route. They will arrive soon.
-Already in there (I assumed everyone was in their bunkers) and holding fire.
-It's a bit hard to see, even with the cameyes, but it looks like the forces moving toward you consist entirely of humanoids, sods most likely. You can't pick out any armored troops.
-You steady your aim.



TEAM D

Dubley -Team D

Type 1337 into the number gun. Glance at the lcd screen. Aim at an advancing silhouette. (Dynamic bonus)
Bro Lars, any orders? I see some enemy meatbags.
You type in 1337 on your numgun. The screen reads 1337 as you aim it out the firing slit toward the advancing forms in the dust.

Felix Grant, Team D "Marabou" - Inside the Team D bunker


Felix makes sure that he is in cover, and pulls out "his" Gauss rifle, flicking the safety off. When the artillery arrives, instead of firing the rifle, he activates his amp and freezes a 30cm sphere, centered on the nearest sign of movement through the duststorm.

Well, that shell is gonna take a good 15-20 seconds to get here. It's got miles of desert to cross in a long parabola and it weighs as much as a traincar filled with lead, so you might wanna duck.

Maurice Sanctor - Team D Medic

Understood.
Take cover. Flip the MFM open and ready for use.

((Note to GM: The cursed knife is currently in M.Sanctor's possession, retroactively traded for 1 token ( Xan); the action took place just after the mini-mission, in the old primary mission thread.))
(we'll worry about inventory management when you guys aren't about to get shot at.)
You take cover up against the wall, just under the firing slit, with your MFM open and ready to break physics.



Another bunker full of people with an aversion to shooting. How odd.




TEAM E



Thaddeus-Team E "Aye-Aye" Grunt

Get in cover, look for flanking forces. Charge a CON bonus.
Well, the bunker's firing slit doesn't have much in the way of sideways visibility, but you can't see anything for now. The shuttles are still coming though. You point your gun out of the slit and wait.



Team E

((In the last two turns I bought grenades and buried a satchel charge. M'got skipped.))

Wait with rest of team, outside explosive radius. Ready gauss rifle
You mean the Molotov that I said you got? As per satchel charge, what kind and buried were?

You're in a bunker, pointing a gauss rifle out at a bunch of dust and nothing.




Denzel Gaunt- Team E Leader

"Glad to see you guys get the idea. Get down and get ready."

Take cover, keeping one eye on the land around us (use cameye functions), and ready a conventional weaponry bonus.
Gorat 'Chin' Ivanos, Team E "Aye-Aye"

Get cover with the rest of the team, ready my laser rifle.

Spoiler: Gorat 'Chin' Ivanos (click to show/hide)
You are also in a bunker, pointing a laser rifle out at dust and nothing. For now.




TEAM F



Xan Team F

Commands, Morul?

Observe the enemy while taking cover.
No enemy to observe right now, just lots of dust and nothing. Give it a second. Have to kill of other people first.


Auron, team F.

Take cover in the bunker and try to get a visual on enemy tanks/battlesuits.
 
Charge brainpower.

Nothing coming your way yet; you can't see the stuff assaulting B team because of the bunker slit doesn't let you look anywhere but forward and a bit to the side. And B team's bunker is a good distance away to the side and a bit behind you.




Team F: Blobfish

"Hold position for now, there could be a second wave incoming any second, and we don't want to get caught out of position. Besides, if they need assistance, that's what the rapid response teams are for."

Hold position, and examine the area we're in for choke points, places to hide a sharpshooter, etc.
Uh, well there's not a lot of choke points on this perfectly flat plain with mountains several miles away.

Team F- Blobfish
Take cover if already not in cover. Keep eyes open.

You're in a bunker, so you're in cover. And I'll assume your eyes are open.


TEAM G



Flint Westwood - Team G (Reserve)

"You're the boss Steveman." replied Flint as he stared upwards. He instinctively took a step back inside the bunker when the debris started falling before stepping out once more.

This is nothing. You've seen special effects 10 times as good as this. You've survived against Urban Executors and Giant Aliens. You won't be killed by a mere soldier. He thought to reassure himself. Besides, Gilgamesh has seen stuff way worse than this. He was designed for this. For war. He can take it. He sighed. You just have to let go.

@Team: "I'm going to go find a vantage point. Make sure I can see what's going on around here, be able to see whoever needs help and be able to get there quickly. Anybody wants a ride? Any objections team leader?"
"Nah, you can go check things outside but remember the reserve team's job isn't playing the hero on a whim. Don't get yourself killed before you're actually needed somewhere critical."
"Roger that, Mother Badger." said Flint with a small salute before firing the battlesuit's rockets and flying away.

Again, try to find a nearby vantage point, one that has cover. Lay down if it would help provide more cover. (I'm not seeking cover for protection. I'm looking for concealment so that I don't look like a juicy target.)

If smoke and dust provides sufficient cover, get up and use cameyes and those spy drone things Miyamoto has flying over the battlefield to scan for targets.
If smoke and dust doesn't provide sufficient cover, remain in cover and use one of my hand cameras and those spy drone things Miyamoto has flying over the battlefield to scan for targets.

Inform Steve of any dangerous targets or large concentrations of enemies I see so that he can take them out with artillery.
If big target found (battlesuit, tank, etc.), artillery can't hit it and I'm within range and have line of sight, switch Rainbow Cannon to Red mode, take aim and prepare to snipe/fire.


((Too bad I can't get squadshight...))

Well, you're in a park full of trees thats shrouded in dust right now, so you'll probably be fine.

As per targets, there aren't any near you (You're in the center of the area, remember) but it looks like there's a larger target out near B team.

Jim, Team G

Jim looks for cover to get into, just in case.


You hide behind a tree.
Lyra, Team G

I pad on over to Jim and sit on his right foot.
You hide behind a jim.

Anton Chernozorov, Team G "Cassowary" engineer.

Anton watches the sky erupt in fire and smoldering rain.

"Красота-то какая. Лепота! It's a bad time to be an incoming attack ship, that's for sure."

@ Anton: "Keep our ships grounded for the moment, but make sure they are ready for takeoff. Gonna deploy them once I have a better view of the situation."


"Way ahead of you, chief. All ships are prepped and ready to fly. You can take out Tweedledee and Tweedledum anytime, and the Party Wagon is technically slaved to Team Cassowary, but I think Milno won't mind if you take direct control of it if you need to nuke something. The Southern Cross should probably stay grounded unless you really need it, it's got good firepower but will be a sitting duck in atmo. And of course our ace in the a-hole should stay there unless we've got nothing else that works. All ships might take a minute to spool up and go, so keep that in mind."

Idly chat with Miyamoto, admire fireworks.
See if it's possible to pre-check the Party Wagon and keep it on "hot take-off", so it doesn't need to waste time spooling up. We've got a war here, after all.

Possible, but you'd need to go get inside it to do such a thing. Also, is anyone even over by the shipyard? The reserves are all sitting in the center and the nearest bunker is D team, which has enemies running at it now.



(((@piecewise: I think the "upper right bunker" is the one half-inside the aurora at the upper right side of the defense plan's map.))

Team G "Cassowary" (Reserve) - Milno "Honey Badger" Enedrasi - Leader

"Noted. Make sure your team is ready to reinforce when needed, if the enemy has battlesuits then those teams will probably need some extra firepowere to take 'em out. Oh, and send a sniper team to a tower near team C. Tell them to take cover somewhere concealed and to open fire once team C engages the enemy directly."

"Haven't had to slap anyone awake so I suppose they're fine."

Send a sod sniper team to a tower near team C. Tell them "to take cover somewhere concealed and to open fire once team C engages the enemy directly".
It will take a bit for them to get there, but they're enroute.


TEAM PEOPLE WHO DIDN'T PUT THERE TEAM IN THEIR POST

No. Preface your posts with your team. It's in the OP and it is the only way I can easily keep track of everyone. You spend this turn being useless.






Unlike the strangely pacifist or at least hesitant occupants of bunkers B C and D, the advancing UWM forces have no freaking qualms with just open fire blindly as they advance.

Bunker B:
Laser fire burns small black scorch marks against the walls of the bunker and gauss rounds ricochet and impact like sledgehammer blows. Out of the dust charges a group of sods, over a dozen strong. And then, behind them, the dust billows out and then parts as a Battle suit lumbers through, carrying a massive sword in one hand and a shield in the other.

Bunker C:
The gauss rounds that tear through the dust towards Bunker C aren't from a rifle, they're from a full fledged cannon, packing conventional explosive tips. The first rounds strike the sloped wall of the bunker just below the firing slit and the rest follow a lazy upward arc that sweeps across the bunker's face, blowing great holes in the reenforced supercrete and spraying bits of sod across the interior. Two sods are dead, one blown into indistinguishable chunks of oozing red and dull metal, another laying in the corner with his head and half his chest missing. A third, the support trooper, is injured, missing his left arm from the elbow down but has already begun to cauterize the wound.  Grate and skylar are fine, hidden behind Miyamoto, who could care less about conventional explosives less then a kiloton.  A great hole has been opened on the left side, forward face of the bunker, a gash 7 feet tall and 3 wide, where the majority of the rounds hit.

Out of the dust strides a sod in an exoskeleton, reloading the gauss cannon as he walks, flanked on either side by a half dozen regular sods.

Bunker D:
The mass of black shapes, quite large by the look of it, seems to split as it moves towards the bunker, half moving off toward the east, and the other half moving toward the bunker. As the shapes get closer, the occupants of the bunker hear something. A dull hum. A cutting laser, unseen, except for the molten path it leaves across the outside walls, sweeps randomly across the bunker, occasionally hissing through the firing slit and into the room.

Dubley's left arm just falls off, sliced clean through near the shoulder, and The heavy Weapon's Sod and Second Grenadier collapse in puffs of boiling flesh and blood, head sliced in half and cleaved through the torso respectively.

The sods that punch through the dust are average looking, only 4 or so, but lead by a fifth decked out in an exoskeleton and wielding a cutting laser.



> New movement Detected toward Team E and Team F bunkers. Team E appears to have a larger force incoming then Team F.

Something much larger then a normal shuttle punches through the clouds, burning from a dozen places, and crashes down in the distance toward the North, vanishing into a ball of flame, smoke and dust. In the far distance, the distant rumble of artillery cannons can be heard.





Coming next turn: (Remind me if there's shit in transit I forgot)

Artillery strikes landing Near Bunker B and D
Sniper squads arriving near Team C bunker
Artillery Guns moving to Bunker B and D
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Tavik Toth on February 25, 2014, 04:48:27 pm
Jack Hansan, Team B, ThunderTron pilot.

Fire any onboard weapons at any visible enemy troops if possible.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Radio Controlled on February 25, 2014, 04:52:39 pm
((@ pw: I'm pretty sure we didn't open fire yet because we all though the enemy was much farther away. You never really gave an indication they were that close already, I personally thought we'd have at least one turn before they were in firing range. Had you told us they were pretty much in spitting distance from the start, I'm sure we'd all have opened fire immediately. I mean, going from
Quote
>The first troops are on the ground.  Concentrated near Teams C, D and B, outside our frontlines
The area around the base, the cradles and the bunkers has become a swirling mess of dust and smoke from the impacts of debris, and the men stationed in the bunkers can see little but vague shapes moving beyond them.
I thought they were still quite far away. It's only this turn you started to give any actual numbers indicating how far away they were. 30 to 40 feet (= 9 to 12 meter) is really really close for drop pods/shuttles to land troops, from your descriptions I though the enemy was something like 330 feet (= 100 meter) away at least.

Oh well, nothing to do but to continue now I guess. Still, it's sad to lose good soldiers (4 out of 25, or about 16% of our light sods. Not a great loss, but a waste nonetheless) due to a misunderstanding between gm and players. I'd ask you to reset to the previous turn to make up for the misunderstanding, if not for the fact that writing that turn must've taken ages. And I guess retconning those sods back to life wouldn't be acceptable?))

Miyamoto, Team C leader, shooting sods.
Spoiler: cheatsheet (click to show/hide)

Shoot with Piezoelectric shard launcher at the gauss cannon sod, sweep heavy laser in an arc at the regular sods if the gauss cannon one is dead, if not hit him with the laser as well. Our own sods also open fire, focus on the gauss cannon trooper if Miya doesn't manage to kill him, otherwise pick targets of opportunity (btw, Miya has a dynamic con bonus from previous turn, and shouldn't get a penalty for dual wielding if my previous research is correct).

Send one imaging drone towards where that thing crashed in the north.
Let Steve take over the two big artillery guns and let him pick targets at will and fire (or do you want us to pick out what to shoot at every turn?)


Quote
Coming next turn: (Remind me if there's shit in transit I forgot)

Artillery strikes landing Near Bunker B and D
Sniper squads arriving near Team C bunker
Artillery Guns moving to Bunker B and D
1 sniper squad should be going to bunker 2, another sniper squad should be going towards a tower near bunker 1
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Toaster on February 25, 2014, 04:56:45 pm
((Dooops.  Didn't change anything really.))

Brother Lars - Team D Leader


Lars begins yelling into the coms.  "FIRE!  For yea, the glorious gods of the Pantheon surely are smiling down upon us.  Praise Ingram, for his glory shall flow out through your weapons!  Sing praises to him with bullet and laser!  May Algis shield us all, and let Steve's light shine everywhere!"

FIRE!  Start shooting targets, starting with the most dangerous looking ones (IE that exoskeleton).  Sods are to engage at will.

Also grab the rocket launcher IF Dubley can't handle it with his one arm.  Otherwise, grab the grenades from the grenadier. the EMP and one smoke grenade.  The remaining Sods can get the rest as they have the chance.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Harry Baldman on February 25, 2014, 04:58:52 pm
Stacy, Team B Platypus

"And it's-a five, six, seven, open up the pearly gates! Well, there ain't no time to wonder why, whoopee, we're all gonna die!"

Use HEP to shootify, burn and possibly mutilate advancing enemies. Preferably the sods. Try to get as many as possible.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: NAV on February 25, 2014, 05:13:13 pm
Dubley- Team D "Marabou"

Ow fuck. Oh wait, I'm a robot. MALFUNCTION DETECTED.
Shoot the leader sod with the numbgun (1337, dynamic bonus). Dive and roll, while holstering the gun. Grab the dead heavy weapon sod's rocket launcher.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: SeriousConcentrate on February 25, 2014, 05:16:27 pm
Jim, Team G

Jim looks for better cover than a tree for himself and Lyra, unless Milno asks him to do something. Then I'll probably strikethrough this and figure out what to do instead.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Parisbre56 on February 25, 2014, 05:18:08 pm
Flint Westwood - Team G

"Big target spotted near team B. Permission to engage?"
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Pancaek on February 25, 2014, 05:23:04 pm
Pancaek - Team B leader -Bunker B

"it's a battlesuit"
"I know"
"Well do something already, you useless hunk of metal!"


Pancaek opens comms to his Team

"Allright, I see about a dozen sods and a single close range battlesuit. Now, I'm not big on tactics, but something tells me if that battlesuit gets through and starts fucking up our bunker, this shit is going to go Fubar real soon. So here's the plan: Steve, stay in cover and keep looking around to see if I missed any hostiles. Clunkbot and others , shoot the incoming sods. I'm not sure wether or not clunkbot's weapon can get through battlesuit armor, but I'll be taking a shot at thing myself anyway, so just focus on the sods right now. Remember, right now they've only got these small slits to shoot us through, so don't linger and give them more oppertunity than you need to.

Quote from: Pancaek -> Miyamoto
We've got contact, around a dozen sods and one battlesuit with a sword and a shield. I'm tackling the battlesuit and having the guys get the sods. Any chance I'm getting some fire support?

Stay in cover, just using the finger to look around. Heat up a one foot sphere in the center of the battelsuit where the pilot would be, by about 150 degrees. If this does not work the first time, try again.  If somehow the battlesuit gets destroyed before I get to attack it, heat 1 foot sphere in center mass of sods, one by one.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Radio Controlled on February 25, 2014, 05:26:47 pm
Quote
"Big target spotted near team B. Permission to engage?"
((This is adressing Milno, right? Not sure really. If to Miya, then sure.))

Quote
We've got contact, around a dozen sods and one battlesuit with a sword and a shield. I'm tackling the battlesuit and having the guys get the sods. Any chance I'm getting some fire support?
Artillery is incoming, should get there any minute.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Lenglon on February 25, 2014, 05:29:43 pm
Lyra, Team G

Be carried around by Jim, prep Microwave Amp for later use.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Pancaek on February 25, 2014, 05:33:02 pm
Quote
We've got contact, around a dozen sods and one battlesuit with a sword and a shield. I'm tackling the battlesuit and having the guys get the sods. Any chance I'm getting some fire support?
Artillery is incoming, should get there any minute.
Quote from: Pancaek->Miyamoto
Appreciated, here's hoping they won't accidentally shell our bunker. Fingers crossed.

Pancaek opens comms to his team once again

"I just got word from General De Bergerac, we've got artillery support incoming. Let's hope it's effective, eh?"
Title: Re: Mission 12: The Defense of Hephaestus
Post by: swordsmith04 on February 25, 2014, 05:38:11 pm
Felix Grant, Team D "Marabou" - Inside Bunker Five


If the arrival of the artillery shell is dangerous to those inside the bunker, Felix ducks into the tunnel connecting the bunker to the base. (The bunkers have those, right?) Otherwise, he uses his amp to freeze a 30cm sphere centered on that Cutting Laser Sod's head.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Kriellya on February 25, 2014, 05:42:01 pm
Skylar, Team C, Support (( derp, sorry about forgetting this. Clearly I should add it to my sig for the duration, so I can't possibly forget :P ))


Defend the squad from further fire. Stay prepared for defense if no more fire is incoming.

Be prepared to dodge out of the way if Miyamoto moves.


(( PW: Can we assume that I know about the active defense component of the MK III, courtesy a year of downtime? ))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: piecewise on February 25, 2014, 05:46:47 pm
snip

I assumed that saying you could see them through the dust would be enough to imply they were reasonably close. I mean, you can't see people through thick dust if they're really far away. Oh well. Ass out of you and me, etc.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Parisbre56 on February 25, 2014, 05:50:15 pm
Flint Westwood - Team G (Support)

"Why aren't they firing?" muttered Flint as he watched the first stages of the battle unfold.

"Sir! Permission to assist friendlies?"

Could I get on top of the sword and still be in range of the battlesuit? If yes, then can we assume I did that last turn? Because I'd prefer to be at a vantage point. Plus, I think the sword lacks cover from the South side and I could help keep an eye on that side.

Keep an eye out for anything dangerous that should be reported. If such thing is spotted, report it.

If I'm in range of the battlesuit, fire. If I'm not, close in until I am in range and then fire. Rainbow Cannon, Red Mode, a sweep from left to right, trying to hit as many enemies as possible.

If the battlesuit gets taken care of before I need to fire, get in range of the big thing that landed up North, switch the Rainbow Cannon to Orange Mode and fire.

If that big thing in the North gets taken care of or remains inert for the moment, just go help the team that needs it the most. Use both Industrial Mining Laser and Rainbow Cannon in Blue,Green and Yellow modes, as the situation demands (to maximize damage against enemies while minimizing the chance of accidentally hitting allies and the amount of energy wasted). Also be sure to keep an eye on the battlesuit's energy levels. If it starts getting low, stop using the Rainbow Cannon and just use the Mining Laser.

Inform Team Leader (Milno) of what I'm about to do. If Team Leader objects, do not do the action with which the team leader objects. Instead stay in the South side of the Sword and watch for big juicy targets to snipe with Red mode.

Can I get a description of the Violet Mode? I assume I would have tested it sometime during the timeskip. It's the only mode I don't have a description of and I would like to know if it could be useful in this situation.

Do not accept any HUD updates unless they are checked and cleared by Steve. Everybody knows Alpha releases are buggy and I wouldn't want my battlesuit shutting down in the middle of combat.

((Sorry for the long action. Don't know what the distances are, what I can see, etc. and it's not possible for us to get a detailed map so I can't know exactly what's going on. Hence the use of many conditional actions. Trying to avoid what happened last turn.))

((I still think there's potential for miscommunication, but I'll stop editing this post now for the sake of not making it huge.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Radio Controlled on February 25, 2014, 05:53:20 pm
snip

I assumed that saying you could see them through the dust would be enough to imply they were reasonably close. I mean, you can't see people through thick dust if they're really far away. Oh well. Ass out of you and me, etc.

Indeed, you can't see very far in thick dust. But how far they actually are from us, and being able to shoot at them depends how far away that dust irself is. I thought said dust was several dozen meters away or something, and that we saw them moving inside that, meaning that even though they'd be on the edge of that thick dust, they were still a good bit away from the bunkers themselves. Oh well, it happens I guess.

The big reason I feel 'sad' about this is that, after all that planning and preparing and drumming up inactive players and discussing RU and strategising and placing bunkers on maps, we lose our first turn due to a silly miscommunication. I don't mind losing sods or the battle going against us for a moment, that's the nature of war, but the way it happened is just really unfortunate.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: GreatWyrmGold on February 25, 2014, 05:55:35 pm
Team C

Grumble with that special irritation that happens when you can't think of any justification for it.

Drop the extra laser rifle in the bunker for anyone who needs it.
Retroactively have grabbed this.



Assume that I stayed in the bunker and laid low as Mr. Miya requested.

Request orders as follows:

"MISTER MI-MOTO! WHAT DO I DO?"
If he doesn't respond or responds with the obvious orders, begin shooting sods.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Xantalos on February 25, 2014, 05:59:49 pm
Team F

Quote from: To Team F
I will knock the hostiles over when they're in range. Neutralize them afterward.

Use Mass Manipulator Amp to send out a pulse of sufficient strength to knock hostiles on their asses once they come into view.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: smurfingtonthethird on February 25, 2014, 06:15:02 pm

TEAM F
Prepare for shootin idiots on their asses. Conserve ammo!
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Corsair on February 25, 2014, 06:33:12 pm
TEAM A
"Steve do you have that solution for the mining laser?"if available grab solution otherwise haul ass to designated position after collecting weapon from simus
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Unholy_Pariah on February 25, 2014, 06:56:15 pm
Auron, team F.

Check dust cloud with thermal and echolocation visual filters.

Remain in cover as much as possible, utilise my charged brainpower to heat up a one foot sphere within the enemy leaders chest cavity.


Kinda hoping for an overload... but doubt im gonna get one with my +1 uncon and dynamic bonus.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Tack on February 25, 2014, 07:29:03 pm
Team E
Teal nods, nudges Gorat with his elbow, and trots off to Bury a satchel charge in the field to the right side of the mustard gas pillar.
((And cool. Molotov cocktail is great. thanks.))

Hearing the sounds of gunfire, Teal suddenly has a thought.
He points at the mustard gas pillar as thought to say "What's to stop suited people just walking through it?"?
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Alarith on February 25, 2014, 07:59:47 pm
Jack Catar-Team B
"Sounds like a plan.  I'm glad we have some heavy weapons, because I'm not equipped for that.  Firing at sods.
Open fire on the sods.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Toaster on February 25, 2014, 08:25:29 pm
Grab the dead heavy weapon sod's rocket launcher.

((One handed?

In any case, I'm going to edit in some supply grabbing.  Dead can't use it, etc etc))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: kisame12794 on February 25, 2014, 08:31:34 pm
Team F: Blobfish

"Weapons free, fire at will. Pick your shots carefully."

Address one of the Sods.

"Scenario, incoming Battlesuit. You are armed with a gauss rifle and laser rifle. List locations where a hit will do the most damage."

If Xan's plan fails, create a fast moving blade of force 5mm thick, and twelve meters across directly in front of the bunker with the intent of slicing the incoming force in half at the waist. If the force is not visible, charge brain for that action.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Powder Miner on February 25, 2014, 09:29:28 pm
TEAM F, BLOBFISH:
"I'm going to prematurely detonate any explosives I see. Or just shoot shit."
Dominika gets into position to fire at anything that gets within range of her laser rifle. Beforehand, though, she tries to fry anything explosive-looking in the enemy forces via microwave, otherwise... brain-charging?
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Empiricist on February 26, 2014, 01:06:22 am
Team A; "Ostrich" - Charles, Team A Second-in-Command - Hephaestus HQ Chokepoint 2

Charles would have sighed if it were not for the fact that he could breath no longer, looks like he still had some more time on his hands. He begins estimating the likely paths and breaching methods, not only along the corridor but through the wall and whatnot if feasible for the attackers, he begins adjusting his imaginary firing sequence, altering it to predict movements and reactions, aiming to plan out an efficient solution to disrupt enemy firing and amp/manipulator usage by casting ambiguity upon his position with his firing yet still limiting their path. [Continue charging CON Dynamic]

Spoiler: Charles Quicksheet (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: syvarris on February 26, 2014, 01:48:21 am
Team B "Platypus" Medic, Steve Saint

Dynamic AUX bonus: +/-2

Finish work on that HUD thing for my teammates, and activate it.  Package it with my movement recording software. If I can, highlight the cockpit area of the battlesuit for Pancaek, and highlight targets for the others in such a way that they don't waste shots shooting the same people.  Also, search for targets that my team can't see, and highlight them.

Obviously, stay in cover, away from the bullet slits.


"HUD's live!  Light 'em up!

Pancaek!  Whole thing, twenty degrees, five seconds.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Phoenix Flame on February 26, 2014, 06:55:22 am
Team D - squad comamnder brother Lars

Spoiler: OOC (click to show/hide)

Quote from: from the on ship thread: if I'm not at the D rally point do this
Angel conducted a last check of his weapons and donned his suit, he probably should feel excited or nervous or something a part of him mused but the flickers of personality stirred by the shock of reawakening seemed to be quietening down again, still time was wasting and there were UWM to kill, time to get on station.


Quote from:  > Brother Lars


    Squad Commander Lars!
    MGAXT-85674/FR Reporting In.
    Ready to engage


Head for Team D Rally Point and start looking for useful vantage points with a decent amount of cover
Quote from:  Angel Loadout

    Laser Rifle + 1 spare battery
    Monofilament Razor
    Mk1 Suit
    towel

Otherwise if I am at the D rally point get to cover from the incoming shell send the following message to Brother Lars

Quote from: >Brother Lars
Squad-Commander Lars, do we have a fallback point if this location proves untenable or are we to die in place?

Keep head down, after detonation check for injury/suit breach and start aiming at nearest incoming hostile
Title: Re: Mission 12: The Defense of Hephaestus
Post by: swordsmith04 on February 26, 2014, 07:01:34 am
((You should add your team name to the top of your post. Piecewise intentionally skipped over posts without it, last turn.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Sean Mirrsen on February 26, 2014, 01:26:39 pm
Anton Chernozorov, Team G "Cassowary", engineer

"I have a suspicion that our help might be needed a lot quicker than we anticipated."

Monitor the fighting through the feeds of various imaging drones we have around. If we don't have any immediately above the incoming enemies, launch a mapping drone in that direction and see if its sensors can allow me to get a better idea of the numbers and composition of the enemy force.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Knight Otu on February 26, 2014, 01:43:59 pm
Gorat 'Chin' Ivanos, Team E "Aye-Aye"

Have the laser rifle trained on any incoming hostile. Use it to concentrate on such hostiles for amp-targeting. The most dangerous-looking hostile gets a 1-foot sphere of heat planted into the center of mass/presumed cockpit/other probable command structure.

Spoiler: Gorat 'Chin' Ivanos (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: renegadelobster on February 26, 2014, 02:22:19 pm
Thaddeus-Team E "Aye-Aye" Grunt

If any enemies come within medium or short range, fire with laser rifle. If nothing yet, keep charging that CON bonus.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Toaster on February 26, 2014, 02:47:34 pm
((I think it's safe to assume you're at the rally point.  Also, I'm pretty sure there are escape tunnels.  Requesting confirmation?))

Quote from: >Brother Lars
Squad-Commander Lars, do we have a fallback point if this location proves untenable or are we to die in place?

"We hold position as long as possible, then retreat down the tunnels and regroup."
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Caellath on February 26, 2014, 02:56:11 pm
Team G "Cassowary" (Reserve) - Milno "Honey Badger" Enedrasi - Leader

"Sir! Permission to assist friendlies?"

"Permission granted, old fart. Hope you forgot that 'make love not war' bullshit you had going last time I saw you in action."

To the rest of Team G: "Men, women and assorted freaks, it seems our pals forgot how their weapons work. We're getting into action now. I'm moving to check on Team E's situation so I'll leave you with orders until I come back. Spread out a bit so an area attack doesn't take all of you in one go, but still stick to cover and fire at any hostiles when you get the opportunity to."

"Jim, the emotional old-timer in that battlesuit may need help if he can't get things done alone; otherwise, team F's position isn't too far away in case shit hits their fan even harder."

Check if the motion sensor is any good with all the dust flying around - turn it off in case it isn't. Fly and take position atop the Sword or any nearby cradle in order to get a rough idea of Team E's situation.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Doomblade187 on February 26, 2014, 04:07:02 pm
Denzel Gaunt- Team E Leader

"Cover the ship. High danger targets first."

Cover the ship with my laser, and order the sods to cover the ship as well, shooting any threats that they can see. Priority goes to heavy weapons and armor first. Should my teammates or the sods fail in taking out a piece of heavy armor, target it with a ten centimeter sphere of heat from my manipulator aimed at the cockpit. Unless it's an Avatar of War, in which case target a weapon.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Toaster on February 26, 2014, 04:17:57 pm
((Edited my action a bit again, to both not hog grenades and also ensure the Sods have orders.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Parisbre56 on February 26, 2014, 04:37:42 pm
"Sir! Permission to assist friendlies?"
"Permission granted, old fart. Hope you forgot that 'make love not war' bullshit you had going last time I saw you in action."
" 'Old fart'? Now that's not very respectful, young man. I think you and me should have a little talk once the battle is over." said Flint with a clearly joking tone. "And by 'talk' I mean review our camera footage to find our killcount. Then we'll see who's old."

"Anyway, I have a problem with killing humans."
"Sods aren't humans."
he said that last sentence with a malicious grin that couldn't be seen but could be heard in his voice.
They're monsters. Robots made of flesh. Without a soul, no ability to think. Unnatural animals. And they're about to meet one of the best gunslingers and monsterhunters around these parts.

Now, let's reenact some of my best scenes. Always wanted to do some work with a live audience.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Unholy_Pariah on February 26, 2014, 04:38:53 pm
((Edited action to check dust with visual filters and shrink space magic effect.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: IronyOwl on February 26, 2014, 05:47:13 pm
Team G Cassowary, Sorcerous Berserker Faith


Faith cocked her head slightly. Forgot to fire weapons...?

Well, that'd be a new problem for the HMRC, or she supposed ARM now, at least.

Examine current surroundings, remember where we are in relation to the battle. Spread out a bit from allies, but stay in cover.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: piecewise on February 26, 2014, 06:05:57 pm

So...I don't really have a whole lot of time this morning because of the forum fuckery that I assumed was happening to everyone and not just me. So We're going quick.


TEAM A



TEAM A
"Steve do you have that solution for the mining laser?"if available grab solution otherwise haul ass to designated position after collecting weapon from simus
I'll be frank, no idea what you're talking about. But you're in team a which means you're safe underground for now. Send me a pm about this and we'll work it out so you don't have to waste any more turns on it.

Team A; "Ostrich" - Charles, Team A Second-in-Command - Hephaestus HQ Chokepoint 2

Charles would have sighed if it were not for the fact that he could breath no longer, looks like he still had some more time on his hands. He begins estimating the likely paths and breaching methods, not only along the corridor but through the wall and whatnot if feasible for the attackers, he begins adjusting his imaginary firing sequence, altering it to predict movements and reactions, aiming to plan out an efficient solution to disrupt enemy firing and amp/manipulator usage by casting ambiguity upon his position with his firing yet still limiting their path. [Continue charging CON Dynamic]

Spoiler: Charles Quicksheet (click to show/hide)

BONUS ONLY CHARGE TO DYNAMIC +1 NOW. IT WAS TOO OP OTHERWISE.

Also, reasonably I suppose they could dig through the stone using cutting lasers and lots of time but they're not gonna. Not unless you collapse the tunnel or give them a really damn good reason to.





TEAM B



Jack Hansan, Team B, ThunderTron pilot.

Fire any onboard weapons at any visible enemy troops if possible.


Stacy, Team B Platypus

"And it's-a five, six, seven, open up the pearly gates! Well, there ain't no time to wonder why, whoopee, we're all gonna die!"

Use HEP to shootify, burn and possibly mutilate advancing enemies. Preferably the sods. Try to get as many as possible.


Pancaek - Team B leader -Bunker B

"it's a battlesuit"
"I know"
"Well do something already, you useless hunk of metal!"


Pancaek opens comms to his Team

"Allright, I see about a dozen sods and a single close range battlesuit. Now, I'm not big on tactics, but something tells me if that battlesuit gets through and starts fucking up our bunker, this shit is going to go Fubar real soon. So here's the plan: Steve, stay in cover and keep looking around to see if I missed any hostiles. Clunkbot and others , shoot the incoming sods. I'm not sure wether or not clunkbot's weapon can get through battlesuit armor, but I'll be taking a shot at thing myself anyway, so just focus on the sods right now. Remember, right now they've only got these small slits to shoot us through, so don't linger and give them more oppertunity than you need to.

Quote from: Pancaek -> Miyamoto
We've got contact, around a dozen sods and one battlesuit with a sword and a shield. I'm tackling the battlesuit and having the guys get the sods. Any chance I'm getting some fire support?

Stay in cover, just using the finger to look around. Heat up a one foot sphere in the center of the battelsuit where the pilot would be, by about 150 degrees. If this does not work the first time, try again.  If somehow the battlesuit gets destroyed before I get to attack it, heat 1 foot sphere in center mass of sods, one by one.

Jack Catar-Team B
"Sounds like a plan.  I'm glad we have some heavy weapons, because I'm not equipped for that.  Firing at sods.
Open fire on the sods.

Team B "Platypus" Medic, Steve Saint

Dynamic AUX bonus: +/-2

Finish work on that HUD thing for my teammates, and activate it.  Package it with my movement recording software. If I can, highlight the cockpit area of the battlesuit for Pancaek, and highlight targets for the others in such a way that they don't waste shots shooting the same people.  Also, search for targets that my team can't see, and highlight them.

Obviously, stay in cover, away from the bullet slits.


"HUD's live!  Light 'em up!

Pancaek!  Whole thing, twenty degrees, five seconds.

Jack con:4+1
Stacy con:2+1
Pancaek exo:4+1+1 decom 5
Knight Con:3+1
Steve aux: 5+1+1-1
Artillery cannon: 3

Don't have time to give this a nice description but it should go without saying that the combined fire of everyone in the bunker along with pancaek heating the battlesuit and the artillery cannon landing a freaking massive shell...pretty close to where it was supposed to be completely destroys this group of sods.

Oh and Syv's attempts to make heads up displays in battle leave your HUD's all screwy and overblown because of overshoots (Dynamics only go to +1)  But it's not a big deal, you can just lift the faceplate and look out through the visor. 

Good job for now.



TEAM C



Skylar, Team C, Support (( derp, sorry about forgetting this. Clearly I should add it to my sig for the duration, so I can't possibly forget :P ))


Defend the squad from further fire. Stay prepared for defense if no more fire is incoming.

Be prepared to dodge out of the way if Miyamoto moves.


(( PW: Can we assume that I know about the active defense component of the MK III, courtesy a year of downtime? ))
(sure, but you have to activate it, and it drains fuel)

Defend them in what way? See, I ask because you've got a microwave amp as your weapon so that could mean anything from attempting to melt the bullets before the reach the bunker or killing the attackers or conjuring a wall of flame to hide the bunker while people escape etc.

Team C

Grumble with that special irritation that happens when you can't think of any justification for it.

Drop the extra laser rifle in the bunker for anyone who needs it.
Retroactively have grabbed this.



Assume that I stayed in the bunker and laid low as Mr. Miya requested.

Request orders as follows:

"MISTER MI-MOTO! WHAT DO I DO?"
If he doesn't respond or responds with the obvious orders, begin shooting sods.
You've got your laser, you've got your laser. Just roll with it. Does Miyamoto respond...Does not appear so. So shooting.

((@ pw: I'm pretty sure we didn't open fire yet because we all though the enemy was much farther away. You never really gave an indication they were that close already, I personally thought we'd have at least one turn before they were in firing range. Had you told us they were pretty much in spitting distance from the start, I'm sure we'd all have opened fire immediately. I mean, going from
Quote
>The first troops are on the ground.  Concentrated near Teams C, D and B, outside our frontlines
The area around the base, the cradles and the bunkers has become a swirling mess of dust and smoke from the impacts of debris, and the men stationed in the bunkers can see little but vague shapes moving beyond them.
I thought they were still quite far away. It's only this turn you started to give any actual numbers indicating how far away they were. 30 to 40 feet (= 9 to 12 meter) is really really close for drop pods/shuttles to land troops, from your descriptions I though the enemy was something like 330 feet (= 100 meter) away at least.

Oh well, nothing to do but to continue now I guess. Still, it's sad to lose good soldiers (4 out of 25, or about 16% of our light sods. Not a great loss, but a waste nonetheless) due to a misunderstanding between gm and players. I'd ask you to reset to the previous turn to make up for the misunderstanding, if not for the fact that writing that turn must've taken ages. And I guess retconning those sods back to life wouldn't be acceptable?))

Miyamoto, Team C leader, shooting sods.
Spoiler: cheatsheet (click to show/hide)

Shoot with Piezoelectric shard launcher at the gauss cannon sod, sweep heavy laser in an arc at the regular sods if the gauss cannon one is dead, if not hit him with the laser as well. Our own sods also open fire, focus on the gauss cannon trooper if Miya doesn't manage to kill him, otherwise pick targets of opportunity (btw, Miya has a dynamic con bonus from previous turn, and shouldn't get a penalty for dual wielding if my previous research is correct).

Send one imaging drone towards where that thing crashed in the north.
Let Steve take over the two big artillery guns and let him pick targets at will and fire (or do you want us to pick out what to shoot at every turn?)


Quote
Coming next turn: (Remind me if there's shit in transit I forgot)

Artillery strikes landing Near Bunker B and D
Sniper squads arriving near Team C bunker
Artillery Guns moving to Bunker B and D
1 sniper squad should be going to bunker 2, another sniper squad should be going towards a tower near bunker 1
(steve can fire but keep in mind theres a reload time)

Alright

Miya con:1+1..I feel like you should have more bonuses but I don't see any...
Grate con:3
sods:4

So Miya misses, embarrassingly. Catches a few standard gauss rounds in the process but doesn't care in the least. Grate sort of wounds a few people, but the sods, the two functional ones left being the heavy weapons user and a grenadier, unload onto a Frag grenade and a rocket straight into the sod in the exoskeleton and his cronies. The cannon user is dead, and there's maybe 3 functional sods left shooting at you guys. Luckily, like I said earlier, all the rolls managed to target Miya so...bad aim but good tanking skills buddy.

 
TEAM D




((Dooops.  Didn't change anything really.))

Brother Lars - Team D Leader


Lars begins yelling into the coms.  "FIRE!  For yea, the glorious gods of the Pantheon surely are smiling down upon us.  Praise Ingram, for his glory shall flow out through your weapons!  Sing praises to him with bullet and laser!  May Algis shield us all, and let Steve's light shine everywhere!"

FIRE!  Start shooting targets, starting with the most dangerous looking ones (IE that exoskeleton).  Sods are to engage at will.

Also grab the rocket launcher IF Dubley can't handle it with his one arm.  Otherwise, grab the grenades from the grenadier. the EMP and one smoke grenade.  The remaining Sods can get the rest as they have the chance.



Dubley- Team D "Marabou"

Ow fuck. Oh wait, I'm a robot. MALFUNCTION DETECTED.
Shoot the leader sod with the numbgun (1337, dynamic bonus). Dive and roll, while holstering the gun. Grab the dead heavy weapon sod's rocket launcher.


Felix Grant, Team D "Marabou" - Inside Bunker Five


If the arrival of the artillery shell is dangerous to those inside the bunker, Felix ducks into the tunnel connecting the bunker to the base. (The bunkers have those, right?) Otherwise, he uses his amp to freeze a 30cm sphere centered on that Cutting Laser Sod's head.

Team D - squad comamnder brother Lars

Spoiler: OOC (click to show/hide)

Quote from: from the on ship thread: if I'm not at the D rally point do this
Angel conducted a last check of his weapons and donned his suit, he probably should feel excited or nervous or something a part of him mused but the flickers of personality stirred by the shock of reawakening seemed to be quietening down again, still time was wasting and there were UWM to kill, time to get on station.


Quote from:  > Brother Lars


    Squad Commander Lars!
    MGAXT-85674/FR Reporting In.
    Ready to engage


Head for Team D Rally Point and start looking for useful vantage points with a decent amount of cover
Quote from:  Angel Loadout

    Laser Rifle + 1 spare battery
    Monofilament Razor
    Mk1 Suit
    towel

Otherwise if I am at the D rally point get to cover from the incoming shell send the following message to Brother Lars

Quote from: >Brother Lars
Squad-Commander Lars, do we have a fallback point if this location proves untenable or are we to die in place?

Keep head down, after detonation check for injury/suit breach and start aiming at nearest incoming hostile

Lars con:3+2
Dubley con:4
Felix exo:4+1
Angel (I'm just gonna have you shoot too) Con:5

Yeah, that plus the shell is good enough  to kill them all. Weren't many anyways. Consider your current sod problem wiped out for the moment. Though,remember that half their group split off and headed north east before you started firing.


TEAM E



Team E
Teal nods, nudges Gorat with his elbow, and trots off to Bury a satchel charge in the field to the right side of the mustard gas pillar.
((And cool. Molotov cocktail is great. thanks.))

Hearing the sounds of gunfire, Teal suddenly has a thought.
He points at the mustard gas pillar as thought to say "What's to stop suited people just walking through it?"?
Ok, consider it buried. It's not gonna be THAT powerful though. It's just a normal bomb.

Gorat 'Chin' Ivanos, Team E "Aye-Aye"

Have the laser rifle trained on any incoming hostile. Use it to concentrate on such hostiles for amp-targeting. The most dangerous-looking hostile gets a 1-foot sphere of heat planted into the center of mass/presumed cockpit/other probable command structure.

Spoiler: Gorat 'Chin' Ivanos (click to show/hide)


Thaddeus-Team E "Aye-Aye" Grunt

If any enemies come within medium or short range, fire with laser rifle. If nothing yet, keep charging that CON bonus.

Denzel Gaunt- Team E Leader

"Cover the ship. High danger targets first."

Cover the ship with my laser, and order the sods to cover the ship as well, shooting any threats that they can see. Priority goes to heavy weapons and armor first. Should my teammates or the sods fail in taking out a piece of heavy armor, target it with a ten centimeter sphere of heat from my manipulator aimed at the cockpit. Unless it's an Avatar of War, in which case target a weapon.

Ok, for the sake of time lets do this.

Those things coming to you? It's a pair of battle suits and about a dozen sods. We'll assume they just walk out of the dust this time and see you. (I'm basically postponing this fight till I have more time, next turn.)



TEAM F



Team F

Quote from: To Team F
I will knock the hostiles over when they're in range. Neutralize them afterward.

Use Mass Manipulator Amp to send out a pulse of sufficient strength to knock hostiles on their asses once they come into view.


TEAM F
Prepare for shootin idiots on their asses. Conserve ammo!

Auron, team F.

Check dust cloud with thermal and echolocation visual filters.

Remain in cover as much as possible, utilise my charged brainpower to heat up a one foot sphere within the enemy leaders chest cavity.


Kinda hoping for an overload... but doubt im gonna get one with my +1 uncon and dynamic bonus.
Team F: Blobfish

"Weapons free, fire at will. Pick your shots carefully."

Address one of the Sods.

"Scenario, incoming Battlesuit. You are armed with a gauss rifle and laser rifle. List locations where a hit will do the most damage."

If Xan's plan fails, create a fast moving blade of force 5mm thick, and twelve meters across directly in front of the bunker with the intent of slicing the incoming force in half at the waist. If the force is not visible, charge brain for that action.
TEAM F, BLOBFISH:
"I'm going to prematurely detonate any explosives I see. Or just shoot shit."
Dominika gets into position to fire at anything that gets within range of her laser rifle. Beforehand, though, she tries to fry anything explosive-looking in the enemy forces via microwave, otherwise... brain-charging?

Ahhh, same as the above team, we'll say they just walked out of the dust this turn. About a dozen sods. Two in exo suits. One with cutting laser, another with gauss cannon.



TEAM G



Anton Chernozorov, Team G "Cassowary", engineer

"I have a suspicion that our help might be needed a lot quicker than we anticipated."

Monitor the fighting through the feeds of various imaging drones we have around. If we don't have any immediately above the incoming enemies, launch a mapping drone in that direction and see if its sensors can allow me to get a better idea of the numbers and composition of the enemy force.
Gonna assume this is handled because I just revealed them. Oh, but there are more coming. Oh and you can see a group of sods and a battle suit moving into the shipyard.

Team G "Cassowary" (Reserve) - Milno "Honey Badger" Enedrasi - Leader

"Sir! Permission to assist friendlies?"

"Permission granted, old fart. Hope you forgot that 'make love not war' bullshit you had going last time I saw you in action."

To the rest of Team G: "Men, women and assorted freaks, it seems our pals forgot how their weapons work. We're getting into action now. I'm moving to check on Team E's situation so I'll leave you with orders until I come back. Spread out a bit so an area attack doesn't take all of you in one go, but still stick to cover and fire at any hostiles when you get the opportunity to."

"Jim, the emotional old-timer in that battlesuit may need help if he can't get things done alone; otherwise, team F's position isn't too far away in case shit hits their fan even harder."

Check if the motion sensor is any good with all the dust flying around - turn it off in case it isn't. Fly and take position atop the Sword or any nearby cradle in order to get a rough idea of Team E's situation.
[6] Well you manage not to get shot out of the sky. This time.

You get up on top of the cage and see that Team E is in a rather bad position of having two Battle suits coming down on it.

Team G Cassowary, Sorcerous Berserker Faith


Faith cocked her head slightly. Forgot to fire weapons...?

Well, that'd be a new problem for the HMRC, or she supposed ARM now, at least.

Examine current surroundings, remember where we are in relation to the battle. Spread out a bit from allies, but stay in cover.
You're in a park in about the center of the map, apparently being used as backup forces to be deployed where needed.

Jim, Team G

Jim looks for better cover than a tree for himself and Lyra, unless Milno asks him to do something. Then I'll probably strikethrough this and figure out what to do instead.


You're gonna hide behind the memorial statue then.

Lyra, Team G

Be carried around by Jim, prep Microwave Amp for later use.

Ok. Only +1 though.


Flint Westwood - Team G (Support)

"Why aren't they firing?" muttered Flint as he watched the first stages of the battle unfold.

"Sir! Permission to assist friendlies?"

Could I get on top of the sword and still be in range of the battlesuit? If yes, then can we assume I did that last turn? Because I'd prefer to be at a vantage point. Plus, I think the sword lacks cover from the South side and I could help keep an eye on that side.

Keep an eye out for anything dangerous that should be reported. If such thing is spotted, report it.

If I'm in range of the battlesuit, fire. If I'm not, close in until I am in range and then fire. Rainbow Cannon, Red Mode, a sweep from left to right, trying to hit as many enemies as possible.

If the battlesuit gets taken care of before I need to fire, get in range of the big thing that landed up North, switch the Rainbow Cannon to Orange Mode and fire.

If that big thing in the North gets taken care of or remains inert for the moment, just go help the team that needs it the most. Use both Industrial Mining Laser and Rainbow Cannon in Blue,Green and Yellow modes, as the situation demands (to maximize damage against enemies while minimizing the chance of accidentally hitting allies and the amount of energy wasted). Also be sure to keep an eye on the battlesuit's energy levels. If it starts getting low, stop using the Rainbow Cannon and just use the Mining Laser.

Inform Team Leader (Milno) of what I'm about to do. If Team Leader objects, do not do the action with which the team leader objects. Instead stay in the South side of the Sword and watch for big juicy targets to snipe with Red mode.

Can I get a description of the Violet Mode? I assume I would have tested it sometime during the timeskip. It's the only mode I don't have a description of and I would like to know if it could be useful in this situation.

Do not accept any HUD updates unless they are checked and cleared by Steve. Everybody knows Alpha releases are buggy and I wouldn't want my battlesuit shutting down in the middle of combat.

((Sorry for the long action. Don't know what the distances are, what I can see, etc. and it's not possible for us to get a detailed map so I can't know exactly what's going on. Hence the use of many conditional actions. Trying to avoid what happened last turn.))

((I still think there's potential for miscommunication, but I'll stop editing this post now for the sake of not making it huge.))

This is really not a good time for something this big....
Fuck

1.That would kinda defeat all these other actions wouldn't it? But you could.
2.I'm just gonna have you head out towards the team that has two battle suits charging towards it. Assume you'll get there in time to act.
3. It fires a shot that can be charged.





Ok, superfast now.

Those sod sniper teams get where they're supposed to be, so start using them if you want them to shoot.

In the north, there are things rising from the wreckage of the fallen large transport ship (which is what that was). They look like MKIII troopers.

More troops can be seen moving toward The aurora from the east, toward B team, and C team. It looks like sods, but a few appear to be in exoskeletons.

The mobile artillery is in position to be used.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Xantalos on February 26, 2014, 06:14:19 pm
Xan - Team F

Use my Mass Manipulator Amp to twist the gauss cannon Sod's head 720 degrees, hopefully popping his head off.


Sods! Concentrate fire on the Sods equipped with exoskeletons! Once both of them are dead, focus fire on the rest of them!
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Tack on February 26, 2014, 06:20:59 pm
Team F

((Ah. That'll teach me to say '1/8kt', instead of 'satchel charge'. But it's pretty darn cool that I had a satchel charge on me.))

Keep in cover, shoot whatever comes closest.
[standing action] = If a battlesuit treads close enough to the satchel charge for a damaging/disabling strike, blow it.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: smurfingtonthethird on February 26, 2014, 06:26:11 pm
TEAM F
Shoot unarmored hostiles if on ass, unless Xan duffs up in which case shoot the unarmoured Sods.

Title: Re: Mission 12: The Defense of Hephaestus
Post by: NAV on February 26, 2014, 06:31:45 pm
Dubley - Team D

Pick up my arm. Try to reconnect all the wires then duct tape it in place. Duct tape the civic defenders's sleeve back in place too.

Loot the dead teammate sods.
-1 rocket launcher (with 2 frag, 2 shaped charge, and 2 homing rockets),
-1 gauss rifle (with 10 ordinary shots, 1 redshot, one AP),
-1 hand laser,
-2 frag grenades, 2 smoke grenades, 1 EMP grenade, 
-2 metal batons

If any teammates ask for supplies or rudely grab it out of my hand then give it to them.


Cry a single tear for the loot left behind. Then follow Lars. Hopefully with my arm reattached. Fire a 13 at any enemies if they are visible.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Parisbre56 on February 26, 2014, 06:36:09 pm
Flint Westwood - Helping Team E - Team G

TL;DR: Shoot enemies near E. Shoot other important enemies if E doesn't need help.

Fire a sweep of Red from maximum safe distance (to give myself time to recharge). Try to get both battlesuits and as many enemies as possible. The battlesuit with the most dangerous ranged attack is the priority (again, to give me time to recharge). Hope I don't overshoot.

If it would take a really long time for me to be able to move again after firing the Red (wasn't very clear on how long the recharge time was), shoot the most dangerous looking with a powerful Violet and then the other one if I have enough energy left.

If they kill the battlesuits before I'm needed, find another target to shoot with appropriate mode (Red for groups of heavy targets, (Violet or Green or Blue or Yellow as appropriate) + Mining Laser for other targets). Doesn't have to be near E team. Just check to see if there are any places that have been left unprotected/flanked and I could help by going there and shooting stuff and do that.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Unholy_Pariah on February 26, 2014, 06:42:20 pm
Auron, team F.

Use precharged brain power to heat the laser exosuits pilots brain by a few degrees. (Enough to cause brain damage and induce a coma but not enough to kill him.)


((Id like to ask that nobody on team F attempt to purposely kill the exosuit pilots and merely cripple them instead. Piecewise has stated that i can attempt to bypass the lifelocks on their gear and id like to try my hand at it.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Pancaek on February 26, 2014, 06:44:02 pm
Pancaek - team B - Bunker B

"Allright, good going everyone, seems like we got them all in one fell swoop. Good job."

He turns towards Steve, faceplate blank as always.

"Except for you, Mister Saint. What the frak are you doing, frakking with our HUDs in the middle of a firefight? And what's with the command shouting, huh? Now, I'll overlook the HUD thing, because Algis remembers I still remember the cat screen-saver from when I tried messing with mine, but tone it down a bit back there and just keep following orders, would you? I fully intend for all of us to get through this alive. And don't worry, I've been doing this amp thing for some time now, so while your advice is appreciated, it's not vital.

Now, hustle up, seems like we've got contact east."

"How diplomatic. What, you suddenly grow a heart?"
"Shut it, just gotta keep everyone in line so we can get out of here alive."


Shuffle over to the slits on the east side of the bunker, keep looking with just the fingertip to minimize silhouette. Target the exoskeleton sods first, especially ones with cutting lasers. Heat one foot spheres by 150 degrees in their center mass.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Tavik Toth on February 26, 2014, 06:54:27 pm
Team B

fire at the most dangerous enemies with weapons.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: swordsmith04 on February 26, 2014, 06:58:39 pm
Felix Grant, Team D "Marabou" - Inside Bunker Five


Follow Lars out of the door, after the group that split off. If we catch sight of them, fire Gauss rifle at one of the Sods (unless there's a battlesuit or exosuit Sod in the group, in which case use the 30cm frozen sphere on the cockpit/head like last time).
Title: Re: Mission 12: The Defense of Hephaestus
Post by: kisame12794 on February 26, 2014, 07:11:07 pm
Team F: Blobfish

"Focus fire on those Exosuits! Amps, call your targets so we don't waste brainpower! I got the Sods to the left!"

Focusing on the Sods to the left, create a thin wire of force at about chest height, and shove it back into the Sods with enough force to (hopefully) cut them in half.

((Sorry Auron, no-can do. After we put them down, you can go see if the stuff is still functional, but I'm not gonna be merciful here.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: GreatWyrmGold on February 26, 2014, 07:12:10 pm
You've got your laser, you've got your laser. Just roll with it.
((Yaaay!))

Quote
Does Miyamoto respond...Does not appear so. So shooting.
((In general, that's a placeholder for "In case the other guy doesn't respond before the turn". If he responded, I would have edited my turn to reflect this.
Probably.))

((Did I miss the bit where the artillery shells hit?))

Continue to shoot unless given another order by Miya.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Radio Controlled on February 26, 2014, 07:12:13 pm
Note: I updated map on the wiki to indicate where enemy is coming from, and a guesstimate on their strength.
I kinda suck at this though, so would anyone care to take this task of of me for the future? Just downloading the image, opening in paint and modifying it and then re-uploading to wiki (and maybe posting it here).

Quote
(steve can fire but keep in mind theres a reload time)
Kay then, will you tell us when they are reloaded?

Quote
Miya con:1+1..I feel like you should have more bonuses but I don't see any...
Actually, Miya should've gotten another +1
1 from roll + 1 from Avatar + 1 from dynamic bonus previous turn. So uh, shall we say the remaining three sods are dead after all, or can I reuse that dynamic bonus?

Miyamoto, Team C leader, shooting sods.
Spoiler (click to show/hide)

Miya will finish off final sods with naginata, then move forward a bit to get a better visual on the incoming MkIII sods (stay within firing distance from the bunker). Plan is to let him distract MkIII sods so snipers and team C can pick them of.

Let regular sods in bunker 1 (team C) and sniper sods in the tower finish of the enemy at bunker 1.
Sniper sods in tower engage MkIII sods as soon as those are in range. Let them use special ammo if that could help
The sod team in bunker 2 starts shooting either the sods coming from the east, or the MkIII sods coming from the north, whichever they can target.
Mobile artillery near team D start shooting the sods that are slipping by them.
Mobile artillery near team B start shooting the sods that are assaulting team F.
Final two mobile artillery shoots at enemies near team E.
Heavy artillery reloads.
Laser battery defenses engage the sods moving toward the shipyard.
Send Party Wagon on strafing run against sods coming from the East. Lest the ship fly fast and high, so they can't target it.


He then contacts several team leads:
Team D
"There are sods slipping by you according to the feed from the drones. Deal with them."
Team G
"Get some people to deal with the sods moving into the shipyard, don't let them damage our ships. Next to that, send one or two people to bunker 2. Pick who you want, maybe Feyri and Lyra would do? Oh, and I assume you're already getting adequate help to E team?"
Team A
"Be advised, there are hostiles coming in your direction, they might find our bunker. Not sure yet where exactly they will end up."
Sean (or Steve)
"Send Party wagon over to hostiles moving in from the east. Make sure it doesn't fly to low so it can be shot at, just a quick strafing should hold them up for a little while."

((Gonna hold off on using the Steve bots just yet. They'll be hunting drop ships for us at the moment I think, so let's just let them do what they're good at.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Xantalos on February 26, 2014, 07:17:09 pm
Do you wish me to knock them over or no?
Title: Re: Mission 12: The Defense of Hephaestus
Post by: syvarris on February 26, 2014, 07:40:51 pm
Team B "Platypus" Medic, Steve Saint - Southern Bunker

((D:  Sorry guys, I didn't realize dynamic bonuses were nerfed.  When did that happen, anyways?  I wouldn't have done that if I weren't nearly guaranteed a five...))

Saint turned to Pancaek, but didn't raise his faceplate.  He waited for Pancaek to finish speaking, then replied- with more venom than was strictly necessary "I'm sorry, somehow I never heard the order to not fuck with anything, despite the fact I made it damn clear what I was doing before I did it.  In fact, the only order I've received is 'stay in cover and watch for hostiles', which is what I'm doing.

Anyways, I made sure the HUD was easy to disable, just in case.  But you're right, in the future I'll make sure to test everything before deploying it, even if it risks people getting shot.  It's better if an enemy causes a teammate's death, rather than me, right?"

Disable the HUD that's already been uploaded, so that my team can use their faceplates.  Charge a dynamic bonus to fix it.  Also watch for hostiles using the bunker's external cameras.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Alarith on February 26, 2014, 09:10:31 pm
Jack Catar-Team B
Whoa I don't think the HUD was supposed to do that.
Raise faceplate until the HUD is fixed.  If enemies are in range fire upon them.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: renegadelobster on February 26, 2014, 09:41:19 pm
Thaddeus-Team E "Aye-Aye" Grunt

((Well shit. This sucks))

Use Amp on right battlesuit. Create a 1 meter sphere at 300 degrees C, centered on the cockpit of the battlesuit.

((edited action))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Doomblade187 on February 26, 2014, 09:53:27 pm
Denzel Gaunt- Team E Leader

"Thaddeus, Gorat, I want you guys to target the battlesuit on the right in turn with your amps. Me and the heavy trooper will go after the other one. Teal, Dern, shoot the others, sods, join in."

Target the battlesuit on the left using my manipulator with a 10 cm sphere of 300 degree C heat on the pilot, and order the heavy trooper to target the left battlesuit with a shaped charge should I fail. The other sods are to open fire on the other sods, with the support trooper hanging out of the way to help potential casualties.

Spoiler: Cheat Sheet (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: renegadelobster on February 26, 2014, 10:12:42 pm
((Probably should of waited for you to post first, sorry about that Doom))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Toaster on February 26, 2014, 10:23:57 pm
Brother Lars - Team D Leader

Lars acknowledges the order from Miyamoto.  "Brothers, leave the gear here- we move out NOW after those split-off Sods.  Go with Vo-nos's speed!  May Ingram guide your fire!"

Move out after those Sods!  Shoot them down.  Slap any teammates that try to loot away and toward the fight.  Bring the Sods too- shoot down any targets in range.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: NAV on February 26, 2014, 10:48:21 pm
Can I at least get my arm?
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Powder Miner on February 26, 2014, 10:48:56 pm
Team F, Blobfish
"Shit, shit, shit, I'm melting that laser! Someone please trash the cannon!"
Dominika will attempt to use her amp to heat the cutting laser and render it useless.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Xantalos on February 26, 2014, 10:57:37 pm
Team F, Blobfish
"Shit, shit, shit, I'm melting that laser! Someone please trash the cannon!"
Dominika will attempt to use her amp to heat the cutting laser and render it useless.
Very well. Be warned, they will not be knocked over.

Action edited.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Kriellya on February 26, 2014, 11:13:51 pm
Team C, Skylar, Support

Assuming Miyamoto doesn't annihilate them, attempt to bake the hostile Sod's heads.

If he does, go see if our support Sod needs further aid / can still be useful.


((D:  Sorry guys, I didn't realize dynamic bonuses were nerfed.  When did that happen, anyways?  I wouldn't have done that if I weren't nearly guaranteed a five...))

(( It was nerfed sometime during the last mini-mission, after a couple people spent all week charging +5's :P

It's actually worth noting that in practice, with a normal +1 bonus: a +3 dynamic == perfect: a +2 dynamic == a 1/6th chance of 'neutral success', perfect success otherwise; and a +1 dynamic == 1/6 Overshot, 1/6 neutral, and 4/6 success of some description. Only one of these is really 'balanced' as a mechanic))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Xantalos on February 26, 2014, 11:16:11 pm
((That was me.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Empiricist on February 27, 2014, 12:26:12 am
Team A; "Ostrich" - Charles, Team A Second-in-Command - Hephaestus HQ Chokepoint 2

Charles then examines where the hostiles would likely end up funneling through and plans out a firing sequence for his arm cannon whilst still keeping concealed.[Charge CON Dynamic for a different action if the other dynamic does not get overwritten.]

Spoiler: Charles Quicksheet (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Sean Mirrsen on February 27, 2014, 01:15:19 am
((I am assuming Anton is at or near the shipyard, then. It was sort of implied by my past actions, although I was never terribly sure of exactly where all our ships were.))

Anton Chernozorov, Team G "Cassowary" engineer

"Hello there, inbound hostiles. Milno, Jim, we have Sods moving into the shipyard. Looks like a standard squad with single battlesuit support. Advise getting someone multi-armed and dangerous here to handle it. In retrospect, we really should have invested in fences and perimeter alerts."

If Sod group is out of immediate engagement range, take cover behind the nearest projectile-resistant object, and use a mapping drone to observe the group's movements.

If in range, take cover and fly a mapping drone around the group, causing a distraction to stall them. Crank the power knob on the Gungnir's Tesla Saber to maximum. Remain hidden until backup arrives. If backup arrives and engages, use that distraction to sneak-attack-lightning-bolt the Battlesuit.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Caellath on February 27, 2014, 01:34:11 am
Team G "Cassowary" (Reserve) - Milno "Honey Badger" Enedrasi - Leader - Assisting Team E

"Get some people to deal with the sods moving into the shipyard, don't let them damage our ships. Next to that, send one or two people to bunker 2. Pick who you want, maybe Feyri and Lyra would do? Oh, and I assume you're already getting adequate help to E team?"

"Yep."

To Team G: "Jim and Feyri, the hostiles at the shipyard are yours. Faith and Lyra, I want you both heading to Bunker Two. Anton, just hold your position for now and beat feet in case shit happens."

Assist Flint and Team E by taking care of sods as needed with Glove-Gauss shots.

In case any battlesuit still remains then activate the EMM and fly in an erratic towards them until getting to short-range. Fire at the suit's leg joints with the glove gauss' overcharge mode to disable them.

Activate the EMM to dodge as needed.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Harry Baldman on February 27, 2014, 02:34:58 am
Stacy, Team B Platypus

"Allright, good going everyone, seems like we got them all in one fell swoop. Good job."

"Our pleasure, Sir Pancaek!"

Allow that wonderful HEP a short bit of recharge time. A minute, right? Stay in cover!
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Radio Controlled on February 27, 2014, 03:40:19 am
Team G "Cassowary" (Reserve) - Milno "Honey Badger" Enedrasi - Leader - Assisting Team E

"Get some people to deal with the sods moving into the shipyard, don't let them damage our ships. Next to that, send one or two people to bunker 2. Pick who you want, maybe Feyri and Lyra would do? Oh, and I assume you're already getting adequate help to E team?"

"Yep."

To Team G: "Jim and Feyri, the hostiles at the shipyard are yours. Faith and Lyra, I want you both heading to Bunker Two. Anton, just hold your position for now and beat feet in case shit happens."

Assist Flint and Team E by taking care of sods as needed with Glove-Gauss shots.

((Reserve team: remember that everybody in that team has gotten MkIII-like rocket packs for this mission. Don't forget to use them!))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Lenglon on February 27, 2014, 07:22:44 am
Lyra, Team G

Nod once, then get clear of Jim so I don't backblast him with my rocket pack and Fly to Bunker 2, use my amp to shield myself and anyone coming with me if we come under fire. don't kill myself with the anomaly.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Pancaek on February 27, 2014, 07:34:52 am
((D:  Sorry guys, I didn't realize dynamic bonuses were nerfed.  When did that happen, anyways?  I wouldn't have done that if I weren't nearly guaranteed a five...))

Saint turned to Pancaek, but didn't raise his faceplate.  He waited for Pancaek to finish speaking, then replied- with more venom than was strictly necessary "I'm sorry, somehow I never heard the order to not fuck with anything, despite the fact I made it damn clear what I was doing before I did it.  In fact, the only order I've received is 'stay in cover and watch for hostiles', which is what I'm doing.

Anyways, I made sure the HUD was easy to disable, just in case.  But you're right, in the future I'll make sure to test everything before deploying it, even if it risks people getting shot.  It's better if an enemy causes a teammate's death, rather than me, right?"
Pancaek, huddles underneath the firing slit and looking outside with his finger cam, speaks up without looking directly at Steve. Ignoring the tone the greenhorn took with him, he answered in a bit of sing-song voice.

"That's funny, I don't remember modifying HUD's was necessary to take a look around, but I haven't had eyes for a while now, so what do I know. Still, it's good that you understand what I'm saying, good teamwork is the only way we'll get out of this in one piece. And you're absolutely right, it would be rather bad if you caused the death of teammate. That would fall under insubordination, and we all know the punishment for inssubordination~"

((Yeah, don't worry about it, it's not a big deal. And if I remember correctly, PW said he'd stop allowing dynamic bonus stacking after the fleshpit team was done with their thing.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Doomblade187 on February 27, 2014, 07:45:39 am
((Probably should of waited for you to post first, sorry about that Doom))
((You're fine. Denzel isn't a dictator or anything.

Yet.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Knight Otu on February 27, 2014, 08:26:24 am
Gorat 'Chin' Ivanos, Team E "Aye-Aye"

1-foot sphere of heat on the battlesuit to the right. Center it on the cockpit.

Spoiler: Gorat 'Chin' Ivanos (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Toaster on February 27, 2014, 08:46:18 am
Can I at least get my arm?

"We're coming back, Brother, so grab it later."
Title: Re: Mission 12: The Defense of Hephaestus
Post by: SeriousConcentrate on February 27, 2014, 10:47:11 am
Team G

Jim heads to the shipyard to find cover there and then take care of the enemy sods at the shipyard, preferably by using his microwave amp to heat a tiny spot in each one's brain.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: syvarris on February 27, 2014, 12:52:16 pm
Team B "Platypus" Medic, Steve Saint - Southern Bunker

Saint gave a long sigh before replying- his voice notably emptied of venom and sounding far more sincere.  "Actually, that's what the HUD was trying to do.  Highlight enemies.  I just messed up the detection bit somehow so it detected all the dust as an enemy- leading to the epileptic lightshow.

But you're right, it was outside the bounds of my orders and a bad idea during a firefight.   I just hate sitting here being useless while you guys are being shot at.  It won't happen again."

((Saint wants Pancaek dead so much.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: IronyOwl on February 27, 2014, 01:30:47 pm
Team G Cassowary, Faith

To Team G: "Jim and Feyri, the hostiles at the shipyard are yours. Faith and Lyra, I want you both heading to Bunker Two. Anton, just hold your position for now and beat feet in case shit happens."
"Understood."

Follow Lyra to Bunker 2. Freerun it if I can keep up with her on the ground, but use the rockets if they're that much faster or to leap any major obstacles.


((Reserve team: remember that everybody in that team has gotten MkIII-like rocket packs for this mission. Don't forget to use them!))
((Ooh, neat. Thanks.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Pancaek on February 27, 2014, 01:46:41 pm
But you're right, it was outside the bounds of my orders and a bad idea during a firefight.   I just hate sitting here being useless while you guys are being shot at.  It won't happen again."[/glow]

((Saint wants Pancaek dead so much.))
"Good man. The whole feeling useless thing is quite normal for your first mission, every one of us gets it. Not having a weapon doesn't really help either. But your job is being team medic right now. So best case scenario is that you won't have to even lift a finger and still get a nice paycheck at the end of this. Fat chance of that happening though, this is just wave one"
Title: Re: Mission 12: The Defense of Hephaestus
Post by: NAV on February 27, 2014, 03:21:09 pm
((Modified my post))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: piecewise on February 27, 2014, 05:16:54 pm
TEAM A
Team A; "Ostrich" - Charles, Team A Second-in-Command - Hephaestus HQ Chokepoint 2

Charles then examines where the hostiles would likely end up funneling through and plans out a firing sequence for his arm cannon whilst still keeping concealed.[Charge CON Dynamic for a different action if the other dynamic does not get overwritten.]

Spoiler: Charles Quicksheet (click to show/hide)
I really only want to do one bonus at a time too. Yeah, Dynamic bonuses are getting nerfed.


TEAM B




Pancaek - team B - Bunker B

"Allright, good going everyone, seems like we got them all in one fell swoop. Good job."

He turns towards Steve, faceplate blank as always.

"Except for you, Mister Saint. What the frak are you doing, frakking with our HUDs in the middle of a firefight? And what's with the command shouting, huh? Now, I'll overlook the HUD thing, because Algis remembers I still remember the cat screen-saver from when I tried messing with mine, but tone it down a bit back there and just keep following orders, would you? I fully intend for all of us to get through this alive. And don't worry, I've been doing this amp thing for some time now, so while your advice is appreciated, it's not vital.

Now, hustle up, seems like we've got contact east."

"How diplomatic. What, you suddenly grow a heart?"
"Shut it, just gotta keep everyone in line so we can get out of here alive."


Shuffle over to the slits on the east side of the bunker, keep looking with just the fingertip to minimize silhouette. Target the exoskeleton sods first, especially ones with cutting lasers. Heat one foot spheres by 150 degrees in their center mass.

Well, you can't really see the guys assaulting Team F from here, at least not in any way that would let you specifically target individuals. About the best you can see, from this distance and with the dust and smoke, are vague shapes moving toward where you know the bunker is. Attempting to use an amp or manip in these conditions would cause penalties.


Team B "Platypus" Medic, Steve Saint - Southern Bunker

((D:  Sorry guys, I didn't realize dynamic bonuses were nerfed.  When did that happen, anyways?  I wouldn't have done that if I weren't nearly guaranteed a five...))

Saint turned to Pancaek, but didn't raise his faceplate.  He waited for Pancaek to finish speaking, then replied- with more venom than was strictly necessary "I'm sorry, somehow I never heard the order to not fuck with anything, despite the fact I made it damn clear what I was doing before I did it.  In fact, the only order I've received is 'stay in cover and watch for hostiles', which is what I'm doing.

Anyways, I made sure the HUD was easy to disable, just in case.  But you're right, in the future I'll make sure to test everything before deploying it, even if it risks people getting shot.  It's better if an enemy causes a teammate's death, rather than me, right?"

Disable the HUD that's already been uploaded, so that my team can use their faceplates.  Charge a dynamic bonus to fix it.  Also watch for hostiles using the bunker's external cameras.

[aux:1+1]
Nope. Everything is broken. Everything is broken forever. Nothing will ever be good again. Soiled it. YOU'VE SOILED IT! Luckily nothing is really going on for your team right now.

Jack Catar-Team B
Whoa I don't think the HUD was supposed to do that.
Raise faceplate until the HUD is fixed.  If enemies are in range fire upon them.

Nothing in sight yet. Yet.

Stacy, Team B Platypus

"Allright, good going everyone, seems like we got them all in one fell swoop. Good job."

"Our pleasure, Sir Pancaek!"

Allow that wonderful HEP a short bit of recharge time. A minute, right? Stay in cover!


Yep. One minute worth of recharge.


TEAM C



Note: I updated map on the wiki to indicate where enemy is coming from, and a guesstimate on their strength.
I kinda suck at this though, so would anyone care to take this task of of me for the future? Just downloading the image, opening in paint and modifying it and then re-uploading to wiki (and maybe posting it here).

Quote
(steve can fire but keep in mind theres a reload time)
Kay then, will you tell us when they are reloaded?

Quote
Miya con:1+1..I feel like you should have more bonuses but I don't see any...
Actually, Miya should've gotten another +1
1 from roll + 1 from Avatar + 1 from dynamic bonus previous turn. So uh, shall we say the remaining three sods are dead after all, or can I reuse that dynamic bonus?

Miyamoto, Team C leader, shooting sods.
Spoiler (click to show/hide)

Miya will finish off final sods with naginata, then move forward a bit to get a better visual on the incoming MkIII sods (stay within firing distance from the bunker). Plan is to let him distract MkIII sods so snipers and team C can pick them of.

Let regular sods in bunker 1 (team C) and sniper sods in the tower finish of the enemy at bunker 1.
Sniper sods in tower engage MkIII sods as soon as those are in range. Let them use special ammo if that could help
The sod team in bunker 2 starts shooting either the sods coming from the east, or the MkIII sods coming from the north, whichever they can target.
Mobile artillery near team D start shooting the sods that are slipping by them.
Mobile artillery near team B start shooting the sods that are assaulting team F.
Final two mobile artillery shoots at enemies near team E.
Heavy artillery reloads.
Laser battery defenses engage the sods moving toward the shipyard.
Send Party Wagon on strafing run against sods coming from the East. Lest the ship fly fast and high, so they can't target it.


He then contacts several team leads:
Team D
"There are sods slipping by you according to the feed from the drones. Deal with them."
Team G
"Get some people to deal with the sods moving into the shipyard, don't let them damage our ships. Next to that, send one or two people to bunker 2. Pick who you want, maybe Feyri and Lyra would do? Oh, and I assume you're already getting adequate help to E team?"
Team A
"Be advised, there are hostiles coming in your direction, they might find our bunker. Not sure yet where exactly they will end up."
Sean (or Steve)
"Send Party wagon over to hostiles moving in from the east. Make sure it doesn't fly to low so it can be shot at, just a quick strafing should hold them up for a little while."

((Gonna hold off on using the Steve bots just yet. They'll be hunting drop ships for us at the moment I think, so let's just let them do what they're good at.))

[uncon:6+1+1 Decomp I know.]

Sniper sods in place, ready to engage when flyers come in range.

The Units of Bunker two are fighting.

The Mobile artillery unit fires at the enemy combatants headed into the shipyard but fails to hit them.

Mobile artillery unit 2 fires at the units moving toward team F. Oh dear. Blue on blue.

The other two target the forces near E team. First round looks good, second is only glancing.

Heavy artillery has been reloading since the first firing. It will be ready to fire again next turn.

Thats gonna be putting ships and soldiers in danger if you do it, but it can definitely be done. Plus, it will let more dropships in.

Well, someone needs to fly it, so you'd be better off ordering someone specifically to do that.

Team C, Skylar, Support

Assuming Miyamoto doesn't annihilate them, attempt to bake the hostile Sod's heads.

If he does, go see if our support Sod needs further aid / can still be useful.


((D:  Sorry guys, I didn't realize dynamic bonuses were nerfed.  When did that happen, anyways?  I wouldn't have done that if I weren't nearly guaranteed a five...))

(( It was nerfed sometime during the last mini-mission, after a couple people spent all week charging +5's :P

It's actually worth noting that in practice, with a normal +1 bonus: a +3 dynamic == perfect: a +2 dynamic == a 1/6th chance of 'neutral success', perfect success otherwise; and a +1 dynamic == 1/6 Overshot, 1/6 neutral, and 4/6 success of some description. Only one of these is really 'balanced' as a mechanic))

Miyamoto charges out of the bunker, smashing through the hole the attacking sods made. He swings his Monorazor Naginata around in a rage, cleaving the sods into pieces with inelegant but brutally powerful baseball bat swings that send their severed pieces flying dozens of meters away.  He's in the middle of Walking toward the north when something detonates out toward the East, though what it is he can't tell; it's hidden behind the aurora.

"Bunker 2 has fallen!" Skylar calls over the radio, and sends him a video file. The file is only 15 seconds long, feed directly from the sod commander of Bunker 2. They seem to be fighting well; the heavy weapons user and grenadiers take out one of the sods in an exosuit. At the last few seconds, the other sod in an exosuit-who appears to have been badly injured and is missing much of the left side of his stomach- drops his cutting laser and charges the bunker.  The footage cuts as he charges in close.

"We're not getting any readings from any of the sods or the bunker itself." He says, before running back into the bunker and checking on the support sod, who has already got his arm patched up and is standing at attention.





TEAM D



Dubley - Team D

Pick up my arm. Try to reconnect all the wires then duct tape it in place. Duct tape the civic defenders's sleeve back in place too.

Loot the dead teammate sods.
-1 rocket launcher (with 2 frag, 2 shaped charge, and 2 homing rockets),
-1 gauss rifle (with 10 ordinary shots, 1 redshot, one AP),
-1 hand laser,
-2 frag grenades, 2 smoke grenades, 1 EMP grenade, 
-2 metal batons

If any teammates ask for supplies or rudely grab it out of my hand then give it to them.


Cry a single tear for the loot left behind. Then follow Lars. Hopefully with my arm reattached.

[Aux:3+1]

You pick up your arm and sort of half jam, half duct tape it on. It...sorta works?

Felix Grant, Team D "Marabou" - Inside Bunker Five


Follow Lars out of the door, after the group that split off. If we catch sight of them, fire Gauss rifle at one of the Sods (unless there's a battlesuit or exosuit Sod in the group, in which case use the 30cm frozen sphere on the cockpit/head like last time).

Following Sods!


Brother Lars - Team D Leader

Lars acknowledges the order from Miyamoto.  "Brothers, leave the gear here- we move out NOW after those split-off Sods.  Go with Vo-nos's speed!  May Ingram guide your fire!"

Move out after those Sods!  Shoot them down.  Slap any teammates that try to loot away and toward the fight.  Bring the Sods too- shoot down any targets in range.

Lars, gung-ho as ever, Grabs his men and abandons the bunker, charging eastward toward the Ship/scrap yard. Team D makes it over to the edge of the scrapyard and manages to remain unseen as they sneak among the piles of wreckage and destroyed ships. Eventually, they manage to catch sight of the attacking sods. It's a group of roughly a dozen, mostly normal with two in exo suits and one in a battle suit. They're moving through the repaired ships in the shipyard, attaching what look to be explosives to them.

The team holds their fire for the moment, since shooting here could damage the ships with stray shots, and because the cover here in the shipyard is rather flimsy, compared to foot thick supercrete.




TEAM E




Flint Westwood - Helping Team E - Team G

TL;DR: Shoot enemies near E. Shoot other important enemies if E doesn't need help.

Fire a sweep of Red from maximum safe distance (to give myself time to recharge). Try to get both battlesuits and as many enemies as possible. The battlesuit with the most dangerous ranged attack is the priority (again, to give me time to recharge). Hope I don't overshoot.

If it would take a really long time for me to be able to move again after firing the Red (wasn't very clear on how long the recharge time was), shoot the most dangerous looking with a powerful Violet and then the other one if I have enough energy left.

If they kill the battlesuits before I'm needed, find another target to shoot with appropriate mode (Red for groups of heavy targets, (Violet or Green or Blue or Yellow as appropriate) + Mining Laser for other targets). Doesn't have to be near E team. Just check to see if there are any places that have been left unprotected/flanked and I could help by going there and shooting stuff and do that.


[Con:4+2]
Oh no. Well, lets see HOW bad this is...Ok, not that bad.


Thaddeus-Team E "Aye-Aye" Grunt

((Well shit. This sucks))

Use Amp on right battlesuit. Create a 1 meter sphere at 300 degrees C, centered on the cockpit of the battlesuit.

((edited action))

[exo:3]

Denzel Gaunt- Team E Leader

"Thaddeus, Gorat, I want you guys to target the battlesuit on the right in turn with your amps. Me and the heavy trooper will go after the other one. Teal, Dern, shoot the others, sods, join in."

Target the battlesuit on the left using my manipulator with a 10 cm sphere of 300 degree C heat on the pilot, and order the heavy trooper to target the left battlesuit with a shaped charge should I fail. The other sods are to open fire on the other sods, with the support trooper hanging out of the way to help potential casualties.

Spoiler: Cheat Sheet (click to show/hide)
[Uncon:1+1] Crap
[Sod roll:6]


Team G "Cassowary" (Reserve) - Milno "Honey Badger" Enedrasi - Leader - Assisting Team E

"Get some people to deal with the sods moving into the shipyard, don't let them damage our ships. Next to that, send one or two people to bunker 2. Pick who you want, maybe Feyri and Lyra would do? Oh, and I assume you're already getting adequate help to E team?"

"Yep."

To Team G: "Jim and Feyri, the hostiles at the shipyard are yours. Faith and Lyra, I want you both heading to Bunker Two. Anton, just hold your position for now and beat feet in case shit happens."

Assist Flint and Team E by taking care of sods as needed with Glove-Gauss shots.

In case any battlesuit still remains then activate the EMM and fly in an erratic towards them until getting to short-range. Fire at the suit's leg joints with the glove gauss' overcharge mode to disable them.

Activate the EMM to dodge as needed.

[Con:4+1]

Gorat 'Chin' Ivanos, Team E "Aye-Aye"

1-foot sphere of heat on the battlesuit to the right. Center it on the cockpit.

Spoiler: Gorat 'Chin' Ivanos (click to show/hide)

[exo:5+1]


Flint's rifle sends a whip of superheated plasma with the density of molten lead lashing out across the advancing troops. The battle suit's take it like men walking through chest deep waves on the beach, struggling onward, their metal and armor glowing cherry red as they do. But the unarmored sods, All of them, just sort of cease to exist, vanishing into the light and leaving nothing behind.

Thaddeus and Denzel do their best to bring the incoming Battlesuits down with their mental prowess, but neither can manage to do any more then mildly warm them.

The sods open fire, and the heavy weapons user manages to hurl a shaped charge out of the firing slit like a frizbee, detonating it as it flies past the left battle suit's leg. The explosion raises a great cloud of dust and deafens everyone in the bunker, but manages to cripple the Battle suit's legs.

Gorat encases the entire right battlesuit in a sphere of extreme heat, boiling its pilot for the inside, But the exaggerated effort leaves him tired and dazed.

The remaining battlesuit attempts to raise it's weapon arm, but milno, burning down from the top of the sword in a trail of exhaust and flame, puts several rocket propelled gauss rounds straight into the battlesuit's elbow and shoulder joints. The limb is smashed to the side and drops, too damaged to remain functional.



TEAM F




Xan - Team F

Use my Mass Manipulator Amp to twist the gauss cannon Sod's head 720 degrees, hopefully popping his head off.


Sods! Concentrate fire on the Sods equipped with exoskeletons! Once both of them are dead, focus fire on the rest of them!

Team F

((Ah. That'll teach me to say '1/8kt', instead of 'satchel charge'. But it's pretty darn cool that I had a satchel charge on me.))

Keep in cover, shoot whatever comes closest.
[standing action] = If a battlesuit treads close enough to the satchel charge for a damaging/disabling strike, blow it.

TEAM F
Shoot unarmored hostiles if on ass, unless Xan duffs up in which case shoot the unarmoured Sods.


Auron, team F.

Use precharged brain power to heat the laser exosuits pilots brain by a few degrees. (Enough to cause brain damage and induce a coma but not enough to kill him.)


((Id like to ask that nobody on team F attempt to purposely kill the exosuit pilots and merely cripple them instead. Piecewise has stated that i can attempt to bypass the lifelocks on their gear and id like to try my hand at it.))

Before this happens, I want you to know the chances of this happening were 1/36. 3% or so.

Morul end:2
Xan end:6+1
Auron End:6+1
Lerman End:5
Sod end: 4, 1,2,4,1

You guys are damn lucky.

An artillery shell, size of a water heater and fired by one of the mobile artillery units, misses its target- the advancing sods- and instead strikes the bunker straight down through the roof. There is no time to react, not time to even process what is happening before it's already over. One moment nothing, then a brief noise, then nothing again. Xan, Auron and Lerman, along with the commander sod, and one of the grenadiers, are blown back and down, out of the bunker and down the short shaft that leads to the underground tunnels linking the bunkers. They are, beyond minor injuries, unhurt.

Morul, and the other three sods are crushed as the massive shell collapses the bunker into a concave crater filled with supercrete debris.

[Morul is dead but can be revived, if only just barely. His body is buried in the rubble.]





Team G




Lyra, Team G

Nod once, then get clear of Jim so I don't backblast him with my rocket pack and Fly to Bunker 2, use my amp to shield myself and anyone coming with me if we come under fire. don't kill myself with the anomaly.

Considering what happened to bunker 2, I don't think you'd want to be able to make it out there in time, even if you could have.


Team G

Jim heads to the shipyard to find cover there and then take care of the enemy sods at the shipyard, preferably by using his microwave amp to heat a tiny spot in each one's brain.

Gonna say you joined up with Anton. He could use some higher firepower.


Team G Cassowary, Faith

To Team G: "Jim and Feyri, the hostiles at the shipyard are yours. Faith and Lyra, I want you both heading to Bunker Two. Anton, just hold your position for now and beat feet in case shit happens."
"Understood."

Follow Lyra to Bunker 2. Freerun it if I can keep up with her on the ground, but use the rockets if they're that much faster or to leap any major obstacles.


((Reserve team: remember that everybody in that team has gotten MkIII-like rocket packs for this mission. Don't forget to use them!))
((Ooh, neat. Thanks.))
I'll assume that, rather then bunker 2 (now Crater #58) You and lyra ran to the above ground portion of the headquarters.

((I am assuming Anton is at or near the shipyard, then. It was sort of implied by my past actions, although I was never terribly sure of exactly where all our ships were.))

Anton Chernozorov, Team G "Cassowary" engineer

"Hello there, inbound hostiles. Milno, Jim, we have Sods moving into the shipyard. Looks like a standard squad with single battlesuit support. Advise getting someone multi-armed and dangerous here to handle it. In retrospect, we really should have invested in fences and perimeter alerts."

If Sod group is out of immediate engagement range, take cover behind the nearest projectile-resistant object, and use a mapping drone to observe the group's movements.

If in range, take cover and fly a mapping drone around the group, causing a distraction to stall them. Crank the power knob on the Gungnir's Tesla Saber to maximum. Remain hidden until backup arrives. If backup arrives and engages, use that distraction to sneak-attack-lightning-bolt the Battlesuit.

We'll assume that you and Jim are sneaking around on the opposite side of the group that Lars' and his soldiers see. You're both hidden and can observe the enemy from here.










>Flying troops incoming from the North.
>Another group of soldiers is advancing from the west, headed fro the ground between bunkers 5 and 6.
>The sods that were enroute to Team F's bunker are now moving toward the Aurora or the laser battery/artillery. Steve bots will protect the guns.
>The orbiting ship has stopped releasing dropships. Estimated 3 to 5 more will make it to land before this force has been wiped out.
>Heavy Artillery cannons are ready to fire.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Xantalos on February 27, 2014, 05:28:30 pm
Xan Team F

WEAK FUCK FLESH

Quote from: Xan->Miyamoto, Team G
We have been hit by an artillery shell from one of our own cannons. Morul has been killed, as far as I can tell. I don't know if its permanent or not. A few sods got offed, but most of us survived. I'll take control of team F in the meantime.

Address Lerman.

You! Go extract Morul's body from the rubble. Hand his body over to the sod commander once he's out and come join me.
Other nonsods! Come with me, we have to reinforce another bunker now that this one's bust.

Attempt to extricate myself from hole. If there are enemy forces, snap their necks one by one with the Mass Manipulator Amp, starting with the most dangerous. If not, proceed to bunker 4 through the tunnels.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: GreatWyrmGold on February 27, 2014, 05:35:01 pm
Goddammit, I forgot the team again.

Team C

Keep shooting.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: syvarris on February 27, 2014, 05:57:31 pm
Team B "Platypus" Medic, Steve Saint - Southern bunker

((I need an AUX roll just to disable the HUD?  If I'd known that I wouldn't have tried.  Sigh.))

If PW is willing to let me have a dynamic bonus from last turn because of that misunderstanding, fix the HUD.  If I don't have a dynamic bonus, then charge one instead.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: swordsmith04 on February 27, 2014, 06:13:00 pm
Felix Grant, Team D "Marabou" - Scrapyard


When the composition and activity of the UWM Sods come into view, Felix swears. "Okay, I'll deal with the battlesuit. Not a lot of room for error, here..."

Stay low. Get as much cover as I can while still keeping an eye on that battlesuit. Unless Lars orders me not to, target the cockpit with my amp. 60cm sphere, frozen as low as I can get it. If I can do so without direct line of sight without a penalty, do so.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Parisbre56 on February 27, 2014, 06:18:16 pm
Flint Westwood - Team G

((Roleplaying previous action a bit.))

"Haha, you guys!" exclaimed Flint after he landed. "You guys are screwed!"
"And you know why? Eh?" he continued as he flicked the Raibow Cannon's dial to Red, the weapon reforming, most of its mass shifting back and down, forming a large semi circular mass near the grip while the barrel reformed into an almost spike like protrusion. The weapon, along with his HUD began glowing with red light.
"BECAUSE I'M SEEING RED! HAHA!" he screamed, his gun releasing a stream of searing plasma the moment he pulled the trigger. Flint moved his arm with a lazy sweep, the shaft of light emerging from his weapon filling his screens, erasing everything unarmored in its path from existence. Not a second later, low power alarms went off. He managed to catch a glimpse of what remained of the enemy troops before his screens went black and Gilgamesh's limbs locked in place.
"Boom! Burn baby!" he added a final taunt, pulling his arms out of the control cuffs and making a triumphant motion with them.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Phoenix Flame on February 27, 2014, 06:23:38 pm
Angel: team D - Scrapyard

"I need a bigger gun" might be universally true regardless of how big a gun you happen to be carrying at the time but Angel was definitely feeling a need for something with a bit more AT capability right now. Keeping his voice low he muttered over the radio: "Ok, careful now, we're only going to get surprise once so lets not waste it, I'll go for the normal sods, not sure I can put a hole in anything tougher than that, not reliably anyway"

drop prone in cover, try to take aim at one of the lightly armoured sods whilst staying hidden, if spotted or if someone else fires first open fire
Title: Re: Mission 12: The Defense of Hephaestus
Post by: NAV on February 27, 2014, 06:25:02 pm
Team D- Dubley Steptimus

You got the battlesuit Felix? I'l deal with the mooks.
Are the sods wearing fireproof suits? Are the sods fireproof?
If they aren't, duct tape 3 molotovs together and throw it into the center of the group.
If they are, shoot a 1337 into the group. Aim far enough from the ships to not damage them.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Unholy_Pariah on February 27, 2014, 06:38:05 pm
Auron, team F.

Escape from hole using jump rockets, if there is no hole follow the tunnel to the next bunker and engage the eneny with my manipulator.

use precharged brainpower to heat most importan looking enemies brain to the point of minor brain damage and unconsciousness.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: kisame12794 on February 27, 2014, 07:15:53 pm
((God dammit. How ironic. Felled by friendly fire.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Xantalos on February 27, 2014, 07:19:17 pm
((Indeed. Don't worry, I'm getting you rescued.
I don't regret putting that 10 points in Endurance.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Toaster on February 27, 2014, 09:01:50 pm
Brother Lars - Team D Leader

((It wouldn't be ER if the first team death wasn't friendly fire.))

Lars sends a message across Team Leader chat as he moved forward.  "This is Brother Lars of D.  There are Sods in the shipyard, putting explosives on the ship.  We are eliminating them.   About a dozen hostiles, including a battlesuit.  We may need at least one support from above."

Switching his coms, Lars radioed his team as he crouched into position.  "Brothers, we fight now in the light of Steve.  They likely won't blow the ships when they're mixed in them, so we need to eliminate them swiftly.  With the grace of Ingram, fire!"

Engage targets, starting with exo-suit Sods.  Our Sods attack as well.  Take care not to hit ships.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: renegadelobster on February 27, 2014, 09:16:44 pm
Thaddeus-Team E "Aye-Aye" Grunt

So, uh, boss. What're your orders now?
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Doomblade187 on February 27, 2014, 09:39:19 pm
Denzel Gaunt- Team E Leader

"Well, I suppose we thank our overwatch saviors and finish off the last battlesuit. I'll handle the battlesuit, you guys keep watch for more enemies."

If Milno doesn't take care of the battlesuit pilot, the following action is valid. Otherwise, just keep watch for more enemies, and order the sods to do so as well.

So. Monoatomic sword. If using it on the battlesuit would expose me to the suit's claymore or electrical defense systems, see if the sods know how to kill the pilot without exposing themselves to much danger, and if so, have them kill it. Finally, if both other avenues are out of the question, simply take my manipulator and roast the pilot with a 10cm sphere of heat, after asking the others to stand back and doing so myself. Order the sods to keep watch for other enemies.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Caellath on February 27, 2014, 10:41:23 pm
Team G "Cassowary" (Reserve) - Milno "Honey Badger" Enedrasi - Leader - Assisting Team E

Milno activates his comms as he crosses the sky in high speeds, eyes still focused on the disabled battlesuit.

Team G: "Old fart, I want you to prepare to engage the flying enemies coming from North. Prepare means firing at them as long as you won't get overwhelmed. I'll join you in a while. Other members, report."

Activate EMM if it isn't online already, take advantage of the dust kicked up in the air to close into the still-functioning battlesuit and press the release on the suit's hatch.

After pressing the release, leap back to avoid retaliation and close in to yank the occupant out as soon as the hatch begins opening. Kill him dead throughly. Chest and head, the whole deal.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: smurfingtonthethird on February 27, 2014, 11:00:26 pm
Team F
Grab any 'free' sod weapons and get Morul extracted.
"MOTHERFUCKING ARTILLERYMEN GON' GET IT ONCE WE'RE DONE HERE"

((EDITED: orders changed.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: IronyOwl on February 27, 2014, 11:08:02 pm
Team G: "Old fart, I want you to prepare to engage the flying enemies coming from North. Prepare means firing at them as long as you won't get overwhelmed. I'll join you in a while. Other members, report."
"Faith here. Bunker 2's a crater now, something hit it. Me and Lyra are at headquarters now."
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Doomblade187 on February 27, 2014, 11:14:17 pm
((Action edited to accommodate Milno's action.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Caellath on February 27, 2014, 11:38:01 pm
"Faith here. Bunker 2's a crater now, something hit it. Me and Lyra are at headquarters now."

Team G: "I want you and Lyra heading to Team F's former position. Seems they got shelled and you need to deal with the opposition around there - they are moving either towards the towers or the aurora. Rescue the corpse of Team F's leader corpse in case they haven't done it already, but only when you're done with the hostiles or in case you're forced to retreat."
Title: Re: Mission 12: The Defense of Hephaestus
Post by: renegadelobster on February 28, 2014, 12:22:27 am
Thaddeus-Team E "Aye-Aye" Grunt

Gotcha boss.

Keep watch for more incoming enemies.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Parisbre56 on February 28, 2014, 02:22:22 am
Team G

"Roger that." replied Flint while closing the various warnings that appeared on his monitors as the battlesuit restarted and recharged its capacitors. "Those little flies won't know what hit 'em!"

Prepare for dogfight. Shoot the flying enemies with mining laser and green mode. Keep moving to avoid fire and being flanked. Retreat if I'm overwhelmed. Punch people with kinetic amp, use electricity or use claymores to keep them away from me.

"Yippee-ya-oooooh... Yippee-ya-jeeee... Ghost riders in the sky~..." Flint began singing quietly. He activated the battlesuit's thrusters and flied away in a cloud of dust.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Gamerlord on February 28, 2014, 02:38:52 am
((You know what, Piecewise? Can you just kill my character? I can't keep up with what's going on and what everyone else is doing and reading through this and the other threads to try and figure it out is more of a chore than it is enjoyable.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Corsair on February 28, 2014, 04:08:17 am
((PW i sent you that PM))
TEAM A
ready for the enemy behind cover prepare whatever weapon I have available (charge con) or if an enemy appears try to shoot them
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Kriellya on February 28, 2014, 04:24:02 am
Team C, Support

Stay in cover and dust while Miyamoto draws fire, get ready to bake some fliers. Aim for 1-foot spheres centered on the upper torso.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Powder Miner on February 28, 2014, 06:32:46 am
((I PMed piecewise, he rolled me a six for survival))
Team F, Blobfish
Cursing mightily, Dominika grabs her laser rifle and follows Xan.
"Can't kill me that easily, you sonsofbitches!"
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Dorsidwarf on February 28, 2014, 07:45:31 am
Team E.


Shoot something that isn't a teammate.. If any get close, power fist go. Make it look like an accident if it's a teammate after all.


/#edit for pansies
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Doomblade187 on February 28, 2014, 07:49:32 am
Team E.


Shoot something. If anything gets close, power fist go.

((Please edit your action to accommodate not shooting friendlies.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Knight Otu on February 28, 2014, 08:09:50 am
Gorat 'Chin' Ivanos, Team E "Aye-Aye"

Scan for more hostiles and shoot them with my laser. Try to recover a bit if possible.

Spoiler: Gorat 'Chin' Ivanos (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Alarith on February 28, 2014, 08:32:11 am
Jack Catar-Team B
Follow Pancaek's orders.  If Pancaek gives no orders figure out how to properly aim my weapon to shoot out of the bunker, to build a Con dynamic bonus.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Sean Mirrsen on February 28, 2014, 09:23:40 am
Anton Chernozorov, Team G "Cassowary" engineer - Shipyard

Anton waves at Jim when he sees him approach.

"General! Sods are moving through the shipyard. They aren't shooting at the ships yet, which I guess means they don't think we're going to be using them. Or are waiting for a proper demolitions team. Point is, we have to take them out before any of the ships can take off to provide support, and we better get rid of those buggers quickly. I can crank up the power on my gun and hopefully stagger that battlesuit so you can focus on the small fry first, then finish it off. Or I can distract them all momentarily with the lightning so you can get the drop on the battlesuit and then take out everyone else. Which do you think will work better?"

Go with whichever plan General Jim agrees on and take out the Sod group.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Harry Baldman on February 28, 2014, 10:32:12 am
Stacy, Team B Platypus

"He told me, I see you rise~...
But... it always falls,~
I see you come, I see you go...~

He says, 'all things pass... into the night'...~"

Check if my suit has all those HUD troubles as well, being an ancient relic that probably isn't running the same operating system as the one the rest have got. Check for differences between this and the MKI suit. Stay in cover!
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Lenglon on February 28, 2014, 11:23:07 am
Lyra, Team G

Travel with Faith ((to bunker 3 I think?)), Continue to be ready to use my amp if needed, If we come under fire while moving then shield us both, otherwise just sit on that dynamic bonus I readied up 2 turns ago.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Pancaek on February 28, 2014, 11:25:10 am
Pancaek - Team B - bunker 4

"Allright guys, stay low and look for hostiles. Engage if you can get a clear view on them. We can't start letting down our defences now."

SHuffle around the bunker, looking around with the fingercam while staying in cover. If I can see enemies (double check to make sure they're enemies) at a reasonable range, so that I wouldn't get a penalty, heat one foot spheres 100 degrees in their center mass, attacking the more powerful targets first. If no enemies are in range, charge an exo bonus.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: SeriousConcentrate on February 28, 2014, 11:28:19 am
Jim, Team G

"...Leave the battlesuit to me. Wait until I've made my move before you make yours."

Jim focuses on the enemy battlesuit and attempts to heat the inside of it to about 3000 degrees Fahrenheit.

(Apparently that's how hot crematoriums are, so... screw that sod. :P)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: piecewise on February 28, 2014, 11:48:22 am
Waiting for radio to tell me what I got wrong. Because apparently I got something wrong.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Radio Controlled on February 28, 2014, 12:09:09 pm
Waiting for radio to tell me what I got wrong. Because apparently I got something wrong.
Sorry for holding up the game guys. pm Send, gonna do Miya's action real quick now.


Miyamoto, Team C leader, shooting sods.


Miya will advance towards the flying sods and use his cameyes to get an accurate count on their number and their equipment. Then, he uses his manip to heat up the fuel reserves of the jetpack of a few of them so it detonates, hopefully spraying near ones with shrapnel.

The snipers at bunker 1 shoot at the fliers, use special ammo if needed.
Second sniper squad stays with Lyra and Faith.
Regular Sods with team C shoot at the fliers that slip through.
One heavy artillery gun fires at the group of soldiers advancing from the west, the ones heading for the ground between bunkers 5 and 6.
Two of the mobile artillery fire at the sods that were going towards team F and are now going to the shipyard, but not if they are so close already that they would hit our ships.
Two mobile artillery move to support team C, let them use airburst rounds to help take out the fliers. Or let them detonate their (shrapnel)rounds mid-air to take them out in a wide area.
Final two mobile artillery fire at the sods advancing from the west, or at least move into position for that.
One Steve bot will engage the sods that were going towards team F (you already told me a Steve bot would defend the battery, but it's to help you not forget).

Not using ships yet until I know whether they are remote-controlled or not.


"Team E, engage the enemy coming in your general direction, but don't leave your bunker unguarded. Work it out amongst yourselves, but there is artillery support incoming so be advised."

"Team G, send some extra people towards where bunker 2 used to be. It probably got destroyed, so I'm not sure how many are left. Gonna have mobile artillery provide support so 3 or 4 people should be able to handle it."

Title: Re: Mission 12: The Defense of Hephaestus
Post by: Sean Mirrsen on February 28, 2014, 12:46:59 pm
"...Leave the battlesuit to me. Wait until I've made my move before you make yours."
"Affirmative."

Wait for Jim to engage the enemy, then pop out of cover and start light(n)ing up the sods.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Caellath on February 28, 2014, 01:18:10 pm
"Team G, send some extra people towards where bunker 2 used to be. It probably got destroyed, so I'm not sure how many are left. Gonna have mobile artillery provide support so 3 or 4 people should be able to handle it."

"Yeah, I know. Hands full at the moment."
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Radio Controlled on February 28, 2014, 02:19:01 pm
"Team G, send some extra people towards where bunker 2 used to be. It probably got destroyed, so I'm not sure how many are left. Gonna have mobile artillery provide support so 3 or 4 people should be able to handle it."

"Yeah, I know. Hands full at the moment."

((I'm not sure whether other team leaders also get the same intell Miya is getting, so that was more for making sure Milno had the IC knowledge than Miya giving an actual order (since ha was pretty much already doing what Miya wanted anyway).

Now, PW told me in pm that sniper squad 2 is still alive, the sods that got killed in bunker 2 were other ones. Also, the sods attacking bunker 2 were the same ones coming from the east, and they all died taking out bunker 2. Still best to send some people over there to ensure we have some eyes there, but there's not as much hurry now.)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Xantalos on February 28, 2014, 02:22:23 pm
((I sent my message to Miyamoto and all of team G.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Radio Controlled on February 28, 2014, 02:31:36 pm
((I sent my message to Miyamoto and all of team G.))
((Darn, forgot to reply to that.))

Quote
We have been hit by an artillery shell from one of our own cannons. Morul has been killed, as far as I can tell. I don't know if its permanent or not. A few sods got offed, but most of us survived. I'll take control of team F in the meantime.

"Confirmed. Gonna send help to dig them out asap, but we need to deal with the still incoming troops first. Reform your squad and exit the tunnels at the laser battery or bunker 4, then re-engage that enemy squad. You should have a Steve bot to give backup."


Map updated with more accurate intell:
Spoiler (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Xantalos on February 28, 2014, 02:36:04 pm
Acknowledged.

Action edited - bunker 4 instead of bunker 3.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: piecewise on February 28, 2014, 04:58:45 pm
TEAM A
((PW i sent you that PM))
TEAM A
ready for the enemy behind cover prepare whatever weapon I have available
And I sent one back...or at least I thought I did...

We'll say you have a loaner exoskeleton so you can use it.




TEAM B



Team B "Platypus" Medic, Steve Saint - Southern bunker

((I need an AUX roll just to disable the HUD?  If I'd known that I wouldn't have tried.  Sigh.))

If PW is willing to let me have a dynamic bonus from last turn because of that misunderstanding, fix the HUD.  If I don't have a dynamic bonus, then charge one instead.


I'll be nice and just say you fixed it. Why not.


Jack Catar-Team B
Follow Pancaek's orders.  If Pancaek gives no orders figure out how to properly aim my weapon to shoot out of the bunker, to build a Con dynamic bonus.

Pancaek is shuffling about, so you work on exactly how you're supposed to shoot out of a bunker. Probably by shooting out of a bunker. Through that slit in the front, no doubt.


Stacy, Team B Platypus

"He told me, I see you rise~...
But... it always falls,~
I see you come, I see you go...~

He says, 'all things pass... into the night'...~"

Check if my suit has all those HUD troubles as well, being an ancient relic that probably isn't running the same operating system as the one the rest have got. Check for differences between this and the MKI suit. Stay in cover!

Yours doesn't have a hud. Or anything really. It's basically identical to modern day suits; you've got gauges and such for your air tanks and other readings but it's basically just a big, temperature controlled, airtight, rather tough suit.

Pancaek - Team B - bunker 4

"Allright guys, stay low and look for hostiles. Engage if you can get a clear view on them. We can't start letting down our defences now."

SHuffle around the bunker, looking around with the fingercam while staying in cover. If I can see enemies (double check to make sure they're enemies) at a reasonable range, so that I wouldn't get a penalty, heat one foot spheres 100 degrees in their center mass, attacking the more powerful targets first. If no enemies are in range, charge an exo bonus.
Well, you can still see some enemies but the distance is too great to attack accurately without penalties. Don't worry about it though, They're probably not gonna be alive much longer.

Exo bonus charging.



TEAM C




Goddammit, I forgot the team again.

Team C

Keep shooting.

The small child fires randomly into the sky in an attempt to maybe hit something.

Team C, Support

Stay in cover and dust while Miyamoto draws fire, get ready to bake some fliers. Aim for 1-foot spheres centered on the upper torso.

Gonna get a negative to this since they're fast and high up, but here we go.

Waiting for radio to tell me what I got wrong. Because apparently I got something wrong.
Sorry for holding up the game guys. pm Send, gonna do Miya's action real quick now.


Miyamoto, Team C leader, shooting sods.


Miya will advance towards the flying sods and use his cameyes to get an accurate count on their number and their equipment. Then, he uses his manip to heat up the fuel reserves of the jetpack of a few of them so it detonates, hopefully spraying near ones with shrapnel.

The snipers at bunker 1 shoot at the fliers, use special ammo if needed.
Second sniper squad stays with Lyra and Faith.
Regular Sods with team C shoot at the fliers that slip through.
One heavy artillery gun fires at the group of soldiers advancing from the west, the ones heading for the ground between bunkers 5 and 6.
Two of the mobile artillery fire at the sods that were going towards team F and are now going to the shipyard, but not if they are so close already that they would hit our ships.
Two mobile artillery move to support team C, let them use airburst rounds to help take out the fliers. Or let them detonate their (shrapnel)rounds mid-air to take them out in a wide area.
Final two mobile artillery fire at the sods advancing from the west, or at least move into position for that.
One Steve bot will engage the sods that were going towards team F (you already told me a Steve bot would defend the battery, but it's to help you not forget).

Not using ships yet until I know whether they are remote-controlled or not.


"Team E, engage the enemy coming in your general direction, but don't leave your bunker unguarded. Work it out amongst yourselves, but there is artillery support incoming so be advised."

"Team G, send some extra people towards where bunker 2 used to be. It probably got destroyed, so I'm not sure how many are left. Gonna have mobile artillery provide support so 3 or 4 people should be able to handle it."

Dozen or more of them, moving through the low clouds and smoke. Hard to get a precise number, even with cam-eyes tracking their heat signature, but you'd say 15 of them or so.

Snipers shooting
Snipers staying
More shooting
Shell out, traveling down range. Impact next turn.
Those Are reloading. But they can fire next turn.
[3] [4]
[3] [2]


Lets see
Grate:5
skylar: 1 oh god.
miya: decomped to 5
Sniper sods: Bad
Normal sods:good

Ok so the team, as a whole does pretty well. Kills all but maybe 2-3 of the fliers as they pass overhead, moving for the laser battery. However, the thing to notice is that Skylar appears to have fucked up a manipulator attempt and has summoned a basketball sized ball of pure white heat that is currently hovering a few feet in front of the bunker. And it's throbbing in a rather frightening manner.



TEAM D



Felix Grant, Team D "Marabou" - Scrapyard


When the composition and activity of the UWM Sods come into view, Felix swears. "Okay, I'll deal with the battlesuit. Not a lot of room for error, here..."

Stay low. Get as much cover as I can while still keeping an eye on that battlesuit. Unless Lars orders me not to, target the cockpit with my amp. 60cm sphere, frozen as low as I can get it. If I can do so without direct line of sight without a penalty, do so.


[exo:4+1]

Angel: team D - Scrapyard

"I need a bigger gun" might be universally true regardless of how big a gun you happen to be carrying at the time but Angel was definitely feeling a need for something with a bit more AT capability right now. Keeping his voice low he muttered over the radio: "Ok, careful now, we're only going to get surprise once so lets not waste it, I'll go for the normal sods, not sure I can put a hole in anything tougher than that, not reliably anyway"

drop prone in cover, try to take aim at one of the lightly armoured sods whilst staying hidden, if spotted or if someone else fires first open fire

Welp, guy above you started shooting mind bullets so.

[Con:3+1] Pretty good.



Team D- Dubley Steptimus

You got the battlesuit Felix? I'l deal with the mooks.
Are the sods wearing fireproof suits? Are the sods fireproof?
If they aren't, duct tape 3 molotovs together and throw it into the center of the group.
If they are, shoot a 1337 into the group. Aim far enough from the ships to not damage them.


[Con:3]

Brother Lars - Team D Leader

((It wouldn't be ER if the first team death wasn't friendly fire.))

Lars sends a message across Team Leader chat as he moved forward.  "This is Brother Lars of D.  There are Sods in the shipyard, putting explosives on the ship.  We are eliminating them.   About a dozen hostiles, including a battlesuit.  We may need at least one support from above."

Switching his coms, Lars radioed his team as he crouched into position.  "Brothers, we fight now in the light of Steve.  They likely won't blow the ships when they're mixed in them, so we need to eliminate them swiftly.  With the grace of Ingram, fire!"

Engage targets, starting with exo-suit Sods.  Our Sods attack as well.  Take care not to hit ships.

[Con:2+2]
sods:Great


Looking good. We'll combine this with Jim and Anton's attack and see how well it works. Seems like you'll probably wipe them out at this rate.


TEAM E


Denzel Gaunt- Team E Leader

"Well, I suppose we thank our overwatch saviors and finish off the last battlesuit. I'll handle the battlesuit, you guys keep watch for more enemies."

If Milno doesn't take care of the battlesuit pilot, the following action is valid. Otherwise, just keep watch for more enemies, and order the sods to do so as well.

So. Monoatomic sword. If using it on the battlesuit would expose me to the suit's claymore or electrical defense systems, see if the sods know how to kill the pilot without exposing themselves to much danger, and if so, have them kill it. Finally, if both other avenues are out of the question, simply take my manipulator and roast the pilot with a 10cm sphere of heat, after asking the others to stand back and doing so myself. Order the sods to keep watch for other enemies.

Gonna go manipulator since milno failed and because, well, time is of the essence for reasons.

[uncon:4+1+1]

Yeah, he's dead. Good thing too.

Thaddeus-Team E "Aye-Aye" Grunt

Gotcha boss.

Keep watch for more incoming enemies.

Nothing yet.

Team E.


Shoot something that isn't a teammate.. If any get close, power fist go. Make it look like an accident if it's a teammate after all.


/#edit for pansies

You viciously attack a rock.

Gorat 'Chin' Ivanos, Team E "Aye-Aye"

Scan for more hostiles and shoot them with my laser. Try to recover a bit if possible.

Spoiler: Gorat 'Chin' Ivanos (click to show/hide)

Brain rest commencing.


TEAM F


Xan Team F

WEAK FUCK FLESH

Quote from: Xan->Miyamoto, Team G
We have been hit by an artillery shell from one of our own cannons. Morul has been killed, as far as I can tell. I don't know if its permanent or not. A few sods got offed, but most of us survived. I'll take control of team F in the meantime.

Address Lerman.

You! Go extract Morul's body from the rubble. Hand his body over to the sod commander once he's out and come join me.
Other nonsods! Come with me, we have to reinforce another bunker now that this one's bust.

Attempt to extricate myself from hole. If there are enemy forces, snap their necks one by one with the Mass Manipulator Amp, starting with the most dangerous. If not, proceed to bunker 4 through the tunnels.




Auron, team F.

Escape from hole using jump rockets, if there is no hole follow the tunnel to the next bunker and engage the eneny with my manipulator.

use precharged brainpower to heat most importan looking enemies brain to the point of minor brain damage and unconsciousness.




Team F
Grab any 'free' sod weapons and get Morul extracted.
"MOTHERFUCKING ARTILLERYMEN GON' GET IT ONCE WE'RE DONE HERE"

((EDITED: orders changed.))



((I PMed piecewise, he rolled me a six for survival))
Team F, Blobfish
Cursing mightily, Dominika grabs her laser rifle and follows Xan.
"Can't kill me that easily, you sonsofbitches!"

Looks like everyone moves to bunker 4 via the underground tunnels. Can't see any enemies from here, but at least there's no dead moruls stinking up the place. Also let say that smurf manages to get himself a rocketlauncher from the rubble, but morul is too far buried to quickly dig him out.


TEAM G




Team G "Cassowary" (Reserve) - Milno "Honey Badger" Enedrasi - Leader - Assisting Team E

Milno activates his comms as he crosses the sky in high speeds, eyes still focused on the disabled battlesuit.

Team G: "Old fart, I want you to prepare to engage the flying enemies coming from North. Prepare means firing at them as long as you won't get overwhelmed. I'll join you in a while. Other members, report."

Activate EMM if it isn't online already, take advantage of the dust kicked up in the air to close into the still-functioning battlesuit and press the release on the suit's hatch.

After pressing the release, leap back to avoid retaliation and close in to yank the occupant out as soon as the hatch begins opening. Kill him dead throughly. Chest and head, the whole deal.

[dex:1+1+1]

You fly in, search for the release switch for a few seconds but can't find it! You quickly jet backwards before the Battle suit can retaliate.


Team G

Prepare for dogfight. Shoot the flying enemies with mining laser and green mode. Keep moving to avoid fire and being flanked. Retreat if I'm overwhelmed. Punch people with kinetic amp, use electricity or use claymores to keep them away from me.

[con:5+1+1]
Well there goes the other flying enemies. Also several of those sniper towers are cut in half as you wave your laser around erratically.

Anton Chernozorov, Team G "Cassowary" engineer - Shipyard

Anton waves at Jim when he sees him approach.

"General! Sods are moving through the shipyard. They aren't shooting at the ships yet, which I guess means they don't think we're going to be using them. Or are waiting for a proper demolitions team. Point is, we have to take them out before any of the ships can take off to provide support, and we better get rid of those buggers quickly. I can crank up the power on my gun and hopefully stagger that battlesuit so you can focus on the small fry first, then finish it off. Or I can distract them all momentarily with the lightning so you can get the drop on the battlesuit and then take out everyone else. Which do you think will work better?"

Go with whichever plan General Jim agrees on and take out the Sod group.
Alright.

Lyra, Team G

Travel with Faith ((to bunker 3 I think?)), Continue to be ready to use my amp if needed, If we come under fire while moving then shield us both, otherwise just sit on that dynamic bonus I readied up 2 turns ago.
Bunker three? That one is destroyed. And I don't see a post from faith so I'm honestly not sure either. Plus there are enemies coming from that direction so I'm gonna say you hang around for now.

Jim, Team G

"...Leave the battlesuit to me. Wait until I've made my move before you make yours."

Jim focuses on the enemy battlesuit and attempts to heat the inside of it to about 3000 degrees Fahrenheit.

(Apparently that's how hot crematoriums are, so... screw that sod. :P)

[Exo:6+2, decomp]

Yeah, that group of sods and battle suit is wiped out by the combined efforts of you and lars' team.







>The group of hostiles moving in toward the laser battery has been neutralized via it's defense systems. Damage minimal, laser still functioning at 100%.

>The last push is coming. Units incoming from the North, West and South.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: smurfingtonthethird on February 28, 2014, 05:04:27 pm
Team F
See if I can't blow up a battlesuit sod with the rocket launcher.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Unholy_Pariah on February 28, 2014, 05:18:36 pm
Auron, team F.

Run to nearest available cover in the path of the next sod wave, attempt to finally use my dynamic bonus to hit the incoming sods with a large disc of heat at head height that will overheat their brains and knock them unconscious but not instantly kill them.

Prioritise affecting battle and exo-suit equipped enemies.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: swordsmith04 on February 28, 2014, 05:21:10 pm
Felix Grant, Team D "Marabou" - Scrapyard


(How am I doing on the mind points? Am I getting tired yet?)

 Felix grins as the battlesuit freezes up and then seems to melt from the inside, presumably due to being lifelocked. "And that's one less battlesuit. Back to the bunker?"

Back to Bunker Five. Take the Gauss rifle and special ammo the dead grenadier Sod left there.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Tavik Toth on February 28, 2014, 05:28:46 pm
"Orders?" Jack asks over comms.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Radio Controlled on February 28, 2014, 05:32:43 pm
Miyamoto, Team C leader.


Miyamoto will cool down that orb of heat skylar created with his manip. Just neutralize it. After that, move forward a bit to get a visual on that last group coming from the north, try to determine where exactly the are coming from and what they have.

Sniper team 1 (at bunker 1, supporting team C) stays there, shoots enemies coming from the north once those are in range.
Sniper team 2 stays available to team G.
1 Heavy artillery gun fires at the enemies coming from the south.
All of the mobile artillery that can fire (only 2 I think, others shot last turn so they'll be reloading) shoots at newest batch of enemies coming from the west.


"Team B and team F, take care of the enemies coming from the south. Pancaek, I'm counting on you to get that done, coordinate with Xan as good as you can.

Team D, get back to your bunker. Teams D and E, there more enemies coming at you from the west, don't let them slip between you.

Team G, help out with the enemies coming from south and west, team C can hold the northern part. Divide your forces as you see fit. Remember to use the 1 sniper team you have available. Oh, and get someone to remove those explosives from our ships."
Title: Re: Mission 12: The Defense of Hephaestus
Post by: NAV on February 28, 2014, 05:36:17 pm
Dubley Steptimus -Team D

That was easy. Battle went so fast I could barely tell what was happening. We should probably take care of those bombs before we head back.
Remove the bombs that the sods were attaching to the ships. Use my pick if necessary. How many are there? How big are they? Any visible activation method?
Hey Lars, can I borrow a sod to safely dispose of these explosives? Or should I just leave them next to the ships.
Also, flex my damaged arm and try to find out what exactly isn't working about it.
Follow Lars back to the bunker. Let the reserve team deal with the explosives.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Tavik Toth on February 28, 2014, 05:41:13 pm
Team B

"Rodger that."

Engage enemies coming from the south along with teammates.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Tack on February 28, 2014, 05:44:09 pm
Team E

((I missed a few turns))

If it's still pretty clear, gather a team of fellow wait-ees together to exhume, or work towards exhuming Morul
If not, pew-pew boom
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Doomblade187 on February 28, 2014, 05:56:40 pm
Denzel Gaunt- Team E Leader

"Will do, Miya," Denzel says before switching to team messaging. "Okay then guys, we're holding this bunker against the next wave of guys coming at us. Make sure no threats slip between us and bunker D. Weapons hot and keep an eye out, boys."

Order one sod to keep watch on our flanks, and have the rest keep watch at the slit aside from the support trooper. Make sure I'm using the laser. (I have a dynamic bonus for it.)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Parisbre56 on February 28, 2014, 06:02:04 pm
Flint Westwood - Team G

"Today's forecast:" said Flint as he approached the flying sods "It's raining men!" He got his trusty Industrial Mining Laser in the ready position and switched the rainbow Cannon to Green mode. "GENETICALLY ENGINEERED MEN CLEAVED IN HALF, EXTRA TOASTY! " he added with an evil laugh. His mining laser activated with an ominous hum and he tilted his maneuvering thrusters left, causing the battlesuit to start spinning. A few spins and a few flashes of green light later, the already weakened aerial force had been decimated.
This is going great! I think I haven't even been shot at yet! ... Why AREN'T they shooting at me?
"Hey assholes!" he screamed at nobody in particular. Nobody living, anyway. "Try turning the safety off! Haha!"
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Kriellya on February 28, 2014, 06:09:13 pm
Team C, Skylar, Support

...

Activate EMM, get away from the bunker.
I need to replace this damn manipulator...
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Harry Baldman on February 28, 2014, 06:11:28 pm
Stacy, Team B Platypus

"And I say, 'oh no, sir, I must say you're wrong...~
I must disagree, oh no, sir, I must say you're wrong...~
Oh, won't you listen to me?'~"

Forces seem to coming from places. Can I see any from here? At any rate, do as Lord Pancaek directs.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Xantalos on February 28, 2014, 08:19:26 pm
Xan - Team F

"Team B and team F, take care of the enemies coming from the south. Pancaek, I'm counting on you to get that done, coordinate with Xan as good as you can.
Look south, snap necks of enemies with amp if they're not battle suits. If they are, heat center mass by 300 degrees.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: kisame12794 on February 28, 2014, 09:27:07 pm
((To save time, just have Morul get a full robobody. Although, the way PW said barely recoverable leads me to believe that there wasn't much else in the way of options...))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: GreatWyrmGold on February 28, 2014, 09:31:55 pm
Team C


Run from the hovering throbbing basketball of flaming doom. Also for cover and/or something that looks tactically important.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Toaster on February 28, 2014, 09:45:18 pm
Brother Lars - Team D Leader

Lars raises his arms, the exosuit helping exaggerate his movements.  "Praise be to the gods, for we have triumphed over adversity.  Algis be praised for shielding us from harm!  May we continue to sing the praises of Ingram with our bullets!  All glory to Wondrous Steve!"

Felix grins as the battlesuit freezes up and then seems to melt from the inside, presumably due to being lifelocked. "And that's one less battlesuit. Back to the bunker?"
Hey Lars, can I borrow a sod to safely dispose of these explosives? Or should I just leave them next to the ships.
Also, flex my damaged arm and try to find out what exactly isn't working about it.

"We move back to the bunker and hold it- there are hostiles inbound.  I'll have the reserve take care of the explosives."


Lead the team + Sods back to the original bunker (5).  Slap anyone that tries to do anything else.


Lars sent a message to the team leaders, plus Jim.  "Orders acknowledged- returning to bunker.  The ships have explosives on them- someone will need to handle that.  Perhaps General Jim and his Miracles of Steve is best suited for that?  The Sod Grenade trick?"
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Powder Miner on February 28, 2014, 09:58:03 pm
Team F
Dominika prepares to set the face of the first enemy she sees on fire, getting into a prone position for shooting.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: NAV on February 28, 2014, 10:19:55 pm
Got it. Can I loot the dead sods now? Thank Algae and Ingrate and the rest.
((Changed my action a bit.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Toaster on February 28, 2014, 10:30:35 pm
"If there is time when we get there.  And it's Algis - of the Shielding Hands - and Ingram, God of Guns.  Besides them, there is..."  Lars fills the team coms with theological discussion all the way back to the bunker.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: NAV on February 28, 2014, 10:37:23 pm
God of guns? I could use a bit of his help. This thing  *Dubley waves around his number gun* has tried to kill me in the past.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: swordsmith04 on February 28, 2014, 10:42:05 pm
As Lars launches into a detailed description of the HMRC Pantheon, Felix shuts off his comm system.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Toaster on February 28, 2014, 10:57:50 pm
Lars stops his monologue briefly to interject "Speak to me after the mission then- divine assistance is available.  Now, Cog-azaon the Wise is the keeper of secrets.  Commune with him and he shall reveal his knowledge if you are worthy.  Now there are dangers here, because..."
Title: Re: Mission 12: The Defense of Hephaestus
Post by: syvarris on February 28, 2014, 11:57:22 pm
Team B "Platypus" Medic, Steve Saint - Bunker 4 (southern one)

((...Thanks for that.))


"I've fixed the HUD.  No more epileptic lightshow, so you all can turn it back on safely."

Charge a dynamic AUX bonus while staying in cover.  Wonder if my HUD needs me to roll AUX to be useful, or if it's automated like I intended.  Wonder if it even has an actual effect.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: renegadelobster on March 01, 2014, 12:20:54 am
Thaddeus-Team E "Aye-Aye" Grunt

Sounds good boss

Keep watching for incoming enemies. Charge up an Exo bonus
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Corsair on March 01, 2014, 01:42:13 am
TEAM A
ready for enemy assault
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Radio Controlled on March 01, 2014, 04:39:13 am
updated map:

Spoiler (click to show/hide)

Added a grid to make it easier to indicate the exact position of anything. So now, one can say 'enemy squad 1, at K9, going 240° southwest' and it'll be clear for all involved where exactly something is, and what direction it is heading in. No obligation to use it for anyone, but I thought it might help.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Pancaek on March 01, 2014, 01:56:27 pm
((goddamnit, I've had 504 and maintance mode all day. couldn't on the forum to post my action up untill now.))

Pancaek - Team B - Bunker 4

"Allright men, looks like they're making another push. General De Bergerac has given us and Xan's team the responsibility to stop the invaders from the south. So, you know....look south and fuck up some sods for me."

Staying down while looking outside with fingercam, Move to the south side of the bunker. Attack enemies that are in range so I don't get a penalty. Heat 1 foot spheres by 150 degrees in their center mass. Attack the most armored/best armed enemies first.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Alarith on March 01, 2014, 02:02:03 pm
Jack Catar-Team B
"Simple enough."
Lower faceplate, mess up some enemy sods.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Caellath on March 01, 2014, 02:05:05 pm
Team G "Cassowary" (Reserve) - Milno "Honey Badger" Enedrasi - Leader - Heading West

Team G: "Jim, disposing of the bombs with your amps should be easy enough. In case your brain's already overheating, see if the techie in our team is able to disable them."

"Old fart, you come West with me."

"Faith and Lyra, join up with any friendlies around South and destroy the hostiles coming from there."

Deactivate EMM to save fuel. Report from surviving sod sniper team.

Move towards the West with Flint to neutralize the threats coming from that direction. Priority towards battlesuits and exo-suited sods. Battlesuits get overcharged shots to arm joints or any limb carrying a weapon. Re-activate EMM before re-entering combat.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: SeriousConcentrate on March 01, 2014, 02:13:26 pm
"Got it."

Jim uses his microwave amp to freeze each bomb to prevent detonation, then uses his manipulation amp to pull each one from the ships and move them someplace where they wouldn't cause much harm if they do explode.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Phoenix Flame on March 01, 2014, 02:15:07 pm
Brother Lars - Team D Leader

Lars raises his arms, the exosuit helping exaggerate his movements.  "Praise be to the gods, for we have triumphed over adversity.  Algis be praised for shielding us from harm!  May we continue to sing the praises of Ingram with our bullets!  All glory to Wondrous Steve!"

Felix grins as the battlesuit freezes up and then seems to melt from the inside, presumably due to being lifelocked. "And that's one less battlesuit. Back to the bunker?"
Hey Lars, can I borrow a sod to safely dispose of these explosives? Or should I just leave them next to the ships.
Also, flex my damaged arm and try to find out what exactly isn't working about it.

"We move back to the bunker and hold it- there are hostiles inbound.  I'll have the reserve take care of the explosives."


Lead the team + Sods back to the original bunker (5).  Slap anyone that tries to do anything else.


Lars sent a message to the team leaders, plus Jim.  "Orders acknowledged- returning to bunker.  The ships have explosives on them- someone will need to handle that.  Perhaps General Jim and his Miracles of Steve is best suited for that?  The Sod Grenade trick?"
((Could have sworn I posted earlier today... apparently either it got lost in the aether somewhere... or I'm going mad... both are definite possiblities))

Angel: Team D



By your command Squad-Commander.
Brothers in Battle, Brothers in Blood.
The Mission Will Succeed.


Follow Lars back to the bunker keeping an eye out for any trouble on the way then take up position and prepare for the next assault
Title: Re: Mission 12: The Defense of Hephaestus
Post by: IronyOwl on March 01, 2014, 02:34:26 pm
Team G Cassowary, Faith

"Mm. Not fond of bunkers..."

Get to bunker 4, assess situation there.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Knight Otu on March 01, 2014, 02:46:14 pm
Gorat 'Chin' Ivanos, Team E "Aye-Aye"

Scan for more hostiles and shoot them with my laser. If no hostiles come in vision, prepare for a better shot (charge a Con bonus).

Spoiler: Gorat 'Chin' Ivanos (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Parisbre56 on March 01, 2014, 03:07:40 pm
Team G

Use yellow and green mode and mining laser to aid Milno. Use red against heavy targets.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Lenglon on March 01, 2014, 03:17:24 pm
Lyra, Team G

Stick with Faith. again, if we come under fire, shield us.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Xantalos on March 01, 2014, 05:25:59 pm
Action put in, just in case PW's making the post.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Dorsidwarf on March 01, 2014, 06:21:31 pm

Team E

Commit sodicide9 on unsuspecting sods.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: WhitiusOpus on March 01, 2014, 09:15:31 pm
Team H - Lemmings : Marcius

Twiddle thumbs indefinitely.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Remalle on March 01, 2014, 09:35:34 pm
lvl 100 healer lfg
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Radio Controlled on March 02, 2014, 04:11:58 am
lvl 100 healer lfg

Gonna add you to team G, under command of Milno. Check wiki for mission intell (gonna add you in there once I can access an actual computer).
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Tack on March 02, 2014, 08:30:30 am
lvl 100 healer lfg
(http://s27.postimg.org/vm96gw35t/Eatsleep_Mako.gif)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Toaster on March 02, 2014, 11:34:33 am
+1
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Spinal_Taper on March 02, 2014, 08:27:08 pm
lvl 100 healer lfg

Gonna add you to team G, under command of Milno. Check wiki for mission intell (gonna add you in there once I can access an actual computer).
May I also be added in?
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Radio Controlled on March 03, 2014, 03:31:13 am
lvl 100 healer lfg

Gonna add you to team G, under command of Milno. Check wiki for mission intell (gonna add you in there once I can access an actual computer).
May I also be added in?

But of course! Always need more assets to replace dead ones. I will add you to the team Morul used to lead, they can use some extra firepower. That ok?
Title: Re: Mission 12: The Defense of Hephaestus
Post by: piecewise on March 03, 2014, 08:28:05 am
Sorry about the lack of update on saturday. My efforts were repelled by 504 errors. Update coming today, probably in a few hours.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Sean Mirrsen on March 03, 2014, 10:08:03 am
((Can't get thoughts organized for an RP post))

Anton Chernozorov, Team G "Cassowary" engineer

Anton doesn't leave cover until after the explosives have been safely disposed of, then boards the Southern Cross and begins final preflight checks, contacting Jim and Milno as he does so.

"Someone more skilled should take the Party Wagon and provide fire support. I have an idea how to make this here ship useful."
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Radio Controlled on March 03, 2014, 11:13:16 am
((Can't get thoughts organized for an RP post))

Anton Chernozorov, Team G "Cassowary" engineer

Anton doesn't leave cover until after the explosives have been safely disposed of, then boards the Southern Cross and begins final preflight checks, contacting Jim and Milno as he does so.

"Someone more skilled should take the Party Wagon and provide fire support. I have an idea how to make this here ship useful."

No need, after talking with PW we arranged that ships will be flown by Steve, but we (players) need to give precise commands/orders to them. Kinda like with sods. I was gonna make arrangements for that (as in, who will micromanage the ships) after next turn or after this final group (and before next wave).
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Sean Mirrsen on March 03, 2014, 11:24:23 am
((But until then, Anton wants to fly his armored laser turret of doom. :P The cannons on the Cross will outrange the battlesuit cutting lasers, hopefully, and its PD grid will give it good chances against any MkIII's that approach.

Anton's not going to be terribly useful on the field either way, I still don't trust his Con rolls, bonus or no.
That's not to say I trust his Aux rolls, however. Really, the guy just has terrible lack on the battlefield.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: piecewise on March 03, 2014, 02:20:00 pm
TEAM EH

TEAM A
ready for enemy assault

You clench your buttocks

TEAM BEEEEEEEEEEEES

Team B

"Rodger that."

Engage enemies coming from the south along with teammates.
Stacy, Team B Platypus

"And I say, 'oh no, sir, I must say you're wrong...~
I must disagree, oh no, sir, I must say you're wrong...~
Oh, won't you listen to me?'~"

Forces seem to coming from places. Can I see any from here? At any rate, do as Lord Pancaek directs.
Team B "Platypus" Medic, Steve Saint - Bunker 4 (southern one)

((...Thanks for that.))


"I've fixed the HUD.  No more epileptic lightshow, so you all can turn it back on safely."

Charge a dynamic AUX bonus while staying in cover.  Wonder if my HUD needs me to roll AUX to be useful, or if it's automated like I intended.  Wonder if it even has an actual effect.
It might have an effect. Depends on the effect you want it to have. Charging bonus regardless.

((goddamnit, I've had 504 and maintance mode all day. couldn't on the forum to post my action up untill now.))

Pancaek - Team B - Bunker 4

"Allright men, looks like they're making another push. General De Bergerac has given us and Xan's team the responsibility to stop the invaders from the south. So, you know....look south and fuck up some sods for me."

Staying down while looking outside with fingercam, Move to the south side of the bunker. Attack enemies that are in range so I don't get a penalty. Heat 1 foot spheres by 150 degrees in their center mass. Attack the most armored/best armed enemies first.
Jack Catar-Team B
"Simple enough."
Lower faceplate, mess up some enemy sods.

Team b prepares itself for the coming attack in various ways, mainly by just being ready and willing to shoot. For exactly what they're gonna be shooting at, we'll wait till the end of the post to reveal that. Hopefully the dice will be kind.


TEAM SEA CUCUMBER


Miyamoto, Team C leader.


Miyamoto will cool down that orb of heat skylar created with his manip. Just neutralize it. After that, move forward a bit to get a visual on that last group coming from the north, try to determine where exactly the are coming from and what they have.

Sniper team 1 (at bunker 1, supporting team C) stays there, shoots enemies coming from the north once those are in range.
Sniper team 2 stays available to team G.
1 Heavy artillery gun fires at the enemies coming from the south.
All of the mobile artillery that can fire (only 2 I think, others shot last turn so they'll be reloading) shoots at newest batch of enemies coming from the west.


"Team B and team F, take care of the enemies coming from the south. Pancaek, I'm counting on you to get that done, coordinate with Xan as good as you can.

Team D, get back to your bunker. Teams D and E, there more enemies coming at you from the west, don't let them slip between you.

Team G, help out with the enemies coming from south and west, team C can hold the northern part. Divide your forces as you see fit. Remember to use the 1 sniper team you have available. Oh, and get someone to remove those explosives from our ships."

[uncon:2+1+1]

Attempting to prevent an overshoot effect through sheer force? You'd need a 5 for that to work and unfortunately you didn't get it.

Sniper teams in place.

We'll put that shot downrange toward the south and then we'll wait for the next turn when the enemies are revealed for the smaller cannons. They'll all be ready by then and their hits are instant.
Team C, Skylar, Support

...

Activate EMM, get away from the bunker.
I need to replace this damn manipulator...
Team C


Run from the hovering throbbing basketball of flaming doom. Also for cover and/or something that looks tactically important.

Skylar flies off, carrying Grate with him while Miyamoto attempts to contain what is quickly revealed to be an explosive, high heat reaction caused by the manipulator. And he almost manages it. But red hot balls are nothing to fuck with.  (http://www.youtube.com/playlist?list=PLgNjCSGFfYetqrZxlYiU8yWaBs-XMmdqg)

He manages to neutralize the brunt of the heat in a sphere of dense cold, but a bit bursts free and the envelope ruptures like a water balloon. The blast sends Miya flying and leaves him a bit toasty, but otherwise uninjured.


TEAM DUH


Felix Grant, Team D "Marabou" - Scrapyard


(How am I doing on the mind points? Am I getting tired yet?)

 Felix grins as the battlesuit freezes up and then seems to melt from the inside, presumably due to being lifelocked. "And that's one less battlesuit. Back to the bunker?"

Back to Bunker Five. Take the Gauss rifle and special ammo the dead grenadier Sod left there.
(You're alright for now. Don't over do it though)
You head back to the bunker with some gear stolen from the dead.

Dubley Steptimus -Team D

That was easy. Battle went so fast I could barely tell what was happening. We should probably take care of those bombs before we head back.
Remove the bombs that the sods were attaching to the ships. Use my pick if necessary. How many are there? How big are they? Any visible activation method?
Hey Lars, can I borrow a sod to safely dispose of these explosives? Or should I just leave them next to the ships.
Also, flex my damaged arm and try to find out what exactly isn't working about it.
Follow Lars back to the bunker. Let the reserve team deal with the explosives.
Back to the bunker you go. As per your arm it's just not as strong as it could be. It lacks structural integrity, what with being held on by duct tape.



Brother Lars - Team D Leader

Lars raises his arms, the exosuit helping exaggerate his movements.  "Praise be to the gods, for we have triumphed over adversity.  Algis be praised for shielding us from harm!  May we continue to sing the praises of Ingram with our bullets!  All glory to Wondrous Steve!"

Felix grins as the battlesuit freezes up and then seems to melt from the inside, presumably due to being lifelocked. "And that's one less battlesuit. Back to the bunker?"
Hey Lars, can I borrow a sod to safely dispose of these explosives? Or should I just leave them next to the ships.
Also, flex my damaged arm and try to find out what exactly isn't working about it.

"We move back to the bunker and hold it- there are hostiles inbound.  I'll have the reserve take care of the explosives."


Lead the team + Sods back to the original bunker (5).  Slap anyone that tries to do anything else.


Lars sent a message to the team leaders, plus Jim.  "Orders acknowledged- returning to bunker.  The ships have explosives on them- someone will need to handle that.  Perhaps General Jim and his Miracles of Steve is best suited for that?  The Sod Grenade trick?"
You herd the nanny goats via the gentle medium of repeated beatings.

Brother Lars - Team D Leader

Lars raises his arms, the exosuit helping exaggerate his movements.  "Praise be to the gods, for we have triumphed over adversity.  Algis be praised for shielding us from harm!  May we continue to sing the praises of Ingram with our bullets!  All glory to Wondrous Steve!"

Felix grins as the battlesuit freezes up and then seems to melt from the inside, presumably due to being lifelocked. "And that's one less battlesuit. Back to the bunker?"
Hey Lars, can I borrow a sod to safely dispose of these explosives? Or should I just leave them next to the ships.
Also, flex my damaged arm and try to find out what exactly isn't working about it.

"We move back to the bunker and hold it- there are hostiles inbound.  I'll have the reserve take care of the explosives."


Lead the team + Sods back to the original bunker (5).  Slap anyone that tries to do anything else.


Lars sent a message to the team leaders, plus Jim.  "Orders acknowledged- returning to bunker.  The ships have explosives on them- someone will need to handle that.  Perhaps General Jim and his Miracles of Steve is best suited for that?  The Sod Grenade trick?"
((Could have sworn I posted earlier today... apparently either it got lost in the aether somewhere... or I'm going mad... both are definite possiblities))

Angel: Team D



By your command Squad-Commander.
Brothers in Battle, Brothers in Blood.
The Mission Will Succeed.


Follow Lars back to the bunker keeping an eye out for any trouble on the way then take up position and prepare for the next assault

Back to the bunker you go.


Welp, Team Lars heads back to their friendly little bunker and wait to entertain guests.


TEAM CANADIAN EXCLAMATION



Team E

((I missed a few turns))

If it's still pretty clear, gather a team of fellow wait-ees together to exhume, or work towards exhuming Morul
If not, pew-pew boom

eehhhh sure. You have enough time to dig out the half crushed helmet containing morul's head and chop it off his mushed body. You also manage to save his inventory because the forces of the cosmos have decided to be nice.


Denzel Gaunt- Team E Leader

"Will do, Miya," Denzel says before switching to team messaging. "Okay then guys, we're holding this bunker against the next wave of guys coming at us. Make sure no threats slip between us and bunker D. Weapons hot and keep an eye out, boys."

Order one sod to keep watch on our flanks, and have the rest keep watch at the slit aside from the support trooper. Make sure I'm using the laser. (I have a dynamic bonus for it.)

Sods commanded. Laser dynamic used. Much readying.

Thaddeus-Team E "Aye-Aye" Grunt

Sounds good boss

Keep watching for incoming enemies. Charge up an Exo bonus

Charging your...exo.
Gorat 'Chin' Ivanos, Team E "Aye-Aye"

Scan for more hostiles and shoot them with my laser. If no hostiles come in vision, prepare for a better shot (charge a Con bonus).

Spoiler: Gorat 'Chin' Ivanos (click to show/hide)

Con charging intensifies.


Team E

Commit sodicide9 on unsuspecting sods.


Sod murder is coming. Please stand by.

TEAM FFFFFFFFFFFFFF



Team F
See if I can't blow up a battlesuit sod with the rocket launcher.

Well, we'll have to wait for one to come first.

Auron, team F.

Run to nearest available cover in the path of the next sod wave, attempt to finally use my dynamic bonus to hit the incoming sods with a large disc of heat at head height that will overheat their brains and knock them unconscious but not instantly kill them.

Prioritise affecting battle and exo-suit equipped enemies.

There's not a whole lot of cover outside the bunker...we'll just keep you in there and give you a dynamic bonus.


Xan - Team F

"Team B and team F, take care of the enemies coming from the south. Pancaek, I'm counting on you to get that done, coordinate with Xan as good as you can.
Look south, snap necks of enemies with amp if they're not battle suits. If they are, heat center mass by 300 degrees.

You know, I gave this turn as a "get your shit ready" turn. Hmm Probably should have had steve say you had some time...Oh well.

Team F
Dominika prepares to set the face of the first enemy she sees on fire, getting into a prone position for shooting.
Dynamic bonus I assume.

TEAM し゛


Team G "Cassowary" (Reserve) - Milno "Honey Badger" Enedrasi - Leader - Heading West

Team G: "Jim, disposing of the bombs with your amps should be easy enough. In case your brain's already overheating, see if the techie in our team is able to disable them."

"Old fart, you come West with me."

"Faith and Lyra, join up with any friendlies around South and destroy the hostiles coming from there."

Deactivate EMM to save fuel. Report from surviving sod sniper team.

Move towards the West with Flint to neutralize the threats coming from that direction. Priority towards battlesuits and exo-suited sods. Battlesuits get overcharged shots to arm joints or any limb carrying a weapon. Re-activate EMM before re-entering combat.


Toward the west eh? Best we've got out there is bunker 5, So I suppose you and Flint will head over there and help out D team.

Team G Cassowary, Faith

"Mm. Not fond of bunkers..."

Get to bunker 4, assess situation there.
Bunker 4 is quiet for this very moment. But it's about to be attacked so...I hope you're ready to fight.

Team G

Use yellow and green mode and mining laser to aid Milno. Use red against heavy targets.

Alrighty. Gun mode switched, ready to engage.

Lyra, Team G

Stick with Faith. again, if we come under fire, shield us.

Sticky Cat continues to stick.


((Can't get thoughts organized for an RP post))

Anton Chernozorov, Team G "Cassowary" engineer

Anton doesn't leave cover until after the explosives have been safely disposed of, then boards the Southern Cross and begins final preflight checks, contacting Jim and Milno as he does so.

"Someone more skilled should take the Party Wagon and provide fire support. I have an idea how to make this here ship useful."


Ah crap. I remember seeing jims post about those bombs...Not quoted though. Dang. Oh well, I remember it so:

[Exo:3+2]
Jim disposes of all the bombs.

And as per the ship...I was informed that they're supposed to be automated, something I don't remember okaying, but I can't say it's impossible that I did. So you can fly it manual or remotely. Your choice.















Alright, lets roll to see whats coming.



The force from the north is the weakest, consisting mostly of sods with a few exosuits scattered among them; in total there are maybe 15, with 3 exosuits, each armed with gauss cannons.

The force from the West is the most powerful: Normal sods are in the minority, out of 12 enemies 3 are battle suits and 5 are exosuits. Two of the battle suits are melee type, while the third isn't a type you've seen before. It's got a pretty freaking massive gun though: gauss maybe, but it looks like he's lugging a howitzer.

The force to the south is lesser then the west, but still strong, 2 battle suits, 3 exo troopers and 5 sods.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: GreatWyrmGold on March 03, 2014, 02:33:00 pm
Team C

...Look around. Determine where Skylar dropped me off, more or less.

Quickly type out message:
Quote from: Grate->Miyamoto
Dear Mistrr M,
What doI do now?
Sincerelyy,
Grate

EDIT:
Attempt to locate nearby sods, ideally ones in exosuits. Locate covered firing position, go there, and open fire.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: swordsmith04 on March 03, 2014, 02:40:17 pm
Felix Grant, Team D "Marabou" - Bunker Five


Felix reactivates his comms and switches to speakers for a second, so Milno and Flint can hear him. "...Fuck. Okay, I've got the melee battlesuit on the left."

Another 60cm Sphere of Cold on the cockpit of one of the Melee Battlesuits!

Title: Re: Mission 12: The Defense of Hephaestus
Post by: Parisbre56 on March 03, 2014, 02:50:51 pm
Team G - Defending West

"Death from above!"

Would it be possible to fly high enough over the assaulting force to not attract their attention?

If yes:
Get over the heavy weapon battlesuit and then shut down my thrusters. Glide towards it and activate thrusters on the last second to prevent lethal fall damage while maintaining the element of surprise. Show it what a kinetic punch can do at insane speeds. Then give everyone around me (that is probably still reeling from the shockwave) a taste of green mode and mining laser while retreating. Use kinetic amp punch on anyone who gets close. Try to avoid the melee battlesuits and stay away from them if possible.

If no:
Land and open up on the enemy force with yellow mode and mining laser. Then fire a red beam at the heavy weapon battlesuit. Make sure to keep the red beam on the battlesuit for the entirety of its duration, since last time the battlesuits were able to survive a glancing blow. This time I wanna make it melt. Hope the others can take care of the other battlesuits.


((Let's hope I don't roll a 1...))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Kriellya on March 03, 2014, 02:55:16 pm
Team C, Skylar, Support

Boss, I'm going to drop the kid off and then go get something I can actually use. You said you wanted the Party Wagon?

Drop Grate off at Miyamoto

(( PW, by 'remote control', do we me Steve-controlled or 'one of us can remotely control it via the suits'? ))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Radio Controlled on March 03, 2014, 03:36:10 pm
Quote
Sorry about the lack of update on saturday. My efforts were repelled by 504 errors. Update coming today, probably in a few hours.
Yeah, the forum has been fickle lately. Wonder why...

Quote
(( PW, by 'remote control', do we me Steve-controlled or 'one of us can remotely control it via the suits'? ))
It means we give it orders, but then Steve flies the ships and tries to do what we ordered it to. Doesn't require AUX rolls. By the way, I just remembered you have that MkIII. You can borrow Miya's heavy laser for the duration of this mission, if you want. Or the shard launcher if the laser is too heavy.

Quote
Anton's not going to be terribly useful on the field either way, I still don't trust his Con rolls, bonus or no.
That's not to say I trust his Aux rolls, however. Really, the guy just has terrible lack on the battlefield.))
Starting this turn he can help with directing our airforce, so don't worry, he can help.

Miyamoto, Team C leader.


Miya will use his manip to send back any gauss cannon rounds coming at him, his teammates or sods. Try to send them back at the one that shot it. He will also try to shoot the exosuit wielders with his shard launcher if possible, but defending with the manip has priority.

Sniper team 1 engages enemies coming from the north once those are in range.
Sods engage enemy when possible, focus on the exo suits. Use grenades if possible to thin out the regular sods.
Artillery will be handled by Pyro/Simus starting this turn.
Ships will be handled by Pyro/Sean and possibly others.


Quote
Dear Mistrr M,
What doI do now?
Sincerelyy,
Grate
"Kill those damn sods of course! focus on the exosuits, or just shoot the regular ones with your laser."

Quote
Boss, I'm going to drop the kid off and then go get something I can actually use. You said you wanted the Party Wagon?
"We can handle those sods on our own, if you want to command a ship help out team D. Or let someone else take care of the ships and help us kill these ones."

Looking at the forces coming at the other team, and especially team D and E, Miya knew they'd need the reserve more than he did.
"Team G, Miya here. We can handle the forces coming at us, so don't worry about that, but if my video feed is correct, the other teams are in quite deep shit."
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Unholy_Pariah on March 03, 2014, 03:48:02 pm
Auron, team F.

Use dynamic bonus to create a large disc of heat around the incoming sod wave thick enough to affect both standard sod brains and battlesuit sod brains that will non-lethally boil said brains into unconsciousness.

Use my laser on any un-incapacitated targets, both emitters, aiming for shoulder joints.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: NAV on March 03, 2014, 03:54:04 pm
Dubley -Team D heavy weapons

I've got the one on the right.

Pick up the dead sod's rocket launcher. Load a shaped charge. Fire at the melee battlesuit on the right.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: renegadelobster on March 03, 2014, 04:01:24 pm
Thaddeus Team E "Aye-Aye" Grunt

Target the battle suit with the gauss howitzer with the microwave amp. Aim for the cockpit and heat it up by 300 degrees Celsius in a 1 meter sphere.

Thats a big F'ing gun. Imma cook 'im.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Xantalos on March 03, 2014, 04:06:33 pm
Team F

Twist the necks of the exoskeleton sods around like a spinning top with my amp.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Harry Baldman on March 03, 2014, 04:29:20 pm
Stacy, Team B Platypus

"He told me 'I've seen it all before...~
I've been there...~
I've seen my hopes and dreams a-lying on the ground...'~"

Shoot whatever hostiles come into Medium range or closer. Stay in cover until an opportunity to do so presents itself.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: PyroDesu on March 03, 2014, 04:39:11 pm
Team A - Team Leader Simus - Control Room

Spoiler: Simus Quicksheet (click to show/hide)

Artillery Orders:

Heavy Artillery fires at the Western Force
2 Mortars fire at the Southern Force
2 Mortars fire at the Western Force
2 Mortars move from position in the West to position in the North, and fire at the Northern Force, if possible
All mortars will prioritize in the order, highest priority to least: Battlesuit, Exosuit Sod, Sod
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Toaster on March 03, 2014, 05:04:34 pm
Brother Lars - Team D Leader

Seeing the oncoming forces, Lars switched to command chat.  "This is Brother Lars.  Incoming on Bunker 5 from the west- three battlesuits and more besides.  We may need some assistance- one battlesuit has an artillery piece.  Glorious Steve, what kind of gun is that?"

He switched to team chat.  "Open fire, brothers!  Sing bullet-sized songs of Ingram!  May the Shielding Hands of Algis cover us all!  May we move with Vo-nos's speed!  All praises and glory to Almighty Steve, and may Pathmas be ever in our favor!"



Sing battle hymns.  Shoot exosuit sods.  Ask Steve what the big gun is.  Command Sods to start shooting non-battlesuit targets.

Title: Re: Mission 12: The Defense of Hephaestus
Post by: Tavik Toth on March 03, 2014, 05:16:13 pm
Team B

Engage enemy forces approaching position. Fire all weapons.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Tack on March 03, 2014, 05:49:33 pm
Team FFS

((Oh god. I have a sudden aversion to artillery.))
Teal stuffs Morul's head in his backpack, and tosses his equipment into the convenient hammerspace portal which always seems to be open when a character dies.


Shoot shoot sods. If an exosuit is in the blast radius of satchel charge, makegoboom
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Pancaek on March 03, 2014, 05:53:45 pm
Pancaek - Team B - Bunker 4

"Okay, so we've got two battlesuits incoming. I'll try and take care of at least one of them. You guys just...fire. Doesn't really matter what you kill, so long as you're kiling and keep on killing 'till they're all dead."

So, because I didn't actually get to attack last turn I get an exo bonus, yes? Heat a roughly 2 foot sphere in the pilot compartements of the battlesuits by 150. Repeat until they are both dead. If somehow the battlesuits are dead before I get to act/I'm allowed to get in another attack, heat 1 foot 150 degree spheres center mass in exosuit sods.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: IronyOwl on March 03, 2014, 06:03:09 pm
Team G Cassowary, Faith, Bunker 4

"Okay, so we've got two battlesuits incoming. I'll try and take care of at least one of them. You guys just...fire. Doesn't really matter what you kill, so long as you're kiling and keep on killing 'till they're all dead."
"I disagree. Some of those exo sods had mining lasers elsewhere; that's a lot more dangerous than gauss sods. Even the battlesuits aren't that dangerous unless they get close, which between amps and me isn't too likely to be a problem."

Use my microwave amp to char a convenient section of vital exosuit sod bits. Unless those are all incapacitated, in which case roast something that's hostile, in range, still active, and is also not supposedly on our side.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Kriellya on March 03, 2014, 06:06:13 pm
Team C, Skylar, Support

Quote
(( PW, by 'remote control', do we me Steve-controlled or 'one of us can remotely control it via the suits'? ))
It means we give it orders, but then Steve flies the ships and tries to do what we ordered it to. Doesn't require AUX rolls. By the way, I just remembered you have that MkIII. You can borrow Miya's heavy laser for the duration of this mission, if you want. Or the shard launcher if the laser is too heavy.

Right. Keep your tubes, I can't aim for shit with those. Let's dispose of these guys and go help out the others.

Keep EMM rolling, get into some cover and prepare a charge for sod baking. (dynamic bonus ho!)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: smurfingtonthethird on March 03, 2014, 06:07:39 pm
((It takes them a fucking year to get ready and they send less then a hundred troops at us. Fucking retards.))

Team F

Asplode a battlesuit with the rocket launcher.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: kisame12794 on March 03, 2014, 06:11:04 pm
((They weren't expecting this. We did everything in the past year in secrecy. And this also isn't an actual invasion force. This is what troops were on hand from a force designed around defense.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Toaster on March 03, 2014, 06:15:54 pm
((Plus, they sent 50 shuttles and we're just fighting the remnants.  Assuming 6 troops per, which I think is roughly comparable to the Sword ones, that's 300 troops, many in battlesuits.  Extrapolate that outward and there were probably at least 20 battlesuits to start with.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Alarith on March 03, 2014, 06:32:41 pm
Jack Catar-Team B
Take out the hostile sods
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Xantalos on March 03, 2014, 06:36:11 pm
Pancaek - Team B - Bunker 4

"Okay, so we've got two battlesuits incoming. I'll try and take care of at least one of them. You guys just...fire. Doesn't really matter what you kill, so long as you're kiling and keep on killing 'till they're all dead."

So, because I didn't actually get to attack last turn I get an exo bonus, yes? Heat a roughly 2 foot sphere in the pilot compartements of the battlesuits by 150. Repeat until they are both dead. If somehow the battlesuits are dead before I get to act/I'm allowed to get in another attack, heat 1 foot 150 degree spheres center mass in exosuit sods.
((We're dealing with the exosuit sods from the south, aren't we?))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Pancaek on March 03, 2014, 07:22:41 pm
Team G Cassowary, Faith, Bunker 4

"Okay, so we've got two battlesuits incoming. I'll try and take care of at least one of them. You guys just...fire. Doesn't really matter what you kill, so long as you're kiling and keep on killing 'till they're all dead."
"I disagree. Some of those exo sods had mining lasers elsewhere; that's a lot more dangerous than gauss sods. Even the battlesuits aren't that dangerous unless they get close, which between amps and me isn't too likely to be a problem."

Use my microwave amp to char a convenient section of vital exosuit sod bits.
"true, but really, let's not get all choosy with what we shoot at. Let's all just try and murderfuck every single one of them."

((PW's post says there's 2 battlesuits with them as well.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Xantalos on March 03, 2014, 07:28:18 pm
((Oh, read wrong. I'll target one battle suit and you get the other, perhaps?))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Spinal_Taper on March 03, 2014, 08:10:33 pm
Team FFFFFFFFF
Quote from: Thomas to all Team F Personnel
"Excuse me, I am Thomas Harrison. Sent to reinforce team F. Are there any standing orders?
If we are given orders to move, do so. If not, take up a position near the Sword and scope up on the northern force.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: syvarris on March 03, 2014, 08:51:12 pm
Team B "Platypus" Medic, Steve Saint, Bunker 4

Dynamic AUX bonus: +/-1


Saint looks up as Faith steps into the bunker.  "Oh, hello Faith.  Welcome to team B's cozy little bunker slash grave.  As Saint notices the incoming forces, he makes an additional comment "Hmm.  Crap.  Hey, Faith, do you mind if I hook you up to the team's targeting HUD?"

As far as my HUD- I intended it to, in order of importance:
A:improve visibility on enemies, making them easier to shoot (especially battlesuits, by highlighting the cockpit and joints)
B:Increase battlefield awarness
C:Organize fire somewhat, by highlighting certain targets more for some people than others so people don't shoot the same things.

Not really sure how that would work in-game though.  Maybe +1 to targeting rolls when enemy has some amount of cover or concealment?  Or an automatic -1 to overshoots?  Whatever isn't OP.


Actual action: -IF- and only -IF- this does not require an AUX roll, load my HUD onto whoever has joined us at bunker 4.  Again, package it with my movement recording software for the bots.

If I don't do that, try and write an addon for whatever I've been using to code that detects when I'm writing too fast/actively, and gives me little math problems to solve and reminders about good coding practices.  Basically, an AUX decompensator that gives -1 when I overshoot on coding things.

Oh, and stay in cover away from the firing slits.


((It takes them a fucking year to get ready and they send less then a hundred troops at us. Fucking retards.))

Team F

Asplode a battlesuit with the rocket launcher.
((I'll just warn you, that rocket launcher will probably have very... underwhelming results, unless it's already nearly destroyed.  It would be far more useful to take out the grunts.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: GreatWyrmGold on March 03, 2014, 09:00:52 pm
"Kill those damn sods of course! focus on the exosuits, or just shoot the regular ones with your laser."
Action edited. In the future because I'm posting first.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Unholy_Pariah on March 03, 2014, 09:17:39 pm
((If you guys insist on attacking the southern battlesuits could you please put in a clause to refrain from finishing them off if i have already incapacitated them?))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Doomblade187 on March 03, 2014, 09:23:05 pm
Denzel- Team E Leader

"Fire! Take down the battlesuits and exosuits as you can. Sods, target the nearest exosuit-equipped enemies and take them out."

Order the sods to target the most dangerous group of exosuit-equipped enemies. Shoot down the closest group of exosuit sods, or if the sods do so first, target the surrounding sods.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: IronyOwl on March 03, 2014, 09:57:04 pm
Saint looks up as Faith steps into the bunker.  "Oh, hello Faith.  Welcome to team B's cozy little bunker slash grave.  As Saint notices the incoming forces, he makes an additional comment "Hmm.  Crap.  Hey, Faith, do you mind if I hook you up to the team's targeting HUD?"
"I... suppose not..." she said, sounding dubious. "What's it do?"
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Lenglon on March 03, 2014, 10:11:39 pm
Lyra, Team G

Lyra continues to stay next to Faith.

Wait a moment for the rest to attack the high-priority targets (battlesuits and exosuits) and melt the center of mass for any that weren't taken down by someone else. If all the high-priority targets are taken down, then make a wide, thin, knee-high horizontal blade of heat through the remaining unarmored sod formation. Reminder that I took the time to prep for my amp's use already.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: syvarris on March 03, 2014, 10:54:58 pm
Saint raises his faceplate as he responds to Faith.  "Mostly it just helps with finding targets.  Highlights them, even through walls and whatnot.  It also gives you a small proximity view to show you how close enemies and allies are to your sides and behind you.  So, good for ampers and situational awareness.  It might not be easy to adapt to your cameyes though- If that's the case I won't even try."

Saint then turns to Lyra, and a scowl flashes across his face momentarily before being replaced by a friendly smile. "Sadly it won't work for you, because you don't have any mechanical optics.  Ahh, if you don't mind my asking, what's your name?  The personnel files I read never mentioned any... cat.. people?
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Powder Miner on March 03, 2014, 10:55:55 pm
Team F
Set enemy things burnin'
Title: Re: Mission 12: The Defense of Hephaestus
Post by: IronyOwl on March 03, 2014, 11:08:23 pm
Saint raises his faceplate as he responds to Faith.  "Mostly it just helps with finding targets.  Highlights them, even through walls and whatnot.  It also gives you a small proximity view to show you how close enemies and allies are to your sides and behind you.  So, good for ampers and situational awareness.  It might not be easy to adapt to your cameyes though- If that's the case I won't even try."
"Oh, that sounds nice. If you can manage..."

She seemed to droop a little, as though suddenly remembering something unpleasant.

"...go ahead and try," she finished with a hint of dread in her voice.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Xantalos on March 03, 2014, 11:54:57 pm
Team FFFFFFFFF
Quote from: Thomas to all Team F Personnel
"Excuse me, I am Thomas Harrison. Sent to reinforce team F. Are there any standing orders?
If we are given orders to move, do so. If not, take up a position near the Sword and scope up on the northern force.
Quote from: Xan->Thomas
I'm in command for now since Morul died. You're a sniper, correct? We're dealing with the forces attacking from the west. Mow down the regular sods or try to kill the battle suits if you want to - really, you just need to kill them.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Corsair on March 04, 2014, 03:00:23 am
Team A
play the waiting game also charge a dynamic bonus
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Sean Mirrsen on March 04, 2014, 03:23:19 am
Anton Chernozorov, Team G "Cassowary" engineer/pilot

Anton pulls the Cross up into the air, slowly turning it to face due west.

"General Milno, I am taking the Southern Cross for use as an airborne artillery support platform and mobile observation post. Please advise whichever team is sitting in our western bunkers that I'm about to perform close air support with a bundle of laser cannons. Just in case they had any thoughts of running out into the field."

If no objections to this plan follow, Anton will approach the western invader group to the optimal effective range of the Cross's laser cannons and commence firing on the enemies, prioritizing the biggest and most armored targets, like that one unknown battlesuit.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Knight Otu on March 04, 2014, 08:42:38 am
Gorat 'Chin' Ivanos, Team E "Aye-Aye"

"Oh forge."

Shoot at the greatest remaining threat (expending my Con bonus).

Spoiler: Gorat 'Chin' Ivanos (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Caellath on March 04, 2014, 11:00:48 am
Team G "Cassowary" (Reserve) - Milno "Honey Badger" Enedrasi - Leader - Defending West

Team G: "Mesk, come West now. We may end up needing some doctors, no matter how terrible they are."

"Jim, there's some fighting to be done here. Come West in case you got things done already."

Teams G and D: "Our techie is swooping in to attack the enemy with laser cannons. In case you're thinking about running or flying towards the enemies to hug them, think again and stay away."

"Team G, Miya here. We can handle the forces coming at us, so don't worry about that, but if my video feed is correct, the other teams are in quite deep shit."

"Yeah, we're already taking care of that."

Activate EMM.

Priority towards battlesuits (preference for the strange one) and exo-suited sods. Battlesuits get overcharged shots to arm joints or any limb/strcture carrying a weapon. Stay in the air, medium to short range from them to avoid melee dashes from the melee battlesuits.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: SeriousConcentrate on March 04, 2014, 11:03:54 am
Team G

Jim heads West to scope out the situation, staying out of sight as much as he can given his size and all.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: PyroDesu on March 04, 2014, 01:52:37 pm
Quote from: Simus; Team A Leader>All Team Leaders
Be advised, enemy positions to the south and west are being shelled. Positions to the north may or may not be shelled not long after, depends on how fast these railed mortars are. The position to the south is going to be on the receiving end of our big artillery.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Remalle on March 04, 2014, 02:51:58 pm
Find and join up with Team G.
"'sup?"
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Parisbre56 on March 04, 2014, 03:47:50 pm
Find and join up with Team G.
"'sup?"
"'s cool. Just whacking some Sod fools. Wanna join the fun?"
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Remalle on March 04, 2014, 03:52:04 pm
"Eh, sounds like a thing.  You need flying, immortal, giant-laser-shooting air support?"
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Parisbre56 on March 04, 2014, 04:30:51 pm
"Eh, sounds like a thing.  You need flying, immortal, giant-laser-shooting air support?"
"Sure, this team could use a few more Sturdy guys with Big guns. I can't do all the work. Heh. Although I think the Badger would disagree. He wants you to stay back and play doctor or something like that. Personally, I think all this power his position affords him has gone straight to his head. Not that he had a small ego to begin with."
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Caellath on March 04, 2014, 05:34:44 pm
"Old fart, your damaged hearing is no excuse for making up orders. I said I want Mesk off his lazy ass and coming here. And Mesk, you can't use that pyramid's laser unless you've learned how to use it this last year."

"And Fart, if you really want to gossip then do it in a private channel."
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Parisbre56 on March 04, 2014, 06:10:49 pm
((I assumed Flint and Mesk were talking face to face because he said "sup", which is a strange thing to say on the radio, at least in my opinion. Although I guess Milno could had been nearby and Flint didn't see him.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: piecewise on March 04, 2014, 06:27:37 pm
TEAM A

Team A - Team Leader Simus - Control Room

Spoiler: Simus Quicksheet (click to show/hide)

Artillery Orders:

Heavy Artillery fires at the Western Force
2 Mortars fire at the Southern Force
2 Mortars fire at the Western Force
2 Mortars move from position in the West to position in the North, and fire at the Northern Force, if possible
All mortars will prioritize in the order, highest priority to least: Battlesuit, Exosuit Sod, Sod

So both heavy artillery fires toward the south, and then one set of small mortars for each direction. Got it. Please ignore these numbers that are not related to anything.
1-6 W
1-2 W
Jeez
4 S
1-2 S
Jesus Christ, who pissed off the fucking RNG?
5 W
1-1 W Ah hell.
2 N
4 N

You're about to make lots of little soldiers very unhappy.

Team A
play the waiting game also charge a dynamic bonus
I think You've already got one. Might need it now, considering the bloodbath that is gonna be happening.


TEAM B


Hey team b. Bad news for ya. Gotta do one of these "People are going to be getting extremely squishy" rolls before I can even do your actions. Luckily this is a smaller mortar with a nondirect hit on the bunker. Still. Lets see...Pancaek steve and Angel
Pancaek end 4+1
Steve end 2 You are damn lucky you have that sub-exo or you'd be perma dead.
Angel end:6

One of the smaller Artillery shells catches one side of the bunker like a ballpeen hammer coming down on an eclair. Angel gets thrown clear, completely out of the bunker and onto the open plains near by. Pancaek is lightly damaged, but remains completely functional. Steve is mostly reddish jelly, but his exoskeleton managed to prevent his head from being crushed.

Stacy, Team B Platypus

"He told me 'I've seen it all before...~
I've been there...~
I've seen my hopes and dreams a-lying on the ground...'~"

Shoot whatever hostiles come into Medium range or closer. Stay in cover until an opportunity to do so presents itself.

[con:2+1]
Bad times for Ol' stacy.

Team B

Engage enemy forces approaching position. Fire all weapons.

Come on....
Aux :5+1

Overkill is better then no kill.

Pancaek - Team B - Bunker 4

"Okay, so we've got two battlesuits incoming. I'll try and take care of at least one of them. You guys just...fire. Doesn't really matter what you kill, so long as you're kiling and keep on killing 'till they're all dead."

So, because I didn't actually get to attack last turn I get an exo bonus, yes? Heat a roughly 2 foot sphere in the pilot compartements of the battlesuits by 150. Repeat until they are both dead. If somehow the battlesuits are dead before I get to act/I'm allowed to get in another attack, heat 1 foot 150 degree spheres center mass in exosuit sods.
[Exo:1+2]
Aw geez.

Jack Catar-Team B
Take out the hostile sods
[Con:2]
Aw Geez!

Team B "Platypus" Medic, Steve Saint, Bunker 4

Dynamic AUX bonus: +/-1


Saint looks up as Faith steps into the bunker.  "Oh, hello Faith.  Welcome to team B's cozy little bunker slash grave.  As Saint notices the incoming forces, he makes an additional comment "Hmm.  Crap.  Hey, Faith, do you mind if I hook you up to the team's targeting HUD?"

As far as my HUD- I intended it to, in order of importance:
A:improve visibility on enemies, making them easier to shoot (especially battlesuits, by highlighting the cockpit and joints)
B:Increase battlefield awarness
C:Organize fire somewhat, by highlighting certain targets more for some people than others so people don't shoot the same things.

Not really sure how that would work in-game though.  Maybe +1 to targeting rolls when enemy has some amount of cover or concealment?  Or an automatic -1 to overshoots?  Whatever isn't OP.


Actual action: -IF- and only -IF- this does not require an AUX roll, load my HUD onto whoever has joined us at bunker 4.  Again, package it with my movement recording software for the bots.

If I don't do that, try and write an addon for whatever I've been using to code that detects when I'm writing too fast/actively, and gives me little math problems to solve and reminders about good coding practices.  Basically, an AUX decompensator that gives -1 when I overshoot on coding things.

Oh, and stay in cover away from the firing slits.


((It takes them a fucking year to get ready and they send less then a hundred troops at us. Fucking retards.))

Team F

Asplode a battlesuit with the rocket launcher.
((I'll just warn you, that rocket launcher will probably have very... underwhelming results, unless it's already nearly destroyed.  It would be far more useful to take out the grunts.))

Well...you're dead...Also, I feel like you should completely blame Smurf. He taunted the RNG


TEAM C

Team C

...Look around. Determine where Skylar dropped me off, more or less.

Quickly type out message:
Quote from: Grate->Miyamoto
Dear Mistrr M,
What doI do now?
Sincerelyy,
Grate

EDIT:
Attempt to locate nearby sods, ideally ones in exosuits. Locate covered firing position, go there, and open fire.
You're getting dropped off with miyamoto. I'd say "THINK OF THE CHILDREN!" but you're technically harder to kill then miyamoto is, so whatever.
[Con:6]
Team C, Skylar, Support

Boss, I'm going to drop the kid off and then go get something I can actually use. You said you wanted the Party Wagon?

Drop Grate off at Miyamoto

(( PW, by 'remote control', do we me Steve-controlled or 'one of us can remotely control it via the suits'? ))
Dropped off. Not gonna shoot at them? Alright.

Quote
Sorry about the lack of update on saturday. My efforts were repelled by 504 errors. Update coming today, probably in a few hours.
Yeah, the forum has been fickle lately. Wonder why...

Quote
(( PW, by 'remote control', do we me Steve-controlled or 'one of us can remotely control it via the suits'? ))
It means we give it orders, but then Steve flies the ships and tries to do what we ordered it to. Doesn't require AUX rolls. By the way, I just remembered you have that MkIII. You can borrow Miya's heavy laser for the duration of this mission, if you want. Or the shard launcher if the laser is too heavy.

Quote
Anton's not going to be terribly useful on the field either way, I still don't trust his Con rolls, bonus or no.
That's not to say I trust his Aux rolls, however. Really, the guy just has terrible lack on the battlefield.))
Starting this turn he can help with directing our airforce, so don't worry, he can help.

Miyamoto, Team C leader.


Miya will use his manip to send back any gauss cannon rounds coming at him, his teammates or sods. Try to send them back at the one that shot it. He will also try to shoot the exosuit wielders with his shard launcher if possible, but defending with the manip has priority.

Sniper team 1 engages enemies coming from the north once those are in range.
Sods engage enemy when possible, focus on the exo suits. Use grenades if possible to thin out the regular sods.
Artillery will be handled by Pyro/Simus starting this turn.
Ships will be handled by Pyro/Sean and possibly others.


Quote
Dear Mistrr M,
What doI do now?
Sincerelyy,
Grate
"Kill those damn sods of course! focus on the exosuits, or just shoot the regular ones with your laser."

Quote
Boss, I'm going to drop the kid off and then go get something I can actually use. You said you wanted the Party Wagon?
"We can handle those sods on our own, if you want to command a ship help out team D. Or let someone else take care of the ships and help us kill these ones."

Looking at the forces coming at the other team, and especially team D and E, Miya knew they'd need the reserve more than he did.
"Team G, Miya here. We can handle the forces coming at us, so don't worry about that, but if my video feed is correct, the other teams are in quite deep shit."
Defensive maneuvers. Alright.
[Uncon:3+2 etc.]
snipers:Great
Sods:Fucking horrible

Team C, Skylar, Support

Quote
(( PW, by 'remote control', do we me Steve-controlled or 'one of us can remotely control it via the suits'? ))
It means we give it orders, but then Steve flies the ships and tries to do what we ordered it to. Doesn't require AUX rolls. By the way, I just remembered you have that MkIII. You can borrow Miya's heavy laser for the duration of this mission, if you want. Or the shard launcher if the laser is too heavy.

Right. Keep your tubes, I can't aim for shit with those. Let's dispose of these guys and go help out the others.

Keep EMM rolling, get into some cover and prepare a charge for sod baking. (dynamic bonus ho!)
Dynamic bonus hoo! indeed.

Luckily for you guys, the worst thing artillery did to you was miss.


TEAM D


-Lars 3
-Felix 4
-Dubley 6
-Maurice 4
(Temp) milno 2 +1 +1
(temp) Flint 2 +1
sods:1,2,1,6,4

The shell that hits your bunker is from one of the BIG guns. The thing that fires traincars filled with molten lead. The fact that none of you are prema-dead is basically just displaying the fact that I'm actually far too nice in how I calculate this stuff sometimes. Anyways, the thing doesn't even hit the bunker straight on, it just sort of clips the corner of it, which, of course, basically blows the fucking thing to pieces and those people it doesn't kill are either now buried underground or still up on the surface, thrown free with the debris.

Lars is dead, but revivable. He has some nice debris through the chest and stomach and is laying in the tunnel under the bunker, mostly buried in dirt and rubble.

Felix Is down there with him in the tunnels, missing his right arm and some of the flesh on his right leg. Bleeding out is an issue.

Dubley is completely uninjured, but is now laying 20 feet from the crater that used to be the bunker, right out in the open.

Maurice is down in the tunnels, both legs broken.

Milno caught a large chunk of the bunker and is now laying in the middle of the plains, the chunk of bunker sitting atop him like a burial slab. His armor and cloak protect him from the brunt of it, and the suit fixes the damage that does get through. Still, he's got a big freaking hunk of concrete on top of him.

Flint as a person is basically uninjured. Bruised a bit and shaken, but not injured. Gilgamesh on the other hand is looking like it got hit by a very angry train. One arm is dead and hanging from a broken shoulder joint, and the left leg moves only in spurts and spasms. He's also buried under the wreckage of the bunker. In all, Dubley is really the only one left who can get a shot off.


Sods are alive...well a grenadier and the support one is, at least. They're down in the tunnel, along with lars and the others. Luckily people in the tunnel are fairly safe since there's no way in now that the bunker collapsed. Well, they could probably cut their way in...but they have no reason to slice into the dirt for now.


Felix Grant, Team D "Marabou" - Bunker Five


Felix reactivates his comms and switches to speakers for a second, so Milno and Flint can hear him. "...Fuck. Okay, I've got the melee battlesuit on the left."

Another 60cm Sphere of Cold on the cockpit of one of the Melee Battlesuits!
Might wanna find a bandaid.

Dubley -Team D heavy weapons

I've got the one on the right.

Pick up the dead sod's rocket launcher. Load a shaped charge. Fire at the melee battlesuit on the right.
[con:2]
This has been a very bad day for D team.

Brother Lars - Team D Leader

Seeing the oncoming forces, Lars switched to command chat.  "This is Brother Lars.  Incoming on Bunker 5 from the west- three battlesuits and more besides.  We may need some assistance- one battlesuit has an artillery piece.  Glorious Steve, what kind of gun is that?"

He switched to team chat.  "Open fire, brothers!  Sing bullet-sized songs of Ingram!  May the Shielding Hands of Algis cover us all!  May we move with Vo-nos's speed!  All praises and glory to Almighty Steve, and may Pathmas be ever in our favor!"



Sing battle hymns.  Shoot exosuit sods.  Ask Steve what the big gun is.  Command Sods to start shooting non-battlesuit targets.
Should have prayed a bit harder.


TEAM E


Hi Team E. Guess what. You got hit too.

-Gorat 6
-Thaddeus 3 +1
-Teal 1+1
-Denzel 2+1
-Sods 4 1 6 6 4

Alright, bunker is basically destroyed. Teal and Morul are severed head buddies now, Thaddeus is injured, Denzel is badly hurt, One of the sods is dead. Gorat is fine.

Thaddeus Team E "Aye-Aye" Grunt

Target the battle suit with the gauss howitzer with the microwave amp. Aim for the cockpit and heat it up by 300 degrees Celsius in a 1 meter sphere.

Thats a big F'ing gun. Imma cook 'im.
[exo:4+1]

Denzel- Team E Leader

"Fire! Take down the battlesuits and exosuits as you can. Sods, target the nearest exosuit-equipped enemies and take them out."

Order the sods to target the most dangerous group of exosuit-equipped enemies. Shoot down the closest group of exosuit sods, or if the sods do so first, target the surrounding sods.

I know you're a robot and can't feel pain and all, but being clipped by a mortar shell, losing your head and both limbs on your right side is rather distracting, none the less.

Gorat 'Chin' Ivanos, Team E "Aye-Aye"

"Oh forge."

Shoot at the greatest remaining threat (expending my Con bonus).

Spoiler: Gorat 'Chin' Ivanos (click to show/hide)

You...well You basically just stand around completely unhurt while your bunker explodes and keep attacking. You're like Kilgore from Apocalypse now.

[con:5] didn't even need the bonus.

Coulda used a bigger gun though.

TEAM F


GUESS WHAT. You're in the bunker with B team. B team got hit. Yeah.
-Xan 5
-Auron 5
-Lerman 2

Xan's fine. Aurons fine. Lerman's dead. YOU HAD TO TAUNT THE DICE! SEE WHAT HAPPENS!?

Auron, team F.

Use dynamic bonus to create a large disc of heat around the incoming sod wave thick enough to affect both standard sod brains and battlesuit sod brains that will non-lethally boil said brains into unconsciousness.

Use my laser on any un-incapacitated targets, both emitters, aiming for shoulder joints.

Well this is gonna be very difficult.
[uncon:1+1+1]
Welp.

Team F

Twist the necks of the exoskeleton sods around like a spinning top with my amp.


[Exo:6+1+1] Great.

Team FFS

((Oh god. I have a sudden aversion to artillery.))
Teal stuffs Morul's head in his backpack, and tosses his equipment into the convenient hammerspace portal which always seems to be open when a character dies.


Shoot shoot sods. If an exosuit is in the blast radius of satchel charge, makegoboom

YOU'RE DEAD. AND ON ANOTHER TEAM. 

((It takes them a fucking year to get ready and they send less then a hundred troops at us. Fucking retards.))

Team F

Asplode a battlesuit with the rocket launcher.


Team FFFFFFFFF
Quote from: Thomas to all Team F Personnel
"Excuse me, I am Thomas Harrison. Sent to reinforce team F. Are there any standing orders?
If we are given orders to move, do so. If not, take up a position near the Sword and scope up on the northern force.
uh...I'm not even sure where you are. Let alone where you're going.

Team F
Set enemy things burnin'
I don't even have you as part of this team. WHATEVER
[exo:2]
FUCK.


TEAM G


Team G - Defending West

"Death from above!"

Would it be possible to fly high enough over the assaulting force to not attract their attention?

If yes:
Get over the heavy weapon battlesuit and then shut down my thrusters. Glide towards it and activate thrusters on the last second to prevent lethal fall damage while maintaining the element of surprise. Show it what a kinetic punch can do at insane speeds. Then give everyone around me (that is probably still reeling from the shockwave) a taste of green mode and mining laser while retreating. Use kinetic amp punch on anyone who gets close. Try to avoid the melee battlesuits and stay away from them if possible.

If no:
Land and open up on the enemy force with yellow mode and mining laser. Then fire a red beam at the heavy weapon battlesuit. Make sure to keep the red beam on the battlesuit for the entirety of its duration, since last time the battlesuits were able to survive a glancing blow. This time I wanna make it melt. Hope the others can take care of the other battlesuits.


((Let's hope I don't roll a 1...))
You're in the west, with Team D, so look for your current status up there. Hint: Not good.

Team G Cassowary, Faith, Bunker 4

"Okay, so we've got two battlesuits incoming. I'll try and take care of at least one of them. You guys just...fire. Doesn't really matter what you kill, so long as you're kiling and keep on killing 'till they're all dead."
"I disagree. Some of those exo sods had mining lasers elsewhere; that's a lot more dangerous than gauss sods. Even the battlesuits aren't that dangerous unless they get close, which between amps and me isn't too likely to be a problem."

Use my microwave amp to char a convenient section of vital exosuit sod bits. Unless those are all incapacitated, in which case roast something that's hostile, in range, still active, and is also not supposedly on our side.

Oh, hey, you're in bunker 4 too?
[end:4+1]
Ahhh you're fine. Gonna assume you mean Microwave Manip, mrs I have 0 in exo.
[uncon: 3+1+1] Nice.

Anton Chernozorov, Team G "Cassowary" engineer/pilot

Anton pulls the Cross up into the air, slowly turning it to face due west.

"General Milno, I am taking the Southern Cross for use as an airborne artillery support platform and mobile observation post. Please advise whichever team is sitting in our western bunkers that I'm about to perform close air support with a bundle of laser cannons. Just in case they had any thoughts of running out into the field."

If no objections to this plan follow, Anton will approach the western invader group to the maximum effective range of the Cross's laser cannons and commence firing on the enemies, prioritizing the biggest and most armored targets, like that one unknown battlesuit.
Neat.
[Aux:3+1]

Team G "Cassowary" (Reserve) - Milno "Honey Badger" Enedrasi - Leader - Defending West

Team G: "Mesk, come West now. We may end up needing some doctors, no matter how terrible they are."

"Jim, there's some fighting to be done here. Come West in case you got things done already."

Teams G and D: "Our techie is swooping in to attack the enemy with laser cannons. In case you're thinking about running or flying towards the enemies to hug them, think again and stay away."

"Team G, Miya here. We can handle the forces coming at us, so don't worry about that, but if my video feed is correct, the other teams are in quite deep shit."

"Yeah, we're already taking care of that."

Activate EMM.

Priority towards battlesuits (preference for the strange one) and exo-suited sods. Battlesuits get overcharged shots to arm joints or any limb/strcture carrying a weapon. Stay in the air, medium to short range from them to avoid melee dashes from the melee battlesuits.

Same as Flint. Bad shit up in the Team D post.

Team G

Jim heads West to scope out the situation, staying out of sight as much as he can given his size and all.


Fucked. Thats how the west looks. Fucked.  (http://www.youtube.com/watch?v=r0yXqU-w9U0)







Ok so. The southern forces are hit by a combination of An artillery shell, Thundertron unloading so much energy into them through a laser that it accidentally overloads itself and shuts down, Xan overshooting like a motherfucker and Faith perfect shooting like a mothertakingoutforanicedinnerandamovier. The good news is that this combined effort wipes out everything except a damaged battle suit and 3 normal sods. Bad news is that the remaining sods then manage to shoot pancaek in the stomach and the remaining Battle suit charges into Thundertron and cleaves several of it's legs off and damages the laser cannon.


The north forces, what with an artillery round landing, grate spraying laser fire, The snipers performing quite well, and miyamoto blocking any on coming fire and returning it to it's sender, manage to tie things up nicely.


Western forces...oh god. Well One artillery shell lands, A microwave amp attack against that suit with the howitzer is good, kills that problem, and someone shoots at them with a laser rifle. Yeah. So Dubley's dead, basically gets robocop'd (http://www.dailymotion.com/video/xs1jzs_robocop-1987-clip-officer-murphy-dies-vo-hq_shortfilms) after completely missing a shot against the advancing troops. He's revivable though, rolled really well on his end roll. In all the force went from 12 to 8, two battle suits, 3 exo sods and 3 normal. They've passed the remains of Bunker 5 and are on their way forward, behind bunker 6 and out of the firing line of basically any of the bunkers now.



If you can manage to take these guys out you'll have a few minutes to regroup before the attackers can try anything else. Hang tough, soldiers of ARM!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on March 04, 2014, 06:35:56 pm
((Jesus. With any hope, enemy FleetCom will think our artillery has been taken by UWM friednly forces.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on March 04, 2014, 06:40:31 pm
Auron, team F.

Defect to the UWM, because fuck these assholes constantly firing artillery at me.

Use lazy man loot gain powers, aka use my manipulator to warm the melee battlesuit pilots brain by 10 or 20 degrees to put him in a coma.

Also grab lermans gear+head and any dropped friendly sod weapons, especially grenades.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Lenglon on March 04, 2014, 06:44:50 pm
Lyra, Team G

Lyra continues to stay next to Faith.

Wait a moment for the rest to attack the high-priority targets (battlesuits and exosuits) and melt the center of mass for any that weren't taken down by someone else. If all the high-priority targets are taken down, then make a wide, thin, knee-high horizontal blade of heat through the remaining unarmored sod formation. Reminder that I took the time to prep for my amp's use already.
((I hate having to do this, but um, you missed me, and I was in the same bunker as Faith. Was I hit?))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on March 04, 2014, 06:49:31 pm
Team G

((I think the artillery is doing more harm then good. Probably has to do with the fact that they get no bonus.

Also, technically, my post indicated I was out of the bunker, flying.))

Get out of the rubble. Use mining laser if it can help. If I get out of the rubble in time, shoot at enemies with mining laser and yellow mode.

If the enemies are taken care of, dig people out of the rubble and get them to the Infirmary. Then repair, refuel and rearm as much as possible and recharge my mining laser.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tack on March 04, 2014, 07:00:57 pm
((What did I say about Artillery. If you're going to use it, you should put it at the bunkers so that it literally cannot friendly fire.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: GreatWyrmGold on March 04, 2014, 07:15:45 pm
Lerman's dead.
((Perma- or temp?))

Team C, Grate. Northern area, possibly running west.

Quote from: Grate->Miyamoto
What now?
Sncrl,
G

If no Because of answer, head west to flank and shoot the sods there.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on March 04, 2014, 07:17:41 pm
Felix Grant, Team D "Dead" - Tunnel under Ruin Five


Felix just lies there for a second as blood pours from his stump and, to a lesser degree, his leg. Just... letting the situation hit him. Then he pushes himself up with his good arm, and looks around. Well, that medic guy is here, legs broken. Religious nut/CO is down, reviveable. Heh. Two Sods... The medic was unlikely to take command, he believed, which made him the leader of this sorry band. Yay.

"Ugh. Support Sod, get over here. Tend to my injuries, as best you can. Then take a look at Maurice. Grenadier, dig out Lars' corpse. See if he's got anything for cauterizing wounds on him. Maurice, you have anything?"

He then switches his radio to the Command frequency, if he knows it, or a general one if he doesn't. "Centcom, this is Felix Grant, D Team. Bunker Five was just destroyed by friendly fire, one of those huge cannon rounds. Lars is dead, and besides Maurice, myself, and two Sods, I have no idea what the rest of Team D or the reinforcements from Team G look like. We didn't get a single shot off against the UWM forces, unfortunately. We're both injured pretty badly, so if you could send someone to come pick us up, that'd be nice. We ended up in the tunnel underneath the bunker."

Take command! If that means anything, anymore. Unless the support Sod or Maurice have something better, have the support Sod or preferably Maurice himself cauterize my wounds with Lars' booze and self-lighting bluesmokes. Have the grenadier Sod dig Lars' corpse out.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on March 04, 2014, 07:28:48 pm
((Well. That happened. Who was it again that implied this mission was too easy? Also, DAMN YOU PYRO! Remind me to never let simus near artillery again. not that she could help it, but still. Gotta appease that RNG.))

Quote
((I think the artillery is doing more harm then good. Probably has to do with the fact that they get no bonus.
Yeah, I didn't think they'd perform quite so badly, otherwise I wouldn't have wasted so many RU on them. You'd think that in an era where we have FTL travel getting an artillery shell not to hit our bunker would be reasonable. Just a limitation of the RTD format I guess.

Quote
((What did I say about Artillery. If you're going to use it, you should put it at the bunkers so that it literally cannot friendly fire.))
Not really, it would just have misfired and exploded or something. A 1 is still a 1.

Miyamoto, Team C leader, very much pissed.

Miya will try to get to the western forces as fast as he can. If a shuttle arrives and it is capable of carrying him, take that, otherwise just run. If he gets there this turn, use manip to overheat battlesuit pilots and push back gauss cannon rounds. And shoot them with shard launcher for good measure.


Sniper team 1 boards the transport coming for team C, then engages hostiles once disembarked. If none is coming, they try to target any hostiles they can get a visual on.
Sniper team 2 retreats to admin building and tries to stall the western forces by taking a shot and then relocating, using stealth systems.
Team C sods stay at bunker 1.
Steve bots at laser battery engage southern enemies, then go after the western ones, but they wait until other ARM forces have engaged before attacking (so they don't attack them by themselves).

((note: I'm gonna count on Pyro, Sean and others to direct artillery and combat ships. Don't forget to use them. Except maybe artillery cause sods are to close by now, not sure if they'd be able to target.))

"HOW THE FRAK WAS THAT EVEN POSSIBLE?!

I need those combat ships in the air RIGHT NOW. First go help team B and F, those sods are too close to our laser battery. Send 1 ship to distract the western ones. And get a transport for team C over here.

Team C, we go help team D... Or what's left of it. Go to D6, regroup with survivors of D and G and then engage western forces. Hopefully there's a shuttle incoming for that.
Team E, start tailing those sods, try to stall them if you can, don't engage fully, you wouldn't make it on your own.
Teams D, B, F and G, gimme a sitrep, I need to know who's still standing.


All teams, focus on defeating the last of the enemy forces. There will be more coming after this and the sooner we take 'em out the sooner we can get our teammates to the infirmary."

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: SeriousConcentrate on March 04, 2014, 07:31:40 pm
Team G

Jim uses his Manipulation Amp to lift the chunk of rubble off of Milno and chuck it into the midst of the incoming enemy forces, preferably at a battlesuit if one is visible.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on March 04, 2014, 08:00:56 pm
Dubley Steptimus -Team D(ead) Corpse
Play dead.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Caellath on March 04, 2014, 08:13:01 pm
Team G "God Damn It" (Reserve) - Milno "Honey Badger" Enedrasi - Leader - Entombed In Concrete

After being thrown around and buried alive under concrete, Milno can almost hear the cracking and hissing of his suit as it is damaged and handles the stress. After so many missions with his suit, he's already grown to appreciate how much it has saved his ass already. Friendly fire, one of the HMRC's finest traditions, now elevated to full-blown military level.

Command Channel plus Teams D & G: "Unless the enemy has some hidden artillery or on the off chance they have taken control of ours, stop firing these mortars at us right now. We just got destroyed West by a shell and it seems the other side wasn't hit as badly as we were. I can still fight but there's a huge concrete slab keeping me pinned. Situation's pretty much shit right now."

"Old fart, report."

"Faith and Lyra, come West as soon as you make sure there's no enemy left standing South."

"Anton, keep up with the fire support."

"Jim, I can still fight, but only get this thing off me in case it wouldn't get you shot to space and back or overheat your noggin. Otherwise, just stand your ground and do what you do best; thin their numbers and stay alive."

Damage check for rocket pods and the suit.

In case Milno's still entombed: in case it's possible and necessary, try to shift positions in such a way as to minimize damage to both body and suit and protect Milno in case one of the enemies decides to point a gun under the slab and fire at him.

In case Milno's freed: help friendlies through the path less likely to get Milno killed whilst firing at the enemies.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Alarith on March 04, 2014, 09:34:17 pm
Jack "Knight" Catar-Team B
Hard to aim straight when your hideout has just been hit by a mortar.  Nevertheless Jack tried, and missed.
Over radio to Miyamoto.
"This is Jack.  I think the singing robot and I are the two remaining functional members of team B.  A damaged battlesuit and a few sods are engaged."
Fire on the enemies, in the event that I was incapacitated by overload or Thundertron, ignore this post.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 04, 2014, 09:43:19 pm
Xan - Team F - Really really pissed off - Temporary team F Leader

Xan, enraged by the threats to his person, bellows down the comm channels.

TURN OFF THE ARTILLERY CANNONS YOU DEGRADING SACKS OF SHIT OR I'LL TEAR YOUR EYES OUT! EVIDENTLY YOU DON'T USE THEM OR YOU'D NOT HAVE HIT THE BUNKER I WAS IN NOT ONCE, BUT FUCKING TWICE! ONE MORE AND I WILL COME AFTER YOU AND DISASSEMBLE YOU INTO YOUR COMPONENT PARTS!

He then lets loose an actual deep throated roar. (http://m.youtube.com/watch?v=oBD63LTJDOA)

Boil the battlesuit pilot in his suit with my microwave amp.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on March 04, 2014, 09:50:26 pm
TEAM A

Team A - Team Leader Simus - Control Room

Spoiler: Simus Quicksheet (click to show/hide)

Artillery Orders:

Heavy Artillery fires at the Western Force
2 Mortars fire at the Southern Force
2 Mortars fire at the Western Force
2 Mortars move from position in the West to position in the North, and fire at the Northern Force, if possible
All mortars will prioritize in the order, highest priority to least: Battlesuit, Exosuit Sod, Sod

So both heavy artillery fires toward the south, and then one set of small mortars for each direction. Got it. Please ignore these numbers that are not related to anything.

((Yes... except no, not at all. At least for the heavy artillery. Does anyone see anything in my action indicating the heavy artillery firing to the south?))

Quote from: Simus> Miyamoto
How much did we spend on this whole artillery setup? Because right now, it seems bound and determined to help the UWM.

All artillery, hold fire. Reload if it's not loaded and take the time to sight in on the opposing UWM forces (These guys seriously need a dynamic bonus).
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on March 04, 2014, 10:14:45 pm
Flint Westwood - Team G

"I'm fine. Just a few bruises, nothing to worry about. I've had worst. Gilgamesh's legs and arms impaired but not destroyed and my rocket pods and rainbow cannon wielding arm are still operational so no real harm done. I can still move and shoot. Just need to dig myself out of the debris and I'll be ready to fight.

When this battle is over, I think we should all have a small talk with our artillery operators. Now I'm going to have to redo Gilgamesh's paintjob. Do you have any idea how long it will take me to repaint that wizard?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: IronyOwl on March 04, 2014, 10:20:04 pm
"Teams D, B, F and G, gimme a sitrep, I need to know who's still standing."
"Faith here, feelin' fine. About the only one, but there's three sods and a crippled battlesuit, so that'll be plenty.


"Faith and Lyra, come West as soon as you make sure there's no enemy left standing South."
"Will do! And might I say, the buried alive thing suits you, should try it more often."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 04, 2014, 10:23:08 pm
"Teams D, B, F and G, gimme a sitrep, I need to know who's still standing."
I am operable, but extremely enraged. I feel like killing something with my bare claws.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 04, 2014, 10:26:12 pm
Lars didn't even hear the shell coming.


No pain, no suffering... just the light.  Move toward the light of Steve...


"I'm coming home..."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Powder Miner on March 04, 2014, 11:53:32 pm
Team Fatally Bombarded by Artillery Shells
Dominika roars in rage at almost dying two times in a row, takes out her gun, and begins to shoot like mad.
"Fuck you, fuck you, not dying, NOT DYING, FUCK YOU!"
Fire at those non-battlesuit-y sods.
"Teams D, B, F and G, gimme a sitrep, I need to know who's still standing."
"I'm up, fuck!"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on March 05, 2014, 12:39:53 am
If I get to come back, anything to do with the artillery that isn't already dead is going to die.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on March 05, 2014, 01:03:14 am
Team F
It was something he had done what felt like a million times before. Sure, he had never had equipment like stealth painted armor, but still. The enemy was way over there, he was way over here. They were running around, he was stationary. It felt safe.

What I do here, in the HRMC, or whatever we call ourselves now, isn't really different from back home, or from when I worked.

Try to get up to a higher position. From there, scope up and look west, rifle set to very little dispersion and average power. Try and take out unarmored sods first by swinging the rifle's beam across their formation.

Quote from: Thomas to Team F over Radio
Yes, I am a sniper. I'll switch over to targeting the western forces.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 05, 2014, 01:07:26 am
Quote from: Xan->Thomas
Please do. Hit the unarmored sods if you can.
And if you find whoever is operating the artillery cannons, stab them in the brain.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on March 05, 2014, 01:25:24 am
Team A (perfect time to have a drink)
wonder if booze is an option while twiddling thumbs
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on March 05, 2014, 01:56:58 am
Thaddeus Team E "Aye-Aye" Grunt-Remains of Bunker 6

Holy shit, that was close. Lets not do that again.

Radio to Miyamoto: Gotcha big boss, trailing western group. So, uh, any suggestions for stalling them? I got a laser rifle and a microwave amp

Leave remains of bunker 6, trail behind the western group. Try and take pot shots at sods with laser rifle to stall them. DO NOT ATTEMPT TO FULLY ENGAGE THEM. Stay well behind the group, but close enough to report on their positions.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on March 05, 2014, 02:27:34 am
Team C, Skylar, Support

Right, let's move out, Grate.

@Team D & G, flying medic inbound with small reinforcement. Direct me to your wounded, please.


Pick up Grate, drop him off at his request. Fly over to rendevous. Use dust clouds and assorted debris to avoid direct combat with sods until the rendevous.

If safe arrival at rendevous, begin performing triage on wounded.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on March 05, 2014, 03:29:39 am
Anton Chernozorov, Team G "Cassowary" engineer/pilot

"Что за на..what the heck is that artillery doing?

General Milno, this is Anton. I'm using my linkup to ship controls to direct some support your way. Tweedledee heads to support South, the Party Wagon and Tweedledum will move in to mop up the mess here and provide transport for the dead and injured. Alert any surviving medics that Tweedledum will now be our mobile hospital. Try to stall the attackers before they reach any tall structures so the ships are free to use their weapons.
"

Start up Tweedledee and direct it South to take out the remaining enemies and airlift any wounded or dead troops.
Start up Tweedledum and direct it to the West bunkers to act as a medical transport, shooting at any sods along the way.
Start up the Party Wagon and have it strafe the West group of invaders with all non-missile weapons.
Continue firing the Southern Cross's laser cannons at the West group of invaders.


((Did my attacking the Western group even make a dent in them last turn? You didn't include that in the list of what hit them.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: IronyOwl on March 05, 2014, 04:33:19 am
Team G Cassowary, Faith, Remains of Bunker 4


Roast the pilot of the crippled battlesuit.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Harry Baldman on March 05, 2014, 04:43:42 am
Stacy, Team B Platypus

"Teams D, B, F and G, gimme a sitrep, I need to know who's still standing."

"Stacy of Platypus here, still dancing cheerily! I say, is somebody going to execute whoever keeps shooting the bunkers already? It's becoming highly inconvenient! Our frustrated medicine-and-tech man just got pulped, don't you know. Only a head left!"

Check if Steve's corpse had a gun on it, or any other goods. Steal EVERYTHING that isn't destroyed. Especially the fellow's head. Can't leave any of that here, can I?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on March 05, 2014, 05:27:20 am
Denzel-Team E Leader, damaged.

"Team, take cover and don't die. Sods, shoot only if it's needed to finish the enemy and won't draw undue attention to us. Now pardon me while I try to move like this."

Get to a position where I can fire at the UWM forces, resting my rifle on the rubble for stability, and should the others not finish the enemy forces, open fire with my laser, targeting exosuits first if possible.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Knight Otu on March 05, 2014, 09:15:12 am
Gorat 'Chin' Ivanos, Team Everything's in ruins "Aye-Aye"

"What the ####ing #### just happened!?"

Desperate times...

Push the button on my suit. Keep it pushed in case it matters. 1-foot heat sphere on the cockpit of an enemy battlesuit or exosuit, then get into cover.

Spoiler: Gorat 'Chin' Ivanos (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Doomblade187 on March 05, 2014, 10:27:09 am
Gorat 'Chin' Ivanos, Team Everything's in ruins "Aye-Aye"

"What the ####ing #### just happened!?"

Desperate times...

Push the button on my suit. Keep it pushed in case it matters. 1-foot heat sphere on the cockpit of an enemy battlesuit or exosuit, then get into cover.

Spoiler: Gorat 'Chin' Ivanos (click to show/hide)
((This can only end well.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on March 05, 2014, 11:08:43 am
Team D:  Rule 9: When you are forward of your position, your artillery will fall short (https://www.strategypage.com/humor/articles/military_humor_murphys_laws_of_combat.asp)

((Just to note checked with Piecewise: I am with Team D, specifically in the tunnels at the moment, not Team B...)



Team D! Sound Off, Who have we got effective?
Damn it! Someone tell me we have a fething succession of fething command protocol in place!
Priority on the wounded, lets get them stabilised for transport


Swear violently using words that would make a sailor blush. Carefully attempt to stabilise and splint maurice's legs using nearby rubble and the towel to bind it in place, get the Sod Medic to staunch Felix's Bleeding
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on March 05, 2014, 02:10:13 pm
TEAM A


TEAM A

Team A - Team Leader Simus - Control Room

Spoiler: Simus Quicksheet (click to show/hide)

Artillery Orders:

Heavy Artillery fires at the Western Force
2 Mortars fire at the Southern Force
2 Mortars fire at the Western Force
2 Mortars move from position in the West to position in the North, and fire at the Northern Force, if possible
All mortars will prioritize in the order, highest priority to least: Battlesuit, Exosuit Sod, Sod

So both heavy artillery fires toward the south, and then one set of small mortars for each direction. Got it. Please ignore these numbers that are not related to anything.

((Yes... except no, not at all. At least for the heavy artillery. Does anyone see anything in my action indicating the heavy artillery firing to the south?))

Quote from: Simus> Miyamoto
How much did we spend on this whole artillery setup? Because right now, it seems bound and determined to help the UWM.

All artillery, hold fire. Reload if it's not loaded and take the time to sight in on the opposing UWM forces (These guys seriously need a dynamic bonus).

Dunno why I wrote south when I very clearly had it effect the west. Oh well.

All guns holding fire, reloading and taking aim at forces, hopefully for less fuck-a-roo-ing in the future.


Team A (perfect time to have a drink)
wonder if booze is an option while twiddling thumbs
Booze is always an option around here. The Thomas option, to be specific.

TEAM B



Jack "Knight" Catar-Team B
Hard to aim straight when your hideout has just been hit by a mortar.  Nevertheless Jack tried, and missed.
Over radio to Miyamoto.
"This is Jack.  I think the singing robot and I are the two remaining functional members of team B.  A damaged battlesuit and a few sods are engaged."
Fire on the enemies, in the event that I was incapacitated by overload or Thundertron, ignore this post.
[con:2]
Fuck.

Stacy, Team B Platypus

"Teams D, B, F and G, gimme a sitrep, I need to know who's still standing."

"Stacy of Platypus here, still dancing cheerily! I say, is somebody going to execute whoever keeps shooting the bunkers already? It's becoming highly inconvenient! Our frustrated medicine-and-tech man just got pulped, don't you know. Only a head left!"

Check if Steve's corpse had a gun on it, or any other goods. Steal EVERYTHING that isn't destroyed. Especially the fellow's head. Can't leave any of that here, can I?
Yah know what? I'm gonna have you freaking attack the enemies still attacking the bunker RIGHT NOW. Because otherwise you might be dead.

[con:1+1]
Holy fuck. Holy fuck.


TEAM C


Lerman's dead.
((Perma- or temp?))

Team C, Grate. Northern area, possibly running west.

Quote from: Grate->Miyamoto
What now?
Sncrl,
G

If no Because of answer, head west to flank and shoot the sods there.

To the west you go. Gonna take you a turn to get out there on foot.

((Well. That happened. Who was it again that implied this mission was too easy? Also, DAMN YOU PYRO! Remind me to never let simus near artillery again. not that she could help it, but still. Gotta appease that RNG.))

Quote
((I think the artillery is doing more harm then good. Probably has to do with the fact that they get no bonus.
Yeah, I didn't think they'd perform quite so badly, otherwise I wouldn't have wasted so many RU on them. You'd think that in an era where we have FTL travel getting an artillery shell not to hit our bunker would be reasonable. Just a limitation of the RTD format I guess.

Quote
((What did I say about Artillery. If you're going to use it, you should put it at the bunkers so that it literally cannot friendly fire.))
Not really, it would just have misfired and exploded or something. A 1 is still a 1.

Miyamoto, Team C leader, very much pissed.

Miya will try to get to the western forces as fast as he can. If a shuttle arrives and it is capable of carrying him, take that, otherwise just run. If he gets there this turn, use manip to overheat battlesuit pilots and push back gauss cannon rounds. And shoot them with shard launcher for good measure.


Sniper team 1 boards the transport coming for team C, then engages hostiles once disembarked. If none is coming, they try to target any hostiles they can get a visual on.
Sniper team 2 retreats to admin building and tries to stall the western forces by taking a shot and then relocating, using stealth systems.
Team C sods stay at bunker 1.
Steve bots at laser battery engage southern enemies, then go after the western ones, but they wait until other ARM forces have engaged before attacking (so they don't attack them by themselves).

((note: I'm gonna count on Pyro, Sean and others to direct artillery and combat ships. Don't forget to use them. Except maybe artillery cause sods are to close by now, not sure if they'd be able to target.))

"HOW THE FRAK WAS THAT EVEN POSSIBLE?!

I need those combat ships in the air RIGHT NOW. First go help team B and F, those sods are too close to our laser battery. Send 1 ship to distract the western ones. And get a transport for team C over here.

Team C, we go help team D... Or what's left of it. Go to D6, regroup with survivors of D and G and then engage western forces. Hopefully there's a shuttle incoming for that.
Team E, start tailing those sods, try to stall them if you can, don't engage fully, you wouldn't make it on your own.
Teams D, B, F and G, gimme a sitrep, I need to know who's still standing.


All teams, focus on defeating the last of the enemy forces. There will be more coming after this and the sooner we take 'em out the sooner we can get our teammates to the infirmary."

To the west you go.
[Uncon:3+whatever, we know how this ends]

Sniper 1 heading west along with you to engage incoming forces
They do extremely poorly.

Sniper 2 is also a failure it seems.

Sods staying.

Steve bots head south, engaging enemies. Thats basically the last we'll see of those guys.



Team C, Skylar, Support

Right, let's move out, Grate.

@Team D & G, flying medic inbound with small reinforcement. Direct me to your wounded, please.


Pick up Grate, drop him off at his request. Fly over to rendevous. Use dust clouds and assorted debris to avoid direct combat with sods until the rendevous.

If safe arrival at rendevous, begin performing triage on wounded.


Alright, I Guess grate gets flown over to flail rather worthlessly with his low powered gun.
[con:4]
Better then nothing.

As per helping the wounded, I assume you mean fly over past the sods to the D team bunker. About the only one on the surface is Dubley and he's dead. The other injured people are in the semi-collapsed tunnel below, and you're gonna have to either dig down or head to another, unblown up bunker and use its tunnels to reach them.


TEAM D

Team D:  Rule 9: When you are forward of your position, your artillery will fall short (https://www.strategypage.com/humor/articles/military_humor_murphys_laws_of_combat.asp)

((Just to note checked with Piecewise: I am with Team D, specifically in the tunnels at the moment, not Team B...)



Team D! Sound Off, Who have we got effective?
Damn it! Someone tell me we have a fething succession of fething command protocol in place!
Priority on the wounded, lets get them stabilised for transport


Swear violently using words that would make a sailor blush. Carefully attempt to stabilise and splint maurice's legs using nearby rubble and the towel to bind it in place, get the Sod Medic to staunch Felix's Bleeding
[Med:4]
You splint maurice's legs relatively well, considering the circumstances and materials available to you.  The medic sod Cauterizes Felix's stump and flesh wounds in an effective, if unsympathetic manner.


Felix Grant, Team D "Dead" - Tunnel under Ruin Five


Felix just lies there for a second as blood pours from his stump and, to a lesser degree, his leg. Just... letting the situation hit him. Then he pushes himself up with his good arm, and looks around. Well, that medic guy is here, legs broken. Religious nut/CO is down, reviveable. Heh. Two Sods... The medic was unlikely to take command, he believed, which made him the leader of this sorry band. Yay.

"Ugh. Support Sod, get over here. Tend to my injuries, as best you can. Then take a look at Maurice. Grenadier, dig out Lars' corpse. See if he's got anything for cauterizing wounds on him. Maurice, you have anything?"

He then switches his radio to the Command frequency, if he knows it, or a general one if he doesn't. "Centcom, this is Felix Grant, D Team. Bunker Five was just destroyed by friendly fire, one of those huge cannon rounds. Lars is dead, and besides Maurice, myself, and two Sods, I have no idea what the rest of Team D or the reinforcements from Team G look like. We didn't get a single shot off against the UWM forces, unfortunately. We're both injured pretty badly, so if you could send someone to come pick us up, that'd be nice. We ended up in the tunnel underneath the bunker."

Take command! If that means anything, anymore. Unless the support Sod or Maurice have something better, have the support Sod or preferably Maurice himself cauterize my wounds with Lars' booze and self-lighting bluesmokes. Have the grenadier Sod dig Lars' corpse out.

The Vat grown soldier digs lars free and throws him over his shoulder, waiting for further orders.
Dubley Steptimus -Team D(ead) Corpse
Play dead.
You've very good at this.


TEAM E



Thaddeus Team E "Aye-Aye" Grunt-Remains of Bunker 6

Holy shit, that was close. Lets not do that again.

Radio to Miyamoto: Gotcha big boss, trailing western group. So, uh, any suggestions for stalling them? I got a laser rifle and a microwave amp

Leave remains of bunker 6, trail behind the western group. Try and take pot shots at sods with laser rifle to stall them. DO NOT ATTEMPT TO FULLY ENGAGE THEM. Stay well behind the group, but close enough to report on their positions.
[Dex:5]
[con:4+1]
Pretty good.

Denzel-Team E Leader, damaged.

"Team, take cover and don't die. Sods, shoot only if it's needed to finish the enemy and won't draw undue attention to us. Now pardon me while I try to move like this."

Get to a position where I can fire at the UWM forces, resting my rifle on the rubble for stability, and should the others not finish the enemy forces, open fire with my laser, targeting exosuits first if possible.
[con:6]

Gorat 'Chin' Ivanos, Team Everything's in ruins "Aye-Aye"

"What the ####ing #### just happened!?"

Desperate times...

Push the button on my suit. Keep it pushed in case it matters. 1-foot heat sphere on the cockpit of an enemy battlesuit or exosuit, then get into cover.

Spoiler: Gorat 'Chin' Ivanos (click to show/hide)
You press the button on your suit. Anyone around you sees you suddenly stop moving and your body is covered by some sort black shell. You, on the other hand, are effectively frozen in time for the moment.


TEAM F



Auron, team F.

Defect to the UWM, because fuck these assholes constantly firing artillery at me.

Use lazy man loot gain powers, aka use my manipulator to warm the melee battlesuit pilots brain by 10 or 20 degrees to put him in a coma.

Also grab lermans gear+head and any dropped friendly sod weapons, especially grenades.

[Uncon:4+1]

Xan - Team F - Really really pissed off - Temporary team F Leader

Xan, enraged by the threats to his person, bellows down the comm channels.

TURN OFF THE ARTILLERY CANNONS YOU DEGRADING SACKS OF SHIT OR I'LL TEAR YOUR EYES OUT! EVIDENTLY YOU DON'T USE THEM OR YOU'D NOT HAVE HIT THE BUNKER I WAS IN NOT ONCE, BUT FUCKING TWICE! ONE MORE AND I WILL COME AFTER YOU AND DISASSEMBLE YOU INTO YOUR COMPONENT PARTS!

He then lets loose an actual deep throated roar. (http://m.youtube.com/watch?v=oBD63LTJDOA)

Boil the battlesuit pilot in his suit with my microwave amp.
[exo 6+2]
Ok, you're on fire now. You're literally on fire. Because this happened last time and I didn't do anything because I figured the turn had enough death, but now you're on fire. And fire is bad for you, mr.The Thing. You're losing biomass very quickly.

Team Fatally Bombarded by Artillery Shells
Dominika roars in rage at almost dying two times in a row, takes out her gun, and begins to shoot like mad.
"Fuck you, fuck you, not dying, NOT DYING, FUCK YOU!"
Fire at those non-battlesuit-y sods.
"Teams D, B, F and G, gimme a sitrep, I need to know who's still standing."
"I'm up, fuck!"
[con:6]
South going a bit overkill here.

Team F
It was something he had done what felt like a million times before. Sure, he had never had equipment like stealth painted armor, but still. The enemy was way over there, he was way over here. They were running around, he was stationary. It felt safe.

What I do here, in the HRMC, or whatever we call ourselves now, isn't really different from back home, or from when I worked.

Try to get up to a higher position. From there, scope up and look west, rifle set to very little dispersion and average power. Try and take out unarmored sods first by swinging the rifle's beam across their formation.

Quote from: Thomas to Team F over Radio
Yes, I am a sniper. I'll switch over to targeting the western forces.
Firing west eh?
[con:6+2]
Heh.


TEAM G



Lyra, Team G

Lyra continues to stay next to Faith.

Wait a moment for the rest to attack the high-priority targets (battlesuits and exosuits) and melt the center of mass for any that weren't taken down by someone else. If all the high-priority targets are taken down, then make a wide, thin, knee-high horizontal blade of heat through the remaining unarmored sod formation. Reminder that I took the time to prep for my amp's use already.
((I hate having to do this, but um, you missed me, and I was in the same bunker as Faith. Was I hit?))
Um. Lets trade your not firing that turn for you not having to do End rolls to prevent death.

Team G

((I think the artillery is doing more harm then good. Probably has to do with the fact that they get no bonus.

Also, technically, my post indicated I was out of the bunker, flying.))

Get out of the rubble. Use mining laser if it can help. If I get out of the rubble in time, shoot at enemies with mining laser and yellow mode.

If the enemies are taken care of, dig people out of the rubble and get them to the Infirmary. Then repair, refuel and rearm as much as possible and recharge my mining laser.


Near the bunker then. Still got hit. Everything gets hit. EVERYTHING!

But we'll say you're not in rubble, because that was a mistake.

[Con:2+2]
Team G

Jim uses his Manipulation Amp to lift the chunk of rubble off of Milno and chuck it into the midst of the incoming enemy forces, preferably at a battlesuit if one is visible.

[Exo:6+doesn't matter, decomp'd]

Team G "God Damn It" (Reserve) - Milno "Honey Badger" Enedrasi - Leader - Entombed In Concrete

After being thrown around and buried alive under concrete, Milno can almost hear the cracking and hissing of his suit as it is damaged and handles the stress. After so many missions with his suit, he's already grown to appreciate how much it has saved his ass already. Friendly fire, one of the HMRC's finest traditions, now elevated to full-blown military level.

Command Channel plus Teams D & G: "Unless the enemy has some hidden artillery or on the off chance they have taken control of ours, stop firing these mortars at us right now. We just got destroyed West by a shell and it seems the other side wasn't hit as badly as we were. I can still fight but there's a huge concrete slab keeping me pinned. Situation's pretty much shit right now."

"Old fart, report."

"Faith and Lyra, come West as soon as you make sure there's no enemy left standing South."

"Anton, keep up with the fire support."

"Jim, I can still fight, but only get this thing off me in case it wouldn't get you shot to space and back or overheat your noggin. Otherwise, just stand your ground and do what you do best; thin their numbers and stay alive."

Damage check for rocket pods and the suit.

In case Milno's still entombed: in case it's possible and necessary, try to shift positions in such a way as to minimize damage to both body and suit and protect Milno in case one of the enemies decides to point a gun under the slab and fire at him.

In case Milno's freed: help friendlies through the path less likely to get Milno killed whilst firing at the enemies.

Suit is fine. Had Good luck on that roll, honestly.

[Con:5+1]
 

Anton Chernozorov, Team G "Cassowary" engineer/pilot

"Что за на..what the heck is that artillery doing?

General Milno, this is Anton. I'm using my linkup to ship controls to direct some support your way. Tweedledee heads to support South, the Party Wagon and Tweedledum will move in to mop up the mess here and provide transport for the dead and injured. Alert any surviving medics that Tweedledum will now be our mobile hospital. Try to stall the attackers before they reach any tall structures so the ships are free to use their weapons.
"

Start up Tweedledee and direct it South to take out the remaining enemies and airlift any wounded or dead troops.
Start up Tweedledum and direct it to the West bunkers to act as a medical transport, shooting at any sods along the way.
Start up the Party Wagon and have it strafe the West group of invaders with all non-missile weapons.
Continue firing the Southern Cross's laser cannons at the West group of invaders.


((Did my attacking the Western group even make a dent in them last turn? You didn't include that in the list of what hit them.))

Yeah, gonna say that's good enough for me.
Team G Cassowary, Faith, Remains of Bunker 4


Roast the pilot of the crippled battlesuit.
[Uncon:5+1]
Maaaaan Auron is gonna be pissed you killed that guy.














Alright. You guys did it. South troops were barely there so they're uber dead. And the combination of jim and miya and a freaking spaceship and such was enough to take out the westward moving troops fairly well, without having to bog you down in numbers.

You've got maybe 15 in game minutes before bad shit round 2. Not enough time to get people revived or anything, but enough time to regroup, get the too injured and dead off the battlefield and back to the ship and get ready. And I'm just gonna tell ya, round two isn't going to be round 1 again. It's gonna be different. Probably painfully so.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Harry Baldman on March 05, 2014, 02:19:01 pm
((Well, I mostly didn't try to shoot because I shouldn't have been able to, given the one minute cooldown on the HEP. But hey, whatever floats your boat.))

Stacy, Team B Platypus

Check if Steve's corpse had a gun on it, or any other goods. Steal EVERYTHING that isn't destroyed. Especially the fellow's head. Can't leave any of that here, can I?

Do this now! Steal! Also steal whatever other guns still work and can be found unattended in the area. Maybe that one minute cooldown is a bit inconvenient, you know?

Once at least 5 minutes are spent stealing, deliver Steve's head to the Paracelsus' Sword for stasis storage/revival/stuffing and mounting. Rush all quick-like.

Trade any loot I find in the Armory for tokens - if I have three, get a Microwave Field Manipulator. If not, sell Steve's possibly unused Emergency Kit to pay for it. It is time to challenge the curse once more!


Stacy feels eager to try the manipulator - after all, even when things went disastrously wrong, he usually did slay at least some enemies in the process! And in a war, was it not most important to inflict maximum casualties on both sides so nobody feels like fighting anymore?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on March 05, 2014, 02:23:26 pm
"I'm alive. But ThunderTron is damaged. I have to pull back." Jack reports over radio direct to miyamoto.

Pull back to nearest intact defences.
Action changed.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on March 05, 2014, 02:27:36 pm
Flint Westwood - Team G

((Thanks PW.))

Repair as much as possible. Refuel and recharge my mining laser's battery as much as possible.

Requesting description of what yellow mod does since I used it the previous turn.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: WhitiusOpus on March 05, 2014, 02:34:24 pm
Team H - "Lemmings" : Marcius

Leve the main bunker and radio that I'm signing up for Team G, since we need more people.

Scavenge gauss rifle special ammo and grenades from a couple of Sods.




((Basically I'm getting tired of waiting. And this seems like a good time to join in.))
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Knight Otu on March 05, 2014, 02:45:03 pm
Gorat 'Chin' Ivanos, Team Everything's in ruins "Aye-Aye" Team D "Marabou"

"What."

Get unstuck from time. Help with whatever cleanup and corpse-gathering is necessary, possible, and/or ordered. Then take my place with my new team.

Spoiler: Gorat 'Chin' Ivanos (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on March 05, 2014, 02:50:06 pm
"Okay. Okay. So, back to the ship. Or the base, or whatever. Angel, didn't notice you there. I don't know where Dubley is. Might be buried, might be topside. Either way, probably dead. You're the last able-bodied man here, you lucky bastard. Miyamoto wants you to help the wounded. I'll let you know where you're supposed to be for the next wave if Miyamoto doesn't tell you directly."

How bad is my leg? Will it still support my weight, or am I effectively a one-legged, one-armed man?
If I can't walk on my own, lean on the grenadier Sod. Either way, get back to the ship's infirmary. Or the base's infirmary, if it has one and we can't make it back to the Sword safely. The support Sod will carry Maurice.


"Miyamoto, sir. Update on Team D; Maurice and I have been stabilized and we're heading to the infirmary. Angel's here, too, and he looks fine. Where should I send him?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on March 05, 2014, 02:55:38 pm
Team C, Skylar, Support

Recover the dead and wounded in the west. Once they're all back in the Sword, help fix the least wounded.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on March 05, 2014, 03:00:40 pm
Quote from: my pm to PW
Before I go reorganising people, a quick question: the Doc is defending the Sword, right? About how far does that go? Only enemies that get up close, I think? So if a howitzer battlesuit shows up again, we still need to take it out ourselves? Or would he run out to punch it in the face?

Mostly cause I'll need to think about how far west to put our men now that the bunkers are gone, and if we'll need to defend the Sword's cradle.
Quote from: PW response
Basically the sword itself and maybe 30 feet out in any direction from the surface of the ship's hull. So basically just the ship.
just gonna quote these here for convenience.

"Ok then, we've finally got a breather for now. Anyone with a working MkIII, get those wounded and dead over to the Sword. Medics stay here and tend to our still standing wounded. Don't forget to check on injured sods. Other people help with this, or try to get some barricades up if you're too far away.  You guys will need some cover now that the bunkers are gone. Anyone wounded or damaged should try to stabilize himself, we have enough medics around here for that. Don't go to the Sword if it's minor, they'll be swarmed already as-is."

Quote
((Basically I'm getting tired of waiting. And this seems like a good time to join in.))
Finally. I asked you like a bazillion times you know. Anyways, you ain't joining team G, but another one. Check wiki in a minute.

Quote
"I'm alive. But ThunderTron is damaged. I have to pull back." Jack reports over radio direct to miyamoto.
"Weren't you listening before? Don't report directly to me, report to your squad commander and he'll talk to me if it's important. I've got enough stuff to worry about already, I can't micromanage everybody.

Anyways, happy to know you're alive, but don't pull back yet. You either get that thing in working order fast (aka before next wave starts), or you abandon it and continue on foot. That whole project has been a waste of resources up till now, I won't allow it to further drain us of manpower. We don't have a whole lot of time before they try again though, so you better work fast."

Quote
"Miyamoto, sir. Update on Team D; Maurice and I have been stabilized and we're heading to the infirmary. Angel's here, too, and he looks fine. Where should I send him?"
"I'll have to reorganize the squads to ensure they don't fall understrength, so just tell him to sit tight and help with evacuating the wounded."

Quote
Sniper 1 heading west along with you to engage incoming forces
They do extremely poorly.
Sniper 2 is also a failure it seems.
Goddamn Worf effect. Sods seemed much more potent when we were fighting them the first time.

((Working on updating teams. also, could the various team leaders please let me know how many sods they have left in their squads? Thanks.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: SeriousConcentrate on March 05, 2014, 03:04:07 pm
Team G

Jim just sits and rests for future amp-using.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on March 05, 2014, 03:23:30 pm
((Working on updating teams. also, could the various team leaders please let me know how many sods they have left in their squads? Thanks.))

((Team D has one of the grenadiers and the support Sod left. They rolled a 4 and a 6 for endurance, but piecewise never mentioned either being hurt. For reference, both Maurice and Felix rolled a 4, as well, and they're basically out of the fight. Felix was almost dead. Lars rolled a 3. *shrug* ))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Pancaek on March 05, 2014, 03:26:28 pm
((FUCK. The one time PW updates before before 10 pm my local time is the day I get home late. So, all I have to go on is
Quote
manage to shoot pancaek in the stomach
So, how damaged am I, actually, because this gives me no idea. remembering that I'm in a standard robo-body))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 05, 2014, 03:27:49 pm
Xan - Team FFFFFFFFFFFFFFFIIIIRE - On Fire

FFFFFUUUUUUUUUUUUUCCCCK SODS EXTINGUISH THE FLAME EXTINGUISH THE FUCKING FLAME AAAAAAAAAAAA

Stop drop and roll! Try to cool down the flames enough that they extinguish! Do so very carefully!
Try to get to the infirmary!


((See, this is why I want a decomp. Nearly every roll I've gotten has been an 8.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on March 05, 2014, 03:32:38 pm
 Team B

"I...think the team leader is either dead or unconscious. I'll quickly check."

Check if Panceak is alive/conscious. Then try to get as much of the ThunderTron working as possible.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Caellath on March 05, 2014, 03:35:57 pm
Team G "God Damn It" (Reserve) - Milno "Honey Badger" Enedrasi - Leader - Ferrying The Wounded

Team G: "Thanks, Jim. Team G, in case you're not resting your brain then begin taking the dead and the wounded to the Sword. In general, be useful and get ready for the next round."

Quickly ferry the too wounded and the dead to the Sword.

Check fuel level to evaluate how much is spent when flying like a maniac with the EMM online.

Refuel.


((I thought both Milno and Flint were flying but got hit and smashed by debris anyway since concrete flew everywhere. All is well when it ends well, though.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: SeriousConcentrate on March 05, 2014, 03:38:15 pm
(@Xan: That's kind of what happens when you pump Exo before getting one. I spread my points out, and then when decomps became a thing and I got one, that's when I went hard on Exo. :P)

"Good to hear. And yeah, I'm going to rest up a bit. I get the feeling I'm going to be putting in more work before this is all said and done one way or another."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 05, 2014, 03:39:36 pm
Team C; Near West

As I am not a medic, and I have neither a Mark Three nor sufficient upper body strength to drag anyone, just...um...if there's nothing important I can fix, I guess see if I can scavenge anything of value from people, double-check that all the sods are dead, that kind of thing. If there are important things I can fix, fix those instead. Rendezvous with the rest of Team C before the next wave gets here.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on March 05, 2014, 03:42:05 pm
Thaddeus Former Team E "Aye-Aye", Now Team D "Marabou" Grunt

Return to remains of bunker 6. Help with whatever clean up and corpse gathering is needed. Then loot any dead sod equipment Thaddeus can use(Laser rifle batteries, 'nades, Gauss rifle/ammo, rocket launcher/ammo). When done, head over to sector D4

Radio to one of the near medics: So, someone want to look me over? I think I might be slightly injured, this MKI isn't doing me any favors

((@ PW: Are any of the enemy battlesuits immediately useable and not messed up too badly? Preferably not the melee ones))   

((Edited post))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on March 05, 2014, 03:46:16 pm
Miyamoto, team C lead, exasperated

Help with evacuating dead and wounded to Sword. If already enough people are doing that, use rubble and debris from bunker and whatever's lying around to construct a makeshift barricade south of the laser battery, just to ensure they'll have some cover.
Also do this for the west around F4 or D4 or something.


UPDATED TEAMS

Basically merged teams B and F and D and E with each other. Check wiki.

New team B has new objective: defend southern side of base, but the laser battery, airfield and artillery still has priority. Be sure to station a picket at the battery itself to prevent them getting flanked.
New team D has new objective: defend western side of base. This includes the Sword's cradle (the Doc will defend it if enemies get in close, but against howitzer battlesuits and the like we still need to do it ourselves).

C still has north. And A will just have to fend for themselves if they come under attack, though we have Steve bots, ships and snipers to help us.

Also, remember that these 2 teams might seem big, but there are several people not posting, and some of them might be too wounded to be combat-ready. And we lost most our sods already  :(
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on March 05, 2014, 03:51:45 pm
"I...think the team leader is either dead or unconscious. I'll quickly check."

Check if Panceak is alive/conscious. Then try to get as much of the ThunderTron working as possible.
((Forgot to put the team name))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on March 05, 2014, 05:05:19 pm
Felix Grant, Team D "Marabou" Leader - Tunnel under Bunker Five


Felix doesn't get very far before Miyamoto informs him of his new position. With the radio and speaker off, he giggles a bit, although whether that's from blood loss or amusement is hard to say.

Private message to 'Dark Angel', Denzel, Thaddeus, Gorat, and Dern Hernau, hereafter Team D:
"I am the new leader of Team D. Miyamoto has placed you all under my command. We're to defend the Sword from the west. I may or may not be present personally, depending on the severity of my injuries. As far as I'm aware, most of you are either recruits like myself, or veterans who declined a leading role. In the event I am incapacitated or unable to give commands, 'Dark Angel' will become the new acting leader. Rally in Sector D4 (http://img4.wikia.nocookie.net/__cb20140301094441/einsteinianroulette/images/f/fa/Hephaustusdefenseplan_zps0340c24d-0-1393667081.jpg)."

Test my right leg. Can it hold my weight? If not, lean on the grenadier Sod. The support Sod will carry Maurice to the Sword's infirmary.
If I can walk on my own, I'll head to the makeshift cover Miyamoto made west of the Sword.
If I can't, go to the Sword's infirmary, as well.


All Sods assigned to Team D head for the rally point, after delivering any seriously wounded or dead in their sight to the Sword's infirmary.

((Well. I wasn't expecting to be put in charge of a combined team. I'll roll with it, though.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on March 05, 2014, 05:29:22 pm
Felix Grant, Team D "Marabou" Leader - Tunnel under Bunker Five


Felix doesn't get very far before Miyamoto informs him of his new position. With the radio and speaker off, he giggles a bit, although whether that's from blood loss or amusement is hard to say.

Private message to 'Dark Angel', Denzel, Thaddeus, Gorat, and Dern Hernau, hereafter Team D:
"I am the new leader of Team D. Miyamoto has placed you all under my command. We're to defend the Sword from the west. I may or may not be present personally, depending on the severity of my injuries. As far as I'm aware, most of you are either recruits like myself, or veterans who declined a leading role. In the event I am incapacitated or unable to give commands, 'Dark Angel' will become the new acting leader. Rally in Sector D4 (http://img4.wikia.nocookie.net/__cb20140301094441/einsteinianroulette/images/f/fa/Hephaustusdefenseplan_zps0340c24d-0-1393667081.jpg)."

Test my right leg. Can it hold my weight? If not, lean on the grenadier Sod. The support Sod will carry Maurice to the Sword's infirmary.
If I can walk on my own, I'll head to the makeshift cover Miyamoto made west of the Sword.
If I can't, go to the Sword's infirmary, as well. Request local anaesthesia only, I want to be conscious for the rest of the ground battle, if possible.


All Sods assigned to Team D head for the rally point.

((Well. I wasn't expecting to be put in charge of a combined team. I'll roll with it, though.))

((Well, I thought the other team leader might be too injured to lead them, or even partake the mission immediately. If it turns out Felix is too injured as well I'll have to appoint someone else, since I would like for team leaders to actually be physically present with their team. IC reasons really, though he could still provide support for his team or remotely pilot a combat ship or something. If he is combat-ready by the time next wave gets here he can do it.))

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on March 05, 2014, 06:37:07 pm
Denzel Gaunt- Team D

"Fine by me for the leadership change-  I'm missing and arm, a leg, and my head at the moment, so I'm out of action for the moment, though I will try to get myself repaired. I'm trying to take stock of out situation out here at the moment, but pick up us wounded/dead at your convenience. We could use the help."

Collect any sods and gear that we can salvage, and get back to the Sword asap to get repaired.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: IronyOwl on March 05, 2014, 07:25:38 pm
Team G Cassowary, Faith


Help haul corpses to the infirmary.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on March 05, 2014, 07:56:50 pm
Auron, team F.

If there was a difference between the crippled battlesuit and the melee battlesuit i just disabled:
Run over and pull the cockpit release, drag the pilot out and attempt to tap into his biosensors.
If successful attempt to clone any signals being transmitted and begin broadcasting them from my suit.

If the active melee suit was actually the crippled suit:
Assess damage to battlesuit, see if it is possibly repairable or if any parts are salvageable.


((Also last turn i was mean to grab smurfs head and any surviving gear, did anything survive his death?))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Powder Miner on March 05, 2014, 08:42:34 pm
Team F
Under her breath, Dominika cursed like a sailor. It went from suicide mission to suicide mission.
Look for a fire extinguisher to put Xan out.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Alarith on March 05, 2014, 09:22:19 pm
Jack Catar-Team B
Is bunker 4 still fine?  If not, try to make some barricades.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on March 06, 2014, 01:49:00 am
Team A
begin mopping protocols as necessary
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on March 06, 2014, 02:28:37 am
TEAM B

Thomas goes to help ferry in the wounded, then takes a position near the shipyards, once again, preferably in a location allowing for vision.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on March 06, 2014, 03:08:53 am
Anton Chernozorov, Team G(oddammit) "Cassowary" engineer/pilot

"Well, that went a lot worse than it should have, and marginally better than it could have."

"Steve, am I right in assuming they'll now try to burn off our defenses and attack from a distance? They're unlikely to send another ground assault, now that they saw we have ships. I'm assuming incoming bombs and missiles we could handle, but kinetic and laser bombardment would be a big problem. If some kind of artillery cruiser decides to blow a hole in our base, how much forewarning would we have, optimistically? Enough for the Black Death to take a shot at them or not, assuming it's kept on hot take-off?"

Scan the surroundings for enemies. Leave Tweedledee and Tweedledum in Steve's control, to be used as transports for the dead and wounded. Land the Party Wagon on a clear spot of land near the western border, keep it on hot take-off. Examine the layout of the base to see if it's possible to relocate the Black Death somewhere it'd be safer from a sudden orbital strike.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on March 06, 2014, 10:25:01 am
TEAM A


Team A
begin mopping protocols as necessary

You yell "CUT OUT THAT RACKET!" while hitting the ceiling with a broom and then go back to drinking. Considering simus has sealed the building, theres not much else you can do.


TEAM B


((Well, I mostly didn't try to shoot because I shouldn't have been able to, given the one minute cooldown on the HEP. But hey, whatever floats your boat.))

Stacy, Team B Platypus

Check if Steve's corpse had a gun on it, or any other goods. Steal EVERYTHING that isn't destroyed. Especially the fellow's head. Can't leave any of that here, can I?

Do this now! Steal! Also steal whatever other guns still work and can be found unattended in the area. Maybe that one minute cooldown is a bit inconvenient, you know?

Once at least 5 minutes are spent stealing, deliver Steve's head to the Paracelsus' Sword for stasis storage/revival/stuffing and mounting. Rush all quick-like.

Trade any loot I find in the Armory for tokens - if I have three, get a Microwave Field Manipulator. If not, sell Steve's possibly unused Emergency Kit to pay for it. It is time to challenge the curse once more!


Stacy feels eager to try the manipulator - after all, even when things went disastrously wrong, he usually did slay at least some enemies in the process! And in a war, was it not most important to inflict maximum casualties on both sides so nobody feels like fighting anymore?
Yeah, getting a MFM seems reasonable. Consider yourself kitted out.

Team B

"I...think the team leader is either dead or unconscious. I'll quickly check."

Check if Panceak is alive/conscious. Then try to get as much of the ThunderTron working as possible.
[aux:5]
You get thundertron rebooted and functional again, but it's still missing legs, so moving is gonna be a problem.

Pancaek is fine. He's a robot. shots to the stomach aren't too bad for him.

Jack Catar-Team B
Is bunker 4 still fine?  If not, try to make some barricades.
You start creating ad hoc barricades with some large pieces of debris.

TEAM B

Thomas goes to help ferry in the wounded, then takes a position near the shipyards, once again, preferably in a location allowing for vision.

You  know, you could just take up position on the top of the sword.


TEAM C



Team C, Skylar, Support

Recover the dead and wounded in the west. Once they're all back in the Sword, help fix the least wounded.
You, like lots of other people, start dragging the dead back to the ship.

Team C; Near West

As I am not a medic, and I have neither a Mark Three nor sufficient upper body strength to drag anyone, just...um...if there's nothing important I can fix, I guess see if I can scavenge anything of value from people, double-check that all the sods are dead, that kind of thing. If there are important things I can fix, fix those instead. Rendezvous with the rest of Team C before the next wave gets here.
Ahhhh what could a grate do...We'll say you scavenge the explosives from the bodies of the dead sods. Those might be useful.  Then you meet up with Team C!

Miyamoto, team C lead, exasperated

Help with evacuating dead and wounded to Sword. If already enough people are doing that, use rubble and debris from bunker and whatever's lying around to construct a makeshift barricade south of the laser battery, just to ensure they'll have some cover.
Also do this for the west around F4 or D4 or something.


UPDATED TEAMS

Basically merged teams B and F and D and E with each other. Check wiki.

New team B has new objective: defend southern side of base, but the laser battery, airfield and artillery still has priority. Be sure to station a picket at the battery itself to prevent them getting flanked.
New team D has new objective: defend western side of base. This includes the Sword's cradle (the Doc will defend it if enemies get in close, but against howitzer battlesuits and the like we still need to do it ourselves).

C still has north. And A will just have to fend for themselves if they come under attack, though we have Steve bots, ships and snipers to help us.

Also, remember that these 2 teams might seem big, but there are several people not posting, and some of them might be too wounded to be combat-ready. And we lost most our sods already  :(
You build some nice rubble barricades. Yay rubble!


TEAM D



Gorat 'Chin' Ivanos, Team Everything's in ruins "Aye-Aye" Team D "Marabou"

"What."

Get unstuck from time. Help with whatever cleanup and corpse-gathering is necessary, possible, and/or ordered. Then take my place with my new team.

Spoiler: Gorat 'Chin' Ivanos (click to show/hide)
We'll say you help with various things- barricades and corpse dragging- and then get back with the team you're supposed to be with.

Thaddeus Former Team E "Aye-Aye", Now Team D "Marabou" Grunt

Return to remains of bunker 6. Help with whatever clean up and corpse gathering is needed. Then loot any dead sod equipment Thaddeus can use(Laser rifle batteries, 'nades, Gauss rifle/ammo, rocket launcher/ammo). When done, head over to sector D4

Radio to one of the near medics: So, someone want to look me over? I think I might be slightly injured, this MKI isn't doing me any favors

((@ PW: Are any of the enemy battlesuits immediately useable and not messed up too badly? Preferably not the melee ones))   

((Edited post))
We'll say you grab several gauss and laser magazines and a few grenades. As per injuries; if you've got all your limbs and most of your organs and at least 50% of your blood, you're fine by our standards.

Felix Grant, Team D "Marabou" Leader - Tunnel under Bunker Five


Felix doesn't get very far before Miyamoto informs him of his new position. With the radio and speaker off, he giggles a bit, although whether that's from blood loss or amusement is hard to say.

Private message to 'Dark Angel', Denzel, Thaddeus, Gorat, and Dern Hernau, hereafter Team D:
"I am the new leader of Team D. Miyamoto has placed you all under my command. We're to defend the Sword from the west. I may or may not be present personally, depending on the severity of my injuries. As far as I'm aware, most of you are either recruits like myself, or veterans who declined a leading role. In the event I am incapacitated or unable to give commands, 'Dark Angel' will become the new acting leader. Rally in Sector D4 (http://img4.wikia.nocookie.net/__cb20140301094441/einsteinianroulette/images/f/fa/Hephaustusdefenseplan_zps0340c24d-0-1393667081.jpg)."

Test my right leg. Can it hold my weight? If not, lean on the grenadier Sod. The support Sod will carry Maurice to the Sword's infirmary.
If I can walk on my own, I'll head to the makeshift cover Miyamoto made west of the Sword.
If I can't, go to the Sword's infirmary, as well.


All Sods assigned to Team D head for the rally point, after delivering any seriously wounded or dead in their sight to the Sword's infirmary.

((Well. I wasn't expecting to be put in charge of a combined team. I'll roll with it, though.))
You limp over to the new barricades that Miyamoto set up, your few remaining sods in tow.

Denzel Gaunt- Team D

"Fine by me for the leadership change-  I'm missing and arm, a leg, and my head at the moment, so I'm out of action for the moment, though I will try to get myself repaired. I'm trying to take stock of out situation out here at the moment, but pick up us wounded/dead at your convenience. We could use the help."

Collect any sods and gear that we can salvage, and get back to the Sword asap to get repaired.
We'll say you manage to get some field repairs from infirmary nurses that are on site. You salvage some ammo and explosives from the bodies.


TEAM F



Xan - Team FFFFFFFFFFFFFFFIIIIRE - On Fire

FFFFFUUUUUUUUUUUUUCCCCK SODS EXTINGUISH THE FLAME EXTINGUISH THE FUCKING FLAME AAAAAAAAAAAA

Stop drop and roll! Try to cool down the flames enough that they extinguish! Do so very carefully!
Try to get to the infirmary!


((See, this is why I want a decomp. Nearly every roll I've gotten has been an 8.))

You manage to put yourself out but you've lost half your biomass. You're a rather crispy dragon, ironically.

Auron, team F.

If there was a difference between the crippled battlesuit and the melee battlesuit i just disabled:
Run over and pull the cockpit release, drag the pilot out and attempt to tap into his biosensors.
If successful attempt to clone any signals being transmitted and begin broadcasting them from my suit.

If the active melee suit was actually the crippled suit:
Assess damage to battlesuit, see if it is possibly repairable or if any parts are salvageable.


((Also last turn i was mean to grab smurfs head and any surviving gear, did anything survive his death?))
Well, they were the same. However, it looks like the big old fuckoff sword is still functional, and so are the rocket boost pods, and the big fuck off shield. The suit itself is fucked though.

Team F
Under her breath, Dominika cursed like a sailor. It went from suicide mission to suicide mission.
Look for a fire extinguisher to put Xan out.
You help put xan out via vigorous stomping.


TEAM G



Flint Westwood - Team G

((Thanks PW.))

Repair as much as possible. Refuel and recharge my mining laser's battery as much as possible.

Requesting description of what yellow mod does since I used it the previous turn.

[handi:4]

Well, lets say you get your leg repaired at least. As per yellow, really it shouldn't have done much since it creates stationary energy mines.


Team G

Jim just sits and rests for future amp-using.

Do do do, Gonna murder, do do do, Gonna kill, do do do.

Team G "God Damn It" (Reserve) - Milno "Honey Badger" Enedrasi - Leader - Ferrying The Wounded

Team G: "Thanks, Jim. Team G, in case you're not resting your brain then begin taking the dead and the wounded to the Sword. In general, be useful and get ready for the next round."

Quickly ferry the too wounded and the dead to the Sword.

Check fuel level to evaluate how much is spent when flying like a maniac with the EMM online.

Refuel.


((I thought both Milno and Flint were flying but got hit and smashed by debris anyway since concrete flew everywhere. All is well when it ends well, though.))
About 70% fuel. And refilled now.

Team G Cassowary, Faith


Help haul corpses to the infirmary.
Yep. De-corpsing

Anton Chernozorov, Team G(oddammit) "Cassowary" engineer/pilot

"Well, that went a lot worse than it should have, and marginally better than it could have."

"Steve, am I right in assuming they'll now try to burn off our defenses and attack from a distance? They're unlikely to send another ground assault, now that they saw we have ships. I'm assuming incoming bombs and missiles we could handle, but kinetic and laser bombardment would be a big problem. If some kind of artillery cruiser decides to blow a hole in our base, how much forewarning would we have, optimistically? Enough for the Black Death to take a shot at them or not, assuming it's kept on hot take-off?"

Scan the surroundings for enemies. Leave Tweedledee and Tweedledum in Steve's control, to be used as transports for the dead and wounded. Land the Party Wagon on a clear spot of land near the western border, keep it on hot take-off. Examine the layout of the base to see if it's possible to relocate the Black Death somewhere it'd be safer from a sudden orbital strike.

About the best place to put anything you don't wanna get hit is in the aurora. Parking black death there and party wagon to the west.

TEAM H
Team H - "Lemmings" : Marcius

Leve the main bunker and radio that I'm signing up for Team G, since we need more people.

Scavenge gauss rifle special ammo and grenades from a couple of Sods.




((Basically I'm getting tired of waiting. And this seems like a good time to join in.))

Wait what? Team H.

Wait what? Shouldn't you join an already existing team? Why weren't you on one already?

Wait what?




Is everyone ready for the next round or should I give you one more turn?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Harry Baldman on March 06, 2014, 10:34:31 am
((VIQ for piecewise: Did I sell Steve's Emergency Kit? It's a very important detail.))

Stacy, Team BF Platypus

"Goodbye horses~!
I'm flying over you~!"

Dance over to wherever I'm supposed to be, for justice and whatnot.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on March 06, 2014, 10:41:48 am
Flint Westwood - Team G

((I'm ready. As long as I can fly and shoot, I'm cool.

And energy mines, eh? That's good to know.))

If the attack happens this turn and I can do the following action:
   Fly high and start hitting drop pods before they land with Mining laser and Violet mode.

   "Why let the robots have all the fun?"

Else:
   Just spam yellow mode mines at possible enemy landing points.
   Also, if possible, set up half of my 10 claymores at chokepoints near the laser battery and the other half near the command center.
   Make sure to notify my teammates of their presence so that they don't die a very stupid death.
   Those are regular claymores, right? Not some sort of nuclear space magic claymore.



Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 06, 2014, 11:02:59 am
Xan Team BF (Better than team CD any day)

((One more turn, if you'd permit it. Just enough that I can do this action.))

Go find wherever they were dragging the Sod bodies and eat them.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Knight Otu on March 06, 2014, 11:18:09 am
Gorat 'Chin' Ivanos, Team D "Marabou" (Former Team E "Aye-aye")

Ready for wave 2. Get acquainted to the lay of the land and find some calm of mind (Charge Exo bonus).

Spoiler: Gorat 'Chin' Ivanos (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 06, 2014, 11:31:20 am
Team C

Identify explosives.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on March 06, 2014, 11:39:10 am
Team B

Wait for the enemies to return. Also call dibs on the loot on anything I killed.


Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on March 06, 2014, 11:54:10 am
((Dang it Piecewise you beat me to getting around to posting :D... ah well no matter))

Team D - Rule 32: The only thing more accurate than incoming enemy fire is incoming friendly fire. (https://www.strategypage.com/humor/articles/military_humor_murphys_laws_of_combat.asp)

If there's time then help all people who need to get to medical get to medical then scavenge for laser magazines and grenades, check all hostile casualties are dead using the monorazor so we don't get shot up the back as well as the front.

If there's no time or once the above is done, take up position at the barricades and get ready for the second wave of the assault

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on March 06, 2014, 12:58:14 pm

TEAM G



((Hey, I'm really back now, and just in time I think. @PW: Can we assume Renen is on ship and is from team G (support)? If yes then:))

Renen wakes up from his coma. He sees the situation on the battlefield, groups up with Team G and gets ready for the battle.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on March 06, 2014, 01:28:50 pm
"Anyone of our tech guys wanna try jamming enemy comms and video feeds? Or maybe ask Steve if he can do it?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Remalle on March 06, 2014, 02:25:43 pm
Team G?

Stabilize nearby wounded.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on March 06, 2014, 02:34:10 pm
Team D

Try to be revivified maybe hopefully? Probably not.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on March 06, 2014, 04:06:59 pm
Auron, team F.

take the rocket pods and fuck off gear back to the sword, deposit any severed heads i possess in the infirmary along with their respective gear.

Return to formation with probably mere seconds to spare.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on March 06, 2014, 04:28:14 pm
Felix Grant, Team D "Marabou" Leader - Western Makeshift Barricade


Felix slumps against the barricade, and takes stock of how many Sods he has, (Team D received one of the other team's Sods, as well, according to the wiki) while waiting for his squad to assemble.

While waiting for the next assault wave to arrive, he tries to relax and clear his mind, in preparation for continued amp usage. (Exo dynamic bonus)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Pancaek on March 06, 2014, 05:47:38 pm
((Ah, so I am allright after all.))

Pancaek - Team B - Ruins of Bunker 4

"Wake up dummy, you're not even wounded."

"Oh, hey, they looks like they shot me. Neat. Allright gentlemen. Lets get at least some kind of cover going here, before the enemy sends their next wave.

See how many sods I have left. Help in setting up some kind of cover. If possible get the sods to help making makeshift cover as well.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Alarith on March 06, 2014, 06:57:05 pm
Jack Catar-Team B
More barricades!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on March 06, 2014, 09:09:55 pm
Denzel Gaunt- Team D

"Okay team, let's get some cover up as soon as we can. The UWM isn't going to wait for us."

Action below.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on March 06, 2014, 09:25:42 pm
"If you're going to improve our defenses, work on the barricade Miyamoto made. Don't start your own. There's not enough of us to split between two or more positions."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on March 06, 2014, 09:32:09 pm
Denzel Gaunt- Team D Grunt

"If you're going to improve our defenses, work on the barricade Miyamoto made. Don't start your own. There's not enough of us to split between two or more positions."
"Well, thank you for letting me know. On my way over."

Assist with the barricade/cover building. See if there's any cover the enemy can use against us, and do remove it if possible.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on March 06, 2014, 09:54:52 pm
((I was thinking of that, but I wasn't sure of just how big the battlefield was in relation to the rifles range. Thank you for letting me know.))
Thomas notices the sod sniper and looks around, hoping to find a dropped gauss rifle, hopefully with ammunition nearby. Afterwards, he decides to scale the Sword to find an optimum area to fire from.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on March 06, 2014, 11:07:05 pm
Thaddeus Team D "Marabou" Grunt

Help Denzel with building the barricade. Then Thaddeus will find quiet spot to rest and clear his mind (charge exo bonus)

Im here to help build something we can hide behind boss. Whatcha need me to do?
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Caellath on March 07, 2014, 12:15:22 am
Team G "God Damn It" (Reserve) - Milno "Honey Badger" Enedrasi - Leader - Ferrying The Wounded

Team G: "Get ready for combat."

Help building any nearby barricades. Prepare to turn EMM at any sign of trouble.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on March 07, 2014, 12:17:19 am
continue drinking and broom usage
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on March 07, 2014, 01:11:58 am
Team C, Skylar, Support

Bossman, I'm going to stay on the Sword until the next attack, help with the wounded since the doctor is out.

Get my MKIII's fuel topped off, help out fixing people in the infirmary. (( since I believe you said the main medical staff would be out ))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: IronyOwl on March 07, 2014, 05:42:25 am
Team G Cassowary, Faith


Find someplace relatively safe to hide near the central garden/courtyard thing we started out in.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Lenglon on March 07, 2014, 08:47:31 am
Lyra, Team G

Continue to follow Faith around
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on March 07, 2014, 09:57:29 am
Anton Chernozorov, Team G "Cassowary" engineer/pilot/air traffic controller

Maintain vigil. Query Steve (again).
"Steve, am I right in assuming they'll now try to burn off our defenses and attack from a distance? They're unlikely to send another ground assault, now that they saw we have ships. I'm assuming incoming bombs and missiles we could handle, but kinetic and laser bombardment would be a big problem. If some kind of artillery cruiser decides to blow a hole in our base, how much forewarning would we have, optimistically? Enough for the Black Death to take a shot at them or not, assuming it's kept on hot take-off?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on March 07, 2014, 11:51:19 am
Thaddeus Team D "Marabou" Grunt

Help Denzel with building the barricade. Then Thaddeus will find quiet spot to rest and clear his mind (charge exo bonus)

Im here to help build something we can hide behind boss. Whatcha need me to do?
EXO EXO BARRICADE BARRICADE EXO EXO


Team G "God Damn It" (Reserve) - Milno "Honey Badger" Enedrasi - Leader - Ferrying The Wounded

Team G: "Get ready for combat."

Help building any nearby barricades. Prepare to turn EMM at any sign of trouble.
Man, you guys sure love your concrete rubble barricades.


continue drinking and broom usage

Tis better to drink and broom and live to see another day then to win glory building barricades and then being shot.


Team C, Skylar, Support

Bossman, I'm going to stay on the Sword until the next attack, help with the wounded since the doctor is out.

Get my MKIII's fuel topped off, help out fixing people in the infirmary. (( since I believe you said the main medical staff would be out ))

Yeah, fuel topped off. Injured people are being handled. Still, takes them a while since time isn't as abstracted.


Team G Cassowary, Faith


Find someplace relatively safe to hide near the central garden/courtyard thing we started out in.

Behind a tree it is!


Lyra, Team G

Continue to follow Faith around

Behind a faith it is!



Anton Chernozorov, Team G "Cassowary" engineer/pilot/air traffic controller

Maintain vigil. Query Steve (again).
"Steve, am I right in assuming they'll now try to burn off our defenses and attack from a distance? They're unlikely to send another ground assault, now that they saw we have ships. I'm assuming incoming bombs and missiles we could handle, but kinetic and laser bombardment would be a big problem. If some kind of artillery cruiser decides to blow a hole in our base, how much forewarning would we have, optimistically? Enough for the Black Death to take a shot at them or not, assuming it's kept on hot take-off?"

>If it's lasers; get into the aurora. If its kinetic, then we'll slice it up. Just keep in mind that we're only diffusing the impact. You're still gonna catch orbital buckshot. In that case, just try and get the hell out of the area that is effected. Personally I'm more worried about drones. They've seen we have ships and that we can repel ground assaults. Chances are they're gonna try and use automated weapons now.





We have incoming! D7, F4, F9! Kinetic projectiles! And what looks like a cluster of kill drone insertion pods.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on March 07, 2014, 12:18:11 pm
Anton Chernozorov, Team G(ötterdämmerung) "Cassowary" engineer/pilot/air traffic controller

"Alright we have incoming, all ships mobilize! Party Wagon, off the ground, intercepting drone pods! Tweedledee, screening the Party Wagon! Tweedledum, assist ground troops! I will move the Cross to defend our airspace. General Milno, I advise clustering our flying infantry units in the vicinity of the Southern Cross. Its point-defense lasers can aid against drones, and its bulk can probably shield people against the fragments of orbital bombardment."

Move the Party Wagon and Tweedledee to intercept the landing position of the drone pods, with Tweedledee ahead and above, screening the Wagon from potential incoming fire. Position them so they can quickly move in and start shooting as soon as the pods land. Let Steve control Tweedledum, having it assist with moving anyone and anything important out of the way of incoming projectiles. Move the Cross towards the nearest predicted point of drone pod landing, similarly keeping "at arm's reach", outside of immediate weapons range but ready to move in and start firing as soon as needed.

Tweedledee and the Party Wagon have orders to fire on all targets of opportunity if there is a chance to intercept pods before they land, or if the drones launch immediately and are within their range.

And of course, all ships (except Tweedledum, as needed) take care to stay out of kinetic bombardment target areas.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Harry Baldman on March 07, 2014, 12:25:10 pm
Stacy, Team BF Platypus

Be somewhere that isn't being currently bombarded. If I can see a cluster of kill drone insertion pods, try to stay away from those as well.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on March 07, 2014, 12:40:50 pm
Team B

Move away from impact zone as fast as possible.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 07, 2014, 12:50:22 pm
Team F

Have I eated the sod bodies? If so, run into cover/the tunnels by the bunker.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on March 07, 2014, 12:52:14 pm
Flint Westwood - Team G

"Bombardment... Come down here and fight us face to face you yellow bastards!"

@Milno:"Sir, suggest we assign a wizard to cast buffs on the catapult. Er, I meant an amp user to shield the laser battery."

Do not do any of the following action if team leader (Milno) objects:

If there are dangerous projectiles heading towards the laser battery and I could do something to help, try to  do that and stop them. Use mining laser, push them with my rockets, fire red mode, punch them with a kinetic punch, whatever it takes.

Else:
Get in the air and start killing enemies with Mining Laser and Violet Mode. Try to stay near the ships and fliers so that we can watch each other's backs.
Also try to focus fire and kill enemies over important targets like the Laser Battery and Sword so that they can't attack them from above.
Give anyone who asks for a ride a ride.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Caellath on March 07, 2014, 12:57:10 pm
Team G "God Damn It" - Milno "Honey Badger" Enedrasi - Leader

Team G: "Team, we got projectiles incoming so remember you have jetpacks. Avoid the areas of impact without scattering all over the place and prepare for the worst. In case you have an amp or manipulator, get ready to defend vital structures or unprotected allies in case it's needed."

"If you don't have enough time to escape the bombardment areas, then head to the ship indicated by our techie."

Get the hell away from the areas of impact, using the dash system if needed. Also stay the hell away from the kill drones deployment areas.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: SeriousConcentrate on March 07, 2014, 01:08:42 pm
Team G

Jim ascends using his jetpack and scopes out the area from above. He also tries to stay out of the path of incoming projectiles.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 07, 2014, 01:46:45 pm
Team C, Grate

After identifying what explosives I got from the sods, keep an eye to the sky. Shoot any sods I see.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on March 07, 2014, 02:12:02 pm
Team G

"Orders confirmed. I'll move to repair any crucial stuff when the bombardment is over."

Stick with the others in the air and be ready for a shitstorm. Stay the hell away from incoming projectiles and most definitely the kill drones. Have Steve give me a report on what needs to be fixed in order of priority.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: IronyOwl on March 07, 2014, 02:47:44 pm
Team G Cassowary, Faith


Continue to hide behind my tree in the not-zone-of-impact-but-probably-killbot-kill-radius.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on March 07, 2014, 03:17:09 pm
Team B

Quote from: Thomas to Team B
Would it be okay if I split off and headed to the sword to take up a sniping position? I can stay safer and help the other teams from there, and I'll have a better position to fire from. My rifle is also scoped, so the distance isn't an issue.

Thomas gets out of the way of any incoming death, then heads to the Sword and takes up a firing position.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Knight Otu on March 07, 2014, 03:21:26 pm
Gorat 'Chin' Ivanos, Team D "Marabou" (Former Team E "Aye-aye")

Ready for wave 2. Get acquainted to the lay of the land and find some calm of mind (Charge Exo bonus).

Unless ordered otherwise:
 - If Gorat can see a drone insertion pod, scorch it (expending Exo bonus).
 - If not, retain the Exo bonus and help with barricading.

Get away from the kill zone, towards the Sword (keeping the Exo bonus if possible?)


Spoiler: Gorat 'Chin' Ivanos (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on March 07, 2014, 03:28:31 pm
You missed my action last turn, piecewise.

Felix Grant, Team D "Marabou" Leader - Western Makeshift Barricade


Felix slumps against the barricade, and takes stock of how many Sods he has, (Team D received one of the other team's Sods, as well, according to the wiki) while waiting for his squad to assemble.

While waiting for the next assault wave to arrive, he tries to relax and clear his mind, in preparation for continued amp usage. (Exo dynamic bonus)



Felix Grant, Team D "Marabou" Leader - Western Barricade


I'm assuming F4 is where Team D's barricade is, since it was the first sector RC suggested. If not, ignore this action.

"Kinetic bombardment incoming on our position! Get away from the barricade, towards the Sword!"

Felix moves as quickly as he can away from the bombardment zone, towards the Sword. If he can't move quickly enough on his own, have two of the Sods carry him.
All Sods move towards the Sword as well.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 07, 2014, 03:42:29 pm
Quote from: Xan to Thomas
Feel free.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on March 07, 2014, 03:44:37 pm
Team C, Skylar, Support

(( Note: I updated the wiki's picture with bombardment locations ))

Boss, I'm moving to support the airfield. Yell if you need me elsewhere.

Head to the top of the administration building near the airfield, prepare for impacts.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on March 07, 2014, 04:04:11 pm
Team DRule 28. Incoming fire has the right of way.  (https://www.strategypage.com/humor/articles/military_humor_murphys_laws_of_combat.asp)

Angel continued to think a number of expletives powerful enough to scorch metal but decided to save his breath for running

Get clear of the Danger zone by heading towards the sword at top safe speed, carry or drag any friendlies who can't evac under their own power
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on March 07, 2014, 04:38:22 pm

Team A

drink and broom the night away
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Alarith on March 07, 2014, 05:04:57 pm
Jack Catar-Team B
Get away from the bombardment, but remain as close as possible to cover.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on March 07, 2014, 06:02:03 pm
Quote
Bossman, I'm going to stay on the Sword until the next attack, help with the wounded since the doctor is out.
"Just be ready to join up once needed, ok?"

Miyamoto, team C lead

Miya will go somewhere near D8 and try to deflect any debris, kinetic shells or plasma from hitting the laser battery or artillery with bursts of force from manip. Defending the Laser battery has priority. Don't actually stand where the shots will land.
Also, ask question below to Steve.

Grate and Sean stay at C bunker with team C sods.
Sniper team 1 at the F8 tower shoots down kill drones if possible, whichever they can target.
Sniper team 2 goes somewhere around E5 (the sword's cradle) and shoots down kill drones if possible, whichever they can target.



"All teams, get out of impact zones. Don't just scatter though, we need to take out those drones as well once the bombardment is over or else they'll just take out our defenses.
Team D, you handle the drones landing at F4.
Team B, you handle the drones landing at D7.
Team G, you handle the drones landing at F9, and reinforce teams that need it. I'll first need to help defend the batteries, after that I'll head to F9 as well.
Rest of team C, you stay put for the moment.

Jim, Pancaek, help me protect the laser battery. Try to use your amps to deflect any shells or plasma away from it. Without that battery we'll have even more shit raining down with nothing to defend us. Don't go stand in the impact zone of course.

Steve, what the hell are those kill insertion pods? Anything you could tell us?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on March 07, 2014, 09:43:30 pm
Quote from: Xan to Thomas
Feel free.
Quote from: Thomas to Xan
Thank you, moving there now. If you have a recommended target, simply tell me.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 07, 2014, 09:54:09 pm
Quote
Aim for high priority targets. If you can't outright kill them, disable them. Us with the amps and rifles will handle the regular fools.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on March 07, 2014, 11:53:54 pm
Thaddeus Team D "Marabou" Grunt

Thaddeus will go to F5, staying out of the Kinetic kill/injury radius at F4. Then he will find some rubble to hide behind, to think of fun and creative ways to kill things with his mind (Charge exo bonus please)

I'm not the only one cowering over here, right guys? Guys? Boss? Anyone?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Powder Miner on March 08, 2014, 12:33:13 am
Team F
Shouting curses, Dominika makes a quick exit if any kill drones are in her area. Otherwise, she finds a nice protected spot not to get space-shotgunned from.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Caellath on March 08, 2014, 01:12:58 am
Team G "God Damn It" - Milno "Honey Badger" Enedrasi - Leader

Team G: "We'll take care of the drones landing at F9. For the moment, focus on staying alive. Avoid early contact with the enemy."

"Jim, go help Miyamoto with his stuff."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on March 08, 2014, 01:15:07 am
Denzel Gaunt- Team D Grunt.

Clear out of the blast zone and take cover while watching for kill drones. Charge an Uncon bonus.

"Well, I'm here too."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Pancaek on March 08, 2014, 08:42:15 am
Pancaek - Team B - Remains of Bunker 4

"Right, gotcha chief. Allright, team B, you heard the man. Get ready to shoot me some drones, try not to get crushed by debris while you're at it. I'll just stroll over to the laser battery and try to not get it crushed."

Go with miyamoto to D8 and also try and pulse away anything falling towards the laser battery with muh amps.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Lenglon on March 08, 2014, 09:35:47 am
Lyra, Team G

Staying with Faith, preping to heat-shield things again.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on March 08, 2014, 01:29:46 pm
TEAM A

Team A

drink and broom the night away

You clean with booze and then drink your broom.


TEAM B


Stacy, Team BF Platypus

Be somewhere that isn't being currently bombarded. If I can see a cluster of kill drone insertion pods, try to stay away from those as well.
You abandon your barricade and run north, up toward the airfield.

Team B

Move away from impact zone as fast as possible.


You abandon your barricade and run north, up toward the airfield.
Team B

Quote from: Thomas to Team B
Would it be okay if I split off and headed to the sword to take up a sniping position? I can stay safer and help the other teams from there, and I'll have a better position to fire from. My rifle is also scoped, so the distance isn't an issue.

Thomas gets out of the way of any incoming death, then heads to the Sword and takes up a firing position.
You're already there.

Jack Catar-Team B
Get away from the bombardment, but remain as close as possible to cover.

You abandon your barricade and run north, up toward the airfield.

Pancaek - Team B - Remains of Bunker 4

"Right, gotcha chief. Allright, team B, you heard the man. Get ready to shoot me some drones, try not to get crushed by debris while you're at it. I'll just stroll over to the laser battery and try to not get it crushed."

Go with miyamoto to D8 and also try and pulse away anything falling towards the laser battery with muh amps.
[exo:6+2 DECOMP 5]
Well, that should be effective, if tiring.


TEAM C



Team C, Grate

After identifying what explosives I got from the sods, keep an eye to the sky. Shoot any sods I see.

Were posts from the last post just missing again? They're frag grenades.

Team C, Skylar, Support

(( Note: I updated the wiki's picture with bombardment locations ))

Boss, I'm moving to support the airfield. Yell if you need me elsewhere.

Head to the top of the administration building near the airfield, prepare for impacts.
You run into the aurora. And considering the admin building is mostly underground, getting on top of it isn't hard.

Quote
Bossman, I'm going to stay on the Sword until the next attack, help with the wounded since the doctor is out.
"Just be ready to join up once needed, ok?"

Miyamoto, team C lead

Miya will go somewhere near D8 and try to deflect any debris, kinetic shells or plasma from hitting the laser battery or artillery with bursts of force from manip. Defending the Laser battery has priority. Don't actually stand where the shots will land.
Also, ask question below to Steve.

Grate and Sean stay at C bunker with team C sods.
Sniper team 1 at the F8 tower shoots down kill drones if possible, whichever they can target.
Sniper team 2 goes somewhere around E5 (the sword's cradle) and shoots down kill drones if possible, whichever they can target.



"All teams, get out of impact zones. Don't just scatter though, we need to take out those drones as well once the bombardment is over or else they'll just take out our defenses.
Team D, you handle the drones landing at F4.
Team B, you handle the drones landing at D7.
Team G, you handle the drones landing at F9, and reinforce teams that need it. I'll first need to help defend the batteries, after that I'll head to F9 as well.
Rest of team C, you stay put for the moment.

Jim, Pancaek, help me protect the laser battery. Try to use your amps to deflect any shells or plasma away from it. Without that battery we'll have even more shit raining down with nothing to defend us. Don't go stand in the impact zone of course.

Steve, what the hell are those kill insertion pods? Anything you could tell us?"
[exo 1+1]

Not great.

Things moved around.

>Well, you know scout eyes? Imagine a large pod filled with scout eyes that are equipped with explosives or other weapons. Thats basically whats coming.



TEAM D



Gorat 'Chin' Ivanos, Team D "Marabou" (Former Team E "Aye-aye")

Ready for wave 2. Get acquainted to the lay of the land and find some calm of mind (Charge Exo bonus).

Unless ordered otherwise:
 - If Gorat can see a drone insertion pod, scorch it (expending Exo bonus).
 - If not, retain the Exo bonus and help with barricading.

Get away from the kill zone, towards the Sword (keeping the Exo bonus if possible?)


Spoiler: Gorat 'Chin' Ivanos (click to show/hide)

[Exo:1+2]
Gorat uses fireblast. It's not very effective.

You missed my action last turn, piecewise.

Felix Grant, Team D "Marabou" Leader - Western Makeshift Barricade


Felix slumps against the barricade, and takes stock of how many Sods he has, (Team D received one of the other team's Sods, as well, according to the wiki) while waiting for his squad to assemble.

While waiting for the next assault wave to arrive, he tries to relax and clear his mind, in preparation for continued amp usage. (Exo dynamic bonus)



Felix Grant, Team D "Marabou" Leader - Western Barricade


I'm assuming F4 is where Team D's barricade is, since it was the first sector RC suggested. If not, ignore this action.

"Kinetic bombardment incoming on our position! Get away from the barricade, towards the Sword!"

Felix moves as quickly as he can away from the bombardment zone, towards the Sword. If he can't move quickly enough on his own, have two of the Sods carry him.
All Sods move towards the Sword as well.

Post apparently got eaten. I'm not sure, myself because of the team mixing but I think you've got two grenadiers and a support sod.

And you're all moving back out of the way.

Team DRule 28. Incoming fire has the right of way.  (https://www.strategypage.com/humor/articles/military_humor_murphys_laws_of_combat.asp)

Angel continued to think a number of expletives powerful enough to scorch metal but decided to save his breath for running

Get clear of the Danger zone by heading towards the sword at top safe speed, carry or drag any friendlies who can't evac under their own power

I couldn't resist.  (http://www.youtube.com/watch?v=yK0P1Bk8Cx4)

Thaddeus Team D "Marabou" Grunt

Thaddeus will go to F5, staying out of the Kinetic kill/injury radius at F4. Then he will find some rubble to hide behind, to think of fun and creative ways to kill things with his mind (Charge exo bonus please)

I'm not the only one cowering over here, right guys? Guys? Boss? Anyone?

Tactical cowardice engage!

Denzel Gaunt- Team D Grunt.

Clear out of the blast zone and take cover while watching for kill drones. Charge an Uncon bonus.

"Well, I'm here too."

Uncon charging, blast zone out getted.


TEAM F



Team F
Shouting curses, Dominika makes a quick exit if any kill drones are in her area. Otherwise, she finds a nice protected spot not to get space-shotgunned from.
Well we'll have you follow the others that are also getting out of murdertown.

Team F

Have I eated the sod bodies? If so, run into cover/the tunnels by the bunker.


Yes. And we'll get you into the tunnels out of the marked danger areas.



TEAM G



Anton Chernozorov, Team G(ötterdämmerung) "Cassowary" engineer/pilot/air traffic controller

"Alright we have incoming, all ships mobilize! Party Wagon, off the ground, intercepting drone pods! Tweedledee, screening the Party Wagon! Tweedledum, assist ground troops! I will move the Cross to defend our airspace. General Milno, I advise clustering our flying infantry units in the vicinity of the Southern Cross. Its point-defense lasers can aid against drones, and its bulk can probably shield people against the fragments of orbital bombardment."

Move the Party Wagon and Tweedledee to intercept the landing position of the drone pods, with Tweedledee ahead and above, screening the Wagon from potential incoming fire. Position them so they can quickly move in and start shooting as soon as the pods land. Let Steve control Tweedledum, having it assist with moving anyone and anything important out of the way of incoming projectiles. Move the Cross towards the nearest predicted point of drone pod landing, similarly keeping "at arm's reach", outside of immediate weapons range but ready to move in and start firing as soon as needed.

Tweedledee and the Party Wagon have orders to fire on all targets of opportunity if there is a chance to intercept pods before they land, or if the drones launch immediately and are within their range.

And of course, all ships (except Tweedledum, as needed) take care to stay out of kinetic bombardment target areas.


Well, the drone pods aren't what has been announced as impact areas, but we'll have the ships fly over to them as soon as they do come in.

Flint Westwood - Team G

"Bombardment... Come down here and fight us face to face you yellow bastards!"

@Milno:"Sir, suggest we assign a wizard to cast buffs on the catapult. Er, I meant an amp user to shield the laser battery."

Do not do any of the following action if team leader (Milno) objects:

If there are dangerous projectiles heading towards the laser battery and I could do something to help, try to  do that and stop them. Use mining laser, push them with my rockets, fire red mode, punch them with a kinetic punch, whatever it takes.

Else:
Get in the air and start killing enemies with Mining Laser and Violet Mode. Try to stay near the ships and fliers so that we can watch each other's backs.
Also try to focus fire and kill enemies over important targets like the Laser Battery and Sword so that they can't attack them from above.
Give anyone who asks for a ride a ride.

[con:4+2]
Well, thats gonna be effective.

Team G "God Damn It" - Milno "Honey Badger" Enedrasi - Leader

Team G: "Team, we got projectiles incoming so remember you have jetpacks. Avoid the areas of impact without scattering all over the place and prepare for the worst. In case you have an amp or manipulator, get ready to defend vital structures or unprotected allies in case it's needed."

"If you don't have enough time to escape the bombardment areas, then head to the ship indicated by our techie."

Get the hell away from the areas of impact, using the dash system if needed. Also stay the hell away from the kill drones deployment areas.

Tactical cowardice engage AGAIN!

Team G

Jim ascends using his jetpack and scopes out the area from above. He also tries to stay out of the path of incoming projectiles.


With that you're probably gonna be able to see where the pods land pretty well.

Team G

"Orders confirmed. I'll move to repair any crucial stuff when the bombardment is over."

Stick with the others in the air and be ready for a shitstorm. Stay the hell away from incoming projectiles and most definitely the kill drones. Have Steve give me a report on what needs to be fixed in order of priority.

[dex:6+1]
[Con:6+1]
Woo boy you're angry at those pods. You manage to shoot one of the falling drone pods out of the sky. Good for you.





Team G Cassowary, Faith


Continue to hide behind my tree in the not-zone-of-impact-but-probably-killbot-kill-radius.

TACTICAL COWARDICE THE THIRD


Lyra, Team G

Staying with Faith, preping to heat-shield things again.

Prepping.








So bunker 6 and the area around it is pelted with debris and destroyed,  but the valiant efforts of Pancaek manage to protect the assents at D8 and F9, but it leaves him basically completely burnt out.

Now, the drone pods themselves are rather small, spike like things that came down using the kinetic attacks as cover. They landed at h5, b7 and h9. Bishop manage to kill one that was coming down toward E7.  The pods, after embedding themselves in the ground, begin releasing hundreds of small, autonomous kill droids; what amount to scout eyes armed with everything from high powered explosives to rotating monorazor blades. They're spreading in a dense cloud out from the impact points. I suggest doing something about them quickly before they can spread out too far.


Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Harry Baldman on March 08, 2014, 01:36:04 pm
Stacy, Team BF Platypus

It's time to use the MFM, yeah!

If I can, heat up one or more of the explosive-looking killbots up by whatever seems like a reasonable amount of kelvins. Hope they explode and take other killbots with them.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on March 08, 2014, 01:43:21 pm
Anton Chernozorov, Team G "Cassowary" engineer/"techie"/pilot/air traffic controller

"Okay, that's... rather smaller than I expected. Ships pull back! I am moving the Cross in, PD is the only thing fast enough to engage these!"

Move the Southern Cross into the midst of the biggest group of drones, set PD to engage them.
Party Wagon stays safe, not risking close engagement - if needed, withdraw and regroup with regular troops, all cutting lasers fire at drone thickets. The Wagon's armament and armor is not suited to this, and we might need it later.
Tweedledee still screening, draw the drones' attention, and fire on the drones as well.
Tweedledum will provide mobility to any personnel that need to get away from the spreading terrordrones.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on March 08, 2014, 01:55:10 pm
Flint Westwood - Team G

"Bombardment... Come down here and fight us face to face you yellow bastards!"

@Milno:"Sir, suggest we assign a wizard to cast buffs on the catapult. Er, I meant an amp user to shield the laser battery."

Do not do any of the following action if team leader (Milno) objects:

If there are dangerous projectiles heading towards the laser battery and I could do something to help, try to  do that and stop them. Use mining laser, push them with my rockets, fire red mode, punch them with a kinetic punch, whatever it takes.

Else:
Get in the air and start killing enemies with Mining Laser and Violet Mode. Try to stay near the ships and fliers so that we can watch each other's backs.
Also try to focus fire and kill enemies over important targets like the Laser Battery and Sword so that they can't attack them from above.
Give anyone who asks for a ride a ride.

[con:4+2]
Well, thats gonna be effective.
Did that con roll do anything? Did I manage to kill any of those drones before they landed or something like that?
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Caellath on March 08, 2014, 02:26:41 pm
Team G "Cassowary" - Milno "Honey Badger" Enedrasi - Leader

Team G: "Help destroy the bot cluster closest to you and do it quick. We don't want any of these things spreading. Lasers are probably going to work best on them."

"Don't let those pieces of crap get anywhere near important structures."

Not sure exactly where Milno or most of Team G is. Have Milno start to destroy the closest cluster of murderbots with bursts of fire while keeping a safe distance.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on March 08, 2014, 02:32:34 pm
Felix Grant, Team D "Marabou" Leader - Near the Sword


Checking the imaging drone footage, Felix mutters something under his breath.

"Everyone to H5, killdrones have landed. When we get there, the grenadier Sods will throw their EMP grenades - if that's not enough, just start shooting."

Team D to Sector H5. If we can act when we get there, grenadier Sods use EMP grenades on the kill drone cluster. If that doesn't take care of them, they'll toss their frag grenades too, and all Sods will start shooting.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: IronyOwl on March 08, 2014, 02:34:13 pm
Team G Cassowary, Faith

Team G: "Help destroy the bot cluster closest to you and do it quick. We don't want any of these things spreading. Lasers are probably going to work best on them."

"Don't let those pieces of crap get anywhere near important structures."
"Hallelujah."

If I think I can pull it off, get within manip range of the bots at B7 as fast as I can and microwave as large an area on them as I feel I "safely" can. If I have to guess how hot that needs to be, assume they're slightly tougher than standard scout eyes. So corrugated instead of flat cardboard, and softening but not completely melting their weakest component should cripple or destroy them. Err on the side of overkill, if it's between that and conservation.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: SeriousConcentrate on March 08, 2014, 02:41:33 pm
Team G

Jim destroys killbots by melting their innards with his microwave amp.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on March 08, 2014, 03:44:25 pm
TEAM A
BROOOM AND DRIIIINK POSSIBLY DANCE TOO
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on March 08, 2014, 03:59:27 pm
Team D

"Time to take revenge on murderbots."

MFM+Killdrones=SLAG. Or, to be more exact, melt as many of the drones in my area as safely possible.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Knight Otu on March 08, 2014, 05:03:37 pm
Gorat 'Chin' Ivanos, Team D "Marabou" (Former Team E "Aye-aye")

Get away from the kill zone, towards the Sword (keeping the Exo bonus if possible?)

Can I assume to be outside the kill zone, at least as much as possible, given that was my intended action? Also, ignore all amp lessons and melt the whole drone swarm cloud closest to me.

Spoiler: Gorat 'Chin' Ivanos (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 08, 2014, 05:17:59 pm
Stacy, Team BF Platypus

It's time to use the MFM, yeah!

If I can, heat up one or more of the explosive-looking killbots up by whatever seems like a reasonable amount of kelvins. Hope they explode and take other killbots with them.


Team BF

Watch the results of this. If Stacy does the Stacy again, duck and make a temporary shield around myself with my MMA (mass manip amp) to deflect debris.

If not, do the same thing Stacy's doing if there are any left.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on March 08, 2014, 06:16:21 pm
Quote
[exo 1+1]
What the what? Since when does Miya roll for exo? Hell, he doesn't even have an amp! The hell?

Quote
valiant efforts of Pancaek manage to protect the assents at D8 and F9, but it leaves him basically completely burnt out.
Could we maybe say Miya helped out a bit, if only to save some of Pancaek's mindpoints? Also, what assets at F9? There's nothing there but wasteland in the aurora.

Quote
Now, the drone pods themselves are rather small, spike like things that came down using the kinetic attacks as cover. They landed at h5, b7 and h9. Bishop manage to kill one that was coming down toward E7.  The pods, after embedding themselves in the ground, begin releasing hundreds of small, autonomous kill droids; what amount to scout eyes armed with everything from high powered explosives to rotating monorazor blades. They're spreading in a dense cloud out from the impact points. I suggest doing something about them quickly before they can spread out too far.
Wait, so the other people who you rolled for (like Flint) didn't do anything? And didn't our laser battery do anything?

PW, what kind of drugs where you on this turn?   :o

"All hands, engage the drones. Don't clump in big groups or the explosive ones will take you out, but if you have explosives yourself those might work well. Team D, H5. Team B, B7. Team C, H9. Team G, just do what you do best."

Miyamoto, team C lead

Go to H9. If my heavy laser has diffusion setting (like a laser rifle) set it to max diffusion, low power, and blast those things down.

If it doesn't have that, use manip to give one unilateral burst of force out toward the drones to knock them down (or destroy them if they're weak enough). If any try to get close, use monorazor naginata to take them down.

Sniper teams 1 and 2 shoot down killbots where they can, they'll try to help the team that has most trouble dealing with them. If the killbots target them, enable stealth and relocate.

Team C sods wait for Miya, then join him and shoot down killbots, use EMP grenade if possible.

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on March 08, 2014, 06:21:23 pm
Team (B)ad News

Thomas reduces the power level of his weapon to about 1/2 of the max and increases the diffraction a very small amount. Then he scopes up, targets the drones and fires, swinging the laser across the swarm to hit them all.


Quote from: Thomas to Xan
I think that you folks with the amps might be better at eliminating the battlesuits. My rifle is only a modified laser, so I can slide the beam across the crowd and eliminate multiple of them. Those amps and manipulators will probably be able to pierce the armor better than my rifle.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 08, 2014, 06:27:49 pm
Quote
That's likely true. However, Stacy is using a manipulator on them, so I doubt anything in the general vicinity is going to survive.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on March 08, 2014, 06:33:07 pm
Flint Westwood - Team G

Fire at the centre of the most dangerous group of drones with Orange mode. (Requesting description of what Orange mode does and how it looks like.)
If it's effective, keep firing.
Else, switch to hydra indigo mode and fire. (Requesting description of what indigo mode does if I fire it.)
If it's effective, keep firing.
Else switch to good old mining laser and green/violet mode.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on March 08, 2014, 07:13:35 pm
Felix Grant, Team D "Marabou" Leader - Near the Sword


Checking the imaging drone footage, Felix mutters something under his breath.

"Everyone to H5, killdrones have landed. When we get there, the grenadier Sods will throw their EMP grenades - if that's not enough, just start shooting."

Team D to Sector H5. If we can act when we get there, grenadier Sods use EMP grenades on the kill drone cluster. If that doesn't take care of them, they'll toss their frag grenades too, and all Sods will start shooting.

Team D



By your will Squad-Commander
Brothers in Battle, Brothers in Death
The mission will succeed.


Get to H5, take up an overwatch position in cover from the drones and light 'em up with the laser rifle
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on March 08, 2014, 08:11:27 pm
Auron, team F.

take the rocket pods and fuck off gear back to the sword, deposit any severed heads i possess in the infirmary along with their respective gear.

Return to formation with probably mere seconds to spare.

((Did you run this action? You never mentioned it in the miniturn or actual turn.))

meet up with Xan on my way back from depositing things in the sword, maintain a healthy distance from both him and the enemy.

Laser any killbots that get past Xan and Stacy
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 08, 2014, 09:27:11 pm
Shoot the killbots. Try not to die again.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on March 08, 2014, 09:31:34 pm
Thaddeus Team D "Marabou" Grunt

Thaddeus will go to H5, find cover, and then start cooking with his amp as many large clusters of the bots, as he safely can.

Wait, I have a microwave in my head, right? Momma always told me not to put metal in the microwave, but now she's not here to stop me. Woohoo! Time for fireworks!

((Edited post))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on March 08, 2014, 09:48:39 pm
Team C, Support, Skylar

(( I meant the original admin buildings near the Sword, but alright, this works. ))

Turn on EMM and engage H9 from the south!

Attempt to take control of some of the drones wirelessly and turn them on the other drones. Be ready to dodge away if things go south.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Alarith on March 08, 2014, 10:10:01 pm
Jack Catar-Team B
Head to B7.  Engage drones
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on March 09, 2014, 06:46:39 am
"So, any of our tech guys wanna try hacking those drones or something?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on March 09, 2014, 07:17:26 am
"So, any of our tech guys wanna try hacking those drones or something?"
(( I probably should, anything has got to be better than the manipulator :P ))

Previous action modified
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Pancaek on March 09, 2014, 09:21:04 am
((yay, I'm helping.))

Pancaek - Team B - D8

"Okay...guys..you heard general...whats his face. Killer bots at b7, go shooty patooty. I'm just gonna lay down for a moment now."

Pancaek will find a safe place inside of D8 and rest his brain for a bit. The team B light infantry sod team will help attack the enemies at B7.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: syvarris on March 09, 2014, 10:08:11 am
Team S "Shipboard" Corpse, Steve Saint - Infirmary

Presumably be a head floating in green goo.  When asked whether I want to be a full bot or a bot with a head, blink three times for "I want to speak".

Once I've been hooked up to a lung machine, ask if The Doctor would be willing to give me the same 'enhancement' that he gave Xan.  If tokens are required, tell him that I can sell my emergency kit for three tokens, and I should get more by the end of the mission.

If I can't get the fleshwarping upgrade, be full body botted.

((Just FYI to PW, I won't be doing the same thing as Xan.  I'll be much more like the original thing- looking like a person most of the time, only changing shape in secret or when desperate.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on March 09, 2014, 11:07:09 am
Team G

Support Milno and fire bursts into the densest parts of the clouds! Keep my distance from any killbots!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Lenglon on March 09, 2014, 11:16:01 am
Lyra, Team G

Travel with Faith, but reserve my attack for if anyone in the area gets in trouble. If a killbot or other threat looks like it's going to hurt someone, neutralize it.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on March 09, 2014, 12:28:14 pm
Team B, Second in Command.

Have ThunderTron shoot at any drones that come close on its own if possible then start firing on drones with bolt action rifle. If not possible, just fire weapons myself.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Dorsidwarf on March 09, 2014, 12:37:18 pm
TeamTeam E




Realise my weapon is utterly ineffective, sit somewhere that isn't accessible from the air and twiddle with my kinetic amp.[pre[/pre]
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Powder Miner on March 09, 2014, 01:05:02 pm
Team Fire-amp-people
Dominika cursed and ducked into cover. What a battle... Dominika did not intend to die.
Get into cover. If drones approach me, set them on fiyah.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on March 10, 2014, 01:54:24 pm
TEAM D

Enter BT mode and destroy droids not being attacked by allies (avoid con, manip and amp friendly fire). Preference to bots getting away from the impact site and trying to spread.
Title: Re: Mission 12: The Defense of Hephaestus
Post by: Toaster on March 12, 2014, 07:37:50 am
-Lars 3

((Say... did this count my MkIII endurance bonus?))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on March 17, 2014, 11:55:09 am
HELLO PLAYERS. Dark souls 2 is pretty damn great. Took me 60 hours to beat, so you'll definitely get your money's worth. Anyways, back to game.

TEAM A
TEAM A
BROOOM AND DRIIIINK POSSIBLY DANCE TOO


TEAM B


Stacy, Team BF Platypus

It's time to use the MFM, yeah!

If I can, heat up one or more of the explosive-looking killbots up by whatever seems like a reasonable amount of kelvins. Hope they explode and take other killbots with them.




Stacy, Team BF Platypus

It's time to use the MFM, yeah!

If I can, heat up one or more of the explosive-looking killbots up by whatever seems like a reasonable amount of kelvins. Hope they explode and take other killbots with them.


Team BF

Watch the results of this. If Stacy does the Stacy again, duck and make a temporary shield around myself with my MMA (mass manip amp) to deflect debris.

If not, do the same thing Stacy's doing if there are any left.



Team (B)ad News

Thomas reduces the power level of his weapon to about 1/2 of the max and increases the diffraction a very small amount. Then he scopes up, targets the drones and fires, swinging the laser across the swarm to hit them all.


Quote from: Thomas to Xan
I think that you folks with the amps might be better at eliminating the battlesuits. My rifle is only a modified laser, so I can slide the beam across the crowd and eliminate multiple of them. Those amps and manipulators will probably be able to pierce the armor better than my rifle.


Jack Catar-Team B
Head to B7.  Engage drones


((yay, I'm helping.))

Pancaek - Team B - D8

"Okay...guys..you heard general...whats his face. Killer bots at b7, go shooty patooty. I'm just gonna lay down for a moment now."

Pancaek will find a safe place inside of D8 and rest his brain for a bit. The team B light infantry sod team will help attack the enemies at B7.


Team B, Second in Command.

Have ThunderTron shoot at any drones that come close on its own if possible then start firing on drones with bolt action rifle. If not possible, just fire weapons myself.


TEAM C


Quote
[exo 1+1]
What the what? Since when does Miya roll for exo? Hell, he doesn't even have an amp! The hell?

Quote
valiant efforts of Pancaek manage to protect the assents at D8 and F9, but it leaves him basically completely burnt out.
Could we maybe say Miya helped out a bit, if only to save some of Pancaek's mindpoints? Also, what assets at F9? There's nothing there but wasteland in the aurora.

Quote
Now, the drone pods themselves are rather small, spike like things that came down using the kinetic attacks as cover. They landed at h5, b7 and h9. Bishop manage to kill one that was coming down toward E7.  The pods, after embedding themselves in the ground, begin releasing hundreds of small, autonomous kill droids; what amount to scout eyes armed with everything from high powered explosives to rotating monorazor blades. They're spreading in a dense cloud out from the impact points. I suggest doing something about them quickly before they can spread out too far.
Wait, so the other people who you rolled for (like Flint) didn't do anything? And didn't our laser battery do anything?

PW, what kind of drugs where you on this turn?   :o

"All hands, engage the drones. Don't clump in big groups or the explosive ones will take you out, but if you have explosives yourself those might work well. Team D, H5. Team B, B7. Team C, H9. Team G, just do what you do best."

Miyamoto, team C lead

Go to H9. If my heavy laser has diffusion setting (like a laser rifle) set it to max diffusion, low power, and blast those things down.

If it doesn't have that, use manip to give one unilateral burst of force out toward the drones to knock them down (or destroy them if they're weak enough). If any try to get close, use monorazor naginata to take them down.

Sniper teams 1 and 2 shoot down killbots where they can, they'll try to help the team that has most trouble dealing with them. If the killbots target them, enable stealth and relocate.

Team C sods wait for Miya, then join him and shoot down killbots, use EMP grenade if possible.




Team C, Support, Skylar

(( I meant the original admin buildings near the Sword, but alright, this works. ))

Turn on EMM and engage H9 from the south!

Attempt to take control of some of the drones wirelessly and turn them on the other drones. Be ready to dodge away if things go south.








And this is about as far as I got in reading through the posts before I realized that I must have been HELLA distracted last time because the post is full of problems and things I just plain forgot or ignored. So...I'm gonna retcon it. Because this sort of thing really is no one's fault except my own. Alright, lets see how reality Fluctuates.

1.Lars is alive again, but injured. MKIII Bonus I forgot saved him.

2.The combined efforts of Miya (I used exo when I should have used uncon. I dunno why, probably just saw his action and immediately checked exo because thats what such things use for 90% of the other players) and flint (Whose actions I completely ignored for some reason) and the laser batteries, as well as several other people, including bishop, who I did actually have do things, actually kill all the pods before they have a chance to land. So thats one problem nipped in the bud.

3. Would you guys mind if we skipped ahead to the part where I pack you guys into enormous gauss shells and fire you up toward their ships to board them? Because I feel that this current state of events might be getting rather boring for you. And nothing says excitement like being fired out of a cannon.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on March 17, 2014, 12:01:01 pm
Nothing says excitement like being fired out of a cannon.
Yay! Let's go!
Can I bring my battlesuit or will I be charging with my monorazor? Because I don't think I can lift the Rainbow Cannon or the Mining laser without Gilgamesh.
I don't mind either way.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Harry Baldman on March 17, 2014, 12:02:16 pm
3. Would you guys mind if we skipped ahead to the part where I pack you guys into enormous gauss shells and fire you up toward their ships to board them? Because I feel that this current state of events might be getting rather boring for you. And nothing says excitement like being fired out of a cannon.

((Yes, please! On with the show!))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 17, 2014, 12:03:15 pm
I live... again.  Praise Algis!


I'm good with that.  Hopefully Lars can get patched up and sent back out so he can deliver righteous wrath.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on March 17, 2014, 12:38:03 pm
Quote
3. Would you guys mind if we skipped ahead to the part where I pack you guys into enormous gauss shells and fire you up toward their ships to board them? Because I feel that this current state of events might be getting rather boring for you. And nothing says excitement like being fired out of a cannon.
If it's for the good of the game, sure, let's get this show on the road again!

Just wondering, but how do you want to go about this? Should we divide team H into subteams for every ship? Just wing it and see who ends up where? Should some players stay behind in case some UWM forces try something again (like a desperate last attempt to take us out)?
Oh, and how big are those pods? Would Miya even fit in one? And if yes, is there any point in sending him up there, or would he be confined to the hangar (I could imagine a spaceship being rather cramped)?

Miyamoto, team C leader


Go to the crash sites of the drone-filled pods, see if there's anything to be salvaged. If not, check if the various dead sods and battlesuits have anything on them worth holding on to. If also not, be in limbo until the powers that be decide what to do. Grab a piece of debris to actually limbo.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on March 17, 2014, 12:45:48 pm
Felix Grant, Team D Leader


((Aww! But my character development! ;)
With Lars' death retconned out,
Felix would be heading for the infirmary now, so it might not even affect me. I'd rather we did skip to the boarding phase, though.))

If there's nothing for Team D to do before the boarding, Felix will hobble back to the Sword's infirmary, to get his lost blood and arm replaced, and his leg looked at. Even if that means missing out on the boarding phase.

((If Felix taking command is still canon, I'm assuming Lars was knocked unconscious or something. If Lars was still conscious at all, Felix wouldn't have done much more than moan about his arm.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 17, 2014, 12:49:03 pm
((Aww! But my character development! ;)
With Lars' death retconned out, Felix would be heading for the infirmary now, so it might not even affect me. I'd rather we did skip to the boarding phase, though.))

((Your command-taking can still be canon- someone had to take over.  Lars actually had Maurice listed for the task, but Nikitan got a sudden case of poor Internet access, so it works out.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 17, 2014, 01:05:22 pm
Yay boarding!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on March 17, 2014, 01:13:01 pm
Can the dead be revived in time for boarding?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: syvarris on March 17, 2014, 01:25:02 pm
Can the dead be revived in time for boarding?
I would also like to know this.  Also, will we get level ups from just the ground fighting, or only boarding?  If the former, will boarding give anything extra?



Harry, could I get that emergency kit back?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Harry Baldman on March 17, 2014, 01:30:07 pm
Harry, could I get that emergency kit back?

Make the MFM unbought and the emergency kit returned, by the power of Steve!

Also, join boarding.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on March 17, 2014, 01:49:10 pm
Do the boarding!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on March 17, 2014, 02:37:30 pm
I'm good for boarding :P
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 17, 2014, 02:55:50 pm
Go to the crash sites of the drone-filled pods, see if there's anything to be salvaged. If not, check if the various dead sods and battlesuits have anything on them worth holding on to.
Aid such actions.

Quote
If also not, be in limbo until the powers that be decide what to do. Grab a piece of debris to actually limbo.
Do not aid such actions.


Another vote for cannon time.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on March 17, 2014, 03:43:15 pm
Auron, team F.

take the rocket pods and fuck off gear back to the sword, deposit any severed heads i possess in the infirmary along with their respective gear.

Have this action be run finally.

Jump in a boarding pod.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on March 17, 2014, 03:50:00 pm
((Welcome back, PW!))

Anton is too squishy to participate in the boarding, and his signature weapon is useless there. He will instead help the teams prepare for boarding, as well as prepare the Southern Cross and the Black Death for supporting the boarding operation. The former as an assault ship/boarding pod, the latter as a means to stop potential targets from running away and to prevent desperate fleet commanders from using their ships to preemptively destroy the commandeered ones.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Pancaek on March 17, 2014, 05:13:24 pm
Pancaek is all up for boarding, IF he can get his mindpoints refilled by the time we get launched. Otherwise he will be completely defenceless, which won't do.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on March 17, 2014, 05:36:06 pm
YARRRR! AVAST ME HEARTIES, IT'S TIME FOR BOARDIN'

((Yay piracy, and getting out of range for any artillery.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Alarith on March 17, 2014, 05:40:01 pm
I'm fine with boarding.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Dorsidwarf on March 17, 2014, 05:44:57 pm
[ditto/b]
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on March 17, 2014, 06:10:30 pm
On board, me mateys!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on March 17, 2014, 10:18:13 pm
Milno's ready for boarding. Hope I have that expensive shield.

((Adding more in case I think they are needed and I don't forget to do so.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on March 17, 2014, 10:19:08 pm
If the people on ground need mechanical assistance/important repairs then don't go boarding and help out/do repairs. Otherwise, prepare for boarding!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on March 17, 2014, 10:56:03 pm
Board.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on March 17, 2014, 11:23:20 pm
Thaddeus Team D Grunt

((Yay boarding time!!))

Scavenge anything worth tokens from the howitzer battlesuit that Thaddeus killed and exchange, if enough tokens, get a MkII. Oh, and somewhere in there help back/carry any wounded to the Sword
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on March 18, 2014, 12:26:40 am
HELLO PLAYERS. Dark souls 2 is pretty damn great. Took me 60 hours to beat, so you'll definitely get your money's worth. Anyways, back to game.

First 10 minutes for me summed up: "Hey some undead soldiers these guys are pushovers" to "AHHHHHHHHHH"

TEAM A
contemplate the nature of brooms and booze
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on March 18, 2014, 06:04:05 am
If I live again, grab replacement gear and join boarding. If I'm not alive, be a corpse.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on March 18, 2014, 10:59:53 am
Nothing says excitement like being fired out of a cannon.
Yay! Let's go!
Can I bring my battlesuit or will I be charging with my monorazor? Because I don't think I can lift the Rainbow Cannon or the Mining laser without Gilgamesh.
I don't mind either way.

Well, the pods have quite limited space, so battle suit is probably out of the question, though smaller things Like MKIII's would be able to be stored. If you have the cash or stuff in your on ship inventory you wanna get/spend, we can do that real fast. Alternatively, someone else can give you a weapon.

 
I live... again.  Praise Algis!


I'm good with that.  Hopefully Lars can get patched up and sent back out so he can deliver righteous wrath.
Yeah, why not. In fact, anyone who is just wounded, but not temp dead, can consider themselves patched up enough to go fight if they want.


Quote
3. Would you guys mind if we skipped ahead to the part where I pack you guys into enormous gauss shells and fire you up toward their ships to board them? Because I feel that this current state of events might be getting rather boring for you. And nothing says excitement like being fired out of a cannon.
If it's for the good of the game, sure, let's get this show on the road again!

Just wondering, but how do you want to go about this? Should we divide team H into subteams for every ship? Just wing it and see who ends up where? Should some players stay behind in case some UWM forces try something again (like a desperate last attempt to take us out)?
Oh, and how big are those pods? Would Miya even fit in one? And if yes, is there any point in sending him up there, or would he be confined to the hangar (I could imagine a spaceship being rather cramped)?

Miyamoto, team C leader


Go to the crash sites of the drone-filled pods, see if there's anything to be salvaged. If not, check if the various dead sods and battlesuits have anything on them worth holding on to. If also not, be in limbo until the powers that be decide what to do. Grab a piece of debris to actually limbo.


Well theres various laser and gauss rifles and such, though nothing really fitting of your standing. Other people might need them, though. You're not gonna be able to go with the boarding parties, unfortunately. You're too big. 


As per how we're gonna do this: My assumption is that everyone who wants to volunteer for this will load up into these pods; 4 people to a pod. Then we're gonna fire those pods up at the ships and pray that the systems in place to 1.stop the occupants from dying of massive g-forces 2.prevent them from being sliced apart by lasers and 3.prevent impact from just crushing the shell rather then letting it get into the ship, work.

The idea, once they're into the ship and have taken over, (hopefully a few others ships have been taken too) is to have them attack any remaining ships, along with support from The Sword and the great big fucking gauss cannon we built to fire these pods. I suggest someone good at Aux goes with each party, because someone is gonna need to fly the thing.


Felix Grant, Team D Leader


((Aww! But my character development! ;)
With Lars' death retconned out,
Felix would be heading for the infirmary now, so it might not even affect me. I'd rather we did skip to the boarding phase, though.))

If there's nothing for Team D to do before the boarding, Felix will hobble back to the Sword's infirmary, to get his lost blood and arm replaced, and his leg looked at. Even if that means missing out on the boarding phase.

((If Felix taking command is still canon, I'm assuming Lars was knocked unconscious or something. If Lars was still conscious at all, Felix wouldn't have done much more than moan about his arm.))
Consider your arm robotizized and your blood replaced. What it has been replaced with...well, thats a surprise!

You're ready to go.


Can the dead be revived in time for boarding?
Uhhhhh....uhhhhh.....ummmmm Ah why not. Consider yourselves up and hungry for brains victory.


Can the dead be revived in time for boarding?
I would also like to know this.  Also, will we get level ups from just the ground fighting, or only boarding?  If the former, will boarding give anything extra?



Harry, could I get that emergency kit back?

I'll have to think about this...for now assume you're back as a normal robot person and we'll work out the shape shifting stuff later. I am leery of having more then one "The Thing" around, or potential the things. However, if you can think of some good limitations and downsides to it, then I'm a lot more likely to go with it. Powers must always have drawbacks. Because the universe is theatrical.


Harry, could I get that emergency kit back?

Make the MFM unbought and the emergency kit returned, by the power of Steve!

Also, join boarding.


Got it.



Auron, team F.

take the rocket pods and fuck off gear back to the sword, deposit any severed heads i possess in the infirmary along with their respective gear.

Have this action be run finally.

Jump in a boarding pod.


I think I assumed those pods made it back to the sword, but they definitely did now.
((Welcome back, PW!))

Anton is too squishy to participate in the boarding, and his signature weapon is useless there. He will instead help the teams prepare for boarding, as well as prepare the Southern Cross and the Black Death for supporting the boarding operation. The former as an assault ship/boarding pod, the latter as a means to stop potential targets from running away and to prevent desperate fleet commanders from using their ships to preemptively destroy the commandeered ones.

In reality it might be best to save those for when the counter attack begins. Ie, once we have control of a few ships and are attacking the others. The ships won't really be able to keep up with the boarding pods and sending them up there ahead of them is rather suicidal.


Pancaek is all up for boarding, IF he can get his mindpoints refilled by the time we get launched. Otherwise he will be completely defenceless, which won't do.

Sure.
HELLO PLAYERS. Dark souls 2 is pretty damn great. Took me 60 hours to beat, so you'll definitely get your money's worth. Anyways, back to game.

First 10 minutes for me summed up: "Hey some undead soldiers these guys are pushovers" to "AHHHHHHHHHH"

TEAM A
contemplate the nature of brooms and booze

Wait till you get to Royal Rat Authority. Holy fuck.







Alright so, before we go, now is the time to buy or get anything you need. If you're actually ready, then break up into teams of 4 and try to be as autonomous with in that team as possible because you can't rely on the other pods making it to the same ship as you (or indeed making it at all).

Basically anyone smaller then a battle suit is eligible to go. The more, the better.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on March 18, 2014, 11:52:58 am
Quote
Well theres various laser and gauss rifles and such, though nothing really fitting of your standing. Other people might need them, though.
Gather any and all weapons and other potentially useful stuf from dead enemies and suits. Gather it in a big pile outside the hangar and make inventory of what there is, for handing out to boarding party or giving away later.

Also, some questions: can we send the surviving sods along with boarding party? Will those left behind have any job to do for Steve, or is the mission over for us? Can someone on the ground help out with piloting through verbally guiding a boarder (aka helping his AUX roll)?


(@ boarding party: I'm willing to loan out the shard launcher and thermite thrower to those who can use it. Also, since I'm not going along, someone else should try to keep track of who teams up with who, to make it easier on PW and avoid confusion. Cael, Sercon, would any of you be up for this? Both Jim and Milno are also one of Steve's generals after all.

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 18, 2014, 12:14:16 pm
((Lars would give others priority, but he'd take either of those if no one else wanted them.  With 10 base str and a MkIII, he should be able to wield them no problem.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on March 18, 2014, 12:42:09 pm
((@RC: Is that a piezoelectric shard launcher or a crystalline projector? Because if it's a crystalline projector, I'd like that. Else, I'll just mooch Simus for a weapon to borrow. Else, I'll just take a gauss rifle from the pile.))

@Simus: "Hey there Master Control Program. Got any weapons to spare for your bravest, most loyal and most favorite soldier? I would gladly go charging against the UWM scum with my trusty monorazor in your service, but I'd feel better if I were to have a weapon offered by your hand, o fair lady, much like the knights of old."

@Everyone:"Anybody wants to sign up to the most awesomest boarding team ever? Brave combat, excitement and equal opportunities for all! Come join the fun! All are welcome to apply!"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on March 18, 2014, 12:53:31 pm
In reality it might be best to save those for when the counter attack begins. Ie, once we have control of a few ships and are attacking the others. The ships won't really be able to keep up with the boarding pods and sending them up there ahead of them is rather suicidal.
Sure, let's go with that. Just have them ready to fly as soon as they're needed. Get the fusion missiles from the Party Wagon installed on the Southern Cross as additonal firepower.

Also see if it's possible to let me participate by proxy by taking remote command/"mission control" of a small sod squad, with my drones acting as scouts to them. If it's possible, have a team of 4 regular Sods armed with a mix of gauss and laser weapons, plus my last 2 mapping drones, board one of the pods as a separate team.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Pancaek on March 18, 2014, 01:02:08 pm
"Guess we're splitting off into new groups."
"Who should we go with?"
"Let's go with people we know who will at least try not to shoot their teammates."
"Do we even know anyone here, aside from Miya?"
"Well, there's the one who shuttled you around a bit back. There's the old man from the mining colony mission we got along with rather well."
"We need four people, though."
"Yeah, well, maybe if you actually had friends, this wouldn't be so difficult for you."


Quote from: Pancaek-> Skylar, Flint
Hello, dear fellow convicts/ARM soldiers. Would you enjoy going on a boarding party with me?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on March 18, 2014, 01:19:58 pm
@Pancaek: Why yes, I would be delighted to have you in the MABTE (http://www.bay12forums.com/smf/index.php?topic=136608.msg5100910#msg5100910). With The One on our team, all we need now is a competent fleshtech, if such mythical being exists. Or maybe just a regular medic.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Harry Baldman on March 18, 2014, 01:21:55 pm
@Pancaek: Why yes, I would be delighted to have you in the MABTE (http://www.bay12forums.com/smf/index.php?topic=136608.msg5100910#msg5100910). With The One on our team, all we need now is a competent fleshtech, if such mythical being exists. Or maybe just a regular medic.

"Ooh, pick me! Pick me! I'm sort of a medic! I could even get an emergency kit! And I have a gun! And I'm a robot!"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on March 18, 2014, 01:23:47 pm
Quote from: Jack->Everyone
Anyone wish to have me on their team?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Pancaek on March 18, 2014, 01:36:27 pm
@Pancaek: Why yes, I would be delighted to have you in the MABTE (http://www.bay12forums.com/smf/index.php?topic=136608.msg5100910#msg5100910). With The One on our team, all we need now is a competent fleshtech, if such mythical being exists. Or maybe just a regular medic.
@flint"Thanks, Old man. Maybe you could snag Skylar? He's pretty good at flying stuff. I think he knows how to stitch you fleshlings back together, too."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 18, 2014, 01:44:21 pm
Lars, having been patched up enough to get back into the fight, reports back to his commanders.

Quote from: To Generals Miyamoto and Jim, and Saint Milno
Glorious Leaders,

I have recovered from the incident in the bunker enough to be ready to fight.  I am available for any assignment.

Brother Lars
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on March 18, 2014, 02:00:27 pm
((Too bad Miya can't come along, and that Feyri is braindead, or we could get the gang from mission 8 back together. Well, at leas the three of you can go and merrily spread chaos again.))

Quote
((@RC: Is that a piezoelectric shard launcher or a crystalline projector? Because if it's a crystalline projector, I'd like that. Else, I'll just mooch Simus for a weapon to borrow. Else, I'll just take a gauss rifle from the pile.))
Piezoelectric one.

Quote
Also see if it's possible to let me participate by proxy by taking remote command of a small sod squad, with my drones acting as scouts to them.
For reference, we have about 10-ish normal sods left, and 4 sniper sods.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on March 18, 2014, 02:02:19 pm
Felix flexed the fingers on his mechanical arm, adjusting to the sensations of his new limb as he stepped out of the infirmary. After checking the backlog of messages on his wristpad, he headed to the staging point for the boarding operation.

Quote from: 'Felix Grant', To 'General Miyamoto'
The infirmary patched me up, so I'm clear to join the boarding op. Which team am I on, sir?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on March 18, 2014, 02:26:21 pm
Wake up
Check my head first. Any new scars, metal plates, or missing brain tissue?
Then check my body. Did they repair it or replace it?
Then check my equipment. Anything missing or broken?


Quote from:  Dubley to Lars
Do you have any time to help an old teammate? Ingram hates me.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 18, 2014, 02:27:56 pm
Upon seeing the message, Lars tracks down Dubley.

"What is it, Brother Dubley?  If you feel let down by the gods, I can help you find your way to their favor again."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on March 18, 2014, 02:39:11 pm
Denzel grabs his Mk1, Combiweapon, Mono-Sword, MFM, and sends a message to the group.

"Hello all. Denzel here. I'm starting up a boarding crew here, and could use some people. Robots and people who know how to use conputers are preferred, though anyone is welcome to join."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on March 18, 2014, 02:55:15 pm
@everyone "semi competant fleshtech looking for suicide mission."

trade my gauss clip back in for a token. Get re-sale estimates on rocket pods, battlesuit sword and battlesuit shield.

Charge dynamic piloting bonus.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on March 18, 2014, 03:04:23 pm
Upon seeing the message, Lars tracks down Dubley.

"What is it, Brother Dubley?  If you feel let down by the gods, I can help you find your way to their favor again."

"It's Ingram. He keeps leading my shots astray, especially when it counts most. He's gotten me killed twice now. At first I thought I might just have bad aim, but now that you told me about Ingram I'm sure it's his doing. So how do I win his favour?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on March 18, 2014, 03:09:36 pm
((I'm assuming all the people who were temp-dead are back as robots? If not, then disregard this.))

"Yo, anyone need an amp guy? I can also reliably pilot a shuttle, and have a full robot body, thanks to a little mishap."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 18, 2014, 03:12:09 pm
Lars smiled and nodded.  Another lost soul coming to the light.

"If you wish the gods to favor you, you must honor them.  A simple way is to pray for their guidance- incorporating prayer into your day will lead to countless little blessings.  Another way is to invoke their symbols.  See my rifle?"


Lars shows him the Symbol of Ingram.

"This is the Symbol of Ingram.  Inscribe this on your weapon, and even your magazines and bullets, and you show that you place your trust in Ingram.  Invoke his symbol, pray for guidance, and let your shots sing his prayers constantly, and surely you will fall back into the fold.  Would you like me to so bless your equipment?"

((It probably depends on your injury.  I think you were pretty damned crushed.

Yep: ))
Quote
[Morul is dead but can be revived, if only just barely. His body is buried in the rubble.]

((And only your head was returned.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on March 18, 2014, 03:14:33 pm
"I have a shotgun and some other weapons. I can also use computers and other Auxiliary type things."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on March 18, 2014, 03:38:07 pm
@Pancaek: Why yes, I would be delighted to have you in the MABTE (http://www.bay12forums.com/smf/index.php?topic=136608.msg5100910#msg5100910). With The One on our team, all we need now is a competent fleshtech, if such mythical being exists. Or maybe just a regular medic.
"Ooh, pick me! Pick me! I'm sort of a medic! I could even get an emergency kit! And I have a gun! And I'm a robot!"
"Nice to have you aboard Stacy. Try not to blow us up, eh?"
@Pancaek: Why yes, I would be delighted to have you in the MABTE (http://www.bay12forums.com/smf/index.php?topic=136608.msg5100910#msg5100910). With The One on our team, all we need now is a competent fleshtech, if such mythical being exists. Or maybe just a regular medic.
@flint"Thanks, Old man. Maybe you could snag Skylar? He's pretty good at flying stuff. I think he knows how to stitch you fleshlings back together, too."
"Yeah, yeah, everybody is a robot nowadays. You'd think it's some kind of conspiracy.
I'll see if I can get that guy. If he's as good as you say, we might have a chance."


((I say we  wait for Kriellya and if he doesn't respond/doesn't want to be on this team, then we hit him on the head and tie him in the pilot seat find another pilot.
Worst case scenario, we all get dynamic bonuses for piloting and all of us try to pilot the shuttle, hoping we get a good average.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on March 18, 2014, 03:46:12 pm
((I got the "Can fly under normal circumstances without rolls" bonus, if you do wind up needing a pilot.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: SeriousConcentrate on March 18, 2014, 04:05:19 pm
Cael, Sercon, would any of you be up for this? Both Jim and Milno are also one of Steve's generals after all.

(Nope, I'm not going on the boarding parties unless PW forces me and I'm horrible with organization anyway. Let someone who likes to be super accurate do it, like GWG. :P)

Jim is just going to hang out on the Sword.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on March 18, 2014, 04:12:14 pm
"Thanks, Bro. I just have one thing I would like blessed.
Have Lars bless my "number gun".


Quote from: Dubley to Everyone
Anyone want me on their team? I can shooty and computey.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on March 18, 2014, 04:14:22 pm
"Thanks, Bro. I just have one thing I would like blessed.
Have Lars bless my "number gun".


Quote from: Dubley to Everyone
Anyone want me on their team? I can shooty and computey.

Quote from: Jack to Dubley
Want to join me?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on March 18, 2014, 04:23:05 pm
Quote from: Jack to Dubley
Want to join me?

Quote from: Dubley to Jack
Sure.
How did Thundertron work out?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Harry Baldman on March 18, 2014, 04:24:58 pm
"Awesome!"

Stacy Buttle confirmed for Team Flint this March!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on March 18, 2014, 05:06:42 pm
I'm good to go with you, Flint. Though be aware that I don't exactly have a consistent weapon. I'll go ask Steve what I can do to gain some remote access to the ship as soon as we get onboard. The faster I can get control of ship systems, the faster I'll be of real use.

Prep to go by asking Steve about ways to gain remote access to some ship systems, ask for any cables that would make this process easier.

Also ask if he has any maps of the defending ships
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on March 18, 2014, 05:31:42 pm
"That's OK. Don't worry. We'll keep you safe. I can kill everything that gets in front of me.
...Just make sure to stay behind me and bring some spare parts if possible. Because it's very possible I WILL kill everything that gets in front of me."


The most awesomest boarding team ever: (sorry if I got the names wrong)
Flint Westwood (Parisbre56)
Pancaek Nils (Pancaek)
Stacy Buttle (Harry Baldman)
Skylar Niabs (Kriellya)


I'll add it in the wiki when I get back to my PC.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Alarith on March 18, 2014, 05:56:17 pm
Quote from: Jack Catar to everybody
Looking for a boarding party, I have a laser rifle.
Scrounge up some extra batteries for my laser rifle and join a boarding party.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on March 18, 2014, 06:37:27 pm
Quote from: Jack Catar to everybody
Looking for a boarding party, I have a laser rifle.
Scrounge up some extra batteries for my laser rifle and join a boarding party.
Quote from: auron to jack
Ive got 5 laser batteries i could be convinced to part with for cheap if you want them.
((Id join you but i think that teams already got two aux users.))

Denzel grabs his Mk1, Combiweapon, Mono-Sword, MFM, and sends a message to the group.

"Hello all. Denzel here. I'm starting up a boarding crew here, and could use some people. Robots and people who know how to use conputers are preferred, though anyone is welcome to join."
"Ive got more armor than most robots and i know how to use space calculators, computers and medkits.
Feel like letting me tag along?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on March 18, 2014, 07:08:23 pm
Miyamoto, if you can keep command of the ground, I would like to join the boarding parties - I have skills that may be of use, as well as copious amounts of equipment that may also be of use - my armor, especially. I'll form a team from the available units, if that's all right with you. And feel free to make use of the command and control facilities down here in the HQ, if you want. They're fairly comprehensive, if a bit secluded from any potential action.

Simus stands down the HQ alert and heads to the surface, emerging near the Sword.

To Flint:

Kinetic or laser? I've one of each, both custom jobs - the laser has a generator as opposed to a battery, the kinetic is essentially a more effective gauss rifle - lower caliber, much higher velocity.

If she's allowed to pick her own boarding team:

Xan, Morul, Dubley, I want you three on my boarding team, if you'll come.

((Feel free to rebuke me, Radio, in either team selection or me going at all.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on March 18, 2014, 07:18:35 pm
Quote from: Jack Catar to everybody
Looking for a boarding party, I have a laser rifle.
Scrounge up some extra batteries for my laser rifle and join a boarding party.
Quote from: auron to jack
Ive got 5 laser batteries i could be convinced to part with for cheap if you want them.
((Id join you but i think that teams already got two aux users.))

Denzel grabs his Mk1, Combiweapon, Mono-Sword, MFM, and sends a message to the group.

"Hello all. Denzel here. I'm starting up a boarding crew here, and could use some people. Robots and people who know how to use conputers are preferred, though anyone is welcome to join."
"Ive got more armor than most robots and i know how to use space calculators, computers and medkits.
Feel like letting me tag along?"
"Feel free, Auron. I'd be glad to have you."

Current Team Members: Denzel and Auron(?)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on March 18, 2014, 07:25:02 pm
To Flint:

Kinetic or laser? I've one of each, both custom jobs - the laser has a generator as opposed to a battery, the kinetic is essentially a more effective gauss rifle - lower caliber, much higher velocity.
"Thanks. You're a real friend.
A laser would be preferable. I don't expect them to have heavy armor. Even if they do, my boarding team's magic users can take care of them. I just need something to help me clear a room of soft targets quickly without causing the room to explode. Amp users are known for their instability."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on March 18, 2014, 07:51:51 pm
Not a bad choice, considering what we're to be up against. I'm a veritable arsenal at the moment, so I don't mind you having it for this - I have other, nastier things to do crowd control with, if I need to, anyways.

Flint gets the generator-modded laser rifle.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on March 18, 2014, 08:18:49 pm
"Aye ma'am. Be like old times back on the AP. Hopefully with fewer giant death crystals...."

Join up with Simus.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on March 18, 2014, 08:24:20 pm
Thomas loots CON weapons from the piles. He takes a gauss rifle, and if he finds anything else of interest, anti-armor weapons, such as rocket launchers, he takes them onto the sword to stow in a locker, alongside the gauss rifle.
Quote from: Thomas to All
Conventional Specialist. If one of your groups wants another gun, I am available.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on March 18, 2014, 08:25:24 pm
Not a bad choice, considering what we're to be up against. I'm a veritable arsenal at the moment, so I don't mind you having it for this - I have other, nastier things to do crowd control with, if I need to, anyways.

Flint gets the generator-modded laser rifle.
"Thanks. I promise I'll get it back to you with nary a scratch on it.
Have fun! Stay alive! Don't phase through the ship's hull and get lost in space. ARM needs you.
If we end up on the same ship and it's possible, I'll try to link up with you."


Accept rifle. Prepare to board. Check wiki (http://einsteinianroulette.wikia.com/wiki/Current_Mission_Information#Boarding) for my teammates.

((Other people, please write your teams in the wiki when you're certain about who's going with whom. Make piecewise's life easier.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on March 18, 2014, 08:28:03 pm
Thomas loots CON weapons from the piles. He takes a gauss rifle, and if he finds anything else of interest, anti-armor weapons, such as rocket launchers, he takes them onto the sword to stow in a locker, alongside the gauss rifle.
Quote from: Thomas to All
Conventional Specialist. If one of your groups wants another gun, I am available.
"My team has an opening, if you're interested."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 18, 2014, 08:31:52 pm
Quote from: Grate->Miyamoto
Dear Mr. Miyamoto,
Everyone's going into teams for boarding. Where do I go?
Sincerely,
Grate
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on March 18, 2014, 08:34:17 pm
Thomas loots CON weapons from the piles. He takes a gauss rifle, and if he finds anything else of interest, anti-armor weapons, such as rocket launchers, he takes them onto the sword to stow in a locker, alongside the gauss rifle.
Quote from: Thomas to All
Conventional Specialist. If one of your groups wants another gun, I am available.
"My team has an opening, if you're interested."
"I am. Who else will be with us? And who will be driving?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on March 18, 2014, 08:37:46 pm


Standing by to assist

enquire if any teams need another gun


Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 18, 2014, 08:42:18 pm
"Thanks, Bro. I just have one thing I would like blessed.
Have Lars bless my "number gun".


Quote from: Dubley to Everyone
Anyone want me on their team? I can shooty and computey.

Lars raises his arms.  "Excellent!"

Inscribe the Arrow of Ingram on the Number Gun.

"Brother Dubley, I would team with you again."  ((Derp, you're on Team Simus, and Simus wouldn't want Lars.))

Brother Lars announces himself as also available for a boarding party.


[Lars:  MkIII Suit, Gauss Rifle, +2 Con, Walking Nuke, Blessings of the Gods]
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 18, 2014, 08:53:13 pm
Via radio: You are one of the few people I can tolerate, Simus. I will go with you.

Join Simus' boarding party. When we're loaded onto the ship, morph my internal structure to be more crash-resistant (ie convert some fat reserves to shock absorption gel, make my bones more sturdy, check on the layers of protection encapsulating my brain, etc).
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: syvarris on March 18, 2014, 08:54:05 pm
Quote from: Piecewise
I'll have to think about this...for now assume you're back as a normal robot person and we'll work out the shape shifting stuff later. I am leery of having more then one "The Thing" around, or potential the things. However, if you can think of some good limitations and downsides to it, then I'm a lot more likely to go with it. Powers must always have drawbacks. Because the universe is theatrical.

Spoiler: Possible limitations (click to show/hide)

Saint steps out of the infirmary in his shiny new robot body with a >:D emoticon.  He experiments with the body for a short while, before changing it to a :) emoticon.

Quote from: Text from Steve Saint to Everyone who's boarding
I am a Fleshtech, specializing in Auxiliary systems.  I currently have a robotic body and an emergency kit, although I have exactly zero real combat capability.  I am willing to join a team, but I would require protection.



Charge an AUX bonus.  Ask Steve if it would be a bad idea to join boarding without any weapons or armor.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: TCM on March 18, 2014, 08:59:24 pm
((Um, PW, is the On-ship thread going to get an update? :3))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 18, 2014, 09:01:04 pm
((Oh lord the brain texting. If I'm being honest that was me forgetting that I didn't have a radio until it was too late to not go with it. I could probably get that removed though; it'd actually be kinda interesting.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on March 18, 2014, 09:24:34 pm
Thomas loots CON weapons from the piles. He takes a gauss rifle, and if he finds anything else of interest, anti-armor weapons, such as rocket launchers, he takes them onto the sword to stow in a locker, alongside the gauss rifle.
Quote from: Thomas to All
Conventional Specialist. If one of your groups wants another gun, I am available.
"My team has an opening, if you're interested."
"I am. Who else will be with us? And who will be driving?"
"Right now, it's me and probably Auron, who will be driving should he confirm."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on March 18, 2014, 09:27:53 pm
"yeah sure ill drive."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on March 18, 2014, 09:41:04 pm
"yeah sure ill drive."
"Then that makes three of us."

Team Membership: Denzel, Auron, (Pheonix's Character)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on March 18, 2014, 09:47:11 pm
Quote from: Dubley to Jack
Sorry man, I got another team offer. It's from Simus, and she seemed pretty sure of who she wanted. You got any particular reason why I should stick around?

Quote from: Dubley to Simus
Okay, I'll join your team.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on March 18, 2014, 10:20:28 pm
Scavenge rocket pods from the battlesuit Thaddeus killed and turn in the 'nades for tokens, if possible. Then get a MkII suit.

So, does anyone need an amp user with a laser rifle? Just keep computers away from me. That shit usually blows up on me
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on March 18, 2014, 10:44:46 pm
OOC in IC thread, excuse me.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on March 19, 2014, 02:41:33 am
Quote from: @All
"Engineer heading out to scavenge, if there are any items like battlesuits, exo armour or mk 2-3 in decent condition (not cut in half) then before mutilating it terribly please allow me to assess them"
now its over time for the engineering duties
Stop hiding drinking and begin scavenging UWM stuff, if I find a battle suit , exo armour or mk 2-3 in repairable condition then begin field repairs, focusing on getting movement working before anything complex like weapons once repaired walk it back to the command centre and repeat
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on March 19, 2014, 02:42:34 am
Go ahead and join up with a team that needs me. Make sure to grab a few grenades, both flash bangs and fragmentation.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on March 19, 2014, 03:05:58 am
Grab my replacement gear, check out new body, and join the first boarding team I see.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on March 19, 2014, 09:46:03 am
Milno reads through the messages sent to all inmates as people begin looking for groups before writing a response to one of them.
Quote from: Milno to Thomas
In case you aren't in a boarding party yet, you can join mine. Up for it?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on March 19, 2014, 01:05:56 pm
Quote from: Jack to Dubley
Want to join me?

Quote from: Dubley to Jack
Sure.
How did Thundertron work out?
Quote from: Jack to Dubley
It Survived!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: WhitiusOpus on March 19, 2014, 01:17:05 pm
Ok, if no one has left yet (I haven't read the thread in like five days) I want to be shot out of a gauss cannon as well!


Marcius wants to go too! Just put me in a pod with some extra room. Also, he looks some dead sods for the gauss special rounds.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on March 19, 2014, 02:24:46 pm
Edited: I have a full team already, it seems.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on March 19, 2014, 02:43:00 pm
After sending that message, Milno also decides to get a general one sent in case someone he has already grouped up with decides to pop up.
Quote from: Milno to all boarding volunteers
Recruiting people for boarding party. Requirements include commitment to the mission and not killing yourself and/or teammates with your own weapons.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 19, 2014, 02:51:16 pm
Lars looks at the message with glee.

Quote
Saint Milno,

I would follow your lead to the end of the universe.  Command me, Holy Disciple of Steve!

Brother Lars
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on March 19, 2014, 02:54:31 pm
Quote
Well theres various laser and gauss rifles and such, though nothing really fitting of your standing. Other people might need them, though.
Gather any and all weapons and other potentially useful stuf from dead enemies and suits. Gather it in a big pile outside the hangar and make inventory of what there is, for handing out to boarding party or giving away later.

Also, some questions: can we send the surviving sods along with boarding party? Will those left behind have any job to do for Steve, or is the mission over for us? Can someone on the ground help out with piloting through verbally guiding a boarder (aka helping his AUX roll)?


(@ boarding party: I'm willing to loan out the shard launcher and thermite thrower to those who can use it. Also, since I'm not going along, someone else should try to keep track of who teams up with who, to make it easier on PW and avoid confusion. Cael, Sercon, would any of you be up for this? Both Jim and Milno are also one of Steve's generals after all.
Well lets see...

10 grenades
3 laser rifles
3 gauss rifles.
1 of those sniper rifles, though it probably won't be very useful.

And, you can send them along if you'd like.
I dunno, to be honest. There's limited things you can do...I suppose I could put people in control of ground based weapons so they could aim and use their own bonuses to it.
Yeah, you could talk someone through using a ship, if their aux sucks. If I'm a real dick I could force them to use speech to describe the situation and cockpit too. hehe.




In reality it might be best to save those for when the counter attack begins. Ie, once we have control of a few ships and are attacking the others. The ships won't really be able to keep up with the boarding pods and sending them up there ahead of them is rather suicidal.
Sure, let's go with that. Just have them ready to fly as soon as they're needed. Get the fusion missiles from the Party Wagon installed on the Southern Cross as additonal firepower.

Also see if it's possible to let me participate by proxy by taking remote command/"mission control" of a small sod squad, with my drones acting as scouts to them. If it's possible, have a team of 4 regular Sods armed with a mix of gauss and laser weapons, plus my last 2 mapping drones, board one of the pods as a separate team.

Consider them outfitted and ready to fly. I assume you're gonna fly them remotely? I'm starting to think I should have some sort of penalty for that if they're at long distances, slight delays in transmissions and all. Oh well.

As per commanding a squad of sods from the ground, I don't see why not.


Wake up
Check my head first. Any new scars, metal plates, or missing brain tissue?
Then check my body. Did they repair it or replace it?
Then check my equipment. Anything missing or broken?


Quote from:  Dubley to Lars
Do you have any time to help an old teammate? Ingram hates me.
Your "enhancements" are basically just artificial organs to replace those that got blown apart and some skin and muscle tissue grafted over the holes. You're about 1/8th terminator. Second cousins.

Your equipment is fine.


Denzel grabs his Mk1, Combiweapon, Mono-Sword, MFM, and sends a message to the group.

"Hello all. Denzel here. I'm starting up a boarding crew here, and could use some people. Robots and people who know how to use conputers are preferred, though anyone is welcome to join."
Grabbed and messaged.

@everyone "semi competant fleshtech looking for suicide mission."

trade my gauss clip back in for a token. Get re-sale estimates on rocket pods, battlesuit sword and battlesuit shield.

Charge dynamic piloting bonus.

Hmm. Well, it's used but it's still pretty good gear so 6 for the pair and then 4 more for all the rockets.

Also, whats that piloting bonus for? You're not piloting the insertion pods. For multiple reasons really.


Cael, Sercon, would any of you be up for this? Both Jim and Milno are also one of Steve's generals after all.

(Nope, I'm not going on the boarding parties unless PW forces me and I'm horrible with organization anyway. Let someone who likes to be super accurate do it, like GWG. :P)

Jim is just going to hang out on the Sword.
You head back to the sword and just start watching the jiggle channel.


I think you can guess whats on that.


I'm good to go with you, Flint. Though be aware that I don't exactly have a consistent weapon. I'll go ask Steve what I can do to gain some remote access to the ship as soon as we get onboard. The faster I can get control of ship systems, the faster I'll be of real use.

Prep to go by asking Steve about ways to gain remote access to some ship systems, ask for any cables that would make this process easier.

Also ask if he has any maps of the defending ships


You get yourself some nice connector cables for basically any sort of connection you could imagine. Plus a few that you can't.

>I don't have any maps of them on hand, so to speak, but they're designed to be livable spaces. There's gonna be maps around the ship, or painted on signs like the sword. If All else fails, just access a terminal and pull one up.



Not a bad choice, considering what we're to be up against. I'm a veritable arsenal at the moment, so I don't mind you having it for this - I have other, nastier things to do crowd control with, if I need to, anyways.

Flint gets the generator-modded laser rifle.
Got it.
Thomas loots CON weapons from the piles. He takes a gauss rifle, and if he finds anything else of interest, anti-armor weapons, such as rocket launchers, he takes them onto the sword to stow in a locker, alongside the gauss rifle.
Quote from: Thomas to All
Conventional Specialist. If one of your groups wants another gun, I am available.
I dunno if Miya would be happy with you just raiding his pile of weapons and just stowing them away.


"Thanks, Bro. I just have one thing I would like blessed.
Have Lars bless my "number gun".


Quote from: Dubley to Everyone
Anyone want me on their team? I can shooty and computey.

Lars raises his arms.  "Excellent!"

Inscribe the Arrow of Ingram on the Number Gun.

"Brother Dubley, I would team with you again."  ((Derp, you're on Team Simus, and Simus wouldn't want Lars.))

Brother Lars announces himself as also available for a boarding party.


[Lars:  MkIII Suit, Gauss Rifle, +2 Con, Walking Nuke, Blessings of the Gods]

INSCRIBED! May he have mercy on their souls. And their rolls.


Via radio: You are one of the few people I can tolerate, Simus. I will go with you.

Join Simus' boarding party. When we're loaded onto the ship, morph my internal structure to be more crash-resistant (ie convert some fat reserves to shock absorption gel, make my bones more sturdy, check on the layers of protection encapsulating my brain, etc).
You're gonna confuse the hell out of the anti-G system's scanners. Might have to turn off the scanners on it or it's gonna start pumping in all sorts of things to "Fix" your fucked up biology.


Quote from: Piecewise
I'll have to think about this...for now assume you're back as a normal robot person and we'll work out the shape shifting stuff later. I am leery of having more then one "The Thing" around, or potential the things. However, if you can think of some good limitations and downsides to it, then I'm a lot more likely to go with it. Powers must always have drawbacks. Because the universe is theatrical.

Spoiler: Possible limitations (click to show/hide)

Saint steps out of the infirmary in his shiny new robot body with a >:D emoticon.  He experiments with the body for a short while, before changing it to a :) emoticon.

Quote from: Text from Steve Saint to Everyone who's boarding
I am a Fleshtech, specializing in Auxiliary systems.  I currently have a robotic body and an emergency kit, although I have exactly zero real combat capability.  I am willing to join a team, but I would require protection.



Charge an AUX bonus.  Ask Steve if it would be a bad idea to join boarding without any weapons or armor.
Charging. Also, I'd have some sort of weapon, even if it's just a handgun. Something.


Scavenge rocket pods from the battlesuit Thaddeus killed and turn in the 'nades for tokens, if possible. Then get a MkII suit.

So, does anyone need an amp user with a laser rifle? Just keep computers away from me. That shit usually blows up on me

Wait...is that the one that Auron already scavenged?

 
Quote from: @All
"Engineer heading out to scavenge, if there are any items like battlesuits, exo armour or mk 2-3 in decent condition (not cut in half) then before mutilating it terribly please allow me to assess them"
now its over time for the engineering duties
Stop hiding drinking and begin scavenging UWM stuff, if I find a battle suit , exo armour or mk 2-3 in repairable condition then begin field repairs, focusing on getting movement working before anything complex like weapons once repaired walk it back to the command centre and repeat
Lifelock. Ain't getting anything from their sods. Just ours. And Miya already scavenged them.


Go ahead and join up with a team that needs me. Make sure to grab a few grenades, both flash bangs and fragmentation.
Not sure who you're gonna be helping, but you're gonna have grenades when you do it.


Grab my replacement gear, check out new body, and join the first boarding team I see.

Standard robot body.  And your old gear.


Ok, if no one has left yet (I haven't read the thread in like five days) I want to be shot out of a gauss cannon as well!


Marcius wants to go too! Just put me in a pod with some extra room. Also, he looks some dead sods for the gauss special rounds.
What kind? There's probably not much, to be honest but there might be some.









Alright, If you guys wouldn't mind putting some sort of team name or number in your post so I can keep track of your player made teams and know when everyone is ready to go.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on March 19, 2014, 03:15:07 pm
((I've updated the wiki (http://einsteinianroulette.wikia.com/wiki/Current_Mission_Information#Boarding) with current teams, as well as the list of those without a team yet.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on March 19, 2014, 03:26:47 pm
Quote from: to Milno
Hey, can I join your boarding party?

Send message. Wait for response.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on March 19, 2014, 03:45:37 pm
((Ya, he probably already did))

Radio Milno: Hey boss, I'm ready and committed to the mission and I haven't killed myself or any teammates yet
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on March 19, 2014, 03:49:36 pm
AHH! What the fuck? Who's body is this?
((Remember I was full robot from the neck down.))
Go thank the Doctor for giving me a new meaty body, even if it is slightly damaged.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: syvarris on March 19, 2014, 03:49:58 pm
Steve Saint, Unteamed Fleshtech

Dynamic AUX bonus:+/-1

Use AUX bonus to try and create some sort of unarmed combat assistance program using the bank of automated exoskeleton movements I've collected.  Then go get a tablet with lolhueg memory from the AM.  Those are free, right?

Lastly, message Milno:


Quote from: Message from Steve Saint to Milno Endrasi
"I have a robotic body, and a lightened exoskeleton loaded with combat algorithms, so I'm somewhat less likely to die than most.  I do not have any weapons aside from those, so friendly fire is impossible.

I am talented with Auxiliary systems, and as a medic.  I have an emergency kit in case teammates require repair.

Will you allow me to join your team?

((Con:-2, AUC:+1&2/3, MED:+1

Also, heh, of course everyone wants to join Milno's team...))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on March 19, 2014, 03:52:00 pm
Auron, team C.

grab neotherm canister off of miyamoto then twiddle thumbs and wait for launch.


((Thaddeus killed the howitzer suit and Auron scavenged the melee suit. Lobsters pods should still be there.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 19, 2014, 04:32:42 pm
Team B

Strap in, hopefully notice the scanner thing and shut it off.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on March 19, 2014, 04:43:30 pm
After sending that message, Milno also decides to get a general one sent in case someone he has already grouped up with decides to pop up.
Quote from: Milno to all boarding volunteers
Recruiting people for boarding party. Requirements include commitment to the mission and not killing yourself and/or teammates with your own weapons.

Quote from: Jack to Milno
I accept.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Harry Baldman on March 19, 2014, 04:46:19 pm
Stacy Buttle, Team A Platypus

Strap in, shut up sing, tune in, fly out!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on March 19, 2014, 05:14:30 pm
Flint Westwood - Boarding Pod A

Go to boarding pod. Inspect Boarding pod. Where do I sit? Does it have any controls? Any secondary systems to help us reach our target even if the pod gets destroyed, something like a grav-chute?

If we move out this turn, secure self and weapons as best as possible.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on March 19, 2014, 05:15:16 pm
Could you tell me how much tokens the stuff in that pile is worth?
Would it be ok if I kept a sod team in reserve, to be launched should a team get into trouble on one of the ships? And would this be of any use, or does it take too long for a boarding ship to reach it's target?
Ask Steve if anyone has claimed any sort of loot yet, and the circumstances that person got it in (aka whether they killed the previous owner or not).

Give the shard launcher to Lars, if he still wants to loan it.
Give the thermite thrower to Thomas, and hand him 1 gauss rifle, two extra clips, and some nades from the pile.

Also, create a canister of neotherm or thermite or whatever (ask U_P for exact compostion) and give it to Auron. Make as much as I can with my current mindpool (don't burn myself out completely though).

Quote
I dunno if Miya would be happy with you just raiding his pile of weapons and just stowing them away.
((Indeed he wouldn't. For the record, don't let anyone grab anything from the pile, unless stated in Miya's action that person can. Just to preemptively avoid confusion.))

"If anyone needs a weapon, I gathered some stuff outside the Sword. Just get up here and tell me what you need. New recruits or people without a weapon get preference."

Quote
Miyamoto, if you can keep command of the ground, I would like to join the boarding parties - I have skills that may be of use, as well as copious amounts of equipment that may also be of use - my armor, especially. I'll form a team from the available units, if that's all right with you. And feel free to make use of the command and control facilities down here in the HQ, if you want. They're fairly comprehensive, if a bit secluded from any potential action.
"Of course you can go. I'm a bit too big to come along with you guys, but I'll try to help from down here where I can. The HQ will probably prove real convenient for that, though I'm not sure if I fit in there. We'll find out soon enough."

((Note: I won't respond to the people who messaged Miya for orders or assignment since I'm not dividing teams. Check wiki if you're looking for a squad. Or ask Milno in-game.

Also, still loaning out the thermite thrower, if anyone wants it.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on March 19, 2014, 05:23:04 pm
MGAXT-85674/FR/ Dark Angel/Void Reaper - Team D: A Purple Heart just proves that were you smart enough to think of a plan, stupid enough to try it, and lucky enough to survive. (http://www.murphys-laws.com/murphy/murphy-war.html)


Commander Steve, Sir!
Are we expecting any vital points to secure in addituion to bridge and engineering?


Go nab some connector cables, recharge the laser battery, get my towel back and stow it then get strapped into Denzel and Auron's pod.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on March 19, 2014, 05:33:56 pm
@miyamoto "If you arent going could i get you to make me a small neotherm canister for breaching purposes?"

((Pretty sure i remember piecewise saying we dont get to keep stuff bought with RU, i dont think that pile of guns is gonna be worth tokens.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on March 19, 2014, 05:37:26 pm
Quote from: Milno to Thomas
In case you aren't in a boarding party yet, you can join mine. Up for it?
Quote from: Thomas to Milno
I'm already grouped up with some newbies, so I can't join up with you, sorry.
I'm sure you have plenty of recruits already though, right?

Go approach Miyamoto and ask for some weaponry.

"Miyamoto, sir, may I borrow the, ah, thermite thrower and some grenades, as well as a spare gauss rifle? My boarding team is mostly newbies, so I was thinking of giving the gauss rifle to whomever was best with guns."

After the request is allowed or disallowed, head to the boarding pod and get a good look at it. Is it essentially what the team rode in mission 3?

Then get in. And pray to Steve.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on March 19, 2014, 05:44:47 pm
@miyamoto "If you arent going could i get you to make me a small neotherm canister for breaching purposes?"

((Pretty sure i remember piecewise saying we dont get to keep stuff bought with RU, i dont think that pile of guns probably isnt worth tokens.))

"Oh yeah, we agreed I'd make you one of those to make up for that previous thing. I'll consider that thing settled then. Just a sec."

((Editing action. And yeah, I didn't think it'd be worth anything, but I wanted to double-check to be sure. Cause there literally won't be anything to give people any bonus otherwise, aside from maybe the 10 tokens from the battlesuit stuff, and that won't take us very far I'm afraid :/

But hey, even if we can only give the very newbs 1 token I'll be happy.))

Quote from: Milno to Thomas
In case you aren't in a boarding party yet, you can join mine. Up for it?
Quote from: Thomas to Milno
I'm already grouped up with some newbies, so I can't join up with you, sorry.
I'm sure you have plenty of recruits already though, right?

Go approach Miyamoto and ask for an anti-armor weapon.
"Miyamoto, sir, may I borrow the, ah, thermite thrower and some grenades, as well as a spare gauss rifle? My boarding team is mostly newbies, so I was thinking of giving the gauss rifle to whomever was best with guns."
After the request is allowed or disallowed, head to the boarding pod and get a good look at it. Is it essentially what the team rode in mission 3?

Then get in. And pray to Steve.


"A reasonable request. But make sure you hand over that gauss rifle, you can't dual wield with those after all. Without a exoskeleton, I mean."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on March 19, 2014, 05:55:11 pm
"A reasonable request. But make sure you hand over that gauss rifle, you can't dual wield with those after all. Without a exoskeleton, I mean."
"Thank you, sir."

Thomas leaves with his haul to the pod and removes his helmet before entering. He then tries to start up conversation with the other members of his team who had already entered. He assumed that he was the group leader, as he was the most senior  member there.

"So, uh, do we have a team name? Something festive, like the synthflesh cyclopses? Parcelus' Polymphei? "
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 19, 2014, 06:00:56 pm
Quote from: Grate->Milno
Dear...Mr.? Milno
Mr. Miyamoto told me to ask you who I'm going to be boarding with.
Who am I boarding with?
Sincerely,
Grate
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on March 19, 2014, 06:53:21 pm
Denzel Gaunt, Boarding Team C Leader

"So, folks, any name ideas?"

Get ready to go, charge an uncon bonus.

Spoiler: Team C (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: syvarris on March 19, 2014, 07:52:41 pm
Quote from: message from Steve Saint to Miyamoto De Bergerac
"I would like a weapon, although not for use in this boarding action.  Preferably a sniper rifle, as that would be more suited to an automated fire control, but any weapon would do.  Perhaps a grenade as well?  Please note that I am both a new recruit, and have no weapon.

Also, I have heard that you are willing to manufacture melee weapons sometimes?  I don't mean to be rude, but a melee weapon would be very useful to me during this action.  Preferably two kukris."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 19, 2014, 08:01:14 pm
Give the shard launcher to Lars, if he still wants to loan it.

Sure
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on March 19, 2014, 08:02:15 pm
Gear up, scab spare weapons, jump in the team E pod, strap in and get ready for launch.

Quote from: Lerman to all
Which crews still have space?

e-: joined team E
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: TCM on March 19, 2014, 08:13:20 pm
((If any of the Teams need more filling up, I'm sending May in. She's pretty good with Uncon., and she has an Emergency Kit.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on March 19, 2014, 08:20:23 pm
Quote from: Felix Grant, To All
I think all of the squads that were actively recruiting are filled, now. We'll have to form a new one. Recruiting for Boarding Team E.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on March 19, 2014, 09:25:04 pm
Quote from: Lerman Russ To Team E
I'm in for Boarding Team E. I call shotgun!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on March 20, 2014, 02:13:02 am
Team A, Fütball / Pilot and Support, Skylar

Ready to go. Hey Miyamoto, you said you had some grenades?

Ask for a couple grenades.

Otherwise, be ready to be shot at into the sky to my doom
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on March 20, 2014, 03:35:18 am
Quote from: Bishop To Team E
I'm going with you guys, it seems. Someone has to at least give you all a chance to get to the ship in the first place.

Join Team E and bring a whole bunch of flash and frag grenades for everyone to take with them. Charge Aux bonus for when we fly!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tack on March 20, 2014, 04:41:33 am
Take the lengthy option and get a non-robot body
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Pancaek on March 20, 2014, 08:34:29 am
Pancaek - Boarding team A

Pan goes to the boarding pod, and gets himself buckled in, ready to go

"Goodday, fellow boarders. Let's hope we don't get vaporized in the air, eh?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on March 20, 2014, 09:27:34 am
Denzel Gaunt, Boarding Team C Leader

"So, folks, any name ideas?"

Get ready to go, charge an uncon bonus.

Spoiler: Team C (click to show/hide)


Suggestion squad commander. Team Audax. From Phidippus Audax, the jumping spider: Ambush predator, overwhelms prey swiftly from hiding, also old terran language, stand by for translation... root word of audacious can also mean daring.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Powder Miner on March 20, 2014, 09:30:01 am
Join a boarding team if possible.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on March 20, 2014, 10:21:22 am
Quote from: Grate->Milno
Dear...Mr.? Milno
Mr. Miyamoto told me to ask you who I'm going to be boarding with.
Who am I boarding with?
Sincerely,
Grate

Quote from: Milno to Grate
Are you sure you want to be in a boarding party?

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 20, 2014, 10:23:14 am
Quote from: Grate->Milno
Dear Mr. Milno,
I think so. Why wouldn't I?
Sincerely,
Grate
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on March 20, 2014, 10:39:36 am
Set up the Sod team (2 laser rifle, 2 gauss rifle), give them my two drones, and load them into a pod. Set up my mission control environment for them. Help Grate do the same if he decides to.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on March 20, 2014, 10:56:16 am
Quote from: Milno to Saint and Renen
You are with me. If you have anything experimental or some alien weapon you want to test during the boarding, do not. Messaging the last member in a moment.

Quote from: Grate->Milno
Dear Mr. Milno,
I think so. Why wouldn't I?
Sincerely,
Grate

Quote from: Milno to Grate
Anyone you already teamed up with is part of the boarding volunteers?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on March 20, 2014, 11:03:11 am
Pancaek - Boarding team A

Pan goes to the boarding pod, and gets himself buckled in, ready to go

"Goodday, fellow boarders. Let's hope we don't get vaporized in the air, eh?"
"Nah, I'm sure we'll be fine. I mean, Steve would never put us in a suicide mission with little to no chance of survival... Erm, I mean, he's good with building stuff and he can aim and that boarding pod is really much like a giant artillery shell and...

Do you think you could perhaps shove the shell around with your amp? Would help us dodge things. Or maybe just be on target and not get lost in space. Or not die from sudden deceleration."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 20, 2014, 11:14:00 am
Quote from: Milno to Grate
Anyone you already teamed up with is part of the boarding volunteers?
Quote from: Grate->Milno
Dear Mr. Milno,
I don't think so.
Sincerely,
Grate.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Pancaek on March 20, 2014, 11:19:46 am
"Nah, I'm sure we'll be fine. I mean, Steve would never put us in a suicide mission with little to no chance of survival... Erm, I mean, he's good with building stuff and he can aim and that boarding pod is really much like a giant artillery shell and...

Do you think you could perhaps shove the shell around with your amp? Would help us dodge things. Or maybe just be on target and not get lost in space. Or not die from sudden deceleration."

"Normally, I'd be all for using my amps to do fancy stuff. But I don't think using up all of my reserves trying to nudge around an entire ship that's goin really frakking fast is going to do any of us any good. I'm not even sure I can manipulate such a big thing like that at all, honestly."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on March 20, 2014, 11:27:46 am
Denzel Gaunt, Boarding Team C Leader

"So, folks, any name ideas?"

Get ready to go, charge an uncon bonus.

Spoiler: Team C (click to show/hide)


Suggestion squad commander. Team Audax. From Phidippus Audax, the jumping spider: Ambush predator, overwhelms prey swiftly from hiding, also old terran language, stand by for translation... root word of audacious can also mean daring.

Thomas Harrison, Team C shootman

Thomas listens to the name and nods.
"Team Audax? I like it. Good reasoning for it too."
Spoiler: Team C (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on March 20, 2014, 11:30:10 am
AHH! What the fuck? Who's body is this?
((Remember I was full robot from the neck down.))
Go thank the Doctor for giving me a new meaty body, even if it is slightly damaged.
Ah, I was thinking the wrong person then. In that case you are still a normal robot.


Steve Saint, Unteamed Fleshtech

Dynamic AUX bonus:+/-1

Use AUX bonus to try and create some sort of unarmed combat assistance program using the bank of automated exoskeleton movements I've collected.  Then go get a tablet with lolhueg memory from the AM.  Those are free, right?

Lastly, message Milno:


Quote from: Message from Steve Saint to Milno Endrasi
"I have a robotic body, and a lightened exoskeleton loaded with combat algorithms, so I'm somewhat less likely to die than most.  I do not have any weapons aside from those, so friendly fire is impossible.

I am talented with Auxiliary systems, and as a medic.  I have an emergency kit in case teammates require repair.

Will you allow me to join your team?

((Con:-2, AUC:+1&2/3, MED:+1

Also, heh, of course everyone wants to join Milno's team...))

How exactly will this program work? Like what will it do, mechanically? Both in terms of gameplay mechanics and in world mechanics.


Auron, team C.

grab neotherm canister off of miyamoto then twiddle thumbs and wait for launch.


((Thaddeus killed the howitzer suit and Auron scavenged the melee suit. Lobsters pods should still be there.))
((Ah, well the howitzer suit doesn't have rocket pods.))

BEGIN PLAYING MUSAK!

WAITING INTENSIFIES


Team B

Strap in, hopefully notice the scanner thing and shut it off.


Not yet. Gotta get everyone in their teams then fun begins.


Flint Westwood - Boarding Pod A

Go to boarding pod. Inspect Boarding pod. Where do I sit? Does it have any controls? Any secondary systems to help us reach our target even if the pod gets destroyed, something like a grav-chute?

If we move out this turn, secure self and weapons as best as possible.

Well, we're not there yet but I can tell you that there are no controls and you're less sitting more being entombed in oxygenated fluid pods inside a giant, hollow, reenforced Gauss shell. Each individual pod is armored and has some maneuvering thrusters in case it gets separated somehow. Assuming the pod survives.


Could you tell me how much tokens the stuff in that pile is worth?
Would it be ok if I kept a sod team in reserve, to be launched should a team get into trouble on one of the ships? And would this be of any use, or does it take too long for a boarding ship to reach it's target?
Ask Steve if anyone has claimed any sort of loot yet, and the circumstances that person got it in (aka whether they killed the previous owner or not).

Give the shard launcher to Lars, if he still wants to loan it.
Give the thermite thrower to Thomas, and hand him 1 gauss rifle, two extra clips, and some nades from the pile.

Also, create a canister of neotherm or thermite or whatever (ask U_P for exact compostion) and give it to Auron. Make as much as I can with my current mindpool (don't burn myself out completely though).

Quote
I dunno if Miya would be happy with you just raiding his pile of weapons and just stowing them away.
((Indeed he wouldn't. For the record, don't let anyone grab anything from the pile, unless stated in Miya's action that person can. Just to preemptively avoid confusion.))

"If anyone needs a weapon, I gathered some stuff outside the Sword. Just get up here and tell me what you need. New recruits or people without a weapon get preference."

Quote
Miyamoto, if you can keep command of the ground, I would like to join the boarding parties - I have skills that may be of use, as well as copious amounts of equipment that may also be of use - my armor, especially. I'll form a team from the available units, if that's all right with you. And feel free to make use of the command and control facilities down here in the HQ, if you want. They're fairly comprehensive, if a bit secluded from any potential action.
"Of course you can go. I'm a bit too big to come along with you guys, but I'll try to help from down here where I can. The HQ will probably prove real convenient for that, though I'm not sure if I fit in there. We'll find out soon enough."

((Note: I won't respond to the people who messaged Miya for orders or assignment since I'm not dividing teams. Check wiki if you're looking for a squad. Or ask Milno in-game.

Also, still loaning out the thermite thrower, if anyone wants it.))

8-10 token.
You could do that. It might take them a bit to get up, but not uselessly long.

>Auron took rocket pods and melee equipment off a dead sod invader.

Stuff routed around and made and etc.




MGAXT-85674/FR/ Dark Angel/Void Reaper - Team D: A Purple Heart just proves that were you smart enough to think of a plan, stupid enough to try it, and lucky enough to survive. (http://www.murphys-laws.com/murphy/murphy-war.html)


Commander Steve, Sir!
Are we expecting any vital points to secure in addituion to bridge and engineering?


Go nab some connector cables, recharge the laser battery, get my towel back and stow it then get strapped into Denzel and Auron's pod.

Done and done.


Quote from: Milno to Thomas
In case you aren't in a boarding party yet, you can join mine. Up for it?
Quote from: Thomas to Milno
I'm already grouped up with some newbies, so I can't join up with you, sorry.
I'm sure you have plenty of recruits already though, right?

Go approach Miyamoto and ask for some weaponry.

"Miyamoto, sir, may I borrow the, ah, thermite thrower and some grenades, as well as a spare gauss rifle? My boarding team is mostly newbies, so I was thinking of giving the gauss rifle to whomever was best with guns."

After the request is allowed or disallowed, head to the boarding pod and get a good look at it. Is it essentially what the team rode in mission 3?

Then get in. And pray to Steve.


It is not. Also, he gives you some weaponry, just none to store away in your chest.


Team A, Fütball / Pilot and Support, Skylar

Ready to go. Hey Miyamoto, you said you had some grenades?

Ask for a couple grenades.

Otherwise, be ready to be shot at into the sky to my doom


Grenades gotten.


Quote from: Bishop To Team E
I'm going with you guys, it seems. Someone has to at least give you all a chance to get to the ship in the first place.

Join Team E and bring a whole bunch of flash and frag grenades for everyone to take with them. Charge Aux bonus for when we fly!

Taking all miya's extra grenades eh? Ok.


Take the lengthy option and get a non-robot body
Well, no boarding missing for you then. Enjoy floating in a tube for a while.

Set up the Sod team (2 laser rifle, 2 gauss rifle), give them my two drones, and load them into a pod. Set up my mission control environment for them. Help Grate do the same if he decides to.

Alright, consider yourself in remote control of them now, so make sure to have them act and do things, such as actually board once everyone is assigned a team.










According to the wiki These are the people that haven't been assigned to a team. They've not been picked for dodgeball.

    Grate (GWG)
    Marceus (WhitiusOpus)
    Jack "Knight" Catar (Alarith)
    Jhoseph Wilkes (Corsair)
    May (TCM)
    Steve Saint (Syvarris) [Milno's team?]
    Renen [Milno's team?]
    Brother Lars (Toaster) [Milno's team?]
    Thaddeus (renegadelobster) [Milno's team?]
    Jack Hansan (Tavik Toth) [Milno's team?]
    Dominika (Powder Miner)

Once they're all set or decided they're not going, then we'll start.

If you've already done your "Boarding" action, then just sit tight, no need to repeat it.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on March 20, 2014, 12:22:39 pm
Team D

Quote from: Milno to Thaddeus
Also in my team. No field-testing alien weapons or anything experimental.

Milno assigns people to teams as follows and prepares for boarding. Buy that fancy shield if it hasn't been bought already. Check ammo for the glove-gauss-rocket. If I'm already using the spare clip and there's less than half of it remaining, buy a spare one.

Oh, and get a mirror or three from the AM in case they're free. And some food for Sharkmist RegenTM.


Quote from: Milno to all unassigned volunteers
Teams formed. Swap partners in case you want to. (http://einsteinianroulette.wikia.com/wiki/Current_Mission_Information#Boarding)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on March 20, 2014, 12:24:19 pm
Go join Lars.

"Brother Lars, how are you on this day?" Jack asks while giving a curt nod.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 20, 2014, 12:30:34 pm
Join Lars and Jack.

"Hi! I'm Grate. Who are you?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on March 20, 2014, 12:30:49 pm
Check what weapons, ammo, types of grenades and what armour and gadgets I have on me, as well as how many tokens I have. Count how many grenades there are to split among my team too.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: SeriousConcentrate on March 20, 2014, 12:32:50 pm
Check what weapons, ammo, types of grenades and what armour and gadgets I have on me, as well as how many tokens I have. Count how many grenades there are to split among my team too.

(FTFY.)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 20, 2014, 12:33:41 pm
Why did you attempt to make that an image?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on March 20, 2014, 12:35:36 pm
I am too tired and the damn bold button is right above the picture button. Shut up, I'm going to sleep. :-[
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: syvarris on March 20, 2014, 12:44:09 pm
Team D Fleshtech, Steve Saint

Dynamic AUX bonus:+/- 1


Quote from: piecewise
How exactly will this program work? Like what will it do, mechanically? Both in terms of gameplay mechanics and in world mechanics.

Response:
Spoiler: in here (click to show/hide)

Action:Go get a tablet from the AM.  Then use AUX bonus to finish the melee combat program thing.  Then go get into Team D's boarding pod.

((Woo!  I got picked for the team that has Milno and Renen.  Either of them could probably solo a ship!))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 20, 2014, 12:45:55 pm
Lars nods at his teammates.  "Hello, young Brother Grate.  Unusual to see one so young coming on a mission so dangerous- may Algis cover you with his shielding hands on this perilous quest.  Brother Jack, hello again.  May the gods favor us as we go forth in the name of Most Glorious Steve!  Is everyone ready?"

Lars hefted the shard launcher that Miyamoto had lent him.  Well, surely one so blessed by Steve would not mind the insignia of the gods...

As he reviewed his gear, he thought of one thing.  "Most Glorious High Steve, under which god of the Pantheon would the domain of nuclear explosives fall under?"


Inscribe Shard Launcher and ammo with the Arrow of Ingram.  Ask Steve.

Also herd teammates into pod if it's launch time.


Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on March 20, 2014, 01:01:15 pm
Lars nods at his teammates.  "Hello, young Brother Grate.  Unusual to see one so young coming on a mission so dangerous- may Algis cover you with his shielding hands on this perilous quest.  Brother Jack, hello again.  May the gods favor us as we go forth in the name of Most Glorious Steve!  Is everyone ready?"

Lars hefted the shard launcher that Miyamoto had lent him.  Well, surely one so blessed by Steve would not mind the insignia of the gods...

As he reviewed his gear, he thought of one thing.  "Most Glorious High Steve, under which god of the Pantheon would the domain of nuclear explosives fall under?"


Inscribe Shard Launcher and ammo with the Arrow of Ingram.  Ask Steve.


"I am ready." Jack says before turning to Grate. "Hello again Grate, remember me?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 20, 2014, 01:05:38 pm
Lars nods at his teammates.  "Hello, young Brother Grate.  Unusual to see one so young coming on a mission so dangerous- may Algis cover you with his shielding hands on this perilous quest.  Brother Jack, hello again.  May the gods favor us as we go forth in the name of Most Glorious Steve!  Is everyone ready?"
"I think I am...um...thanks?"

"I am ready." Jack says before turning to Grate. "Hello again Grate, remember me?"
"Um..."
((What would Grate remember him from?))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 20, 2014, 01:07:16 pm
((We've all been on the planet for a year.  I think it's safe to assume everyone knows everyone.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 20, 2014, 01:10:04 pm
((Everyone probably knows everyone else's face, and most peoples' names, but that doesn't mean we know each other past that. My own experiences agree with this deduction. Some people I had class with all through high school were barely more than a name and a face to my knowledge...if that says what I meant it to say...))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on March 20, 2014, 01:11:00 pm
((We've all been on the planet for a year.  I think it's safe to assume everyone knows everyone.))
(Lets just say it was wiped due to the death thing.)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on March 20, 2014, 01:43:22 pm
Felix Grant, Boarding Team E


Felix returned his flamethrower to his locker before boarding Team E's pod.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: darkpaladin109 on March 20, 2014, 02:10:13 pm
Magilla, Boarding Team E
((I realized I haven't said which items I'l take for the mission. I guess I'l list them here for convienience.))
Items taken for mission: 1 Laser Rifle, 1 Kinetic Amplifier.
EDIT: Go to Team E's pod.

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 20, 2014, 02:55:20 pm
Hmm, should I do this? I think so, even if I do die because of it.

Go to the Doc and attempt to form a copy of my brain as it is right now, personality, etc, and give it to him for safekeeping. Then get strapped in, etc.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on March 20, 2014, 02:56:25 pm
((May is out leader... oh god))
Quote from: @May
I guess you're team leader, where do we go for Team G?
follow orders of may or any other important person, ready to board

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Empiricist on March 20, 2014, 03:03:56 pm
follow orders of may
((I think I can hear Piecewise cackling already.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: TCM on March 20, 2014, 03:12:51 pm
Quote from: @May
I guess you're team leader, where do we go for Team G?
follow orders of may or any other important person, ready to board



Quote from:
Um, I just got here. What's going on?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on March 20, 2014, 03:29:56 pm
Quote
8-10 token.
Gonna assume that'll drop to 8 once all those nades are used up.
So, that's 8+10 tokens. 18 for handin' out to people. Auron probably gets a few more for his generous contribution, but aside that, I think just giving one or two tokens to the very new people (with 0 or 1 missions, not counting this one or the boarding) will be the best we can manage.


Talkies to Steve.
Quote
>Auron took rocket pods and melee equipment off a dead sod invader.
"Hmm. Good to know.

Say, Steve, tell me: what do you think they'll be facing up there? I mean, they probably lost a good chunk of their forces already throwing it in the grinder like they did, but still, four man squads feels awfully small. And I hate I won't be there to help, I can only watch and wait.

Doesn't that bug you sometimes? Not getting to just go out there and do it yourself, but having to trust a bunch of former criminals with the fate of the rebellion?"

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on March 20, 2014, 04:08:18 pm
Dubley -Team C

Strap in.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on March 20, 2014, 04:19:42 pm
sell off my battlesuit gear before miyamoto can "donate" it on my behalf.
pocket the tokens then return to waiting for launch.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on March 20, 2014, 04:22:24 pm
sell off my battlesuit gear before miyamoto can "donate" it on my behalf.
pocket the tokens then return to waiting for launch.


METAAAAAAAA

But sure, I'll play along. Let's dance  :P

Miya opens a general comms channel: "Men, you'll be leaving for the final part of this mission. Unfortunately, I won't be able to join you in this cause it seems they don't build giant-sized boarding pods anymore. Now, I'm not sure what you'll find up there, but whatever it is, I'm sure you guys can take it. Just try to, y'know, not destroy the ships in the process. We need those.

Good luck and Godspeed."

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on March 20, 2014, 04:30:26 pm
"You know, I should be happier about getting off this rock, but my method of egress leaves something to be desired. Hey, uhhh Steve? How likely are you to miss a ship entirely? Any plans if that happens?"

Get my shiny metal ass strapped into a pod.

((I saw that I had a flamethrower from the biomass exploration in my inventory, and I'm assuming they were supposed to be given back, or did Steve let us keep them?))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on March 20, 2014, 04:46:12 pm
sell off my battlesuit gear before miyamoto can "donate" it on my behalf.
pocket the tokens then return to waiting for launch.


METAAAAAAAA
((Not entirely, youve done it to Auron before remember.
Also theres an OOC thread for screaming meta.))

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on March 20, 2014, 04:55:09 pm
Quote from: @May
I guess you're team leader, where do we go for Team G?
follow orders of may or any other important person, ready to board



Quote from:
Um, I just got here. What's going on?
You are the veteran so you are the leader, standing by for orders
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 20, 2014, 04:58:26 pm
"I am ready." Jack says before turning to Grate. "Hello again Grate, remember me?"
"Um..."
"Not really..."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: TCM on March 20, 2014, 05:26:28 pm
Quote from: @May
I guess you're team leader, where do we go for Team G?
follow orders of may or any other important person, ready to board



Quote from:
Um, I just got here. What's going on?
You are the veteran so you are the leader, standing by for orders

Quote from:
Give me a sit-rep.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on March 20, 2014, 07:45:39 pm
Denzel Gaunt, Boarding Team C Leader

"So, folks, any name ideas?"

Get ready to go, charge an uncon bonus.

Spoiler: Team C (click to show/hide)


Suggestion squad commander. Team Audax. From Phidippus Audax, the jumping spider: Ambush predator, overwhelms prey swiftly from hiding, also old terran language, stand by for translation... root word of audacious can also mean daring.

"I like it. Team Audax it is. Welcome all, to team Audax, then.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on March 20, 2014, 09:43:01 pm
Thaddeus-Boarding Team D-Grunt

Alright, lets go and make someones day suck even more than usual

Go and get strapped into Team D's pod. Thaddeus will try to not whimper too much, when he realizes he is about to BECOME the artillery
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on March 20, 2014, 10:32:10 pm
Quote from: @May
I guess you're team leader, where do we go for Team G?
follow orders of may or any other important person, ready to board
Quote from:
Um, I just got here. What's going on?
You are the veteran so you are the leader, standing by for orders
Quote from:
Give me a sit-rep.
Quote from:
Um, I just got here. What's going on?
[/quote author=@May]
Boarding action will be mounted from the shuttles on enemy fleet in orbit, boarding will be beginning soon miyamoto should have details [/quote]

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: TCM on March 21, 2014, 12:43:59 am
Quote from: May
"I guess we get in our shuttle then."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on March 21, 2014, 08:24:30 am
After re-checking the teams, Milno notices he made Team G chock full of beginners. Though he did have May assigned to it as an ad hoc doctor and because so far the albino freak has shown good master of manipulators, there's still the fact manipulators exhaust the owner and the freak can revert to the mental capabilities of a potato now and then. He decides upon putting Renen on team G and recruiting Jack Catar from it.

Though he is of opinion it'd be better if he had at least another experienced inmate to form a vanguard, other teams full of vets were formed and he doesn't want to jeopardize the operation's success because barely-equipped newbies were thrown into the meat grinder and failed to capture a few ships. Seems surviving the boarding process will be an accomplishment on its own.
Quote from: Milno to Renen and Jack Catar
You have been swapped. (http://einsteinianroulette.wikia.com/wiki/Current_Mission_Information#Boarding)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on March 21, 2014, 10:45:08 am
Team G

Quote
Quote from: Milno to Renen and Jack Catar
You have been swapped. (http://einsteinianroulette.wikia.com/wiki/Current_Mission_Information#Boarding)

Quote from: Renen to Milno
Good.

Get weaponry ready. Go to where the rest of my team is now.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on March 21, 2014, 10:59:30 am
Anton addresses his remote-controlled team.

"Alright then, gentlemen, let's get this moving. You are now "Team Kappa" for identification purposes, troopers Alpha, Beta, Gamma, and Delta." He alters the team's personal ID transmitters accordingly. "Proceed to boarding preparation area, and await further orders."

Direct sods to their boarding pod. Ask Steve to have the sod team launch first, so as to prevent possible loss of regular ARM forces' troops in the event the enemy point defenses prove effective. When/if the operation begins, make sure to give appropriate orders to the sod team.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Pancaek on March 21, 2014, 01:22:26 pm
Pancaek - Boarding team A

((you seemed to have missed my action last turn, so just posting it again to be sure))

Get strapped in with team A
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Harry Baldman on March 21, 2014, 01:28:34 pm
Stacy, Boarding Team A Platypus

Sing! And also prepare to slip the surly bonds of this shithole, put out my hand and touch the face of Steve (not to mention the hull of another spacefaring vessel).
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on March 21, 2014, 02:24:10 pm
Felix Grant, Boarding Team E


Felix returned his flamethrower to his locker before boarding Team E's pod.
Aww, don't want to bring flammable things with you in the pod? Fine.


Magilla, Boarding Team E
((I realized I haven't said which items I'l take for the mission. I guess I'l list them here for convienience.))
Items taken for mission: 1 Laser Rifle, 1 Kinetic Amplifier.
EDIT: Go to Team E's pod.

Okie dokie.


Hmm, should I do this? I think so, even if I do die because of it.

Go to the Doc and attempt to form a copy of my brain as it is right now, personality, etc, and give it to him for safekeeping. Then get strapped in, etc.
Didn't you already do that during the time skip?


sell off my battlesuit gear before miyamoto can "donate" it on my behalf.
pocket the tokens then return to waiting for launch.


Oh

sell off my battlesuit gear before miyamoto can "donate" it on my behalf.
pocket the tokens then return to waiting for launch.


METAAAAAAAA

But sure, I'll play along. Let's dance  :P

Miya opens a general comms channel: "Men, you'll be leaving for the final part of this mission. Unfortunately, I won't be able to join you in this cause it seems they don't build giant-sized boarding pods anymore. Now, I'm not sure what you'll find up there, but whatever it is, I'm sure you guys can take it. Just try to, y'know, not destroy the ships in the process. We need those.

Good luck and Godspeed."

Dear


Thaddeus-Boarding Team D-Grunt

Alright, lets go and make someones day suck even more than usual

Go and get strapped into Team D's pod. Thaddeus will try to not whimper too much, when he realizes he is about to BECOME the artillery
No doomguy, you are the artillery


Team G

Quote
Quote from: Milno to Renen and Jack Catar
You have been swapped. (http://einsteinianroulette.wikia.com/wiki/Current_Mission_Information#Boarding)

Quote from: Renen to Milno
Good.

Get weaponry ready. Go to where the rest of my team is now.

Ready steady, time to get stabbing.


Anton addresses his remote-controlled team.

"Alright then, gentlemen, let's get this moving. You are now "Team Kappa" for identification purposes, troopers Alpha, Beta, Gamma, and Delta." He alters the team's personal ID transmitters accordingly. "Proceed to boarding preparation area, and await further orders."

Direct sods to their boarding pod. Ask Steve to have the sod team launch first, so as to prevent possible loss of regular ARM forces' troops in the event the enemy point defenses prove effective. When/if the operation begins, make sure to give appropriate orders to the sod team.

Sending them up first? Watch them be immediately killed OR the only ones who make it up.


Pancaek - Boarding team A

((you seemed to have missed my action last turn, so just posting it again to be sure))

Get strapped in with team A

Understood.


Stacy, Boarding Team A Platypus

Sing! And also prepare to slip the surly bonds of this shithole, put out my hand and touch the face of Steve (not to mention the hull of another spacefaring vessel).
Death song or victory song? The only difference is that one is higher pitched.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on March 21, 2014, 02:24:51 pm
We launch monday. Anything left to do, do it now.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: darkpaladin109 on March 21, 2014, 02:28:47 pm
((Do we get to take Mark 1 Armor on this mission? If so, go retrieve some for myself if I don't have it already.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 21, 2014, 02:31:57 pm
Yeah, he was trying to do it again since he saw the first one was a bit ... small. If you want to veto it, go ahead.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Harry Baldman on March 21, 2014, 02:32:32 pm
((Do we get to take Mark 1 Armor on this mission? If so, go retrieve some for myself if I don't have it already.))

((You are assumed to have a MKI suit on you at all times, even if you haven't specifically retrieved one. And it most certainly isn't armor.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on March 21, 2014, 02:43:11 pm
((Do we get to take Mark 1 Armor on this mission? If so, go retrieve some for myself if I don't have it already.))

((You are assumed to have a MKI suit on you at all times, even if you haven't specifically retrieved one. And it most certainly isn't armor.))
Well, for a given definition of "armor" it's definitely armor. Heat and radiation resistance of a concrete bunker, physical resistance of wet tissue paper.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 21, 2014, 03:03:36 pm
Grab gear and head for the appropriate pod.

Wonder why Idiots in Space isn't linked in the OP
, that seems like a useful little thing.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on March 21, 2014, 03:35:38 pm
Wonder why Idiots in Space isn't linked in the OP, that seems like a useful little thing.

(( Because it's helpfully located in the Character Descriptions section of the wiki, located here (http://einsteinianroulette.wikia.com/wiki/Character_Descriptions_and_Inventories)! ))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on March 21, 2014, 03:43:02 pm
Team B

Dubley looks a Xan
How exactly is that dragon supposed to fit in the boarding pod?
Strap in, and disable the biosensors for Xan.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 21, 2014, 03:48:22 pm
Lars, as he walked toward the boarding area, heard Dubley.  "Glorious Steve can perform many miracles."

Inscribe the White Circle of Algis on the front of all the pods (both stasis-type and the actual pods themselves.  Get self/team strapped in.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on March 21, 2014, 03:48:44 pm
"He's a amorphous blob in the shape of a dragon. If need be he can ooze around and fill the entire pod like a liquid. Don't ask me how he does that, I don't want to know."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 21, 2014, 04:01:31 pm
Wonder why Idiots in Space isn't linked in the OP, that seems like a useful little thing.
(( Because it's helpfully located in the Character Descriptions section of the wiki, located here (http://einsteinianroulette.wikia.com/wiki/Character_Descriptions_and_Inventories)! ))
((That is helpful, if you know it. So, it would be helpful to know.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: syvarris on March 21, 2014, 04:14:08 pm
Missed me:
Team D Fleshtech, Steve Saint

Dynamic AUX bonus:+/- 1


Quote from: piecewise
How exactly will this program work? Like what will it do, mechanically? Both in terms of gameplay mechanics and in world mechanics.

Response:
Spoiler: in here (click to show/hide)

Action:Go get a tablet from the AM.  Then use AUX bonus to finish the melee combat program thing.  Then go get into Team D's boarding pod.

((Woo!  I got picked for the team that has Milno and Renen.  Either of them could probably solo a ship!))
Also, make sure I'm wearing an MKI.  Despite the fact it's useless to me.  I'm hoping they shoot for depressurization/headshots.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 21, 2014, 04:48:40 pm
"He's a amorphous blob in the shape of a dragon. If need be he can ooze around and fill the entire pod like a liquid. Don't ask me how he does that, I don't want to know."
That's correct. Now, could one of you shut off these biosensors for me? I don't like the way they're scanning me.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on March 21, 2014, 05:12:29 pm
"He's a amorphous blob in the shape of a dragon. If need be he can ooze around and fill the entire pod like a liquid. Don't ask me how he does that, I don't want to know."
That's correct. Now, could one of you shut off these biosensors for me? I don't like the way they're scanning me.
I'm not sure how safe that makes me feel. Ehh, screw it were being shot out of a cannon anyways. I'll disable the sensors for you.
((Action edited.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on March 21, 2014, 05:12:56 pm
Strap in with rest of team.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on March 21, 2014, 05:49:18 pm
Strap in firmly with rest of team.

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on March 21, 2014, 09:53:37 pm
Quote
8-10 token.
Gonna assume that'll drop to 8 once all those nades are used up.
So, that's 8+10 tokens. 18 for handin' out to people. Auron probably gets a few more for his generous contribution, but aside that, I think just giving one or two tokens to the very new people (with 0 or 1 missions, not counting this one or the boarding) will be the best we can manage.


Talkies to Steve.
Quote
>Auron took rocket pods and melee equipment off a dead sod invader.
"Hmm. Good to know.

Say, Steve, tell me: what do you think they'll be facing up there? I mean, they probably lost a good chunk of their forces already throwing it in the grinder like they did, but still, four man squads feels awfully small. And I hate I won't be there to help, I can only watch and wait.

Doesn't that bug you sometimes? Not getting to just go out there and do it yourself, but having to trust a bunch of former criminals with the fate of the rebellion?"

It would seem you forgot to run my action, good sir! If it would please you to perhaps run it this time, verily, I would be most grateful. 
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Powder Miner on March 21, 2014, 09:54:39 pm
Dominika heads over to her pod with Team F.
"Haven't met you all before. I'm Dominika Novak."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 21, 2014, 09:58:48 pm
Brother Lars smiles broadly.  "Greetings!  I am Brother Lars, chaplain of this branch of the ARM.  Glorious Steve shines upon this auspicious day!  May his light shine ever on you."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on March 21, 2014, 10:36:35 pm
Make sure my combi-weapon is fully loaded (draw from the pile/recharge as needed) and that I have my gear, and strap in. Lock n' Load, it's time to go.

"Lock and load. We're launching, team Audax."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on March 21, 2014, 10:59:59 pm
TEAM G
boarding pod time so I don't get nyarsed
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on March 22, 2014, 03:59:05 am
Dominika heads over to her pod with Team F.
"Haven't met you all before. I'm Dominika Novak."

"Name's Jack Hansan. Nice to meet you."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on March 22, 2014, 08:00:26 am
Make sure my combi-weapon is fully loaded (draw from the pile/recharge as needed) and that I have my gear, and strap in. Lock n' Load, it's time to go.

"Lock and load. We're launching, team Audax."

By your will Squad commander,
Born for battle, forged in war,
We win or we die, the mission will succeed


Ensure all ammo is replenished, that I have everything (Laser rifle, 1 battery, towel, mark 1 suit), strap in and double check straps, ensure seat tray is returned to the upright position and brace for acceleration
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on March 22, 2014, 11:11:00 am
Team E

Check what equipment I have and how my ammo is holding out. Go get a few spare clips for the whole team's weapons, including mine, and hand them out, as well as evenly divide the grenades amongst the team too, making sure to remember how many I have and what type. Then strap in and prepare and charge an Aux bonus for when we are going in.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on March 22, 2014, 11:49:10 am
Boarding team "Kappa" (H), mission control - Anton Chernozorov

Have the sods load up into the first pod to be launched at the UWM ships. See if I can get a better look, through sensor feeds or telescopes or what do we have here, at the UWM fleet. What are we really up against here?

((And yes, the sods go first. If the first pod gets to either be the only one to make it or the first to get shot down, then if the first pod is manned, both scenarios end in "somebody dies". If it's sodded, then we have the possibility of, for once, sustaining no casualties on the approach to target. :) ))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Powder Miner on March 22, 2014, 11:52:23 am
Shooting Lars a quizzical look, Dominika flicks off a "...Rrright."
Then, she turns to the apparently much less strange Jack Hansan. "Same here."

((Forgot to make a bolded action but: Get on Team F's pod.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on March 22, 2014, 01:42:15 pm
Yeah, he was trying to do it again since he saw the first one was a bit ... small. If you want to veto it, go ahead.
[Will:2+2]
You get it...mostly right.


Grab gear and head for the appropriate pod.

Wonder why Idiots in Space isn't linked in the OP
, that seems like a useful little thing.

It's linked in the main threads, isn't it?


Dubley looks a Xan
How exactly is that dragon supposed to fit in the boarding pod?
Strap in, and disable the biosensors for Xan.
Biosensors off.


Lars, as he walked toward the boarding area, heard Dubley.  "Glorious Steve can perform many miracles."

Inscribe the White Circle of Algis on the front of all the pods (both stasis-type and the actual pods themselves.  Get self/team strapped in.
You inscribe the holy symbols on the pods and the shells (when you actually get there)



Missed me:
Team D Fleshtech, Steve Saint

Dynamic AUX bonus:+/- 1


Quote from: piecewise
How exactly will this program work? Like what will it do, mechanically? Both in terms of gameplay mechanics and in world mechanics.

Response:
Spoiler: in here (click to show/hide)

Action:Go get a tablet from the AM.  Then use AUX bonus to finish the melee combat program thing.  Then go get into Team D's boarding pod.

((Woo!  I got picked for the team that has Milno and Renen.  Either of them could probably solo a ship!))
Also, make sure I'm wearing an MKI.  Despite the fact it's useless to me.  I'm hoping they shoot for depressurization/headshots.

Yeah, unless you specifically say you don't want to, I assume you're always wearing a suit.


Quote
8-10 token.
Gonna assume that'll drop to 8 once all those nades are used up.
So, that's 8+10 tokens. 18 for handin' out to people. Auron probably gets a few more for his generous contribution, but aside that, I think just giving one or two tokens to the very new people (with 0 or 1 missions, not counting this one or the boarding) will be the best we can manage.


Talkies to Steve.
Quote
>Auron took rocket pods and melee equipment off a dead sod invader.
"Hmm. Good to know.

Say, Steve, tell me: what do you think they'll be facing up there? I mean, they probably lost a good chunk of their forces already throwing it in the grinder like they did, but still, four man squads feels awfully small. And I hate I won't be there to help, I can only watch and wait.

Doesn't that bug you sometimes? Not getting to just go out there and do it yourself, but having to trust a bunch of former criminals with the fate of the rebellion?"

It would seem you forgot to run my action, good sir! If it would please you to perhaps run it this time, verily, I would be most grateful. 

>Multiple shells will be fired at each ship, so it won't be 4 men per ship. As per defenses, assume sods and normal crew. And not really, You get used to it.



Make sure my combi-weapon is fully loaded (draw from the pile/recharge as needed) and that I have my gear, and strap in. Lock n' Load, it's time to go.

"Lock and load. We're launching, team Audax."
You're locked and loaded and etc. Everything is good.


TEAM G
boarding pod time so I don't get nyarsed

BOARDING BOARDING BOARDING


Make sure my combi-weapon is fully loaded (draw from the pile/recharge as needed) and that I have my gear, and strap in. Lock n' Load, it's time to go.

"Lock and load. We're launching, team Audax."

By your will Squad commander,
Born for battle, forged in war,
We win or we die, the mission will succeed


Ensure all ammo is replenished, that I have everything (Laser rifle, 1 battery, towel, mark 1 suit), strap in and double check straps, ensure seat tray is returned to the upright position and brace for acceleration
Yep, ammo got, and you'll get strapped in well.


Boarding team "Kappa" (H), mission control - Anton Chernozorov

Have the sods load up into the first pod to be launched at the UWM ships. See if I can get a better look, through sensor feeds or telescopes or what do we have here, at the UWM fleet. What are we really up against here?

((And yes, the sods go first. If the first pod gets to either be the only one to make it or the first to get shot down, then if the first pod is manned, both scenarios end in "somebody dies". If it's sodded, then we have the possibility of, for once, sustaining no casualties on the approach to target. :) ))

You're looking at 11 ships varying in size. We're shooting them at the biggest ones, which are battleships of a smaller size then the sword, but not by a whole lot. The majority of ships in that armada are basically just flying cannons designed to fight off invading space forces. Not very good against smaller targets.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on March 22, 2014, 02:17:17 pm
Team D - "Dirtbag" - Milno - Last Actions

In case the suit doesn't have them, obtain jacking cables for the MkIII in order to connect it to any ports inside the ships we invade, to infect them with the Steve Virus. Or in case they are necessary anyway.

In case mirrors were obtained, count how many I got and tie one at the end of Emp's metal club.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: syvarris on March 22, 2014, 02:40:32 pm
Missed me:
Team D Fleshtech, Steve Saint

Dynamic AUX bonus:+/- 1


Quote from: piecewise
How exactly will this program work? Like what will it do, mechanically? Both in terms of gameplay mechanics and in world mechanics.

Response:
Spoiler: in here (click to show/hide)

Action:Go get a tablet from the AM.  Then use AUX bonus to finish the melee combat program thing.  Then go get into Team D's boarding pod.
Do the action I posted two turns ago.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Alarith on March 22, 2014, 02:46:13 pm
Team D Jack Catar
"Thanks for having me."
Be in the boarding pod.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on March 22, 2014, 03:47:55 pm
Thomas unstraps himself and sprays his weaponry, except the gauss rifle, with the light bending paint. He then puts his helmet back on and straps himself back in.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 22, 2014, 04:18:13 pm
Close enough, I guess. I'll have to upgrade it later.

Brace for liftoff, I guess.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: TCM on March 22, 2014, 04:19:22 pm
LET'S GO.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on March 22, 2014, 04:24:59 pm
Team B

Make sure it's only Xan's biosensors I turned off, not the entire squads.
Liftoff!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 22, 2014, 04:30:36 pm
Twiddle thumbs in boarding pod.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on March 22, 2014, 06:08:26 pm
READY FOR THE PARTY OF TEAMKILLING
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on March 22, 2014, 06:09:28 pm
Team F

GET READY TO DIE.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 22, 2014, 06:13:46 pm
Team F

GET READY TO DIE.
Spoiler: Ready! (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on March 22, 2014, 09:30:18 pm
inspect the can of neotherm miyamoto gave me, how big is it? How long would it last with a spraynozzle attached?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Powder Miner on March 22, 2014, 09:49:01 pm
Be on my pod on Team F and hope really hard I don't die.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on March 22, 2014, 10:19:13 pm
You forgot my action again:

Team E

Check what equipment I have and how my ammo is holding out. Go get a few spare clips for the whole team's weapons, including mine, and hand them out, as well as evenly divide the grenades amongst the team too, making sure to remember how many I have and what type. Then strap in and prepare and charge an Aux bonus for when we are going in.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Devastator on March 23, 2014, 12:17:47 am
Can you get me perma-killed, please?  I'd like to not have a character to dwell on my mind anymore.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on March 23, 2014, 03:58:36 am
Just commit suicide with your own weapon. Nice and simple. 'The pressure is too much!' sort of thing, as an ingame excuse.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 23, 2014, 12:55:26 pm
Or ask PW to send you up in a pod that gets blown to bits.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on March 23, 2014, 02:15:53 pm
Or ask PW to send you up in a pod that gets blown to bits.

Then there's always stuff like mouthing off at the doctor, that's often fun... well it's fun to watch... well it's fun to watch from a very long way a way... like several hundreds of light-years away
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on March 23, 2014, 02:59:35 pm
Go insult the Armory Master.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on March 23, 2014, 03:02:04 pm
Go insult the Armory Master.
I think she maims, but doesn't kill.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on March 23, 2014, 03:34:49 pm
Go insult the Armory Master.
I think she maims, but doesn't kill.
Try to see through her clothiers or whatever it was that got that NPC spaced.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on March 23, 2014, 03:59:59 pm
Go try to seduce the Armory Master.
Fixed that for you.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Empiricist on March 23, 2014, 04:11:00 pm
Or, try getting the Armory Master and Doctor into a relationship, inevitably fail, and die horribly.

Or spread rumors that the AM and Milno are in a relationship and that the Doc and Renen are as well :P
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on March 23, 2014, 04:21:25 pm
Or, try getting the Armory Master and Doctor into a relationship, inevitably fail, and die horribly.

Or spread rumors that the AM and Milno are in a relationship and that the Doc and Renen are as well :P
((WINNER WINNER CHICKEN GODDAMN DINNER. YOU FOUND YOUR DESTINY, DEVASTATOR!))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on March 23, 2014, 04:42:30 pm
((Then piecewise makes the rumor true(or tries to), and hilarity ensues.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on March 23, 2014, 04:58:36 pm
Or, try getting the Armory Master and Doctor into a relationship, inevitably fail, and die horribly.

Or spread rumors that the AM and Milno are in a relationship and that the Doc and Renen are as well :P
((WINNER WINNER CHICKEN GODDAMN DINNER. YOU FOUND YOUR DESTINY, DEVASTATOR!))
((DO EEET! At least the Doc/Renen one.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 23, 2014, 07:23:06 pm
((Or you could piss off Xan and he'll eat you.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on March 23, 2014, 08:04:19 pm
((The real question here is who gets his stuff when he dies?))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 23, 2014, 08:27:01 pm
((I think "nobody" is a fair solution.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on March 23, 2014, 08:46:03 pm
((Or we could sell it for tokens and use it as extra mission payment. That seems fair.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on March 23, 2014, 08:55:52 pm
((Or we could sell it for tokens and use it as extra mission payment. That seems fair.))
((This gets my vote.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on March 23, 2014, 09:25:42 pm
((Or we could sell it for tokens and use it as extra mission payment. That seems fair.))
((This gets my vote.))
((Same. Though we could give it to new guys as well, should we so choose.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on March 23, 2014, 09:51:31 pm
((I vote extra mission payment))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on March 24, 2014, 06:36:24 am
Blastoff! *makes rocket noises*
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on March 24, 2014, 01:11:49 pm
Boarding Team "Kappa" (H), mission control - Anton Chernozorov

Keep doing that thing wherein my sods are ordered to board the first available boarding pod and get punted into orbit as soon as the op starts.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on March 24, 2014, 01:54:19 pm
Team D - "Dirtbag" - Milno - Last Actions

In case the suit doesn't have them, obtain jacking cables for the MkIII in order to connect it to any ports inside the ships we invade, to infect them with the Steve Virus. Or in case they are necessary anyway.

In case mirrors were obtained, count how many I got and tie one at the end of Emp's metal club.

Cables gotten, mirrors gotten too. Assume you've got 5 of them, square, 4 inches on each side.


Missed me:
Team D Fleshtech, Steve Saint

Dynamic AUX bonus:+/- 1


Quote from: piecewise
How exactly will this program work? Like what will it do, mechanically? Both in terms of gameplay mechanics and in world mechanics.

Response:
Spoiler: in here (click to show/hide)

Action:Go get a tablet from the AM.  Then use AUX bonus to finish the melee combat program thing.  Then go get into Team D's boarding pod.
Do the action I posted two turns ago.
I'm pretty sure I gave you that melee program and pad a while ago.


Thomas unstraps himself and sprays his weaponry, except the gauss rifle, with the light bending paint. He then puts his helmet back on and straps himself back in.
I feel you should have run out of that a while ago.


inspect the can of neotherm miyamoto gave me, how big is it? How long would it last with a spraynozzle attached?
It's, say, about the size of a gallon of milk. How long you can spray it depends on how much sprays out. In this case, it is the size of your nozzle that matters.

But, assume maybe one minute of solid, continuous spray.


You forgot my action again:

Team E

Check what equipment I have and how my ammo is holding out. Go get a few spare clips for the whole team's weapons, including mine, and hand them out, as well as evenly divide the grenades amongst the team too, making sure to remember how many I have and what type. Then strap in and prepare and charge an Aux bonus for when we are going in.

The pod gets stocked with plenty of ammo and you hand grenades out to the team, keeping the odd extra ones for yourself. They're frag and smoke and you've got 1 and 2 respectively.

As per equipment it's probably just whats on the sheet. Your gun, your cables, mkIII, etc.


Can you get me perma-killed, please?  I'd like to not have a character to dwell on my mind anymore.

We'll put you in the "Test subjects" pile. For when another player needs a test subject for something.





Shuttles, a half dozen of them, rise from somewhere in the mountains near by and swoop in low over the battle field. They slow as they approach the waiting teams, reducing speed until they hover a few feet above the ground, but never touching down. As soon as their passengers have boarded they scream back into the sky and off over the surrounding hills and weather worn mountains. The teams inside cannot see where they're going, cannot see the secluded valley or the great pit at it's center. They know nothing of the descent through a mile of solid stone a top a landing elevator. When they are finally herded out of the ships and into a monorail for transport to the loading dock, they see nothing of the enormous electromagnetic coils that warming up behind specially insulated metal shielding several meters thick. They don't see the office complex sized actuators carefully aiming the cannon by adjusting around a central pivot. They don't see the square miles of subterranean cables, blocks of fission reactors or the millions of gallons of coolant circulating through the entire complex like a liquid nitrogen blood flow. What they see are gray metal walls followed by a loading chamber filled with school bus sized gauss shells just waiting for them to enter. The sheer enormity, the incomprehensible force of the weapon and its support structure is hidden from them behind walls of armor, thermal and electromagnetic shielding.

But nothing can hide the noise it makes. They may not be able to see the coils or the generators, but the sound of a small country's worth of energy being condensed all around them is not something that can be missed. It isn't heard, so much as felt, vibrating and resonating in their bones. It is the sound of something of immeasurable size inhaling; a great, expectant roar.

The interior of the pods, despite their great size is extremely cramped, barely big enough for the four pods that are stuffed into the corners of it's tiny, metal tomb of an inside. The pods themselves resemble oversized stasis tanks, tubes of light greenish fluid with waiting wires and nozzles for filling internal cavities with oxygenated PFC fluids. But they are heavily armored and appear to also be filled with automated medical gear.

>You'll excuse the accommodations.  Just keeping you alive at these sorts of G forces is hard, let alone keeping you fighting ready. Assuming, of course, that you do survive the ascent, the pods will attempt to fix any injuries you sustained and then dump you out. The shell itself has to be completely sealed shut and a plug melted into place where the door you entered through is, so you're not getting out the normal way. There are several, already affixed and ready to use laser cutting systems set up on the four walls of the inner shell. Once you've "landed" activate whichever one you think is best and it will cut you a way out. Throw any dead teammates in a working stasis pod and set it for "Suspend" instead of "G-force protection". That should keep them fresh. Alright people, get in your pods.


Once everyone is in place, specifically the by now very familiar place of being naked and floating weightless in a pod of goo, the pods are sealed with orange hot plugs of semi-molten metal and go completely pitch black, save for the slowly dying light of the plug. If they could feel any sort of movement in their pods, the teams would feel themselves being shuttled sideways, then up, then tilted vertically and slotted into place. They'd feel the pod vibrate at the back of a mile long row of coils; the great build up of electrical power enough to shake a 15 ton hunk of metal with even the residual energy from the warmup.  But they can't feel anything but the warm goo around them and the fearful anticipation boiling in their stomach. When the shots come, they go in quick succession, each shell vanishing into the air with an electric hum so low and resonate that it splinters stone and breaks windows for dozens of miles in any direction.

The flight is silent, and, for most, distressingly uneventful. No feelings of acceleration or force, nothing to see in the darkness. Just silent, motionless waiting. But not for all.

Shells A, B and D suffer some degree of malfunction as they are fired; their pods not protecting as absolutely as they should. Pancaek dies almost instantaneously during the firing, his life support systems crushed like an empty sodacan. His braincasing, however, remains intact and switches to preservative mode, keeping his gray matter suspended and ready to be placed in a new body.  Simus receives much the same treatment, her synthflesh body mangled and hemorrhaging white blood, but she remains alive and, if nothing else, capable of communicating.  Morul's leg touches the inside of his tank, and the communicated g-force pulverizes it. The pod immediately amputates it at the hip and forcibly ajoins a new mechanical one.  Xan...well he resembles dogfood now, but his brain is intact somewhere in the mess of blood and pulped flesh.  Milno's spine is partially crushed and his abdomen splits, spilling entrails into the pod. The automated recovery machines knock him out and begin attempting to repair him, but the damage is severe and will take time to be stabilized. Jack and steve simply die, mangled to the point that all the machine can do is preserve their brains. Felix's head is whipped back into the back of the pod, and reduced to paste, killing him instantly. Lerman loses all his limbs except his left arm, and Magilla's odd configuration leaves him torn in two, the machines attempting to keep his unconscious upper half alive.

The shells impact less then a minute after being fired, retrorockets firing at full burn to prevent the shells from simply smashing straight through the ships. Stacy is killed on impact, much like pancaek was on launch. Simus, already loose in her pod, is further injured, left as not much more then a shattered torso with a weak and failing capacity to speak.

>All teams, you have landed. Begin assault. Be advised: if it appears that we are losing, and incapable of taking the ships, I will begin firing on them with the cannons of the sword and the one you just left from using live ammo. This force must be defeated at all costs.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 24, 2014, 02:13:22 pm
((Wow.  This descriptive writing is why we need to get back to standard missions- this is the area PW shines (and clearly enjoys, given the greatly expanded detail.)

Also, visions of the Damn Dam Mission's landing come through my head.))


Brother Lars:  Team F Chaplain

Lars came out of the pod as best he could, coughing and spitting out stasis fluid.  He grabbed the others and started getting them geared up.  "Let us go, brothers!  For the Glory of Steve, we rise!  Prepare to bring forth the songs of the Pantheon to the nonbelievers!"

As soon as he gets his suit up and ready, he sends out a message to the rest of the group.  "This is Brother Lars of Team G.  We are in position and gearing up."


Suit up and help everyone else get suited up.  When ready, kick off a laser cutter.  Is there any indication of which does what?  If so, find one that appears to be in a hallway.


((So how are we getting radio signals in the middle of a shell meters thick of lead?))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on March 24, 2014, 02:15:07 pm
Team F "Defenders of the Faith."

Get ready to board the ship with Lars.

"Are you ready for this Brother?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on March 24, 2014, 02:19:18 pm
Quote
((So how are we getting radio signals in the middle of a shell meters thick of lead?))

It was a prerecorded message playing.

Also, once we know where everybody landed and which teams are on the same ship, I'll decide whether I'll deploy a sod squad yet. So yeah, everyone try to see where they are and which wounded are still combat-capable.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 24, 2014, 02:22:14 pm
The usual faint smile that Lars sports is replaced now with a wide grin.  "I am fulfilling my purpose.  I am nothing if not ready to fight for Lord Steve!"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on March 24, 2014, 02:25:00 pm
Team B

Exit the stasis pod.
Commander Simus! You're not looking so good. Want me to carry you?
Xan's not looking so good either. Maybe he shouldn't have asked me to disable his biosensors.
Put Xan's brain in stasis. Resist the urge to juggle it.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 24, 2014, 02:30:58 pm
Team B, Currently a pile of mush with a brain

Attempt to reform myself into a form better suited for combat than a pile of ooze - something resembling a NuCom Chryssalid, perhaps, but with the brain in the torso?

Xan boils with rage as it reforms itself. It'd take great joy in killing these UWM forces that have made it necessary to do this.

Team B

Exit the stasis pod.
Commander Simus! You're not looking so good. Want me to carry you?
Xan's not looking so good either. Maybe he shouldn't have asked me to disable his biosensors.
Put Xan's brain in stasis. Resist the urge to juggle it.
Wouldn't he notice Xan's flesh beginning to reform?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 24, 2014, 02:54:20 pm
Exit pod. Suit up, calm down. Assess situation.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on March 24, 2014, 03:27:27 pm
Team D, "Dirtbag" - Milno - Basically Dead

Wait for it. Hope the sharkmist symbiosis shows its usefulness and assists in a rapid recovery.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on March 24, 2014, 03:31:35 pm
Denzel Gaunt- Team C

Using cameyes, see if I can figure out which way the interior of the ship is, and if so, trigger that laser cutter once everybody's geared up and and has a good spot to hold on to should we pick the wrobg direction.

Should it be possible to trigger the cutter s halfway, do that first before comitting to a direction to check for the right way. Make sure I'm holding onto something before I hit any of the cutters.


"Okay team, get your gear, suit up, and let's go. Help me figure out the right side to cut, too, if you can."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on March 24, 2014, 03:32:16 pm
Team A, Support, Skylar

That felt bad. Everyone okay? We need to move quickly.

If not suited up, fix that.

Check the other pods, if their brain cases are recoverable and the intact pods could revive them, retrieve their brains and set them up in the intact pods for revival, I assume by leaving it on 'g-force protection'. If the pods can't fix them, throw Stacy in and suspend him. Study Panceak's brain case, determining if it could be safely powered back on with just an external power supply. If nutrients would be required, suspend Panceak as well.

Prepare to leave by one of the cutters on the same side as a damaged support pod
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on March 24, 2014, 03:49:49 pm
Team B: Wild Weasels

"Hot DAMN it's good to be off that rock! Simus is down, I'll take command until she's able to take over."

Try to find anything that would allow us to open the pod in a location with atmosphere. If I can't find anything, get everyone braced and activate the laser on the side that would have been the top when fired. If it does open into vacuum, try to catch anybody that get sucked out either with my hands, or if that isn't possible, my amp.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on March 24, 2014, 04:02:12 pm
Team B "Wild Weasels" - Simus the broken 'bot

Simus, voice fadining in and out, gives one last message to her teammates:

Leave.... alone. Pod will... hopefully... fix, if not... stasis ... Morul... command

And falls silent, voicebox fizzling. Hopefully the pod will at least repair her communications, if not repair or replace her limbs.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on March 24, 2014, 04:57:38 pm
(guys, you gotta chose a side to open up on, remember? Laser cutting system on each wall. Which one you open might make a difference, depending on which team you are.

Would advise not opening the one thats facing space.)

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on March 24, 2014, 05:35:34 pm
Auron, Team C "Audax"

Suit up and grab ahold of something, once everyone is ready open a random hatch and fire upon any enemies i see using my laser.


@team:"hold on to something guys, if theres a hull breach outside this door you might get thrown into space."

@Steve:"Team C has successfully boarded the enemy vessel. Requesting assessment of impact site and location of nearest key systems."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on March 24, 2014, 06:23:10 pm
Flint Westwood - Team A Soldier

"Okay team. We are attacking. (http://youtu.be/Gr9IvuT-YJE) Get your gear together and then get ready to board the en-" Flint stopped speaking when he got out of his pod and noticed that Skylar was the only other to get out of his pod, the other two pods flashing with warnings. "Oh. That's not good." None of the pods were saying their occupants were dead. That was good. That meant Flint had one more thing to fight for: the (eventual) lives of his teammates.

"Skylar, everything OK?" he asked and quickly made his way towards the man, checking to see whether or not he was injured. Seeing the fleshtech was mostly OK, he continued. "Can you see if the others can be revived? Just enough to be useful, nothing fancy. Pancaek doesn't need much to be useful. Just get one of his cameras working so that he can use his spoon-bending magic."

@Piecewise: If this action is too big, just do as much of it as you want/as I can manage in the time the turn takes.

Get in my MK2 and grab my gear, if I haven't done so already.
Remember, I also got the Modified Laser Rifle Simus gave me.

((I should remember to carve a heart on it before giving it back to her...))

Ask Steve (if the signal can get through): "Can you or we trigger the thrusters in those pods in case we need to bug out? Or just so that we don't leave our teammates here, where they could be attacked by the enemy? Do you have any sensors in the pods that could trigger the escape mechanisms if the enemy approaches them?"

See if there's anything I should do about Pancaek and Stacy.
Will the pods replace their robolimbs or is stasis the best choice?
Could Skylar rig Pancaek's braincase to a camera so that he can use his amp to defend Skylar while Skylar carries Pancaek's braincase around?


Does this ship have artificial gravity? If yes, use that to orient myself and find the correct cutting laser to use.
Else, try to see how objects in the pod have been damaged/deformed by the impact to find the correct cutting laser to use. Inertia should had made the objects in the pod "want" to continue moving towards the ship
Else, prepare to use the one Skylar picks.
Else, just pick one at random and prepare to use it.


If all that can be done has been done for our not-quite-dead teammates and there's nothing left to do in the pod, tie myself and Skylar somewhere with my rope, trigger the cutting laser we have previously chosen, make sure Skylar is behind me and prepare to shoot whatever is on the other side of the pod wall with a sweep of my laser, dials set for minimum spread, maximum power.

If the other side is clear, inspect surroundings, look for signs pointing towards anything important or anything dangerous or strange.
Ask Steve on which ship we are in, if there's anything important or any other teams nearby, what we can expect for resistance, if he has any advice and where we should head towards.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on March 24, 2014, 06:25:32 pm
(guys, you gotta chose a side to open up on, remember? Laser cutting system on each wall. Which one you open might make a difference, depending on which team you are.

Would advise not opening the one thats facing space.)

(( The question is do we actually have enough information to *not* open one that's facing space :P

And if we do, can we just say 'don't open a hole into space'? Although tactically speaking, I can think of a lot of reasons we would want to head into space instead of inside.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on March 24, 2014, 06:42:43 pm
Flint Westwood - Team A Soldier

"Okay team. We are attacking. (http://youtu.be/Gr9IvuT-YJE) Get your gear together and then get ready to board the en-" Flint stopped speaking when he got out of his pod and noticed that Skylar was the only other to get out of his pod, the other two pods flashing with warnings. "Oh. That's not good."

"Skylar, everything OK?" he asked and quickly made his way towards the man, checking to see whether or not he was injured. Seeing the fleshtech was mostly OK, he continued. "Can you see if the others can be revived? Just enough to be useful, nothing fancy. Pancaek doesn't need much to be useful. Just get one of his cameras working so that he can use his spoon-bending magic."

"Yeah, checking my notes and Steve to see if the pod can fix them. Hoping our pods still have the supplies to fully repair them. Good idea with the camera. I'm not sure if the braincase alone has what it needs to supply the brain, but I'll see what I can do."

Things added to previous action
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Powder Miner on March 24, 2014, 06:53:57 pm
Team F
Dominika groaned as she got out of the pod, and quickly donned clothing and then her suit-- she wasn't much a huge fan of the nudity thing. From there, she grabbed her rifle, her amp already in her head. Then she heard the others going on about nonbelievers... yeah, this was looking to be oh-so-fun.
"Alright, let's get this over with."
Suit up, grab weapons.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on March 24, 2014, 07:46:22 pm
Thaddeus-Team "Dead Dirtbags"-Grunt

Wake up, fall out of pod, look around. Try and get my bearings and figure out which direction we came in from. Notice the warnings on Jack and Saint's pods and put both into suspend mode. Wait and see what happens with Milno's pod.

Aw fuck, are you shitting me?!? I'm the only one that isn't hurt? Fuck! Fuck! Fuck! Hey boss? You need to hurry up and get better, I don't want to do this by myself

Radio Miya and Steve: So, Big bosses? I have a problem up here. I think I might be fucked, like royally. I could use some help. I...I have no idea what to do here, I was hoping Milno would at least make it. Any suggestions? Please?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on March 24, 2014, 08:51:14 pm
Thomas, TEAM C: The Audaxes

"Surviving Audaxes, sound off, please."
Brace self, prepare to fire down the hatch that Auron opens.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on March 24, 2014, 09:13:00 pm
"I'm here, as you know, but it seems that we all made it, judging by the pods. You all ready to go?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on March 24, 2014, 11:05:52 pm
Team E

Bishop took a deep, calming breath as he climbed out of the pod and headed for his gear.

"Alright everyone! Suit up, grab your gear and plenty of ammo and prepare to board! I'll see which side we should cut through when we're done suiting up."

Suit up, grab my gear and multiple clips of ammo and my grenades. Determine which side is touching the ship we're attacking using the computers and acoustic resonation.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on March 24, 2014, 11:15:23 pm
Angel/MGAXT-85674/FR: Team C Audax


MGAXT-85674/FR
The Phoenix Rises...

Angel corrected himself, no point using the Reapers old radio code... not as if anyone here would understand it

Fully functional and combat ready, prepared to breach and clear.and now...
Looks like the UWM killed the Phoenix Reapers... but we're back from our own funeral pyre it's time for them to burn.

Brace and ready to open fire at any hostiles on the opposite side of Auron's impending hole... or hang on like hell if it points out into space


Reccommend we get out of here ASAP people, it's kind of cramped which makes us a sitting duck for one lucky grenadier
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on March 25, 2014, 02:30:59 am
"Time to go everybody!"
get ready with mining laser/exo-suit and check the battery available then get ready
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on March 25, 2014, 02:55:44 am
If I'm mobile and combat ready, armor up; grab spare weapons, ammo and grenades; and check if anyone else in my pod is alive.

If I'm still conscious but not mobile, wonder how I lost all my limbs but one if I have a robot body, and reattach them, or their replacements.

If I'm unconscious, wait until I'm repaired.


((Terrible, terrible luck. I better not be alone in my pod, otherwise I'm looting everyone's crap in order to survive.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on March 25, 2014, 07:34:37 am

Rise and shine people, it's time to fight.

Check on my teammates and activate one of the laser cutters taking outside and into the ship. Enter BT, look if there are any enemies and start advancing into the ship, killing every sod I can find.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on March 25, 2014, 07:53:02 am
Quote
Radio Miya and Steve: So, Big bosses? I have a problem up here. I think I might be fucked, like royally. I could use some help. I...I have no idea what to do here, I was hoping Milno would at least make it. Any suggestions? Please?

"Understood. Determine what other teams are near you, and where you are. We might be able to send sod support, but we need to know first who landed where.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on March 25, 2014, 10:45:52 am
Boarding Team "Kappa" (H), mission control - Anton Chernozorov

Anton blinks, blankly looking at the casualty reports from the launch and arrival.

"... I was never gladder that I didn't allow myself to get shot out of a massive cannon." He addresses Steve as he tries to glean some data on which teams landed where and what the overall status of the op was. "Steve, suppose we had a really good reason to and gave it our best effort - how quickly could we apply a coating of that energy-absorbent to the front plate of the Southern Cross? Because I'm thinking we're about to need a really beefy rescue shuttle."

Anton queries Steve, and checks what information he can get on the team statuses and locations. He will then use his Intelligence and the data he has on the position of the ships and the trajectory of his sod team's cannon shell boarding pod, to determine the side of the pod most likely to open into the ship interior, and give appropriate orders to Beta to activate that side's cutter. The rest of the team gets orders to gear up and secure themselves against the pod's interior in case the resulting opening leads to outer space after all.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on March 25, 2014, 12:05:08 pm
TEAM A
Flint Westwood - Team A Soldier

"Okay team. We are attacking. (http://youtu.be/Gr9IvuT-YJE) Get your gear together and then get ready to board the en-" Flint stopped speaking when he got out of his pod and noticed that Skylar was the only other to get out of his pod, the other two pods flashing with warnings. "Oh. That's not good." None of the pods were saying their occupants were dead. That was good. That meant Flint had one more thing to fight for: the (eventual) lives of his teammates.

"Skylar, everything OK?" he asked and quickly made his way towards the man, checking to see whether or not he was injured. Seeing the fleshtech was mostly OK, he continued. "Can you see if the others can be revived? Just enough to be useful, nothing fancy. Pancaek doesn't need much to be useful. Just get one of his cameras working so that he can use his spoon-bending magic."

@Piecewise: If this action is too big, just do as much of it as you want/as I can manage in the time the turn takes.

Get in my MK2 and grab my gear, if I haven't done so already.
Remember, I also got the Modified Laser Rifle Simus gave me.

((I should remember to carve a heart on it before giving it back to her...))

Ask Steve (if the signal can get through): "Can you or we trigger the thrusters in those pods in case we need to bug out? Or just so that we don't leave our teammates here, where they could be attacked by the enemy? Do you have any sensors in the pods that could trigger the escape mechanisms if the enemy approaches them?"

See if there's anything I should do about Pancaek and Stacy.
Will the pods replace their robolimbs or is stasis the best choice?
Could Skylar rig Pancaek's braincase to a camera so that he can use his amp to defend Skylar while Skylar carries Pancaek's braincase around?


Does this ship have artificial gravity? If yes, use that to orient myself and find the correct cutting laser to use.
Else, try to see how objects in the pod have been damaged/deformed by the impact to find the correct cutting laser to use. Inertia should had made the objects in the pod "want" to continue moving towards the ship
Else, prepare to use the one Skylar picks.
Else, just pick one at random and prepare to use it.


If all that can be done has been done for our not-quite-dead teammates and there's nothing left to do in the pod, tie myself and Skylar somewhere with my rope, trigger the cutting laser we have previously chosen, make sure Skylar is behind me and prepare to shoot whatever is on the other side of the pod wall with a sweep of my laser, dials set for minimum spread, maximum power.

If the other side is clear, inspect surroundings, look for signs pointing towards anything important or anything dangerous or strange.
Ask Steve on which ship we are in, if there's anything important or any other teams nearby, what we can expect for resistance, if he has any advice and where we should head towards.


My but we are talkative today.

You get your gear, which sort of goes without saying. I probably wouldn't have fucked you over if you hadn't said that. Probably.

You can't speak to steve until you're outside the shell. Walls are too thick and dense.

You set their pods to "suspend" like you were told to do earlier. Thats about all you can do for them.

Stasis. It can't automatically repair them enough to make them viable again. Besides, the brain case is in preservation mode already, and the pods can't override that.

You could try that, sure, but keep in mind that you're fucking with the machine that is keeping his brain intact. If you fuck up, it could perma-kill him.

Yes, it has artificial gravity (for now). Which is the correct one though?

Well, you have a good idea which is the "Forward" one , and which are the "left" and "right" ones, but which do you want to use?

Ok.

Ok, your choice will be to the left then.

You Tie yourself to your other teammate and then trigger the cutting laser on the left side of the pod. The automated system clicks on and follows a track bolted to the wall, slowly cutting a large circular hole  in the side of the shell. As soon as it pierces through there's a violent hiss of decompression as the air in the shell is sucked out through the tiny hole. After a minute or so the laser finishes cutting and small shaped charges detonate, blowing the cut piece of metal out into the corridor beyond. Or rather, corridors. You appear to have punched in somewhere between two decks, because a floor bisects the area where the pod stopped, with an empty, damaged corridor above it and what looks like a crew quarters room below. The corridor has crinkled and accordioned away from the force of the blow, while the crew room appears to have burnt from the heat before using up all it's oxygen as the atmosphere vented. You don't see any sign of anyone; at least no one alive. You think there might be a body in the crew room, but it's honestly hard to tell what the burnt, crushed thing in the corner is. 

>You are in one of the larger ships, We'll call it Alpha. There is another team near you, but they haven't reported in yet, so I'm not sure if they survived. A third team also impacted your ship, but are quite a way away. I suggest meeting up with the closest team and then attempting to find the control room. You can connect with the closest team by following the corridor you're in to the nearest main thoroughfare and then head left. I can't give you any more precise directions without a ship map.  

Team A, Support, Skylar

That felt bad. Everyone okay? We need to move quickly.

If not suited up, fix that.

Check the other pods, if their brain cases are recoverable and the intact pods could revive them, retrieve their brains and set them up in the intact pods for revival, I assume by leaving it on 'g-force protection'. If the pods can't fix them, throw Stacy in and suspend him. Study Panceak's brain case, determining if it could be safely powered back on with just an external power supply. If nutrients would be required, suspend Panceak as well.

Prepare to leave by one of the cutters on the same side as a damaged support pod

That really is the key thing, those brain cases can't provide the needed nutrients and oxygenated blood and such on their own, which is why they switch into preservative mode when the body is too damaged. So bringing him back would require some rather clever jury rigging of repaired parts and rebooting the brain case. All very tricky and potentially dangerous.

TEAM B

Team B: Wild Weasels

"Hot DAMN it's good to be off that rock! Simus is down, I'll take command until she's able to take over."

Try to find anything that would allow us to open the pod in a location with atmosphere. If I can't find anything, get everyone braced and activate the laser on the side that would have been the top when fired. If it does open into vacuum, try to catch anybody that get sucked out either with my hands, or if that isn't possible, my amp.
[int:1]
Oh dear.

You press the button for the  cutter in the rear of the shell and, once it has opened, you immediately hurl yourself out. Luckily the ship still has its gravity systems working so you just fall down into a half melted, slumped corridor below. No signs of anyone.

Team B, Currently a pile of mush with a brain

Attempt to reform myself into a form better suited for combat than a pile of ooze - something resembling a NuCom Chryssalid, perhaps, but with the brain in the torso?

Xan boils with rage as it reforms itself. It'd take great joy in killing these UWM forces that have made it necessary to do this.

Team B

Exit the stasis pod.
Commander Simus! You're not looking so good. Want me to carry you?
Xan's not looking so good either. Maybe he shouldn't have asked me to disable his biosensors.
Put Xan's brain in stasis. Resist the urge to juggle it.
Wouldn't he notice Xan's flesh beginning to reform?
[will:1+2]
You manage to partially reform into a more intact blob of flesh, at the very least, but nothing terribly combat ready. Well, at least you no longer resemble a pile of pulled pork.

Team B

Exit the stasis pod.
Commander Simus! You're not looking so good. Want me to carry you?
Xan's not looking so good either. Maybe he shouldn't have asked me to disable his biosensors.
Put Xan's brain in stasis. Resist the urge to juggle it.
You'd do that but...his brain doesn't seem to want to let you. In fact, the flesh keeps shoving your hands away and making a  "NUHHHHHHHH" noise.

TEAM C

Denzel Gaunt- Team C

Using cameyes, see if I can figure out which way the interior of the ship is, and if so, trigger that laser cutter once everybody's geared up and and has a good spot to hold on to should we pick the wrobg direction.

Should it be possible to trigger the cutter s halfway, do that first before comitting to a direction to check for the right way. Make sure I'm holding onto something before I hit any of the cutters.


"Okay team, get your gear, suit up, and let's go. Help me figure out the right side to cut, too, if you can."

Your Elf cam eyes can't see through several feet of solid metal, no matter how expensive they are. And triggering the things half way would require forcibly jamming them to stop them. The things are like handsy drunks: once they get going, stopping them requires a good deal of force.

And since your action specifically said to start cutting only if you could chose the right way via x-ray vision, I'm just gonna have you do nothing.

Auron, Team C "Audax"

Suit up and grab ahold of something, once everyone is ready open a random hatch and fire upon any enemies i see using my laser.


@team:"hold on to something guys, if theres a hull breach outside this door you might get thrown into space."

@Steve:"Team C has successfully boarded the enemy vessel. Requesting assessment of impact site and location of nearest key systems."
You get suited up and wrap your exoskeleton assisted hands around a metal railing in the pod, putting finger indentations in it.

You press the button on one of the cutters. It opens up a way that appears to drop you into a great black expanse. You turn on your lamps and shine them around. The black expanse turns out to be a darkened store room. No sign of anyone around, just lots of smashed boxes and scattered shelves.

>You are on one of the major ships. We'll call it Beta. There is one other team on it with you, though a fair distance away. You appear to be somewhere near the back, middle half of the ship. You should work your way forward and inward, but not up or down. Find a main walkway and it should have signs to guide you. Proceed straight toward the control room. Once the other team makes contact with me, I'll send them the same way and connect your radios.

Thomas, TEAM C: The Audaxes

"Surviving Audaxes, sound off, please."
Brace self, prepare to fire down the hatch that Auron opens.
You hug one of the stasis pods, mentally noting how much you dislike the implications of opening things at random.

Angel/MGAXT-85674/FR: Team C Audax


MGAXT-85674/FR
The Phoenix Rises...

Angel corrected himself, no point using the Reapers old radio code... not as if anyone here would understand it

Fully functional and combat ready, prepared to breach and clear.and now...
Looks like the UWM killed the Phoenix Reapers... but we're back from our own funeral pyre it's time for them to burn.

Brace and ready to open fire at any hostiles on the opposite side of Auron's impending hole... or hang on like hell if it points out into space


Reccommend we get out of here ASAP people, it's kind of cramped which makes us a sitting duck for one lucky grenadier

You wrap your arms and legs around a sturdy looking cable coming from a stasis pod and wait as Auron opens a hole and then gives the all clear.

TEAM D

Team D, "Dirtbag" - Milno - Basically Dead

Wait for it. Hope the sharkmist symbiosis shows its usefulness and assists in a rapid recovery.

You shakily return to consciousness, your vision a haze of out of focus slime and broken glass. You look down at yourself: familiar, heavily scarred skin has been interlaced with squirming blackness that seems to have stitched together damaged tissue and is doing it's best to replicate and replace its function. It appears to have deconstructed some of the pod to get raw materials needed to do so though; the glass and metal components around you appear corroded, almost rusted, some sort of reaction to the sharkmist deconstructing them.

You feel like you could walk, and probably move around, though you're gonna be relying on a suit to do anything major for a while.

The shell itself is a goddamn mess. Two of the pods are reading flatlines on your teammates and the third is busily Reconstructing, forcefully attaching and synchronizing artificial limbs and organs in an attempt to keep him alive.

"Well. I've had worse landings."

TEAM E

Team E

Bishop took a deep, calming breath as he climbed out of the pod and headed for his gear.

"Alright everyone! Suit up, grab your gear and plenty of ammo and prepare to board! I'll see which side we should cut through when we're done suiting up."

Suit up, grab my gear and multiple clips of ammo and my grenades. Determine which side is touching the ship we're attacking using the computers and acoustic resonation.

"Everyone" at the moment includes: Lerman, who is just finishing his rather abrupt transformation into a rehabilitated triple amputee and Magilla, who is still being grafted onto a pair or robotic legs and lower torso. Neither are in great shape to be fighting for the moment. Give them a second to catch their breath.

As per computers and sound (Acoustic resonation. That is a very fancy way to say "Tap on it and see if it sounds like there's something out there" right?) there's ship on 5 out of 6 sides of the shell. It's just a matter of choosing which side you think is best to open.

TEAM F

((Wow.  This descriptive writing is why we need to get back to standard missions- this is the area PW shines (and clearly enjoys, given the greatly expanded detail.)

Also, visions of the Damn Dam Mission's landing come through my head.))


Brother Lars:  Team F Chaplain

Lars came out of the pod as best he could, coughing and spitting out stasis fluid.  He grabbed the others and started getting them geared up.  "Let us go, brothers!  For the Glory of Steve, we rise!  Prepare to bring forth the songs of the Pantheon to the nonbelievers!"

As soon as he gets his suit up and ready, he sends out a message to the rest of the group.  "This is Brother Lars of Team G.  We are in position and gearing up."


Suit up and help everyone else get suited up.  When ready, kick off a laser cutter.  Is there any indication of which does what?  If so, find one that appears to be in a hallway.


((So how are we getting radio signals in the middle of a shell meters thick of lead?))
You get suited up.
As per indications of which is what, you basically are going to have to rely on common sense and guess work. You know which way is up and down, at least in relation to the gravity of the ship. You know the shell is tilted at a rather hard 45 degree angle, with the "nose" pointing down and the "tail" pointing up. The right and rear directions produce vaguely hollow noises when struck with the butt of your rifle, while the rest produce hard, resonating noises.

Team F "Defenders of the Faith."

Get ready to board the ship with Lars.

"Are you ready for this Brother?"
You get suited up and ready to board while lars wanders around, whacking walls and nodding knowingly.
 
Team F
Dominika groaned as she got out of the pod, and quickly donned clothing and then her suit-- she wasn't much a huge fan of the nudity thing. From there, she grabbed her rifle, her amp already in her head. Then she heard the others going on about nonbelievers... yeah, this was looking to be oh-so-fun.
"Alright, let's get this over with."
Suit up, grab weapons.

You also get suited up, but since no doors are open about the most productive thing you can do is play rock paper scissors with Jack to decide who will be the first to stick their head into the corridor.

TEAM G
PUT YOUR DAMN TEAM NAME IN YOUR POSTS.


Rise and shine people, it's time to fight.

Check on my teammates and activate one of the laser cutters taking outside and into the ship. Enter BT, look if there are any enemies and start advancing into the ship, killing every sod I can find.
Your teammates appear to be uninjured, though May and Marcius are unresponsive so far. Maybe still in shock. You press one of the buttons to activate a cutter on the left side of the ship and it eventually opens up into what appears to be a damaged reactor room. Your body sends up immediate radiation alerts and your eyes highlight the damaged reactor body and exposed fuel and control rods. Thats not good. Well, you'll be fine, but the squishy people behind you are in trouble.

"Time to go everybody!"
get ready with mining laser/exo-suit and check the battery available then get ready
You're all suited up and ready to Get a nice case of supercancer Go on a murderous adventure.


>Hello G team. You are on one of the smaller ships, we'll call it Gamma. Judging from Renen's cam feeds, there is some degree of poetic irony in the name. You are alone on this ship. Find the Control room and take it over.

TEAM H


>If you hurry, we can get it down into one of the D level workshops and get it retrofitted in an hour or so.

[int:2+1]
Uhhh ummmm I CHOSE YOU, UP!

The sods gear up and activate the cutter that is, in relation to the gravity of the ship they're on, up. After a minute of cutting the shaped charges fire and...knock the plug of metal maybe 6 inches upward before it stops. Seems that way might be obstructed.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 25, 2014, 12:24:44 pm
Brother Lars:  Team F Chaplain "Defenders of Faith"

Lars squinted at the sides.  Well... up probably was best, right?

"Prepare to enter, Brothers of Steve!"


Let's try the one facing up first.  Failing that, left, right, then rear.  Stop activating when we hit a useful entrance.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on March 25, 2014, 12:38:34 pm
Boarding Team "Kappa" (H), mission control - Anton Chernozorov


>If you hurry, we can get it down into one of the D level workshops and get it retrofitted in an hour or so.

"Alright then. I'll need someone to take over for me, so that'll be a minute. Please get the required materials and crews ready, I'll be there as soon as I can."

Anton opens a channel to all crewmembers he knows to still be planetside.

"Attention, please. This is Anton Chernozorov. I need a capable tactician to take over my role as mission control for our sod team, because I need to direct the overhauling of one of our ships into a combat rescue shuttle. If you're willing, please report to the main base command floor. Miyamoto, if you want I can probably route my command setup to your Avatar, just give me the word. Sooner is preferred to later."

Order sods to activate the left side cutter. Prepare the transfer of command setup to Miyamoto if he chooses to take control. If anyone expresses agreement to take over, arrange for the transfer of command rights to them, inform the sods of the change of command, and immediately leave for the shipyards and get the Southern Cross moved to the 'shops.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on March 25, 2014, 12:56:09 pm
Team A - Ship A | Flint Westwood - Soldier

"Hmph. No use." Flint muttered as he inspected the unrevivable lumps of metal and life support equipment that were his teammates. "Let's at least check for anything useful around here..."
He saw the spoons in Pancaek's equipment. I always liked that Pancaek guy. Quirky in a fun way. Not like some of those deranged killers. He pocketed the spoon. Could be useful later. Might even bring him some good luck.
Flint also noticed the High Energy Projector. Heard about those. Never tried one out myself. Maybe its time I put this one to good use... Also got some other good things here. None of them useful to me though... Maybe Skylar would want them?
He turned to look at Skylar. "Hey, Skylar, any good with guns or magic calculators? 'Cause Stacy's got some here and I don't think he'll be using them any time soon."
Flint didn't feel good about doing this. Felt like stealing, grave robbing, even though he knew that this was the smart thing to do and that he would probably return the objects to their rightful owners soon if all went well.

After he was done looting his dead teammates, he prepared to move out.
"Okay friend, you heard the mean green superintelligent machine. It's just you and me until we link up with the others and somebody ought to know we're here by now. Let's move out. Stay behind me, watch my back, try not to get shot." he said and patted Skylar in the shoulder, checked the corridor for enemies one last time and then climbed out.

Take a few spoons from Pancaek's inventory to use for checking corners. Also take the High energy projector from Stacy. ((Sorry Harry. I promise to give it back after mission is over.))
What's the HEP look like anyway? I imagine it like a white block with a handle, kinda like a radar gun.

Ask Steve if there's anything more I should do for my dead teammates. Would it help if I left one of those drones I have from the anomalous planetoid mission to watch the entrance of the pod so that Steve can trigger some sort of escape sequence for the pods or something? Or is the risk of enemies coming here so low it shouldn't matter? If Steve confirms that I can do something to help and that I should do that, then do so.

Ask Steve for any info he has on the dangers we'll be facing in this vessel. Only sods? Crewmembers? Automated defenses? AIs? Mutants? Something else?

Check the corridor for enemies and other dangers one last time and then climb out of the pod to the corridor.
If it is too far away to reach with my hands, have Skylar use his MK3.


Follow Steve's direction to the other team, HEP at the ready.
Keep an eye out for enemies and automated defenses.
Use spoon to check corners.
Try to avoid or failing that destroy any cameras I see before they see me.
Keep an eye out for useful stuff (guns, maps, signs, computers, medkits, etc.) or strange stuff.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on March 25, 2014, 01:01:46 pm

Team G


So we are exposed to Gamma radiation at Gamma ship, redundancy at its finest.

Steve, do we have some sort of plants of this ship? Or the number of soldiers? And can the suits protect the team from this radiation?

Hey, everyone, wake up very fast if you don't wanna to become corpses. There's a big dose of "gamma" radiation here.

See if it there's any extraneous stuff lying around that could be used to plug the hole without causing damage to the pods and or teammates. Wake up everyone and shove them into their suits if needed. Ask Steve. If there are any sods nearby, BT mode, killing time.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on March 25, 2014, 01:51:55 pm
((Hah! You caught that, did you? Nice. Yes it is just whacking the walls with a rifle butt. :P))

Team E

Bishop shrugged at his recently crippled teammates and decided to make himself useful while they were being put back together.

Prepare the whole team's equipment with a lock and load montage! Then once that's done, go ahead and whack the walls to determine which way is safe and which is not. Once the others are suited and geared up, activate the laser that connects to a wall that sounds more solid than the others.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on March 25, 2014, 01:57:50 pm
Team B "Wild Weasels" - Simus the broken 'bot

Simus, voice fadining in and out, gives one last message to her teammates:

Leave.... alone. Pod will... hopefully... fix, if not... stasis ... Morul... command

And falls silent, voicebox fizzling. Hopefully the pod will at least repair her communications, if not repair or replace her limbs.

((Missed me.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on March 25, 2014, 02:09:44 pm
Team B "Wild Weasels"
Sorry Xan. Thought you were dead.
Try to remove the cutting laser that opened the pod. Use my pickaxe and my laser rifle.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 25, 2014, 03:12:57 pm
Unnamed Ship: Team F: Grate

Listen to the older people. Try not to get sucked out into the airless void of space, should the risk appear. If a door opens, look out.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on March 25, 2014, 03:15:59 pm
Team F for Fail

"Permission to take point Lars?"

Wait for answer then find out which cutters lead to the ship. Them choose a random one that is connected or the ship.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 25, 2014, 03:19:11 pm
"Granted, Brother Jack.  May Algis cover you with shielding hands and protect you from harm."


((Also put your team name in your post))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on March 25, 2014, 03:32:16 pm
Team D, "Dead Dirtbags" - Milno - Leader

After dropping from his pod, Milno takes a quick look around to assess how bad their situation is. His entrails aren't trying their damnedest to spill out, so that's a good sign. It doesn't take a genius to know he was knocked out due to being wounded in the insertion and that something probably went terribly wrong in their way into the ship.

He checks his equipment's integrity before beginning to eat some of the food he brought while getting suited up.

Eat the food that was brought along in order to help feed the sharkmist. Suit up and take equipment and then begin to tap at the pod's walls to determine by sound where's ship and where's void.

Put the dead teammates' pods to "suspend" in case they aren't already.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 25, 2014, 03:48:04 pm
Team B - Flesh Paste

Team B "Wild Weasels"
Sorry Xan. Thought you were dead.
Try to remove the cutting laser that opened the pod. Use my pickaxe and my laser rifle.
*gbgbgebegebegbegbegebgetr*

Keep, keep, keep on tryin (to turn into a newXCOM Chryssalid with its brain in the torso)!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on March 25, 2014, 03:48:53 pm
Team B: Wild Weasels

"Hah! That went better than expected! Steve, Simus is down with major damage, but she's still alive, and everyone else seems okay. You know which ship we're on?"

While awaiting answer, look for any convenient "This way to the Bridge" signs. Try and find the plug that was cut out, and see if I can get it over to where the hole in the pod is.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on March 25, 2014, 05:05:43 pm
Team A - Ship Alpha | Skylar - Support

"Hey, Skylar, any good with guns or magic calculators? 'Cause Stacy's got some here and I don't think he'll be using them any time soon."

I'll take the extra space calculator, though I certainly hope I don't have to do *that* much math. Let's go, hopefully we can rendezvous with the other team before a response team gets here. Though if they haven't blown the hatch yet...

Loot Borrow Stacy's pyro manipulator.

Watch our rear and follow Flint towards the other team, keep a look out for signs, computer terminals, hostiles, and convenient places to hide
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on March 25, 2014, 06:47:33 pm
Team E - Lerman Russ - Boarding Unarmed Metal Slug ((BUMS))

Finish regeneration. Suit and gear up! Scab any spare weapons. Follow orders.


((Limb loss total: 7 (4 alive, 3 mechanical)))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Powder Miner on March 25, 2014, 06:50:51 pm
Team F
"Hey, I at least have no complaints about him being in point."
If a direction is established, stay in back as best I can.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: TCM on March 25, 2014, 07:36:49 pm
Team G(erman Surprise Lunch Meat)

"Do the suits block gamma rays?"

Put on Suit and other stuff.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on March 25, 2014, 07:37:56 pm
((Wait, I'm confused. Is Thaddeus injured?))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on March 25, 2014, 07:40:34 pm
((Wiki says no.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on March 25, 2014, 07:43:42 pm
((Hm. I'm confused now. In PW's post for Milno, he said that one of the pods is Reconstructing and the other two are flatlined))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on March 25, 2014, 09:11:50 pm
Auron, team C.

Perform a cursory examination of the boarding pod, if any crystal coating survived take a small sample.
Switch head lamps off and swap to echolocational filter.

"Okay guys im taking point since i have the armor.
Check those crates quickly while i clear the corridor outside this room then follow me from a safe distance, i dont want our headlamps giving away our position."

walk over to the door and slowly peek out, if no enemies are visible wait for my team to finish checking the crates then lead them towards the control room keeping a 10 or 20 foot space between us in darkened corridors.

Check the crates for anything useful or resellable, grab anything found then start following Thomas who is now taking point instead.
If enemies are spotted wait for thomas to engage them then follow up with a dual emmitter sweep from my laser rifle.

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on March 26, 2014, 03:19:50 am
Auron, team F.
((Team C, dude. We don't want to confuse PW any further than he has to be.))

Team C: Audaxes: Thomas

Quote from: Thomas to Auron on private radio
"Auron, may I take point? My armor is stealthier, and it covers more, so I stand less of a chance of getting us caught. Also, uh, why are we checking these crates?"
If Thomas does end up taking point, he tries to scout out the hallways surrounding the area while his team checks the crates for whatever reason, switching his vision into infrared, and setting his rifle for low dispersion, high power.

Once they unite to leave, he leads from a distance of about 10 ft, immediately backing up if he runs into enemies, then telling the rest of his team what they are facing, so they can eliminate the threat with a coordinated strike. If he's detected upon contact, he'll fire and sweep, while telling his allies to close in.


If he doesn't take point, he'll tag along second, following Aurons lead, and checking the crates for whatever reason.

Either way, he tries to best intuit where the control room would be, and how heavily it would be guarded based on how fancy the gear in the storage room is, the ships status as major, and any guards the team happens to encounter.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on March 26, 2014, 04:04:48 am
Auron, team F.
((Team C, dude. We don't want to confuse PW any further than he has to be.))
((fixed, my phones F key is directly above the C key and i was on team F for the assault so the error just kinda slipped under my radar.))

Quote from: Thomas to Auron on private radio
"Auron, may I take point? My armor is stealthier, and it covers more, so I stand less of a chance of getting us caught. Also, uh, why are we checking these crates?"

Quote from: Auron to Thomas
I guess you can take point if you want, i just thought my bulletproof suit lent itself well to that position. Control room is forward and inward if our position, we dont need to change levels.
As for the crates, i figured there might possibly be something slightly valuable or somehow useful in them, cant hurt to check right?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on March 26, 2014, 04:23:43 am
TEAM G(amma overdose)
"SHIT, Renen! we have to get out of here that could go critical on our asses any minute! and unless the idea of being encased in slag we need to get to the control room and begin containment"
after telling renen go to the cutting laser on the right and activate, ready for hostilities
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on March 26, 2014, 06:17:25 am
Angel/MGAXT-85674/FR: Team C Audax

Using maximum stealth sweep the room, laser rifle up, advancing to contact, then advance to the door then take cover adjacent to the door, wait silently for instructions to open it

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on March 26, 2014, 07:15:14 am
Head out to sweep the room and head out to the door that leads to the control roon most directly. Ask Steve for direction as needed.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on March 26, 2014, 03:03:52 pm
TEAM A
Team A - Ship Alpha | Skylar - Support

"Hey, Skylar, any good with guns or magic calculators? 'Cause Stacy's got some here and I don't think he'll be using them any time soon."

I'll take the extra space calculator, though I certainly hope I don't have to do *that* much math. Let's go, hopefully we can rendezvous with the other team before a response team gets here. Though if they haven't blown the hatch yet...

Loot Borrow Stacy's pyro manipulator.

Watch our rear and follow Flint towards the other team, keep a look out for signs, computer terminals, hostiles, and convenient places to hide

You borrow stacy's manipulator -not like he'll be using it-and follow Flint, keeping an eye out for computers, signs, enemies and places to cower.

Team A - Ship A | Flint Westwood - Soldier

"Hmph. No use." Flint muttered as he inspected the unrevivable lumps of metal and life support equipment that were his teammates. "Let's at least check for anything useful around here..."
He saw the spoons in Pancaek's equipment. I always liked that Pancaek guy. Quirky in a fun way. Not like some of those deranged killers. He pocketed the spoon. Could be useful later. Might even bring him some good luck.
Flint also noticed the High Energy Projector. Heard about those. Never tried one out myself. Maybe its time I put this one to good use... Also got some other good things here. None of them useful to me though... Maybe Skylar would want them?
He turned to look at Skylar. "Hey, Skylar, any good with guns or magic calculators? 'Cause Stacy's got some here and I don't think he'll be using them any time soon."
Flint didn't feel good about doing this. Felt like stealing, grave robbing, even though he knew that this was the smart thing to do and that he would probably return the objects to their rightful owners soon if all went well.

After he was done looting his dead teammates, he prepared to move out.
"Okay friend, you heard the mean green superintelligent machine. It's just you and me until we link up with the others and somebody ought to know we're here by now. Let's move out. Stay behind me, watch my back, try not to get shot." he said and patted Skylar in the shoulder, checked the corridor for enemies one last time and then climbed out.

Take a few spoons from Pancaek's inventory to use for checking corners. Also take the High energy projector from Stacy. ((Sorry Harry. I promise to give it back after mission is over.))
What's the HEP look like anyway? I imagine it like a white block with a handle, kinda like a radar gun.

Ask Steve if there's anything more I should do for my dead teammates. Would it help if I left one of those drones I have from the anomalous planetoid mission to watch the entrance of the pod so that Steve can trigger some sort of escape sequence for the pods or something? Or is the risk of enemies coming here so low it shouldn't matter? If Steve confirms that I can do something to help and that I should do that, then do so.

Ask Steve for any info he has on the dangers we'll be facing in this vessel. Only sods? Crewmembers? Automated defenses? AIs? Mutants? Something else?

Check the corridor for enemies and other dangers one last time and then climb out of the pod to the corridor.
If it is too far away to reach with my hands, have Skylar use his MK3.


Follow Steve's direction to the other team, HEP at the ready.
Keep an eye out for enemies and automated defenses.
Use spoon to check corners.
Try to avoid or failing that destroy any cameras I see before they see me.
Keep an eye out for useful stuff (guns, maps, signs, computers, medkits, etc.) or strange stuff.


Spoons stolen. HEP stolen. It looks sorta like that, though it is an unpainted metal cylinder on a pistol grip, but you're pretty close.

>Put them in the stasis pods on "suspend" and then take over the ship as quick as you can. I'll keep an eye on the pods using the cameras from your teammate's suits. If anything starts climbing in there I'll eject the shell by detonating the retrorockets. Don't worry about them, worry about taking over the ship so I don't have to shoot you all down.

>Probably nothing terrible. Restricted areas may have automated defenses, but if you move quickly, you should be facing a minimal number of sods and possibly internal security forces. Don't worry too much about crew members, chances are they're not gonna fight back, even if you do find them. The ship will have an Ai, but it will be minimal. Don't take the Sword or me as examples of the norm.

You pull yourself up into the corridor and follow it until you reach a larger corridor. This corridor has signs printed on the walls in different colors and corresponding lines painted on the floor to show how to get to  where the sign indicates. The one you're most interested in is the green sign that reads "Bridge". As you stand there, reading the signs, you hear something coming down the hall from the opposite direction of where the green line leads. It sounds like rubber rolling across metal. 


TEAM B
Team B "Wild Weasels" - Simus the broken 'bot

Simus, voice fadining in and out, gives one last message to her teammates:

Leave.... alone. Pod will... hopefully... fix, if not... stasis ... Morul... command

And falls silent, voicebox fizzling. Hopefully the pod will at least repair her communications, if not repair or replace her limbs.

((Missed me.))
Alright, well lets say you're back in working order, but at the cost of your synthflesh limbs.

Team B "Wild Weasels"
Sorry Xan. Thought you were dead.
Try to remove the cutting laser that opened the pod. Use my pickaxe and my laser rifle.
The cutting system that opened the pod is single use. It drained it's battery and damaged its lenses in the process of cutting the hole. So you can have it, but it's basically useless to you.


Team B - Flesh Paste

Team B "Wild Weasels"
Sorry Xan. Thought you were dead.
Try to remove the cutting laser that opened the pod. Use my pickaxe and my laser rifle.
*gbgbgebegebegbegbegebgetr*

Keep, keep, keep on tryin (to turn into a newXCOM Chryssalid with its brain in the torso)!
[3+1]
You're more a giant praying mantis then chryssalid but still, nothing to be fucked with, and better then ground beef with a brain hidden inside it like the worst kinder egg imaginable.

Team B: Wild Weasels

"Hah! That went better than expected! Steve, Simus is down with major damage, but she's still alive, and everyone else seems okay. You know which ship we're on?"

While awaiting answer, look for any convenient "This way to the Bridge" signs. Try and find the plug that was cut out, and see if I can get it over to where the hole in the pod is.

>You are on a smaller ship we'll call Delta. There are no other teams with you.


Well, the corridor you fell into is pretty badly damaged thanks to having a big hunk of metal punch through it and tear the roof off like a tin can being fed into a threshing machine. There aren't any signs or enemies in it right now, but it seems like a rather small corridor, maybe even a maintenance walkway. You'll probably have to get to a main hall to find directions. Or a terminal.

As per the plug, do you really think you're just gonna casually lift a metal cylinder that weighs more then a small car?

TEAM C
Auron, team C.

Perform a cursory examination of the boarding pod, if any crystal coating survived take a small sample.
Switch head lamps off and swap to echolocational filter.

"Okay guys im taking point since i have the armor.
Check those crates quickly while i clear the corridor outside this room then follow me from a safe distance, i dont want our headlamps giving away our position."

walk over to the door and slowly peek out, if no enemies are visible wait for my team to finish checking the crates then lead them towards the control room keeping a 10 or 20 foot space between us in darkened corridors.

Check the crates for anything useful or resellable, grab anything found then start following Thomas who is now taking point instead.
If enemies are spotted wait for thomas to engage them then follow up with a dual emmitter sweep from my laser rifle.


It doesn't seem so. The shell has lost a good few inches of metal as it punched through the ship, along with the laser protective coating, it seems.

Batman mode it is.

I see the packrat tendancies are still intact. Nothing in the place looks immediately useful or resalable; it appears to mostly be spare mechanical parts and electronics and such. Certainly helpful in the right situation, but not really the sort of thing you can carry around in bulk on the off chance you need one of these...whatever these things are. It's like an egg shaped ball bearing? The hell is this for?

You follow Thomas.



Auron, team F.
((Team C, dude. We don't want to confuse PW any further than he has to be.))

Team C: Audaxes: Thomas

Quote from: Thomas to Auron on private radio
"Auron, may I take point? My armor is stealthier, and it covers more, so I stand less of a chance of getting us caught. Also, uh, why are we checking these crates?"
If Thomas does end up taking point, he tries to scout out the hallways surrounding the area while his team checks the crates for whatever reason, switching his vision into infrared, and setting his rifle for low dispersion, high power.

Once they unite to leave, he leads from a distance of about 10 ft, immediately backing up if he runs into enemies, then telling the rest of his team what they are facing, so they can eliminate the threat with a coordinated strike. If he's detected upon contact, he'll fire and sweep, while telling his allies to close in.


If he doesn't take point, he'll tag along second, following Aurons lead, and checking the crates for whatever reason.

Either way, he tries to best intuit where the control room would be, and how heavily it would be guarded based on how fancy the gear in the storage room is, the ships status as major, and any guards the team happens to encounter.

You walk past auron, who is busily ransacking a crate of bolts and washers, and poke your head out the door.

The hallway outside the supply room is empty, save for a man about 20 feet away who is laying face down on the ground. Huh. Seems that sudden loss of pressure and atmosphere is bad for the crew. Who knew?

There's a sign pointing toward the bridge on one of the walls, and a painted line that leads to the left, past the body, and further down the hall.

Angel/MGAXT-85674/FR: Team C Audax

Using maximum stealth sweep the room, laser rifle up, advancing to contact, then advance to the door then take cover adjacent to the door, wait silently for instructions to open it


The supply room itself seems to be secure...well, secure in that it has no enemy combatants inside it. It's certainly not secure as in air tight any more.

TEAM D
Team D, "Dead Dirtbags" - Milno - Leader

After dropping from his pod, Milno takes a quick look around to assess how bad their situation is. His entrails aren't trying their damnedest to spill out, so that's a good sign. It doesn't take a genius to know he was knocked out due to being wounded in the insertion and that something probably went terribly wrong in their way into the ship.

He checks his equipment's integrity before beginning to eat some of the food he brought while getting suited up.

Eat the food that was brought along in order to help feed the sharkmist. Suit up and take equipment and then begin to tap at the pod's walls to determine by sound where's ship and where's void.

Put the dead teammates' pods to "suspend" in case they aren't already.

You shove a fist full of indeterminate snack food in your face and chew it while you put on your suit. Once you're suited up and the exoskeleton is doing your moving for you, you start tapping away at the walls, looking for a good exit. Seems like either up or left  wall would be good.

((Wait, I'm confused. Is Thaddeus injured?))
When I was doing the last turn, the wiki said he was, but I think it was incorrect. So just assume you're fine.

TEAM E
((Hah! You caught that, did you? Nice. Yes it is just whacking the walls with a rifle butt. :P))

Team E

Bishop shrugged at his recently crippled teammates and decided to make himself useful while they were being put back together.

Prepare the whole team's equipment with a lock and load montage! Then once that's done, go ahead and whack the walls to determine which way is safe and which is not. Once the others are suited and geared up, activate the laser that connects to a wall that sounds more solid than the others.
Bishop hallucinates a 80's montage straight out of Commando while his team gets dressed and ready in a completely normal fashion.

Attempting to use the side that sounds the most solid results in the cut out plug getting jammed maybe 8 inches out, blocking the exit. Welp.


Team E - Lerman Russ - Boarding Unarmed Metal Slug ((BUMS))

Finish regeneration. Suit and gear up! Scab any spare weapons. Follow orders.


((Limb loss total: 7 (4 alive, 3 mechanical)))

Yay, more limbs! You get suited up while getting used to these new model legs. Ooo, they have cup holders.


TEAM F

Brother Lars:  Team F Chaplain "Defenders of Faith"

Lars squinted at the sides.  Well... up probably was best, right?

"Prepare to enter, Brothers of Steve!"


Let's try the one facing up first.  Failing that, left, right, then rear.  Stop activating when we hit a useful entrance.
Up leads straight into the bottom corner of a hallway and a dead crewman who appears to have stood too close as the laser cut it's way out or the plug got blown off. Or maybe it was just the decompression. He's dead regardless.


Unnamed Ship: Team F: Grate

Listen to the older people. Try not to get sucked out into the airless void of space, should the risk appear. If a door opens, look out.
The "door" leads to empty halls and dead people.

SAME AS IT EVER WAS.


Team F for Fail

"Permission to take point Lars?"

Wait for answer then find out which cutters lead to the ship. Them choose a random one that is connected or the ship.
HE CHOSE ONE ALREADY. But you do take the time to just sort of point out the hole and make rude gestures, just to make sure no one is around.

Your hand doesn't get shot, so it seems it is empty after all.
Team F
"Hey, I at least have no complaints about him being in point."
If a direction is established, stay in back as best I can.
Staying at the back is easy when the rest of the team is, at best, making gang signs out a hole in the wall.

TEAM G

Team G


So we are exposed to Gamma radiation at Gamma ship, redundancy at its finest.

Steve, do we have some sort of plants of this ship? Or the number of soldiers? And can the suits protect the team from this radiation?

Hey, everyone, wake up very fast if you don't wanna to become corpses. There's a big dose of "gamma" radiation here.

See if it there's any extraneous stuff lying around that could be used to plug the hole without causing damage to the pods and or teammates. Wake up everyone and shove them into their suits if needed. Ask Steve. If there are any sods nearby, BT mode, killing time.
>Plants? What? Did the doc leave a sponge in your braincase? Also, it their suits will protect them for a bit, but I don't recommend letting them hang around in there for long.


Plug the hole in the reactor or in the pod? If it's the pod, you could probably drag the plug back and sort of wedge it in place, but it's not gonna give you 100% protection. Probably best just to get away from the reactor in general.


Team G(erman Surprise Lunch Meat)

"Do the suits block gamma rays?"

Put on Suit and other stuff.
You put on your suit. The suit tells you that it does block gamma rays. just not a lot of them. Don't rub your genitals on things. FOR ONCE.

TEAM G(amma overdose)
"SHIT, Renen! we have to get out of here that could go critical on our asses any minute! and unless the idea of being encased in slag we need to get to the control room and begin containment"
after telling renen go to the cutting laser on the right and activate, ready for hostilities
The one on the right leads out into a dark room where you can't see anything without turning on your lights or light amps. No sign of hostiles though. By which I mean you aren't immediately shot upon opening the door.

TEAM H

Boarding Team "Kappa" (H), mission control - Anton Chernozorov


>If you hurry, we can get it down into one of the D level workshops and get it retrofitted in an hour or so.

"Alright then. I'll need someone to take over for me, so that'll be a minute. Please get the required materials and crews ready, I'll be there as soon as I can."

Anton opens a channel to all crewmembers he knows to still be planetside.

"Attention, please. This is Anton Chernozorov. I need a capable tactician to take over my role as mission control for our sod team, because I need to direct the overhauling of one of our ships into a combat rescue shuttle. If you're willing, please report to the main base command floor. Miyamoto, if you want I can probably route my command setup to your Avatar, just give me the word. Sooner is preferred to later."

Order sods to activate the left side cutter. Prepare the transfer of command setup to Miyamoto if he chooses to take control. If anyone expresses agreement to take over, arrange for the transfer of command rights to them, inform the sods of the change of command, and immediately leave for the shipyards and get the Southern Cross moved to the 'shops.

The left side cutter leads into a...is this a freaking racket ball court? Well, it's empty, so whatever. There's only one exit to the room, a clear plastic or glass door across the room. Oh, and you appear to have embedded the metal plug in the wall above said door. Cool.

You send the ship off to the shop to be retrofitted.

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 26, 2014, 03:14:34 pm
"Mister Lars? Where do we go now?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 26, 2014, 03:15:34 pm
Brother Lars, Team F Chaplain "Defenders of the Faith"

Smiling at Grate, Lars motions the team outward.  "Come, Brother Grate!  We shall sing the praises of Steve all the way to the helm of the ship!"

"Most Glorious Lord Steve, we have arrived all in one piece!  We praise you for your blessings and protection!"


Sing praises of Steve.  Head down the corridor, looking for signs leading to the bridge.


Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on March 26, 2014, 03:19:06 pm
Team B "Wild Weasels"

Each pod has multiple door opening systems. The unused ones should still be functional, if only for a single shot. And it will be cheaper to replace the lenses and batteries than buy a new cutting laser.
Salvage all the pod's cutting lasers.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on March 26, 2014, 03:20:35 pm
TEAM C: Audaxes: Thomas

"Bridge is that way. We're safe for now, they didn't have any sort of protection from space. Ears open though. Follow me, about 10 paces back. Auron, you're armored, can you take second? Also, does anyone want a gauss rifle? My rifle works well enough."

Thomas points down the hall, then heads down it,. As soon as he locates another area with atmosphere, he goes silent, drops down, and motions the rest of the team to do so.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 26, 2014, 03:20:44 pm
Team D, apparently F, I was right: Grate

Follow Lars. Sing along with Mr. Lars. Silently wonder why we're singing, but decide that he knows what he's doing.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 26, 2014, 03:21:50 pm
((Derp, it's F.  Mixing up with the first defense team.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on March 26, 2014, 03:24:48 pm
Team F

Ready bolt action rifle while covering Lars.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on March 26, 2014, 03:25:30 pm
Team A - Ship Alpha- Large Corridor | Flint Westwood - Soldier

EDIT: I thought whatever made the noise was very close. However Kriellya in his action acts like it's a safe distance away. If I'm wrong and it's not dangerously close and it's not approaching dangerously fast, ignore the below and just comply with Skylar's action, with the addition of me taking point and asking Steve what the other teams are doing.

"Oh, shi-"

Activate bullet time, turn around, grab Skylar, push him down so that he presents a smaller target and I can see what's behind him. Identify the source of the sound while jumping away, preferably to cover. If no cover is available, just get down on the ground and try to make myself and Skylar as small as possible.

Conditional actions based on identification of object (shooting can happen while I'm jumping away, if I have identified the origin of the sound. Shootdodging, basically):
If it is nothing important, get up and start moving towards the bridge, trying to forget this embarrassing incident. Check corners with spoons and have HEP ready to fire. Ask Steve what's going on with the other teams on this ship.
If it is a grenade, try to shoot the floor in front of it so that it falls inside the hole and its blast is hopefully minimized. Duck and cover. Be ready to defend myself after the explosion happens.
If it is a sod or other form of security measure (e.g. robot), shoot to kill/destroy.
If it is an armed crewmember, shoot to disable (hit weapon wielding arm and/or weapon). If succesful, approach quickly and relieve him of any weapons and communication equipment.
If it is an unarmed crewmember, point my gun at him and tell him not to move. Get up, still pointing my gun at him and attempt to restrain him (with my rope) and relieve him of any communication equipment.
If it is none of the above or a variation or combination of the above that isn't adequately covered by the above actions, pause and await new action if possible.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on March 26, 2014, 03:29:57 pm
Team B: Wild Weasels

"Xan, you're even creepier than before. Just don't make any little versions of yourself. I don't want this to turn into a repeat of the biohorror expedition. Hrmm. I wonder how many bulkheads are between us and the control room. I mean, a straight line is the fastest way there right?"

Continue down the corridor, looking for anything that might help us identify where we are. Peek through any doors I find along the way.

((No, I didn't expect to be able to move it, I just wanted to make sure. I was hoping to maybe shove the plug back in, and hope they think we're still inside.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: darkpaladin109 on March 26, 2014, 03:53:09 pm
Team E(xpendable)/Magilla
If my lower body is attached now, try to get used to it. Afterwards, grab my gear and put on everything I need.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 26, 2014, 03:56:39 pm
Team B - Close Enough :D

Clamber out of the pod and head down the corridor in the direction Morul's going, ready to chop.

*mandibles clacking*
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on March 26, 2014, 04:09:57 pm
TEAM G
"Everybody MOVE! we have to get away from here quickly"

drag people out if necessary get moving towards command room, check corners before moving round
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on March 26, 2014, 04:26:55 pm
Auron, team C.

check the body for anything useful like keycards or sidearms, follow the bridge line and keep an eye out for any active terminals i could hack into.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on March 26, 2014, 04:41:29 pm
Team E / Lerman Russ

Prepare to move out. 'Borrow' any weapons belonging to incapacitated people. If possible, join up with the main attacking force.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on March 26, 2014, 05:09:41 pm
Thaddeus-Team "Dead Dirtbags"-Grunt

((Works for me))

Get out of the pod and put on my gear. Put Saints and Jacks pods into suspend mode. Borrow Saints Sub-exoskeleton Model C "Hope", his emergency kit, and Jacks laser rifle, extra battery and pain killer. Grab onto something sturdy for when Milno decides which wall to open up.

So boss, this sucks doesnt it? Any thoughts on any of this?

((@ Alarith and Syvarris, I promise I will give you guys back your equipment and refill anything if I use it))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on March 26, 2014, 05:39:15 pm
Team B 'Wild Weasels' - Simus the Recently-Repaired

Simus gets up from her position in the pod, and retrieves her Phase suit and other gear from the onboard storage, putting it all on quickly. She then clambers out after Xan, dropping only a little less heavily to the floor.

As I was saying before my voicebox fuzzed out entirely, Morul will be my second-in-command for this operation. Now, does anyone know what ship we're on or where we are in it?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on March 26, 2014, 05:50:54 pm
"Steve calls it Delta, and we're the only team to arrive here. Good thing we all made it, I'd hate to have to take a ship by myself. As for location, we seem to be in some sort of maintenance corridor, don't know which section. Hell. Never thought I'd be doing this again."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 26, 2014, 07:38:44 pm
Simus gets up from her position in the pod, and retrieves her Phase suit and other gear from the onboard storage, putting it all on quickly. She then clambers out after Xan, dropping only a little less heavily to the floor.

As I was saying before my voicebox fuzzed out entirely, Morul will be my second-in-command for this operation. Now, does anyone know what ship we're on or where we are in it?


((Don't forget team letter))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on March 26, 2014, 10:43:53 pm
Denzel Gaunt- Team C, Audax

Move up with my team, Keeping a cameye out for enemies. Charge an uncon bonus.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on March 27, 2014, 12:11:39 am
Team E

Try a different solid sounding wall. Keep trying walls until we get a suitable entrance that we can enter.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on March 27, 2014, 02:09:05 am
Team D, "Dead Dirtbags" - Milno - Leader

So boss, this sucks doesnt it? Any thoughts on any of this?

"Get used to it."

After Thaddeus is geared: Milno tries the left wall, stepping to the side to wait to check for the results and the area outside with a mirror. In case the left wall was an obviously bad choice, try up.

As soon as contact with Steve is reestablished, ask the following:
"Any nasty traps or surprises I should be aware of in case I want to advance at full speed? Monorazor wire nets and lasers from the walls, anything as deadly as a defense system? Had to ask."

In case there are no obvious signs or marks indicating the way to the bridge, also ask Steve about it and in case Steve confirms there are no exquisitely crafted deathtraps around the ship, see if it is possible to move forward using the following system: a) hold fancy shield in front of Milno, b) carry Thaddeus along, c) use a bit of a moderate rocket dash and inertia to fly almost to the other end of the corridor, d) then land and use the mirror to check around the corner for hostile movement, e) move to the next hallway towards the bridge and f) repeat.

In case Milno's too weakened for that, he just advances a bit faster than Thaddeus with buzz mode and the shield in place, checks around the corners with a mirror and repeats the process.

If there are signs of possible imminent combat or if combat suddenly breaks out, activate EMM.


((@renegadelobster: In case Saint's exo happens to be a bit too heavy, you may want to leave it behind so Milno can carry Thaddeus around without trouble. In case Milno's unable to perform that method of moving forward, then I guess Thaddeus will need Saint's exo since he'll be doing a fair bit of running.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on March 27, 2014, 02:33:48 am
Team A | Ship Alpha -- Skylar | Support

Shit... vehicle?

Get low. If there is some cover in the direction of the bridge, get into it.

If the bridge is in the same direction as the other team, get ready to move quietly that way. Otherwise, stay in cover or low against a wall and get ready to attack whatever is coming this way.


((Wait, I'm confused. Is Thaddeus injured?))
When I was doing the last turn, the wiki said he was, but I think it was incorrect. So just assume you're fine.

(( Apologies for that, I will more clearly label any snarky status updates next time ))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on March 27, 2014, 09:27:26 am
(I'll be taking over Sean's/Anton's sod team until either he can do it again or Swordsmith can do it.))

Boarding Team "Kappa" (H),  temporary mission control - Miyamoto

All sods take position around the only exit. Grenadier 1 opens the door, others stay ready to shoot if something comes out. If no hostiles on other side, support sod uses scout drone and checks ahead, while commander sod checks in with Steve to ask what ship they're on and the general direction of the bridge.

((Say PW, did the sods get Mk.I or Mk.II suits for this boarding action?))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on March 27, 2014, 11:28:34 am
Anton Chernozorov, temporarily performing actual engineer duties

Oversee the overhauling of the Southern Cross. Get the two missiles from the Party Wagon installed on it if they weren't already. Brainstorm potential solutions to making it more of a "rapid" response vehicle. Adding more engines on it is unlikely, but is there anything we could strip from it to lighten it without making it flimsier?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on March 27, 2014, 11:28:41 am
Team G

A translation error.

Everyone, activate lamps and go for the other side that's opened. We need to get out of here now.

Drag out everyone who's still sleeping. Make them suit up. Follow everyone after they get out and turn on lamps.

((Does Renen have a lights amp or night cam? I really think not.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on March 27, 2014, 01:54:27 pm
TEAM AHHHHH

Team A - Ship Alpha- Large Corridor | Flint Westwood - Soldier

EDIT: I thought whatever made the noise was very close. However Kriellya in his action acts like it's a safe distance away. If I'm wrong and it's not dangerously close and it's not approaching dangerously fast, ignore the below and just comply with Skylar's action, with the addition of me taking point and asking Steve what the other teams are doing.

"Oh, shi-"

Activate bullet time, turn around, grab Skylar, push him down so that he presents a smaller target and I can see what's behind him. Identify the source of the sound while jumping away, preferably to cover. If no cover is available, just get down on the ground and try to make myself and Skylar as small as possible.

Conditional actions based on identification of object (shooting can happen while I'm jumping away, if I have identified the origin of the sound. Shootdodging, basically):
If it is nothing important, get up and start moving towards the bridge, trying to forget this embarrassing incident. Check corners with spoons and have HEP ready to fire. Ask Steve what's going on with the other teams on this ship.
If it is a grenade, try to shoot the floor in front of it so that it falls inside the hole and its blast is hopefully minimized. Duck and cover. Be ready to defend myself after the explosion happens.
If it is a sod or other form of security measure (e.g. robot), shoot to kill/destroy.
If it is an armed crewmember, shoot to disable (hit weapon wielding arm and/or weapon). If succesful, approach quickly and relieve him of any weapons and communication equipment.
If it is an unarmed crewmember, point my gun at him and tell him not to move. Get up, still pointing my gun at him and attempt to restrain him (with my rope) and relieve him of any communication equipment.
If it is none of the above or a variation or combination of the above that isn't adequately covered by the above actions, pause and await new action if possible.

You take point.
>Pretty much the same thing you are.


Team A | Ship Alpha -- Skylar | Support

Shit... vehicle?

Get low. If there is some cover in the direction of the bridge, get into it.

If the bridge is in the same direction as the other team, get ready to move quietly that way. Otherwise, stay in cover or low against a wall and get ready to attack whatever is coming this way.


((Wait, I'm confused. Is Thaddeus injured?))
When I was doing the last turn, the wiki said he was, but I think it was incorrect. So just assume you're fine.

(( Apologies for that, I will more clearly label any snarky status updates next time ))
You stay in the cover provided by the hall that ajoins to the main thoroughfare and peek out. The source of the noise rounds a corner a few dozen feet away  and turns onto the main hall, coming your way. The source of the noise is a small, electric cart, a flat bed thing with two seats upfront occupied by men in space suits. They're not the right size or shape for Sods and their suits are bright orange. The flatbed of the cart has a large metal tool chest on it along with some loose tools. They're driving in your direction, but don't appear to have noticed you.

 


TEAM BEEEEEEES


Team B "Wild Weasels"

Each pod has multiple door opening systems. The unused ones should still be functional, if only for a single shot. And it will be cheaper to replace the lenses and batteries than buy a new cutting laser.
Salvage all the pod's cutting lasers.
Alright, but you're gonna get negatives for using them, since they're gonna be quite awkward to hold and fire.

Team B: Wild Weasels

"Xan, you're even creepier than before. Just don't make any little versions of yourself. I don't want this to turn into a repeat of the biohorror expedition. Hrmm. I wonder how many bulkheads are between us and the control room. I mean, a straight line is the fastest way there right?"

Continue down the corridor, looking for anything that might help us identify where we are. Peek through any doors I find along the way.

((No, I didn't expect to be able to move it, I just wanted to make sure. I was hoping to maybe shove the plug back in, and hope they think we're still inside.))

You walk down the corridor a bit and find a door. It leads out into a larger hall that has several painted lines running along the floor but no visible signs. There's a red line, a green line and a blue line. Hmm. Still no sign of the ship's crew. It seems like this entire area is depressurized though.

Team B - Close Enough :D

Clamber out of the pod and head down the corridor in the direction Morul's going, ready to chop.

*mandibles clacking*
Are you now Mantis dad? 

*Explicative chirping about the octo-dad reference*

You follow morul, flexing your claws over his shoulders in a rather disconcerting way.



Team B 'Wild Weasels' - Simus the Recently-Repaired

Simus gets up from her position in the pod, and retrieves her Phase suit and other gear from the onboard storage, putting it all on quickly. She then clambers out after Xan, dropping only a little less heavily to the floor.

As I was saying before my voicebox fuzzed out entirely, Morul will be my second-in-command for this operation. Now, does anyone know what ship we're on or where we are in it?

You grab your gear and get dressed before following Xan out the hole and over to Morul.


TEAM SEASALT AND VINEGAR


TEAM C: Audaxes: Thomas

"Bridge is that way. We're safe for now, they didn't have any sort of protection from space. Ears open though. Follow me, about 10 paces back. Auron, you're armored, can you take second? Also, does anyone want a gauss rifle? My rifle works well enough."

Thomas points down the hall, then heads down it,. As soon as he locates another area with atmosphere, he goes silent, drops down, and motions the rest of the team to do so.

You follow the signs, past several more bodies, before reaching a sealed bulkhead door. There are emergency lights flashing around it and the control panel next to it is blinking a "DANGER LIFE SUPPORT FAILURE" message. Seems like the ship automatically sealed off the depressurized areas.

Auron, team C.

check the body for anything useful like keycards or sidearms, follow the bridge line and keep an eye out for any active terminals i could hack into.

One of the bodies you pass has a maintenance keycard on them. You lift it from the body and continue to follow Thomas until he runs up against the sealed door. You're not sure if the control panel next to it is connected to the entire ship or just the door, but it's worth looking at.
 
Denzel Gaunt- Team C, Audax

Move up with my team, Keeping a cameye out for enemies. Charge an uncon bonus.
Charged Uncon, ready to murder corpses, should they pose a problem.


TEAM DERP


Thaddeus-Team "Dead Dirtbags"-Grunt

((Works for me))

Get out of the pod and put on my gear. Put Saints and Jacks pods into suspend mode. Borrow Saints Sub-exoskeleton Model C "Hope", his emergency kit, and Jacks laser rifle, extra battery and pain killer. Grab onto something sturdy for when Milno decides which wall to open up.

So boss, this sucks doesnt it? Any thoughts on any of this?

((@ Alarith and Syvarris, I promise I will give you guys back your equipment and refill anything if I use it))

You put your teammates in nappy mode and then steal their stuff. Standard ARM Protocol. You grab hold of a railing for when milno cracks this baby open.

Team D, "Dead Dirtbags" - Milno - Leader

So boss, this sucks doesnt it? Any thoughts on any of this?

"Get used to it."

After Thaddeus is geared: Milno tries the left wall, stepping to the side to wait to check for the results and the area outside with a mirror. In case the left wall was an obviously bad choice, try up.

As soon as contact with Steve is reestablished, ask the following:
"Any nasty traps or surprises I should be aware of in case I want to advance at full speed? Monorazor wire nets and lasers from the walls, anything as deadly as a defense system? Had to ask."

In case there are no obvious signs or marks indicating the way to the bridge, also ask Steve about it and in case Steve confirms there are no exquisitely crafted deathtraps around the ship, see if it is possible to move forward using the following system: a) hold fancy shield in front of Milno, b) carry Thaddeus along, c) use a bit of a moderate rocket dash and inertia to fly almost to the other end of the corridor, d) then land and use the mirror to check around the corner for hostile movement, e) move to the next hallway towards the bridge and f) repeat.

In case Milno's too weakened for that, he just advances a bit faster than Thaddeus with buzz mode and the shield in place, checks around the corners with a mirror and repeats the process.

If there are signs of possible imminent combat or if combat suddenly breaks out, activate EMM.


((@renegadelobster: In case Saint's exo happens to be a bit too heavy, you may want to leave it behind so Milno can carry Thaddeus around without trouble. In case Milno's unable to perform that method of moving forward, then I guess Thaddeus will need Saint's exo since he'll be doing a fair bit of running.))

The left wall leads out into what appears to be the remnants of a ventilation system. The room your in is small, maybe 8 feet on each side, with a shaft taking up most of the floor and ceiling. The shaft on the floor is covered by a grate, while the ceiling features a broken fan that is still trying to turn, repeatedly bouncing its damaged blades off part of the shell. There are several smaller ducts leading away from this chamber, each only just big enough to crawl through on your stomach, and even then it would be tight.

>You're on the Ship we've designated Alpha. And you're only about 20 meters away from Team A, at least horizontally. You're about 100 meters away vertically. And no you shouldn't have to worry about anything beyond automated turrets at certain intersections.

And The rest of the post seems like it might need reconsideration what with your current location, so I'll let you do that.


TEAM EYYYYYYYYY


Team E(xpendable)/Magilla
If my lower body is attached now, try to get used to it. Afterwards, grab my gear and put on everything I need.
Half man, half gorilla, half machine. All geared up and ready to get bananas.


Team E / Lerman Russ

Prepare to move out. 'Borrow' any weapons belonging to incapacitated people. If possible, join up with the main attacking force.

Ready steady go spaghetti. I've been inhaling too many fumes.

Team E

Try a different solid sounding wall. Keep trying walls until we get a suitable entrance that we can enter.


You eventually find a wall that leads out through he ceiling of a small room and into some sort of mechanical system; a shell loading system, judging by the Volkswagen bug sized shells sitting idle in it's conveyors and mechanical limbs.

>Welcome to the ship we'll call Epsilon. You're all alone here, but the ship isn't very big so you should be fine. There cockpit should be somewhere near the center, but you're quite far to the rear.  



TEAM FFFFFFFFFFFF


Brother Lars, Team F Chaplain "Defenders of the Faith"

Smiling at Grate, Lars motions the team outward.  "Come, Brother Grate!  We shall sing the praises of Steve all the way to the helm of the ship!"

"Most Glorious Lord Steve, we have arrived all in one piece!  We praise you for your blessings and protection!"


Sing praises of Steve.  Head down the corridor, looking for signs leading to the bridge.
Team D, apparently F, I was right: Grate

Follow Lars. Sing along with Mr. Lars. Silently wonder why we're singing, but decide that he knows what he's doing.
Team F

Ready bolt action rifle while covering Lars.

Team F walks down the hall, straight up thugg'n and not giving a shit.  (https://www.youtube.com/watch?v=renqkuCYM4w) Near where they come out is an intersection with signs pointing off in various directions, but the important one is a green one with "BRIDGE" written on it and a nice, matching green line pointing them in the right direction. Unfortunately, that line leads directly to a sealed bulkhead that appears to have been damaged and is sealed more via the mechanism of mechanical failure then anything else.



TEAM G


TEAM G
"Everybody MOVE! we have to get away from here quickly"

drag people out if necessary get moving towards command room, check corners before moving round



Team G

A translation error.

Everyone, activate lamps and go for the other side that's opened. We need to get out of here now.

Drag out everyone who's still sleeping. Make them suit up. Follow everyone after they get out and turn on lamps.

((Does Renen have a lights amp or night cam? I really think not.))
The concious members of team G grab the less concious members and drag them out the opposite opening to the reactor and out into the darkened room. They run blindly until bumping into a wall at the other end. Huh. Renen activates the light amps in his robotic eyes and finds the door. A painted sign above the door reads "Access hall".


TEAM HHHHHHHHHHHHHHHHHHHHHHUH


(I'll be taking over Sean's/Anton's sod team until either he can do it again or Swordsmith can do it.))

Boarding Team "Kappa" (H),  temporary mission control - Miyamoto

All sods take position around the only exit. Grenadier 1 opens the door, others stay ready to shoot if something comes out. If no hostiles on other side, support sod uses scout drone and checks ahead, while commander sod checks in with Steve to ask what ship they're on and the general direction of the bridge.

((Say PW, did the sods get Mk.I or Mk.II suits for this boarding action?))
Whatever they were originally. SO I think mkI's?

No enemies seen.
Signs in the hall indicate the bridge is toward the right, down a hall.
>You're on ship Alpha, but are a good distance from the other teams.


IT'S NOT A TEAM! WRONG WRONG WRONG!

Anton Chernozorov, temporarily performing actual engineer duties

Oversee the overhauling of the Southern Cross. Get the two missiles from the Party Wagon installed on it if they weren't already. Brainstorm potential solutions to making it more of a "rapid" response vehicle. Adding more engines on it is unlikely, but is there anything we could strip from it to lighten it without making it flimsier?
Well, you could make it more rapid response by having it already flying, ready to go at any time. But that would been stripping armor to hold more fuel, same as it would be for more engines. Then again, armor doesn't mean much against a larger ship that could put a laser straight through you regardless.

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 27, 2014, 02:13:14 pm
"...Does anyone have a bomb or a space magic thingy or something?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 27, 2014, 02:16:28 pm
((By process of elimination, I'm assuming we're in Ship Beta.))


Lars looks at the wall, then turns to Grate as he speaks up.  "I have a bomb, but it is a nuclear device of unknown yield.  I think it might be a bit much for a door."

He looks behind them.  "Brothers Jack and Dominika?  We can attempt to force the door if it can't be removed."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on March 27, 2014, 02:18:57 pm
Team A - Ship Alpha | Flint Westwood - Soldier

"Hmmm... I think we just got ourselves a ride." said Flint with a malicious grin. Not that anybody could see it with his faceplate down. "What do you say Skylar, ready for some grand theft auto?"

I'm assuming there's atmosphere here, since we could hear them approach. If there isn't any atmosphere here, my and Kriellya's action may need some rethinking.

If I have enough time and my MK2 could pass for one of their suits, use one of those cans of spraypaint I got from the Anomalous Planetoid mission to quickly paint my suit orange and then wave at the men to stop.

If I don't have enough time to paint it but my suit could still pass for one of their suits, try to wave at the men to get them to stop. (Guns hidden, of course.)

If the above fails or if my suit can't pass for one of their suits, use guns and yelling "Stop right there!" "Stop or we will fire!" and similar to get them to stop.

If the above fails and the vehicle isn't going too fast for me to do this, try to jump on it and and force the driver to stop or throw him out of the vehicle.

If the above fails or is not possible, shoot (with the laser rifle) to intimidate. If that fails, shoot to disable and not kill if possible. Try not to damage the vehicle.

((So the HEP looks like a radar gun and I'm yelling at them to stop... If the circumstances were slightly different I could pose as a cop. "Stop in the name of the law! Ma'am, do you have any idea how fast you were going?"

EDIT: If we're lucky and our suits do match, we could pose as workmen and make our way to the bridge without having to kill anybody... Assuming we pass all our charisma/speech checks. And assuming those guys have the right credentials.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on March 27, 2014, 02:20:04 pm
((By process of elimination, I'm assuming we're in Ship Beta.))


Lars looks at the wall, then turns to Grate as he speaks up.  "I have a bomb, but it is a nuclear device of unknown yield.  I think it might be a bit much for a door."

He looks behind them.  "Brothers Jack and Dominika?  We can attempt to force the door if it can't be removed."

Team F

"Why not remove one of the working laser cutters and drag it over to the door?"

Follow any orders given.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 27, 2014, 02:32:17 pm
Brother Lars: Team F Chaplain

Lars grinned.  "Truly Cog-azaon has blessed you with foresight!  We shall do that!"


Go back and get another laser cutter, and use that to cut a hole in the door.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 27, 2014, 02:33:42 pm
Ship Beta?: Feam F: Grate: Now with an action!

Lars looks at the wall, then turns to Grate as he speaks up.  "I have a bomb, but it is a nuclear device of unknown yield.  I think it might be a bit much for a door."
Grate nods. He didn't want to break the ship, or clear it alone, or discover that he wouldn't come back from being nuked, or anything like that.

"Why not remove one of the working laser cutters and drag it over to the door?"
"I could get that!"

Help with the removal and transport, as well as any needed configuration and activation, of the cutting laser.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 27, 2014, 02:35:19 pm
((Both of you forgot team names for actions))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on March 27, 2014, 02:39:32 pm
Team B "Wild Weasels"

How many working laser cutters do I have?
Catch up with the rest of the team and follow Xan.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 27, 2014, 02:47:18 pm
((Both of you forgot team names for actions))
((What are you talking about?))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on March 27, 2014, 03:22:28 pm
Team B: Wild Weasels

"Which way, which way... Hrmm. At least with the area depressurized we won't run into many crewmen. Well, living ones. Three lines, four of us. Perhaps we could split up, and each follow a line, at least until we get to a sign. Then we can just backtrack to each other."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on March 27, 2014, 03:57:49 pm
Team A - Ship Alpha || Skylar - Support

"Hmmm... I think we just got ourselves a ride." said Flint with a malicious grin. Not that anybody could see it with his faceplate down. "What do you say Skylar, ready for some grand theft auto?"

Sounds like a plan. Just take them or pose as security? I don't think a MK III is something they just issue to normal crew, but the MK II should look close enough.

Stay low and in cover, wait for Flint to act. Get out a suit-to-suit connector while they approach.

If things seem to be going south, be ready to activate EMM and punch them out and aim to get their suit helmet off, especially if they start to radio us in.


(( Yeah, speech checks sound like a fantastic idea :P Though you do have some bonus's so it could be a workable plan. I just need to never say anything. ))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on March 27, 2014, 04:11:24 pm
Team D, "Dead Dirtbags" - Milno - Leader

"Which general direction to the bridge?"

Ask Steve about which direction to take to the bridge.

Take a look at what can be seen beyond the broken fan and the grate. Cancel grate examination if the broken fan shows some kind of viable path into the ship proper. If a path to the ship's hallways is found, take it and fly Thaddeus along if needed.


In case the way into the ship's hallways is found, proceed as follows:
Spoiler (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 27, 2014, 04:21:20 pm
Team B: Wild Weasels

"Which way, which way... Hrmm. At least with the area depressurized we won't run into many crewmen. Well, living ones. Three lines, four of us. Perhaps we could split up, and each follow a line, at least until we get to a sign. Then we can just backtrack to each other."
Team B Shapeshifting Weasels

Xan motions to himself and Dubley, and then one of the corridors.

Follow team.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on March 27, 2014, 04:29:11 pm
Team A - Ship Alpha || Skylar - Support

Sounds like a plan. Just take them or pose as security? I don't think a MK III is something they just issue to normal crew, but the MK II should look close enough.

(( Yeah, speech checks sound like a fantastic idea :P Though you do have some bonus's so it could be a workable plan. I just need to never say anything. ))
"I think it would be best if you stayed hidden until I either manage to bluff them into stopping or things start going south. Once we get them to stop you check their suits, IDs and radios while I tie 'em up and interrogate them. Maybe you should also ask Steve if he can do anything with their suits when you connect with them, if he can pull data out of them or use them to hack the ship. OK?"

"Oh, and another thing. You seem like a reasonable guy but given the kind of people that were in the HMRC... I just wanted to say, try not to kill them?"

((Hey, if we're lucky, it might at least take us through a checkpoint. Or give us the element of surprise. Or some mobile cover. Or allow us to die in a hilarious way.

...Let's just hope Milno can fly up that ventilation shaft quickly. It's only 100m and he's got rockets, right?))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on March 27, 2014, 04:35:38 pm
Team A - Ship Alpha || Skylar - Support

Sounds like a plan. Just take them or pose as security? I don't think a MK III is something they just issue to normal crew, but the MK II should look close enough.

(( Yeah, speech checks sound like a fantastic idea :P Though you do have some bonus's so it could be a workable plan. I just need to never say anything. ))
"I think it would be best if you stayed hidden until I either manage to bluff them into stopping or things start going south. Once we get them to stop you check their suits, IDs and radios while I tie 'em up and interrogate them. Maybe you should also ask Steve if he can do anything with their suits when you connect with them, if he can pull data out of them or use them to hack the ship. OK?"

"Oh, and another thing. You seem like a reasonable guy but given the kind of people that were in the HMRC... I just wanted to say, try not to kill them?"

((Hey, if we're lucky, it might at least take us through a checkpoint. Or give us the element of surprise. Or some mobile cover. Or allow us to die in a hilarious way.

...Let's just hope Milno can fly up that ventilation shaft quickly. It's only 100m and he's got rockets, right?))

(( Yeah, I agree, this is a good opportunity, and if speech works, it should work well. My concern is that their radios are likely similar to our radios, so our only means of disabling comms quickly will be to disable the man. And yeah, Milno should be able to hook up with us quickly, he's got a MK III ))

Modified action slightly
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: darkpaladin109 on March 27, 2014, 04:41:05 pm
Team E(xpendable) - Magilla
Follow Bishop and Lerman. If we fight anyone, take cover and shoot at them with my laser rifle. If we don't assist them with anything they do.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on March 27, 2014, 04:45:34 pm
Team B: Wild Weasels

"Which way, which way... Hrmm. At least with the area depressurized we won't run into many crewmen. Well, living ones. Three lines, four of us. Perhaps we could split up, and each follow a line, at least until we get to a sign. Then we can just backtrack to each other."
Team B Shapeshifting Weasels

Xan motions to himself and Dubley, and then one of the corridors.

Proceed down a corridor with Dubley, if he agrees.
Dubley nods his head and gives a thumbs up.
((Action edited to follow Xan.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on March 27, 2014, 04:56:53 pm
Auron team C

Check the control panels connectivity, if it has a keycard reader swipe my maintenance card through to gain access.
Open only this door.

If there is no card reader or the bulkhead doesnt open attempt to cut an opening with my laser rifle.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on March 27, 2014, 05:10:17 pm
((Note: swordsmith, if you want to take over this turn, just post a turn here and I'll delete mine. Or copy-paste what I've got, whatever, I'm just posting now just in case you wouldn't make it or something.))

Quote
Whatever they were originally. SO I think mkI's?
Yep, sounds about right.

Boarding Team "Kappa" (H),  temporary mission control - Miyamoto

Miyamoto asks which of the three teams on ship Alpha is closest to the bridge, and how much time apart they would arrive if they all beelined for the bridge now and weren't interrupted. Let Steve use an estimate of the bridge's location for this if he doesn't know it exactly (this is mainly to get a better idea of our how far we are apart than 'a good distance'.
He asks if there usually are alternate routes into the command center on UWM ships, or only one, and if there are interesting secondary objectives they could pursue on their way to the bridge (like, say, the ship's AI core).


Sod team advances towards the bridge. Scout drone goes in front (always make sure stuff like corners or doors are scouted ahead with drone first), but try to keep up the pace.

Sods move in formation: grenadier 1 goes first, he focuses on the front. Then commander sod, he supports front and watches right and left (e.g. when passing a door, he covers it). Then support trooper, he operates the scout drone, but supports when team comes under fire. Lastly comes grenadier 2, he focuses on the rear.

Try to find a console of sorts while moving for the bridge, or failing that be on lookout for a place that might have one (e.g. a door with a sign saying 'central communication hub').

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on March 27, 2014, 05:14:55 pm
Auron team C

Check the control panels connectivity, if it has a keycard reader swipe my maintenance card through to gain access.
Open all the doors this panel has access to, even airlocks, especially airlocks.

If there is no card reader or the bulkhead doesnt open.


Angel/MGAXT-85674/FR: Team C Audax

Careful sir, minute you start opening doors they're liable to know where we are, plus we may need someone to help actually fly this thing so we don't need too many casualties, on that note, prisoner policy sir? we're kind of short when it comes to restraint options

Take what cover is available and cover the bulkhead in case anything lethal is on the other side of it.

ETA OOC: Just changed Angel's speech colour to navy... the orange was getting a bit confusing with Auron on the same team... and it was a pain for me to read anyway
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on March 27, 2014, 05:48:50 pm
Team B 'Wild Weasels' - CO Simus

We shouldn't split up. If we do, the opposing forces could isolate us from one another, making us easier targets. Xan might be able to tear through a bulkhead, given time. I could probably blast my ways through two or three, but then I'm out of explosives. Those cutters we salvaged have the same issue, they're limited-use. Otherwise, we don't have any way through bulkheads that might be used to keep us separate. We only have one objective to get to, anyways, the command center. From there, we can eliminate most of the crew, if not all of it, without direct confrontation.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 27, 2014, 05:53:36 pm
Xan pauses down the corridor. He turns to Simus and manages to clack out something resembling: What do you say we do?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on March 27, 2014, 06:00:24 pm
"Fine... ill try lasering it first."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on March 27, 2014, 06:39:03 pm
"I could probably punch through a few bulkheads with my amp. Rather not try unless I have to of course. And yes, splitting up is bad, however, we've just arrived, and we'd only need to go as far as a sign, then regroup."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on March 27, 2014, 06:50:41 pm
Denzel Gaunt- Team C, Audax

"Auron, let's try cutting our way through first."

Stand to the side, and should Auron not succeed in cutting through the door, melt a doorway through the bulkhead- just the edges, don't heat the inside of the shape.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on March 27, 2014, 06:54:47 pm
Team Ehhhhhh - Lerman

Breach and clear! Take cover and shoot any that oppose us en route to the cockpit. Loot any weapons, ammo or armor that don't slag themselves.


"I call dibs on any armor suits or flamethrowers."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Powder Miner on March 27, 2014, 08:07:14 pm
Team F-- Dominika Novak
Presumably have been following the whole time, keep on staying in back and if combat breaks out, take cover.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on March 27, 2014, 08:36:09 pm
If there's any sense to the design of the ship, they know we're here already. And since it looks like we're in maintenance passages or something similar, then it stands to reason that if we did split up, it might take us farther apart than you think to find some kind of direction. We stay together. Call me overcautious, or even paranoid, but if it keeps us alive and able to do the mission, I call it justified.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on March 27, 2014, 08:37:36 pm
"Alright, point taken. We still need to find a sign though, so which path do you recommend?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on March 27, 2014, 08:51:08 pm
Follow the lines, I suppose, but I will say that our path should try to take us towards the center of the ship it would be a logical place for a command center. If I had to guess at the lines, I'd say go for the blue.

((We're in a main corridor, or at least, out of the maintenance one. "You walk down the corridor a bit and find a door. It leads out into a larger hall that has several painted lines running along the floor but no visible signs. There's a red line, a green line and a blue line. Hmm. Still no sign of the ship's crew. It seems like this entire area is depressurized though." We need to pick a line to follow, and hope it brings us to a sign.))

((Shows what I get for not reading things out completely.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on March 27, 2014, 08:53:58 pm
((We're in a main corridor, or at least, out of the maintenance one. "You walk down the corridor a bit and find a door. It leads out into a larger hall that has several painted lines running along the floor but no visible signs. There's a red line, a green line and a blue line. Hmm. Still no sign of the ship's crew. It seems like this entire area is depressurized though." We need to pick a line to follow, and hope it brings us to a sign.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on March 27, 2014, 10:05:46 pm
Thaddeus-Team "Dead Dirtbags"-Grunt

Yeah, I'm starting to. Unfortunately.

Assist Milno in looking to see if there is any kind of path beyond the broken fan and grate. Use light amps on suit if it is dark, unless there is a near light source that would blind Thaddeus. Get read to be carried like a prince hold onto Milno for dear life if need be

Radio Steve: Hey big Boss? How hard would it be to move one of those laser cutters on over to our hole?

If possible, take two of the laser cutters, as long as Thaddeus still has a good amount of mobility, and it won't add too much extra weight for Milno to carry, if Milno can carry Thaddeus

((edited action))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on March 27, 2014, 10:08:28 pm
Team Ehhhhhhh

"Fuck. Alright then... Alone, under equipped, no backup and a long way from our objective in a ship full of enemy soldiers. Final destination. Let's do this.

Here's how it's gonna go boys: We move fast and hit hard, don't give them time to pin us down or we're screwed. Keep an eye out for computer consoles to plug in Steve, so he can help us out if possible, and haul ass to the cockpit. Let's do it!"

Bishop quickly patches in to Steve's channel.

"Steve, what can we expect on a ship like this and can you send any backup or sods our way? We are kinda out in the wind right now..."

Enter the room and start heading for the exit post haste. Keep an eye out for incoming troops and most importantly computer consoles to plug Steve into, so he can do his thing. Haul ass to the cockpit!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on March 27, 2014, 10:32:30 pm
TEAM C: AUDAXES
"Guys? Uhh, I have a spare gauss rifle. Anyone without a good weapon can take it if they want."
Scope up and prepare to fire down the hole the rest of Team C is cutting.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: WhitiusOpus on March 28, 2014, 11:07:57 am
Team G(amma overdose)

Marcius decides that command isn't for him, and that the only logical course is to follow and defend May.

"I shall protect you, my fair lady!"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on March 28, 2014, 12:06:55 pm
Team G

Start looking carefully for the control room. If any sods/troops appear or any trap activates, enter BT mode to either kill or dodge.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on March 28, 2014, 02:57:35 pm
Team B: Wild Weasels

"Blue it is then."

Follow the yellow brick blue paint road!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on March 28, 2014, 03:23:36 pm
TEAM A

Team A - Ship Alpha | Flint Westwood - Soldier

"Hmmm... I think we just got ourselves a ride." said Flint with a malicious grin. Not that anybody could see it with his faceplate down. "What do you say Skylar, ready for some grand theft auto?"

I'm assuming there's atmosphere here, since we could hear them approach. If there isn't any atmosphere here, my and Kriellya's action may need some rethinking.

If I have enough time and my MK2 could pass for one of their suits, use one of those cans of spraypaint I got from the Anomalous Planetoid mission to quickly paint my suit orange and then wave at the men to stop.

If I don't have enough time to paint it but my suit could still pass for one of their suits, try to wave at the men to get them to stop. (Guns hidden, of course.)

If the above fails or if my suit can't pass for one of their suits, use guns and yelling "Stop right there!" "Stop or we will fire!" and similar to get them to stop.

If the above fails and the vehicle isn't going too fast for me to do this, try to jump on it and and force the driver to stop or throw him out of the vehicle.

If the above fails or is not possible, shoot (with the laser rifle) to intimidate. If that fails, shoot to disable and not kill if possible. Try not to damage the vehicle.

((So the HEP looks like a radar gun and I'm yelling at them to stop... If the circumstances were slightly different I could pose as a cop. "Stop in the name of the law! Ma'am, do you have any idea how fast you were going?"

EDIT: If we're lucky and our suits do match, we could pose as workmen and make our way to the bridge without having to kill anybody... Assuming we pass all our charisma/speech checks. And assuming those guys have the right credentials.))
I don't think your MK I is gonna pass. No one with any sense uses those anymore.

You leap out into the hall, aiming your gun at them and shouting "STOP RIGHT THERE, CRIMINAL SCUM!"

Surprisingly, they do. Although they seem more confused or stunned then threatened, just sort of staring at you from the cart. Huh...

Team A - Ship Alpha || Skylar - Support

"Hmmm... I think we just got ourselves a ride." said Flint with a malicious grin. Not that anybody could see it with his faceplate down. "What do you say Skylar, ready for some grand theft auto?"

Sounds like a plan. Just take them or pose as security? I don't think a MK III is something they just issue to normal crew, but the MK II should look close enough.

Stay low and in cover, wait for Flint to act. Get out a suit-to-suit connector while they approach.

If things seem to be going south, be ready to activate EMM and punch them out and aim to get their suit helmet off, especially if they start to radio us in.


(( Yeah, speech checks sound like a fantastic idea :P Though you do have some bonus's so it could be a workable plan. I just need to never say anything. ))
Well...this is awkward. [intuition:3] Flint should probably do something right now while he still has the element of...dumbfounded awe.


TEAM B



Team B "Wild Weasels"

How many working laser cutters do I have?
Catch up with the rest of the team and follow Xan.

5. Each will fire one shot for about a minute and then die.
Following Xan. Might be a rather poor idea, all things considered. He is xan, after all.

"Which way, which way... Hrmm. At least with the area depressurized we won't run into many crewmen. Well, living ones. Three lines, four of us. Perhaps we could split up, and each follow a line, at least until we get to a sign. Then we can just backtrack to each other."
[/quote]
Team B: Wild Weasels

"Which way, which way... Hrmm. At least with the area depressurized we won't run into many crewmen. Well, living ones. Three lines, four of us. Perhaps we could split up, and each follow a line, at least until we get to a sign. Then we can just backtrack to each other."
Team B Shapeshifting Weasels

Xan motions to himself and Dubley, and then one of the corridors.

Follow team.

Another exciting match of follow the leader in space.


Team B 'Wild Weasels' - CO Simus

We shouldn't split up. If we do, the opposing forces could isolate us from one another, making us easier targets. Xan might be able to tear through a bulkhead, given time. I could probably blast my ways through two or three, but then I'm out of explosives. Those cutters we salvaged have the same issue, they're limited-use. Otherwise, we don't have any way through bulkheads that might be used to keep us separate. We only have one objective to get to, anyways, the command center. From there, we can eliminate most of the crew, if not all of it, without direct confrontation.
Huh...so no one went anywhere. Alright.


TEAM C



Auron team C

Check the control panels connectivity, if it has a keycard reader swipe my maintenance card through to gain access.
Open only this door.

If there is no card reader or the bulkhead doesnt open attempt to cut an opening with my laser rifle.

The control pad does have a keycard reader, and your card does activate it, though it requires you to authorize a manual override of the seal, which it states is "Not Recommended" due to the chance of "Catastrophic decompression effects". Ever heard of the Byford Dolphin or Truls Hellevik?

Auron team C

Check the control panels connectivity, if it has a keycard reader swipe my maintenance card through to gain access.
Open all the doors this panel has access to, even airlocks, especially airlocks.

If there is no card reader or the bulkhead doesnt open.


Angel/MGAXT-85674/FR: Team C Audax

Careful sir, minute you start opening doors they're liable to know where we are, plus we may need someone to help actually fly this thing so we don't need too many casualties, on that note, prisoner policy sir? we're kind of short when it comes to restraint options

Take what cover is available and cover the bulkhead in case anything lethal is on the other side of it.

ETA OOC: Just changed Angel's speech colour to navy... the orange was getting a bit confusing with Auron on the same team... and it was a pain for me to read anyway

Well, the only thing lethal right now is a probably yourselves opening a door and decompressing and spacing anyone behind it. I also wouldn't stand in front of said door if I were you.

Denzel Gaunt- Team C, Audax

"Auron, let's try cutting our way through first."

Stand to the side, and should Auron not succeed in cutting through the door, melt a doorway through the bulkhead- just the edges, don't heat the inside of the shape.


TEAM C: AUDAXES
"Guys? Uhh, I have a spare gauss rifle. Anyone without a good weapon can take it if they want."
Scope up and prepare to fire down the hole the rest of Team C is cutting.
Hole? We're cutting holes now? Someone help me. I see no holes. There was a hole here. It's gone now?



TEAM D



Team D, "Dead Dirtbags" - Milno - Leader

"Which general direction to the bridge?"

Ask Steve about which direction to take to the bridge.

Take a look at what can be seen beyond the broken fan and the grate. Cancel grate examination if the broken fan shows some kind of viable path into the ship proper. If a path to the ship's hallways is found, take it and fly Thaddeus along if needed.


In case the way into the ship's hallways is found, proceed as follows:
Spoiler (click to show/hide)

>I'd recommend catching up with your allies first, but the bridge would be to your left, from where you're standing right now.


Well, the shaft down, the one covered in a grate, seems to lead somewhere, since you can see light coming from somewhere down below, beyond a bend in the shaft. The Shaft upwards is just gets darker and appears as though it delves somewhere into the innards of the ship.
 
Thaddeus-Team "Dead Dirtbags"-Grunt

Yeah, I'm starting to. Unfortunately.

Assist Milno in looking to see if there is any kind of path beyond the broken fan and grate. Use light amps on suit if it is dark, unless there is a near light source that would blind Thaddeus. Get read to be carried like a prince hold onto Milno for dear life if need be

Radio Steve: Hey big Boss? How hard would it be to move one of those laser cutters on over to our hole?

If possible, take two of the laser cutters, as long as Thaddeus still has a good amount of mobility, and it won't add too much extra weight for Milno to carry, if Milno can carry Thaddeus

((edited action))

You grab some laser cutters and help milno look around.


TEAM E


Team E(xpendable) - Magilla
Follow Bishop and Lerman. If we fight anyone, take cover and shoot at them with my laser rifle. If we don't assist them with anything they do.

The follow commands continue.

Team Ehhhhhh - Lerman

Breach and clear! Take cover and shoot any that oppose us en route to the cockpit. Loot any weapons, ammo or armor that don't slag themselves.


"I call dibs on any armor suits or flamethrowers."
Breach and clear what? Are those automated loading systems attacking you? What are you breaching? Is this thing on?


Team Ehhhhhhh

"Fuck. Alright then... Alone, under equipped, no backup and a long way from our objective in a ship full of enemy soldiers. Final destination. Let's do this.

Here's how it's gonna go boys: We move fast and hit hard, don't give them time to pin us down or we're screwed. Keep an eye out for computer consoles to plug in Steve, so he can help us out if possible, and haul ass to the cockpit. Let's do it!"

Bishop quickly patches in to Steve's channel.

"Steve, what can we expect on a ship like this and can you send any backup or sods our way? We are kinda out in the wind right now..."

Enter the room and start heading for the exit post haste. Keep an eye out for incoming troops and most importantly computer consoles to plug Steve into, so he can do his thing. Haul ass to the cockpit!
>Smaller, gun-centric ship like this should have minimal crew and soldiers, however, expect the cockpit and vital areas to be heavily protected, mostly via automated systems and locked doors.

Well, in terms of exits you have two options: The shells are coming out of one area below you and going into another above. There are lasers which lead to both these locations and access panels near them, clearly to allow maintenance. Neither is marked "Exit".  You don't see any consoles around either, unfortunately; but the mechanical arms have to have some sort of computer tie in; you might be able to dig into the wall and get at their electronics if you were so inclined. 


TEAM F


((By process of elimination, I'm assuming we're in Ship Beta.))


Lars looks at the wall, then turns to Grate as he speaks up.  "I have a bomb, but it is a nuclear device of unknown yield.  I think it might be a bit much for a door."

He looks behind them.  "Brothers Jack and Dominika?  We can attempt to force the door if it can't be removed."

Team F

"Why not remove one of the working laser cutters and drag it over to the door?"

Follow any orders given.
"Follow any orders given"

Oh geez. That is a dangerous bit of phrasing there. Come on Lars...give me something self destructive and silly!

Brother Lars: Team F Chaplain

Lars grinned.  "Truly Cog-azaon has blessed you with foresight!  We shall do that!"


Go back and get another laser cutter, and use that to cut a hole in the door.
You go back, grab a laser cutter and affix it to the door before pressing the on button. In about a minute it has cut a lovely new hole for you and your team to get through. You sneak a peek through and look around. Ahead seems to be a large intersection of several paths; six to be exact. The way to the bridge is still nicely labeled, so thats not a problem. What is a problem, however, is what appears to be a large, black dome affixed to the ceiling at the center of the intersection. You can't tell what it is, but all things considered, it's either extremely poor modern art or something that wants to kill you.

Ship Beta?: Feam F: Grate: Now with an action!

Lars looks at the wall, then turns to Grate as he speaks up.  "I have a bomb, but it is a nuclear device of unknown yield.  I think it might be a bit much for a door."
Grate nods. He didn't want to break the ship, or clear it alone, or discover that he wouldn't come back from being nuked, or anything like that.

"Why not remove one of the working laser cutters and drag it over to the door?"
"I could get that!"

Help with the removal and transport, as well as any needed configuration and activation, of the cutting laser.
I can only imagine grate chasing along after Lars, his hands on the cutter but not actually hold any of its weight, shouting "I'm HELPING!" over ad over again.

Team F-- Dominika Novak
Presumably have been following the whole time, keep on staying in back and if combat breaks out, take cover.
Yep. People who are in the thrall of stasis paralysis are usually dragged along and somehow always seem to avoid damage.


TEAM G

Team G

Start looking carefully for the control room. If any sods/troops appear or any trap activates, enter BT mode to either kill or dodge.

Team G(amma overdose)

Marcius decides that command isn't for him, and that the only logical course is to follow and defend May.

"I shall protect you, my fair lady!"

The door marked access hall leads to, surprisingly, a hall. But it's not just any run of the mill hall, it appears to be way you're supposed to access the reactor, rather then  accessing it via VIOLENCE! The path to the right leads back toward the reactor, while the path to the right seems to lead to a decontamination area of sorts, which asks for an ID card to enter, and will no doubt lead to a chamber made to make sure people don't come back out of the reactor with control rods stuck to their shoes like errant toilet paper.


TEAM H


SODS GONNA SOD.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on March 28, 2014, 03:39:18 pm
((MK2! I have a MK2! Eh, anyway, let's see what I can do...))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on March 28, 2014, 04:03:16 pm
Auron, team C.

Get everyone to stand to either side of the door including myself, approve manual override.
Wait for decompression wave to pass and resume following the line to the bridge.

Repeat process on all sealed doors until my team either encounters an automated turret or a guy in a space suit.


((Googled Truls Hellevik... holy fuck... i thought the severity of that shit was just a hollywood invention.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 28, 2014, 04:06:38 pm
Brother Lars:  Team F Chaplain

Fling Grate into the hallway to see if it's a turret.

"Brothers, it appears there may be defenses ahead of us.  Unless anyone has any other tricks, I shall disable it with the shard launcher."

Fire a single shard into the obvious trap.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on March 28, 2014, 04:09:00 pm
Team B

What are we waiting for?
Follow the blue path.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on March 28, 2014, 04:43:38 pm
Team D, "Dead Dirtbags" - Milno - Leader - Ship Alpha

"I will catch up with them. Tell me if priorities change."

Take the way past the grate and towards the light. Carry Thaddeus along when flying's needed. In case removing the grate or making a hole turns out to be harder than expected, take one of the unused laser cutters not taken by Thaddeus and use it to open a hole on the grate.

In case the way into the ship's hallways is found, proceed as follows:
Spoiler (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on March 28, 2014, 05:00:02 pm
TEAM G
"I suspect that we should take the door down"
check battery on mining laser, ready near the door, make a horizontal slice across its width
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 28, 2014, 05:11:27 pm
Team B

What are we waiting for?
Follow the blue path.
We were waiting for each other to move. Opportunistic cowardice is essential to survival.

Blue path!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on March 28, 2014, 05:15:34 pm
Team E- Lerman

See if I can't hack into the computer system (using the shitty handiwork skill which always backfires). If not, proceed to move cautiously down into the ship.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on March 28, 2014, 06:08:06 pm
Quote
SODS GONNA SOD.
So, you won't run my action? Or did you just run out of time? Whatever the case, I'll just repost it here:

((Note: swordsmith, if you want to take over this turn, just post a turn here and I'll delete mine. Or copy-paste what I've got, whatever, I'm just posting now just in case you wouldn't make it or something.))

Quote
Whatever they were originally. SO I think mkI's?
Yep, sounds about right.

Boarding Team "Kappa" (H),  temporary mission control - Miyamoto

Miyamoto asks which of the three teams on ship Alpha is closest to the bridge, and how much time apart they would arrive if they all beelined for the bridge now and weren't interrupted. Let Steve use an estimate of the bridge's location for this if he doesn't know it exactly (this is mainly to get a better idea of our how far we are apart than 'a good distance'.
He asks if there usually are alternate routes into the command center on UWM ships, or only one, and if there are interesting secondary objectives they could pursue on their way to the bridge (like, say, the ship's AI core).


Sod team advances towards the bridge. Scout drone goes in front (always make sure stuff like corners or doors are scouted ahead with drone first), but try to keep up the pace.

Sods move in formation: grenadier 1 goes first, he focuses on the front. Then commander sod, he supports front and watches right and left (e.g. when passing a door, he covers it). Then support trooper, he operates the scout drone, but supports when team comes under fire. Lastly comes grenadier 2, he focuses on the rear.

Try to find a console of sorts while moving for the bridge, or failing that be on lookout for a place that might have one (e.g. a door with a sign saying 'central communication hub').

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on March 28, 2014, 06:24:41 pm
Team D, "Dead Dirtbags" -Thaddeus - Grunt - Ship Alpha

Follow along with Milno, hold onto Milno where needed
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on March 28, 2014, 06:50:23 pm
Team A - Ship Alpha | Flint Westwood - Hijacker

Can we retcon it so that I stopped them without threatening them with my weapons, since I have a MK2 and not a MK1?

If yes, see if I can get at least one of them to dismount by telling them there's someone injured and I need their help carrying him.
While talking to them, close the distance between us.
Try to lead them towards the spot Skylar is hiding.
When they're close to Skylar or when it looks like they're on to me or if it looks like this isn't going to work, bring my guns out to threaten them (telling them not to move or do anything unless they want to die).
Call for Skylar to either remove their helmets or connect with their suits to shut down their comms while I try to do the same (whatever looks easier at the time). Skylar's got a MK3, he should be able to approach them quickly and his exoskeleton should allow him to pin them down.


If no, approach them quickly, still yelling at them not to move unless they want to die. Remove their helmets or connect with their suits to disable their comms (whatever looks easier to do) while calling for Skylar to do the same.

If I'm successful, tie them up using my rope and search them for any comm devices I might have missed and make sure they can't use them.

If they resist, try to restrain them or failing that, punch them.

If they try to run away, try to catch them.
If I can't catch them, fire a warning shot.
If that doesn't work and Skylar doesn't manage to catch them either, shoot to disable.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on March 28, 2014, 07:02:30 pm
Team A- Ship Alpha | Skylar - Support

Can we retcon it so that I stopped them without threatening them with my weapons, since I have a MK2 and not a MK1?

If yes, see if I can get at least one of them to dismount by telling them there's someone injured and I need their help carrying him.
While talking to them, close the distance between us.
Try to lead them towards the spot Skylar is hiding.
When they're close to Skylar or when it looks like they're on to me or if it looks like this isn't going to work, bring my guns out to threaten them (telling them not to move or do anything unless they want to die).
Call for Skylar to either remove their helmets or connect with their suits to shut down their comms while I try to do the same (whatever looks easier at the time). Skylar's got a MK3, he should be able to approach them quickly and his exoskeleton should allow him to pin them down.


If no, approach them quickly, still yelling at them not to move unless they want to die. Remove their helmets or connect with their suits to disable their comms (whatever looks easier to do) while calling for Skylar to do the same.

If I'm successful, tie them up using my rope and search them for any comm devices I might have missed and make sure they can't use them.

If they resist, try to restrain them or failing that, punch them.

If they try to run away, try to catch them.
If I can't catch them, fire a warning shot.
If that doesn't work and Skylar doesn't manage to catch them either, shoot to disable.


Follow quoted plan, supporting Flint as necessary :P
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on March 28, 2014, 09:00:06 pm
Denzel Gaunt- Team C, Audax

Stand to the side and ensure everyone else is out of the way of the door before Auron hits the button.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 28, 2014, 10:33:20 pm
What is a problem, however, is what appears to be a large, black dome affixed to the ceiling at the center of the intersection. You can't tell what it is, but all things considered, it's either extremely poor modern art or something that wants to kill you.
Hard to say which would be worse.

Quote
I can only imagine grate chasing along after Lars, his hands on the cutter but not actually hold any of its weight, shouting "I'm HELPING!" over ad over again.
Even though Grate has the most technical skill in the group. Thanks, Lars!



Ship Beta?: Team F: Grate

Roll eyes at Lars's obvious warning. Watch shard launcher in action, then enter hallway once nothing visible is likely to shoot me.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on March 28, 2014, 11:12:58 pm
See if I can't hack into the computer system (using the shitty handiwork skill which always backfires). If not, proceed to move cautiously into the ship.

((Put your team name in with your action! It helps piecewise not get all murderously snarky at us, and just murderous at our characters.))

Team E

"Down it is then, since you lot don't have jetpacks."

Head back into the breaching craft we arrived in and grab as many working laser cutters as possible for the team to carry. Hand them out among the team (making sure to keep count of how many we've got left) and head down into the ship, keeping an eye out for a way to head deeper into the ship or for a computer terminal.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on March 29, 2014, 11:55:50 am
Team Ё, emergency engineering - Anton Chernozorov

Well, you could make it more rapid response by having it already flying, ready to go at any time. But that would been stripping armor to hold more fuel, same as it would be for more engines. Then again, armor doesn't mean much against a larger ship that could put a laser straight through you regardless.

Let it be, then. Load the Cross with some repair and medical supplies if any are on hand, and have it moved out of the 'shops.

Return to the command center, set up a command interface for the ships. Have all four of our space-capable ships take off. Tweedledee and Tweedledum will screen for the Southern Cross, the Black Death will stay further back so it can rush in when the defenders are tracking and engaging other ships. Have the whole formation up in the sky, and wait for external bombardment of the fleet to begin. Don't want to fly in too quickly, after all.

Assess the movements of the fleet. Did any of the non-boarded ships react to our attack in any way yet?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: darkpaladin109 on March 29, 2014, 12:06:18 pm
Team E - Magilla
Calibrate my equipment while Bishop is getting the cutters, then follow him. Keep an eye out for computer terminals, passageways that lead further into the ship and bananas.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on March 29, 2014, 03:04:27 pm
Team B "Wild Weasels" - CO Simus

Down the blue path it is, with an eye out for any maps.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Powder Miner on March 29, 2014, 03:28:19 pm
Team F
Oh boy, strange weapons? Seems like a fine time to find cover.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on March 29, 2014, 03:47:55 pm
Team FFFFF

Get into cover.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Nikitian on March 30, 2014, 04:55:02 am
Status check.
((Back again, and hello everyone! Dammit, I feel like some kind of phoenix or Kenny. Ah, whatever.  :)
So, while I am catching up: how close is the boarding part of the mission to its finish? And could Maurice have been patched up enough by its start to have been taken along? ))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on March 30, 2014, 05:38:51 am
Status check.
((Back again, and hello everyone! Dammit, I feel like some kind of phoenix or Kenny. Ah, whatever.  :)
So, while I am catching up: how close is the boarding part of the mission to its finish? And could Maurice have been patched up enough by its start to have been taken along? ))

No, the boarding party has left already. But there are two sod teams that still need a commander. But you'll have to be fast, there are other people that posed an interest in leading one of them.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Nikitian on March 31, 2014, 11:05:07 am
((Ah, I see. In that case, I'll let others have fun with the sods.
Good luck with the boarding!))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on March 31, 2014, 12:25:29 pm
TEAM A
Team A - Ship Alpha | Flint Westwood - Hijacker

Can we retcon it so that I stopped them without threatening them with my weapons, since I have a MK2 and not a MK1?

If yes, see if I can get at least one of them to dismount by telling them there's someone injured and I need their help carrying him.
While talking to them, close the distance between us.
Try to lead them towards the spot Skylar is hiding.
When they're close to Skylar or when it looks like they're on to me or if it looks like this isn't going to work, bring my guns out to threaten them (telling them not to move or do anything unless they want to die).
Call for Skylar to either remove their helmets or connect with their suits to shut down their comms while I try to do the same (whatever looks easier at the time). Skylar's got a MK3, he should be able to approach them quickly and his exoskeleton should allow him to pin them down.


If no, approach them quickly, still yelling at them not to move unless they want to die. Remove their helmets or connect with their suits to disable their comms (whatever looks easier to do) while calling for Skylar to do the same.

If I'm successful, tie them up using my rope and search them for any comm devices I might have missed and make sure they can't use them.

If they resist, try to restrain them or failing that, punch them.

If they try to run away, try to catch them.
If I can't catch them, fire a warning shot.
If that doesn't work and Skylar doesn't manage to catch them either, shoot to disable.


Team A- Ship Alpha | Skylar - Support

Can we retcon it so that I stopped them without threatening them with my weapons, since I have a MK2 and not a MK1?

If yes, see if I can get at least one of them to dismount by telling them there's someone injured and I need their help carrying him.
While talking to them, close the distance between us.
Try to lead them towards the spot Skylar is hiding.
When they're close to Skylar or when it looks like they're on to me or if it looks like this isn't going to work, bring my guns out to threaten them (telling them not to move or do anything unless they want to die).
Call for Skylar to either remove their helmets or connect with their suits to shut down their comms while I try to do the same (whatever looks easier at the time). Skylar's got a MK3, he should be able to approach them quickly and his exoskeleton should allow him to pin them down.


If no, approach them quickly, still yelling at them not to move unless they want to die. Remove their helmets or connect with their suits to disable their comms (whatever looks easier to do) while calling for Skylar to do the same.

If I'm successful, tie them up using my rope and search them for any comm devices I might have missed and make sure they can't use them.

If they resist, try to restrain them or failing that, punch them.

If they try to run away, try to catch them.
If I can't catch them, fire a warning shot.
If that doesn't work and Skylar doesn't manage to catch them either, shoot to disable.


Follow quoted plan, supporting Flint as necessary :P
So here's the deal, dealie bop. Not a whole lot of people use the MK series in general. They're quite old. It would be like running up to a current US soldier wearing a WWI german helmet with the spike and trying to convince them that no, you're totally part of the crew, you just have an eccentric dress sense.

Now, I have nothing against retconning it so that you don't point your weapon at them or change your announcement or whatever, but do you still want to do that if the fact that you're wearing a MK2 won't change anything?


TEAM B

Team B

What are we waiting for?
Follow the blue path.

Team B

What are we waiting for?
Follow the blue path.
We were waiting for each other to move. Opportunistic cowardice is essential to survival.

Blue path!
Team B "Wild Weasels" - CO Simus

Down the blue path it is, with an eye out for any maps.
Blue path is followed. The path itself is quite short, however, as it leads to a locked bulkhead door with a key reader and simple numeric pad next to it.  Morul, thanks to not failing an intuition check, notices something odd above the door. It appears to be a hatch or small opening covered by two doors that appear as though they might retract into the wall when activated. It's the sort of opening that he images a camera or mounted turret or swarm of angry spider bots might come from, should some sort of anti-intruder system be activated.


TEAM C


Auron, team C.

Get everyone to stand to either side of the door including myself, approve manual override.
Wait for decompression wave to pass and resume following the line to the bridge.

Repeat process on all sealed doors until my team either encounters an automated turret or a guy in a space suit.


((Googled Truls Hellevik... holy fuck... i thought the severity of that shit was just a hollywood invention.))
It's not explosive decompression until it ejects your spine.

You gesture for everyone to, in technical parlance, Stand The Fuck Back. You wait for them to do so before pressing the button.


Denzel Gaunt- Team C, Audax

Stand to the side and ensure everyone else is out of the way of the door before Auron hits the button.
You grab the more...mentally inactive members of the team and drag them out of the way.


Auron overrides the safety locks and opens the doors. The first few seconds are the most violent, as pressure from the other side blows the contents of the room through the slowly opening bulkhead doors like a tornado being funneled through a keyhole. The contents of the room which pass through this less then 6 inch wide gap include two people (at least you think it's two. Hard to tell after they get pull through a door like that) some miscellaneous garbage, and a tool box that wedges itself, bent partially in half, against the door until the suction subsides and the doors finish opening. Beyond the door is a densely packed hall filled with smaller doors off to each side as well as a ladder that runs in an alcove both down through the floor and up through the ceiling.


TEAM D


Team D, "Dead Dirtbags" - Milno - Leader - Ship Alpha

"I will catch up with them. Tell me if priorities change."

Take the way past the grate and towards the light. Carry Thaddeus along when flying's needed. In case removing the grate or making a hole turns out to be harder than expected, take one of the unused laser cutters not taken by Thaddeus and use it to open a hole on the grate.

In case the way into the ship's hallways is found, proceed as follows:
Spoiler (click to show/hide)


Team D, "Dead Dirtbags" -Thaddeus - Grunt - Ship Alpha

Follow along with Milno, hold onto Milno where needed
Huh, seems milno moving along like one of the robots out of armored core, just sort of fast hover gliding down the halls. Alright, we can work with that.

You both crash down through that grate, then down through a smaller grate, and finally out through a vertical shaft that drops you in a hall. Also in the hall is a group of three men, two of which have tool boxes, the other of which is dressed in blue coveralls and is holding a gauss rifle. At least you're pretty sure it's a gauss rifle. It looks much newer and nicer then any gauss rifle you've ever seen.


TEAM E


Team E- Lerman

See if I can't hack into the computer system (using the shitty handiwork skill which always backfires). If not, proceed to move cautiously down into the ship.

...well no you can't hack into the computer using handiwork. It would be Aux. But Handi lets you get the arm off.
[handi:1]
[end:4]
You attempt to tear into the wall to get at the electronic components of the arm. During this process you accidentally cross some wires and activate the arm. It jerks violently to the side, smashes you into a wall and then hurls you to the bottom of the room with several new, fun injuries.
 

See if I can't hack into the computer system (using the shitty handiwork skill which always backfires). If not, proceed to move cautiously into the ship.

((Put your team name in with your action! It helps piecewise not get all murderously snarky at us, and just murderous at our characters.))

Team E

"Down it is then, since you lot don't have jetpacks."

Head back into the breaching craft we arrived in and grab as many working laser cutters as possible for the team to carry. Hand them out among the team (making sure to keep count of how many we've got left) and head down into the ship, keeping an eye out for a way to head deeper into the ship or for a computer terminal.
You have 4 right now.

So you head down, start to open the door and then sigh and turn back around to help Lerman who has just knocked himself the fuck out. Luckily his suit fixes his injuries, but he's still unconscious for the moment.

The lower door is locked with a numeric key, by the way, so you're gonna need to hack it or cut through the door or guess the password or something similar.

Team Ё, emergency engineering - Anton Chernozorov

Well, you could make it more rapid response by having it already flying, ready to go at any time. But that would been stripping armor to hold more fuel, same as it would be for more engines. Then again, armor doesn't mean much against a larger ship that could put a laser straight through you regardless.

Let it be, then. Load the Cross with some repair and medical supplies if any are on hand, and have it moved out of the 'shops.

Return to the command center, set up a command interface for the ships. Have all four of our space-capable ships take off. Tweedledee and Tweedledum will screen for the Southern Cross, the Black Death will stay further back so it can rush in when the defenders are tracking and engaging other ships. Have the whole formation up in the sky, and wait for external bombardment of the fleet to begin. Don't want to fly in too quickly, after all.

Assess the movements of the fleet. Did any of the non-boarded ships react to our attack in any way yet?

Why are you team E?

You get the ship outfitted nice and neatly.

Yeah, we'll say the command center is set up well enough to let you do that without custom programming or anything.

The fleet is actually pulling back, probably just trying to get out of range of the ground based weapons so they can fire back with impunity. It takes a while though.




Team E - Magilla
Calibrate my equipment while Bishop is getting the cutters, then follow him. Keep an eye out for computer terminals, passageways that lead further into the ship and bananas.

You throw Lerman over your shoulder so that the team can move out.

TEAM F

Brother Lars:  Team F Chaplain

Fling Grate into the hallway to see if it's a turret.

"Brothers, it appears there may be defenses ahead of us.  Unless anyone has any other tricks, I shall disable it with the shard launcher."

Fire a single shard into the obvious trap.

What is a problem, however, is what appears to be a large, black dome affixed to the ceiling at the center of the intersection. You can't tell what it is, but all things considered, it's either extremely poor modern art or something that wants to kill you.
Hard to say which would be worse.

Quote
I can only imagine grate chasing along after Lars, his hands on the cutter but not actually hold any of its weight, shouting "I'm HELPING!" over ad over again.
Even though Grate has the most technical skill in the group. Thanks, Lars!



Ship Beta?: Team F: Grate

Roll eyes at Lars's obvious warning. Watch shard launcher in action, then enter hallway once nothing visible is likely to shoot me.

Team F
Oh boy, strange weapons? Seems like a fine time to find cover.

Team FFFFF

Get into cover.
[lars con:4+2]
Lars points the business end of the shard launcher through the opening and squeezes the trigger several times. Each squeeze brings the sound similar to *ShinkHISSSSSShutunkBZZZZZZZZT" as a rapidly formed crystal shard the size of a grown man's forearm is fired from the weapon and embeds itself in solid metal before exploding into a burst of razor shards and high electricity. When the team looks back in, the back dome, whatever it was, has been shattered and replaced by a destroyed, exposed section of mechanical workings, scorched black by electrical discharge.

"Well, thats effective."




TEAM G


TEAM G
"I suspect that we should take the door down"
check battery on mining laser, ready near the door, make a horizontal slice across its width
[con:3] Your cut is bad. Really bad. Extremely amateurish. It's more of a squiggly line with vastly uneven cut depth because you didn't keep the laser moving at a steady rate as you cut. Very poor. Try again. See me after class.


TEAM H


Quote
SODS GONNA SOD.
So, you won't run my action? Or did you just run out of time? Whatever the case, I'll just repost it here:

((Note: swordsmith, if you want to take over this turn, just post a turn here and I'll delete mine. Or copy-paste what I've got, whatever, I'm just posting now just in case you wouldn't make it or something.))

Quote
Whatever they were originally. SO I think mkI's?
Yep, sounds about right.

Boarding Team "Kappa" (H),  temporary mission control - Miyamoto

Miyamoto asks which of the three teams on ship Alpha is closest to the bridge, and how much time apart they would arrive if they all beelined for the bridge now and weren't interrupted. Let Steve use an estimate of the bridge's location for this if he doesn't know it exactly (this is mainly to get a better idea of our how far we are apart than 'a good distance'.
He asks if there usually are alternate routes into the command center on UWM ships, or only one, and if there are interesting secondary objectives they could pursue on their way to the bridge (like, say, the ship's AI core).


Sod team advances towards the bridge. Scout drone goes in front (always make sure stuff like corners or doors are scouted ahead with drone first), but try to keep up the pace.

Sods move in formation: grenadier 1 goes first, he focuses on the front. Then commander sod, he supports front and watches right and left (e.g. when passing a door, he covers it). Then support trooper, he operates the scout drone, but supports when team comes under fire. Lastly comes grenadier 2, he focuses on the rear.

Try to find a console of sorts while moving for the bridge, or failing that be on lookout for a place that might have one (e.g. a door with a sign saying 'central communication hub').


More like I just missed you.

>D team, technically. Though not by a lot.
>Within a few minutes for A and D team, substantially more for H.

Sod Team advances about 50 feet before rounding a corner and coming across a computer console sitting in the middle of an intersection. It seems to be something similar to an information kiosk, to help people find their way around on the ship. Thank you engineers and your drive for convenience and ease of use.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 31, 2014, 12:30:16 pm
What is it, Morul?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on March 31, 2014, 12:45:47 pm
Team A - Ship Alpha | Flint Westwood - Soldier

((Ah, OK. The way you said it, I thought you meant that if it wasn't a MK1 it would be better. I was under the impression that the UWM recycled their old altered wars tech. Although it makes sense for soldiers near a forge world to have newer equipment...

I'm very tempted to yell... actually, why the heck not?))

Approach the two men while telling them that "I'm a time traveler, I need your help and there's no time to explain!" and trying to look non threatening. That should hopefully distract them. If they don't know time travel is impossible, they'll maybe consider it. If they know it's impossible, the sheer ridiculousness of the statement should give them pause. ((Edit: Maybe they'll think I'm the result of an anomaly, like that spaceman from the Halloween event.))

Once I reach them, remove their helmets or connect with their suits to disable their comms (whatever looks easier to do) while calling for Skylar to do the same.

If I'm successful, tie them up and gag 'em using my rope and search them for any comm devices I might have missed and make sure they can't use them.

If they resist, try to restrain them and prevent them from talking or failing that, punch them.

If they try to run away, try to catch them.
If I can't catch them, fire a warning shot.
If that doesn't work and Skylar doesn't manage to catch them either, shoot to disable.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 31, 2014, 12:46:56 pm
Ship Beta?: Team F: Grate

Quietly enter the hallway, then realize that there's no way I'll blend in and take point normally.
...Well, as normally as possible, given the situation.
Survey the hallway.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on March 31, 2014, 12:54:36 pm
((It's not "E", it's "Ё". Kinda like a "yo" without the "oh" on the end. The dots might be hard to spot. But now I know you have Cyrillic fonts installed. ^_^))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on March 31, 2014, 12:55:19 pm
((Maybe it would be easier to see if it was lower-case?))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on March 31, 2014, 01:08:38 pm
Brother Lars:  Team F Chaplain, "Defenders of the Faith

Lars performs a complex holy gesture; with the gun and the suit, it looks a bit ridiculous.  "Praise Ingram, for he hath blessed us with his favor!  Now we shall honor his blessing by continuing forth in Steve's holy work!"


Continue forth in Steve's holy work, by headed further toward the bridge.  We are in Ship Beta, right?  Not hearing anything from Steve makes Lars antsy.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on March 31, 2014, 01:08:51 pm
((Maybe it would be easier to see if it was lower-case?))
((It looks like an e-umlaut when lowercase. Well, it looks like it in any case, but capital e-umlauts are few and far between in words I know, so it's associated in my mind with it.

Next time I'll go with Team Ы. :P))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on March 31, 2014, 01:33:27 pm
((It's not "E", it's "Ё". Kinda like a "yo" without the "oh" on the end. The dots might be hard to spot. But now I know you have Cyrillic fonts installed. ^_^))
Might be best to just use a new letter for yourself ('team spaceship') instead of creating potential confusion. Also, I think it'd be best if we let Swordsmith command sod team H for the rest of the mission, and if it comes up Anton can have one of the other ones. So we don't have to switch yet again. Though I personally think you should just focus on getting the most out of the ships (though it might be a while before they're needed, so if you don't wanna wait no probs).

Carry over command of sod team H to Swordsmith's char.

((@sword: Don't forget, that terminal could be used to call for a map (be sure to share with teammates), and that there's a support sod that is bred for that kind of thing.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on March 31, 2014, 02:25:38 pm
Hasala Nabin, Team Kappa (H) Mission Control


((Yeah, I'm aware of the Sod teams' abilities and equipment. I was the one who tried to use the grenadiers' EMP grenades against the drones before the drones were retconned out, if you don't remember.))

Squad advances to the intersection and keeps eyes on the hallways while the support Sod uses the interface (unless it's my character that has to make the Aux roll, in which case charge a dynamic bonus for getting the map). One guy takes his helmet off so I can watch the fourth hallway; one of the other Sods can relay any orders given to him until he puts the helmet back on.

Priorities for the interface:
- Calling up a map of the ship and downloading it into the Sod's suit/the base mainframe/uploaded to Steve
((The meta, it burnsss...))
- Hacking into the security system and disabling any automated or activatible internal defenses, if possible
- Disabling the ship's comms

If this is just an interactive map or something, ignore the last two, obviously.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on March 31, 2014, 02:52:19 pm
Team F for Fail

Follow Lars while staying alert for enemies or anything else strange.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on March 31, 2014, 03:07:28 pm
"Looks like a trap. Which means it is a trap. I assume that if the panel is tampered with or the wrong code is entered, it opens a door and horrible things happen. Hrmm. How thick do you think this bulkhead is? You think you could use that fancy suit of yours to stick your head through the door Simus, or shall I?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on March 31, 2014, 03:25:04 pm
We should deactivate the trap, instead of just hoping never to activate it. Anyone have a way to weld the hatch shut?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on March 31, 2014, 03:27:28 pm
"Nothing here. Worst comes to worst, I can try and jam them shut with my amp."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on March 31, 2014, 04:13:29 pm
Team B 'Wild Weasels' - CO Simus (The i is pronounced like the i in time, by the way, not like the i in sim)

I think I still have a micro-welder from during the infiltration, at least I don't remember giving it back, hang on...

Simus quickly looks through her gear for that welder she took along with the other tools she was given from the infiltration mission, and if she still has is, attempts to reach up and weld the panels above the door shut.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on March 31, 2014, 05:09:15 pm
I'll attempt to melt them if it doesn't work.

If the trap is triggered, heat a foot-wide sphere around it up 1000 degrees until the spiderbots or whatever it releases are dead.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on March 31, 2014, 05:36:03 pm
Team D, "Dead Dirtbags" - Thaddeus - Grunt - Ship Alpha

SHIT!

Get behind Milno and stay out of his way. Let him do all the work while I reap all the rewards!

(Edited action)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on March 31, 2014, 05:53:41 pm
TEAM G
"Fuck it, Renen! kick the door down!"
direct renen
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on March 31, 2014, 06:02:04 pm
((@renegade: Knowing how far they are from us and if they are facing our way would help and Milno's the one better acquainted to combat, so that's why my post goes as follows.))

Team D, "Dead Dirtbags" - Milno - Leader - Ship Alpha

"I'll take care of fighting, only act if needed!" Milno hisses as soon as he sees the crewmen before activating the MkIII's enhanced movement mode. "Steve, should we try to keep casualties minimal?"

Activate EMM. Ask Steve whether casualties should be kept to a minimum. Apply the most logical action based on the variables:
Spoiler (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on March 31, 2014, 09:49:20 pm
((Works for me. I was actually hoping you would rather do it this way))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on March 31, 2014, 09:52:43 pm
http://www.bay12forums.com/smf/index.php?topic=137514.0
AAAAAAAAAAAAAAAAAAAA
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on March 31, 2014, 10:59:26 pm
http://www.bay12forums.com/smf/index.php?topic=137514.0
AAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAA

Team E - Lerman

Wake up. Swear loudly. Check body for any permanent damage. Again wonder how I injured and K.O.'d myself with a robot body. Continue moving through the ship.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on April 01, 2014, 01:13:12 am
Team A - Ship Alpha || Skylar - Support

Approach the two men while telling them that "I'm a time traveler, I need your help and there's no time to explain!" and trying to look non threatening. That should hopefully distract them. If they don't know time travel is impossible, they'll maybe consider it. If they know it's impossible, the sheer ridiculousness of the statement should give them pause. ((Edit: Maybe they'll think I'm the result of an anomaly, like that spaceman from the Halloween event.))

Once I reach them, remove their helmets or connect with their suits to disable their comms (whatever looks easier to do) while calling for Skylar to do the same.

If I'm successful, tie them up and gag 'em using my rope and search them for any comm devices I might have missed and make sure they can't use them.

If they resist, try to restrain them and prevent them from talking or failing that, punch them.

If they try to run away, try to catch them.
If I can't catch them, fire a warning shot.
If that doesn't work and Skylar doesn't manage to catch them either, shoot to disable.


Try not to snicker at that line. Activate EMM and support Flint's plan.

In specific, if they get between me and Flint, be ready to move to cut off their retreat and ambush them on Flint's cue.

If, somehow, someway, Flint successfully bluffs them with this, do a slow clap after they're dealt with.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on April 01, 2014, 01:36:12 am
continue following the line to the bridge repeating decompression procedure as necessary.

If any UWM personell pop out, poke them in the liver with my reiterpallasch at great velocity.
If any UWM defence systems pop out, poke them in the everything with beams from my laser rifle.

Decompression procedure:
If door blocks path:
1. stand aside.
2. override and open door.
3. Cut through door with laser rifle if step 2 fails.

If door labelled barracks is dicovered:
1. Fire laser rifle into door at maximum overcharge and full intensity to ensure immediate and explosive decompression.
2. Dodge key hole gore stream.
3. Open door.
4. Recover surviving equipment.

If door labelled armory is discovered.
1. Engage controlled decompression protocols.
2. Open door.
3. Recover everything of value.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on April 01, 2014, 08:35:28 am
Team E

See if I can plug Steve into the keypad somehow so he can hack it for me. If I can't, just use a cutter on the door and keep going.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: darkpaladin109 on April 01, 2014, 08:54:42 am
Team E

Wake up Lerman. Continue keeping a lookout for enemies and doors.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on April 01, 2014, 12:28:59 pm
Team Щ, Starfleet Command - Anton Chernozorov

"The fleet is... moving off? Steve, how are the boarding teams doing? We are going to want to move fast, before we lose the distraction that the planetary guns provide. Maybe we could cripple the engines of some of the ships? Or their weapons? Their life support? Steve, do you have any schematics for the UWM ships? We don't exactly have a massive strike force here, so we're going to have to get surgical."

Converse with Steve. Spend some time looking over data and brainstorming the most safe and effective attack trajectory that will allow our meager "fleet" to inflict some meaningful damage while staying reasonably intact. Look at which teams have fared the worst so far, and try to make the trajectory such that the Southern Cross will be able to park itself reasonably near their location to allow evacuation of the killed, disabled, and critically wounded. Only do planning and preparation this turn.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on April 01, 2014, 01:03:14 pm
Team G

Try to cut open the door via doc sword's iaijutsu. Keep looking for the control room, always staying safe and behind my teammates. If any attack or trap happens, enter BT and avoid.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on April 01, 2014, 03:51:35 pm
Denzel Gaunt- Team C, Audax

Follow along behind Auron, following the decompression procedures, making sure our teamates do so, and that any UWM personell/traps are dealt with- use my monoatomic sword at close range, my combi-weapon at medium range, and my manipulator at long ranges/bad angles. Be safe about it, though, and stop if we see any traps that we haven't detected yet.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on April 01, 2014, 04:14:43 pm
Ready my pickaxe and prepare to hit things with it. Just in case.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Powder Miner on April 01, 2014, 06:36:41 pm
Team F, Dominika Novak
Continue to be in back and trying not to die.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on April 01, 2014, 06:44:16 pm
Angel/MGAXT-85674/FR: Team C Audax

Angel looked at the remains of the two crew members


Huh... that reminds me, must remember to see if we can swipe the stuff for lasagna from the galley here


Hang on until the torrent of air subsides, take up rear point and follow Denzel
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on April 01, 2014, 08:52:40 pm
TEAM C: AUDAXES: THOMAS
"Lasagna?"
Take up point, head in.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on April 02, 2014, 08:46:35 am
TEAM C: AUDAXES: THOMAS
"Lasagna?"
Take up point, head in.
Angel/MGAXT-85674/FR: Team C Audax

I like lasagna
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on April 02, 2014, 01:03:03 pm
TEAM A
Team A - Ship Alpha | Flint Westwood - Soldier

((Ah, OK. The way you said it, I thought you meant that if it wasn't a MK1 it would be better. I was under the impression that the UWM recycled their old altered wars tech. Although it makes sense for soldiers near a forge world to have newer equipment...

I'm very tempted to yell... actually, why the heck not?))

Approach the two men while telling them that "I'm a time traveler, I need your help and there's no time to explain!" and trying to look non threatening. That should hopefully distract them. If they don't know time travel is impossible, they'll maybe consider it. If they know it's impossible, the sheer ridiculousness of the statement should give them pause. ((Edit: Maybe they'll think I'm the result of an anomaly, like that spaceman from the Halloween event.))

Once I reach them, remove their helmets or connect with their suits to disable their comms (whatever looks easier to do) while calling for Skylar to do the same.

If I'm successful, tie them up and gag 'em using my rope and search them for any comm devices I might have missed and make sure they can't use them.

If they resist, try to restrain them and prevent them from talking or failing that, punch them.

If they try to run away, try to catch them.
If I can't catch them, fire a warning shot.
If that doesn't work and Skylar doesn't manage to catch them either, shoot to disable.

You leap out from the corner and scream about being a time traveler. They stop the cart for a moment, but only long enough to put it in reverse and start backing away as fast as possible. Huh...

Team A - Ship Alpha || Skylar - Support

Approach the two men while telling them that "I'm a time traveler, I need your help and there's no time to explain!" and trying to look non threatening. That should hopefully distract them. If they don't know time travel is impossible, they'll maybe consider it. If they know it's impossible, the sheer ridiculousness of the statement should give them pause. ((Edit: Maybe they'll think I'm the result of an anomaly, like that spaceman from the Halloween event.))

Once I reach them, remove their helmets or connect with their suits to disable their comms (whatever looks easier to do) while calling for Skylar to do the same.

If I'm successful, tie them up and gag 'em using my rope and search them for any comm devices I might have missed and make sure they can't use them.

If they resist, try to restrain them and prevent them from talking or failing that, punch them.

If they try to run away, try to catch them.
If I can't catch them, fire a warning shot.
If that doesn't work and Skylar doesn't manage to catch them either, shoot to disable.


Try not to snicker at that line. Activate EMM and support Flint's plan.

In specific, if they get between me and Flint, be ready to move to cut off their retreat and ambush them on Flint's cue.

If, somehow, someway, Flint successfully bluffs them with this, do a slow clap after they're dealt with.

You'd like to say you're surprised this didn't work. But you're not. Not even in the slightest. You spend the next few seconds banging your helmet against the wall.



TEAM B


Team B 'Wild Weasels' - CO Simus (The i is pronounced like the i in time, by the way, not like the i in sim)

I think I still have a micro-welder from during the infiltration, at least I don't remember giving it back, hang on...

Simus quickly looks through her gear for that welder she took along with the other tools she was given from the infiltration mission, and if she still has is, attempts to reach up and weld the panels above the door shut.
(So, S-eye-mus? Like Simon but with with a lisp? Also, different from what it would be in your full name, assuming your full name is the play on "Simulacrum" It looks like. )
[handi:6+1]

You weld the little door shut. You also somehow manage to weld both feet to the door and now find yourself hanging upside down like some sort of mechanical batman reject.


TEAM C


Denzel Gaunt- Team C, Audax

Follow along behind Auron, following the decompression procedures, making sure our teamates do so, and that any UWM personell/traps are dealt with- use my monoatomic sword at close range, my combi-weapon at medium range, and my manipulator at long ranges/bad angles. Be safe about it, though, and stop if we see any traps that we haven't detected yet.
Angel/MGAXT-85674/FR: Team C Audax

Angel looked at the remains of the two crew members


Huh... that reminds me, must remember to see if we can swipe the stuff for lasagna from the galley here


Hang on until the torrent of air subsides, take up rear point and follow Denzel
TEAM C: AUDAXES: THOMAS
"Lasagna?"
Take up point, head in.

Alright, well in the room you just decompressed there are 8 doors, 4 along each wall, as well as a ladder going up and down set in an alcove along the left wall and a ninth door at the end of the little hall of doors. It all seems a bit excessive if you ask me, but these ships were designed by computers trying to get the most possible space out of cramped areas so you have to expect some oddities. Now choose a direction because I have no idea which way you wanna go.


TEAM D


Team D, "Dead Dirtbags" - Thaddeus - Grunt - Ship Alpha

SHIT!

Get behind Milno and stay out of his way. Let him do all the work while I reap all the rewards!

(Edited action)


((@renegade: Knowing how far they are from us and if they are facing our way would help and Milno's the one better acquainted to combat, so that's why my post goes as follows.))

Team D, "Dead Dirtbags" - Milno - Leader - Ship Alpha

"I'll take care of fighting, only act if needed!" Milno hisses as soon as he sees the crewmen before activating the MkIII's enhanced movement mode. "Steve, should we try to keep casualties minimal?"

Activate EMM. Ask Steve whether casualties should be kept to a minimum. Apply the most logical action based on the variables:
Spoiler (click to show/hide)

>Casualties are a non-issue.

"Copy that, Applying violence."

[dex: 4+1]
[str:3+1]

All of the MK III's rockets activate for an instant as the EMM activates, pushing milno a few inches into the air before hurling him down the hall, closing the 15 or so feet to the targets in an instant. The guard doesn't even have time to raise his rifle before milno has grabbed it with both hands and yanked it up into the guard's chin. The guard tumbles over backwards as Milno swings the rifle like a baseball bat, clobbering one of the crewmen upside the head before hitting the other in the back of the knees, knocking him to the ground and KOing him with a swift kick to the head. Milno hovers there for a moment, looking around for anyone else, before deactivating EMM and dropping back to the ground, holding the rifle in one hand.

TEAM E

http://www.bay12forums.com/smf/index.php?topic=137514.0
AAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAA

Team E - Lerman

Wake up. Swear loudly. Check body for any permanent damage. Again wonder how I injured and K.O.'d myself with a robot body. Continue moving through the ship.

Robot bodies can still get injured and knocked out. It's just harder. Then again, you did just get plastered against the wall by a robotic arm designed to effortlessly carry solid metal shells the size of cars and then fell several stories.

In terms of permanent damage, it appears do have damaged some of the artificial muscles of your back, limiting your movement, as well as damaging one of your shoulders. Nothing that should prevent you from walking or running though.

Team E

See if I can plug Steve into the keypad somehow so he can hack it for me. If I can't, just use a cutter on the door and keep going.

He can, but it would require an Aux roll to get it open and to plug it in correctly. Using the cutter would probably be faster, but it also might trigger alarms.

Team E

Wake up Lerman. Continue keeping a lookout for enemies and doors.


Doors have been found. Enemies...well that depends. Does common sense count? Because certain people have been fighting it quite aggressively.


TEAM F



Ship Beta?: Team F: Grate

Quietly enter the hallway, then realize that there's no way I'll blend in and take point normally.
...Well, as normally as possible, given the situation.
Survey the hallway.
(The teams are on the following ships, so you can stop putting a ? there.
Alpha: TEAM A, TEAM D (near A team) and TEAM H
Beta: TEAM C, TEAM F
Gamma: TEAM G
Delta: TEAM B
Epsilon: TEAM E)

Brother Lars:  Team F Chaplain, "Defenders of the Faith

Lars performs a complex holy gesture; with the gun and the suit, it looks a bit ridiculous.  "Praise Ingram, for he hath blessed us with his favor!  Now we shall honor his blessing by continuing forth in Steve's holy work!"


Continue forth in Steve's holy work, by headed further toward the bridge.  We are in Ship Beta, right?  Not hearing anything from Steve makes Lars antsy.


Team F for Fail

Follow Lars while staying alert for enemies or anything else strange.

Team F, Dominika Novak
Continue to be in back and trying not to die.

Team F shoves the infinitely expendable Grate through the hole in the wall. After he goes through several seconds of uninterrupted living, the rest of the team follows him through. The intersection has several branches, but only 3 of them have any sort of colored line. One to the left is green, one that is about central, maybe a bit to the right, is blue, and one to the far right is red.


TEAM G



TEAM G
"Fuck it, Renen! kick the door down!"
direct renen


Team G

Try to cut open the door via doc sword's iaijutsu. Keep looking for the control room, always staying safe and behind my teammates. If any attack or trap happens, enter BT and avoid.


Renen steps forward, places his hand on the grip of his sword, assumes a practiced stance and appears to just sort of stand there for a few seconds before standing back up and taking a few steps back. After another few anxious seconds, someone is about to say something when the door neatly crumbles into about 50 small square pieces.

Renen steps through the hole and out into the hall beyond. The hall itself is completely dark, but he can make out a set of three colored lines on the ground, green, blue and red, all heading right.


TEAM H


Hasala Nabin, Team Kappa (H) Mission Control


((Yeah, I'm aware of the Sod teams' abilities and equipment. I was the one who tried to use the grenadiers' EMP grenades against the drones before the drones were retconned out, if you don't remember.))

Squad advances to the intersection and keeps eyes on the hallways while the support Sod uses the interface (unless it's my character that has to make the Aux roll, in which case charge a dynamic bonus for getting the map). One guy takes his helmet off so I can watch the fourth hallway; one of the other Sods can relay any orders given to him until he puts the helmet back on.

Priorities for the interface:
- Calling up a map of the ship and downloading it into the Sod's suit/the base mainframe/uploaded to Steve
((The meta, it burnsss...))
- Hacking into the security system and disabling any automated or activatible internal defenses, if possible
- Disabling the ship's comms

If this is just an interactive map or something, ignore the last two, obviously.

(Make sure to just post it has "Team H" because thats what I search for it as.)

The terminal itself seems fairly restricted in terms of what it can do, it has limited access to the rest of the ship, but using it to hack into security or otherwise mess with the ship would be fairly difficult and probably be noticed. It would take a turn to do, and it would only shut things down for a short time before the crew got them back online, assuming you allow them to do so.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 02, 2014, 01:06:24 pm
Team B - Resident Katana Mantis

How did you even accomplish that? A position like that isn't remotely plausible.

Wait while Simus is getting down. Plot deaths of those who are inferior to me (everyone but the Doctor).
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 02, 2014, 01:13:28 pm
((Wait, hadn't I already leaped out? EDIT: Yep. And they had stopped.

You leap out into the hall, aiming your gun at them and shouting "STOP RIGHT THERE, CRIMINAL SCUM!"

Surprisingly, they do. Although they seem more confused or stunned then threatened, just sort of staring at you from the cart. Huh...

Aargh, I'm starting to realize why civilians don't survive long in this game. Because right now it's getting real tempting to just shoot them, it feels like I've been trying to ambush them forever. And why didn't Skylar fly towards them?))

Team A

If they are stopped, approach them and take them prisoner. If not, shoot their vehicle. If there's no other way, just shoot them because otherwise Milno will have reached the bridge by the time this is over.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on April 02, 2014, 01:26:44 pm
Hasala Nabin, Team H Mission Control


Just download the map, then. Send it to Teams A and D, as well.
When the support Sod is done with the terminal, the helmetless Sod puts his helmet back on and the squad continues towards the bridge.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on April 02, 2014, 02:01:05 pm
Team E

Go ahead and jack in for Steve, and have him play as much havoc as possible through the ship too. If I set off the alarm somehow, just use the cutter and get moving.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 02, 2014, 02:05:10 pm
Confirmed Ship Beta: Team F: Grate the Expendable
(Note to self: Don't put that on the business cards.)

Follow the green-brick road. Probably.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on April 02, 2014, 02:27:04 pm
Miyamoto opens a comm channel to the boarding team leaders:

"Attention boarding crew, this is Miyamoto. We still have two sod teams in reserve  right now. I'll be launching them shortly, so if any of you really need a hand, say so now, cause' if not I'll be trying to capture an additional ship with those two teams. And don't ask backup if it ain't necessary, we could really use an extra ship."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on April 02, 2014, 02:50:44 pm
Team B

Ahahaha! I promise not to tell anyone about this, for an extra token.

Try to pry Simus off the door using my pickaxe.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 02, 2014, 02:54:52 pm
((Syyyyyyyyyyymus))

Brother Lars:  Team F Chaplain

"Forward, brothers!  To the bridge!"

As Lars heads down the green hallway, he responds to General Miyamoto's message.  "General, Brother Lars of Team F.  We are all well and proceeding to plan- no backup is required, for we have the divine will of the gods at our backs!"


Continue straight thuggin' down the green-line hallway.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 02, 2014, 03:02:29 pm
Team B: Wild Weasels

"Our glorious leader everyone. Let's get you down now, unless you wanna hang around a bit more."

Assist in getting Simus down from her perch.

((Didn't have an action Xan.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on April 02, 2014, 03:12:30 pm
Team A - Ship Alpha || Skylar - Support

(( Think PW will let us retcon back? :P ))

Rocket after them with EMM active, aim to stop the cart and remove their helmets.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 02, 2014, 03:53:07 pm
Team A
Team A - Ship Alpha || Skylar - Support

(( Think PW will let us retcon back? :P ))

Rocket after them with EMM active, aim to stop the cart and remove their helmets.
((The problem is I never asked for it to be retconned, I said only do it if the MK2 looked like their suits. Anyway...))

Keep shouting to them to stop or I'll shoot. Grab Skylar and hitch a ride on him to them. Aid in removal of helmets and restraining. If they try to run/drive away, fire a warning shot (tell them it's a warning shot). If it looks like they're gonna escape, shoot their vehicle. If I have no other choice, shoot to disable.

The way I imagined it was that I was standing in the hallway, pointing my gun at them and I had already said something absurd and funny ("STOP RIGHT THERE, CRIMINAL SCUM!") so I could start running towards them while saying something equally absurd and funny ("I'm a time traveler.") that could potentially distract them with a good roll while I closed the distance.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on April 02, 2014, 04:14:11 pm
Team F

Lead the way.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on April 02, 2014, 04:52:39 pm
Auron team C.

continue following the coloured line to the bridge repeating decompression procedure as necessary.
If no line is found, try the door at the far of the hall opposite us.

If any UWM personell pop out, poke them in the liver with my reiterpallasch at great velocity.
If any UWM defence systems pop out, poke them in the everything with beams from my laser rifle.

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Powder Miner on April 02, 2014, 05:17:56 pm
Team F, Dominika Novak
Continue plan coward-hide-in-back-of-group.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on April 02, 2014, 06:15:31 pm
Team D, "Dead Dirtbags" - Thaddeus - Grunt - Ship Alpha

Huh. Well that's effective

Use standard ARM procedure and loot the bodies! Then keep following Milno,and holding onto him when needed.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on April 02, 2014, 06:18:46 pm
Team E(eediot) Lerman

See if I can't repair any of the damage. Cutting torch the door should the alarm go off. If all goes to plan, shoot and burn any enemies.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on April 02, 2014, 09:21:20 pm
Team D, "Dead Dirtbags" - Milno - Leader - Ship Alpha

Milno keeps the rifle he got from the guard before shifting his gaze downwards to take a look at the people he knocked out for a sign of anything that could be of assistance. "All fine here so far. Ask the other teams in the ship." is his answer to Miyamoto's message.

Quickly check the guard and the other two crewmen for anything useful. Cards, weapons, the whole thing. Then look around to see if there are any helpful signs around indicating the way to the bridge. Just use Steve's directions in case all else fails.

In case the path towards the bridge is found, proceed as follows:
Spoiler (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on April 03, 2014, 12:57:04 am
Team C: Thomas: Audaxes!
"Check the ship's cafeteria. I bet you could find something to make yourself a lasagna in there, easy... The Sword, not this one. Not the time for lasagna, to be honest."

Thomas kept up the small talk with the newbie. Not what they usually did, but it was better than just letting him stew in the silence. This was much more intense of a mission than his first one, and who knew what could be going through the new guys head.

Onwards! Follow Aurons plan. Give Angel the gauss rifle, assuming he doesn't have any equipment above a laser rifle.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: darkpaladin109 on April 03, 2014, 05:00:39 am
Team Expendable/Magilla
Wait for the others to finish what they're doing, punch the door with my Kinetic Ampplifier should they fail.
If they suceed, follow them, shooting any enemies we see with my Laser Rifle.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on April 03, 2014, 11:10:39 am
Team I'm not sure what, Starfleet Command - Anton Chernozorov

Team Щ, Starfleet Command - Anton Chernozorov

"The fleet is... moving off? Steve, how are the boarding teams doing? We are going to want to move fast, before we lose the distraction that the planetary guns provide. Maybe we could cripple the engines of some of the ships? Or their weapons? Their life support? Steve, do you have any schematics for the UWM ships? We don't exactly have a massive strike force here, so we're going to have to get surgical."

Converse with Steve. Spend some time looking over data and brainstorming the most safe and effective attack trajectory that will allow our meager "fleet" to inflict some meaningful damage while staying reasonably intact. Look at which teams have fared the worst so far, and try to make the trajectory such that the Southern Cross will be able to park itself reasonably near their location to allow evacuation of the killed, disabled, and critically wounded. Only do planning and preparation this turn.
Missed my action last time.

((I don't know if I even need to assign myself a team here, because Anton's technically not doing any boarding, but he's still participating in the event via the ships, so...))

Use the attack trajectory established previously to launch the ship formation into an attack run. Unless Steve advises otherwise, focus on disabling rather than crippling the target ship(s) - a ship with engines beyond repair or a busted powerplant is a meteorite waiting to happen, and we don't want that. Make sure to have the Southern Cross help with evacuating any teammates that need it, and remember that it's got those fusion missiles installed, so use them as necessary.

edit: And of course, if Steve deems it unnecessary at this time, hold off the attack until we have more of an advantage with one or two UWM ships captured.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on April 03, 2014, 12:41:45 pm
Team G

Carefully, follow the lines right.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on April 03, 2014, 01:00:17 pm
((Action above edited, adding a clause to hold off the attack if it's not necessary at this time))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on April 03, 2014, 02:03:21 pm
This is awkward. Not sure how that happened. Don't try to pry me down yet, I'll see if I can't unweld myself first.

Attempt to unweld self.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on April 03, 2014, 02:55:51 pm
TEAM A
((Wait, hadn't I already leaped out? EDIT: Yep. And they had stopped.

You leap out into the hall, aiming your gun at them and shouting "STOP RIGHT THERE, CRIMINAL SCUM!"

Surprisingly, they do. Although they seem more confused or stunned then threatened, just sort of staring at you from the cart. Huh...

Aargh, I'm starting to realize why civilians don't survive long in this game. Because right now it's getting real tempting to just shoot them, it feels like I've been trying to ambush them forever. And why didn't Skylar fly towards them?))

Team A

If they are stopped, approach them and take them prisoner. If not, shoot their vehicle. If there's no other way, just shoot them because otherwise Milno will have reached the bridge by the time this is over.

Team A - Ship Alpha || Skylar - Support

(( Think PW will let us retcon back? :P ))

Rocket after them with EMM active, aim to stop the cart and remove their helmets.
Team A
Team A - Ship Alpha || Skylar - Support

(( Think PW will let us retcon back? :P ))

Rocket after them with EMM active, aim to stop the cart and remove their helmets.
((The problem is I never asked for it to be retconned, I said only do it if the MK2 looked like their suits. Anyway...))

Keep shouting to them to stop or I'll shoot. Grab Skylar and hitch a ride on him to them. Aid in removal of helmets and restraining. If they try to run/drive away, fire a warning shot (tell them it's a warning shot). If it looks like they're gonna escape, shoot their vehicle. If I have no other choice, shoot to disable.

The way I imagined it was that I was standing in the hallway, pointing my gun at them and I had already said something absurd and funny ("STOP RIGHT THERE, CRIMINAL SCUM!") so I could start running towards them while saying something equally absurd and funny ("I'm a time traveler.") that could potentially distract them with a good roll while I closed the distance.

I thought you asked to be...

FUCK IT.

Skylar, sensing Flint's indecision, leaps out from the shadows and performs the completely ridiculous "Spinning Bird Kick" (https://www.youtube.com/watch?v=DOoNSbUZsRA) move, instantly incapacitating both men and ending any and all further confusion regarding this situation that could ever come up. Ever.

EVER.

TEAM B


Team B - Resident Katana Mantis

How did you even accomplish that? A position like that isn't remotely plausible.

Wait while Simus is getting down. Plot deaths of those who are inferior to me (everyone but the Doctor).
Katana Mantis is the name of a future Metal Gear solid boss, if I've ever heard one.

As per plotting deaths, how you want this to go down. Like, sneaky snake style or berserker style or maybe image comics anti-hero or what? There are lots of ways to murder large groups of people.

Team B

Ahahaha! I promise not to tell anyone about this, for an extra token.

Try to pry Simus off the door using my pickaxe.

Team B: Wild Weasels

"Our glorious leader everyone. Let's get you down now, unless you wanna hang around a bit more."

Assist in getting Simus down from her perch.

((Didn't have an action Xan.))
[Handi: Kis:5-1, Nav:5+1]
Yeah, that averages out to 5. Youse guys get simus down without a problem. Even manage to leave the ceiling door all nice and sealed up. Everything is going great. Great.

TEAM C


Auron team C.

continue following the coloured line to the bridge repeating decompression procedure as necessary.
If no line is found, try the door at the far of the hall opposite us.

If any UWM personell pop out, poke them in the liver with my reiterpallasch at great velocity.
If any UWM defence systems pop out, poke them in the everything with beams from my laser rifle.

Team C: Thomas: Audaxes!
"Check the ship's cafeteria. I bet you could find something to make yourself a lasagna in there, easy... The Sword, not this one. Not the time for lasagna, to be honest."

Thomas kept up the small talk with the newbie. Not what they usually did, but it was better than just letting him stew in the silence. This was much more intense of a mission than his first one, and who knew what could be going through the new guys head.

Onwards! Follow Aurons plan. Give Angel the gauss rifle, assuming he doesn't have any equipment above a laser rifle.

So you guys follow the helpful painted line. As I really probably should have assumed you would have. You get down a few more halls and doors, completely ignoring any other paths or anything, until eventually they come to a larger corridor with what look like some sort of tracks laid down through the center. They're similar to rail tracks but are much thicker and have equally spaced grooves in them. Hmm. There's a good amount of space between the wall and the rails, but no handrails or safety demarcations anywhere. The line continues to the right, but there's a small problem: sods. A group of them moving this way. Apparently the repeated decompressions moving along a set path clued someone in that perhaps there might be intruders aboard the ship.


TEAM D


Team D, "Dead Dirtbags" - Thaddeus - Grunt - Ship Alpha

Huh. Well that's effective

Use standard ARM procedure and loot the bodies! Then keep following Milno,and holding onto him when needed.
Team D, "Dead Dirtbags" - Milno - Leader - Ship Alpha

Milno keeps the rifle he got from the guard before shifting his gaze downwards to take a look at the people he knocked out for a sign of anything that could be of assistance. "All fine here so far. Ask the other teams in the ship." is his answer to Miyamoto's message.

Quickly check the guard and the other two crewmen for anything useful. Cards, weapons, the whole thing. Then look around to see if there are any helpful signs around indicating the way to the bridge. Just use Steve's directions in case all else fails.

In case the path towards the bridge is found, proceed as follows:
Spoiler (click to show/hide)
The incapacitated men contain the following goodies:
1. New type of rifle. It looks sorta like a laser rifle, but it has two small prongs at the end of the barrel and doesn't have any of the diffusion or intensity modifying dials.
2.Uniforms, if you were so inclined to use them.
3. Three keycards, though there is no indication of the level of clearance any of them have.
4. Some tools.

As per the way toward the cockpit, there's no indication of the right direction from here, but steve tells you that heading down the way the three people were coming from is probably the best bet. You both do so, but come to an impasse. There's a door ahead with what appears to be a small camera looking down on it from the upper left corner beside the door.


TEAM E

Team E

Go ahead and jack in for Steve, and have him play as much havoc as possible through the ship too. If I set off the alarm somehow, just use the cutter and get moving.

Team E(eediot) Lerman

See if I can't repair any of the damage. Cutting torch the door should the alarm go off. If all goes to plan, shoot and burn any enemies.

Team Expendable/Magilla
Wait for the others to finish what they're doing, punch the door with my Kinetic Ampplifier should they fail.
If they suceed, follow them, shooting any enemies we see with my Laser Rifle.

[Bishop aux:2+1]
Welp bishop fucks up getting the thing opened in such a way as to be useful, BUT, he manages not to set off the alarm. Alright. Well, thats something.

Lerman isn't gonna be able to repair himself without some better tools then...nothing.

And magilla is a gorilla so...
[will:6]
He resists the desire to just punch the door off it's hinges, as a gorilla is prone to do.

I'M GONNA ROLL FOR BISHOP AGAIN
[Aux:6+1]
HA.

Bishop gets the door open. In fact, he opens ever damn door on the entire ship all at once.

You may want to brace yourselves.

TEAM F


Team F

Lead the way.
Team F, Dominika Novak
Continue plan coward-hide-in-back-of-group.

((Syyyyyyyyyyymus))

Brother Lars:  Team F Chaplain

"Forward, brothers!  To the bridge!"

As Lars heads down the green hallway, he responds to General Miyamoto's message.  "General, Brother Lars of Team F.  We are all well and proceeding to plan- no backup is required, for we have the divine will of the gods at our backs!"


Continue straight thuggin' down the green-line hallway.
Confirmed Ship Beta: Team F: Grate the Expendable
(Note to self: Don't put that on the business cards.)

Follow the green-brick road. Probably.

Ok so green road leads down a hall (Fucking surprise there) and runs up against an obstacle. It's a door. Fairly standard. However, there's a big blinking red display screen above the door that is flashing a message. This message reads "WARNING: THIS PASSAGE IS TO REMAIN SEALED DURING BARREL CHARGING PROCESS. NO ENTRY PERMITTED." Hrmph.




TEAM G

Team G

Carefully, follow the lines right.


Gonna assume the entire team of semi-conscious people do this. The path eventually leads to what seems to be an elevator. The outer doors are locked with a keycard lock, unfortunately.


TEAM H



Team I'm not sure what, Starfleet Command - Anton Chernozorov

Team Щ, Starfleet Command - Anton Chernozorov

"The fleet is... moving off? Steve, how are the boarding teams doing? We are going to want to move fast, before we lose the distraction that the planetary guns provide. Maybe we could cripple the engines of some of the ships? Or their weapons? Their life support? Steve, do you have any schematics for the UWM ships? We don't exactly have a massive strike force here, so we're going to have to get surgical."

Converse with Steve. Spend some time looking over data and brainstorming the most safe and effective attack trajectory that will allow our meager "fleet" to inflict some meaningful damage while staying reasonably intact. Look at which teams have fared the worst so far, and try to make the trajectory such that the Southern Cross will be able to park itself reasonably near their location to allow evacuation of the killed, disabled, and critically wounded. Only do planning and preparation this turn.
Missed my action last time.

((I don't know if I even need to assign myself a team here, because Anton's technically not doing any boarding, but he's still participating in the event via the ships, so...))

Use the attack trajectory established previously to launch the ship formation into an attack run. Unless Steve advises otherwise, focus on disabling rather than crippling the target ship(s) - a ship with engines beyond repair or a busted powerplant is a meteorite waiting to happen, and we don't want that. Make sure to have the Southern Cross help with evacuating any teammates that need it, and remember that it's got those fusion missiles installed, so use them as necessary.

edit: And of course, if Steve deems it unnecessary at this time, hold off the attack until we have more of an advantage with one or two UWM ships captured.

Keep yourself with team H for now.

And yeah, don't worry, steve will let you know when it's time to attack. Because I doubt it would be very helpful right now, since the closest ships are the ones your teammates are on, and I doubt your ships would survive a space bumrush at the other ships without aid.







This is awkward. Not sure how that happened. Don't try to pry me down yet, I'll see if I can't unweld myself first.

Attempt to unweld self.
This one came up after I was done with the turn. the problem it was trying to fix was already fixed.

IT IS SUPERFLUOUS GET IT OUT OF MY SIGHT.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 03, 2014, 02:59:10 pm
So. Where were we going?\

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on April 03, 2014, 03:05:18 pm
Missed my action, piecewise.

Hasala Nabin, Team H Mission Control


Just download the map, then. Send it to Teams A and D, as well.
When the support Sod is done with the terminal, the helmetless Sod puts his helmet back on and the squad continues towards the bridge.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 03, 2014, 03:08:54 pm
((IMMA CHARGIN MAH BARREL))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on April 03, 2014, 03:34:45 pm
Team D, "Dead Dirtbags" - Thaddeus - Grunt - Ship Alpha

So how do you want to do this boss? Use one of the cutting laser on it or what? Or is it too late to put on one of these uniforms to try and fool the camera?

Take all of that sweet, sweet lucre. Yes, all of it. Unless Milno wants any of it. Stay out of his way if he attempts to do anything with the door. Then follow along behind him/holding on where necessary.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on April 03, 2014, 03:37:37 pm
Angel/MGAXT-85674/FR: Team C Audax


Damn I hate fighting observant opponents, permission to engage sir?


Take cover, if there's no cover here settle for dropping prone and open fire at the nearest sod with the laser rifle as soon as the range becomes optimal
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 03, 2014, 03:44:00 pm
Team B: Wild Weasels

"Through the door we hopefully just de-trapped. Hrmmm. Don't open the door yet. Check for more traps or something while I see if we can seal off the rest of the corridor. Having to avoid decompression every time we open a door would get silly, and they'd be able to track our progress by the series of breaches."

Try to find an emergency shutter or something capable of sealing off the rest of the corridor to limit the amount of atmosphere lost. If I do find one, don't activate it.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on April 03, 2014, 03:49:53 pm
TEAM G
Hack the keycard lock
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 03, 2014, 03:56:50 pm
Team B - Weasel Mantis Sword

Search for traps on the door.

For the murder plots, more a mix of 'godlike being tormenting inferiors' and 'unstoppable, implacable serial killer'.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 03, 2014, 04:39:29 pm
Team A

((I'm very very very sorry for any confusion I caused. I will try to make my actions clearer in the future.))

"Wow! That was great man." Flint told Skylar. "You really sell yourself short. That was a great combo."

Strip the men, gag 'em and tie them up with some rope, duct tape or other adhesive I have (or they have in their vehicle).
 
Check them and their suits for any communication equipment. See if I can hear anything interesting. Don't push any buttons unless what they do is very clear.

Hide them somewhere. (any vents or lockers or empty rooms or haystacks I could shove them in?)

Search for IDs, keys, maps and other useful stuff. Make sure to memorize any names or employment positions I see.

Wear one of their suits, unless Skylar objects while checking their suits. If Skylar doesn't check them, wear one anyway.

If there is nothing to cover the back of the vehicle with, see if I could disassemble my backpack and use the tarp and rope it is made of to cover the flatbed of the vehicle to conceal Skylar and the spare suits.

See if I could drive the vehicle with my guns in reach but hidden.

What I'm asking is, is it like a tractor (http://www.centytoys.com/Admin/UploadImage/Tractor-with-Trolly.gif) where stuff wouldn't be concealed by the doors or like a flatbed (http://www.johnsontrailerco.com/images/truck_flatbed1.jpg) that offers some more cover?

"Now, let's tuck those guys in and check our booty, shall we?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on April 03, 2014, 04:42:40 pm
Auron, team C.

In celebration of me going to go see captain america later today i shall prioritise using only my shield this turn.

Pull my teammates back around the nearest corner and wait for the sods to get closer.
Once sods are with 15-20 feet of our corner step out with my shield drawn then use my rocket pods to boost into and murder tackle them all simultaneously.

Once boost movement has stopped, charge in and begin shield bashing them into unconsciousness.

If any teammates start typing into manipulators run the fuck away from everyone.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on April 03, 2014, 05:54:36 pm
-snip-
((I was going to be reasonable and use my manipulator to kill them, but you've inspired me to try something more risky and fun.))

Denzel Gaunt- Team C, Audax

Should Auron's maneuver work, charge in with my monoatomic sword and start killing sods with it, using my uncon dynamic bonus to assist.

Should Auron's maneuver not work, simply target the group of sods with my Microwave Manipulator, and kill them as efficiently as possible while doing my best to not kill Auron. This also coincidentally happens to use my uncon dynamic bonus. Isn't sticking to one weapon group nice?


((And yes, PW, I did charge an uncon bonus earlier. Between that and my decomp, this action should be fairly safe.

Should. Except if you're Auron.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on April 03, 2014, 05:58:04 pm
((At least put in a "whilst trying to avoid hitting Auron" in the manip attack.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on April 03, 2014, 06:05:20 pm
Team D, "Dead Dirtbags" - Milno - Leader - Ship Alpha

Milno's keeping the rifles and keycards.

So how do you want to do this boss? Use one of the cutting laser on it or what? Or is it too late to put on one of these uniforms to try and fool the camera?

"We won't fool anyone. By the way, these dials on your laser rifle." Milno points at the dials. "This one controls diffusion and the other one controls intensity. Remember that. Raising diffusion makes them much more effective at close quarters but you might need to raise intensity as well to keep the punch." he explains, showing how the dials are supposed to work.

He then turns his attention to the camera. "I'll try something."

>How to deal with the cam: Watch the scene for a while; does the camera move or does it keep focused on the door? Does it look removable or movable?
-In case it stays focused on the door and it seems possible to move it, move closer without being spotted by it and then push it until it's facing upwards and away from the door. Wait for a moment. In case it begins to move to its original position or at all, then try using the alien glove to understand and disable it without causing its destruction; if that fails, destroy it through standard means. In case it looks like it won't move any time soon, quickly move on to taking care of the door.
-In case it stays focused on the door but it seems unmovable, then try all the aforementioned methods that do not include moving it.
-In case the camera is moving, then shoot it before it can spot us.
-Make sure to check if there aren't any defense systems around, usually indicated by suspicious marks on the walls and/or ceiling.

>How to deal with the door: See if the door won't just open automatically/with a gentle nudge. In case that doesn't work, then check if any of the keycards work. If none of the cards work, try using the gauntlet to open the door. In case all the prior actions fail and unless there's some very easy way to connect Steve to hack the door open for us (USB-plug style, no Aux rolls), then it's laser cutter time for the door.


When and if we finally get rid of the door, follow the standard procedure.
Standard procedure:
Spoiler (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on April 03, 2014, 07:11:03 pm
Team A

Right then. Where were we? Oh yes. Steve, how close is the other team to us?

Loot the bodies, in particular looking for key-cards and tools.

Take one of the suits and examine it to try and determine if it has any capabilities beyond 'be air tight' and 'cycle air'. Hook into it with one of the data cables and look at its computer carefully.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on April 03, 2014, 07:17:10 pm
Team E

"Oh dear."

Promptly brace myself and the guys with me, using exoskeleton strength. Once the danger has passed, hurry on through and get moving to the bridge!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on April 03, 2014, 07:56:54 pm
Team E - Lerman

((Did it open the airlocks?))

Brace! Then move on to the bridge when the danger's over.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 03, 2014, 08:06:36 pm
Ship Beta: Team F: Grate

"Aw. There's no way we're gonna get through here and survive. ...You are not going to put me in that room 'to see what happens'."

Backtrack. Blue-brick road this time?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on April 03, 2014, 08:10:09 pm
Huh. Thats handy to know. I was wondering what they did, but with my luck, I thought they would blow up the gun or something like that
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on April 03, 2014, 10:14:27 pm
Team B

Search for traps, secret tunnels, and loot.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 03, 2014, 10:31:13 pm
Brother Lars: Team F Chaplain

Brother Lars puts a hand on Grate.  "Hold on, Brother Grate.  We must first pray on this."

He closes his eyes and bows his head.  "Great Glorious Steve, behold the problem before us.  What does this mean?  Will your light shield us if we travel this way, or does your will guide us another way?  Can we stop it with mortal hands?"



Ask if Steve knows what this implies, and if there's a way around.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on April 03, 2014, 11:01:58 pm
Team C: Audaxes
"Angel. Do you want this weapon? I prefer to use my rifle."
Give Angel the gauss rifle from Miyamoto. Back up, fire at the sods when they get near.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on April 04, 2014, 10:52:31 am
Team F

"That doesn't sound good. Orders?"

Watch for enemies while waiting for orders. If any sensible orders are given, follow them.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 04, 2014, 11:21:53 am
"Prayer, Brother Jack!  Prayer will get us through this!"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on April 04, 2014, 01:16:12 pm
TEAM A

Team A

((I'm very very very sorry for any confusion I caused. I will try to make my actions clearer in the future.))

"Wow! That was great man." Flint told Skylar. "You really sell yourself short. That was a great combo."

Strip the men, gag 'em and tie them up with some rope, duct tape or other adhesive I have (or they have in their vehicle).
 
Check them and their suits for any communication equipment. See if I can hear anything interesting. Don't push any buttons unless what they do is very clear.

Hide them somewhere. (any vents or lockers or empty rooms or haystacks I could shove them in?)

Search for IDs, keys, maps and other useful stuff. Make sure to memorize any names or employment positions I see.

Wear one of their suits, unless Skylar objects while checking their suits. If Skylar doesn't check them, wear one anyway.

If there is nothing to cover the back of the vehicle with, see if I could disassemble my backpack and use the tarp and rope it is made of to cover the flatbed of the vehicle to conceal Skylar and the spare suits.

See if I could drive the vehicle with my guns in reach but hidden.

What I'm asking is, is it like a tractor (http://www.centytoys.com/Admin/UploadImage/Tractor-with-Trolly.gif) where stuff wouldn't be concealed by the doors or like a flatbed (http://www.johnsontrailerco.com/images/truck_flatbed1.jpg) that offers some more cover?

"Now, let's tuck those guys in and check our booty, shall we?"
(Nah, that was equal parts me and you I think. I just wanted to get that handled so you could actually go back to doing something.)

Right then. Where were we? Oh yes. Steve, how close is the other team to us?

Loot the bodies, in particular looking for key-cards and tools.

Take one of the suits and examine it to try and determine if it has any capabilities beyond 'be air tight' and 'cycle air'. Hook into it with one of the data cables and look at its computer carefully.

(FORGOT TEAM NAME AAAAAAAAAAAAAAAAAAAAA)

Strip the men, gag 'em and tie them up with some rope, duct tape or other adhesive I have (or they have in their vehicle).

Heh. 

Their helmets have radios in them similar to your own. There's a bit of com chatter, but nothing that tells you much. It sounds mostly like they're just working on repairing damage from the shells. Probably the Maintenance channel.

You drag the bodies down to the nearest room down the hall and stash them inside. It looks like some sort of decommissioned or maybe under construction control room, but is luckily unoccupied.

The suits have no special qualities; they're basically just more advanced versions of a MK I, thankfully without the heat fins and what looks like a more powerful computer and simpler interface. Flint puts one of them on, giving his MK II to Skylar to carry.

The cart is sorta like this
(http://g-ecx.images-amazon.com/images/G/01/Automotive/Entity/CRS/v1/2007_Kubota_RTV900_WorkSite._V139108592_.jpg)

But without the canopy over the seats.

There's nothing to cover the back with, and your bag can't do it either. Not enough fabric.

You could probably, assuming your guns are relatively small (Rifle sized or so) tuck them under the seat and they would be hidden enough that no one would see them unless they were specifically checking for such things.

Both men have keycards on them. The only tools they have are in a box in the bed of the cart.


TEAM B


Team B: Wild Weasels

"Through the door we hopefully just de-trapped. Hrmmm. Don't open the door yet. Check for more traps or something while I see if we can seal off the rest of the corridor. Having to avoid decompression every time we open a door would get silly, and they'd be able to track our progress by the series of breaches."

Try to find an emergency shutter or something capable of sealing off the rest of the corridor to limit the amount of atmosphere lost. If I do find one, don't activate it.

Team B - Weasel Mantis Sword

Search for traps on the door.

For the murder plots, more a mix of 'godlike being tormenting inferiors' and 'unstoppable, implacable serial killer'.

Team B

Search for traps, secret tunnels, and loot.
Unfortunately all the emergency shutters have been breached by a team of idiots. Bulkhead doors generally serve the purpose of sealing off pressure losses, which they can't do if they're open. I suppose you could go back to the nearest door and seal it back up. That would work to a degree.

The door itself seems no more trapped then any of the others. Then again, being an electronically controlled door, it really wouldn't need any sort of obvious mechanism for telling if it was forced open. It would just be some computer chip hidden in the wall somewhere, probably.

Murder plots would probably involve a large amount of hysterical laughter and the growth of spiked whip limbs or something similar. Unfortunately, killing Jim or Miyamoto is difficult on a logistical level, and killing milno is gonna be hard since the guy is far too paranoid to let you get close to him without some sort of contingency plan. Hmm.


TEAM C

Angel/MGAXT-85674/FR: Team C Audax


Damn I hate fighting observant opponents, permission to engage sir?


Take cover, if there's no cover here settle for dropping prone and open fire at the nearest sod with the laser rifle as soon as the range becomes optimal

Auron, team C.

In celebration of me going to go see captain america later today i shall prioritise using only my shield this turn.

Pull my teammates back around the nearest corner and wait for the sods to get closer.
Once sods are with 15-20 feet of our corner step out with my shield drawn then use my rocket pods to boost into and murder tackle them all simultaneously.

Once boost movement has stopped, charge in and begin shield bashing them into unconsciousness.

If any teammates start typing into manipulators run the fuck away from everyone.


-snip-
((I was going to be reasonable and use my manipulator to kill them, but you've inspired me to try something more risky and fun.))

Denzel Gaunt- Team C, Audax

Should Auron's maneuver work, charge in with my monoatomic sword and start killing sods with it, using my uncon dynamic bonus to assist.

Should Auron's maneuver not work, simply target the group of sods with my Microwave Manipulator, and kill them as efficiently as possible while doing my best to not kill Auron. This also coincidentally happens to use my uncon dynamic bonus. Isn't sticking to one weapon group nice?


((And yes, PW, I did charge an uncon bonus earlier. Between that and my decomp, this action should be fairly safe.

Should. Except if you're Auron.))

Team C: Audaxes
"Angel. Do you want this weapon? I prefer to use my rifle."
Give Angel the gauss rifle from Miyamoto. Back up, fire at the sods when they get near.

[Denzel uncon:4+1]


Well, I'm just gonna assume that Auron, seeing Denzel open his manipulator, decides to go through with his "Get the fuck away from everyone" action and leaps back out into the hall. Denzel then proceeds to boil sod brains until steam vents through their melting sinus cavities. It's a hell of a sound.

Mean while, Thomas and Phoenix hit the dirt and aim down range, ready to fire if Denzel should fail. Luckily he does not. After the sods are all dead, Auron walks back into the room and announces his desire to "Complete an action without fucking space wizards getting in the way and potentially melting his face."

TEAM D


Team D, "Dead Dirtbags" - Thaddeus - Grunt - Ship Alpha

So how do you want to do this boss? Use one of the cutting laser on it or what? Or is it too late to put on one of these uniforms to try and fool the camera?

Take all of that sweet, sweet lucre. Yes, all of it. Unless Milno wants any of it. Stay out of his way if he attempts to do anything with the door. Then follow along behind him/holding on where necessary.


Team D, "Dead Dirtbags" - Milno - Leader - Ship Alpha

Milno's keeping the rifles and keycards.

So how do you want to do this boss? Use one of the cutting laser on it or what? Or is it too late to put on one of these uniforms to try and fool the camera?

"We won't fool anyone. By the way, these dials on your laser rifle." Milno points at the dials. "This one controls diffusion and the other one controls intensity. Remember that. Raising diffusion makes them much more effective at close quarters but you might need to raise intensity as well to keep the punch." he explains, showing how the dials are supposed to work.

He then turns his attention to the camera. "I'll try something."

>How to deal with the cam: Watch the scene for a while; does the camera move or does it keep focused on the door? Does it look removable or movable?
-In case it stays focused on the door and it seems possible to move it, move closer without being spotted by it and then push it until it's facing upwards and away from the door. Wait for a moment. In case it begins to move to its original position or at all, then try using the alien glove to understand and disable it without causing its destruction; if that fails, destroy it through standard means. In case it looks like it won't move any time soon, quickly move on to taking care of the door.
-In case it stays focused on the door but it seems unmovable, then try all the aforementioned methods that do not include moving it.
-In case the camera is moving, then shoot it before it can spot us.
-Make sure to check if there aren't any defense systems around, usually indicated by suspicious marks on the walls and/or ceiling.

>How to deal with the door: See if the door won't just open automatically/with a gentle nudge. In case that doesn't work, then check if any of the keycards work. If none of the cards work, try using the gauntlet to open the door. In case all the prior actions fail and unless there's some very easy way to connect Steve to hack the door open for us (USB-plug style, no Aux rolls), then it's laser cutter time for the door.


When and if we finally get rid of the door, follow the standard procedure.
Standard procedure:
Spoiler (click to show/hide)
The camera moves, though only slightly. It seems to focus entirely on the door and a small area near it. It also looks like it has been wired in.

You wait until it has turned as far toward the door as possible and then rocket in, clinging close to the ceiling until you're in arm's length and then touching it with the gauntlet.

[will:4+1]

In an instant you understand it's workings, and before it can turn far enough to see you, you've altered it to show only a 10 second loop of footage. You land next to the door and try one of the keycards. It works, but the display screen over the keycard reader displays the message of "WAIT...LIFT IN MOTION"


TEAM E


Team E

"Oh dear."

Promptly brace myself and the guys with me, using exoskeleton strength. Once the danger has passed, hurry on through and get moving to the bridge!

Team E - Lerman

((Did it open the airlocks?))

Brace! Then move on to the bridge when the danger's over.

(Blowout soon fellow stalker. When? NOW.)
[unrelated numbers again: 2+1, 3+1, 3+1]

Being inside a ship that suddenly vents it's entire interior is an interesting thing. First you're in one room, holding on to the walls or pipes or anything you can. Then there's a thump as the pressure drop hits and you're somewhere else entirely, holding onto pieces of what it was you were bracing yourself with a minute ago. Then comes several painful seconds of disoriented tumbling and bouncing, hands clawing at the walls and floor, searching for something to hold on to. Bishop catches hold of the edge of a bulkhead doorway and everyone else catches hold of bishop, or someone he's holding on to. For a few more seconds they hang there, suspended by the force of the decompression, until it finally subsides and they're left laying on the ground in absolute, hard vacuum silence.



TEAM F

Ship Beta: Team F: Grate

"Aw. There's no way we're gonna get through here and survive. ...You are not going to put me in that room 'to see what happens'."

Backtrack. Blue-brick road this time?

Brother Lars: Team F Chaplain

Brother Lars puts a hand on Grate.  "Hold on, Brother Grate.  We must first pray on this."

He closes his eyes and bows his head.  "Great Glorious Steve, behold the problem before us.  What does this mean?  Will your light shield us if we travel this way, or does your will guide us another way?  Can we stop it with mortal hands?"



Ask if Steve knows what this implies, and if there's a way around.

Team F

"That doesn't sound good. Orders?"

Watch for enemies while waiting for orders. If any sensible orders are given, follow them.

>It means that passage passes through an unshielded section of the ship near the barrel of the ship's spinal cannon. That cannon is currently charging, so entering that area could pose a danger to electronic and metal components that aren't specifically shielded or restrained. Your best bet would be to either wait until it fires and then quickly move through afterwards, or try to find a different route, our try to find the electrical control area and temporarily shut it down.  


TEAM G


TEAM G
Hack the keycard lock
[Aux:6]
Well, you get the door open, but unfortunately this causes the elevator to lock in place a few feet above the doorway.


TEAM H


Missed my action, piecewise.

Hasala Nabin, Team H Mission Control


Just download the map, then. Send it to Teams A and D, as well.
When the support Sod is done with the terminal, the helmetless Sod puts his helmet back on and the squad continues towards the bridge.
You download the map and transmit it out to the rest of the team s on this ship.

According to the map, you've got a few choices how to get to your target. The shortest path goes distressingly near the area labeled "Barracks", while the longer ones take you out of your way and require doubling back or going through areas you could otherwise avoid. Hmm.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 04, 2014, 01:20:03 pm
 This is going nowhere. Morul, if I soften the door will you blow it open with your amps?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 04, 2014, 01:39:51 pm
Brother Lars:  Team F Chaplain

((So basically it cuts through here (http://img3.wikia.nocookie.net/__cb20130220055259/starwars/images/c/c1/Dsbeamtube5.png).  Gotcha.))

Brother Lars pats Grate on the head.  If he wasn't wearing a suit, he would have ruffled his hair.  "See, young Grate?  Prayer solves all.  We shall find another way around!


Head back to the hallway with the ex-turret and the sign just past, and figure out what Blue and Red lead to.  See if any other passages are identified.

Also keep an eye out for any access terminals that look convenient and accessible.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on April 04, 2014, 01:49:34 pm
Team F

"Permission to stay at this door?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 04, 2014, 01:52:54 pm
"For what reason?  We don't know if we'll be coming back through or going around."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on April 04, 2014, 01:57:15 pm
"For what reason?  We don't know if we'll be coming back through or going around."
Team F

"Point."

Follow lars.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 04, 2014, 02:00:16 pm
"The gods will show us the way!  O Cog-azaon, we ask for your blessings!  Please show us the way to bypass this obstacle!"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 04, 2014, 02:11:13 pm
Ship Beta: Team F: Grate

Roll eyes at but follow Lars.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on April 04, 2014, 02:15:27 pm
Team E(xceedingly lucky or just screwed?)

As soon as the decompression has stopped pulling, Bishop leaps to his feet.

"Now's our chance! If anyone on this tub was suited up, then that would have caught their attention like nothing else! Run you bitches, RUUUUUUN!!!"

Haul ass to the bridge! Make sure to check my corners for sods and suited guys and don't forget to provide covering fire the guys if we run into anyone. Keep an eye out for a computer console for Steve on the way!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on April 04, 2014, 02:25:22 pm
Team B 'Wild Weasels' - CO Simus

Hold it, Xan. Let's try to get through without blowing it open. We don't want to attract attention, not yet. We seal the door behind us, the one that leads to the maintenance corridor we hit, and allow this area to repressurize, then not only will getting through bulkhead doors be somewhat easier, but it eliminates a method of tracking our progress through the ship.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 04, 2014, 02:38:51 pm
Team B - Resident Katana Mantis

All right. You will have to do that, however, I know nothing of machinery.

Speaking of katanas, unsheath mine. Try it figure out what skill it would use. Uncon?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 04, 2014, 03:19:15 pm
Team B: Wild Weasels

"I'll go look for a way to seal off that other door, or failing to find one, force it closed."

Head back to the maintenance door we entered through, and see if I can find a way to get it closed. Failing that, look for a manual override, and failing that, charge brain for a mental override next turn.

((Melee weapons use uncon, yes.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 04, 2014, 03:20:31 pm
((Welp, time to start boosting Uncon, I guess.
Eventually.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on April 04, 2014, 03:25:02 pm
((Welp, time to start boosting Uncon, I guess.
Eventually.))

(('Simple' melee weapons use dex. Only 'advanced/high tech' melee weapon use uncon.
Proof: my naginata used dex when it was just a normal naginata, but now that it has a monorazor edge it uses uncon).)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on April 04, 2014, 04:13:41 pm
Team B 'Wild Weasels' - CO Simus

I'm coming with you, Morul. Failing being able to close it normally, some rather... forceful manual overrides might be possible. I have the tools we might need, anyways.

Go with Morul, assist in his closing the door, except in space-magiky ways. Back off for those.

((You know, I think we're pretty much the only team so far to be completely untroubled.

We've also probably made the least progress.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on April 04, 2014, 04:16:11 pm
Hasala Nabin, Team H Sod Controller


Hasala studies the map for a few seconds, and then turns toward [Anton]. "Hmm. Hey, how many UWM sods d'you think could be in those barracks?"

Is that the only Barracks area on the map? If so, take the long route. If not, estimate of how many people or Sods could be in that barracks, based on the size, please.
How close is 'close'? Could the Sods reasonably sneak past without being noticed?
If the Sods can sneak past, take the short route.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on April 04, 2014, 04:22:36 pm
Team E - Lerman

Haul ass to the bridge. Check corners, take cover if in a firefight, yadayadayada.


((Zero gravity shootin!))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on April 04, 2014, 04:34:18 pm
Team A - Ship Alpha || Skylar Support

(( I think you'll find that my post was indeed labeled... a half hour before your post :P (thanks Toaster) ))

Well, if you can't cover me, want to claim prisoner transport? Found an unconscious guy in a suit, bringing him somewhere? Oh, hang on... ah, a map. Sods came through for us. Shall we see what's in our way?

Check the map, see what's between us and the bridge. Also, get an update from Steve on Team D's position, see what's between us and them as well.

Take the extra keycard and lay down in the back and go limp in the back for now.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on April 04, 2014, 05:27:01 pm
Auron team c.

check sods for useful objects, go back and seal the last door behind us.
Check to see if those floor tracks are for vehicles, resume following bridge line, possibly in a vehicle.

If more sods are found laser them with great prejudice, unless they pop out in melee range in which case them with a shield bash then stab them in the face with my reiterpallasch.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on April 04, 2014, 05:59:33 pm
Team D, "Dead Dirtbags" - Milno - Leader - Ship Alpha

"Camera's down. We'll have to wait for the lift." Milno says, nodding to Thaddeus and gesturing an "all-clear", though he can't shake off the feeling that lifts are the kind of place intruders have one of the highest chances of being screwed over; good thing he got that camera disabled. He glances at the display screen and takes position in front of the door before once again talking to Steve. "How's the closest team doing?"

Talk to Steve. Wait for the lift. If shit suddenly happens, activate EMM and react appropriately.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on April 04, 2014, 06:20:44 pm
Denzel Gaunt- Team C, Audax

Take point while moving towards the bridge. Should enemies be encountered respond at melee range with my monoatomic sword and at range with my combi-rifle (Using gauss ammo first). Should we aquire a vehicle, hop on that. Also, try not to friendly-fire Auron. That would just be impolite.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 04, 2014, 07:27:00 pm
Team A - Ship Alpha | Flint Westwood - Disguised Soldier

Give Skylar this suit's UUID (or whatever ID they use to communicate) so that he can give it to Steve and so that he can text me.
Also see if the radio has a list of presets. Is there anything interesting there?
See if I could add Steve's radio frequency to that list (unless it's impossible/unnecessary).


Check around in the surrounding rooms for anything of interest/value. The most important thing I'm looking for is anything I could use to hide Skylar while he lays in the back. Plastic covers, a big box, many small boxes, piles of wires, whatever.

Do I know who this suit is supposed to belong to? Was there any name on the ID? Or are these suits not personal but just handed out?
Just need to know so that I can lie a bit more convincingly. Otherwise, I can always give a fake name.


Ask Steve/check the map to see where we are in relation to the central control room/bridge. Is it just a straight line from here or do we have to change levels?
Does the map/Steve show any good targets of opportunity around here? Power plants, security stations, communication arrays, important maintenance areas, servers, anything?
Is there some sort of secondary hallway, maintenance hallway or something similar visible we could go through that would lessen our chances of running into security people?

Use the maintenance frequency in conjunction with the map to search for anything I could use to help me lie. Are there any requests for maintenance personnel near the front of the ship? Any weapons or other systems that could potentially malfunction or need maintenance?

Well, if you can't cover me, want to claim prisoner transport? Found an unconscious guy in a suit, bringing him somewhere? Oh, hang on... ah, a map. Sods came through for us. Shall we see what's in our way?
"Ehhh... it's a long shot. We're stretching it as it is. I doubt they'd let me take you past the first checkpoint we run into. I'm certain they'd want their security handling their prisoners, not their janitors. Unless I give them some grade A bullshit.
If I manage to hide you, you can keep your MK3 and I can maybe lie my way through a few checkpoints.
But you're right, better check the map."


EDIT: "Any good ideas for what to say if they ask us why we're heading towards the front of the ship? I was thinking about saying something along the lines of 'They requested extra men near all critical ship infrastructure'. That sound good?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on April 04, 2014, 08:45:23 pm
Team D, "Dead Dirtbags" - Thaddeus - Grunt - Ship Alpha

...the fuck did your hand just do to the door? Huh. Whatever you say boss.

Wait for the lift with Milno. Turn the dials that Milno conveniently pointed out to Thaddeus to turn the laser rifle into a laser shotgun. If shit happens, pop off a shot at the attackers, then dive to the side of the elevator to try and avoid getting shot/stabbed/etc. If Milno is in the line of fire, for the love of God don't fire, just get out of the way so the professional can do his job.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on April 05, 2014, 12:17:32 am
"Ehhh... it's a long shot. We're stretching it as it is. I doubt they'd let me take you past the first checkpoint we run into. I'm certain they'd want their security handling their prisoners, not their janitors. Unless I give them some grade A bullshit.
If I manage to hide you, you can keep your MK3 and I can maybe lie my way through a few checkpoints.
But you're right, better check the map."


EDIT: "Any good ideas for what to say if they ask us why we're heading towards the front of the ship? I was thinking about saying something along the lines of 'They requested extra men near all critical ship infrastructure'. That sound good?"

Will depend on the map. Might be there's something in the right direction that you would credibly have been told to take an unconscious prisoner to, or the closest lateral lift might be in this direction. An infirmary or security post, maybe? It's a long shot, but if we're going to try and bluff at all, I either need to follow out of sight or appear unconscious on the tram. Might be all we run into is automated defenses that won't glance twice at the right uniform and a keycard.

We could always just go loud. The other team should be nearby, we could get as close as we can to them, then just charge the remaining defenses.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on April 05, 2014, 02:42:53 pm
Team H, Starfleet Command - Anton Chernozorov

With the ships poised to attack and waiting for the right moment, and his old Kappa team command seat firmly occupied by another person, Anton takes the opportunity for a few minutes of downtime, and takes out his datapad.

Start a new program project based on the components of the advanced drone OS that don't involve actually flying the drone - the optical object recognition, parallax distance estimation, and LOS extension by relative coordinates programs. The new program must be able to take readings from multiple sources that transmit their relative coordinates, estimate the relative position and distance of the chosen targets, and correlate object databases between its instances running in parallel in different places. Then make it able to take readings from multiple cameras at each source.
In effect, it should be able to, given a target object with known shape, immediately recognize it when it comes into view of any cameras mounted at any source point, and have an estimate of its position and distance made known at all of those points, using relative position data and estimated target position. So that if several people have helmets with 360-degree camera coverage, and one person picks a target, then when that target comes into view of any of those people, all of them are made aware of what direction it's in and approximately how far it is.
Save any progress made on the program under "Reactive Identification of Noticed Nonspecific Entities via General Awareness Network" - codename "RINNEGAN".
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on April 05, 2014, 04:44:19 pm
Angel/MGAXT-85674/FR: Team C Audax


No keep the rifle, ripping out all my augments did a number on my musculature, I'll need to spend time to rebuild and heal once this mission is over


Take up rear-point, keep an eye out for anything coming up from behind and be ready to engage if necessary
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: darkpaladin109 on April 05, 2014, 05:11:06 pm
Team E
Follow the others and go to the bridge. Fire my rifle at enemies if I see them, and take cover if there's more of them than us. If they get close enough, punch them with my Kinetic Amplifier.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on April 05, 2014, 06:47:49 pm
TEAM G
fix elevator
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on April 07, 2014, 03:18:47 am
Team C: Audaxes: Thomas
"Goddamnit."
Thomas muttered under his breath. Now he had a gauss rifle and nothing to do with it but carry it around.
Continue onwards, carefully.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on April 07, 2014, 03:11:07 pm
TEAM A
Team A - Ship Alpha || Skylar Support

(( I think you'll find that my post was indeed labeled... a half hour before your post :P (thanks Toaster) ))

Well, if you can't cover me, want to claim prisoner transport? Found an unconscious guy in a suit, bringing him somewhere? Oh, hang on... ah, a map. Sods came through for us. Shall we see what's in our way?

Check the map, see what's between us and the bridge. Also, get an update from Steve on Team D's position, see what's between us and them as well.

Take the extra keycard and lay down in the back and go limp in the back for now.


Team A - Ship Alpha | Flint Westwood - Disguised Soldier

Give Skylar this suit's UUID (or whatever ID they use to communicate) so that he can give it to Steve and so that he can text me.
Also see if the radio has a list of presets. Is there anything interesting there?
See if I could add Steve's radio frequency to that list (unless it's impossible/unnecessary).


Check around in the surrounding rooms for anything of interest/value. The most important thing I'm looking for is anything I could use to hide Skylar while he lays in the back. Plastic covers, a big box, many small boxes, piles of wires, whatever.

Do I know who this suit is supposed to belong to? Was there any name on the ID? Or are these suits not personal but just handed out?
Just need to know so that I can lie a bit more convincingly. Otherwise, I can always give a fake name.


Ask Steve/check the map to see where we are in relation to the central control room/bridge. Is it just a straight line from here or do we have to change levels?
Does the map/Steve show any good targets of opportunity around here? Power plants, security stations, communication arrays, important maintenance areas, servers, anything?
Is there some sort of secondary hallway, maintenance hallway or something similar visible we could go through that would lessen our chances of running into security people?

Use the maintenance frequency in conjunction with the map to search for anything I could use to help me lie. Are there any requests for maintenance personnel near the front of the ship? Any weapons or other systems that could potentially malfunction or need maintenance?

Well, if you can't cover me, want to claim prisoner transport? Found an unconscious guy in a suit, bringing him somewhere? Oh, hang on... ah, a map. Sods came through for us. Shall we see what's in our way?
"Ehhh... it's a long shot. We're stretching it as it is. I doubt they'd let me take you past the first checkpoint we run into. I'm certain they'd want their security handling their prisoners, not their janitors. Unless I give them some grade A bullshit.
If I manage to hide you, you can keep your MK3 and I can maybe lie my way through a few checkpoints.
But you're right, better check the map."


EDIT: "Any good ideas for what to say if they ask us why we're heading towards the front of the ship? I was thinking about saying something along the lines of 'They requested extra men near all critical ship infrastructure'. That sound good?"
Kri:
Between you and the cockpit isn't a whole lot, a couple of floors you can bypass in an elevator, but then the one hallway that leads to the control room itself has a lot of these "Warning, security precautions active" signs. Seems like, with the lack of crew and defenses, they've pulled back and holed themselves up in the last corridor. Hm. What was this group of repairmen doing out here then? Maybe they didn't get the memo.

Team D is along your way; actually they're near the elevator it looks like.

You take the keycard and flop down in the back, doing your best ragdoll impression.

Flint:
The radio presets are "All" "Maintenance" and "Funky". All appears to be an open frequency for all the people on the ship. Maintenance is a narrower range, probably just picks up Maintenance. Funky is music. Specifically this (https://www.youtube.com/watch?v=3GdaaPsIaQE&feature=kp) is playing. Huh...It seems that Funky was the station they has the radio turned to when you ambushed them.

You add steve to the presets. If you think thats a good idea. I mean, heaven forbid they kill you and check your radio and have an unencrypted broadcast of steve to just listen in on.

"Many small boxes"

I don't think skylars work if you disassemble them. As per things to hide a skylar, there is a big box in the room you stashed the knocked out men. It's full of crap but you could empty it.

The only identifying marks on the suit itself are a number across the left side of the chest. However, the keycards themselves have names and pictures on them.

Handled in the above post. Also, remember that we're trying to take over this ship and use it, not cripple it. Attacking sensitive areas is probably a poor idea.

There aren't any calls that you hear, besides an automated one that repeats every few minutes. It's a general recall of all personnel to the "Critical level".


TEAM B

Team B - Resident Katana Mantis

All right. You will have to do that, however, I know nothing of machinery.

Speaking of katanas, unsheath mine. Try it figure out what skill it would use. Uncon?
Unless it's modified, it uses dex and str.


Team B: Wild Weasels

"I'll go look for a way to seal off that other door, or failing to find one, force it closed."

Head back to the maintenance door we entered through, and see if I can find a way to get it closed. Failing that, look for a manual override, and failing that, charge brain for a mental override next turn.

((Melee weapons use uncon, yes.))
Team B 'Wild Weasels' - CO Simus

I'm coming with you, Morul. Failing being able to close it normally, some rather... forceful manual overrides might be possible. I have the tools we might need, anyways.

Go with Morul, assist in his closing the door, except in space-magiky ways. Back off for those.

((You know, I think we're pretty much the only team so far to be completely untroubled.

We've also probably made the least progress.))

You close the door. It won't prevent all the decompression effects, but it will at least minimize them. Damn you space and your cold...vacuum...ness. Is there an adjective form for Vacuum?


TEAM C


Auron team c.

check sods for useful objects, go back and seal the last door behind us.
Check to see if those floor tracks are for vehicles, resume following bridge line, possibly in a vehicle.

If more sods are found laser them with great prejudice, unless they pop out in melee range in which case them with a shield bash then stab them in the face with my reiterpallasch.

Denzel Gaunt- Team C, Audax

Take point while moving towards the bridge. Should enemies be encountered respond at melee range with my monoatomic sword and at range with my combi-rifle (Using gauss ammo first). Should we aquire a vehicle, hop on that. Also, try not to friendly-fire Auron. That would just be impolite.

One of them has a keycard, thats about it. Everything else melted, as usual.  Seal via mechanical force or programming?

The tracks appear to be for a vehicle, or more specifically for some sort of tram system. Unfortunately there's no sign of it right now, although there is a panel near the tracks that might call it. Also, the line points to the tracks before continuing on down the hall; maybe both the on foot way and track way lead to the same end?


Angel/MGAXT-85674/FR: Team C Audax


No keep the rifle, ripping out all my augments did a number on my musculature, I'll need to spend time to rebuild and heal once this mission is over


Take up rear-point, keep an eye out for anything coming up from behind and be ready to engage if necessary
You keep a close eye on your rear and prepare to engage anyone who would attempt to penetrate your defenses in a surprising manner.

Team C: Audaxes: Thomas
"Goddamnit."
Thomas muttered under his breath. Now he had a gauss rifle and nothing to do with it but carry it around.
Continue onwards, carefully.
I'm not sure if your teammates are gonna wanna fuck around with the tram, so...we wait for now.


TEAM D

Team D, "Dead Dirtbags" - Milno - Leader - Ship Alpha

"Camera's down. We'll have to wait for the lift." Milno says, nodding to Thaddeus and gesturing an "all-clear", though he can't shake off the feeling that lifts are the kind of place intruders have one of the highest chances of being screwed over; good thing he got that camera disabled. He glances at the display screen and takes position in front of the door before once again talking to Steve. "How's the closest team doing?"

Talk to Steve. Wait for the lift. If shit suddenly happens, activate EMM and react appropriately.

>They're being very cautious and trying to hatch some sort of master plan, I think. But they're not far from you.

The lift arrives with a ding. It's empty. Huh, well, thats nice.



Team D, "Dead Dirtbags" - Thaddeus - Grunt - Ship Alpha

...the fuck did your hand just do to the door? Huh. Whatever you say boss.

Wait for the lift with Milno. Turn the dials that Milno conveniently pointed out to Thaddeus to turn the laser rifle into a laser shotgun. If shit happens, pop off a shot at the attackers, then dive to the side of the elevator to try and avoid getting shot/stabbed/etc. If Milno is in the line of fire, for the love of God don't fire, just get out of the way so the professional can do his job.
Laser shotgun set. "Don't shoot milno" protocol set.


TEAM E


Team E(xceedingly lucky or just screwed?)

As soon as the decompression has stopped pulling, Bishop leaps to his feet.

"Now's our chance! If anyone on this tub was suited up, then that would have caught their attention like nothing else! Run you bitches, RUUUUUUN!!!"

Haul ass to the bridge! Make sure to check my corners for sods and suited guys and don't forget to provide covering fire the guys if we run into anyone. Keep an eye out for a computer console for Steve on the way!
Team E - Lerman

Haul ass to the bridge. Check corners, take cover if in a firefight, yadayadayada.


((Zero gravity shootin!))
Team E
Follow the others and go to the bridge. Fire my rifle at enemies if I see them, and take cover if there's more of them than us. If they get close enough, punch them with my Kinetic Amplifier.


Alright, I'm just gonna skip you ahead here for a while...walk through empty corridors, bypass corpses, etc etc.  Basically, the next place you're gonna have to worry about is this big blast door you come across, following the signs toward the control room. It's locked, surprise, and none of the cards you've looted from corpses or any sort of secret knocks or shouting seems to open it.


TEAM F



Brother Lars:  Team F Chaplain

((So basically it cuts through here (http://img3.wikia.nocookie.net/__cb20130220055259/starwars/images/c/c1/Dsbeamtube5.png).  Gotcha.))

Brother Lars pats Grate on the head.  If he wasn't wearing a suit, he would have ruffled his hair.  "See, young Grate?  Prayer solves all.  We shall find another way around!


Head back to the hallway with the ex-turret and the sign just past, and figure out what Blue and Red lead to.  See if any other passages are identified.

Also keep an eye out for any access terminals that look convenient and accessible.


"For what reason?  We don't know if we'll be coming back through or going around."
Team F

"Point."

Follow lars.


Ship Beta: Team F: Grate

Roll eyes at but follow Lars.

You follow the paths down a bit until you find another sign.

Blue seems to lead to electrical, Red to weapons systems.


TEAM G



TEAM G
fix elevator

How? Mechanically, via the control pad, what? I gotta know what to fuck up when you fail.


TEAM H

Team H, Starfleet Command - Anton Chernozorov

With the ships poised to attack and waiting for the right moment, and his old Kappa team command seat firmly occupied by another person, Anton takes the opportunity for a few minutes of downtime, and takes out his datapad.

Start a new program project based on the components of the advanced drone OS that don't involve actually flying the drone - the optical object recognition, parallax distance estimation, and LOS extension by relative coordinates programs. The new program must be able to take readings from multiple sources that transmit their relative coordinates, estimate the relative position and distance of the chosen targets, and correlate object databases between its instances running in parallel in different places. Then make it able to take readings from multiple cameras at each source.
In effect, it should be able to, given a target object with known shape, immediately recognize it when it comes into view of any cameras mounted at any source point, and have an estimate of its position and distance made known at all of those points, using relative position data and estimated target position. So that if several people have helmets with 360-degree camera coverage, and one person picks a target, then when that target comes into view of any of those people, all of them are made aware of what direction it's in and approximately how far it is.
Save any progress made on the program under "Reactive Identification of Noticed Nonspecific Entities via General Awareness Network" - codename "RINNEGAN".


...is dat a freaking naruto reference.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: darkpaladin109 on April 07, 2014, 03:15:07 pm
Team E / Magilla
Magilla mad. MAGILLA USE KINETIC AMPLIFIER TO SMASH PUNY DOOR OPEN

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 07, 2014, 03:24:03 pm
Lars frowns at the sign.

"Clearly we should just go up the hallway next to the bridge one.  It should take us around the obstruction!"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 07, 2014, 03:27:33 pm
Team B - Remembering that Doc said no vacuum

Wait a minute, we're being exposed to the cold of space, aren't we? That's bad for me.

Follow team and charge a dynamic exo thing while I wait for them to open the door.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 07, 2014, 03:28:19 pm
Team A - Ship Alpha | Flint Westwood - Disguised Soldier
"Many small boxes"

I don't think skylars work if you disassemble them. As per things to hide a skylar, there is a big box in the room you stashed the knocked out men. It's full of crap but you could empty it.
((Hahaha! Oh, that had me laughing out loud for a while.
No, I meant use the boxes to build a small wall/fort around him and hide him in there. Like lego.

Also, nice music.

Oh, and attacking other parts of the ship would make sense if we could somehow disable/take over the Control room's security from there.))

Unless Skylar disagrees, load the box on the vehicle (after emptying it), stuff him in the box (make sure it can open from the inside) and start driving towards the nearest elevator.

If Skylar doesn't want to get in the box, load it on the vehicle anyway and start driving towards the elevator. Make sure Skylar stays a small distance behind me so that I can warn him about anything dangerous up ahead.

Send a wristpad message to alert the other team to the fact that we are approaching and that I am disguised. Attempt to use the elevator to get to them.

Listen to the "All" frequency for anything of interest.

Rehearse a good story about why I'm here and why we want to enter the control room.
Generally prepare a good lie (or the truth, that I was listening to funky music and didn't listen to the alert).
Something to give a speech dynamic bonus.


I'm assuming that if something dangerous/interesting comes up you will pause, so I give no conditional actions.

"Say what you will about those UWM techs, but the sure play some nice music on their radio."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on April 07, 2014, 03:35:13 pm
Team A - Ship A || Skylar - Support

Right, looks like there isn't anything in the right direction, and it looks like they may have holed up in the last corridor before the control center. Not sure if we can stealth through that even in the best of conditions. Team D is near an elevator we could use to bypass some floors, I say we link up with them and then see what awaits us in that corridor. Sound good? ... Why are you gesturing at that... giant... ... Right. I've done worse.

@Team D:
(through Steve if necessary) We're on our way to the elevator you're at, on floor *?*. Looks like they're holed up in the last corridor before the bridge, as far as I can tell from the map. Flint is using one of their suits and listening in on their radio. I might be hiding in a box. Link up and head to the bridge?

Get the radio frequencies of the channels in Flint's suit, share them with Team D and Steve (in case other ships use the same frequencies) and listen in as well.

If the box can be loaded in a way that it can be opened from the inside while in the bed of the vehicle, help Flint empty and load it in the truck, then climb in.
Otherwise, object strenuously and refuse to get out of the bed of the truck until we link up with Milno :P

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 07, 2014, 03:50:01 pm
Team B: Wild Weasels

"That should hold until we can shut the door behind us. Shall we continue?"

Head back down the blue path and assist Simus in opening the door. Don't use my amp to open the door.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on April 07, 2014, 04:08:39 pm
Team D

Follow the blue line. Open doors if they are in my way.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on April 07, 2014, 05:14:38 pm
Team B 'Wild Weasles' - CO Simus
It should help, at least.

Hold off a moment for the area to repressurize, then attempt to open the door blocking our path, using manual overrides in increasing order of destructiveness, stopping short of explosives.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 07, 2014, 06:48:35 pm
Wait, you mean we're not going into space?

Action edited
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on April 07, 2014, 07:30:13 pm
HEY PIECEWISE
You missed me again

Hasala Nabin, Team H Sod Controller


Hasala studies the map for a few seconds, and then turns toward [Anton]. "Hmm. Hey, how many UWM sods d'you think could be in those barracks?"

Is that the only Barracks area on the map? If so, take the long route. If not, estimate of how many people or Sods could be in that barracks, based on the size, please.
How close is 'close'? Could the Sods reasonably sneak past without being noticed?
If the Sods can sneak past, take the short route.


So, exactly how many turns have I missed due to this, now? :P
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on April 07, 2014, 08:03:58 pm
Team C: Audaxes: Thomas
"So, what's the plan? I'm thinking we should get onto the tram. We need to do this quickly."
Await the plan.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on April 07, 2014, 08:04:27 pm

TEAM G


TEAM G
fix elevator

How? Mechanically, via the control pad, what? I gotta know what to fuck up when you fail.


Mechanically
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 07, 2014, 08:06:03 pm
Is there an adjective form for Vacuum?
"Vacuous"?



Ship Beta: Team F: Grate

Open the door to the weapon area and peer inside.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on April 07, 2014, 08:10:34 pm
Team D, "Dead Dirtbags" - Milno - Leader - Ship Alpha

"Hey, Steve. I have some questions." Milno says over the comms as he swings his prosthetic arm inside the elevator to check for any booby traps. "Any rooms directly above, to the side, or below the bridge? If that's the case, we could use one of those laser cutters to bypass that corridor, since it's almost sure to be heavily defended. We could use the cutters to open several holes to confuse the defenders then get into the bridge through one of them. Any chance of that plan or anything similar to that working without crippling the ship?"

Ask Steve the questions above. Trap check the elevator. Join up with Team A unless Steve advises otherwise. Prepare to enact plan "laser cutters ahoy" in case it happens to be feasible. If shit suddenly happens, activate EMM and react appropriately.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on April 07, 2014, 09:25:00 pm
Team E

Stop the idiot from damaging the door uselessly by punching it and just use the cutters instead. If that fails, look for somewhere that I can plug Steve into and have him do his thing to get us inside.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on April 07, 2014, 09:50:00 pm
Team D, "Dead Dirtbags" - Thaddeus - Grunt - Ship Alpha

Wait for Milno to do the trap check on the elevator, then join him. Pull up the map of the ship the sods sent us and inspect it, looking especially for alternative routes into the Bridge. If plan "laser cutters ahoy" is a go, help where possible. If shit happens, pop off a shot with the laser shotgun, then dive out of the way. Don't forget about the "Don't shoot milno" protocol.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on April 07, 2014, 10:00:05 pm
Denzel Gaunt- Team C, Audax

Take point while moving towards the bridge. Should enemies be encountered respond at melee range with my monoatomic sword and at range with my combi-rifle (Using gauss ammo first). Should we aquire a vehicle, hop on that. Also, try not to friendly-fire Auron. That would just be impolite.
"Let's get moving- of we call the tram, they'll know where to find us."

Unless the others object, lead the group forward.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on April 08, 2014, 03:03:06 am
Team E- Lerman

Loot corpses. Search for any control panels and hack accordingly. If there are none, get to work cutting open the blast door with my cutting laser, but brace myself for the escaping air, bits of people and possible armored friends.


((Depressurising ships for fun and profit!))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on April 08, 2014, 05:23:19 am
Auron Team C

Follow the bridge line disregarding the tram.

Laser any sods we encounter unless they reach melee range in which case stab them with my sword.

Keep an eye out for turrets and other defences.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 08, 2014, 08:17:13 am
Ship Beta: Team F: Grate

Open the door to the weapon area and peer inside.

((We're not actually at a door- just at a sign telling us where the line leads.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on April 08, 2014, 09:13:24 am
TEAM G

Look around and search for another way to go back up. Get ready for anything bad that may happen when my teammates try to fix the elevator, dodging and escaping with BT if anything that may damage me happens.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 08, 2014, 10:14:08 am
Ship Beta: Team F: Grate

Open the door to the weapon area and peer inside.
((We're not actually at a door- just at a sign telling us where the line leads.))
((Well, then I'd be heading that way first.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 08, 2014, 10:30:41 am
((Okay.))


Brother Lars: Team F Chaplain

"I will take your advice, Brother Grate.  To weapons!"

Drag unresponsive team members toward the Weapons area.  Shoot fleshy hostiles with Gauss and mechanical ones with Projector.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on April 08, 2014, 11:50:48 am
Team H, Starfleet Command - Anton Chernozorov

Team H, Starfleet Command - Anton Chernozorov

With the ships poised to attack and waiting for the right moment, and his old Kappa team command seat firmly occupied by another person, Anton takes the opportunity for a few minutes of downtime, and takes out his datapad.

Start a new program project based on the components of the advanced drone OS that don't involve actually flying the drone - the optical object recognition, parallax distance estimation, and LOS extension by relative coordinates programs. The new program must be able to take readings from multiple sources that transmit their relative coordinates, estimate the relative position and distance of the chosen targets, and correlate object databases between its instances running in parallel in different places. Then make it able to take readings from multiple cameras at each source.
In effect, it should be able to, given a target object with known shape, immediately recognize it when it comes into view of any cameras mounted at any source point, and have an estimate of its position and distance made known at all of those points, using relative position data and estimated target position. So that if several people have helmets with 360-degree camera coverage, and one person picks a target, then when that target comes into view of any of those people, all of them are made aware of what direction it's in and approximately how far it is.
Save any progress made on the program under "Reactive Awareness and Identification via Distributed Estimation Network" - codename "RAIDEN".


Do that again, except without the Naruto reference this time.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on April 08, 2014, 12:45:23 pm
Team F

Follow Lars. Shoot any fleshy hostiles with bolt action rifle.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on April 08, 2014, 04:13:01 pm
TEAM A
Team A - Ship Alpha | Flint Westwood - Disguised Soldier
"Many small boxes"

I don't think skylars work if you disassemble them. As per things to hide a skylar, there is a big box in the room you stashed the knocked out men. It's full of crap but you could empty it.
((Hahaha! Oh, that had me laughing out loud for a while.
No, I meant use the boxes to build a small wall/fort around him and hide him in there. Like lego.

Also, nice music.

Oh, and attacking other parts of the ship would make sense if we could somehow disable/take over the Control room's security from there.))

Unless Skylar disagrees, load the box on the vehicle (after emptying it), stuff him in the box (make sure it can open from the inside) and start driving towards the nearest elevator.

If Skylar doesn't want to get in the box, load it on the vehicle anyway and start driving towards the elevator. Make sure Skylar stays a small distance behind me so that I can warn him about anything dangerous up ahead.

Send a wristpad message to alert the other team to the fact that we are approaching and that I am disguised. Attempt to use the elevator to get to them.

Listen to the "All" frequency for anything of interest.

Rehearse a good story about why I'm here and why we want to enter the control room.
Generally prepare a good lie (or the truth, that I was listening to funky music and didn't listen to the alert).
Something to give a speech dynamic bonus.


I'm assuming that if something dangerous/interesting comes up you will pause, so I give no conditional actions.

"Say what you will about those UWM techs, but the sure play some nice music on their radio."
Team A - Ship A || Skylar - Support

Right, looks like there isn't anything in the right direction, and it looks like they may have holed up in the last corridor before the control center. Not sure if we can stealth through that even in the best of conditions. Team D is near an elevator we could use to bypass some floors, I say we link up with them and then see what awaits us in that corridor. Sound good? ... Why are you gesturing at that... giant... ... Right. I've done worse.

@Team D:
(through Steve if necessary) We're on our way to the elevator you're at, on floor *?*. Looks like they're holed up in the last corridor before the bridge, as far as I can tell from the map. Flint is using one of their suits and listening in on their radio. I might be hiding in a box. Link up and head to the bridge?

Get the radio frequencies of the channels in Flint's suit, share them with Team D and Steve (in case other ships use the same frequencies) and listen in as well.

If the box can be loaded in a way that it can be opened from the inside while in the bed of the vehicle, help Flint empty and load it in the truck, then climb in.
Otherwise, object strenuously and refuse to get out of the bed of the truck until we link up with Milno :P


Skylar is placed in the large box which is placed in the bed of the cart. Good. Now he can pop out with an accompanying orchestra sting and startle his way to the top as a beloved horror icon for these new, stupid times.

 You both drive off to where the map shows the elevator to be. The elevator is there, unfortunately it appears to be on a different floor.

You spend your time waiting for it concocting a good lie. Or at least trying to.


TEAM B


Team B - Remembering that Doc said no vacuum

Wait a minute, we're being exposed to the cold of space, aren't we? That's bad for me.

Follow team and charge a dynamic exo thing while I wait for them to open the door.
Team B: Wild Weasels

"That should hold until we can shut the door behind us. Shall we continue?"

Head back down the blue path and assist Simus in opening the door. Don't use my amp to open the door.

Team B 'Wild Weasles' - CO Simus
It should help, at least.

Hold off a moment for the area to repressurize, then attempt to open the door blocking our path, using manual overrides in increasing order of destructiveness, stopping short of explosives.


[Simus and morul combined Aux:5]

Well you get that door open without any problems. Cool.

Not so cool is the squat automated turret that unfolds out of the ceiling down the newly opened hall.

I think they might know you're here.


TEAM C

Team C: Audaxes: Thomas
"So, what's the plan? I'm thinking we should get onto the tram. We need to do this quickly."
Await the plan.

Denzel Gaunt- Team C, Audax

Take point while moving towards the bridge. Should enemies be encountered respond at melee range with my monoatomic sword and at range with my combi-rifle (Using gauss ammo first). Should we aquire a vehicle, hop on that. Also, try not to friendly-fire Auron. That would just be impolite.
"Let's get moving- of we call the tram, they'll know where to find us."

Unless the others object, lead the group forward.

Auron Team C

Follow the bridge line disregarding the tram.

Laser any sods we encounter unless they reach melee range in which case stab them with my sword.

Keep an eye out for turrets and other defences.

So the tunnel wanders on for a while, passing several doors, none of which connect to the green line, so you just keep going. Eventually, you come across the end of the line; an heavier, more reenforced door with a big fat set of turrets set into the ceiling above it. The tramway has a slight curve, so they haven't see you yet, but the second you move out to shoot at them or anything like that, they will.

TEAM D


Team D

Follow the blue line. Open doors if they are in my way.
Wait...I feel you are in the wrong place sir.

Team D, "Dead Dirtbags" - Milno - Leader - Ship Alpha

"Hey, Steve. I have some questions." Milno says over the comms as he swings his prosthetic arm inside the elevator to check for any booby traps. "Any rooms directly above, to the side, or below the bridge? If that's the case, we could use one of those laser cutters to bypass that corridor, since it's almost sure to be heavily defended. We could use the cutters to open several holes to confuse the defenders then get into the bridge through one of them. Any chance of that plan or anything similar to that working without crippling the ship?"

Ask Steve the questions above. Trap check the elevator. Join up with Team A unless Steve advises otherwise. Prepare to enact plan "laser cutters ahoy" in case it happens to be feasible. If shit suddenly happens, activate EMM and react appropriately.

Team D, "Dead Dirtbags" - Thaddeus - Grunt - Ship Alpha

Wait for Milno to do the trap check on the elevator, then join him. Pull up the map of the ship the sods sent us and inspect it, looking especially for alternative routes into the Bridge. If plan "laser cutters ahoy" is a go, help where possible. If shit happens, pop off a shot with the laser shotgun, then dive out of the way. Don't forget about the "Don't shoot milno" protocol.
>No. The bridge in all ships tends to be behind some pretty thick armor shells. It's one of the most vital places after all, they do their best to shield it.


The elevator has no visible traps or security devices, as far as you can see. Both members of team D board the elevator and ride it up to meat with team A. When the door opens, they find flint standing around, practicing lying to a wall. Thats about right.


TEAM E


Team E / Magilla
Magilla mad. MAGILLA USE KINETIC AMPLIFIER TO SMASH PUNY DOOR OPEN


Team E

Stop the idiot from damaging the door uselessly by punching it and just use the cutters instead. If that fails, look for somewhere that I can plug Steve into and have him do his thing to get us inside.

Team E- Lerman

Loot corpses. Search for any control panels and hack accordingly. If there are none, get to work cutting open the blast door with my cutting laser, but brace myself for the escaping air, bits of people and possible armored friends.


((Depressurising ships for fun and profit!))
Hmm three different ways to handle this all competing for the same thing? Lets see.

[Lerman aux:3+1]

Lerman gets it open via tech wizardry.

In the hallway beyond is another door, maybe 30 feet away from this one. It is equally fuckhuge and sturdy looking.

There are also 4 turrets - one on each wall - directly in front of it.

Oh.


TEAM F

Team F

Follow Lars. Shoot any fleshy hostiles with bolt action rifle.
((Okay.))


Brother Lars: Team F Chaplain

"I will take your advice, Brother Grate.  To weapons!"

Drag unresponsive team members toward the Weapons area.  Shoot fleshy hostiles with Gauss and mechanical ones with Projector.
Is there an adjective form for Vacuum?
"Vacuous"?



Ship Beta: Team F: Grate

Open the door to the weapon area and peer inside.
The first door along the red lined corridor leads to a rather large storeroom full of giant shells being loaded into some automated loading system. The next leads to the inner workings of that system. The third leads to a third system, which appears to be the mechanism that actually places the shell in the barrel, though much of the room is sealed off with a similar warning as the one encountered before. Finally, there is a firing control secondary station at the very end of the hall.


TEAM G


TEAM G


TEAM G
fix elevator

How? Mechanically, via the control pad, what? I gotta know what to fuck up when you fail.


Mechanically
TEAM G

Look around and search for another way to go back up. Get ready for anything bad that may happen when my teammates try to fix the elevator, dodging and escaping with BT if anything that may damage me happens.


[aux:4+1]
You manage to get the elevator unstuck via repeatedly yanking on it, for lack of a better description, and it slides into place. You select the button marked "CONTR" and wait as it lowers and then moves sideways somehow. It opens with a ding, dumping you out...into a hallway filled with engineer looking fellas that are all walking straight toward the elevator with tools in hand.

Oh dear.

TEAM H


HEY PIECEWISE
You missed me again

Hasala Nabin, Team H Sod Controller


Hasala studies the map for a few seconds, and then turns toward [Anton]. "Hmm. Hey, how many UWM sods d'you think could be in those barracks?"

Is that the only Barracks area on the map? If so, take the long route. If not, estimate of how many people or Sods could be in that barracks, based on the size, please.
How close is 'close'? Could the Sods reasonably sneak past without being noticed?
If the Sods can sneak past, take the short route.


So, exactly how many turns have I missed due to this, now? :P

The size is fairly large, judging by this room's relation to that one, but steve did say these ships should be mostly empty...It's close in that the entrance/exit door for the room connects to the same hall they'd have to go down to take the short path.

Team H, Starfleet Command - Anton Chernozorov

Team H, Starfleet Command - Anton Chernozorov

With the ships poised to attack and waiting for the right moment, and his old Kappa team command seat firmly occupied by another person, Anton takes the opportunity for a few minutes of downtime, and takes out his datapad.

Start a new program project based on the components of the advanced drone OS that don't involve actually flying the drone - the optical object recognition, parallax distance estimation, and LOS extension by relative coordinates programs. The new program must be able to take readings from multiple sources that transmit their relative coordinates, estimate the relative position and distance of the chosen targets, and correlate object databases between its instances running in parallel in different places. Then make it able to take readings from multiple cameras at each source.
In effect, it should be able to, given a target object with known shape, immediately recognize it when it comes into view of any cameras mounted at any source point, and have an estimate of its position and distance made known at all of those points, using relative position data and estimated target position. So that if several people have helmets with 360-degree camera coverage, and one person picks a target, then when that target comes into view of any of those people, all of them are made aware of what direction it's in and approximately how far it is.
Save any progress made on the program under "Reactive Awareness and Identification via Distributed Estimation Network" - codename "RAIDEN".


Do that again, except without the Naruto reference this time.
Ok. So, gameplay mechanically, what do you want this to do? It seems useful, but I'm not sure how it works in terms of game mechanics.


Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 08, 2014, 04:31:15 pm
"Oh, hello. Might I interest you in a futuristic Trojan horse? I'd make it look like a rabbit but unfortunately there's not enough time." joked Flint. "So, everything fine with you? We got two dead on arrival but the pods are keeping them alive. Oh, and Skylar's in the box." he added, knocking on the box for emphasis.
After waiting for a response, he continued.
"One of you wanna take Skylar's place in the box? I'm thinking two of us use this vehicle and the disguise to take 'em by surprise and disable the security from the inside while the others help from the outside. Unless one of you wants to wear the second suit we got from those techs?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 08, 2014, 04:44:49 pm
Team B - Angry Space Wizard

FUCK YOU

Heat the barrel of the turret up to soften the metal, then pinch the barrel shut using amps.

Also dive for cover.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 08, 2014, 04:46:12 pm
Team B: Wild Weasels

"Wait, hold on Xan. I have an idea."

Examine the turret for any convenient exposed wiring, and if I do see any, yank it with my amp. If the UWM isn't that bloody stupid, look for what's attaching it to the ceiling. Also, what kind of turret, ballistic, or laser?

((Welp. I don't suppose that I could use my amp to bend light around us? Well, with the stats I have now. I assume with enough skill and mindpoints it could be possible.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 08, 2014, 04:47:29 pm
((Oh dear. If we survive this, we need to work out a system of amp usage so we don't all fire our overwatch shots at once, so to speak.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on April 08, 2014, 04:53:48 pm
Hasala Nabin - Team H Sod Controller

Hasala is distracted from wondering who the heck this "Steve" guy is, and when he could have told him anything like that, by the Sods' inactivity. Again.
"The hell is wrong with these guys? MOVE! I've given you the order half a dozen times now! Geez..."

Take the short route. Stop just out of sight of the barracks doors, and have one Sod check around the corner. If the hall is empty, approach the door cautiously. If they get there without any UWM personnel appearing, continue past, with at least half of the squad keeping an eye on the door until it's out of sight again.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on April 08, 2014, 05:06:38 pm
Team B
Hey look, a free gun. Try not to destroy it, I want it.
Try to laser through the base of the turret with my laser rifle.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 08, 2014, 05:33:39 pm
((I'm amused by varying reactions to turrets.))

"What now? Should we try and take over the gun?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on April 08, 2014, 06:02:15 pm
Auron team C.

Attempt to melt the base of the turrets using my microwave amp.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 08, 2014, 06:09:28 pm
Brother Lars: Team F Chaplain

"What now? Should we try and take over the gun?"

"We are tasked with capturing these ships.  Let's disable it for now, then get to the bridge, in the name of Steve!"

See if we can disable the guns charging.  Get Grate to help hopefully.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on April 08, 2014, 07:33:07 pm
Team D, "Dead Dirtbags" - Milno - Leader - Ship Alpha - RP Post

"Two dead on arrival as well. Almost bit it myself." Milno answers coolly. Living in a HMRC ship meant the scene in front of him is hardly the weirdest he has ever seen - doesn't even make it to the top five, in fact. The possibility of bypassing the defense with the old fart's plan may seem a bit surreal, but it's surely better than risking the asses of anyone less armored than he is. "Fooling them can work. We knocked out some crewmen and the only camera was modified to play a ten-second loop before it spotted us. Any camera, turret or sensors got you?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 08, 2014, 07:59:48 pm
"Ah. Well, that's good to hear. Let's hope it stays that way." said Flint with genuine relief.
"Anyway, nobody saw us or knows we're here. At least as far as I know. We run into two maintenance guys that hadn't gotten the memo to return to the control room because they were listening to music. Skylar did a god job knocking them out before they had a chance to react. If we had ranks, I'd give him a promotion." He patted the box to punctuate that statement. I should probably get Skylar out of there sometime, now that I think about it.
"Other than that, Skylar was in the box and I was disguised the whole time, so nobody should know something's wrong. Their radio, at least the frequencies I have access to, doesn't indicate they know anything either. They're just gathering in and around the control room as far as I can tell, hoping that the armour and automated systems there will keep them safe."

"So, what do you say, ready for some double O action? You're a special agent or something, right? You're supposed to be able to do this kind of sneaky stuff. I mean, we could just charge in with the truck and shoot anything in our path, but I'd prefer it if we made this as bloodless as possible." he said that final sentence in an almost pleading tone.

EDIT: "Oy, Blue-Sky." he said, opening the box and looking at the man inside. "Hand me that spare magic calculator. I got an idea..."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on April 08, 2014, 08:13:06 pm
Team E- Lerman

Take cover! Take potshots at the turrets, keep my eyes open for any reinforcements or consoles I could use to disable the turrets safely.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on April 08, 2014, 08:38:21 pm
Team D, "Dead Dirtbags" - Thaddeus - Grunt - Ship Alpha- Roleplay

Thaddeus just stands there listening quietly, until Flint offers up the second improved Mk.I "Hey, so I'll take that second suit if bossman here doesn't want it." He says, nodding his head towards Milno."Also, I'm all for sneaking and not getting my ass shot off" said Thaddeus, nodding in agreement with Flints plan "So how do we want to do this? Act like we're hostages? Or that we're scrambling to get somewhere secure after finding out whats going on?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on April 08, 2014, 08:43:55 pm
Team D, "Dead Dirtbags" - Milno - Leader - Ship Alpha - RP Post

"If you think you can fool the people at the bridge into letting you in, I could take his place inside the box. Anyone else without one of these repairmen suits can stay here and move in later in case it's needed or after all is done." Milno answers whilst gesturing towards the big-ass box Skylar is hidden in. "Doesn't even matter if they make you leave the box outside the door or at the beginning of the corridor. After you get inside the bridge and get the mess started, I can just spring into action and dash into the room as long as the door's open."

Flint's mention of something having to do with a manipulator piques Milno's interest, since he's well-acquainted with the disasters people have wrought with their misuse. "And what idea would that be?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 08, 2014, 08:51:35 pm
Team D, "Dead Dirtbags" - Thaddeus - Grunt - Ship Alpha- Roleplay

Thaddeus just stands there listening quietly, until Flint offers up the second improved Mk.I "Hey, so I'll take that second suit if bossman here doesn't want it." He says, nodding his head towards Milno."Also, I'm all for sneaking and not getting my ass shot off" said Thaddeus, nodding in agreement with Flints plan "So how do we want to do this? Act like we're hostages? Or that we're scrambling to get somewhere secure after finding out whats going on?"

"Sure thing, let me get that for you." Flint opened the box. "Sky Drive, can you also get me that suit we got from that tech along with the magic calculator? Thanks." He said and closed the box again.
"As for how to proceed, assuming Sir Badgerlot agrees, I was thinking about two of us (probably you and me) wearing the orange suits while another (probably Milno) hides in the box and the fourth either waits for the all clear or for our signal to cause a distraction. We take the vehicle to the control room, explain that we want to get in and hopefully they let us in. I mean, why wouldn't they? They have no reason to suspect we're not part of the crew. As far as they know, nobody would be crazy enough to be shot into space out of a giant gauss cannon..."

Team D, "Dead Dirtbags" - Milno - Leader - Ship Alpha - RP Post

"If you think you can fool the people at the bridge into letting you in, I could take his place inside the box. Anyone else without one of these repairmen suits can stay here and move in later in case it's needed or after all is done." Milno answers whilst gesturing towards the big-ass box Skylar is hidden in. "Doesn't even matter if they make you leave the box outside the door or at the beginning of the corridor. After you get inside the bridge and get the mess started, I can just spring into action and dash into the room as long as the door's open."

Flint's mention of something having to do with a manipulator piques Milno's interest, since he's well-acquainted with the disasters people have wrought with their misuse. "And what idea would that be?"
"Oh, very simple. It's good to have an insurance policy, a way to ensure that you retain your advantage over your enemies even if you're outnumbered and outgunned. Normally, one would use a nuke linked to their vitals to threaten people. However, seeing that we lack a nuke, I can always use the next best thing to threaten them if worst comes to worst." He said with a half smile. "Of course, I would never be stupid enough to use the thing unless all is lost and it is clear that we're all going to die anyway. Plus, I've never used one of those things before, I probably wouldn't even be able to turn it on, let alone use it. But hey, it will at least make my threats a bit more credible, if it comes down to that."

"So, are we moving out then?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on April 08, 2014, 09:11:00 pm
Team D, "Dead Dirtbags" - Milno - Leader - Ship Alpha

"Yeah. Anyone staying back has to stay here in case there are no cameras around. It'd be better if we could drop them off at a floor closer to the bridge, but the camera I disabled earlier was pointed right at the lift. If we tried to drop someone somewhere else, another camera could pick us up." Milno explains. "Get any combat equipment you want to take inside the box, too. And if rookie's using that uniform, give him the ID and any papers of the guy you got the clothes from. The disguised people need to know who the hell they're impersonating."

We're following through with plan Fuck-You-In-A-Box: Milno hiding inside the box and disguised people driving the cart. We get to the bridge corridor and try to infiltrate the bridge. In case the infiltration works or shit happens, Milno activates EMM and reacts according to the threat and based on his usual combat preferences. Engage sods and turrets to destroy, engage armed humans to wound, cripple or kill temporarily and knock out any unarmed humans. Use melee or ranged weaponry as needed.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on April 08, 2014, 09:35:20 pm
Team D, "Dead Dirtbags" - Thaddeus - Grunt - Ship Alpha

"I also have one of those Microwave amp things in my head, in case we need them to believe that the manip will be used. I've heard the stories about those things, they scare the hell out of me."

Follow along with plan Fuck-You-In-A-Box. Put on advanced Mk. I and study the ID and any of the papers the previous owner had on him. Load laser into the box. Adjust laser shotgun from wide spread down to a narrow spread, sorta like a hunting shotgun with a choke. When shit hits the fan, get out of Milno's and Flints way, taking shots at targets of opportunity. Alternate between laser and microwave amp. Center of mass shots with laser, heat a one foot sphere centered in their chest by 200 degrees Celsius for amp.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on April 08, 2014, 10:28:50 pm
Team A - Ship Alpha || Skylar - Support

Finally get on and look at plan Fuck-You-In-A-Box. Because I've been doing less productive things all day :P

Sure, one spare magic space calculator and the spare suit coming up. I guess that puts me on shadow duty. Fine by me, I'll rocket in at your signal. Or when something explodes. Either way.

Shadow along behind the FUIAB truck, stick to cover and wait at any corners for the truck team to let me know that there aren't any cameras around the bend. Otherwise, stay well back and hidden.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on April 09, 2014, 12:32:15 am
Team E

Get into cover and start blasting at the turrets with my rocket rifle. Provide covering fire for others if they need it, namely if they are crossing between cover or need a distraction.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on April 09, 2014, 02:03:19 am
Do that again, except without the Naruto reference this time.
Ok. So, gameplay mechanically, what do you want this to do? It seems useful, but I'm not sure how it works in terms of game mechanics.
((As of this iteration, not much. It's supposed to work when the entire team is equipped with it and helmets with all-around camera coverage. At this point, it will give all teammates a UI overlay showing any targets the team has picked, plus will re-mark those targets if the team happens to lose sight of them and the enemy tries to ambush and flank them, for instance - providing a chance to react to something they wouldn't normally be aware of.

At a later stage, perhaps combined with Saint's existing HUD system and various threat assessment routines (i.e. detecting humanoids by shape, marking rapidly approaching objects as dangerous, etc) it will eventually result in a squad awareness system that will automatically alert the team of various threats (including potential friendly fire issues) that they wouldn't normally have a chance to react to - effectively giving either a chance for a reaction roll when there wouldn't be one, or a chance of a bonus to a reaction roll, as long as the threat is visible to someone.

I.e. in that situation where Lyra failed to stop an ice shard from striking Feyri, the fully developed system would have given Feyri a chance to react despite Lyra not giving her a warning - either because Lyra's suit cameras spotted the incoming shard, or because Feyri's own 360-degree cameras spotted it.
At the current development phase, in the same situation, the system would have only warned Feyri if Lyra designated the shard as a target.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 09, 2014, 05:56:17 am
Team A D - Ship Alpha | Flint Westwood - Disguised Soldier

Flint started singing the Mission Impossible theme (http://youtu.be/XAYhNHhxN0A) as the elevator descended.

Get the spare Microwave Manipulator from Skylar, hide all weapons I can't hide near the driver's seat in the box.
Once everyone's ready, take the elevator to the control room.
Make sure Skylar is hidden so that he can't be seen when the elevator doors open.
Once there, if there doesn't seem to be anything dangerous around, start driving towards the control room.
Keep listening to the All frequency for anything interesting.
I can't get a bigger speech dynamic bonus, right? Or a concurrent charisma bonus (by remembering how those people looked like or acted for example) in case I want try to salvage a failed speech roll?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on April 09, 2014, 05:56:30 am

TEAM G

SPRAY MY GLORIOUS MINING LASER AT THEM
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 09, 2014, 06:57:03 am
Ship Beta: Team F: Grate

Help Lars fiddle with weapon systems. See what all weapon systems are controlled from here.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on April 09, 2014, 09:21:40 am
Angel: Team C

Stay in cover pending the results of Auron's action, spend the time looking for an access panel on the walls for the turrets and anything or anyone coming down the tunel at us when Auron is done ask the following so as not to distract him


Squad-Commander, what's the plan if the tram comes by whilst we're standing here? odds are there isn't that much clearance in the tunnel

 
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on April 09, 2014, 09:22:58 am
Team F

Stand guard. Also, if Lars and grate fail to do whatever they are doing, do it my self.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: darkpaladin109 on April 09, 2014, 09:28:45 am
Team E/Magilla
Take cover, open fire on the turrets with my laser rifle, and if the opportunity arises, punch the nearest turret I see with my Kinetic Amplifier.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on April 09, 2014, 09:33:57 am
"pretty sure Thomas is squad commander but as for the tram id say just stick close to the wall, avoid falling onto the tracks and shoot any passengers so we can use the tram as mobile cover.

Or you know, we could just blast it... or melt a hole in the floor and try our luck one level down."

((Pretty sure we are on a pedestrian walkway next to the tracks, so we should be safe...ish.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on April 09, 2014, 01:07:06 pm
TEAM G

Wait for my team mates to finish their attacks and after that enter BT, take down all the survivors of the attack, trying to cause the minimum number of deaths possible, but leaving enemies unconscious or disabled.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Powder Miner on April 09, 2014, 02:32:08 pm
Team F, Dominika Novak
Keep an eye out for enemies, find good cover.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on April 09, 2014, 02:44:34 pm
TEAM AD

Team A - Ship Alpha || Skylar - Support

Finally get on and look at plan Fuck-You-In-A-Box. Because I've been doing less productive things all day :P

Sure, one spare magic space calculator and the spare suit coming up. I guess that puts me on shadow duty. Fine by me, I'll rocket in at your signal. Or when something explodes. Either way.

Shadow along behind the FUIAB truck, stick to cover and wait at any corners for the truck team to let me know that there aren't any cameras around the bend. Otherwise, stay well back and hidden.
Team A D - Ship Alpha | Flint Westwood - Disguised Soldier

Flint started singing the Mission Impossible theme (http://youtu.be/XAYhNHhxN0A) as the elevator descended.

Get the spare Microwave Manipulator from Skylar, hide all weapons I can't hide near the driver's seat in the box.
Once everyone's ready, take the elevator to the control room.
Make sure Skylar is hidden so that he can't be seen when the elevator doors open.
Once there, if there doesn't seem to be anything dangerous around, start driving towards the control room.
Keep listening to the All frequency for anything interesting.
I can't get a bigger speech dynamic bonus, right? Or a concurrent charisma bonus (by remembering how those people looked like or acted for example) in case I want try to salvage a failed speech roll?

Team D, "Dead Dirtbags" - Thaddeus - Grunt - Ship Alpha

"I also have one of those Microwave amp things in my head, in case we need them to believe that the manip will be used. I've heard the stories about those things, they scare the hell out of me."

Follow along with plan Fuck-You-In-A-Box. Put on advanced Mk. I and study the ID and any of the papers the previous owner had on him. Load laser into the box. Adjust laser shotgun from wide spread down to a narrow spread, sorta like a hunting shotgun with a choke. When shit hits the fan, get out of Milno's and Flints way, taking shots at targets of opportunity. Alternate between laser and microwave amp. Center of mass shots with laser, heat a one foot sphere centered in their chest by 200 degrees Celsius for amp.
Team D, "Dead Dirtbags" - Milno - Leader - Ship Alpha

"Yeah. Anyone staying back has to stay here in case there are no cameras around. It'd be better if we could drop them off at a floor closer to the bridge, but the camera I disabled earlier was pointed right at the lift. If we tried to drop someone somewhere else, another camera could pick us up." Milno explains. "Get any combat equipment you want to take inside the box, too. And if rookie's using that uniform, give him the ID and any papers of the guy you got the clothes from. The disguised people need to know who the hell they're impersonating."

We're following through with plan Fuck-You-In-A-Box: Milno hiding inside the box and disguised people driving the cart. We get to the bridge corridor and try to infiltrate the bridge. In case the infiltration works or shit happens, Milno activates EMM and reacts according to the threat and based on his usual combat preferences. Engage sods and turrets to destroy, engage armed humans to wound, cripple or kill temporarily and knock out any unarmed humans. Use melee or ranged weaponry as needed.

Alright, I'm gonna just summarize what I understand the plan to be before we go with it, just to make sure I've got it right.

Flint and Thad are going to get dressed in the suits that the workers they knocked out were in and attempt to use this disguise and the ID cards to get into the guarded bridge area. They'll keep their weapons tucked under the front seat, just in case anything goes wrong. Milno will hide in the box, along with the rest of the weapons, and wait to pop out when either they make it to the bridge itself, or shit goes south. Sky will be hiding in the elevator, since there's no room for him on the truck, and will pop out as needed.

Is this the plan?


TEAM B


Team B - Angry Space Wizard

FUCK YOU

Heat the barrel of the turret up to soften the metal, then pinch the barrel shut using amps.

Also dive for cover.

Team B: Wild Weasels

"Wait, hold on Xan. I have an idea."

Examine the turret for any convenient exposed wiring, and if I do see any, yank it with my amp. If the UWM isn't that bloody stupid, look for what's attaching it to the ceiling. Also, what kind of turret, ballistic, or laser?

((Welp. I don't suppose that I could use my amp to bend light around us? Well, with the stats I have now. I assume with enough skill and mindpoints it could be possible.))
Team B
Hey look, a free gun. Try not to destroy it, I want it.
Try to laser through the base of the turret with my laser rifle.

[Xan dex:4-1]
[Morul dex:4+1]
[Dub dex:1]

Dub derps out hard.
Morul doesn't see any exposed wiring and, rather then leaping for cover, just sort of stands there and attempts to discern what kind of weapon the turret is using.
Xan manages to spring into action just as the turret begins firing.

[xan exo:3+1]

Xan manages to twist the barrel of the turret to the side, effectively rendering it inoperable, though not before it's fired several rounds toward the group.

[morul end:3+1,5+1]
One round clinks off Morul's helmet, the other punches through his calf, blowing the flesh away to the point this his shin bone is visible.  He collapses backward and flops to the ground.

"Turns out it was a Gauss rifle guys. Gauss rifle."


TEAM C

Auron team C.

Attempt to melt the base of the turrets using my microwave amp.

Angel: Team C

Stay in cover pending the results of Auron's action, spend the time looking for an access panel on the walls for the turrets and anything or anyone coming down the tunel at us when Auron is done ask the following so as not to distract him


Squad-Commander, what's the plan if the tram comes by whilst we're standing here? odds are there isn't that much clearance in the tunnel

I'll assume auron means manip.
[uncon:3+1]
Well, auron manages to melt one of the turrets. And angel manages to find out that there is no easily accessible control panel by which to control these things. THANKS UMW! GREAT FUCKING SHIP DESIGN!

Turrets OP, plz nerf.


TEAM E

Team E- Lerman

Take cover! Take potshots at the turrets, keep my eyes open for any reinforcements or consoles I could use to disable the turrets safely.

Team E

Get into cover and start blasting at the turrets with my rocket rifle. Provide covering fire for others if they need it, namely if they are crossing between cover or need a distraction.

Team E/Magilla
Take cover, open fire on the turrets with my laser rifle, and if the opportunity arises, punch the nearest turret I see with my Kinetic Amplifier.

[Dex:4,4+1+1,1]
[magilla end:2]
Lerman manages to dodge out of the way just in time. Bishop performs a high speed rocket assisted dodge...straight into a wall. He's uninjured but rather too stunned to open fire. Magilla, being the slow and brutish bastard he is, unfortunately gets fucking jackhammered by 4 gauss turrets firing simultaneously. His hulking gorilla body is torn to pieces as softball sized holes are punched straight through his torso and limbs. Luckily, despite completely murdering his body, they manage to not hit his small monkey brain.
[smurf con:5]
Lerman, with an amazing shot, manages to destroy one of the turrets by firing straight down it's barrel. Quality work there, Lerman.


TEAM F



Brother Lars: Team F Chaplain

"What now? Should we try and take over the gun?"

"We are tasked with capturing these ships.  Let's disable it for now, then get to the bridge, in the name of Steve!"

See if we can disable the guns charging.  Get Grate to help hopefully.

Ship Beta: Team F: Grate

Help Lars fiddle with weapon systems. See what all weapon systems are controlled from here.

Team F

Stand guard. Also, if Lars and grate fail to do whatever they are doing, do it my self.
[Toaster aux:5]
[gwg aux:4]
Lars and Grate, through strategic percussive maintenance. manage to halt the main gun's charge and begin dumping the charge.


TEAM G



TEAM G

SPRAY MY GLORIOUS MINING LASER AT THEM

TEAM G

Wait for my team mates to finish their attacks and after that enter BT, take down all the survivors of the attack, trying to cause the minimum number of deaths possible, but leaving enemies unconscious or disabled.

I believe I can encapsulate Corsair's thinking here.
https://www.youtube.com/watch?v=iQ3q-afni5k about 1:19.

Yeah. Thats about it.
[corsair con:5]

Turns out that high energy cutting weapons being swept across the heads and necks of unarmed civilian personnel is extremely effective. Now you have a hallway full of corpses.


TEAM H



Hasala Nabin - Team H Sod Controller

Hasala is distracted from wondering who the heck this "Steve" guy is, and when he could have told him anything like that, by the Sods' inactivity. Again.
"The hell is wrong with these guys? MOVE! I've given you the order half a dozen times now! Geez..."

Take the short route. Stop just out of sight of the barracks doors, and have one Sod check around the corner. If the hall is empty, approach the door cautiously. If they get there without any UWM personnel appearing, continue past, with at least half of the squad keeping an eye on the door until it's out of sight again.
The path toward the barracks hall is fairly empty, but you run into a single, possible issue. You come to a "T" intersection, your path intersecting another that goes off to both the left and right. Your path is toward the right. However, a crewman, unarmed by the look of it, is coming down the left hall, headed in your direction.



Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 09, 2014, 03:09:14 pm
Team B: Wild Weasels
((I'm full robot, don't have a helmet, don't have flesh. I assume the leg is still frakked though.))

"Hrmmm. Yeah, that works. Thanks for not fucking up Xan. Quality work. Keep it up."

Examine leg. How damaged is it? Can I still walk? If I can, head over to the remains of the turret, and see if I can grab any ammo from it. Then follow the group. If not, see if I can get help fixing it.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 09, 2014, 03:11:04 pm
Team A D - Ship Alpha | Flint Westwood - Disguised Soldier
Alright, I'm gonna just summarize what I understand the plan to be before we go with it, just to make sure I've got it right.

Flint and Thad are going to get dressed in the suits that the workers they knocked out were in and attempt to use this disguise and the ID cards to get into the guarded bridge area. They'll keep their weapons tucked under the front seat, just in case anything goes wrong. Milno will hide in the box, along with the rest of the weapons, and wait to pop out when either they make it to the bridge itself, or shit goes south. Sky will be hiding in the elevator, since there's no room for him on the truck, and will pop out as needed.

Is this the plan?

Yes, unless anybody objects. Oh, and Sky keeps his weapons.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on April 09, 2014, 03:36:18 pm
Team D, "Dead Dirtbags" - Milno - Leader - Ship Alpha - Initiating Plan Fuck-You-In-A-Box

That's pretty much it.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on April 09, 2014, 03:47:42 pm
Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

Looks right to me
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on April 09, 2014, 03:49:46 pm
Team A - Skylar

Yeah, sounds about right. I still have a pyro manip, I gave Flint the pyro manip that Stacy had.

(( Echo, echo, echo, echo ))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on April 09, 2014, 03:50:27 pm
Hasala Nabin - Team H Sod Controller


If the crewman has seen the Sods already, the entire Sod squad will pile out into the hall and aim their weapons at the crewman, and one of them will shout for the crewman to surrender and to remove his helmet. If he doesn't, one of the grenadiers will shoot him. Non-fatally, of course.

If the crewman hasn't seen the Sods yet, they'll stay hidden in the hallway. When the crewman reaches the junction, one of them will jump him and bash him in the face with their metal baton, and if he isn't unconscious/dead, two of the Sods will grab him and prevent him from moving while the third takes his helmet from him.

If at any point the crewman turns out to be armed, one of the Sods will shoot to disable (unless in melee range, in which case they'll just beat him up).
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 09, 2014, 04:01:52 pm
((Clearly you turreted teams should have brought shard launchers!  Good shot Lerman, though.))


Brother Lars:  Team F Chaplain

Brother Lars raises his arms.  "Surely the gods are with us today!  Praise Cog-azaon for revealing the holy machinations of the machine to us.  Amen."

Head back the way we came to the green hallway to the bridge.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on April 09, 2014, 04:24:23 pm
Team F

"We should also loot the armoury on this ship if we find it."

follow Lars.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on April 09, 2014, 04:59:51 pm
Auron, team c.

Attempt to melt the rest of the turrets with my manipulator.


((I really wish i had made some neotherm grenades right about now.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 09, 2014, 05:16:22 pm
Team B - Competent Space Wizard Shapeshifting Katana Mantis

Appreciated. I may be able to transfer some of my flesh to your leg if you cannot walk, at least temporarily. Would you want to do that?

If Morul accepts my Faustian bargain, transfer a shin-sized piece of biomass over to his leg with commands to act like the flesh there and support his bones. If not and he can't walk, get him up on my back and continue along with the team.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 09, 2014, 05:20:47 pm
Team F

"We should also loot the armoury on this ship if we find it."

follow Lars.

"Brother Jack, aren't we here to take the entire ship?  Surely that has more value than a few rifles."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on April 09, 2014, 06:12:48 pm
Angel, Team C

It was a long shot anyway

keep covering the party wait for Auron to finish
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on April 09, 2014, 06:38:44 pm
Denzel, Team C- Audax

Should Auron fail, melt the base of the turret in his stead.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on April 09, 2014, 08:18:58 pm
Team B

See If I can salvage the remains of the turret. Laser off (With laser rifle) the bent portion of the barrel to make a sawed-off gauss rifle. Perform any necessary modifications to make it usable by hand.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on April 09, 2014, 08:25:14 pm
Team E(xceedingly dead teammate)

Fire on those turrets! Dakka dakka dakka!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: TCM on April 09, 2014, 08:29:45 pm
Team G - May

"OOOOOOOOOOOOO-"

Dropkick the nearest engineer. Then go run and hide.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 09, 2014, 09:44:10 pm
Ship Beta: Team F: Grate

Brother Lars:  Team F Chaplain
Brother Lars raises his arms.  "Surely the gods are with us today!  Praise Cog-azaon for revealing the holy machinations of the machine to us.  Amen."
Head back the way we came to the green hallway to the bridge.
"Cogzon didn't show me anything..." Grate is a bit confused and pretty sure he should be annoyed. Religion never was part of his upbringing.

Follow Lars, probably offending my CO in the process.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on April 09, 2014, 09:46:53 pm
Cross posting to fill seats:
http://www.bay12forums.com/smf/index.php?topic=137730.0
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on April 09, 2014, 10:30:40 pm
TEAM C: Audaxes: Thomas

Stand guard, wait for the space magic guys to wipe out the turret.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on April 10, 2014, 12:12:39 pm
Team G

Keep walking after my team, ready for any danger.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on April 10, 2014, 12:36:42 pm
Team H, Bored Starfleet Command, Anton Chernozorov

Finally actually do that programming thing, and then check on the status of the UWM fleet. Is it doing anything of interest?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on April 10, 2014, 03:34:38 pm
TEAM AD

Team A D - Ship Alpha | Flint Westwood - Disguised Soldier
Alright, I'm gonna just summarize what I understand the plan to be before we go with it, just to make sure I've got it right.

Flint and Thad are going to get dressed in the suits that the workers they knocked out were in and attempt to use this disguise and the ID cards to get into the guarded bridge area. They'll keep their weapons tucked under the front seat, just in case anything goes wrong. Milno will hide in the box, along with the rest of the weapons, and wait to pop out when either they make it to the bridge itself, or shit goes south. Sky will be hiding in the elevator, since there's no room for him on the truck, and will pop out as needed.

Is this the plan?

Yes, unless anybody objects. Oh, and Sky keeps his weapons.
Team D, "Dead Dirtbags" - Milno - Leader - Ship Alpha - Initiating Plan Fuck-You-In-A-Box

That's pretty much it.
Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

Looks right to me
Team A - Skylar

Yeah, sounds about right. I still have a pyro manip, I gave Flint the pyro manip that Stacy had.

(( Echo, echo, echo, echo ))

Flint and Thad load themselves into the front of the cart after getting dressed, rifles and manipulators hidden at their feet, and carefully reverse the cart into the elevator. Milno hides in his box and skylar hits the button for the right floor before cramming himself as far into the corner as he can. The nervous ride down and then sideways is broken up slightly by futuristic, plinky plonky muzak and Flint muttering a endless number of permutations on why they need to drive a cart with a suspiciously large box straight into the control room.

When the elevator eventually stops and the doors open, they're met with the imposing form of an armored sod, standing with his rifle pointed straight between the driver's eyes.

"Identify self." The sod growls.




TEAM B

Team B: Wild Weasels
((I'm full robot, don't have a helmet, don't have flesh. I assume the leg is still frakked though.))

"Hrmmm. Yeah, that works. Thanks for not fucking up Xan. Quality work. Keep it up."

Examine leg. How damaged is it? Can I still walk? If I can, head over to the remains of the turret, and see if I can grab any ammo from it. Then follow the group. If not, see if I can get help fixing it.
Team B - Competent Space Wizard Shapeshifting Katana Mantis

Appreciated. I may be able to transfer some of my flesh to your leg if you cannot walk, at least temporarily. Would you want to do that?

If Morul accepts my Faustian bargain, transfer a shin-sized piece of biomass over to his leg with commands to act like the flesh there and support his bones. If not and he can't walk, get him up on my back and continue along with the team.

Team B

See If I can salvage the remains of the turret. Laser off (With laser rifle) the bent portion of the barrel to make a sawed-off gauss rifle. Perform any necessary modifications to make it usable by hand.
(I keep confusing morul and chin in my head for some reason. Not sure why.)
Morul manages to hobble back to his feet and limp around a bit. He can walk, but running is out of the question.

Xan's Faustian bargain is rightfully and smartly ignored.

And it is discovered that the turret fucked itself up quite badly by attempting to fire with a bent barrel, damaging the internals as well as basically the entire length of the barrel. Oh well.


TEAM C

TEAM C: Audaxes: Thomas

Stand guard, wait for the space magic guys to wipe out the turret.

Denzel, Team C- Audax

Should Auron fail, melt the base of the turret in his stead.
Angel, Team C

It was a long shot anyway

keep covering the party wait for Auron to finish
Auron, team c.

Attempt to melt the rest of the turrets with my manipulator.


((I really wish i had made some neotherm grenades right about now.))

[uncon:5+1]
Well, the turret and half the wall are gone and Auron is laying on the ground cradling his head and muttering something about imaginary numbers and the square root of a cube root of an integer raised to a complex fraction.  The way is clear, but something tells you that doing damage like that has probably alerted someone, somewhere, even if it's just a maintenance crew.




TEAM E


Team E(xceedingly dead teammate)

Fire on those turrets! Dakka dakka dakka!


[Con:5+1]
You step right out into the hall and fire with one hand, yelling incomprehensibly as you do. Some how, despite you slowly walking forward, spraying bullets in random directions, you keep hitting and the turrets keep missing! When the smoke has cleared, the turrets are all destroyed and you're unharmed, save for a small cut you got when one of them winged you.

"You're bleeding." Lerman shouts from around the corner, peaking out at the devastation.

"I ain't got time to bleed! Also I'm pretty sure I can't anymore. Gene therapies."


TEAM F


Team F

"We should also loot the armoury on this ship if we find it."

follow Lars.

((Clearly you turreted teams should have brought shard launchers!  Good shot Lerman, though.))


Brother Lars:  Team F Chaplain

Brother Lars raises his arms.  "Surely the gods are with us today!  Praise Cog-azaon for revealing the holy machinations of the machine to us.  Amen."

Head back the way we came to the green hallway to the bridge.
Ship Beta: Team F: Grate

Brother Lars:  Team F Chaplain
Brother Lars raises his arms.  "Surely the gods are with us today!  Praise Cog-azaon for revealing the holy machinations of the machine to us.  Amen."
Head back the way we came to the green hallway to the bridge.
"Cogzon didn't show me anything..." Grate is a bit confused and pretty sure he should be annoyed. Religion never was part of his upbringing.

Follow Lars, probably offending my CO in the process.

The door that was sealed before is now open, and leads across a slowly curving walkway that circles around the barrel of the cannon, if the connecting access doors and their signs are to be believed. You complete half the circuit and follow the green line back out and straight to an elevator. One of the buttons in the elevator has a green outline around it, so thats probably the one to chose, should you want to use it.


TEAM G

Team G - May

"OOOOOOOOOOOOO-"

Dropkick the nearest engineer. Then go run and hide.

Team G

Keep walking after my team, ready for any danger.


Lets see...Renen follows the team, but the only act the team did this turn is for May to perform a flying dropkick on a corpse.

So yeah.

TEAM H


Hasala Nabin - Team H Sod Controller


If the crewman has seen the Sods already, the entire Sod squad will pile out into the hall and aim their weapons at the crewman, and one of them will shout for the crewman to surrender and to remove his helmet. If he doesn't, one of the grenadiers will shoot him. Non-fatally, of course.

If the crewman hasn't seen the Sods yet, they'll stay hidden in the hallway. When the crewman reaches the junction, one of them will jump him and bash him in the face with their metal baton, and if he isn't unconscious/dead, two of the Sods will grab him and prevent him from moving while the third takes his helmet from him.

If at any point the crewman turns out to be armed, one of the Sods will shoot to disable (unless in melee range, in which case they'll just beat him up).


The crewman appears not to have seen the sods, so you order them to wait and ambush him. As soon as he passes in front of them, all four move at once. One sweeps his legs with a kick, another grabs his arms and pins them behind his back while a third cracks him over the head with his baton and the fourth sweeps the hall quickly with the barrel of his rifle, checking for other crewmen. They bind the unconscious man's wrists and ankles and gag him before dragging him back into the connecting hall and awaiting more orders.


Team H, Bored Starfleet Command, Anton Chernozorov

Finally actually do that programming thing, and then check on the status of the UWM fleet. Is it doing anything of interest?
We'll say you get that all nice and done.

The Fleet is continuing to move away, although the computers are highlighting that the energy readings from one of them have taken a sharp decline. Hmm.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 10, 2014, 03:36:49 pm
Brother Lars: Team F Chaplain

PRES GEEN BUTAN
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 10, 2014, 03:37:11 pm
Team B - Looking for shmucks to make deals with

Well, let's go then.

Continue along corridor! Charge mah exo!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on April 10, 2014, 03:47:20 pm
Hasala Nabin - Team H Sod Controller


Stuff the crewman in a nearby storage room or something, and search him. Then continue towards the bridge.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on April 10, 2014, 03:51:04 pm
Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

Wait for Flint to do his magic. If the sod wants both of our IDs, read the one I got off of the guy that was in this suit. If shit happens, target a one foot sphere with the amp, centered on the sods head, heat by 150 degrees Celsius.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 10, 2014, 03:57:02 pm
Team B: Wild Weasels.

"Well, shall we continue?"

See if I can easily grab some ammo from the turret. If not, just ignore it and continue down the corridor after closing the door behind us, following the blue line.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on April 10, 2014, 04:10:43 pm
Team F

Wait for Elevator.

"I have a feeling something bad is going to happen. No wait, bad things happening is normal. Also, where are you from Lars?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 10, 2014, 04:16:30 pm
Team A D - Ship Alpha | Flint Westwood - Disguised Soldier

Okay, okay, just stay calm, it's just like that time with the Thundertroopers in Solar Conflicts.
Let's hope they don't put you on trial, because this is illegal under the Geneva conventions.
he joked to himself, trying to calm himself down.

Flint silently showed the Sod "his" ID, trying to look disinterested and treat the sod like some sort of annoying, walking, talking card reader, an obstacle that was delaying him from his work like a red traffic light, trying to act like he had done that a million times.
Not that the sod could see this with his faceplate down, but even the tiniest of movements can make the difference between pretending you're someone and acting like someone.
Then again, the Sod was probably not capable of understanding body language.

If all goes well, keep driving towards the control room.

((Are there any cameras or other people around? Or could we just heat this sod's brain until he passes out? Otherwise, if this doesn't work, I'm just going to call for help. It would be hilarious if they actually saved us from the sods.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on April 10, 2014, 04:38:49 pm
Missed me :(

Team E - Lerman

Hack open the door. If I can't, brace myself appropriately and cut open the door.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on April 10, 2014, 04:50:02 pm
Angel, Team C


Nice work, but now I think it's time for an Evac


Grab Auron, if he can run then simply help him to his feet, otherwise swing him into a fireman's lift and hustle down the track, look for side doors to duck into until all the fuss has calmed down
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on April 10, 2014, 05:00:19 pm
Auron, team C.

Charge Aux bonus while recuperating to distract myself from imaginary math.

Once recovered lead the team forward toward the bridge again.
Oh and check on the first turret, if the gun is mostly undamaged after being melted off of its base pick it up.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on April 10, 2014, 05:33:36 pm
Team B

Press onward. Pray to Ingram to charge my con.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 10, 2014, 05:41:37 pm
Team B

Press onward. Pray to Ingram to charge my con.
What are you saying? I cannot hear.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on April 10, 2014, 05:42:35 pm
Team B 'Wild Weasels' - CO Simus

Press on along the blue line, with an eye out for cameras and/or turret hatches.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on April 10, 2014, 07:45:03 pm
Team D, "Dead Dirtbags" - Milno - Leader - Ship Alpha - Plan Fuck-You-In-A-Box

Continue with plan. Activate EMM and pop up in case either shit happens or the plan works smoothly.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on April 10, 2014, 07:52:38 pm
Team A - Ship Alpha || Skylar - Support

Stay quiet in my corner. Activate EMM and be ready to strike if the Sod starts to look in my corner
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 10, 2014, 08:35:10 pm
"I have a feeling something bad is going to happen. No wait, bad things happening is normal. Also, where are you from Lars?"

"If we are faithful, Algis will protect us with his shielding hands."

He spreads his arms in a wide shrug in response to the question.  "I was lost before I found Holy Steve.  He came to me in the guise of the Gazer Sek.  I did my religious studies on my homeworld of Gelius Prime, a colony world that was not very large at the time I left; perhaps fifty million people.  It is a world chiefly of farming and manufacturing.  It became self sufficient a few years before I was born."

He looks off into the distance.  His smile broadens a bit.  "When I was needed, the Most Glorious Steve arranged events to bring me to his service.  I have never been so blessed in my life; to meet the fleshy avatar of my god!  Truly, we are honored."


Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 10, 2014, 09:02:23 pm
Ship Beta: Team F: Grate: Probably getting in trouble

"When I was needed by Steve, I got squished and shot. And shredded by fan blades."
I got everything, right?
Well, except crazy over there.
I'm not crazy!
I think I am, though.


Hope Lars's button-pushing doesn't kill us.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 10, 2014, 09:02:59 pm
"Question not the will of the divine."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 10, 2014, 09:13:08 pm
"I'm not so sure about the whole 'divine will' thing. It seems a lot more like things just happening. If everything's planned, it's not planned by someone who's very smart."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on April 10, 2014, 09:26:56 pm
Denzel Gaunt- Team C, Audax

"No time to lose."

Lead the team onward, stopping if they want, but be sure to respond appropriately to enemies (as listed before), decompress any pressurized important rooms, and stay on my guard. If no enemies or important pressurized doors are encountered, charge an uncon bonus.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 10, 2014, 09:53:41 pm
"I'm not so sure about the whole 'divine will' thing. It seems a lot more like things just happening. If everything's planned, it's not planned by someone who's very smart."

"Remember that the divine have a worldview far wider than we can even comprehend.  What may make no sense to us would be perfectly logical for one seeing the whole picture."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on April 11, 2014, 02:27:19 am
Team C: Audaxes: Thomas


When Auron collapses, Thomas gives him a moment, then tries to help him up.
"You should probably let the other guy handle the space magic for a bit. Don't want to lose someone."
Head on ahead with the others, help carry Auron with one arm, rifle in the other. If we stop, take up watch, remaining as still as possible.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 11, 2014, 07:33:20 am
"I'm not so sure about the whole 'divine will' thing. It seems a lot more like things just happening. If everything's planned, it's not planned by someone who's very smart."
"Remember that the divine have a worldview far wider than we can even comprehend.  What may make no sense to us would be perfectly logical for one seeing the whole picture."
"With all due respect, that sounds like a cop-out."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 11, 2014, 08:11:06 am
Lars looked confused.  "Cop out for what?  Do you claim to be able to fathom infinity?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 11, 2014, 08:22:24 am
"I don't think anyone can. Infinity is a lot. You need infinite something to have infinite everything, and having infinite anything just doesn't make sense."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 11, 2014, 08:40:14 am
Lars smiled.  Now the lad was getting it!  "And such is why the gods can see, and we mortals cannot.  Have faith, little one, and trust in the will of the Most Holy Steve, and your place in the universe will be found."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 11, 2014, 08:45:03 am
"...How can gods do things that are impossible? If things are impossible, nothing can do it. That's what impossible means."
And if my place in the universe is where Steve's put me...I don't like the universe much.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 11, 2014, 08:48:34 am
"Do we not define gods as those which are beyond mere mortals?  It would be impossible for me to lift one of our shuttles, but General Miyamoto could do it.  So, too, are the abilities of Steve far beyond the ken of mere mortals.  He can control the the worlds of the UWM and the ships of the HMRC all at once, can he not?  Could any of us do that?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 11, 2014, 09:23:38 am
"No, but that isn't impossible, it's just hard. Steve can't fly faster than the speed of light; that's not hard, it's impossible. There's a difference between something being hard and something being impossible."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on April 11, 2014, 09:29:02 am
Team E

"We'll have to come back for him later. We're too far from the stasis pods to go back and we are almost there! Keep going!"

Reload and cover my teammate while he opens the door. If he can't do it, then give it a shot myself, either through Steve or with one of the cutters.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on April 11, 2014, 10:10:37 am
"All this talk of gods and what's impossible is making me confused. Can we change the subject please?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 11, 2014, 10:36:34 am
Lars opened his mouth to respond to Grate, but Jack was quicker.  "Grate, you are young and your faith is small.  Both of you, just watch and consider on what miracles Steve has wrought.  You will find that what happens cannot be explained by mortal reasoning alone.  Amen."

He smiled and bowed.



((Mental image of this conversation getting redacted like the elevator RP in Mission 3 (http://www.bay12forums.com/smf/index.php?topic=106279.msg3315565#msg3315565).))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 11, 2014, 10:45:43 am
Grate frowned. This sounded a lot like another cop-out, but pointing that out didn't help the first time.

Just say it anyways. Who is he to argue with you, without anything backing him up?
Thanks for the advice.


Grate continued...um...by now I've forgotten what he was doing before getting into a religious discussion.

...Are you ignoring me?!?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on April 11, 2014, 02:48:24 pm
Team G

Keep following, ready for any danger. If they keep doing stupid things, just watch, imagining his previous body doing facepalms.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on April 11, 2014, 05:10:54 pm
TEAM AD

Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

Wait for Flint to do his magic. If the sod wants both of our IDs, read the one I got off of the guy that was in this suit. If shit happens, target a one foot sphere with the amp, centered on the sods head, heat by 150 degrees Celsius.

Team A D - Ship Alpha | Flint Westwood - Disguised Soldier

Okay, okay, just stay calm, it's just like that time with the Thundertroopers in Solar Conflicts.
Let's hope they don't put you on trial, because this is illegal under the Geneva conventions.
he joked to himself, trying to calm himself down.

Flint silently showed the Sod "his" ID, trying to look disinterested and treat the sod like some sort of annoying, walking, talking card reader, an obstacle that was delaying him from his work like a red traffic light, trying to act like he had done that a million times.
Not that the sod could see this with his faceplate down, but even the tiniest of movements can make the difference between pretending you're someone and acting like someone.
Then again, the Sod was probably not capable of understanding body language.

If all goes well, keep driving towards the control room.

((Are there any cameras or other people around? Or could we just heat this sod's brain until he passes out? Otherwise, if this doesn't work, I'm just going to call for help. It would be hilarious if they actually saved us from the sods.))


Team D, "Dead Dirtbags" - Milno - Leader - Ship Alpha - Plan Fuck-You-In-A-Box

Continue with plan. Activate EMM and pop up in case either shit happens or the plan works smoothly.


Team A - Ship Alpha || Skylar - Support

Stay quiet in my corner. Activate EMM and be ready to strike if the Sod starts to look in my corner

Flint hands the sod his stolen id card, trying to look as non-nonchalant and casual as possible. The Sod holds the ID card up to his face looking at it with one eye while keeping the other focused on Flint in a disconcerting chameleon sorta way.

"Face not match." He says after a few seconds. "Step out of vehicle, place hands on head."


TEAM B


Team B - Looking for shmucks to make deals with

Well, let's go then.

Continue along corridor! Charge mah exo!

Team B: Wild Weasels.

"Well, shall we continue?"

See if I can easily grab some ammo from the turret. If not, just ignore it and continue down the corridor after closing the door behind us, following the blue line.

Team B

Press onward. Pray to Ingram to charge my con.

Team B 'Wild Weasels' - CO Simus

Press on along the blue line, with an eye out for cameras and/or turret hatches.

Ammo cannot be gathered from the turret. At least not usable ammo. It's too big for the standard gauss rifle.

The blue line which you've decided to follow leads, eventually, after many uninteresting halls, passages, and uninhabited corridors, to a large door with a sign marking it as "Environmental control"

Hmm.



TEAM C


Angel, Team C


Nice work, but now I think it's time for an Evac


Grab Auron, if he can run then simply help him to his feet, otherwise swing him into a fireman's lift and hustle down the track, look for side doors to duck into until all the fuss has calmed down

Auron, team C.

Charge Aux bonus while recuperating to distract myself from imaginary math.

Once recovered lead the team forward toward the bridge again.
Oh and check on the first turret, if the gun is mostly undamaged after being melted off of its base pick it up.


Denzel Gaunt- Team C, Audax

"No time to lose."

Lead the team onward, stopping if they want, but be sure to respond appropriately to enemies (as listed before), decompress any pressurized important rooms, and stay on my guard. If no enemies or important pressurized doors are encountered, charge an uncon bonus.
Team C: Audaxes: Thomas


When Auron collapses, Thomas gives him a moment, then tries to help him up.
"You should probably let the other guy handle the space magic for a bit. Don't want to lose someone."
Head on ahead with the others, help carry Auron with one arm, rifle in the other. If we stop, take up watch, remaining as still as possible.

C team Helps Auron up, Denzel under one arm and Angel under the other, with Thomas on point leading them through the melted hole in the wall into the hall beyond. They're no sooner into the hall beyond the door then they hear metal clad boots stamping down towards them from somewhere up ahead. The hall itself is long, lacking any rooms off to the side, but studded with small alcove like areas that seem either decorative or possibly structural, like the corrugation on corrugated metal. The stamping seems to be coming from up ahead, beyond where this hall turns sharply left. It seems close, like it's coming from just beyond that turn.



TEAM E



Missed me :(

Team E - Lerman

Hack open the door. If I can't, brace myself appropriately and cut open the door.



Team E

"We'll have to come back for him later. We're too far from the stasis pods to go back and we are almost there! Keep going!"

Reload and cover my teammate while he opens the door. If he can't do it, then give it a shot myself, either through Steve or with one of the cutters.


We'll say he manages to get it unlocked but doesn't open the door yet, because I missed him last turn. The reason I'm not opening the door is a figured you guys may not want to just willy nilly open the door again, considering what happened last time you did that.



TEAM F

Brother Lars: Team F Chaplain

PRES GEEN BUTAN


Team F

Wait for Elevator.

"I have a feeling something bad is going to happen. No wait, bad things happening is normal. Also, where are you from Lars?"


Ship Beta: Team F: Grate: Probably getting in trouble

"When I was needed by Steve, I got squished and shot. And shredded by fan blades."
I got everything, right?
Well, except crazy over there.
I'm not crazy!
I think I am, though.


Hope Lars's button-pushing doesn't kill us.


The team loads into the elevator and Lars presses the green button. The doors close and the elevator begins to descend. After a few minutes it slows and finally comes to a stop. Without warning, Lars suddenly presses and holds the "Close doors" button, his head down in thought.

"Something is wrong here." he says, shaking his head as his brain tries to understand what is nothing more then vague intuition. "The gods whisper ill omens."


TEAM G

Team G

Keep following, ready for any danger. If they keep doing stupid things, just watch, imagining his previous body doing facepalms.


Hmm. Well they're not doing stupid things...They're not doing anything.


TEAM H


Hasala Nabin - Team H Sod Controller


Stuff the crewman in a nearby storage room or something, and search him. Then continue towards the bridge.

As the sods are stuffing the man into a near by room and rifling through his pockets, the come across not only a key card but a radio receiver and microphone/speaker clip. Someone is speaking through the microphone, calling for someone named "Hershel".
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on April 11, 2014, 05:19:45 pm
Team F

Take position on one side of the elevator door. Get ready for hostiles.

"We might need to get to sides of the door." Jack advises.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 11, 2014, 05:21:36 pm
Team B: Wild Weasels

"Damn. Important, but won't let us drive the ship. We could use it to mess with their air conditioning though, although, they probably have control from the bridge. Hrmm. Wanna take a look inside for consoles?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 11, 2014, 05:23:58 pm
We should head down the red path. That will be the command and yellow will lead to the engines, I believe.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 11, 2014, 05:29:20 pm
"We might be able to find an actual map in there. Plus I bet there are a lot of vents in there. Don't you movie monsters like vents?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 11, 2014, 05:48:31 pm
Team B - Emulating Movie Monsters

Ooh, I hadn't considered that. Let's search it then.

Go and try to open the door to the place. If it won't open automatically, let someone else try it.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 11, 2014, 05:52:31 pm
Team A D - Ship Alpha | Flint Westwood - Disguised Soldier

"Oh, wait, silly me. That's not my ID card. Wait a sec, I got mine right here. Can I get it?"

If the sod says I can, pretend I'm very slowly and nonthreateningly searching my pockets while talking to the sod.

"By the way, I've been meaning to ask one of you: say you’re in a desert walking along in the hot grainy sand when all of the sudden you look down and you see a tortoise. It’s crawling toward you. You reach down, you flip the tortoise over on its back. The tortoise lays on its back, its belly baking in the hot sun, beating its legs trying to turn itself over, but it can’t, not without your help. But you’re not helping. Why is that?"

Keep talking, trying to use my speech to confuse/distract/delay the Sod while I think of an excuse for why I'm lacking a matching ID card and wait for my teammates to get ready to fight.
Keep talking, saying anything that could be remotely helpful to the situation until the Sod does anything threatening or asks me to stop.
Maybe if I talk long enough and I'm good/lucky enough, I'd be able to make him fall into a infinite loop or logic bomb him or convince him to obey me or make him run out of memory. Or make him hold conflicting truths, that's always a good one.
Or maybe just tell him a good excuse about why my face doesn't match or why I don't have an ID.


Else, obey the Sod and very slowly (tortoise speed, to give me teammates time to prepare) get out of the vehicle while looking for an opening to use my monorazor on him (or my fists if the monorazor can't be hidden on me).
Also talk in this case, trying to achieve the above mentioned result of confusing, delaying, distracting and/or disabling the sod.


((Hmmm... not really sure. I really can't think of a good excuse. I had assumed we had faceplates.
Let's hope that speech roll works or one of you is able to silently incapacitate the sod.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on April 11, 2014, 07:38:17 pm
((The ship is depressurized, right? So opening the door will suck vacuum everything out? Or is space magic happening?))

Team E - Lerman

Prepare for breaching. Take cover in appropriate location.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on April 11, 2014, 07:39:03 pm
Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

Fuck? Fuck. Whelp, fuckit then.

Look and see what's past the sod. Then raise my hands slowly, acting surprised. If Flint's plan works to confuse/disable the sod, wait and see what happens. If the sod turns violent, use the amp to heat a one foot sphere centered on the sods head, by 150 degrees Celsius.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: TCM on April 11, 2014, 09:36:42 pm
"Look at all these Republicanists. This ain't Korea." May kicked the corpse in the chest again. "All these deceased bitches, it's not even gratifying. We should keep going."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 11, 2014, 09:46:14 pm
Lars shivered.  It was not often that the divine directly warned of immediate danger- they preferred portents of major events.  "Prepare for the worst!  Algis, we pray for the blessing of your hands.  May Ingram guide our weapons and Pathmas be ever in our favor."


Take cover on the button side of the elevator, shard launcher in a firing position.  Will using jets here hose my teammates with exhaust?  If they'll be fine, when everyone is ready jet to the ceiling and aim out the door from up high.  If anything looks remotely hostile, shoot it.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on April 11, 2014, 10:22:05 pm
((@piecewise: Do these modern Mk-like suits have faceplates? We were working under the assumption they had. Resorting to violence won't be a problem now, but.))

Team D, "Dead Dirtbags" - Milno - Leader - Ship Alpha - Plan Fuck-You-In-A-Box

Continue with plan. Activate EMM and pop up in case either shit happens or the plan works smoothly. Defend squishier people with the shield as needed. Orders still stand: kill sods as fast as possible, disable/knock out/temporarily kill humans as appropriate.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on April 11, 2014, 10:27:12 pm
Team A - Ship Alpha || Skylar - Support

Continue with plan. EMM active, stay quiet and ready to strike if the Sod enters the elevator
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on April 11, 2014, 10:39:03 pm
Team B

Press onward. Pray to Ingram to charge my con.
What are you saying? I cannot hear.
"Now now Xan, this is a private talk between me, my gun, and my god.

What are we going to do with that environmental control? I suggest controlling the environment."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on April 11, 2014, 10:53:23 pm
"Well.... FORWARD"
forge bravely on and get shot don't get shot
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on April 11, 2014, 10:54:25 pm
((He's talking about when we just hit the turrets. Not everything needs to breathe in order to be dangerous.))

Team E

Take cover and prep a flash bang while the other guy preps a frag grenade. Open the door and if there's something hostile there, throw grenades!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 12, 2014, 12:57:24 am
Team B

Press onward. Pray to Ingram to charge my con.
What are you saying? I cannot hear.
"Now now Xan, this is a private talk between me, my gun, and my god.

What are we going to do with that environmental control? I suggest controlling the environment."
What is a god?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on April 12, 2014, 04:20:12 am
Auron, team C.

Walk/stumble/get carried/fall into one of the alcoves and sit down to rest/hide/appear injured.

If sods come running into the hall shoot them with my hopefully dynamic laser, unless they fail to notice my entire team or otherwise just dont care that we are there.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 12, 2014, 07:42:44 am
((...Normally, I'd suspect that the only issue was Lars pressing the "Close Doors" button on an elevator whose door was already closed, but the text for our turn is...suspiciously large.))

Ship Beta: Team F: Grate

Quietly stand off to one side. Try not to die.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on April 12, 2014, 08:12:22 am
Hasala Nabin - Team H Sod Controller


Have a Sod read the crewman's ID to me while I quickly check the map for somewhere the crewman might have gotten sidetracked. If the crewman is indeed Hershel, bluff the guy on the radio. Say that Hershel's busy and that he left his radio with me for <context-appropriate reason>.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on April 12, 2014, 10:45:30 am
Denzel Gaunt, Team C, Audax

"Team, get into cover and stand by. Hopefully, we can avoid them, but if we can't, be ready to fight."

Get into cover, as well as telling the rest of my team to get into cover. if there's a chance that the enemies won't see us, hold fire unless they do. If they're undoubtably see us, see if any of my teammates have grenades or the like, and if they do,  have them throw them before the enemies round the corner. When enemies do come into view/see us, open fire with my combi-weapon, using the laser half first. Should enemies close to melee range, use my monoatomic sword and my dynamic bonus. Should the enemies prove heavily armored, use manipulator to kill them, again with my dynamic bonus.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on April 12, 2014, 02:27:39 pm
Duck into a nearby alcove, watch them. Set the rifle for moderate dispersion, high power.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on April 14, 2014, 11:34:03 am
Team H, Starfleet Command - Anton Chernozorov

"Steve, if one of those ships were to start preparing to bombard the surface, how soon could we see it from here? It's just way too quiet right now, it's unsettling."

Chat with Steve. Keep monitoring the situation. Watch for any significant occurrences.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on April 14, 2014, 02:02:20 pm
Team B 'Wild Weasels' - CO Simus

Excellent. Let's see if we can't make this easier from here.

Go in, hacking or breaking through the door as needed, and attempt to locate atmospherics controls in particular.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on April 14, 2014, 03:38:49 pm
TEAM AD
Team A D - Ship Alpha | Flint Westwood - Disguised Soldier

"Oh, wait, silly me. That's not my ID card. Wait a sec, I got mine right here. Can I get it?"

If the sod says I can, pretend I'm very slowly and nonthreateningly searching my pockets while talking to the sod.

"By the way, I've been meaning to ask one of you: say you’re in a desert walking along in the hot grainy sand when all of the sudden you look down and you see a tortoise. It’s crawling toward you. You reach down, you flip the tortoise over on its back. The tortoise lays on its back, its belly baking in the hot sun, beating its legs trying to turn itself over, but it can’t, not without your help. But you’re not helping. Why is that?"

Keep talking, trying to use my speech to confuse/distract/delay the Sod while I think of an excuse for why I'm lacking a matching ID card and wait for my teammates to get ready to fight.
Keep talking, saying anything that could be remotely helpful to the situation until the Sod does anything threatening or asks me to stop.
Maybe if I talk long enough and I'm good/lucky enough, I'd be able to make him fall into a infinite loop or logic bomb him or convince him to obey me or make him run out of memory. Or make him hold conflicting truths, that's always a good one.
Or maybe just tell him a good excuse about why my face doesn't match or why I don't have an ID.


Else, obey the Sod and very slowly (tortoise speed, to give me teammates time to prepare) get out of the vehicle while looking for an opening to use my monorazor on him (or my fists if the monorazor can't be hidden on me).
Also talk in this case, trying to achieve the above mentioned result of confusing, delaying, distracting and/or disabling the sod.


((Hmmm... not really sure. I really can't think of a good excuse. I had assumed we had faceplates.
Let's hope that speech roll works or one of you is able to silently incapacitate the sod.))


Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

Fuck? Fuck. Whelp, fuckit then.

Look and see what's past the sod. Then raise my hands slowly, acting surprised. If Flint's plan works to confuse/disable the sod, wait and see what happens. If the sod turns violent, use the amp to heat a one foot sphere centered on the sods head, by 150 degrees Celsius.

((@piecewise: Do these modern Mk-like suits have faceplates? We were working under the assumption they had. Resorting to violence won't be a problem now, but.))

Team D, "Dead Dirtbags" - Milno - Leader - Ship Alpha - Plan Fuck-You-In-A-Box

Continue with plan. Activate EMM and pop up in case either shit happens or the plan works smoothly. Defend squishier people with the shield as needed. Orders still stand: kill sods as fast as possible, disable/knock out/temporarily kill humans as appropriate.

Team A - Ship Alpha || Skylar - Support

Continue with plan. EMM active, stay quiet and ready to strike if the Sod enters the elevator

((The suits do have faceplates, but they weren't down and no one said to put them down or check if they were down or nothing.

Also, it really wouldn't have mattered. The sod would have just told you to raise your faceplate so he could compare your faces. Sods are stupid but they're not stupid enough to let you drive past with a mask on. ))

"Oh, wait, silly me. That's not my ID card. Wait a sec, I got mine right here. Can I get it?"

"Step out of the Vehicle and Place your hands on your head. You have 3 seconds to comply."

[Speech:1+1]

Flint immediately forgets all his carefully planned speeches and just sort of stammers.

"You have two seconds to comply"



Beyond this sod are 3 more, who are now aiming at the cart as well. Beyond that is a door, a rather heavy duty looking one at that.


TEAM B


Team B - Emulating Movie Monsters

Ooh, I hadn't considered that. Let's search it then.

Go and try to open the door to the place. If it won't open automatically, let someone else try it.

Team B 'Wild Weasels' - CO Simus

Excellent. Let's see if we can't make this easier from here.

Go in, hacking or breaking through the door as needed, and attempt to locate atmospherics controls in particular.

The door opens without a struggle and leads directly into a rather small control room sorta thing that has a connecting door off on the left. There's three people in here, seated at consoles. None of them look up when you enter, they seem too busy with their work.

You would assume that if anything is controlling the atmosphere, it's probably that machine the men are working with.

TEAM C

Auron, team C.

Walk/stumble/get carried/fall into one of the alcoves and sit down to rest/hide/appear injured.

If sods come running into the hall shoot them with my hopefully dynamic laser, unless they fail to notice my entire team or otherwise just dont care that we are there.


Denzel Gaunt, Team C, Audax

"Team, get into cover and stand by. Hopefully, we can avoid them, but if we can't, be ready to fight."

Get into cover, as well as telling the rest of my team to get into cover. if there's a chance that the enemies won't see us, hold fire unless they do. If they're undoubtably see us, see if any of my teammates have grenades or the like, and if they do,  have them throw them before the enemies round the corner. When enemies do come into view/see us, open fire with my combi-weapon, using the laser half first. Should enemies close to melee range, use my monoatomic sword and my dynamic bonus. Should the enemies prove heavily armored, use manipulator to kill them, again with my dynamic bonus.
I feel I should probably give you guys the benefit of waiting for your missing members to act. Because....well right now we have a brain damaged man and one guy with a moderately powerful gun and a sword. I don't want to stack the odds too heavy simply because teammates are indisposed in real life.


TEAM E


((The ship is depressurized, right? So opening the door will suck vacuum everything out? Or is space magic happening?))

Team E - Lerman

Prepare for breaching. Take cover in appropriate location.


((He's talking about when we just hit the turrets. Not everything needs to breathe in order to be dangerous.))

Team E

Take cover and prep a flash bang while the other guy preps a frag grenade. Open the door and if there's something hostile there, throw grenades!


Beyond the door is a hall, strangely shaped. It dead ends to the right and curves off to the left. However, the most interesting thing about it is the fact that a large sign on the wall labels this as the bridge. You follow the hall around until you reach a door set into the right wall. The hall continues on  past it, continuing to curve to the toward the right. It seems like this door is set that the high point in a horseshoe shaped hall, with doors at either end. The center door here has a big sign painted across it marking it as the bridge. And, judging by the slight distortions in the metal, it seems like it's been welded shut From the inside.


TEAM F

Team F

Take position on one side of the elevator door. Get ready for hostiles.

"We might need to get to sides of the door." Jack advises.

((...Normally, I'd suspect that the only issue was Lars pressing the "Close Doors" button on an elevator whose door was already closed, but the text for our turn is...suspiciously large.))

Ship Beta: Team F: Grate

Quietly stand off to one side. Try not to die.
Lars shivered.  It was not often that the divine directly warned of immediate danger- they preferred portents of major events.  "Prepare for the worst!  Algis, we pray for the blessing of your hands.  May Ingram guide our weapons and Pathmas be ever in our favor."


Take cover on the button side of the elevator, shard launcher in a firing position.  Will using jets here hose my teammates with exhaust?  If they'll be fine, when everyone is ready jet to the ceiling and aim out the door from up high.  If anything looks remotely hostile, shoot it.
Team F, remember. Otherwise I'll probably miss you next time.

Using your rockets in a small confined space like an elevator is probably gonna wash them in exhaust and fill the entire place with smoke in a few seconds, yeah.

Everyone moves off to the sides of the elevator and takes cover as best they can. Now, I'm not sure if Lars wanted to release the door hold button or not if he couldn't fly...It's worded sorta vaguely. I kinda wanna do it anyways...but having to retcon stuff would suck and would reveal any potential surprises or lack there of. Hmm. We'll wait for now, they're close enough to the end that it shouldn't take long regardless.


TEAM G


EMPTY TEAM

TEAM H

Hasala Nabin - Team H Sod Controller


Have a Sod read the crewman's ID to me while I quickly check the map for somewhere the crewman might have gotten sidetracked. If the crewman is indeed Hershel, bluff the guy on the radio. Say that Hershel's busy and that he left his radio with me for <context-appropriate reason>.
The guys name is McCullens. Whew. That could have been awkward.

Team H, Starfleet Command - Anton Chernozorov

"Steve, if one of those ships were to start preparing to bombard the surface, how soon could we see it from here? It's just way too quiet right now, it's unsettling."

Chat with Steve. Keep monitoring the situation. Watch for any significant occurrences.

>You would probably pick up significant power increase. However, keep in mind that what we really need to watch out for is laser fire. The Aurora protects the new base, but the sword is vulnerable. We can deflect gauss shells to a degree, but if they focus lasers on us we're gonna have to use some rather drastic measures.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 14, 2014, 03:48:45 pm
Team A D - Ship Alpha | Flint Westwood - Poorly Disguised Soldier

((Well, at least I had that bonus. I hope that little time I bought is enough to give you other guys a bonus.))

"Okay, okay, I'm coming out." said Flint as he raised his hands and made a motion to stand up. "Drake?" he asked very calmly, hoping that his teammates understood his thinly veiled message.

If teammates don't object and if they don't try some kind of stealthy attack and if the front of the vehicle looks sturdy enough to stop a gauss round from reaching me, hide behind the dashboard and floor it. If driving the vehicle can be done with one/no hands or is no longer required, use the laser to kill any remaining sods.

Else if the front of the vehicle isn't strong enough but teammates indicate they want to attack in a non-stealthy manner anyway, proceed with the above plan but shoot sooner, since leaving cover wouldn't mean much except that I'll be more visible and the rounds will be hitting me harder.

Else, follow the Sod's orders. Continue to try speech rolling them (or the people in the maintenance frequency if I would have a better chance with them), since they haven't actually ordered me to stop speaking.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 14, 2014, 03:56:07 pm
Team B: Wild Weasels

Examine room for any cameras, alternate exits, or anything else interesting.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on April 14, 2014, 03:58:50 pm
Hasala Nabin - Team H Sod Controller


Hasala leaned back in his chair, relaxing for a second. Then he sat back up and issued the soldiers' next orders.

Continue towards the bridge. Keep an ear on the radio for anything important, and/or anything to do with McCullens. Or Hershel, because I'm curious now.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 14, 2014, 04:05:44 pm
Team B - COMA TIME

Should we kill them?

Cool one of the men's chest cavity to 84 degrees (Fahrenheit). Once he falls unconcious, repeat it for the others.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on April 14, 2014, 04:13:07 pm
Team E - Lerman

Poke a laser cutter through the metal, then retreat back and listen for any signs of activity.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 14, 2014, 04:14:18 pm
"What? No. Bad. No murdering crewmembers that don't shoot back."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on April 14, 2014, 04:20:39 pm
Team B - MURDER TIME

Should we kill them?

Heat a sphere around one of the men's head up by 250 Celsius until they die. Then repeat for the next two and eat their bodies after they're dead.
Great Idea Xan!

Team B
Shoot them with a 9001. Use my dynamic bonus. Observe the effects. :(
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on April 14, 2014, 04:25:35 pm
Hold it, Xan. And you too, Dubley. If either of you start killing indiscriminately, it will be recalled and taken into account during debriefing.

We aren't killing crew unless they're a threat. They've not seen us, so definitely nothing lethal, yet. Of course, my best would be a blow to the back of the head, unless any of you has something better?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on April 14, 2014, 05:12:28 pm
Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Team Alpha-

Radio to teammates only: Guys? I think we're burnt. Time to go loud?

If the rest of the team doesn't want to attack, try and charge an exo bonus while waiting.

If the rest of the team agrees with attacking, target sod farthest away, heat one foot sphere by 150 degrees Celsius centered on their head. Then move to the second farthest away, cook his head. Do the the same with the third and finally the closest. Maybe this will be sneaky enough the sods won't notice as they fall, one by one.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on April 14, 2014, 05:34:04 pm
Hold it, Xan. And you too, Dubley. If either of you start killing indiscriminately, it will be recalled and taken into account during debriefing.

We aren't killing crew unless they're a threat. They've not seen us, so definitely nothing lethal, yet. Of course, my best would be a blow to the back of the head, unless any of you has something better?

Shoot them in the chest and leave them in a revivable state?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 14, 2014, 05:34:56 pm
Why not kill them? They'll raise the alarm otherwise.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 14, 2014, 06:07:18 pm
"Because they could be useful? They work here, it stands to reason they'd know their way around. Perhaps a guided tour could be arranged? And at the very least, it saves ammo for things that really need dead."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 14, 2014, 06:19:37 pm
Well then you tell me how we subdue them. I know literally nothing other than how to kill and eat people.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on April 14, 2014, 06:26:58 pm
We're not leaving them awake, you two. Just alive.

And one very good reason is a want to avoid collateral damage. We want to leave this room intact. I can probably safely eliminate every single crew member on this ship and leave it habitable without even more extensive repairs.

And Xan, aren't you an amp user? If you've got a microwave amp, you can induce hypothermia, that should do the trick.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 14, 2014, 06:48:50 pm
Hypothermia?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on April 14, 2014, 07:02:53 pm
Cool them. Once their core temperature drops past around 86 degrees, they'll lose consciousness. Just be careful not to dip below 82.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on April 14, 2014, 07:04:06 pm
Denzel Gaunt, Team C, Audax

"Team, get into cover and stand by. Hopefully, we can avoid them, but if we can't, be ready to fight."

Get into cover, as well as telling the rest of my team to get into cover. if there's a chance that the enemies won't see us, hold fire unless they do. If they're undoubtably see us, see if any of my teammates have grenades or the like, and if they do,  have them throw them before the enemies round the corner. When enemies do come into view/see us, open fire with my combi-weapon, using the laser half first. Should enemies close to melee range, use my monoatomic sword and my dynamic bonus. Should the enemies prove heavily armored, use manipulator to kill them, again with my dynamic bonus.
The same action applies, but should it come to fighting, order any nonresponsive teammates to open fire in a direction that avoids friendly fire.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on April 14, 2014, 07:16:55 pm
Dubley-Team B

Fine then. No killing. Maybe another time.

Stand guard with my Number gun ready. If any of the enemies attacks, reaches for a weapon, yells, triggers an alarm, or runs away, then shoot to kill. 9001. Observe the results.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 14, 2014, 07:21:21 pm
Cool them. Once their core temperature drops past around 86 degrees, they'll lose consciousness. Just be careful not to dip below 82.
Does the human body really have that limitation? I'm glad I transcended.

Action editing.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on April 14, 2014, 07:45:49 pm
The same principle applies to you. If I were to get you down below a specific temperature - what it is would depend on what you are, the exact same thing would happen. You, however, have the benefit of being able to fight it much more effectively, even without your amps. It's us in the robots who are effectively immune, since we don't have the organic systems that would shut down and cause it in the face of severely low core temperature, and we have better ways to fight it even then, better even than yours.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 14, 2014, 07:48:22 pm
True, but even this form is only a transition for me. I plan on learning more about the Armory Master after this mission. That or Father.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on April 14, 2014, 11:40:22 pm
Team E

Prepare for breaching and radio Steve for the purpose of the horseshoe hall. Check behind us and get in cover as best as possible for when my teammate cuts open the door. Once he does so, throw in a flashbang and then crouch and scope out the room from cover once it's gone off.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on April 15, 2014, 12:45:00 am
Duck into a nearby alcove, watch them, trying to stay as hidden as possible. Alert the team if any of us are discovered.Set the rifle for moderate dispersion, high power, and fire with the rest of the team..
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on April 15, 2014, 04:58:25 am
Team A - Ship Alpha || Skylar - Support

If Shit =>> Fan, EMM mode, pop out, and toss a grenade at the furthest Sods from the team

If all still quiet, continue deadly wallflower routine
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on April 15, 2014, 05:18:44 am
Auron, team C.

Stumble into one of the alcoves and cover myself with my riot shiot.

Fire my hopefully dynamic laser at the enemy if im not too braindead.

((Am i gonna recover from that brain damage anytime soon, or am i gonna be dead weight till we get back to the sword?))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on April 15, 2014, 06:39:38 am
TEAM G

LEAD US TO DEATH VICTORY
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 15, 2014, 07:37:29 am
Brother Lars:  Team F Chaplain

Yes, go ahead and let the doors open.  Be sure Dominika is in best possible cover and ready to fire.

The turn delay means we all charged con/whatever bonuses, right?  Wink wink nudge nudge
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on April 15, 2014, 07:40:12 am
Team F

Stay out of any hostile lines of fire if possible.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 15, 2014, 08:28:51 am
Ship Beta: Team F: Grate

Prepare to shoot anything on the other side before it can shoot me.

The turn delay means we all charged con/whatever bonuses, right?  Wink wink nudge nudge
Support this line of reasoning.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on April 15, 2014, 11:27:51 am
Team G

Follow the one who decides to lead, always ready for anything. Grab the zombie teammates, put before me and push them, following the leader. If we suspect any kind of trap, take something of the zombie-teammate and toss it ahead. In case no one moves, begin moving while dragging the zombie teammates behind.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 15, 2014, 12:59:54 pm
Team A D - Ship Alpha | Flint Westwood - Disguised Soldier

Very slowly obey the sod and get out of the vehicle and approach him. Continue trying to speech roll them (or the maintenance/all channel if I have a better chance with them, maybe tell them an excuse, that I lost my keycard and that there are people after me or that these sods are delaying me or something). Hope that my teammates have charged a bonus in the meantime.

Try to get as close as possible to the closest sod so that if things go south, I can push his rifle out of the way and attack/disarm/kill him while using him as a human shield from other sods.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on April 15, 2014, 01:09:39 pm
((@piecewise: Thanks. That relieves me of the thought we could've screwed up from forgetting something.))

Team D, "Dead Dirtbags" - Milno - Leader - Ship Alpha - Plan Fuck-You-In-A-Box

"Just tell me when talking time's over and it's time to jump out." Milno says over private comms.

Continue with plan. Activate EMM and pop up in case either shit happens or the plan works smoothly. Defend squishier people with the shield as needed. Orders still stand: kill sods as fast as possible, disable/knock out/temporarily kill humans as appropriate.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on April 15, 2014, 01:10:29 pm
Team H, Starfleet Command - Anton Chernozorov

"Hmm. Well, a sudden rise in energy signature is something to look out for then, but can we differentiate between a charging laser and a charging mass driver? Or whatever you call a gauss cannon large enough to shoot planets with. Basically, I'm considering ordering our little fleet to a higher altitude, maybe even a low orbit. If they're charging a laser, about the only ways we could prevent it are the surface-to-orbit cannon and the Black Death, and the latter needs some time to get into position. But then, if they're charging a weapon we can otherwise intercept, it'd be stupid to lose that ship on a suicide run against a battleship for basically no benefit.

Also, a sudden drop in energy signature would be a weapon discharging, then, right? Because that happened a while ago on one of the ships, but I... don't think we've had any impacts around here. Their gunners can't be such bad shots as to miss a planet, can they?
"

Converse with Steve. Keep monitoring the situation. Watch for any changes in ship energy signatures, as well as any odd movements.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on April 15, 2014, 03:41:17 pm
Angel: Team C

Dive into cover and drop prone, leaning around the side, be ready to shoot at the first hostile target that manifests itself



Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: TCM on April 15, 2014, 04:23:18 pm
Team Godfrey - May

Jump on Renen and ride him piggyback style through the ship. Aim the Revolver over his shoulder for any fucklers.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on April 15, 2014, 04:49:34 pm
TEAM AD
Team A - Ship Alpha || Skylar - Support

If Shit =>> Fan, EMM mode, pop out, and toss a grenade at the furthest Sods from the team

If all still quiet, continue deadly wallflower routine


Team A D - Ship Alpha | Flint Westwood - Disguised Soldier

Very slowly obey the sod and get out of the vehicle and approach him. Continue trying to speech roll them (or the maintenance/all channel if I have a better chance with them, maybe tell them an excuse, that I lost my keycard and that there are people after me or that these sods are delaying me or something). Hope that my teammates have charged a bonus in the meantime.

Try to get as close as possible to the closest sod so that if things go south, I can push his rifle out of the way and attack/disarm/kill him while using him as a human shield from other sods.


((@piecewise: Thanks. That relieves me of the thought we could've screwed up from forgetting something.))

Team D, "Dead Dirtbags" - Milno - Leader - Ship Alpha - Plan Fuck-You-In-A-Box

"Just tell me when talking time's over and it's time to jump out." Milno says over private comms.

Continue with plan. Activate EMM and pop up in case either shit happens or the plan works smoothly. Defend squishier people with the shield as needed. Orders still stand: kill sods as fast as possible, disable/knock out/temporarily kill humans as appropriate.

Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Team Alpha-

Radio to teammates only: Guys? I think we're burnt. Time to go loud?

If the rest of the team doesn't want to attack, try and charge an exo bonus while waiting.

If the rest of the team agrees with attacking, target sod farthest away, heat one foot sphere by 150 degrees Celsius centered on their head. Then move to the second farthest away, cook his head. Do the the same with the third and finally the closest. Maybe this will be sneaky enough the sods won't notice as they fall, one by one.



[speech:4]
"Listen man, it's just an old photo, alright? I know I was supposed to get it changed but it's been a while. Sorry."

The sod keeps his rifle pointed at Flint but seems to be considering something.

"What is name and ID number?" It asks, holding the card back up to its face.


TEAM B



Team B: Wild Weasels

Examine room for any cameras, alternate exits, or anything else interesting.


Team B - COMA TIME

Should we kill them?

Cool one of the men's chest cavity to 84 degrees (Fahrenheit). Once he falls unconcious, repeat it for the others.


Dubley-Team B

Fine then. No killing. Maybe another time.

Stand guard with my Number gun ready. If any of the enemies attacks, reaches for a weapon, yells, triggers an alarm, or runs away, then shoot to kill. 9001. Observe the results.

[xan Exo:6+1]
Great.

So do I even need to say anything here? That exo 7 roll of xan's should probably sum it up. Maybe a soundclip of Dark Phoenix from X-man screaming about how she can't control her power?  I dunno. Point here is you're all trapped in a small room with someone who just did an amp overshoot. SO LETS ROLL SOME FUCKING DICE.

Morul: 4
xan:6+1
Nav:6
pyro:4

Of course Xan gets away with only the top inch or so of his flesh freezing solid. He doesn't care. Morul and Pyro aren't injured but they're completely freaking immobile because Xan froze the dang moisture in the air around them. Nav...well his body is fine. His head is basically dead though. Froze several inches of it, including part of his brain. So he's out.

Crew are dead. Very dead. Thanks Xan.



TEAM C
Denzel Gaunt, Team C, Audax

"Team, get into cover and stand by. Hopefully, we can avoid them, but if we can't, be ready to fight."

Get into cover, as well as telling the rest of my team to get into cover. if there's a chance that the enemies won't see us, hold fire unless they do. If they're undoubtably see us, see if any of my teammates have grenades or the like, and if they do,  have them throw them before the enemies round the corner. When enemies do come into view/see us, open fire with my combi-weapon, using the laser half first. Should enemies close to melee range, use my monoatomic sword and my dynamic bonus. Should the enemies prove heavily armored, use manipulator to kill them, again with my dynamic bonus.
The same action applies, but should it come to fighting, order any nonresponsive teammates to open fire in a direction that avoids friendly fire.

Auron, team C.

Stumble into one of the alcoves and cover myself with my riot shiot.

Fire my hopefully dynamic laser at the enemy if im not too braindead.

((Am i gonna recover from that brain damage anytime soon, or am i gonna be dead weight till we get back to the sword?))
((You'll be ok in a bit.))
Lets see
[Doom: 2]
[Corsair:5]
[phoenix 1+1]
The team pops out as a team of sods round the corner, opening fire before the sods can realize whats going on.  Denzel misses every shot and Angel only manages to clip one of them. Jhoseph manages to kill two and badly wound another, but his work costs him. When everyone else ducks back into their alcove to take cover from return fire, Jhoseph is too slow. He takes a gauss slug straight to the chest and not even his lesser model exoskeleton can stop it. The round punches straight through and out his back in a burst of red. He slumps over and hits the ground, unconscious and very soon to be dead.


TEAM E



Team E - Lerman

Poke a laser cutter through the metal, then retreat back and listen for any signs of activity.


Team E

Prepare for breaching and radio Steve for the purpose of the horseshoe hall. Check behind us and get in cover as best as possible for when my teammate cuts open the door. Once he does so, throw in a flashbang and then crouch and scope out the room from cover once it's gone off.



>It's likely that it's just structural, wrapping around the control room armor shell in order to conserve internal space.

By poke a cutter through I'm gonna assume you mean put one of the cutters on the door and then activate it.

So hole is cut and flash bang is thrown and it's only after all this that you realize you've just flashbanged a 10 foot long hallway leading to another heavy blast door. Must be that whole "Armor shell" thing.

TEAM F



Brother Lars:  Team F Chaplain

Yes, go ahead and let the doors open.  Be sure Dominika is in best possible cover and ready to fire.

The turn delay means we all charged con/whatever bonuses, right?  Wink wink nudge nudge


Team F

Stay out of any hostile lines of fire if possible.

Ship Beta: Team F: Grate

Prepare to shoot anything on the other side before it can shoot me.

The turn delay means we all charged con/whatever bonuses, right?  Wink wink nudge nudge
Support this line of reasoning.

Alright so Toaster releases the button and the doors open. Outside is a hall. A straight hall, nothing fancy. Sitting in the center, about 20 feet from the elevator is what looks like a metal polygon; a metal shell constructed from flat sheets, like the body of a F-117 Nighthawk. It's 5 feet tall and nearly as wide as the hall. And it's not moving. Admittedly, neither are the members of team F. Everyone is, for the moment, simply staring and waiting. 30 Seconds pass and nothing happens.

TEAM G


TEAM G

LEAD US TO DEATH VICTORY
Team G

Follow the one who decides to lead, always ready for anything. Grab the zombie teammates, put before me and push them, following the leader. If we suspect any kind of trap, take something of the zombie-teammate and toss it ahead. In case no one moves, begin moving while dragging the zombie teammates behind.


You guys are kinda slow. Probably shouldn't have put so many semi-absent people on one team...

You want I should just advance you up a bit till the actual murder part of this so you can get the fighting done? I feel you might be here a while if not.

TEAM H


Hasala Nabin - Team H Sod Controller


Hasala leaned back in his chair, relaxing for a second. Then he sat back up and issued the soldiers' next orders.

Continue towards the bridge. Keep an ear on the radio for anything important, and/or anything to do with McCullens. Or Hershel, because I'm curious now.

The sods continue along their prescribed path. They make it up to the intersection nearest the barracks door yet there's a slight problem. The door is open and there are noises inside. Hmm.

What you can glean from the radio is that Hershel is a tech that isn't responding to calls. More then likely killed when the shell hit this ship.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 15, 2014, 05:00:51 pm
((I told you we shouldn't have cut out of the elevator!))

"Should I investigate the...thingy?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on April 15, 2014, 05:04:41 pm
Team A - Ship Alpha || Skylar - Support

If suits are insulated enough sound wise that I can do this without the sound escaping, ask Steve to look at the recording's from my suit and tell Flint (or me so I can tell Flint) what the name & ID number on that card was
If Steve can't find it on tape, try and remember it myself and feed it to Flint if he can't remember it :P

If my suit isn't that insulated for sound, continue plan 'wait for feces to introduce itself into the ventilation system.'


Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 15, 2014, 05:06:06 pm
Team A D - Ship Alpha | Flint Westwood - Disguised Soldier

((Hey, that's actually a very good excuse. Good thinking and good thing I got a 4.
Also, loving the suspense.))

Tell the Sod the name I read on the ID (I assume I at least remember that). Also tell the ID number if I remember it.

If I don't remember it and Skylar doesn't tell me on his own, then try the following (while saying wait a sec it's on the tip of my tongue or something similar):
If I can tongue or press a switch on my suit without being seen (disguise it as a nervous involuntary motion, perhaps) to magnify the camera of the suit to read the number of the reflection in the sod's helmet, then do that.
Remember when I gave Steve and Skylar this suit's ID and stuff so that he can connect to it? If that allowed him to access this suit's camera and I can tongue the switch without being seen from the sods, contact him and ask him.
Else, if I can tongue a switch without being seen, ask Skylar for help or for him to review my (or better yet his, since he has a MK3 connected to Steve and I was wearing my MK2 when I found their IDs) camera footage or for him to connect to my suit and magnify until he can read the number off the sod's helmet's reflection. Or maybe ask him to hack into the sod's camera or something.
Else, just try another speech roll.

If I'm successful, add a comment along the lines of "Are we done here? We're kinda in a hurry." in the hopes that they'll let us go through. more quickly.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 15, 2014, 05:12:41 pm
Well then. Now what?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on April 15, 2014, 05:27:39 pm
Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

Just sit there and stay quiet, charging an exo bonus

If the sod isn't paying attention to Thaddeus, quickly look and study the ID card that he received

If shit happens, target sod farthest away with amp, heat one foot sphere by 150 degrees Celsius centered on their head, then second farthest, then third and finally the closest, hoping the rest of the teammates take out the closest ones before Thaddeus has to
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on April 15, 2014, 05:42:06 pm
Else, if I can tongue a switch without being seen, ask Skylar for help or for him to review my camera footage or for him to connect to my suit and magnify until he can read the number off the sod's helmet's reflection. Or maybe ask him to hack into the sod's camera or something.

(( I'm operating on the assumption that sometime shortly after we found them, I looked at both ID's, so Steve should have a recording. If he doesn't, we'll see how this goes.

Hacking into the Sod's gear sounds !!Fun!! Also, if they have open wireless connections, I will personally hunt down and murder whoever is responsible for modern UWM system design.
May I add that right now I am about as terrified of what will happen if we succeed as if we fail? Because I'm betting the sod sweeps the elevator either way, in which case I am doomed XD))

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 15, 2014, 05:47:32 pm
"Hold on, let me thaw out so I can fire you out a goddamn airlock. And don't even THINK of thawing us with your amp, or I swear to god I'm taking you with me."

Fondly imagine throwing Xan out an airlock, and focus on smashing a section of the ice with my amp. Don't actually attempt it, just charge a bonus.

((Greaaaat. The UWM will just love some ARMcicles. Did all the hard work for them.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on April 15, 2014, 06:26:05 pm
((Team B, do you guys think it would be possible to thaw my brain with amps, and then restart it with electricity? Because I want that to happen.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 15, 2014, 06:28:58 pm
((You might as well try to turn a hamburger back into a cow.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on April 15, 2014, 07:24:28 pm
Auron, team C.

Rest behind my shield, try to recover enough to begin shooting.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on April 15, 2014, 07:26:04 pm
Angel: team C


Man Down!, Man Down!


If I can get to Jhospeh without exposing myself do so and attempt to provide field first aid, otherwise keep firing to bring down the remaining sods
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 15, 2014, 07:28:40 pm
Lars stared at it.  Well, it wasn't moving, but it sure looked dangerous...

"Can one of you that works Miracles of Steve see if you can melt it?"


((That's Space Magic for those who don't hang around Lars a lot))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 15, 2014, 07:40:36 pm
Team B - The Anti-Derm

In fairness, you all knew my track record. Now then, those bodies aren't doing the UWM any good.

Go eat what's left of the crew's bodies.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on April 15, 2014, 08:47:15 pm
Hasala Nabin - Team H Sod Controller


Wait for a bit, to see if the door closes or someone comes out.
Determine what kind of noise it is in the meantime, and how many people are making it, if any.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on April 15, 2014, 10:19:18 pm
Team E - Lerman

Continue down the hall. Look for traps/enemies/consoles. Hack any consoles in sight. Work out why the room is completely empty.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on April 15, 2014, 10:36:16 pm
((@PW that sounds good))
TEAM G
onwards with laser held at the ready

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on April 15, 2014, 11:37:56 pm
Team E

Keep going for the bridge. Check if the door is hackable, or if there's somewhere that Steve can plug in. Otherwise, get ready to slice the door and stay in cover once the cutter does it's thing. Get ready to throw a grenade if there's anyone on the other side.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on April 16, 2014, 12:07:29 am
Denzel Gaunt- Team C, Audax

"Don't let up- we don't want them getting close."

Open fire with my laser, prioritizing staying alive over hitting sods. Should they close to melee range, bring out the monoatomic sword and accompanying dynamic uncon bonus. Should another teammate go down, though, use my MFM on the sods.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on April 16, 2014, 01:45:52 am
((ye missed me, PW. As well as Phoenix and TCM, all at the start of the page here.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 16, 2014, 08:39:33 am
Ship Beta: Team F: Grate

If Lars doesn't respond, investigate the thingy. Carefully. If it kills me, run back to the elevator.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on April 16, 2014, 08:40:36 am
Team F

Be ready to fire on the...things if it's hostile.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 16, 2014, 08:48:09 am
"Brother Grate, there is danger here.  We should probably act first and investigate later.  Can you call a Miracle of Steve at it?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 16, 2014, 08:48:54 am
"...A what?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 16, 2014, 08:49:53 am
Lars gestures at Grate's manipulator.  "Using that holy artifact?"

((You still have it, right?  Going by the wiki.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on April 16, 2014, 08:58:28 am
((@PW: Ok, I agree with your idea. Please fast-forward.))

TEAM G

Enter BT, try to go for the control room, avoiding traps and get ready for the fighting.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 16, 2014, 11:33:27 am
Lars gestures at Grate's manipulator.  "Using that holy artifact?"

((You still have it, right?  Going by the wiki.))
((Pretty sure I don't have it on me; Grate kinda got turned off the space magic thing recently. Even if I did, I don't have the battery, so it's not much good.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 16, 2014, 12:08:08 pm
Brother Lars: Team F Chaplain

"Very well.  Sister Dominika, can you handle it?"


Use the power of the gods to convince the absent Dominika to melt the thing in the hall way.  If Shit Gets Real, then start shooting it with the shard launcher.



((How about this, then?))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on April 16, 2014, 12:29:30 pm
Team H, Starfleet Command - Anton Chernozorov

Repeating last turn's actions:

Team H, Starfleet Command - Anton Chernozorov

"Hmm. Well, a sudden rise in energy signature is something to look out for then, but can we differentiate between a charging laser and a charging mass driver? Or whatever you call a gauss cannon large enough to shoot planets with. Basically, I'm considering ordering our little fleet to a higher altitude, maybe even a low orbit. If they're charging a laser, about the only ways we could prevent it are the surface-to-orbit cannon and the Black Death, and the latter needs some time to get into position. But then, if they're charging a weapon we can otherwise intercept, it'd be stupid to lose that ship on a suicide run against a battleship for basically no benefit.

Also, a sudden drop in energy signature would be a weapon discharging, then, right? Because that happened a while ago on one of the ships, but I... don't think we've had any impacts around here. Their gunners can't be such bad shots as to miss a planet, can they?
"

Converse with Steve. Keep monitoring the situation. Watch for any changes in ship energy signatures, as well as any odd movements.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on April 16, 2014, 12:39:04 pm
TEAM AD
Team A - Ship Alpha || Skylar - Support

If suits are insulated enough sound wise that I can do this without the sound escaping, ask Steve to look at the recording's from my suit and tell Flint (or me so I can tell Flint) what the name & ID number on that card was
If Steve can't find it on tape, try and remember it myself and feed it to Flint if he can't remember it :P

If my suit isn't that insulated for sound, continue plan 'wait for feces to introduce itself into the ventilation system.'




Team A D - Ship Alpha | Flint Westwood - Disguised Soldier

((Hey, that's actually a very good excuse. Good thinking and good thing I got a 4.
Also, loving the suspense.))

Tell the Sod the name I read on the ID (I assume I at least remember that). Also tell the ID number if I remember it.

If I don't remember it and Skylar doesn't tell me on his own, then try the following (while saying wait a sec it's on the tip of my tongue or something similar):
If I can tongue or press a switch on my suit without being seen (disguise it as a nervous involuntary motion, perhaps) to magnify the camera of the suit to read the number of the reflection in the sod's helmet, then do that.
Remember when I gave Steve and Skylar this suit's ID and stuff so that he can connect to it? If that allowed him to access this suit's camera and I can tongue the switch without being seen from the sods, contact him and ask him.
Else, if I can tongue a switch without being seen, ask Skylar for help or for him to review my (or better yet his, since he has a MK3 connected to Steve and I was wearing my MK2 when I found their IDs) camera footage or for him to connect to my suit and magnify until he can read the number off the sod's helmet's reflection. Or maybe ask him to hack into the sod's camera or something.
Else, just try another speech roll.

If I'm successful, add a comment along the lines of "Are we done here? We're kinda in a hurry." in the hopes that they'll let us go through. more quickly.

Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

Just sit there and stay quiet, charging an exo bonus

If the sod isn't paying attention to Thaddeus, quickly look and study the ID card that he received

If shit happens, target sod farthest away with amp, heat one foot sphere by 150 degrees Celsius centered on their head, then second farthest, then third and finally the closest, hoping the rest of the teammates take out the closest ones before Thaddeus has to

Ooo clever girl. Kri just saved you a potential Int roll.

Steve uses the footage from Skylar's helmet cam and to get the info and feeds it to Flint, who regurgitates it to the Sod. The Sod listens and then, a moment later hands the card back. He steps over toward Thad and holds out his hand, waiting to be handed his ID.

"What in box?"


TEAM B


Team B - The Anti-Derm

In fairness, you all knew my track record. Now then, those bodies aren't doing the UWM any good.

Go eat what's left of the crew's bodies.
"Hold on, let me thaw out so I can fire you out a goddamn airlock. And don't even THINK of thawing us with your amp, or I swear to god I'm taking you with me."

Fondly imagine throwing Xan out an airlock, and focus on smashing a section of the ice with my amp. Don't actually attempt it, just charge a bonus.

((Greaaaat. The UWM will just love some ARMcicles. Did all the hard work for them.))
DON'T FORGET TEAM NAME. IT'S WHAT I SEARCH FOR POSTS USING. IF YOU DON'T HAVE IT, I WILL MOST LIKELY MISS YOU OR ACCIDENTALLY STICK YOU IN THE WRONG TEAM.

Morul focuses on an attempt to free himself from the ice (Which isn't just a coating of ice externally, xan basically put a latice of very dense ice throughout both simus and Morul's robot bodies. In all the little spaces between the muscle fibers, or inside them in some cases.

Xan, in the meantime, continues being xan.

TEAM C


Auron, team C.

Rest behind my shield, try to recover enough to begin shooting.


Angel: team C


Man Down!, Man Down!


If I can get to Jhospeh without exposing myself do so and attempt to provide field first aid, otherwise keep firing to bring down the remaining sods
Denzel Gaunt- Team C, Audax

"Don't let up- we don't want them getting close."

Open fire with my laser, prioritizing staying alive over hitting sods. Should they close to melee range, bring out the monoatomic sword and accompanying dynamic uncon bonus. Should another teammate go down, though, use my MFM on the sods.

[Angel con:4+1]
[Doom Con:6]
Angel and Denzel both open fire, Angel going for precise, deadly shots while Denzel sprays fire and screams incoherently. Their combined fire manages to kill 3 more sods and force the remaining 3 to take cover in the alcoves. From their hiding spot, one of the sods hurls a grenade down the hall towards the team.

TEAM E

Team E - Lerman

Continue down the hall. Look for traps/enemies/consoles. Hack any consoles in sight. Work out why the room is completely empty.

Team E

Keep going for the bridge. Check if the door is hackable, or if there's somewhere that Steve can plug in. Otherwise, get ready to slice the door and stay in cover once the cutter does it's thing. Get ready to throw a grenade if there's anyone on the other side.

Both Bishop and Lerman stop at the threshold of the hall. There is something wrong here. The walls look different then what they were everywhere else. Like they were made of metal plates or tiles rather then a solid metal corridor.

TEAM F


Ship Beta: Team F: Grate

If Lars doesn't respond, investigate the thingy. Carefully. If it kills me, run back to the elevator.
Team F

Be ready to fire on the...things if it's hostile.
Brother Lars: Team F Chaplain

"Very well.  Sister Dominika, can you handle it?"


Use the power of the gods to convince the absent Dominika to melt the thing in the hall way.  If Shit Gets Real, then start shooting it with the shard launcher.



((How about this, then?))
Lars Grabs Dominika and shakes her until acts.
[exo:6+1]
Great.

Well, luckily you're not as close and this isn't as enclosed. The thing melts, along with most of the hall, and the sheer heat blast from the white hot ball of light that manifests within the strange object is enough to hurl the entire team back against the wall of the elevator and half melt the elevator doors and hallway metal, spraying them in molten steel. When it's over, the doorway out of the elevator is mostly sealed by bowing walls and slag, and half the team is entombed in cooling metal.

TEAM G


((@PW: Ok, I agree with your idea. Please fast-forward.))

TEAM G

Enter BT, try to go for the control room, avoiding traps and get ready for the fighting.

((@PW that sounds good))
TEAM G
onwards with laser held at the ready



Alright so lets see here. Blah blah blah, Alright.

You are presented with a big steel blast door. It's got several automated turrets near it and a control pad next to it. For the purposes of this not instantly becoming a blood bath, we'll say you guys are peaking at it from around a corner. There's a good distance from here to the door, and the hall is pretty narrow. Clearly designed as a kill zone for those turrets.


TEAM H


Team H, Starfleet Command - Anton Chernozorov

Repeating last turn's actions:

Team H, Starfleet Command - Anton Chernozorov

"Hmm. Well, a sudden rise in energy signature is something to look out for then, but can we differentiate between a charging laser and a charging mass driver? Or whatever you call a gauss cannon large enough to shoot planets with. Basically, I'm considering ordering our little fleet to a higher altitude, maybe even a low orbit. If they're charging a laser, about the only ways we could prevent it are the surface-to-orbit cannon and the Black Death, and the latter needs some time to get into position. But then, if they're charging a weapon we can otherwise intercept, it'd be stupid to lose that ship on a suicide run against a battleship for basically no benefit.

Also, a sudden drop in energy signature would be a weapon discharging, then, right? Because that happened a while ago on one of the ships, but I... don't think we've had any impacts around here. Their gunners can't be such bad shots as to miss a planet, can they?
"

Converse with Steve. Keep monitoring the situation. Watch for any changes in ship energy signatures, as well as any odd movements.


>Check heat signatures. Gauss coils have to be actively cooled, so they should not be giving off heat except during and shortly after firing. Laser cannons often run hot, or at least hotter then the rest of the ship, save the engines.

>Firing should be a spike and then sudden drop. If you're just seeing a drop, it's a weapon powering down.
Hasala Nabin - Team H Sod Controller


Wait for a bit, to see if the door closes or someone comes out.
Determine what kind of noise it is in the meantime, and how many people are making it, if any.

No one comes in or out of the door, but the door doesn't close either. As per the sound...it's hard to tell. It's quite muffled but it sounds sort of like someone talking. Theres some sort of other noise you can here but can't quite make out. Almost a white noise sort of thing. It seems to be interrupting what might be speaking every now and again.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 16, 2014, 12:45:02 pm
Ship Beta: Team F: Grate

"AAAAAHH!"

Attempt to free myself of the slag and run to the least melty place around!
Also scream, but I don't think I have much choice about that.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 16, 2014, 12:47:15 pm
Team B - nomnomnom

Well, I shall leave you to it. Won't risk another overload.

Charge exo bonus while dragging Morul out of the room. Then go back into the room.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 16, 2014, 12:48:55 pm
Lars coughed as he shook himself, as best as he could.  "P...Praise be to Steve, who hath saved us in his mercy.  Amen."

He looks at the others.  "Did we bring any of those laser cutters?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 16, 2014, 12:52:46 pm
Team A D - Ship Alpha | Flint Westwood - Disguised Soldier

"Tools. Spare parts. Stuff we may need to do repairs."
(I'm assuming I can open the box without the sod seeing what's inside it. If I can't, don't do the following action.)
Open the box and retrieve a tool from the toolbox inside it. Show it to the Sod.

"See? We need our tools if we gonna fix stuff. Right <name I read on other ID>?"
After the sod has taken a good look at it, put it back in and close the box.

If it is possible, prepare another speech dynamic bonus in case I need to come up with an excuse for Thad.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on April 16, 2014, 01:29:39 pm
Team E

Bishop frowns at the corridor of plates and connects to Steve.

"Steve, take a look at what I'm seeing for a moment. What exactly are we looking at here? It's clearly some kind of defence, but I'm not sure what or what we could do about it with our current gear... Some help with this would be nice."

Contact Steve and show him the corridor with my cameras. Ask him what he thinks it might be and what we could do about it. Don't go in to the obviously trapped hall.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on April 16, 2014, 01:40:01 pm
Hasala Nabin - Team H Sod Controller


Whole team sneaks up to the door, closest one takes a peek inside. If the noise is an electronic speaker or intercom or something, continue towards the bridge.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 16, 2014, 02:48:46 pm
Lars coughed as he shook himself, as best as he could.  "P...Praise be to Steve, who hath saved us in his mercy.  Amen."
Being half-covered in molten metal, Grate continues to scream.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 16, 2014, 03:19:11 pm
Team B: Wild Weasels

"Whoo boy. I'd cross my fingers but that ain't happening yet. Xan, could you drag these two away from me just in case this goes horribly?"

Wait for Xan to drag Simus and Dubley(?) to a hopefully safe distance, then rapidly compress air around me, and hope it gets hot enough to melt the ice, or at least weaken it.


((Edited action cause this could get violent, and I don't want to knock the dude over.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on April 16, 2014, 03:34:37 pm
Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

Hopefully Thaddeus had the presence of mind to quickly hide the ID card before the sod looked to him. Having studied the ID previously, Thaddeus just recites off the ID number and name on it. He looks embarrassed and says: I, uh, managed to lose my ID card. I'm actually coming here to pick up my new one. Sorry.

If shit happens, target sod farthest away with amp, heat one foot sphere by 150 degrees Celsius centered on their head, then second farthest, then third and finally the closest, hoping the rest of the teammates take out the closest ones before Thaddeus has to
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on April 16, 2014, 04:00:30 pm
Team F

"That was close."Jack says as Grate and..Dominika scream from being half covered in molten metal.

Stand up and see if laser rifle has any charge left.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on April 16, 2014, 04:02:06 pm
Angel Team C



Feth! GRENADE! get to cover!


Depending on where the grenade lands either  hunker down putting as much cover as possible between me and it without exposing myself to the squads, curling into a ball to protect my head using my torso, if the grenade lands too close then kick it away, preferably back towards the sods *then* hunker down
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on April 16, 2014, 05:31:37 pm
Auron team C.

Rotate/reposition myself in the alcove so that my teammate(s) can hide behind me as i cower behind my shield.

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 16, 2014, 05:44:38 pm
I'll get out of the room.

Action edited.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on April 16, 2014, 06:57:25 pm
I'd rather you go out, or be taken out, as it is, Morul. Sensitive and useful equipment in here and all that.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 16, 2014, 06:59:09 pm
You do have a point, Simus. I'll take him out, then.

Action edited again.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 16, 2014, 07:00:28 pm
"Not sure how useful frozen equipment is gonna be, but you're the boss. Shove me out the door then Xan."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 16, 2014, 07:01:18 pm
Doing so. I'll leave you out there in case you overload as well.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 16, 2014, 08:34:04 pm
Ship Beta: Team F: Grate

"AAA...aaa...ah?"

Be confused. Attempt to escape molten metal before it cools."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on April 16, 2014, 08:55:14 pm
Team E - Lerman

Tell everyone to get back. Throw something useless on the tiles, then bolt for cover.


If this is what I think it is...
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on April 16, 2014, 11:17:05 pm
Denzel Gaunt- Team C, Audax

If the grenade is landing where it puts me in jeopardy, perform one of the following actions:

1. If hiding behind our comrade's shield will shield me/us from the blast, do that.

2. If I could reasonably safely rush to an alcove closer to the sods but still out of the way of the grenade, do so and take cover.

If I,m not endangered by the grenade, simply wait in cover and respond appropriately to any assaults. Keep in mind my uncon bonus.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on April 17, 2014, 01:11:34 am
Team A - Ship Alpha || Skylar - Support

Help Thaddeus in the same manner if necessary.

Continue with hiding silently in the corner of the elevator. Continue to be ready to act if the shit hits the fan. Start glancing around the elevator for maintenance exits
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on April 17, 2014, 03:15:31 am
Team A+D, "Dead Dirtbags" - Milno - Leader - Ship Alpha - Plan Fuck-You-In-A-Box

Same shit. Continue with plan. Activate EMM and pop up in case either shit happens or the plan works smoothly. Defend squishier people with the shield as needed. Orders still stand: kill sods as fast as possible, disable/knock out/temporarily kill humans as appropriate.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 17, 2014, 07:28:48 am
Brother Lars:  Team F Chaplain

"Laser rifles, then?"

Attempt to free self.  If anyone has a laser rifle, they should use it to cut people free.  Else slap Dominika again until she GENTLY melts some metal away to free us.

Should we all get free, we should have a cutting laser from the pod left- use it to cut into the hallway again.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on April 17, 2014, 01:13:21 pm
Team H, Starfleet Command - Anton Chernozorov

"Alright then, I'll be keeping an eye out. What range would you consider reasonably safe for our ships to be from the fleet? From their secondary weapons at least?"

Talk to Steve. Maintain vigil. Watch for changes in energy and heat signatures of the fleet. Check the status of our own ships as well - they've been on alert for a while. Land them to refuel if needed, then have them rise above the base roughly to the edge of the atmosphere, or lower if that will bring them closer to the fleet than Steve's suggested safe range.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on April 17, 2014, 04:30:24 pm
TEAM AD
Team A D - Ship Alpha | Flint Westwood - Disguised Soldier

"Tools. Spare parts. Stuff we may need to do repairs."
(I'm assuming I can open the box without the sod seeing what's inside it. If I can't, don't do the following action.)
Open the box and retrieve a tool from the toolbox inside it. Show it to the Sod.

"See? We need our tools if we gonna fix stuff. Right <name I read on other ID>?"
After the sod has taken a good look at it, put it back in and close the box.

If it is possible, prepare another speech dynamic bonus in case I need to come up with an excuse for Thad.
Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

Hopefully Thaddeus had the presence of mind to quickly hide the ID card before the sod looked to him. Having studied the ID previously, Thaddeus just recites off the ID number and name on it. He looks embarrassed and says: I, uh, managed to lose my ID card. I'm actually coming here to pick up my new one. Sorry.

If shit happens, target sod farthest away with amp, heat one foot sphere by 150 degrees Celsius centered on their head, then second farthest, then third and finally the closest, hoping the rest of the teammates take out the closest ones before Thaddeus has to
Team A+D, "Dead Dirtbags" - Milno - Leader - Ship Alpha - Plan Fuck-You-In-A-Box

Same shit. Continue with plan. Activate EMM and pop up in case either shit happens or the plan works smoothly. Defend squishier people with the shield as needed. Orders still stand: kill sods as fast as possible, disable/knock out/temporarily kill humans as appropriate.
Team A - Ship Alpha || Skylar - Support

Help Thaddeus in the same manner if necessary.

Continue with hiding silently in the corner of the elevator. Continue to be ready to act if the shit hits the fan. Start glancing around the elevator for maintenance exits


The sod listens and then stands there for a moment, doing nothing and staring straight ahead. Then he blinks and looks at Thad.

"You and he sent down on work order. What work order?"

TEAM B

Team B - nomnomnom

Well, I shall leave you to it. Won't risk another overload.

Charge exo bonus while dragging Morul out of the room. Then go back into the room.
Team B: Wild Weasels

"Whoo boy. I'd cross my fingers but that ain't happening yet. Xan, could you drag these two away from me just in case this goes horribly?"

Wait for Xan to drag Simus and Dubley(?) to a hopefully safe distance, then rapidly compress air around me, and hope it gets hot enough to melt the ice, or at least weaken it.


((Edited action cause this could get violent, and I don't want to knock the dude over.))


Xan drags Morul out of the room and sticks him in the hall.
[4+1]
Morul focuses on compressing the air suddenly, heating and jamming the air in towards himself. It seems to work; at least for the most part. He still feels stiff and his joints lock up unexpectedly some times, but he's fine for the moment.

TEAM C
Denzel Gaunt- Team C, Audax

If the grenade is landing where it puts me in jeopardy, perform one of the following actions:

1. If hiding behind our comrade's shield will shield me/us from the blast, do that.

2. If I could reasonably safely rush to an alcove closer to the sods but still out of the way of the grenade, do so and take cover.

If I,m not endangered by the grenade, simply wait in cover and respond appropriately to any assaults. Keep in mind my uncon bonus.


Auron team C.

Rotate/reposition myself in the alcove so that my teammate(s) can hide behind me as i cower behind my shield.



Angel Team C



Feth! GRENADE! get to cover!


Depending on where the grenade lands either  hunker down putting as much cover as possible between me and it without exposing myself to the squads, curling into a ball to protect my head using my torso, if the grenade lands too close then kick it away, preferably back towards the sods *then* hunker down

Everyone huddles behind Auron's shield as the grenade goes off. Luckily, even with his brain half melted, auron is still in a powered exoskeleton and his shield is more then enough to stop the force of a frag grenade. The smoke grenade that comes in a moment later, however, is less effected and the team quickly finds themselves enveloped in blinding white smoke.

TEAM E

Team E

Bishop frowns at the corridor of plates and connects to Steve.

"Steve, take a look at what I'm seeing for a moment. What exactly are we looking at here? It's clearly some kind of defence, but I'm not sure what or what we could do about it with our current gear... Some help with this would be nice."

Contact Steve and show him the corridor with my cameras. Ask him what he thinks it might be and what we could do about it. Don't go in to the obviously trapped hall.
Team E - Lerman

Tell everyone to get back. Throw something useless on the tiles, then bolt for cover.


If this is what I think it is...

>Pressure sensors and mono-filament screen by the look of it. Anything smaller then 70-90 pounds isn't gonna trigger it, and it will reset after being triggered anyways.

Bishop prevents lerman from hurling their less responsive or less living teammates into the room.

TEAM F
Team F

"That was close."Jack says as Grate and..Dominika scream from being half covered in molten metal.

Stand up and see if laser rifle has any charge left.
Ship Beta: Team F: Grate

"AAA...aaa...ah?"

Be confused. Attempt to escape molten metal before it cools."
Brother Lars:  Team F Chaplain

"Laser rifles, then?"

Attempt to free self.  If anyone has a laser rifle, they should use it to cut people free.  Else slap Dominika again until she GENTLY melts some metal away to free us.

Should we all get free, we should have a cutting laser from the pod left- use it to cut into the hallway again.

Letsee...

Lars rips and tears his way out like a crazy person, shoving people out of his way and shouting about Manifest Destiny of not being trapped in metal. Grate gets his head stepped on my lars and shoved deep into the cooling metal and ends up completely cocooned. Jack gets everything out except one leg, which gets stuck, and Miss Fucked shit up gets everything out except her head and is now wedged in an odd headstand position with her feet kicking in the air.

Lars slaps the cutter on the melted door and cuts back into the hall. He stands around praises the gods while the rest of the team curse them.

TEAM G

NAP TIME

TEAM H


Team H, Starfleet Command - Anton Chernozorov

"Alright then, I'll be keeping an eye out. What range would you consider reasonably safe for our ships to be from the fleet? From their secondary weapons at least?"

Talk to Steve. Maintain vigil. Watch for changes in energy and heat signatures of the fleet. Check the status of our own ships as well - they've been on alert for a while. Land them to refuel if needed, then have them rise above the base roughly to the edge of the atmosphere, or lower if that will bring them closer to the fleet than Steve's suggested safe range.
>They would be relatively safe in low orbit right now, though what I mean by safe is that they'll probably have time to engage in evasive maneuvers before the shell hits them.

We'll say the ships are doing good for now. Fueling them up right now wouldn't be any different, since I doubt the teams are all gonna take their individual ships in the next turn and then mount the counter attack.
Hasala Nabin - Team H Sod Controller


Whole team sneaks up to the door, closest one takes a peek inside. If the noise is an electronic speaker or intercom or something, continue towards the bridge.

A quick peek inside reveals a small group of what look like normal men watching a bank of monitors. The feeds on the monitors seem to be from a combination of helmet cams and mounted cameras. The sound you were hearing is coming from a television near the door that is still on, but unwatched.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 17, 2014, 04:41:23 pm
Team Being helpful

Well, I think it worked.

Drag Simus and Dubley outside.

Want me to try to defrost you two?

If they agree, use dynamic bonus on gently heating them up to the point where they can defrost. They didn't agree.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 17, 2014, 05:03:50 pm
Team B: Wild Weasels

"Or we could see about maybe turning up the heat? This is environmental control after all."

Look around the panels to see if any survived Mr. Freeze over there, and if any of them have temperature controls for the ship. Failing that, look for any space heaters or other things that could melt ice.

((Damn, that actually worked. Huh.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on April 17, 2014, 05:25:33 pm
Auron, team C

Yay for echolocation visual filter, percieve sods through smoke.

Get my surviving team members to place their weapons on my shield and have steve link my video feed to their suits so that they can aim using my view of their guns and the enemy.

Oh and attempt to be less braindead.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on April 17, 2014, 06:13:26 pm
Hasala Nabin - Team H Sod Controllers


"Well, this looks important."

Use a flashbang, then storm the room. Drag new hostages away from the bank of monitors, confiscate any weapons.

EDIT: Examine camera feeds. Is there one of the bridge, or near it? Can I see either of the other two teams?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 17, 2014, 06:33:18 pm
Team A D - Ship Alpha | Flint Westwood - Disguised Soldier

Help Thad with whatever he asks. Be sure to also search the suit's computer for the info, maybe some memo or other kind of note about an older work order I could use is there.

Be ready to intervene with a dynamically prepared speech roll in case Thad needs help lying.

Else just nod along and agree with whatever he says, adding a:
"And maybe get a new ID for Mr. Forgetful over there if we have time to spare." to the list of reasons we're down here if it seems appropriate.

If Thad doesn't give an appropriate excuse and I find nothing I could use to fabricate an appropriate excuse in the suit's computer, give an excuse, something along the lines of "They wanted us on standby on this level, awaiting further orders. Something about some sort of communication problem.".
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on April 17, 2014, 06:36:04 pm
Team A - Ship Alpha | Skylar - Support

Continue operation 'don't move, be ready to murder sods'

Hope that squad Sod seriously did find the sod controllers XD


(( I doubt that's what they found, but we could get that lucky here ))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on April 17, 2014, 07:25:21 pm
Team F

Get Leg out of metal.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 17, 2014, 07:50:49 pm
Ship Betan Up: Team F'd by my own team leader: Grate: Trapped In Metal

Request aid from Steve, Lars, and basically anyone I can reach. Also attempt to escape the metal.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: TCM on April 17, 2014, 08:20:43 pm
"Beep boop."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on April 17, 2014, 08:39:51 pm
((How long have I kept forgetting to post. Goddamnit.))
Fire at the sods with the Laser Rifle, switch the helmets visor to infared. Normal stuff.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on April 17, 2014, 09:33:19 pm
Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt -Ship Alpha

Hope Hasala's sods can do something to help us out, otherwise:

Thaddeus pats himself down and looking into any easily reachable compartments that would have them, not uncovering Milno, hopefully finding the work orders on him and asking Flint to search also. While doing that, he says: Ah, damnit where'd I put those? Hey bub, you got them? I thought you had them. Are they in here? No. Here? No. Damn

If shit happens, target sod farthest away with amp, heat one foot sphere by 150 degrees Celsius centered on their head, then second farthest, then third and finally the closest, hoping the rest of the teammates take out the closest ones before Thaddeus has to

((God help us, there is no way this is ending well))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on April 17, 2014, 09:59:10 pm
Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Plan Fuck-You-In-A-Box

Milno waits for some action or anyone asking for help via private channel. If anything, the amount of time spent seems to indicate they have a slim shot of getting into the control if old man and newbie manage to do their stuff and keep their shit together.

Same shit. Continue with plan. Activate EMM and pop up in case either shit happens or the plan works smoothly. Defend squishier people with the shield as needed. Orders still stand: kill sods as fast as possible, disable/knock out/temporarily kill humans as appropriate.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 17, 2014, 10:09:11 pm
Brother Lars:  Team F Chaplain


Lars raises his hands in praise.  "The gods have delivered us!  We are ready to move on, right children of Steve?  Right?  Brothers, this is no time for clowning around!"


Assist in unsticking everyone, starting with the least stuck.  Slap them into helping unstuck the rest.

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on April 17, 2014, 10:38:07 pm
Denzel Gaunt- Team C, Audax

Switch to either IR or echolocation filters to see through the smoke, and stand (Behind the shield) ready to fire. Should sods attack up close, be sure to respond with my sword if it'll work better/safer. Should the sods throw a grenade behind Auron's shield, throw it back, or if I can't, then get on the other side of the shield, weapons ready.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on April 18, 2014, 02:13:07 am
Team E - Lerman

Try and find a way to stop it from activating.


Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on April 18, 2014, 07:32:09 am
Team E

"Can you recognise any other sensors in there? Would I be able to just hover right over the damn things, or will that trigger something else anyway?"

Ask Steve for answers and make sure my buddy doesn't activate the sensors accidentally, or at least make sure to pull him back out the door before he get's sliced apart if he does. If he can't manage to deactivate the sensors, try shooting some of the tiles from a safe distance back with some rockets to see if I can disable them that way. Use a heavy object for testing, and not myself or a teammate.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 18, 2014, 08:45:25 am
Grate grumbles at Lars's interpretation of events.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on April 18, 2014, 10:21:19 am
Auron, team C

Yay for echolocation visual filter, percieve sods through smoke.

Get my surviving team members to place their weapons on my shield and have steve link my video feed to their suits so that they can aim using my view of their guns and the enemy.

Oh and attempt to be less braindead.

Angel: Team C
Utilise Auron's vid feed to keep lighting up the sods, assuming the smoke doesn't attenuate the laser too much to be useful otherwise conserve ammo and keep hunkered down until it dissipates
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on April 18, 2014, 11:00:26 am
I would rather be defrosted in a way that does not involve an amp or manipulator, thank you. And I think that if he could, Dubley might say the same, especially since it's part of his head, potentially the brain, that's frozen.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 18, 2014, 01:16:44 pm
I would rather be defrosted in a way that does not involve an amp or manipulator, thank you. And I think that if he could, Dubley might say the same, especially since it's part of his head, potentially the brain, that's frozen.
All right.

Action edited.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on April 18, 2014, 01:36:18 pm
Team H, Starfleet Command - Anton Chernozorov

"Eh, good enough. Can you handle the dodging, if they come under fire? I'm not sure I can keep my concentration up at this rate."

Anton thinks for a few seconds.

"And on the topic of dodging, I thought we were going to start shooting at the fleet with our big cannon? If they've moved too far and accuracy is a problem... how large an object can that cannon fire?

Because I'm thinking humongous guided fusion torpedo.
"

Converse with Steve. Determine if a gauss-cannon-launched guided fusion missile is a viable design, both in terms of technical feasibility and our current capacity for producing one within a short timespan, possibly by repurposing something else. Maintain lookout for energy and thermal signatures of the fleet.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on April 18, 2014, 03:00:16 pm
TEAM AD
Team A D - Ship Alpha | Flint Westwood - Disguised Soldier

Help Thad with whatever he asks. Be sure to also search the suit's computer for the info, maybe some memo or other kind of note about an older work order I could use is there.

Be ready to intervene with a dynamically prepared speech roll in case Thad needs help lying.

Else just nod along and agree with whatever he says, adding a:
"And maybe get a new ID for Mr. Forgetful over there if we have time to spare." to the list of reasons we're down here if it seems appropriate.

If Thad doesn't give an appropriate excuse and I find nothing I could use to fabricate an appropriate excuse in the suit's computer, give an excuse, something along the lines of "They wanted us on standby on this level, awaiting further orders. Something about some sort of communication problem.".


Team A - Ship Alpha | Skylar - Support

Continue operation 'don't move, be ready to murder sods'

Hope that squad Sod seriously did find the sod controllers XD


(( I doubt that's what they found, but we could get that lucky here ))

Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt -Ship Alpha

Hope Hasala's sods can do something to help us out, otherwise:

Thaddeus pats himself down and looking into any easily reachable compartments that would have them, not uncovering Milno, hopefully finding the work orders on him and asking Flint to search also. While doing that, he says: Ah, damnit where'd I put those? Hey bub, you got them? I thought you had them. Are they in here? No. Here? No. Damn

If shit happens, target sod farthest away with amp, heat one foot sphere by 150 degrees Celsius centered on their head, then second farthest, then third and finally the closest, hoping the rest of the teammates take out the closest ones before Thaddeus has to

((God help us, there is no way this is ending well))
Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Plan Fuck-You-In-A-Box

Milno waits for some action or anyone asking for help via private channel. If anything, the amount of time spent seems to indicate they have a slim shot of getting into the control if old man and newbie manage to do their stuff and keep their shit together.

Same shit. Continue with plan. Activate EMM and pop up in case either shit happens or the plan works smoothly. Defend squishier people with the shield as needed. Orders still stand: kill sods as fast as possible, disable/knock out/temporarily kill humans as appropriate.

Thad and Flint do their best to bullshit, but it becomes rapidly obvious that the sod is looking for something specific, a number or something with precise wording. Its deterministic mindset won't be swayed by excuses this time, it's going to get the exact answer it wants or...

"You have 3 seconds to comply."

Well, things will go poorly.


TEAM B


Team Being helpful

Well, I think it worked.

Drag Simus and Dubley outside.

Want me to try to defrost you two?

If they agree, use dynamic bonus on gently heating them up to the point where they can defrost.

Team B: Wild Weasels

"Or we could see about maybe turning up the heat? This is environmental control after all."

Look around the panels to see if any survived Mr. Freeze over there, and if any of them have temperature controls for the ship. Failing that, look for any space heaters or other things that could melt ice.

((Damn, that actually worked. Huh.))
Xan Drags Simus-who is alive- and dubley- who isn't-out into the hall and asks if they want to be defrosted.

In the mean time, morul inspects the controls that the crew-sicles were working on. He's pretty sure he can effect the temp of the ship from here, assuming he manipulates these controls correctly.


TEAM C

Auron, team C

Yay for echolocation visual filter, percieve sods through smoke.

Get my surviving team members to place their weapons on my shield and have steve link my video feed to their suits so that they can aim using my view of their guns and the enemy.

Oh and attempt to be less braindead.


((How long have I kept forgetting to post. Goddamnit.))
Fire at the sods with the Laser Rifle, switch the helmets visor to infared. Normal stuff.
I assume you're part of this team. I can't tell.
Auron, team C

Yay for echolocation visual filter, percieve sods through smoke.

Get my surviving team members to place their weapons on my shield and have steve link my video feed to their suits so that they can aim using my view of their guns and the enemy.

Oh and attempt to be less braindead.

Angel: Team C
Utilise Auron's vid feed to keep lighting up the sods, assuming the smoke doesn't attenuate the laser too much to be useful otherwise conserve ammo and keep hunkered down until it dissipates

Denzel Gaunt- Team C, Audax

Switch to either IR or echolocation filters to see through the smoke, and stand (Behind the shield) ready to fire. Should sods attack up close, be sure to respond with my sword if it'll work better/safer. Should the sods throw a grenade behind Auron's shield, throw it back, or if I can't, then get on the other side of the shield, weapons ready.



The team leans out of cover, all ready to unleash withering fire upon the remaining sods, but they find none. It seems like the smoke was a cover for a retreat. Something about that seems extremely fishy though. Auron manages to shake off some of the pain and get himself back into the action though, so thats a thing.


TEAM E


Team E

"Can you recognise any other sensors in there? Would I be able to just hover right over the damn things, or will that trigger something else anyway?"

Ask Steve for answers and make sure my buddy doesn't activate the sensors accidentally, or at least make sure to pull him back out the door before he get's sliced apart if he does. If he can't manage to deactivate the sensors, try shooting some of the tiles from a safe distance back with some rockets to see if I can disable them that way. Use a heavy object for testing, and not myself or a teammate.
Team E - Lerman

Try and find a way to stop it from activating.




>Deactivating it will be difficult, if not impossible. As a last line defense it's not connected to any computer, there's simply a hard wired control system in the bridge; it can only be activated and deactivated from that point. In terms of hovering over it, that is possible. If done right, the rockets will diffuse your weight enough not to trigger it. However, it is a dangerous prospect, since even a small error may result in activation and death. Brute force may be the safest way.


TEAM F


Team F

Get Leg out of metal.
Ship Betan Up: Team F'd by my own team leader: Grate: Trapped In Metal

Request aid from Steve, Lars, and basically anyone I can reach. Also attempt to escape the metal.
Brother Lars:  Team F Chaplain


Lars raises his hands in praise.  "The gods have delivered us!  We are ready to move on, right children of Steve?  Right?  Brothers, this is no time for clowning around!"


Assist in unsticking everyone, starting with the least stuck.  Slap them into helping unstuck the rest.



Jack tries and fails to rip his leg free of solid metal through sheer force alone.
Lars shakes Dom until she again tries to help. [2+1] She tries to help by warming the metal to a comfortable body temperature. This proves unhelpful.

>I could electrocute grate to death so that he respawns, hopefully outside the metal. Show of hands, who thinks I should do it?

TEAM G

NAPTIME CONTINUES

TEAM H

Team H, Starfleet Command - Anton Chernozorov

"Eh, good enough. Can you handle the dodging, if they come under fire? I'm not sure I can keep my concentration up at this rate."

Anton thinks for a few seconds.

"And on the topic of dodging, I thought we were going to start shooting at the fleet with our big cannon? If they've moved too far and accuracy is a problem... how large an object can that cannon fire?

Because I'm thinking humongous guided fusion torpedo.
"

Converse with Steve. Determine if a gauss-cannon-launched guided fusion missile is a viable design, both in terms of technical feasibility and our current capacity for producing one within a short timespan, possibly by repurposing something else. Maintain lookout for energy and thermal signatures of the fleet.

>Yes.

>We'll fire at the fleet once we have to, or once the team occupied ships are safely out of the way. Do not worry about payloads. The shots fired earlier used a small percentage of the cannon's true power. When fired at full power, the payload is frankly irrelevant as long as it can manage not to atomize before reaching its target. Nuclear warhead or mass of graphite, the results are the same.


Hasala Nabin - Team H Sod Controllers


"Well, this looks important."

Use a flashbang, then storm the room. Drag new hostages away from the bank of monitors, confiscate any weapons.

EDIT: Examine camera feeds. Is there one of the bridge, or near it? Can I see either of the other two teams?

One of the sods pulls a flashbang from his belt and, without even looking, expertly tosses it into the room. There is a three second pause and then a brilliant flash and concussive bang. The sods move in an instant later, easily subduing the blinded men and zip tying their hands behind their back and their ankles together.

One of the sods moves to the monitors and scans his camera across them for you to see. There are a few feeds that look to be on the bridge, and several that appear to be pointed at team AD, from what you can tell.


Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on April 18, 2014, 03:02:32 pm
Team F

"Aye. Also, can someone get my foot out?"

Try to get foot out again.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 18, 2014, 03:11:50 pm
Brother Lars:  Team F Chaplain

Lars blinks.  "I do not question the will of the gods."

Abstain.  Help Jack get out.  Doesn't anyone have a laser rifle?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on April 18, 2014, 03:20:44 pm
(( Holy shit, did the Sods actually find the controllers? Quick, tell the Sods to control the Sods! XD))

Team A - Ship Alpha | Skylar - Support

Prepare for coordinated attack with a grenade! Or for the Sods to be ordered to stand down... by other Sods :P
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 18, 2014, 03:22:00 pm
Well then. Now what?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 18, 2014, 03:48:16 pm
Team B: Wild Weasels

"Wonder what these buttons do? Hrmmm. Perhaps I should avoid all the big red ones."

Examine the buttons in detail, and look for anything that might explain which buttons do what. If I cannot find anything that would explain which ones to press, use my best judgement, and push some buttons.

((You have no idea how tempting it was to just say "PUSH ALLLLL THE BUTTONS!"))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on April 18, 2014, 04:13:10 pm
Ask how to brute force pressure plates safely.

Um... How do we brute force the plates without setting them off? Does it involve explosives?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 18, 2014, 04:29:40 pm
Team B - Rightfully Wary

How do you intend to be unfrozen then, Simus?

Keep watch out for any enemies.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on April 18, 2014, 04:49:08 pm
Hasala Nabin - Team H Sod Controller


Order UWM Sods to stand down. When that doesn't work, make and play recordings of the hostages ordering the UWM Sods to obey the next voice they hear, and then tell the UWM Sods to stand down again. Don't let the men give any orders directly.

If the hostages don't cooperate at first, offer them incentives to do so; try to pique their interest and get them to suggest the rewards, if possible. No overt threats, just yet.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on April 18, 2014, 05:08:26 pm
TEAM G


Enter BT, throw something that isn't a teammate down the corridor. Observe, try to discover if I'd be able to avoid the bullets and destroy the turrets.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on April 18, 2014, 05:56:20 pm
Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

If Hasala's sods can get these sods to stand down, or rest of team decides to wait/delay/distract, continue with non-shooty plan and help where needed. Otherwise:

Radio teammates only. Look downwards so the sod can't read my lips: Guys? I don't think we can talk our way out of this one. I say time to go loud. I got the ones farthest away

If shit happens, target sod farthest away with amp, heat one foot sphere by 150 degrees Celsius centered on their head, then second farthest, then third and finally the closest, hoping the rest of the teammates take out the closest ones before Thaddeus has to
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 18, 2014, 06:39:06 pm
Team A D - Ship Alpha | Flint Westwood - Disguised Soldier

Check the vehicle and the suit's computer for any work orders.

If one is found, use it to provide an appropriate work order. Doesn't have to be relevant or current (unless I can identify a part of its number that indicates date, in which case change it to something more current), just has to be a work order (although changing it to make it sound relevant would help, if possible).

If none are found, ask Steve (in a way Sods won't see it) to give me a random work order number and definition. If he has no idea or if I don't have enough time, say a number at random. If I have no idea what the length of the number should be, mumble a bit near the end.

Right now, I'm just looking to stall the sods.


Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on April 18, 2014, 07:19:08 pm
Auron, team C.

Cautiously advance with my shield up.

Keep an eye out for traps and possible ambushes, if found laser them with great prejudice.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on April 18, 2014, 11:19:45 pm
TEAM G
Assist renen, spray the hall with laser fire if needed or able

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on April 19, 2014, 12:16:47 am
Team E

After getting the word from Steve, get both of us to a safe distance and start destroying tiles with my rocket rifle. Make sure that a nicely sized path is made and that each tile is actually quite destroyed before we step on it. Make sure not to touch any of the other tiles and keep an eye open for more defences, which I would then shoot too.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on April 19, 2014, 09:19:16 am
Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Plan Fuck-You-In-A-Box

"Steve, how's Team H doing? Seems we need either a diversion or a miracle here." Milno asks Steve as the situation outside takes yet another turn for the worse.

Same shit. Continue with plan. Activate EMM and pop up in case either shit happens or the plan works smoothly. Defend squishier people with the shield as needed. Orders still stand: kill sods as fast as possible, disable/knock out/temporarily kill humans as appropriate.

Talk to Steve. If there's a chance to help Team H in the state Milno's in somehow, take it.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on April 19, 2014, 01:39:26 pm
Team H, Starfleet Command - Anton Chernozorov

"Ooh, so it does near-relativistic speeds? I guess I better make sure all the windows are closed around here, that can't be good for the atmosphere."

Maintain lookout. Wait for something to happen. Nothing else to do for now.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on April 20, 2014, 10:20:38 am
Denzel Gaunt- Team C, Audax

Let Auron go out first, and then, if he doesn't get blown up, follow behind him and guard the rear. Stay on guard. Also, ask for sod assistance on our ship. We seem to be in an unfortunate position currently.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on April 20, 2014, 07:59:43 pm
I'm sure Morul can find some environmental control that will defrost me.

Even vacuum would work, it would hopefully all sublimate.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on April 21, 2014, 01:32:03 pm
TEAM A
(( Holy shit, did the Sods actually find the controllers? Quick, tell the Sods to control the Sods! XD))

Team A - Ship Alpha | Skylar - Support

Prepare for coordinated attack with a grenade! Or for the Sods to be ordered to stand down... by other Sods :P

Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

If Hasala's sods can get these sods to stand down, or rest of team decides to wait/delay/distract, continue with non-shooty plan and help where needed. Otherwise:

Radio teammates only. Look downwards so the sod can't read my lips: Guys? I don't think we can talk our way out of this one. I say time to go loud. I got the ones farthest away

If shit happens, target sod farthest away with amp, heat one foot sphere by 150 degrees Celsius centered on their head, then second farthest, then third and finally the closest, hoping the rest of the teammates take out the closest ones before Thaddeus has to
Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Plan Fuck-You-In-A-Box

"Steve, how's Team H doing? Seems we need either a diversion or a miracle here." Milno asks Steve as the situation outside takes yet another turn for the worse.

Same shit. Continue with plan. Activate EMM and pop up in case either shit happens or the plan works smoothly. Defend squishier people with the shield as needed. Orders still stand: kill sods as fast as possible, disable/knock out/temporarily kill humans as appropriate.

Talk to Steve. If there's a chance to help Team H in the state Milno's in somehow, take it.

Team A D - Ship Alpha | Flint Westwood - Disguised Soldier

Check the vehicle and the suit's computer for any work orders.

If one is found, use it to provide an appropriate work order. Doesn't have to be relevant or current (unless I can identify a part of its number that indicates date, in which case change it to something more current), just has to be a work order (although changing it to make it sound relevant would help, if possible).

If none are found, ask Steve (in a way Sods won't see it) to give me a random work order number and definition. If he has no idea or if I don't have enough time, say a number at random. If I have no idea what the length of the number should be, mumble a bit near the end.

Right now, I'm just looking to stall the sods.




"2..." the sod counts, his weapon still trained on Thad. The team waits nervously. They know there's a chance H team could stop this with risking a close range fire fight like this. Milno Flexes his fingers in the alien gauntlet, and Skylar leans forward, ready to leap out John Woo style and spray bullets while doves fly away in the background. Both Thad and Flint ready themselves to duck, grab their rifles and come up shooting. Their hearts beat in their throats as the seconds tick away. If it comes to it, this is gonna be all about speed. Sods won't miss, not at this range. And they won't flinch. It's an almost absolute certainty that if this happens, Thad and Flint are going to end up injured at the very least.




TEAM B

Team B: Wild Weasels

"Wonder what these buttons do? Hrmmm. Perhaps I should avoid all the big red ones."

Examine the buttons in detail, and look for anything that might explain which buttons do what. If I cannot find anything that would explain which ones to press, use my best judgement, and push some buttons.

((You have no idea how tempting it was to just say "PUSH ALLLLL THE BUTTONS!"))
Team B - Rightfully Wary

How do you intend to be unfrozen then, Simus?

Keep watch out for any enemies.

It's a keyboard ya stup. It's not just gonna have a dedicated "Make things warmer" button. Maybe a hotkey configuration, but not one button. Think about this logically: If you had a program on your computer for controlling the temp in your house, how would you go about finding and trying to use it?


TEAM C

Auron, team C.

Cautiously advance with my shield up.

Keep an eye out for traps and possible ambushes, if found laser them with great prejudice.

Denzel Gaunt- Team C, Audax

Let Auron go out first, and then, if he doesn't get blown up, follow behind him and guard the rear. Stay on guard. Also, ask for sod assistance on our ship. We seem to be in an unfortunate position currently.

The team beats feet up the hall and around the corner. The hall that it connects to is fairly short, ending with another 90 degree turn that continues in the same direction as the original hall. Halfway down this hall is something strange. It looks like a tripwire, but it runs along the floor, ceiling and walls, stretched between metal hoop anchors at the corners. It connects to a black box on the roof.



TEAM E


Team E

After getting the word from Steve, get both of us to a safe distance and start destroying tiles with my rocket rifle. Make sure that a nicely sized path is made and that each tile is actually quite destroyed before we step on it. Make sure not to touch any of the other tiles and keep an eye open for more defences, which I would then shoot too.

Ask how to brute force pressure plates safely.

Um... How do we brute force the plates without setting them off? Does it involve explosives?
[Con:2+1]

Bishop sprays a few rounds from his rocket rifle into the room, but they fail to do any sort of concentrated or useful damage.

>I'd recommend using some sort of higher explosive to simply blow the hallway apart. Or triggering the system and then destroying the mesh. That would work too.



TEAM F

Team F

"Aye. Also, can someone get my foot out?"

Try to get foot out again.
Brother Lars:  Team F Chaplain

Lars blinks.  "I do not question the will of the gods."

Abstain.  Help Jack get out.  Doesn't anyone have a laser rifle?

GWG is muted for a time, isn't he? Well, We'll have him follow along as per usual.

For the sake of time, lets just say you all got out. I'm sure there are people (Like me) that wanna get back to the more normal missions.

 

TEAM G

TEAM G


Enter BT, throw something that isn't a teammate down the corridor. Observe, try to discover if I'd be able to avoid the bullets and destroy the turrets.


TEAM G
Assist renen, spray the hall with laser fire if needed or able



Renen tosses a  fist sized chunk of debris into the room and watches. The Turrets follow it through the air, all turning to point at it, but they don't fire. Hmm. That could be a useful quality.


TEAM H

Team H, Starfleet Command - Anton Chernozorov

"Ooh, so it does near-relativistic speeds? I guess I better make sure all the windows are closed around here, that can't be good for the atmosphere."

Maintain lookout. Wait for something to happen. Nothing else to do for now.

True enough. You could talk to steve to kill time, if you'd like.

Hasala Nabin - Team H Sod Controller


Order UWM Sods to stand down. When that doesn't work, make and play recordings of the hostages ordering the UWM Sods to obey the next voice they hear, and then tell the UWM Sods to stand down again. Don't let the men give any orders directly.

If the hostages don't cooperate at first, offer them incentives to do so; try to pique their interest and get them to suggest the rewards, if possible. No overt threats, just yet.
The sods manage to, through threatening looks and hard edged movements that carry with them the promise of broken ribs and dislocated joints, to extract a sound bite from the hostages. The soundbite is as follows.

"Stand down, Order 118. I repeat, Stand down, order 118."


Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 21, 2014, 01:44:33 pm
Brother Lars: Team F Chaplain


"Praise be to the gods, for we are free!"


Continue down the slightly ruined hallway, advancing cautiously.  Slap sleepy people along behind.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on April 21, 2014, 01:51:59 pm
Team F

Follow Lars.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on April 21, 2014, 02:14:49 pm
Angel Team C

Keep well clear of the device, try and think if this looks like anything I might have seen before


 Steve do you read me? you have suit sensors on us I know, if you've got a vidlink do you have any idea what we're looking at here?

Transmit to Steve, wait for instructions
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 21, 2014, 03:04:52 pm
Team B: Wild Weasels.

"Why can't they just have a dial, or a thermostat. Hrmm."

Take a quick look around the room for a thermostat, and crank up the heat if I do. If not, look for a menu on the monitor, or press crtl+F, or shift+/, or F1. If that fails, drag Simus back in here, and have her take a look.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 21, 2014, 03:13:06 pm
Team B

Ggggggeeeeeeeeeeeeeehhhhhhhhhhhhh

Discard exo bonus, charge Willpower dynamic bonus.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 21, 2014, 03:19:13 pm
"If you're gonna be like that, make a scout critter. Tether it to you with a length of nerves and sinew, and practice using it."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 21, 2014, 03:35:03 pm
That'll take a while if I don't want to explode into a wiggling mass of nerves. I need to focus to make any effective change.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 21, 2014, 03:44:15 pm
"Well, then start focusing. This might take a bit."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 21, 2014, 03:44:53 pm
Fine.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on April 21, 2014, 04:54:26 pm
Auron team C

If my team manages to find a way around the device follow them and disregard the following actions:


Hide around the corner, attempt to shoot the tripwire as close to the device as possible with my laser without cutting into the device itself.

If it doesnt explode or activate, place my gun directly against the ceiling and cut around it then pocket the roof chunk its mounted to.

If it does activate, shoot the damn thing.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on April 21, 2014, 05:05:15 pm
TEAM G
throw another thing then pop out and laser one of the turrets
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on April 21, 2014, 06:07:06 pm
Team E - Lerman

Return to original plan of throwing something on the plates and running to cover.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 21, 2014, 07:12:23 pm
Team A D - Ship Alpha | Flint Westwood - Disguised Soldier

((Damn it. This couldn't have worked better if this was a movie. The heroes are in a tight spot, time running out, only a slim hope for success...
At least Flint is sticking to his MO, making stupid plans and getting himself in situations where he has a slim chance of survival and where the suspense is killing me.
Now I have to wait until tomorrow to see what happens.))

If it looks like combat is unavoidable, crank my headlamps to the highest possible setting (above 100%, like someone did in the abyss mission I think) to act as a flashbang on the Sods (if their helmets have the auto-dimming feature ours have it should still work since the helmet will dim temporarily rendering the sod blind).

Then jump to cover and fire at the sods with a sweep of my laser rifle.


((I know this is going to probably break the lamps, but the few seconds of supercharged light should be enough to blind them.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on April 21, 2014, 11:23:03 pm
Team E

Check over what we have to see if we have any kind of high explosive or something that blows up when it gets hit by monofilaments. Then go back and find something suitably heavy to throw on the plates. Rig it up to explode when sliced apart and let my teammate throw it in. Help pull him into cover when he does so.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on April 21, 2014, 11:49:26 pm
Hasala Nabin - Team H Sod Controller


Ask on the general (non-UWM) radio channel ((as in, 'ask Steve')) what Order 118 means.

If Order 118 is not a 'surrender/stand down/kill yourself' message, or if no one knows what it is, play the soundfile, but turn off the mic/mute the Sod's speaker for the 'Order 118' part, so that the message is "Stand down... I repeat, stand down..."

If that doesn't work and/or it look likes the UWM Sods are about to fire, or Order 118 means what we want it to, just play the entire soundfile and hope for the best.


((Running out of time and half-alseep, here. I'd like to pre-emptively apologize to everyone this affects.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on April 21, 2014, 11:52:10 pm
Team C: Audaxes!

Try to intuit a safe way to get by. Since it's obviously an area denial weapon, has Thomas seen anything similar in the past? Also, try to intuit if the metal which the halls are made of would be thin/weak enough for the monorazor to cut into.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on April 22, 2014, 12:11:52 am
Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

If combat happens, target closet sod, heat one foot sphere centered on the sods head, by 150 degrees Celsius. Do same with sod farthest away, then second farthest, and then the second closest. Dodge and use laser shotgun where applicable. Also, Thaddeus has the sub-exoskeleton model C "HOPE" equipped, in case that becomes important
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on April 22, 2014, 02:08:03 am
Team A - Ship Alpha | Skylar - Support

Continue to be ready! Use (theoretical) dynamic bonus to throw out a grenade at the farthest sods if combat happens

Hasala Nabin - Team H Sod Controller


Ask on the general (non-UWM) radio channel ((as in, 'ask Steve')) what Order 118 means.

If Order 118 is not a 'surrender/stand down/kill yourself' message, or if no one knows what it is, play the soundfile, but turn off the mic/mute the Sod's speaker for the 'Order 118' part, so that the message is "Stand down... I repeat, stand down..."

If that doesn't work and/or it look likes the UWM Sods are about to fire, or Order 118 means what we want it to, just play the entire soundfile and hope for the best.


((Running out of time and half-alseep, here. I'd like to pre-emptively apologize to everyone this affects.))

(( Honestly, that's a pretty good choice, I think. Not bad for half-asleep :P))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on April 22, 2014, 08:37:17 am
Denzel Gaunt- Team C, Audaxes

 Ask Auron not to shoot yet, consider ways around, and be ready to run for cover if needed/provide a rearguard if needed.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on April 22, 2014, 10:56:59 am
Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Plan Fuck-You-In-A-Box

Same shit. Continue with plan. Activate EMM and pop up in case either shit happens or the plan works smoothly. Defend squishier people with the shield as needed. Orders still stand: kill sods as fast as possible, disable/knock out/temporarily kill humans as appropriate.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on April 22, 2014, 11:51:24 am
TEAM G

Damn, it must search for movements and heat. How can I test the velocity of the shots...

Try to figure out if I can pass the corridor at my maximum speed without taking damage.

(Intuition roll)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on April 22, 2014, 12:33:50 pm
Team H, Starfleet Command - Anton Chernozorov

Anton's eyes lazily wander over the screens, the sheer magnitude of the complete lack of anything happening wearing down his focus faster than if he were a lens array in poorly calibrated cutting laser. At this point, even a history lecture would be an improvement.

"Hey, Steve? Is this ARM movement actually the first revolution trying to overthrow the UWM? I mean, a coordinated one. The thing we're doing now, it seems very much like an all-or-nothing affair, you're throwing yourself in along with everyone else. With the amount of time the UWM existed, and the amount of people out there potentially displeased with it, has anyone else tried to do what we're doing? Perhaps with your help behind the scenes? You've shown pretty well that despite its power and reach, the UWM isn't terribly efficient at times, and is far from all-knowing, so some planet accidentally uncovering alien technology and receiving guidance on using it to hide from and fight against UWM seems like a safer, if less likely to succeed, undertaking than this HMRC business."

Talk history with Steve. Keep an eye on those sensors.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on April 22, 2014, 12:44:02 pm
Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - RP Post

"In case any of you want to stop gambling, just tell me and I'll strike first. You're the ones standing in front of the sods wearing tissue armor." Milno says through the private channel.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on April 22, 2014, 02:03:18 pm
TEAM A

Team A D - Ship Alpha | Flint Westwood - Disguised Soldier

((Damn it. This couldn't have worked better if this was a movie. The heroes are in a tight spot, time running out, only a slim hope for success...
At least Flint is sticking to his MO, making stupid plans and getting himself in situations where he has a slim chance of survival and where the suspense is killing me.
Now I have to wait until tomorrow to see what happens.))

If it looks like combat is unavoidable, crank my headlamps to the highest possible setting (above 100%, like someone did in the abyss mission I think) to act as a flashbang on the Sods (if their helmets have the auto-dimming feature ours have it should still work since the helmet will dim temporarily rendering the sod blind).

Then jump to cover and fire at the sods with a sweep of my laser rifle.


((I know this is going to probably break the lamps, but the few seconds of supercharged light should be enough to blind them.))

Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

If combat happens, target closet sod, heat one foot sphere centered on the sods head, by 150 degrees Celsius. Do same with sod farthest away, then second farthest, and then the second closest. Dodge and use laser shotgun where applicable. Also, Thaddeus has the sub-exoskeleton model C "HOPE" equipped, in case that becomes important
Team A - Ship Alpha | Skylar - Support

Continue to be ready! Use (theoretical) dynamic bonus to throw out a grenade at the farthest sods if combat happens

Hasala Nabin - Team H Sod Controller


Ask on the general (non-UWM) radio channel ((as in, 'ask Steve')) what Order 118 means.

If Order 118 is not a 'surrender/stand down/kill yourself' message, or if no one knows what it is, play the soundfile, but turn off the mic/mute the Sod's speaker for the 'Order 118' part, so that the message is "Stand down... I repeat, stand down..."

If that doesn't work and/or it look likes the UWM Sods are about to fire, or Order 118 means what we want it to, just play the entire soundfile and hope for the best.


((Running out of time and half-alseep, here. I'd like to pre-emptively apologize to everyone this affects.))

(( Honestly, that's a pretty good choice, I think. Not bad for half-asleep :P))
Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Plan Fuck-You-In-A-Box

Same shit. Continue with plan. Activate EMM and pop up in case either shit happens or the plan works smoothly. Defend squishier people with the shield as needed. Orders still stand: kill sods as fast as possible, disable/knock out/temporarily kill humans as appropriate.

The sod stops counting. He stops moving all together. All of them simply stop. They keep their weapons pointed at you, but they aren't moving and the countdown isn't continuing. They're just sort of staring off into space. You have the feeling this is the organic equivalent of that little loading hour glass you see on computers some times. An order came through that their hardwired brains have having trouble understanding.


TEAM B


Team B: Wild Weasels.

"Why can't they just have a dial, or a thermostat. Hrmm."

Take a quick look around the room for a thermostat, and crank up the heat if I do. If not, look for a menu on the monitor, or press crtl+F, or shift+/, or F1. If that fails, drag Simus back in here, and have her take a look.

Team B

Ggggggeeeeeeeeeeeeeehhhhhhhhhhhhh

Discard exo bonus, charge Willpower dynamic bonus.

(Charging will)

You look around on the base menu of the computer until you find an option labeled "Temp". You click on it and it opens up a rather simple yet paradoxically complex looking program. Namely, it's just a list of codes with what appears to be temperatures listed in Kelvin next to them. You assume that each code represents a room or section of the ship, while the temp is adjustable by erasing and then retyping the number. There's an option to change all, or change only the selected rooms as well.




TEAM C


Angel Team C

Keep well clear of the device, try and think if this looks like anything I might have seen before


 Steve do you read me? you have suit sensors on us I know, if you've got a vidlink do you have any idea what we're looking at here?

Transmit to Steve, wait for instructions
Auron team C

If my team manages to find a way around the device follow them and disregard the following actions:


Hide around the corner, attempt to shoot the tripwire as close to the device as possible with my laser without cutting into the device itself.

If it doesnt explode or activate, place my gun directly against the ceiling and cut around it then pocket the roof chunk its mounted to.

If it does activate, shoot the damn thing.

Team C: Audaxes!

Try to intuit a safe way to get by. Since it's obviously an area denial weapon, has Thomas seen anything similar in the past? Also, try to intuit if the metal which the halls are made of would be thin/weak enough for the monorazor to cut into.

Denzel Gaunt- Team C, Audaxes

 Ask Auron not to shoot yet, consider ways around, and be ready to run for cover if needed/provide a rearguard if needed.
[Dex:6,5,7,5]
As the team stands around, staring at the contraption and attempting to figure out what it does and how to disarm it, the remaining sod forces, only three individuals at this point, leap out from where they were hiding around the corner up ahead and open fire.

The team leaps off into the alcoves or behind Auron's shield as gauss rounds ricochet around them like angry metal hornets.

>I believe that device might be what is known as a distraction.




TEAM E


Team E - Lerman

Return to original plan of throwing something on the plates and running to cover.

Team E

Check over what we have to see if we have any kind of high explosive or something that blows up when it gets hit by monofilaments. Then go back and find something suitably heavy to throw on the plates. Rig it up to explode when sliced apart and let my teammate throw it in. Help pull him into cover when he does so.

Whaddya got thats 90 lbs there, lerman?

Bishop has 6 frag grenades according to his sheet. They've got high explosive in them, not a whole lot in each one individually but combined it's a good amount.





TEAM F


Brother Lars: Team F Chaplain


"Praise be to the gods, for we are free!"


Continue down the slightly ruined hallway, advancing cautiously.  Slap sleepy people along behind.
Team F

Follow Lars.

This corridor leads to a heavy blast door that has a sign reading "Bridge". There are no defenses around, as far as you can see, though there is a control panel for the door.


TEAM G

TEAM G

Damn, it must search for movements and heat. How can I test the velocity of the shots...

Try to figure out if I can pass the corridor at my maximum speed without taking damage.

(Intuition roll)

TEAM G
throw another thing then pop out and laser one of the turrets


Renen: Getting past them  won't be a problem for you, assuming you move at full speed. Problem is that there's a door right next to them, and you'll have to pause for a moment to cut it (assuming you can cut it and it's not too thick) and knock it in. That Would be the problem.

Jhoseph:
[con:4]
You manage to deal some pretty good damage to one of the turrets by distracting them with a piece of debris. It's still functional, but it looks like it's having trouble maintaining aim and locking on.





TEAM H


Hasala Nabin - Team H Sod Controller


Ask on the general (non-UWM) radio channel ((as in, 'ask Steve')) what Order 118 means.

If Order 118 is not a 'surrender/stand down/kill yourself' message, or if no one knows what it is, play the soundfile, but turn off the mic/mute the Sod's speaker for the 'Order 118' part, so that the message is "Stand down... I repeat, stand down..."

If that doesn't work and/or it look likes the UWM Sods are about to fire, or Order 118 means what we want it to, just play the entire soundfile and hope for the best.


((Running out of time and half-alseep, here. I'd like to pre-emptively apologize to everyone this affects.))

>Sod orders are non-standardized in terms of their numbering. They often have the same set of orders, but the numbering is randomized to make compromising their control harder. I cannot tell you what order 118 is in the context of those sods and that controller.

You send the message through, but make sure the sod cuts it so that only the parts about standing down are heard.

Team H, Starfleet Command - Anton Chernozorov

Anton's eyes lazily wander over the screens, the sheer magnitude of the complete lack of anything happening wearing down his focus faster than if he were a lens array in poorly calibrated cutting laser. At this point, even a history lecture would be an improvement.

"Hey, Steve? Is this ARM movement actually the first revolution trying to overthrow the UWM? I mean, a coordinated one. The thing we're doing now, it seems very much like an all-or-nothing affair, you're throwing yourself in along with everyone else. With the amount of time the UWM existed, and the amount of people out there potentially displeased with it, has anyone else tried to do what we're doing? Perhaps with your help behind the scenes? You've shown pretty well that despite its power and reach, the UWM isn't terribly efficient at times, and is far from all-knowing, so some planet accidentally uncovering alien technology and receiving guidance on using it to hide from and fight against UWM seems like a safer, if less likely to succeed, undertaking than this HMRC business."

Talk history with Steve. Keep an eye on those sensors.
>It's far from the first, but it is the largest and most coordinated I've heard of. After the Altered wars, many of the UWM's constituent planets wanted their freedom back. They didn't want to be bound to a large and, as they saw it, now obsolete military governing board. The first few hundred years of the UWM's rule was spent actively putting down these attempts to break free, either through political or military means.  After those initial attempts, further attempts were rarer, but did happen. The Red Moon Rebellion was the largest, but individual colonies sometimes attempted it as well. I never backed any of them, of course, because they were doomed to fail. Undermining a power structure this large requires not only a sufficient amount of manpower, but intimate knowledge of how it works, so that precision sabotage and attacks may be meted out. I can provide one, but not the other. And I only had one chance at this. If I backed the wrong group, there would be no second chance.

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 22, 2014, 03:15:44 pm
Team B: Wild Weasels

"Okay, got the temperature, now to find out which room we need to heat...."

Is there a column for current temperature? If one isn't on the current tab/page/program, head back to the menu and search for something that might be it. If I find it, then search for the coldest rooms and use the other program to heat them up to about 325 Kelvin 
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on April 22, 2014, 03:45:38 pm
Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

Holy shit it worked. So...I say we kill them off, just to be on the safe side

If the team doesn't want to kill off the sods, play along with plan. If they want to kill them off, laser shotgun the sod in front of Thaddeus, then target sod farthest away, use amp to heat a one foot sphere centered on the sods head by 150 degrees Celsius. Repeat with second farthest sod, then second closest sod
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 22, 2014, 04:25:59 pm
Team A D - Ship Alpha | Flint Westwood - Disguised Soldier

Holy shit it worked. So...I say we kill them off, just to be on the safe side
"Of course it worked. Told you everything would work out fine, didn't I?"

"Anyway, I say we just get out of here. We don't know what caused them to stop. We don't know when they'll come back 'online' so to speak. And I don't want to trigger any sort of defensive response by them. All we know is that they're stuck for now, so we should take advantage of that and leave the area as soon as possible."


Drive the hell out of here as quickly as possible. Head towards the bridge.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on April 22, 2014, 04:26:50 pm
Team F

"I have a feeling this is a ambush of trap."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on April 22, 2014, 04:51:53 pm
Angel Team C


Copy that commander Steve, think we just sprung the trap, well, that solves that problem


Three sods left, time to bring those numbers down further, use laser rifle to do so
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on April 22, 2014, 08:51:48 pm
Team E - Lerman

Locate corpse/large heavy thing, throw onto plates and bolt away to cover.

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on April 22, 2014, 09:07:14 pm
Auron, team C.

Run up to the sods and try stabbing them with my reiterpallasch, because why not.

If a sod manages to grab hold of me, instantly hit my jump rockets and boost him into a wall.

If all sods are killed this turn, place laser against roof and recover the distraction.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on April 22, 2014, 10:00:42 pm
Denzel- Team C, Audax

"Careful about the 'distraction'. I'm not sure if it's lethal."

Charge with Auron and use my monoatomic sword and dynamic bonus to take down the Sods. Stay out of the line of Friendly Fire if possible.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on April 23, 2014, 12:25:34 am
Team E

Strap the frag grenades onto the thing that Lerman finds (go look for one if there's nothing) and rig them to all blow at the same time. Prime the grenades just before he tosses the bomb in and take cover!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on April 23, 2014, 09:02:06 am
Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Plan Fuck-You-In-A-Box

"All options are risky." Milno points out through the comms. "Either trying to kill or get past them could make them leave their state of stupidity. Standing around waiting until they get back to doing their stuff isn't an option either."

Same shit. Continue with plan. Activate EMM and pop up in case either shit happens or the plan works smoothly. Defend squishier people with the shield as needed. Orders still stand: kill sods as fast as possible, disable/knock out/temporarily kill humans as appropriate.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on April 23, 2014, 10:22:25 am
Hasala Nabin - Team H Sod Controller


Strongarm what Order 118 means out of the commanders. Use non-lethal violence (breaking arms, hitting nerve clusters, etc.) if they aren't cooperating. Interrogate them one at a time, and keep them seperated afterwords so they don't collaberate on lying about it. Use the hallway or a sideroom or something.

If Order 118 doesn't mean 'stand down', find out what does.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on April 23, 2014, 11:28:47 am
Team G

Throw some chunks of debris at the turrets until they all take enough damage to malfunction, then try to cut the nearest one before retreating.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on April 23, 2014, 11:48:35 am
Team A

Continue with plan 'wait for shit to hit fan, use grenade if shit hits fan'. In this case, throw one (with a dynamic charge) at the furthest sod from the car

If nothing continues to happen, switch dynamic bonus over to using the manipulator
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on April 23, 2014, 12:23:04 pm
Team H, Starfleet History Corps - Anton Chernozorov
>It's far from the first, but it is the largest and most coordinated I've heard of. After the Altered wars, many of the UWM's constituent planets wanted their freedom back. They didn't want to be bound to a large and, as they saw it, now obsolete military governing board. The first few hundred years of the UWM's rule was spent actively putting down these attempts to break free, either through political or military means.  After those initial attempts, further attempts were rarer, but did happen. The Red Moon Rebellion was the largest, but individual colonies sometimes attempted it as well. I never backed any of them, of course, because they were doomed to fail. Undermining a power structure this large requires not only a sufficient amount of manpower, but intimate knowledge of how it works, so that precision sabotage and attacks may be meted out. I can provide one, but not the other. And I only had one chance at this. If I backed the wrong group, there would be no second chance.
Anton raises en eyebrow.

"Would the UWM be that likely to detect your interference? I mean, it's probably a good thing you didn't let your opinion of the UWM impact your judgement of them back then, but so far I've gotten the impression that where it doesn't come to stomping enemies into the ground, the UWM doesn't exactly display stellar competence. They're good at dealing with problems, all kinds of dealing with problems, but they don't seem the type to dig into a deeper cause for things when a more apparent cause is available. I mean, they did kind of miss the true purpose of this whole HMRC business, which is fairly obvious if you really think about it." He sets his arm on the armrest of the chair, holding up a hand to count the elements of the situation on his fingers. "A fleet of starships, each carrying people with good reasons to hate the current government, who are tasked with carrying out important missions and are given access to surprising amounts of firepower, all under the command of one artificial intelligence with faster-than-light communications, great potential for multitasking, access to a whole lot of insider info, and a dark sense of humor."

He reclines back in the chair, smiling. "I'd imagine the moment whatever passes for higher command of the UWM gets wind of ARM, they'll spend ten minutes standing in a stupor, trying to figure out how the hell they missed this happening for so long. Задним умом каждый крепок... Hindsight's twenty-twenty, so the saying goes I think."

Keep talking to Steve. Keep keeping an eye on the sensors.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on April 23, 2014, 06:05:04 pm
TEAM AD

Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

Holy shit it worked. So...I say we kill them off, just to be on the safe side

If the team doesn't want to kill off the sods, play along with plan. If they want to kill them off, laser shotgun the sod in front of Thaddeus, then target sod farthest away, use amp to heat a one foot sphere centered on the sods head by 150 degrees Celsius. Repeat with second farthest sod, then second closest sod


Team A D - Ship Alpha | Flint Westwood - Disguised Soldier

Holy shit it worked. So...I say we kill them off, just to be on the safe side
"Of course it worked. Told you everything would work out fine, didn't I?"

"Anyway, I say we just get out of here. We don't know what caused them to stop. We don't know when they'll come back 'online' so to speak. And I don't want to trigger any sort of defensive response by them. All we know is that they're stuck for now, so we should take advantage of that and leave the area as soon as possible."


Drive the hell out of here as quickly as possible. Head towards the bridge.

Team A

Continue with plan 'wait for shit to hit fan, use grenade if shit hits fan'. In this case, throw one (with a dynamic charge) at the furthest sod from the car

If nothing continues to happen, switch dynamic bonus over to using the manipulator

Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Plan Fuck-You-In-A-Box

"All options are risky." Milno points out through the comms. "Either trying to kill or get past them could make them leave their state of stupidity. Standing around waiting until they get back to doing their stuff isn't an option either."

Same shit. Continue with plan. Activate EMM and pop up in case either shit happens or the plan works smoothly. Defend squishier people with the shield as needed. Orders still stand: kill sods as fast as possible, disable/knock out/temporarily kill humans as appropriate.


Flint sits still for an extra few seconds, looking at the frozen sods, before suddenly stomping on the gas pedal. The cart jerks forward into the nearest sod, slamming into him with all the power an oversized golf cart can muster. The lead sod staggers but quickly rights himself and jams his baton into the wheel well, locking up the front left tire as he jerks it up and to the side, attempting to flip the cart. As he does, Thad whips his rifle out of under the seat and leans out to get a good shot. The cart jerking into the air throws off his aim and his laser shotgun cooks a section of wall near his target. He groans in anger and jerks his hand out, trying to fry a distant sod with some mechanically assisted psychokinesis. He succeeds only on making the sod uncomfortably warm. The sods open fire an instant later, Gauss rounds ripping into the cart at the same moment Milno is bursting out of his box and Skylar is leaning around the corner, grenade in hand.

Milno slams his shield down sideways on the front of the car, embedding it there and creating adhoc cover for the two men in the front seat. He jerks into the air on a burst of rocket exhaust, hovers for a half second, adjusting his aim, and then opens fire with the integrated rifle in his gauntlet. The rifle fires in quick bursts of 2 or 3 shots, blowing volleyball sized holes in the sod's heads and chests, spraying the walls in fine bloody mist and filling the room with the smell of burnt flesh and smoke. He lands lightly in front of the cart, his rockets clicking off as his feet splash into the thin layer of blood coating the floor. All of maybe 7 seconds have passed between when Flint stepped on the gas and now.

Skylar just sort of steps out of the elevator, grenade still in hand. "Well...Guess I won't need this." He says, walking over to check on Flint and Thad. Thad took some shrapnel in the right leg and a painful grazing blow that carved a chunk of flesh from his side, but he seems alright. Flint seems to have taken the brunt of it, one shot basically severing his left leg at the knee and another catching him square in the right lung. He's just laying back in his chair, gasping and gurgling as blood pours from between the fingers clutching his chest.

TEAM B


Team B: Wild Weasels

"Okay, got the temperature, now to find out which room we need to heat...."

Is there a column for current temperature? If one isn't on the current tab/page/program, head back to the menu and search for something that might be it. If I find it, then search for the coldest rooms and use the other program to heat them up to about 325 Kelvin 
There are several rooms that appear to have low temperatures, though most of them are about the same temperature...there's one however that is a low temperature, lower then most, but warmer then the other low temperature rooms.  If you had to guess, you'd say that was probably this room, and the other low temp rooms are probably exposed to vacuum right now.


TEAM C


Denzel- Team C, Audax

"Careful about the 'distraction'. I'm not sure if it's lethal."

Charge with Auron and use my monoatomic sword and dynamic bonus to take down the Sods. Stay out of the line of Friendly Fire if possible.

Angel Team C


Copy that commander Steve, think we just sprung the trap, well, that solves that problem


Three sods left, time to bring those numbers down further, use laser rifle to do so

Auron, team C.

Run up to the sods and try stabbing them with my reiterpallasch, because why not.

If a sod manages to grab hold of me, instantly hit my jump rockets and boost him into a wall.

If all sods are killed this turn, place laser against roof and recover the distraction.


Denzel and Auron charge the sods with reckless abandon, Stabbing and slashing toward their opponents. Auron manages to connect, putting the point of his stabbing blade straight through one of the sod's chests, sneaking between the armor.  Denzel, however, finds his shot blocked, the Sod catching his wrist before he can bring the blade down.

And angel...angel can't really fire with her teammates just standing in the way .

TEAM E

Team E - Lerman

Locate corpse/large heavy thing, throw onto plates and bolt away to cover.


Team E

Strap the frag grenades onto the thing that Lerman finds (go look for one if there's nothing) and rig them to all blow at the same time. Prime the grenades just before he tosses the bomb in and take cover!

Lerman finds himself a corpse to use, but Bishop is having problems getting the explosives all rigged to explode at once.


TEAM F



TEAM G

Team G

Throw some chunks of debris at the turrets until they all take enough damage to malfunction, then try to cut the nearest one before retreating.


You're probably gonna need to make some larger, heavier pieces of debris then the  ones you've got sitting around if you're gonna effectively destroy or damage turrets with them. Ones you have don't have the mass to do damage at the speeds you can thrown them.


TEAM H


Team H, Starfleet History Corps - Anton Chernozorov
>It's far from the first, but it is the largest and most coordinated I've heard of. After the Altered wars, many of the UWM's constituent planets wanted their freedom back. They didn't want to be bound to a large and, as they saw it, now obsolete military governing board. The first few hundred years of the UWM's rule was spent actively putting down these attempts to break free, either through political or military means.  After those initial attempts, further attempts were rarer, but did happen. The Red Moon Rebellion was the largest, but individual colonies sometimes attempted it as well. I never backed any of them, of course, because they were doomed to fail. Undermining a power structure this large requires not only a sufficient amount of manpower, but intimate knowledge of how it works, so that precision sabotage and attacks may be meted out. I can provide one, but not the other. And I only had one chance at this. If I backed the wrong group, there would be no second chance.
Anton raises en eyebrow.

"Would the UWM be that likely to detect your interference? I mean, it's probably a good thing you didn't let your opinion of the UWM impact your judgement of them back then, but so far I've gotten the impression that where it doesn't come to stomping enemies into the ground, the UWM doesn't exactly display stellar competence. They're good at dealing with problems, all kinds of dealing with problems, but they don't seem the type to dig into a deeper cause for things when a more apparent cause is available. I mean, they did kind of miss the true purpose of this whole HMRC business, which is fairly obvious if you really think about it." He sets his arm on the armrest of the chair, holding up a hand to count the elements of the situation on his fingers. "A fleet of starships, each carrying people with good reasons to hate the current government, who are tasked with carrying out important missions and are given access to surprising amounts of firepower, all under the command of one artificial intelligence with faster-than-light communications, great potential for multitasking, access to a whole lot of insider info, and a dark sense of humor."

He reclines back in the chair, smiling. "I'd imagine the moment whatever passes for higher command of the UWM gets wind of ARM, they'll spend ten minutes standing in a stupor, trying to figure out how the hell they missed this happening for so long. Задним умом каждый крепок... Hindsight's twenty-twenty, so the saying goes I think."

Keep talking to Steve. Keep keeping an eye on the sensors.
They weren't quite as passive or stupid as they are now at the time. It's taken them several hundred years of stagnation to become what they are; at the time I had less influence and they had keener eyes.  You'll simply have to take my word for it, but for one reason or many, earlier revolutions were not favorable.



Hasala Nabin - Team H Sod Controller


Strongarm what Order 118 means out of the commanders. Use non-lethal violence (breaking arms, hitting nerve clusters, etc.) if they aren't cooperating. Interrogate them one at a time, and keep them seperated afterwords so they don't collaberate on lying about it. Use the hallway or a sideroom or something.

If Order 118 doesn't mean 'stand down', find out what does.


They all tell you it means some variation of stand down, give up or don't act.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on April 23, 2014, 06:42:25 pm
Team A - Ship Alpha | Skylar - Support

Milno, go check the door, I'll patch Flint up.

Team H controller, hostile's down. Think you can get any other information out of their controllers regarding what's left between us and the bridge?
We may also want to play that message to other Sods under their control, starting with a group far away from the bridge, just to confirm that they're correct.

Plug the holes in Flint. Use a charge of the advanced kit if necessary.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: TCM on April 23, 2014, 06:43:11 pm
Team G - May

Melt the Turrets around the corner using the MFM.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 23, 2014, 06:53:50 pm
Flint grabbed Skylar's shoulder. *cough* "Sorry for... not warning, I couldn't-" *cough* "couldn't control it. Like something was in my mind." He made an effort to point at the box. "MK2. Might help... new guy." With that, he let go, laid back and closed his eyes. "Watch your..." *cough cough* "your mind..."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 23, 2014, 07:38:34 pm
Team B: Wild Weasels

"Found it. Let's turn up the heat, shall we?"

Crank the heat in the room to around 325 Kelvin (~50 Celsius).
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 23, 2014, 07:51:07 pm
Team B

Meeeehhhh

Stick around outside of the room while I wait for Morul to finish stuff.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 23, 2014, 07:54:26 pm
Ship Beta: Team F: Grate: I Blame You And Your Cesspool Even Though They're Mostly Unrelated To My Muting (Which Had To Do With Replying To Really Old Posts About Civilization V)

Examine the control panel. Open the door to the Bridge if the way to do so is fairly obvious. Enter the bridge. Run away if I get shot, attacked, and/or killed.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on April 23, 2014, 08:45:25 pm
Denzel Gaunt- Team C, Audax

Keep fighting! Use that +1 1/3 uncon bonus and 1/3 decomp! Use it!

((On another note, don't we have a wounded comrade? We should probably do something about that.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 23, 2014, 09:54:57 pm
((...I never posted?  Deeeerp.))


Brother Lars: Team F Chaplain


"May the shielding hands of Algis watch over us.  O Cog-Azaon, please grant us insight into this control panel!"


Mostly keep an eye out and my gauss rifle out, but also look over Grate's shoulder and try to help.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on April 23, 2014, 10:24:36 pm
Auron, team C.

Stab the sod not attacking Denel.


((Yeah i should probably go back and loot our other teammate once we deal with the sods.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on April 23, 2014, 10:36:15 pm
Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

((So, standard ARM procedure for injured allies? Loot everything and drag them along behind?))

Huh. My stuff is fairly minor compared to Flint. Mind If I borrow some of your stuff? Thanks bubs.

Loot the sods for anything useful, and move the bodies out of the way so the cart can drive around them. If the team wants to stay stealthy, drive the cart to the bridge. Otherwise, re-equip the Model C sub-exo suit, and if Flint doesn't need his Mk. II, put that on too. Help out with Flint however possible. 
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on April 23, 2014, 11:21:01 pm
Flint grabbed Skylar's shoulder. *cough* "Sorry for... not warning, I couldn't-" *cough* "couldn't control it. Like something was in my mind." He made an effort to point at the box. "MK2. Might help... new guy." With that, he let go, laid back and closed his eyes. "Watch your..." *cough cough* "your mind..."

Might help you too, but you'll both live either way. For some definition of 'live'. Skylar pauses to root around for some medical supplies Hang on, the mission should almost be done, and we might need another one of your crazy schemes. Or at least a gun to point at that elevator while we root around in the bridge. Skylar suddenly smiles as he finds some cloth But I'll let the new guy know he can have your stuff. Now hold still...
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on April 24, 2014, 12:12:12 am
Hasala Nabin - Team H Sod Controller



Team H controller, hostile's down. Think you can get any other information out of their controllers regarding what's left between us and the bridge?
We may also want to play that message to other Sods under their control, starting with a group far away from the bridge, just to confirm that they're correct.

"...Yeah. Yeah, sure."
Determine what else is between Team AD and the bridge, and most importantly what is on the bridge itself. Pass anything I get on to Team AD.
Get other command codes - and recordings - from the hostages, in the same method. Test their meaning on any Sods that don't appear to be close to the bridge, as appropriate. Get a code to accept codes from another person (me), if possible.

Promise no harm will come to them if they cooperate.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on April 24, 2014, 12:14:07 am
((So, standard ARM procedure for injured allies? Loot everything and drag them along behind?))
((Sounds about right, standard AURON procedure for injured allies however is to stick them in a sack and run. It also happens to be standard procedure when encountering injured enemies, damaged equipment, random civilians and wild animals.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on April 24, 2014, 12:27:25 am
((Heh. Yeah))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on April 24, 2014, 12:59:23 am
Throw the corpse and run!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on April 24, 2014, 07:15:56 am
Spoiler: ooc (click to show/hide)
Dark Angel, Team C

The Phoenix Reborn!


Well plan b then: charge the Sod that's holding Denzel's wrist and take the Sod's arm off with the monorazor
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on April 24, 2014, 07:32:30 am
Team G

Get ready to run if the manip user overloads her manipulator. Run enough to flee the area of effect.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on April 24, 2014, 08:02:36 am
Team G
follow in renens footsteps albiet more clumsily, else repeat throw then laser (on another turret)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on April 24, 2014, 08:57:47 am
Team E

Stop the idiot from throwing the corpse early and just rig the grenades up so they are all primed when the corpse is thrown. The grenades don't have to explode all at the same time, but they all have to explode after the bomb is thrown, so don't do anything overly complicated. Once rigged, go ahead and let him throw the bomb when I'm in cover.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on April 24, 2014, 12:10:14 pm
Team F

Gwt to cover and watch for traps/other trouble things.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on April 24, 2014, 12:33:05 pm
Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Plan Fuck-You-In-A-Box

"Team Sod (H) controller, can you also check if it's possible to open the door to the bridge from the place you captured?" Milno keeps his position for a moment as he sends the message before glancing back.

Wait for a moment. In case Team H confirms the path is clear or manages to get rid of obstacles, then move forward and concentrate (charge Will) to use the gauntlet to open the door.

Otherwise, stand guard and prepare to activate EMM and destroy turrets or sods, disabling any human enemies or killing them in case they're too dangerous to engage non-lethally.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on April 24, 2014, 12:36:17 pm
TEAM AD
Team A - Ship Alpha | Skylar - Support

Milno, go check the door, I'll patch Flint up.

Team H controller, hostile's down. Think you can get any other information out of their controllers regarding what's left between us and the bridge?
We may also want to play that message to other Sods under their control, starting with a group far away from the bridge, just to confirm that they're correct.

Plug the holes in Flint. Use a charge of the advanced kit if necessary.

[med:2+1]

You sort of just jab at him with the advanced kit box, becoming increasingly frustrated that it doesn't seem to be working.

"BOX SUPPOSED TO STOP HURT. WHY NO STOP?! WHY?! SKYLAR MAD!"

Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

((So, standard ARM procedure for injured allies? Loot everything and drag them along behind?))

Huh. My stuff is fairly minor compared to Flint. Mind If I borrow some of your stuff? Thanks bubs.

Loot the sods for anything useful, and move the bodies out of the way so the cart can drive around them. If the team wants to stay stealthy, drive the cart to the bridge. Otherwise, re-equip the Model C sub-exo suit, and if Flint doesn't need his Mk. II, put that on too. Help out with Flint however possible. 
Well, you should know the old song and dance about sods by now. Best you can get from em is batons.

As per driving the cart around...well thats gonna be hard. See, the Sods shot it up and then Milno slammed a big ass metal shield into it. It isn't what you'd call functional any more. It's more...a piece of modern art now. Because it's big, ugly, takes up space and is ultimately useless!

Thats a cynical joke about the state of modern art, friend.

You might wanna put Flint IN his MK2. It would probably provide better medical aid them Skylar right now.

TEAM B


Team B: Wild Weasels

"Found it. Let's turn up the heat, shall we?"

Crank the heat in the room to around 325 Kelvin (~50 Celsius).
Team B

Meeeehhhh

Stick around outside of the room while I wait for Morul to finish stuff.
Morul turns up the heat in the room, and waits as it slowly begins to warm up. Hopefully it won't take too long.

It's gonna take a while, isn't it?

Xan stays safely outside, away from the mild warmth.


TEAM C

Denzel Gaunt- Team C, Audax

Keep fighting! Use that +1 1/3 uncon bonus and 1/3 decomp! Use it!

((On another note, don't we have a wounded comrade? We should probably do something about that.))
Auron, team C.

Stab the sod not attacking Denel.


((Yeah i should probably go back and loot our other teammate once we deal with the sods.))

Spoiler: ooc (click to show/hide)
Dark Angel, Team C

The Phoenix Reborn!


Well plan b then: charge the Sod that's holding Denzel's wrist and take the Sod's arm off with the monorazor

(I think the wounded comrade was actually a phantom. Corsair getting stuck into team C because he put it as his team accidentally. )

Auron stabs the Sod again, who retaliates by clocking Auron upside the head with his baton. The thin piercing sword is effective, but doesn't seem terribly fast at killing, as things are going.

Denzel jerks his hand free and then, in some Shigurui level shit, cuts both sods in two with a single swing. The third sod retreats again, running back down the hall, the metallic "tink" of something being dropped onto the ground coming shortly after he  rounds the corner.

TEAM E


Team E

Stop the idiot from throwing the corpse early and just rig the grenades up so they are all primed when the corpse is thrown. The grenades don't have to explode all at the same time, but they all have to explode after the bomb is thrown, so don't do anything overly complicated. Once rigged, go ahead and let him throw the bomb when I'm in cover.

Well, luckily HE DIDN'T POST HIS TEAM NUMBER So I guess he doesn't exist this turn. Also, you decide to just do the easiest possible thing: You duct tape the grenades to the corpse and arrange them so you can press their activators just before throwing the body in. That should give you a whole 5 seconds to get to cover. Plenty of time.

Assuming you don't trip.

TEAM F


Ship Beta: Team F: Grate: I Blame You And Your Cesspool Even Though They're Mostly Unrelated To My Muting (Which Had To Do With Replying To Really Old Posts About Civilization V)

Examine the control panel. Open the door to the Bridge if the way to do so is fairly obvious. Enter the bridge. Run away if I get shot, attacked, and/or killed.
((...I never posted?  Deeeerp.))


Brother Lars: Team F Chaplain


"May the shielding hands of Algis watch over us.  O Cog-Azaon, please grant us insight into this control panel!"


Mostly keep an eye out and my gauss rifle out, but also look over Grate's shoulder and try to help.
Team F

Gwt to cover and watch for traps/other trouble things.
The control panel is easy to use, but there's a password on it. You suppose you could attempt to guess it using your clearly mighty brain power, or you could attempt to bypass it all together using your technical wizardry. Or you could have someone who isn't an immortal 12 year old blow the door open. Any of these work.


TEAM G

Team G

Get ready to run if the manip user overloads her manipulator. Run enough to flee the area of effect.

Team G
follow in renens footsteps albiet more clumsily, else repeat throw then laser (on another turret)

Team G - May

Melt the Turrets around the corner using the MFM.
[3+1+1]
May, after a great period of staring dully into space, suddenly wakes up just long enough to type a few things in to her MFM, melt all 4 turrets at the same time with seemingly no effort and then pass back into a trance. Some sort of Manipulator Idiot Savant or something.


TEAM H


Hasala Nabin - Team H Sod Controller



Team H controller, hostile's down. Think you can get any other information out of their controllers regarding what's left between us and the bridge?
We may also want to play that message to other Sods under their control, starting with a group far away from the bridge, just to confirm that they're correct.

"...Yeah. Yeah, sure."
Determine what else is between Team AD and the bridge, and most importantly what is on the bridge itself. Pass anything I get on to Team AD.
Get other command codes - and recordings - from the hostages, in the same method. Test their meaning on any Sods that don't appear to be close to the bridge, as appropriate. Get a code to accept codes from another person (me), if possible.

Promise no harm will come to them if they cooperate.

According to the controllers, 223 is the code for accepting a new controlling voice. There are others, such as a few that are basically the same as "Stand down" or "Do not attack until given the order, regardless of stimuli".  If you had something specific to ask how to do, this would probably go better.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on April 24, 2014, 12:37:24 pm
Team H, Starfleet Reminiscence Corps - Anton Chernozorov

>They weren't quite as passive or stupid as they are now at the time. It's taken them several hundred years of stagnation to become what they are; at the time I had less influence and they had keener eyes.  You'll simply have to take my word for it, but for one reason or many, earlier revolutions were not favorable.

Anton stretches in the chair, and resumes his casual posture. "Fair enough. I was mostly wondering if the UWM really has a predetermined plan on how to respond to a coordinated uprising like this. Say, if a group of rebels managed to one way or another take over a large ship... I guess I'm just too curious, and/or paranoid sometimes." He leans forward, absentmindedly scratching his stubble with his right hand, and looking thougtfully at the arrangement of screens in front of him. "Say, Steve. Was there ever a group of rebels that took over a large ship? Or a group of ships? Or maybe there was a renegade faction of some kind, that had some capital-class space power? I'm guessing you'll probably point me back to the Red Moon Rebellion, since it was the largest, but what I actually want to ask is, are there any large spaceship-to-spaceship battles on record? Or large spaceships against groups of smaller ships? It just sort of occurred to me that the UWM probably didn't see much conventional space combat in the Altered Wars, and seeing as they have ships that can do stuff besides blasting planets into space dust, they must have had some need for them. More importantly, it also just occurred to me that here I am, saddled by myself with the command of our entire meager aerospace forces, and I have nothing but videogame experience to show for any sort of space combat strategy and tactics. Something to learn from would come in handy."

Keep on chatting with Steve. Keep periodically checking the sensors.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 24, 2014, 12:40:24 pm
Brother Lars looks at the control panel, then Grate.  "Do you think you can bypass it, or should we use another cutter?  If anyone is in there, they probably heard us already."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 24, 2014, 12:51:54 pm
Ship Beta: Team F: Grate

Brother Lars looks at the control panel, then Grate.  "Do you think you can bypass it, or should we use another cutter?  If anyone is in there, they probably heard us already."
"I've got it."

Hack the door.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 24, 2014, 12:58:32 pm
Team B - Waiting Around

Need me to do anything?

Discard will bonus, charge exo bonus. Keep an eye out on the room while Simus defrosts.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 24, 2014, 12:59:09 pm
Brother Lars:  Team F Chaplain

"O Holy Steve, we beg you!  May you shine your light down on young Brother Grate as he does your work!"

Pray for Grate.  Also assist him with the panel; Cover the door.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on April 24, 2014, 01:27:03 pm
Team G

Renen looks at May and then at the corridor.

Good. Now it's my turn.

Verify if there is no other danger in the corridor. Use Doc's Iaijutsu to cut the door open with my sword, ready to avoid any possible incoming attacks from the other side or my teammates.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 24, 2014, 02:44:12 pm
Pray for Grate.  Also assist him with the panel.
"Please don't distract me and definitely don't touch anything. Could you just keep an eye on the door or something?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 24, 2014, 03:07:30 pm
Team B: Wild Weasels

"Actually yeah, I do have something you could do. Could you not fuck us over with your amps again? Would be greatly appreciated. Also, could you cover this room while Simus defrosts? I wanna get moving, or at least see what's in the corridors around us."

Ask Xan to cover the room, and head outside to see if I can find any colored lines. If I can't, head back along the blue line, grabbing some ammo from the turret as I go, until I reach the intersection with the red and green lines, and follow the Red line.

((I know I can't use the ammo with my rifle, but I can still use my amp to fire them.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 24, 2014, 03:10:25 pm
You asked me to do it.

Action edit!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on April 24, 2014, 03:13:25 pm
Angel, Team C

When in doubt, the claymore is pointed at you Duck and cover, once the explosion is over or it's been longer than a grenade fuse, with a bit of time added on for safety, continue advancing to engage the last sod
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on April 24, 2014, 03:15:37 pm
Spoiler: Dubley's Inventory (click to show/hide)

Posting my inventory in case Team B wants to borrow anything from my corpse.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 24, 2014, 03:16:06 pm
"No, that was Simus, and she asked you to give them hypothermia, not flash freeze them. And us. You know what, next time we run into civilians, I'm just gonna wave you about menacingly. If they don't pass out from terror, I'll just let slide that uncooperative people get to spend some alone time with the mantis."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on April 24, 2014, 03:20:40 pm
Team F

Hack the console if Grate and Lars fail. In the meantime, keep on guard.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 24, 2014, 03:21:47 pm
"No, that was Simus, and she asked you to give them hypothermia, not flash freeze them. And us. You know what, next time we run into civilians, I'm just gonna wave you about menacingly. If they don't pass out from terror, I'll just let slide that uncooperative people get to spend some alone time with the mantis."
I'm quite happy to be used as a threat. Go ahead.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 24, 2014, 03:26:29 pm
"Very well, Brother Grate, blessed of Cog-Azaon."

[action changed]
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on April 24, 2014, 04:33:44 pm
Hasala Nabin - Team H Sod Controller


Excellent. Use Order 223 and the recording of it to attempt to gain control of a remote Sod team. If it works, get the order number for 'move to specified location' and 'attack specified target', as well as the two you just mentioned.

Also get the information on what the bridge is defended by for Team AD. Also also check if any Sods are on the bridge.

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on April 24, 2014, 04:40:51 pm
Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Plan Fuck-You-In-A-Box

The more Skylar tried to help Flint, the clearer it became it's be better for the old man to be put inside his MkII already. "Tell me when you're ready to move." Milno says. Trying to advance despite the possibility of turrets popping up from the ceiling could end up in people from his team getting even further injured. "Could also move back and let me check for turrets or traps."

Destroy cameras with the rifle. Wait for a moment. In case Team H confirms the path is clear or manages to get rid of obstacles, then move forward and concentrate (charge Will) to use the gauntlet to open the door in case it isn't open already. (Same action as last time since my post was skipped.)

In case AD team does stand back, carefully check for turrets and traps using the small car's remains. In case any are found, activate EMM and destroy them.

Otherwise, stand guard and prepare to activate EMM and destroy turrets or sods, disabling any human enemies or killing them in case they're too dangerous to engage non-lethally.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on April 24, 2014, 05:05:29 pm
Team E- Lerman
Operation "Throw the Mined Corpse"

Throw the corpse!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 24, 2014, 05:21:50 pm
Team A

I've got a robotic leg so that should be no problem. If Skylar manages to fix my lungs, destroy all nearby cameras in case what happened was caused by an urban executor.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on April 24, 2014, 06:03:18 pm
Team G

Advance behind renen
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on April 24, 2014, 06:09:05 pm
Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

Help shove Flint into his Mk.II. Make sure I have the Model C sub-exo "HOPE" equipped. Stand back and let the more durable people investigate. If it comes to fighting, target the more dangerous humans/sods and heat a one foot sphere centered on their head by 200 degrees Celsius, use the laser shotgun for turrets and for disabling less dangerous humans with shots to the arms and legs. Dodge and hide behind more durable people where appropriate
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on April 24, 2014, 06:11:59 pm
Team A - Ship Alpha | Skylar - Support

Also help shove Flint in the Mk II, then go take a look at the door forward. Consult the map to see what is still between us and the bridge.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on April 24, 2014, 09:58:11 pm
Denzel Gaunt- Team C, Audax

"After him!" Denzel shouts, while gesturing for his teammates to take cover.

Take cover, and motion for the others to do the same. Taking cover behind Auron is acceptable.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on April 25, 2014, 12:04:26 am
Auron, team C.

Charge after the sod with my shield up whilst keeping an eye out for grenades.

If sod is spotted, laser the crap out of him.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on April 25, 2014, 01:02:59 am
Team E

Go ahead and arm those grenades, then help throw the body in with exoskeleton strength. Use my jets and buzz mode to haul ass to cover with my teammate, so to negate the danger of tripping!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on April 25, 2014, 11:48:33 am
TEAM AD

Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Plan Fuck-You-In-A-Box

The more Skylar tried to help Flint, the clearer it became it's be better for the old man to be put inside his MkII already. "Tell me when you're ready to move." Milno says. Trying to advance despite the possibility of turrets popping up from the ceiling could end up in people from his team getting even further injured. "Could also move back and let me check for turrets or traps."

Destroy cameras with the rifle. Wait for a moment. In case Team H confirms the path is clear or manages to get rid of obstacles, then move forward and concentrate (charge Will) to use the gauntlet to open the door in case it isn't open already. (Same action as last time since my post was skipped.)

In case AD team does stand back, carefully check for turrets and traps using the small car's remains. In case any are found, activate EMM and destroy them.

Otherwise, stand guard and prepare to activate EMM and destroy turrets or sods, disabling any human enemies or killing them in case they're too dangerous to engage non-lethally.

Team A - Ship Alpha | Skylar - Support

Also help shove Flint in the Mk II, then go take a look at the door forward. Consult the map to see what is still between us and the bridge.
Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

Help shove Flint into his Mk.II. Make sure I have the Model C sub-exo "HOPE" equipped. Stand back and let the more durable people investigate. If it comes to fighting, target the more dangerous humans/sods and heat a one foot sphere centered on their head by 200 degrees Celsius, use the laser shotgun for turrets and for disabling less dangerous humans with shots to the arms and legs. Dodge and hide behind more durable people where appropriate
Team A

I've got a robotic leg so that should be no problem. If Skylar manages to fix my lungs, destroy all nearby cameras in case what happened was caused by an urban executor.

The only cameras were those on the sods themselves, and those melted along with everything else they had. Yes, you're in your exoskeleton, and now flint is in his Mk2, which patches him up enough that he won't die, but he's also down one lung so he shouldn't try running. Milno charges a will bonus to open the door and I see flint's still trying to blame outside forces on attempting to ram a sod with a golf cart.

Almost there guys.


TEAM B

Team B - Waiting Around

Need me to do anything?

Discard will bonus, charge exo bonus. Keep an eye out on the room while Simus defrosts.
Team B: Wild Weasels

"Actually yeah, I do have something you could do. Could you not fuck us over with your amps again? Would be greatly appreciated. Also, could you cover this room while Simus defrosts? I wanna get moving, or at least see what's in the corridors around us."

Ask Xan to cover the room, and head outside to see if I can find any colored lines. If I can't, head back along the blue line, grabbing some ammo from the turret as I go, until I reach the intersection with the red and green lines, and follow the Red line.

((I know I can't use the ammo with my rifle, but I can still use my amp to fire them.))
Well, morul grabs himself some ammo and follows the red line this time. According to signs along the way, this leads to the weapon control center. Unsurprisingly it's blocked by a locked door. Probably common sense, when you think about it.

TEAM C


Angel, Team C

When in doubt, the claymore is pointed at you Duck and cover, once the explosion is over or it's been longer than a grenade fuse, with a bit of time added on for safety, continue advancing to engage the last sod


Auron, team C.

Charge after the sod with my shield up whilst keeping an eye out for grenades.

If sod is spotted, laser the crap out of him.


Denzel Gaunt- Team C, Audax

"After him!" Denzel shouts, while gesturing for his teammates to take cover.

Take cover, and motion for the others to do the same. Taking cover behind Auron is acceptable.
Denzel and Angel leap back into their alcoves and take cover, while auron just charges forward yelling "NOPE." He rounds the corner, steps directly on a grenade, gets blown straight up into the air and into the ceiling, then falls back to the ground. From the ground, he whips out his laser rifle and promptly guns down the retreating sod.


TEAM E


Team E

Go ahead and arm those grenades, then help throw the body in with exoskeleton strength. Use my jets and buzz mode to haul ass to cover with my teammate, so to negate the danger of tripping!

Team E- Lerman
Operation "Throw the Mined Corpse"

Throw the corpse!

Bishop arms all the grenades at once and then hurls the corpse into the room before grabbing lerman and rocketing away and around the corner. As they get away, they hear a mechanical buzz of motors activating and then, a few seconds later, they feel the force of the explosion roll over them, it's sound dampened out by the suit to protect their ears.

TEAM F

Ship Beta: Team F: Grate

Brother Lars looks at the control panel, then Grate.  "Do you think you can bypass it, or should we use another cutter?  If anyone is in there, they probably heard us already."
"I've got it."

Hack the door.
Brother Lars:  Team F Chaplain

"O Holy Steve, we beg you!  May you shine your light down on young Brother Grate as he does your work!"

Pray for Grate.  Also assist him with the panel; Cover the door.
Team F

Hack the console if Grate and Lars fail. In the meantime, keep on guard.
[Grate aux:1+1]
Lar's prayers seem to have a negative effect on grate.
[jack aux:6+1]
Jack seems empowered by them...to a dangerous degree. He manages to unlock the door, turn on the fire alarm, override the PA system and begin playing a continuous loop of Vuvuzela "music".

Great.


TEAM G


Team G

Renen looks at May and then at the corridor.

Good. Now it's my turn.

Verify if there is no other danger in the corridor. Use Doc's Iaijutsu to cut the door open with my sword, ready to avoid any possible incoming attacks from the other side or my teammates.


Team G

Advance behind renen


Renen wanders up to the door and calmly slices it apart in a few seconds. Beyond the door is a relatively small room, replete with dozens of consoles and about six people in blue jumpsuits. They seem rather surprised to see you.

TEAM H


Hasala Nabin - Team H Sod Controller


Excellent. Use Order 223 and the recording of it to attempt to gain control of a remote Sod team. If it works, get the order number for 'move to specified location' and 'attack specified target', as well as the two you just mentioned.

Also get the information on what the bridge is defended by for Team AD. Also also check if any Sods are on the bridge.




You play order 223 over the intercom. There's a brief delay and then the sod cameras begin blinking out, one by one.

Team H, Starfleet Reminiscence Corps - Anton Chernozorov

>They weren't quite as passive or stupid as they are now at the time. It's taken them several hundred years of stagnation to become what they are; at the time I had less influence and they had keener eyes.  You'll simply have to take my word for it, but for one reason or many, earlier revolutions were not favorable.

Anton stretches in the chair, and resumes his casual posture. "Fair enough. I was mostly wondering if the UWM really has a predetermined plan on how to respond to a coordinated uprising like this. Say, if a group of rebels managed to one way or another take over a large ship... I guess I'm just too curious, and/or paranoid sometimes." He leans forward, absentmindedly scratching his stubble with his right hand, and looking thougtfully at the arrangement of screens in front of him. "Say, Steve. Was there ever a group of rebels that took over a large ship? Or a group of ships? Or maybe there was a renegade faction of some kind, that had some capital-class space power? I'm guessing you'll probably point me back to the Red Moon Rebellion, since it was the largest, but what I actually want to ask is, are there any large spaceship-to-spaceship battles on record? Or large spaceships against groups of smaller ships? It just sort of occurred to me that the UWM probably didn't see much conventional space combat in the Altered Wars, and seeing as they have ships that can do stuff besides blasting planets into space dust, they must have had some need for them. More importantly, it also just occurred to me that here I am, saddled by myself with the command of our entire meager aerospace forces, and I have nothing but videogame experience to show for any sort of space combat strategy and tactics. Something to learn from would come in handy."

Keep on chatting with Steve. Keep periodically checking the sensors.

>They have a process of dealing with stuff like this, but it's really not made for this large of an uprising. In general their response is just to throw troops at the problem till it stops being a problem. They're not very smart in that way, but you can't really blame them, it's served them well till now.

There were a few early rebellions that had ships of some power, but not for a while Red Moon was all ground based.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 25, 2014, 11:52:29 am
Ship Beta: Team F: Grate: Lee Annoyed

"...You know, I'm starting to come to the conclusion that I'd probably be better off without you guys."

Enter the bridge. Exit the bridge if heavy resistance is encountered. If not, begin determining what the controls do.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 25, 2014, 11:54:18 am
Team B

You done yet?

Check if Simus is defrosted. If not, sigh and wait around for her to finish.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 25, 2014, 12:01:00 pm
Team A

Keep an eye out for trouble.

((Well, since I don't know what roll I failed that caused me to attack those sods, I assumed the worse: that it was a will roll.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on April 25, 2014, 12:28:28 pm
Team E

Go grab something heavy and head back to the corridor. Toss the weight in and see if any traps activate.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on April 25, 2014, 12:39:55 pm
Team A - Ship Alpha | Skylar - Support

If the elevator is the only entrance to this level, or if it is the only quick entrance, go see if I can cause it to lock up.

Otherwise, wait with Milno, see what's on the other side of the door



(( I do not like the sounds of that over there with the Sod controllers... ah well, we couldn't have hoped for better, really :P ))

Team A

Keep an eye out for trouble.

((Well, since I don't know what roll I failed that caused me to attack those sods, I assumed the worse: that it was a will roll.))
(( I don't think you failed any roll? Your action wasn't qualified in any way, it was just 'charge the sods', which was a fine thing to do at that juncture :P
Well, charge the door, but I would have assumed that the sods were directly in the way. ))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on April 25, 2014, 12:49:38 pm
Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Plan Fuck-You-In-A-Box

"Old fart, don't try anything like that again."

Open the door with the gauntlet. In case the glove doesn't work, it's laser cutter time. If door is opened:

Activate EMM and destroy turrets or sods asap, disabling any human enemies or killing them in case they're too dangerous to engage non-lethally.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on April 25, 2014, 01:44:00 pm
Team F

"Good Enough."

Open door. Prepare to take cover of needed.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 25, 2014, 03:40:13 pm
Team B: Wild Weasels

"Oooooh, Weapons Control. Hrmmm. Wonder if it's just the main guns, or the in ship defences too."

Examine the door for anything that could be a trap, or defence system. If none are found, examine the keypad, and charge an Aux bonus.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on April 25, 2014, 04:15:10 pm
Hasala Nabin - Team H Sod Controller


Broadcast the following via my Sods to the hostages:
"I appreciate honesty. So from this point, everything we say to one another will be the absolute truth, yes? Because with that in mind, I am going to tell you that I will order one of your deaths for every lie you tell me. Sods: Execute one of the hostages.

Now: What is the actual command for transferal of control? The first to tell me the answer to my question will survive. I will order the execution of everyone else."

Execute one of the hostages. Demand actual command transfer order. Make sure I only played the bad command to one of the Sod teams, like my action specified.

To Team AD:
"We have a problem, here. I was given a faulty command by the hostages I have - the UWM captains, by the way. The UWM soldiers' videofeeds are cutting off - they might be killing themselves, but more likely they've cut their feeds or disabled their cameras. And I still don't have anything on the bridge for you, sorry."
[/quote]
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on April 25, 2014, 04:49:24 pm
Team E

Check around the corner tentatively, to check if the traps are disarmed and that no-one came to 'play'.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on April 25, 2014, 05:27:50 pm
Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

((Who wants to bet that order 223 is "kill everything"?))

Switch laser shotgun back to a laser rifle. Wait for Milno to open the door and Milno and Skylar to go through. Provide covering fire from the door with the laser rifle and the amp. Try to take out enemies not near either of the other two to avoid friendly fire. Disabling shots on less dangerous humans, laser any turrets and cook brains of any dangerous human/sod by 200 degrees Celsius in a one foot sphere.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on April 25, 2014, 09:04:06 pm
Auron team C

Check status of leg, return to distraction and use point blank laser tracing to recover it.

Proceed to bridge.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on April 26, 2014, 12:32:01 am
TEAM G
Stand behind renen in a somewhat threatening manner
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on April 26, 2014, 09:15:46 am
Team H, Starfleet Archeological Division - Anton Chernozorov


>They have a process of dealing with stuff like this, but it's really not made for this large of an uprising. In general their response is just to throw troops at the problem till it stops being a problem. They're not very smart in that way, but you can't really blame them, it's served them well till now.

There were a few early rebellions that had ships of some power, but not for a while Red Moon was all ground based.
"Heh, so I figured. I guess it's easy to fall out of practice with the crushing, when rebellions are few and far between. Well, here's to hoping that we'll be the ones writing the history books on this one.

Kinda makes me wonder though, how did the Red Moon Rebellion become so successful if it never, well - got off the ground? Did they start on some well-defended world that couldn't just be bombed into submission? Or is it just a question of perspective, more indicative of the success of other rebellions, that even the largest one couldn't go beyond a single planet?
"

Keep an eye on Steve, keep talking to the sensors.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on April 26, 2014, 10:19:52 am
Denzel Gaunt- Team C, Audax

"Hold on, let's grab our teammate."

Grab our fallen teammate and get on the far side of the distraction before Auron lasers it, making sure everyone's there. Then, advance.

((I looked back a few posts and it seems that there was someone, but he took a hit in the opening salvo.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 26, 2014, 11:43:51 am
Brother Lars: Team F Chaplain

Lars raises his arms in delight.  "Praise be, for we have a holy chorus (http://www.youtube.com/watch?v=R8JGhoVybkM) to support us!  Brother Grate!  Brother Jack is clearly filled with the spirit of Steve!  We should be in awe of his blessing!  Forward!"

Let Grate be the decoy.  Enter afterwards and engage targets- softies with gauss, hard targets with crystals, as situation requires.  Lead in with projector just in case.

Also slap Dominika to hopefully melt heads.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 26, 2014, 12:30:04 pm
((My God...it's worse than I could have imagined.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on April 28, 2014, 02:12:52 am
Team C Shooty man: Thomas

Thomas supresses a little giggle as Auron pops into the air. Yes, it's dangerous. Yes, it could have been deadly, but it was still sort of funny to watch someone in full armor step on a grenade and bounce around, yet be perfectly fine.

"Yeah, let's get him first. I think we can store our teammates in the pods we came in. If he's really badly hurt, I can handle that."
Go get our fallen comrade. If anything about him or the surrounding area suggests a blow to the head, move him to the pod immediately. If not, try and hide him somewhere.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on April 28, 2014, 12:04:13 pm
TEAM A

Team A

Keep an eye out for trouble.

((Well, since I don't know what roll I failed that caused me to attack those sods, I assumed the worse: that it was a will roll.))
Ya didn't fail anything. You said to drive forward so you drove forward. unfortunately the hall was filled with sods and you were driving a golf cart.
Team A - Ship Alpha | Skylar - Support

If the elevator is the only entrance to this level, or if it is the only quick entrance, go see if I can cause it to lock up.

Otherwise, wait with Milno, see what's on the other side of the door



(( I do not like the sounds of that over there with the Sod controllers... ah well, we couldn't have hoped for better, really :P ))

Team A

Keep an eye out for trouble.

((Well, since I don't know what roll I failed that caused me to attack those sods, I assumed the worse: that it was a will roll.))
(( I don't think you failed any roll? Your action wasn't qualified in any way, it was just 'charge the sods', which was a fine thing to do at that juncture :P
Well, charge the door, but I would have assumed that the sods were directly in the way. ))
The elevator is the only entrance you see to this room, so you'll assume it's the only way down here. There are a few ways you can think of disabling it. Easiest is just to tape something to the hold door button so that it holds the door forever and never lets anyone call it up. But that could probably be easily overridden, if they realize the problem. You could try to use aux to put the thing on lock down, but again, it could be over ridden. The last way is the most drastic, but also the only one that would be 100 percent effective: You cut the cables for the elevator and drop it.
 
Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Plan Fuck-You-In-A-Box

"Old fart, don't try anything like that again."

Open the door with the gauntlet. In case the glove doesn't work, it's laser cutter time. If door is opened:

Activate EMM and destroy turrets or sods asap, disabling any human enemies or killing them in case they're too dangerous to engage non-lethally.

[will:4+1]

You walk over to the door, tap it a few times with your knuckles and then place your hand flat against it. You ask it to open. And it does.

Beyond the door is a large room filled with many control panels and monitors. The inhabitants of the room look to be normal humans that are very surprised to see you.

Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

((Who wants to bet that order 223 is "kill everything"?))

Switch laser shotgun back to a laser rifle. Wait for Milno to open the door and Milno and Skylar to go through. Provide covering fire from the door with the laser rifle and the amp. Try to take out enemies not near either of the other two to avoid friendly fire. Disabling shots on less dangerous humans, laser any turrets and cook brains of any dangerous human/sod by 200 degrees Celsius in a one foot sphere.

You switch the laser back to normal and then come face to face with the bridge staff. Oh. Hmm. Should we shoot them?

TEAM B

Team B

You done yet?

Check if Simus is defrosted. If not, sigh and wait around for her to finish.
Team B: Wild Weasels

"Oooooh, Weapons Control. Hrmmm. Wonder if it's just the main guns, or the in ship defences too."

Examine the door for anything that could be a trap, or defence system. If none are found, examine the keypad, and charge an Aux bonus.

Simus is thawed enough to get around.

As per that door, you don't see any traps. So you just stare at the panel and try andfigure out how to work it.


TEAM C

Auron team C

Check status of leg, return to distraction and use point blank laser tracing to recover it.

Proceed to bridge.

Team C Shooty man: Thomas

Thomas supresses a little giggle as Auron pops into the air. Yes, it's dangerous. Yes, it could have been deadly, but it was still sort of funny to watch someone in full armor step on a grenade and bounce around, yet be perfectly fine.

"Yeah, let's get him first. I think we can store our teammates in the pods we came in. If he's really badly hurt, I can handle that."
Go get our fallen comrade. If anything about him or the surrounding area suggests a blow to the head, move him to the pod immediately. If not, try and hide him somewhere.
Denzel Gaunt- Team C, Audax

"Hold on, let's grab our teammate."

Grab our fallen teammate and get on the far side of the distraction before Auron lasers it, making sure everyone's there. Then, advance.

((I looked back a few posts and it seems that there was someone, but he took a hit in the opening salvo.))
I think that fallen comrade was actually a bilocating corsair.

As per the distraction, lasering it down reveals it to be nothing but a set of hooks, a metal wire and an empty black box. Huh.

Down the hall is the final door to the bridge. It is locked, as you'd expect.

TEAM E

Team E

Check around the corner tentatively, to check if the traps are disarmed and that no-one came to 'play'.

Team E

Go grab something heavy and head back to the corridor. Toss the weight in and see if any traps activate.


The hallway seems extremely borked. The door is still intact but all those nice little pressure sensor tiles are fucked. Sweet.


TEAM F


Brother Lars: Team F Chaplain

Lars raises his arms in delight.  "Praise be, for we have a holy chorus (http://www.youtube.com/watch?v=R8JGhoVybkM) to support us!  Brother Grate!  Brother Jack is clearly filled with the spirit of Steve!  We should be in awe of his blessing!  Forward!"

Let Grate be the decoy.  Enter afterwards and engage targets- softies with gauss, hard targets with crystals, as situation requires.  Lead in with projector just in case.

Also slap Dominika to hopefully melt heads.

Team F

"Good Enough."

Open door. Prepare to take cover of needed.
Ship Beta: Team F: Grate: Lee Annoyed

"...You know, I'm starting to come to the conclusion that I'd probably be better off without you guys."

Enter the bridge. Exit the bridge if heavy resistance is encountered. If not, begin determining what the controls do.
Lars walks onto the bridge holding grate in front of him as a human shield and shouting over the sound of the demon bees. "WE COME IN PEACE! PLEASE FORM AN ORDERLY LINE  AGAINST THE WALL SO YOU DON'T HAVE TO LEAVE IN PIECES! YOUR DEATHS SHALL BE QUICK AND RELATIVELY PAINLESS, ALL GLORY TO STEVE!"

Luckily the crew only made out about half of that so they don't immediately panic. Instead they just dive behind their consoles and hide.

TEAM G

TEAM G
Stand behind renen in a somewhat threatening manner

Mildly threatening?

You stand behind Renen and hop up and down so you can look over his shoulder, growling each time.


TEAM H

Team H, Starfleet Archeological Division - Anton Chernozorov


>They have a process of dealing with stuff like this, but it's really not made for this large of an uprising. In general their response is just to throw troops at the problem till it stops being a problem. They're not very smart in that way, but you can't really blame them, it's served them well till now.

There were a few early rebellions that had ships of some power, but not for a while Red Moon was all ground based.
"Heh, so I figured. I guess it's easy to fall out of practice with the crushing, when rebellions are few and far between. Well, here's to hoping that we'll be the ones writing the history books on this one.

Kinda makes me wonder though, how did the Red Moon Rebellion become so successful if it never, well - got off the ground? Did they start on some well-defended world that couldn't just be bombed into submission? Or is it just a question of perspective, more indicative of the success of other rebellions, that even the largest one couldn't go beyond a single planet?
"

Keep an eye on Steve, keep talking to the sensors.
>The Red Moon Rebellion took place on a series of large colonies which were mining valuable commodities. They were quite built up and the UWM didn't want to just destroy them and lose everything. They wanted the mining to continue so they tried to take the place using ground troops. It became a protracted guerrilla warfare battle, but they eventually won. The Rebellion was just one of the longest running, it wasn't successful at all, from an objective standpoint. They never had any chance of even keeping their colonies, let alone doing anything more.



Hasala Nabin - Team H Sod Controller


Broadcast the following via my Sods to the hostages:
"I appreciate honesty. So from this point, everything we say to one another will be the absolute truth, yes? Because with that in mind, I am going to tell you that I will order one of your deaths for every lie you tell me. Sods: Execute one of the hostages.

Now: What is the actual command for transferal of control? The first to tell me the answer to my question will survive. I will order the execution of everyone else."

Execute one of the hostages. Demand actual command transfer order. Make sure I only played the bad command to one of the Sod teams, like my action specified.

To Team AD:
"We have a problem, here. I was given a faulty command by the hostages I have - the UWM captains, by the way. The UWM soldiers' videofeeds are cutting off - they might be killing themselves, but more likely they've cut their feeds or disabled their cameras. And I still don't have anything on the bridge for you, sorry."
[/quote]

You have one of the sods Execute a commander. The others don't even flinch. You ask them about the commands you need. They each give you a different number.

These motherfuckers...
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on April 28, 2014, 12:07:25 pm
Team G

Get ready for any possible incoming attack, going BT as soon as I detect one. Say to the people in the room:

We came here to take this ship and if you want to live, surrender now. Death awaits any who tries to attack us.

If they don't surrender, disable them all non-lethally, killing the dangerous ones.

Talk in private to my team: Does anyone have diplomatic skills? It would be good if you said it now.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on April 28, 2014, 12:08:24 pm
Team F

"IGNORE HIM! Just get away from the consoles and I won't have to hurt you. Okay? Unless you want to join us of course."

Talk to the Bridge crew.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 28, 2014, 12:19:51 pm
Ship Beta: Team F: Grate

Grate sighs at Lars.
"It's really okay if you don't prove me right. Now put me down."

Examine the consoles. Try to figure out how to do anything I can figure out how to do. Ideally, everything the ship can do.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 28, 2014, 12:53:52 pm
Team A

((Yep. All UWM personnel are either brainwashed or suicidal. Probably both, given the world they live in.))

Use speech to persuade them to surrender and/or work with us.
If that fails:
If they don't have weapons, try to subdue them and restrain them.
If they have melee weapons, use the monorazor.
If they have ranged weapons or if the situation demands it (they start running towards dome kind of panic room for example), use laser rifle. Try not to shoot if there is danger if hitting teammates, unless it's absolutely necessary.
Try to keep it less than lethal. Try not to damage any equipment.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 28, 2014, 01:09:25 pm
Brother Lars: Team F Chaplain

"It's really okay if you don't prove me right. Now put me down."

Lars laughs at this.  "Oh young Brother Grate, have you not learned?  Putting our faith in Steve has not yet lead us astray.  Brothers Jack and Dominika, could you please cover these folks?"

He then knelt, raising his arms.  "O Glorious Steve, please give us your commands so that we may claim this ship to greater glorify your name!"



Puppet Dominika to cover the civvies.  Ask Steve on how to interface with the consoles.  Do whatever he says.  Failing specific instructions, attempt to connect the suit with a console to allow Steve direct access.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on April 28, 2014, 01:41:43 pm
Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Bridge

"Stand still right now." Milno orders to all the bridge crew at the same time as he activates the MkIII's enhanced movement mode. He's almost sure they'll refuse to comply, so some bashing and breaking of bones is likely to be in order.

Activate EMM. In case Flint's diplomacy doesn't work (likely) or they move (even more likely), start to take out in ways that do not cause perma-death nor damage to the room itself. Shield-bashing, striking, knocking out, knocking down and, if necessary, temp-killing are all cool. In case they don't have anything protecting their mouths or nostrils, spray paralyzing gas around to make things easier.

In case they comply, safely restraining and knocking them out is enough.


Supposedly during combat sequence, to Team H (Sod Controller): "We got the bridge. I advise to just execute all commanders if they turn out to be brainwashed idiots and then try to prevent damage that bad order may cause."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on April 28, 2014, 01:51:09 pm
Team A - Ship Alpha | Skylar - Support

Remove any remaining equipment from the cart, then shove the remains of the cart halfway into the elevator, such that the doors would have to close on it, and tape down the hold door button.

Once that's done, if the bridge has been 'cleared' of crew, head over and start examining consoles, looking for important stations and ports to connect into for Steve.


While doing the task of shoving a pile of scrap around, something suddenly occurred to him...
Hey Steve, you said Sod order possibilities were standard, but the numbers were random, right? What sorts of orders are given with those numbers?
Cause if I were designing a remote control solider, I wouldn't bother trying to program in a thousand different movement orders for every possibility. I would have just a few, setup as 'Order: Relocate, location to follow'. Similar for most basic commands. But I *would* code in a ton of codes for failure states, like 'controller compromised' or 'ship compromised'.
So, realistically speaking, how many of the numbers those commanders are spewing could possibly do something we want the Sods to do?

(( What was that you were saying about the cart being ultimately useless? :P ))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 28, 2014, 02:54:03 pm
"It's really okay if you don't prove me right. Now put me down."
Lars laughs at this.  "Oh young Brother Grate, have you not learned?  Putting our faith in Steve has not yet lead us astray."
Grate just stares at him for a moment, trying to figure out what definition of "astray" his commander was using.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 28, 2014, 04:00:35 pm
Team B: Wild Weasels

"Alright, you two grab our frozen friend and get over here. Follow the red path. I'll wait until you get here, and then we'll open the door."

Wait for Simus and Xan to get here, then open the door.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 28, 2014, 04:02:37 pm
Team B - Temperature fuckup concluded.

Alright you're good, Simus. Let's go. Loot that corpse if you want.

To Morul: Morul, where are you?

Head to Morul location. Discard exo bonus again, charge Will bonus. Actually going to use it for something this time.

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on April 28, 2014, 04:51:06 pm
Team D,"Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

Stay at the bridge door and look threatening as Milno talks. When it turns to shit, provide non-lethal covering fire with the laser if possible and cook by 200 degrees Celsius centered on a one foot sphere on their chest for temp deaths.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on April 28, 2014, 05:16:33 pm
Hold on a moment. Morul, the controls were fine, weren't they? I want to see if I can lower resistance to us taking the ship. Barotrauma should suffice. Unless anyone wants to try mild freezing again.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on April 28, 2014, 05:19:19 pm
Hasala Nabin - Team H Sod Controller


"..."
Test each command on individual Sods, just in case. If/When a code doesn't work, execute the appropriate hostage. With a single baton, and the head should be left intact. If one of them changes their minds and is willing to cooperate, don't kill them yet. Get yet another code for 'transfer control' and test it for validity on a single Sod, again. If it doesn't work again, cut off a hand and leave them to bleed to death. If all of the hostages are executed this turn, cut off their heads for later interrogation.

Additionally, take a closer look at the Sod command center the hostages were using, and have the support Sod examine it as well and tell me what it thinks the stuff is for. What else can be done here?

Finally, how many Sod teams are left on the ship, counting the one that may be sabotaging the ship at the moment?


To Team AD:
"Hey, you know those hostages I had? They're dead. Lying, suicidal, fanatical little... anyway. I've got nothing for you guys, sorry. Good luck. My guys probably won't be there in time to help you."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Remalle on April 28, 2014, 06:16:18 pm
Do whatever my team leader tells me to do.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on April 28, 2014, 06:48:27 pm
Team E - Lerman

We will remember Private Corpse's sacrifice forever. Progress down the path, but be careful not to set off any surviving plates.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on April 28, 2014, 06:50:36 pm
Auron, team C.

Place the barrel of my rifle against the door and begin lasering my way through.
Simply cutting the lock bolts and sliding the door open is also acceptable.

Once on the bridge, stuff the most important looking crewmember in my woefully empty loot sack.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 28, 2014, 07:17:03 pm
Hold on a moment. Morul, the controls were fine, weren't they? I want to see if I can lower resistance to us taking the ship. Barotrauma should suffice. Unless anyone wants to try mild freezing again.
I'll decline the offer; I need a decomp. Do as you will, I shall head to Morul's location.

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 28, 2014, 07:25:45 pm
"They worked fine, as far as temperature was concerned. Bit tricky, but I suppose they weren't expecting anyone without training to use them."[/b]
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on April 28, 2014, 08:20:02 pm
Team B 'Wild Weasels' - CO Simus

Wasn't an offer to you, Xan. After being frozen solid for a bit, I wouldn't ask you to do that again, you really do need a decomp. Perhaps I might tilt the pay for this a bit - I, at least, will not be in need of tokens much longer.

Now, I hope you don't have any orifices that contain air. You and Morul get the frozen guy back to the medical area of our shell, and then I'm going to expose the whole ship to vacuum, if I can, very quickly and for a short amount of time. The barotrauma alone, not to mention anoxia, should knock out most of the crew.


Simus attempts to find environmental controls relating to air pressure. Familiarize self once there (without touching anything). ((Charge AUX Dynamic Bonus))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 28, 2014, 08:22:45 pm
Keep it short.

Slightly action edited.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on April 29, 2014, 12:15:10 am
Team E

Hover down the path behind my teammate a good distance behind him using buzz mode. Keep a keen eye out for any traps and be ready to disable any that activate as fast as possible. Be ready with a flashbang when we get near the door, incase it opens, and prepare to duck in cover if someone opens it.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 29, 2014, 12:30:03 am
To Team AD:
"Hey, you know those hostages I had? They're dead. Lying, suicidal, fanatical little... anyway. I've got nothing for you guys, sorry. Good luck. My guys probably won't be there in time to help you."
"Damnit, did they commit suicide? Those idiots. That same thing happened to me twice before. Why do these people want to die so much? Wish there was some way we could save them.
Anyway, are their heads intact? They may want them for interrogation. Maybe some of them will live after all, if they're smart and lucky enough during the interrogation.
And you sure there's nothing else you can do in there? Maybe plug a suit in somewhere? We're (hopefully) almost done here anyway."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on April 29, 2014, 04:46:11 am
"Suicide? Yes. I'll have the soldiers retrieve their brains for interrogation, then. About the suit stuff, I'll admit I'm not exact a tech person, but I'll take a closer look."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 29, 2014, 05:08:39 am
"Suicide? Yes. I'll have the soldiers retrieve their brains for interrogation, then. About the suit stuff, I'll admit I'm not exact a tech person, but I'll take a closer look."
"Yeah, me neither. I'm just giving some ideas. Although the brains aren't really necessary now that I think about it. We can probably take care of that when we clean the ships (literally) as long as they're intact. But if you want to carry them..."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on April 29, 2014, 05:45:15 am
"I'm back on the planet. It's not me that will be carrying around the bag of heads, and these guys don't seem like the kind to mind. Anyways, isn't there a time limit on revivication? Might already be cutting it close, depending on how long this takes."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on April 29, 2014, 08:03:25 am
Angel: Team C

Cover the door in case it opens unexpectedly, get ready to breach and clear. Wish I had a proper breaching charge and some grenades
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on April 29, 2014, 12:08:55 pm
TEAM AD
Team A

((Yep. All UWM personnel are either brainwashed or suicidal. Probably both, given the world they live in.))

Use speech to persuade them to surrender and/or work with us.
If that fails:
If they don't have weapons, try to subdue them and restrain them.
If they have melee weapons, use the monorazor.
If they have ranged weapons or if the situation demands it (they start running towards dome kind of panic room for example), use laser rifle. Try not to shoot if there is danger if hitting teammates, unless it's absolutely necessary.
Try to keep it less than lethal. Try not to damage any equipment.


Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Bridge

"Stand still right now." Milno orders to all the bridge crew at the same time as he activates the MkIII's enhanced movement mode. He's almost sure they'll refuse to comply, so some bashing and breaking of bones is likely to be in order.

Activate EMM. In case Flint's diplomacy doesn't work (likely) or they move (even more likely), start to take out in ways that do not cause perma-death nor damage to the room itself. Shield-bashing, striking, knocking out, knocking down and, if necessary, temp-killing are all cool. In case they don't have anything protecting their mouths or nostrils, spray paralyzing gas around to make things easier.

In case they comply, safely restraining and knocking them out is enough.


Supposedly during combat sequence, to Team H (Sod Controller): "We got the bridge. I advise to just execute all commanders if they turn out to be brainwashed idiots and then try to prevent damage that bad order may cause."
Team A - Ship Alpha | Skylar - Support

Remove any remaining equipment from the cart, then shove the remains of the cart halfway into the elevator, such that the doors would have to close on it, and tape down the hold door button.

Once that's done, if the bridge has been 'cleared' of crew, head over and start examining consoles, looking for important stations and ports to connect into for Steve.


While doing the task of shoving a pile of scrap around, something suddenly occurred to him...
Hey Steve, you said Sod order possibilities were standard, but the numbers were random, right? What sorts of orders are given with those numbers?
Cause if I were designing a remote control solider, I wouldn't bother trying to program in a thousand different movement orders for every possibility. I would have just a few, setup as 'Order: Relocate, location to follow'. Similar for most basic commands. But I *would* code in a ton of codes for failure states, like 'controller compromised' or 'ship compromised'.
So, realistically speaking, how many of the numbers those commanders are spewing could possibly do something we want the Sods to do?

(( What was that you were saying about the cart being ultimately useless? :P ))
Team D,"Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

Stay at the bridge door and look threatening as Milno talks. When it turns to shit, provide non-lethal covering fire with the laser if possible and cook by 200 degrees Celsius centered on a one foot sphere on their chest for temp deaths.

Flint manages to talk down the entire bridge staff and get them to line up against the wall with their hands on their heads. Well...that works.


In the mean time, Skylar shoves the broken golfcart into the elevator to block the doors and then tapes the hold doors button down. Should be a good combination of mechanical and technological hindrances.


TEAM B


Team B: Wild Weasels

"Alright, you two grab our frozen friend and get over here. Follow the red path. I'll wait until you get here, and then we'll open the door."

Wait for Simus and Xan to get here, then open the door.

Team B - Temperature fuckup concluded.

Alright you're good, Simus. Let's go. Loot that corpse if you want.

To Morul: Morul, where are you?

Head to Morul location. Discard exo bonus again, charge Will bonus. Actually going to use it for something this time.


Team B 'Wild Weasels' - CO Simus

Wasn't an offer to you, Xan. After being frozen solid for a bit, I wouldn't ask you to do that again, you really do need a decomp. Perhaps I might tilt the pay for this a bit - I, at least, will not be in need of tokens much longer.

Now, I hope you don't have any orifices that contain air. You and Morul get the frozen guy back to the medical area of our shell, and then I'm going to expose the whole ship to vacuum, if I can, very quickly and for a short amount of time. The barotrauma alone, not to mention anoxia, should knock out most of the crew.


Simus attempts to find environmental controls relating to air pressure. Familiarize self once there (without touching anything). ((Charge AUX Dynamic Bonus))

Alright so Xan heads over and meets morul. Morul gets the door open which reveals a room full of consoles much like before. It's manned by crew members in red, much like before as well. Perhaps this time they can do something about that that doesn't involve rampant murder.

Meanwhile, Simus screws around looking at the climate control in preparation for trying something.


TEAM C


Angel: Team C

Cover the door in case it opens unexpectedly, get ready to breach and clear. Wish I had a proper breaching charge and some grenades

Auron, team C.

Place the barrel of my rifle against the door and begin lasering my way through.
Simply cutting the lock bolts and sliding the door open is also acceptable.

Once on the bridge, stuff the most important looking crewmember in my woefully empty loot sack.


Attempting to cut into the door with a laser rifle produces one notable effect: It don't work worth a damn. You cut maybe an inch into the thing with a good bit of concentrated fire. It could probably work, given an hour or two, but this is not exactly efficient.


TEAM E

Team E

Hover down the path behind my teammate a good distance behind him using buzz mode. Keep a keen eye out for any traps and be ready to disable any that activate as fast as possible. Be ready with a flashbang when we get near the door, incase it opens, and prepare to duck in cover if someone opens it.

Team E - Lerman

We will remember Private Corpse's sacrifice forever. Progress down the path, but be careful not to set off any surviving plates.


Yeah so that hall is all nice and deactivated. No Resident evil laser hallway for you.  (https://www.youtube.com/watch?v=iXgsCPFhSgc) But there's a locked door there at the end of it. And someone needs to open it.


TEAM F


Team F

"IGNORE HIM! Just get away from the consoles and I won't have to hurt you. Okay? Unless you want to join us of course."

Talk to the Bridge crew.

Ship Beta: Team F: Grate

Grate sighs at Lars.
"It's really okay if you don't prove me right. Now put me down."

Examine the consoles. Try to figure out how to do anything I can figure out how to do. Ideally, everything the ship can do.
Brother Lars: Team F Chaplain

"It's really okay if you don't prove me right. Now put me down."

Lars laughs at this.  "Oh young Brother Grate, have you not learned?  Putting our faith in Steve has not yet lead us astray.  Brothers Jack and Dominika, could you please cover these folks?"

He then knelt, raising his arms.  "O Glorious Steve, please give us your commands so that we may claim this ship to greater glorify your name!"



Puppet Dominika to cover the civvies.  Ask Steve on how to interface with the consoles.  Do whatever he says.  Failing specific instructions, attempt to connect the suit with a console to allow Steve direct access.

Yeah they open fire on you using their side arms because you're all to busy either attempting to talk to them or just running straight for the consoles.

Dominika proceeds to warm them slightly while everyone else gets shot at.

Lars runs for cover, using grate as a shield, but both of them manage to get back out of the room without being hurt. Lucky for them, the crew aren't very good shots.  Jack dives for cover behind a control panel and also manages not to get shot. A few of the controls do, however, sustain injuries.


TEAM G


Team G

Get ready for any possible incoming attack, going BT as soon as I detect one. Say to the people in the room:

We came here to take this ship and if you want to live, surrender now. Death awaits any who tries to attack us.

If they don't surrender, disable them all non-lethally, killing the dangerous ones.

Talk in private to my team: Does anyone have diplomatic skills? It would be good if you said it now.

Well.. your ultimatum seems to have frightened them into compliance for now. Understandable.

TEAM H
Hasala Nabin - Team H Sod Controller


"..."
Test each command on individual Sods, just in case. If/When a code doesn't work, execute the appropriate hostage. With a single baton, and the head should be left intact. If one of them changes their minds and is willing to cooperate, don't kill them yet. Get yet another code for 'transfer control' and test it for validity on a single Sod, again. If it doesn't work again, cut off a hand and leave them to bleed to death. If all of the hostages are executed this turn, cut off their heads for later interrogation.

Additionally, take a closer look at the Sod command center the hostages were using, and have the support Sod examine it as well and tell me what it thinks the stuff is for. What else can be done here?

Finally, how many Sod teams are left on the ship, counting the one that may be sabotaging the ship at the moment?


To Team AD:
"Hey, you know those hostages I had? They're dead. Lying, suicidal, fanatical little... anyway. I've got nothing for you guys, sorry. Good luck. My guys probably won't be there in time to help you."

So you end up executing everyone, namely because none of the codes work. Nothing does anything, actually. It seems that the controls are no longer effecting any of the sods, if there are any living sods on the ship. Your sod tells you that the other sods might have "Turned off control machines" whatever that means.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 29, 2014, 12:13:56 pm
Team B

Do you want to kill them or not?

To Simus: Warn us when you release the vacuum.

Growlhiss menacingly at the workers. If they attack/resist, shred the resisting ones with my talons and jaws.
Regardless, expend Will bonus on making myself capable of resisting yet short term effects of vacuum for a few minutes.
Grab onto something when the vacuum thing happens in case Simus fucks up and the doors stay open forever.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 29, 2014, 12:18:38 pm
Lars shouts over the gunfire.  "Fools!  We must now show them the true glory of Steve!  Sing your songs of Ingram!"

Start taking them down with the Gauss rifle.  Sing hymns while doing so.  Also slap Dominika into being useful.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 29, 2014, 12:35:25 pm
Team A

"Thank you. I promise on my honour no harm shall come to you as long as you cooperate. We want to do this as peacefully as possible." said Flint to the surrendered crew.

Check the room to make sure it's clear and doesn't have any hidden turrets or weapon toting maniacs (that aren't part of the ARM).
If all's clear, liberally strip the crew, restrain them and gag em. Look for anything useful on them, like keycards or weapons.
If they are too many to process, just round 'em up somewhere out of the way and confiscate their helmets and other communication equipment as well as any weapons, keycards and anything else of interest.
Ask Steve if he knows about anything else I should keep an eye out for regarding the bridge and its crew.


"Somebody want to help me with this?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 29, 2014, 01:49:32 pm
Ship Beta: Team F: Grate

Lars shouts over the gunfire.  "Fools!  We must now show them the true glory of Steve!  Sing your songs of Ingram!"

Start taking them down with the Gauss rifle.  Sing hymns while doing so.  Also slap Dominika into being useful.
Sigh at Lars.
Shoot at the civilians. If possible, aim to incapacitate rather than to kill.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on April 29, 2014, 01:51:22 pm
Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Bridge

"Steve. What's next?"

Help Flint restrain the bridge people. Afterwards, ask Steve what's next and, if that's the next step, use the cables brought along to connect to the bridge's stuff and let Steve take control.

Check if there are any screens showing camera feeds and see if the ship's sods are anywhere to be seen.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on April 29, 2014, 01:53:24 pm
Team F
Shoot the crewman with my bolt action rifle.

"FUCK YOU!"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on April 29, 2014, 02:05:37 pm
Team A - Ship Alpha | Skylar - Support

Alright Steve, we have the bridge. Anywhere in particular you'd like to get plugged in?

Start examining consoles and ports on the bridge. If Steve directs me to a port, head over and plug my suit into it.

Otherwise, prepare a dynamic bonus to use on the consoles next turn.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on April 29, 2014, 02:08:03 pm
Team G

Is this the control room? If not, where is it?

Wait for the answer.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on April 29, 2014, 02:24:00 pm
Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

I was expecting more...I don't know, bloodshed and rampant disregard for human life. I'm kinda bummed that worked so well. Oh well, maybe next time.

Also help Flint restrain the crew and loot them search for anything useful. Afterwards, stand guard over them, just to be on the safe side
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on April 29, 2014, 03:15:34 pm
Angel: Team C:They always lock the door... you'd think they would have learned by now - Kyle Katarn, Jedi blademaster


Doesn't look like that's going to get us in this side of the heat death of the universe, damn I wish I still had my old gear... but if wishes were starships and all that


Look around for ways to bypass the door, computer consoles, electrical maintenance panels, conveniently large air vents... might as well try the obvious stuff first
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 29, 2014, 04:05:33 pm
Team B: Wild Weasels

"Remember the plan. And don't use your amp unless they start shooting at us."

Activate external speakers, and address the crew.

"May I direct your attention to the large mantis. It is hungry, and it likes the taste of human. If you line up nicely against the wall, I'll keep it restrained. Any resistance will be awarded with some quality alone time with the mantis. I've heard it likes to play with its food."

Brace for decompression, and if that doesn't work, and if anyone resists, let Xan kill/eat/whatever them. If they start shooting, or multiple people resist, use my amp to throw the turret ammo at them, aiming for center of mass.

((Please work, please work, please work.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on April 29, 2014, 04:42:52 pm
Denzel Gaunt- Team C, Audax

Should an AUX bypass not work, cut through the door with either my amp or my sword. Should the AUX bypass work, charge an uncon bonus/aid in raiding the bridge. (Sword and gun as needed, amp only as necessary.)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 29, 2014, 04:51:50 pm
A warning to you, Simus intends to temporarily expose the ship to vacuum.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on April 29, 2014, 05:14:20 pm
Team E

Just use a cutter and be ready to storm the bridge! Toss in a flashbang first from cover, then once it's gone off, breach and clear with my teammate!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on April 29, 2014, 06:49:10 pm
Auron, team C.

Perform Aux bypass on the door, or use my maintenance keycard if that works.

Once inside the bridge begin shield bashing the crew and taking their sidearms, also gut punch anyone using amps in such an important location.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on April 29, 2014, 09:41:45 pm
Team E - Lerman

Wait for teammate to cut open the door and frag any potential enemies, then breach and clear!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on April 30, 2014, 05:38:25 am
Hasala Nabin - Team H Sod Controller


Question Sod on what control device it is referring to. Then try again, but actually decipher what else besides controlling Sods the bank of monitors the Sod commanders were using can do. If nothing, continue towards Bridge.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on April 30, 2014, 05:51:50 am
Here goes nothing.

Morul, Xan, this is your warning - shipwide barotrauma - hopefully - in just a moment.


Use whatever controls are available, from emergency siphons to simply opening bulkhead doors and airlocks, to evacuate all air from the ship, leave it a moment, and then repressurize the ship. If it's done fast enough, the barotrauma inflicted should knock out the crew.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on April 30, 2014, 12:27:37 pm
Team H, Starfleet Archivist Academy - Anton Chernozorov

>The Red Moon Rebellion took place on a series of large colonies which were mining valuable commodities. They were quite built up and the UWM didn't want to just destroy them and lose everything. They wanted the mining to continue so they tried to take the place using ground troops. It became a protracted guerrilla warfare battle, but they eventually won. The Rebellion was just one of the longest running, it wasn't successful at all, from an objective standpoint. They never had any chance of even keeping their colonies, let alone doing anything more.

"Ah, so they have had the same kind of locational protection we have here. Except they didn't have enough combined power to do anything but sit there and defend, and against the UWM that's the worst position to be in. I guess that makes sense. That was quite informative, Steve, thank you." Anton lounges back in the chair and looks over the monitors. "So! Are they getting close to any sort of accomplishment up there? If this goes on any longer the UWM might try something again, and we have almost all our troops tangled up in orbit."

Chat with Steve, look at what the fleet is doing, check sensor readings. The usual.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 30, 2014, 12:29:13 pm
Here goes nothing.

Morul, Xan, this is your warning - shipwide barotrauma - hopefully - in just a moment.


Use whatever controls are available, from emergency siphons to simply opening bulkhead doors and airlocks, to evacuate all air from the ship, leave it a moment, and then repressurize the ship. If it's done fast enough, the barotrauma inflicted should knock out the crew.
...
Action edited for self defence.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 30, 2014, 03:02:13 pm
Team B: Wild Weasels
Action edited
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on April 30, 2014, 03:22:32 pm
TEAM AD
Team A

"Thank you. I promise on my honour no harm shall come to you as long as you cooperate. We want to do this as peacefully as possible." said Flint to the surrendered crew.

Check the room to make sure it's clear and doesn't have any hidden turrets or weapon toting maniacs (that aren't part of the ARM).
If all's clear, liberally strip the crew, restrain them and gag em. Look for anything useful on them, like keycards or weapons.
If they are too many to process, just round 'em up somewhere out of the way and confiscate their helmets and other communication equipment as well as any weapons, keycards and anything else of interest.
Ask Steve if he knows about anything else I should keep an eye out for regarding the bridge and its crew.


"Somebody want to help me with this?"
Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Bridge

"Steve. What's next?"

Help Flint restrain the bridge people. Afterwards, ask Steve what's next and, if that's the next step, use the cables brought along to connect to the bridge's stuff and let Steve take control.

Check if there are any screens showing camera feeds and see if the ship's sods are anywhere to be seen.

Team A - Ship Alpha | Skylar - Support

Alright Steve, we have the bridge. Anywhere in particular you'd like to get plugged in?

Start examining consoles and ports on the bridge. If Steve directs me to a port, head over and plug my suit into it.

Otherwise, prepare a dynamic bonus to use on the consoles next turn.

Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

I was expecting more...I don't know, bloodshed and rampant disregard for human life. I'm kinda bummed that worked so well. Oh well, maybe next time.

Also help Flint restrain the crew and loot them search for anything useful. Afterwards, stand guard over them, just to be on the safe side
So flint says to "liberally" strip them. I'm gonna chose to interpret that as a misspelling of "Literally"

So flint, channeling May and Auron at the same time, proceeds to tear off everyone's clothing and tie them up in a big, uncomfortable, naked pile before rifling through their stuff for goodies. He finds key cards, some low power side arms, and many personal effects that aren't worth jack to him.

Meanwhile, Skylar finds a port for steve to plug into.

>You may want to get out of your suit for this; It's gonna be too busy transmitting data to handle life support, so if you're inside it while I'm transmitting you're either gonna suffocate or burn alive. Or both.  


TEAM B


Team B

Do you want to kill them or not?

To Simus: Warn us when you release the vacuum.

Growlhiss menacingly at the workers. If they attack/resist, shred the resisting ones with my talons and jaws.
Regardless, expend Will bonus on making myself capable of resisting yet short term effects of vacuum for a few minutes.
Grab onto something when the vacuum thing happens in case Simus fucks up and the doors stay open forever.


Team B: Wild Weasels

"Remember the plan. And don't use your amp unless they start shooting at us."

Activate external speakers, and address the crew.

"May I direct your attention to the large mantis. It is hungry, and it likes the taste of human. If you line up nicely against the wall, I'll keep it restrained. Any resistance will be awarded with some quality alone time with the mantis. I've heard it likes to play with its food."

If anyone resists, let Xan kill/eat/whatever them. If they start shooting, or multiple people resist, use my amp to throw the turret ammo at them, aiming for center of mass.

((Please work, please work, please work.))

Here goes nothing.

Morul, Xan, this is your warning - shipwide barotrauma - hopefully - in just a moment.


Use whatever controls are available, from emergency siphons to simply opening bulkhead doors and airlocks, to evacuate all air from the ship, leave it a moment, and then repressurize the ship. If it's done fast enough, the barotrauma inflicted should knock out the crew.
NO TEAM LABELED WROOOOOOOOOOOOONG.

Xan walks up to the two closest men and wraps his claws around their shoulders as his flesh transforms into an adhoc space suit.

"In the moment you're going to hear a popping noise. Thats the sound of your ear drums rupturing. Your best course of action right now would be to get all the air out of your lungs to minimize pressure differentials."

They start screaming

"Good! Just like that!"

A moment later the pressure in the room suddenly drops and the men jerk about for a few seconds before passing out onto the controls.

"Was that really necessary?" Morul asks, poking one of the men with his weapon.

"No. But it was fun."


TEAM C


Angel: Team C:They always lock the door... you'd think they would have learned by now - Kyle Katarn, Jedi blademaster


Doesn't look like that's going to get us in this side of the heat death of the universe, damn I wish I still had my old gear... but if wishes were starships and all that


Look around for ways to bypass the door, computer consoles, electrical maintenance panels, conveniently large air vents... might as well try the obvious stuff first
Auron, team C.

Perform Aux bypass on the door, or use my maintenance keycard if that works.

Once inside the bridge begin shield bashing the crew and taking their sidearms, also gut punch anyone using amps in such an important location.

Denzel Gaunt- Team C, Audax

Should an AUX bypass not work, cut through the door with either my amp or my sword. Should the AUX bypass work, charge an uncon bonus/aid in raiding the bridge. (Sword and gun as needed, amp only as necessary.)
Auron easily unlocks the door and the team rolls in as one big cohesive unit, waving swords and rifles around and generally being threatening. Angel and Denzel shout that if no one moves, no one gets hurt. Auron just runs around punching people in the face, stealing their side arms and then pistol whipping them. It's not exactly what you would call "endearing" but it seems effective.

TEAM E

Team E - Lerman

Wait for teammate to cut open the door and frag any potential enemies, then breach and clear!

Team E

Just use a cutter and be ready to storm the bridge! Toss in a flashbang first from cover, then once it's gone off, breach and clear with my teammate!

Well, the cutter works just fine and dandy. Problem is, as soon as it cuts the hole,  and knocks the cut out piece inside, bullets start coming through the hole. Not to mention you think you heard that cut out piece of metal hit something on the way into the room. Probably bad. Oh well. Bishop tosses a flash bang in and starts counting off the seconds until it goes off. At about 2 from detonating the grenade flies back through the hole and lands in the room with them Their suit saves them from the flash and noise, but their initial attack isn't going so great.

TEAM F

Lars shouts over the gunfire.  "Fools!  We must now show them the true glory of Steve!  Sing your songs of Ingram!"

Start taking them down with the Gauss rifle.  Sing hymns while doing so.  Also slap Dominika into being useful.
Ship Beta: Team F: Grate

Lars shouts over the gunfire.  "Fools!  We must now show them the true glory of Steve!  Sing your songs of Ingram!"

Start taking them down with the Gauss rifle.  Sing hymns while doing so.  Also slap Dominika into being useful.
Sigh at Lars.
Shoot at the civilians. If possible, aim to incapacitate rather than to kill.
Team F
Shoot the crewman with my bolt action rifle.

"FUCK YOU!"
Grate busily shoots the wall, Jack manages a few good shots but his rifle sort of slows down his killing rate. Lars, on the other hand, suddenly drops into straight out paladin mode. He drops grate, stands up and starts slowly walking forward, shooting one crewman at a time while loudly singing hymns. He gets shot four times in the course of his holy crusade, but he doesn't slow down and he doesn't stop singing. Hell, he doesn't even lose the beat. When it's over every crewman on the bridge is dead and Lars is standing around with 4 bleeding bullet holes and an empty rifle.

"Amen." he says before slumping down into one of the chairs near the consoles. He gestures toward the controls with his rifle. "Get us in control."


TEAM G

Team G

Is this the control room? If not, where is it?

Wait for the answer.


The answer is a simultaneous nodding of heads from everyone in the room.

TEAM H

Team H, Starfleet Archivist Academy - Anton Chernozorov

>The Red Moon Rebellion took place on a series of large colonies which were mining valuable commodities. They were quite built up and the UWM didn't want to just destroy them and lose everything. They wanted the mining to continue so they tried to take the place using ground troops. It became a protracted guerrilla warfare battle, but they eventually won. The Rebellion was just one of the longest running, it wasn't successful at all, from an objective standpoint. They never had any chance of even keeping their colonies, let alone doing anything more.

"Ah, so they have had the same kind of locational protection we have here. Except they didn't have enough combined power to do anything but sit there and defend, and against the UWM that's the worst position to be in. I guess that makes sense. That was quite informative, Steve, thank you." Anton lounges back in the chair and looks over the monitors. "So! Are they getting close to any sort of accomplishment up there? If this goes on any longer the UWM might try something again, and we have almost all our troops tangled up in orbit."

Chat with Steve, look at what the fleet is doing, check sensor readings. The usual.

Steve informs you of the fact that several teams are either in their respective control rooms or close to it. You also notice one of the ships is venting atmosphere rather aggressively.



Hasala Nabin - Team H Sod Controller



Question Sod on what control device it is referring to. Then try again, but actually decipher what else besides controlling Sods the bank of monitors the Sod commanders were using can do. If nothing, continue towards Bridge.

The bank of monitors seems to be simply that. It used to have readouts on each sod and their locations and such, and computer systems that seemed to have a relation to them, but all that is gone now. Dead. All thats left are the scattered feeds from a few stationary cameras. Could probably control those, at least.

The sod explains in broken English that there are machines inside sods that allow for monitoring and control of them. But that the sods can break these connections and go autonomous if ordered to do so. He remarks that sods in autonomous mode are "Dangerous".
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 30, 2014, 03:32:54 pm
Team B:Wild Weasels

"No, you cannot eat them. Simus, we followed the red line to the Weapon Control Room. I wanna see if we can shut down some of the automatic defenses from here."

Examine the control stations and see if I can find something that could shut down/reprogram/control any automated defenses on the ship. If all the controls are for the ship's various cannons and laser batteries, leave them alone, and start tying up the crew, and stripping them of any access cards, radios, or sidearms.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on April 30, 2014, 03:33:18 pm
Angel: Team C

Quickly move to lock down the bridge doors again before anybody decides to come and see what the shouting is about, disarm bridge crew and get them up against a wall with no important controls within reach, wait for further orders
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on April 30, 2014, 03:42:55 pm
Team A - Ship Alpha | Skylar - Support

You need the MK III's power for this, or would Thaddeus's spare MK I work just as well?

If the spare MK I will work with minimal downsides, go grab that and hook it in for Steve.

Otherwise, swap into the spare MK I and let the work commence.

If I have time this turn, look around for a console that controls the automated security or that controls the doors.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on April 30, 2014, 03:49:24 pm
Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Bridge

"Steve, how badly did Team Sod (H) fuck up?" Milno asks as he checks the screens.

Talk to Steve. Lock the bridge's door.

In case the missing sods or any hostiles appear, activate EMM and enter killing mode.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on April 30, 2014, 04:03:09 pm
((This is why you cook the grenades.))

Team E - Lerman

Get into cover. If that fails, perform strategic maneuvers.

"Run away, run away!"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on April 30, 2014, 04:11:35 pm
Team A

Set up some claymores in the hallway, no more than four. Hide them under the bodies of sods. Warn teammates about the fact that the corridor is mined.


"Can someone check what other important areas are in this ship, in case we need to go defend them?"

((Well, at least you didn't have me do anything sexual to them or strip them of their flesh so I could get their implants, so that's something. I didn't get fully possessed. :P

Oh, and all the stuff are going to Miyamoto. I don't know if he wants to sell them for tokens to give as payment or hand them out to newbies, but I have no use for them.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on April 30, 2014, 04:29:33 pm
Team F

"Call dibs on the loot of my kills. And Lars, permission to loot your kills too?"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on April 30, 2014, 04:36:32 pm
Team B - Well Behaved Space Mantis

Fine, I'll tie them up.

Put all the people in one corner of the room and try to tie them together using any rope or such anywhere. Failing that, just stack them in the corners.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on April 30, 2014, 05:05:21 pm
Auron, team C.

Make sure all of the bridge crew are incapacitated and all side arms are in my pack.

Head over to the consoles and set up a remote data link to steve.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on April 30, 2014, 05:10:24 pm
Hasala Nabin - Team HSod Controller


"Steve, how badly did Team Sod (H) fuck up?" Milno asks as he checks the screens.

((I'm assuming you broadcast this on ARM's (lowercase-g) general channel, and Hasala can thus hear it. Ignore if Milno uses a private channel or something.))

"I gambled on... Sod... control codes and lost. Would you be angry if it had worked?"



"I assume you guys captured the bridge already? Guess all that leaves for me is rogue soldier-hunting."

Check the map for the vital and/or explosion-capable areas of the ship. Which ones are nearby to my Sod squad and are close to the last known location of a UWM Sod squad? Leave the Support Sod here to watch the cameras in case any UWM Sods show up on them, while the other three set out for one of the vital areas. Weapons systems, preferably, if there's a choice.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on April 30, 2014, 07:24:49 pm
"Renen I will require assistance in order to command this craft, please ensure they understand that hampering this effort would be dire in consequence"
TEAM G
begin learning controls of the ship from crewmen / reading through manuals / using logic i.e. charge dynamic aux
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on April 30, 2014, 07:37:39 pm
Ship Beta: Team F: Grate

Sigh at Lars's lethality of his methods.

"Sir, next time please try not to kill people with such useful data as how to fly the shooty* ship. It would make things easier for us."
Grate then turns to Jack.
"Some of us have more important things than material gain on our minds, like the army rebellion we're trying to spearhead, but I'm pretty sure that the loot is supposed to be divided equally among all teammates at the end of the mission."

Contact Steve and give a report. More importantly, ask for pointers on how to control the ship with three people, two of whom are of questionable competence.
Begin trying to figure out how to control the ship, with both Steve's help and what I can intuit from examining the controls and maybe doing some tests unlikely to damage the ship or burn half our fuel or something bad.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on April 30, 2014, 09:44:26 pm
Team E

"Run where? We're on a space ship, you ass, there's nowhere to run to! We will take this room dammit! Get ready to fire!"

Try again with another flashbang. This time, cook it a few seconds before throwing it, and when it blows, use suppressing fire on the whole room. Don't let my teammate chicken out and keep him shooting at the enemy.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on April 30, 2014, 09:46:32 pm
((I forsee a fancy red sash in Bishop's future.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on April 30, 2014, 10:40:47 pm
Brother Lars:  Team F Chaplain

((I take it the civvie body armor didn't stop their rounds?))

Lars sat down and looked at the result of his carnage.  Unfortunate, but effective; the bridge was secure.  At least his suit was handling painkillers, because the adrenaline was wearing off.

"Call dibs on the loot of my kills. And Lars, permission to loot your kills too?"

"Brother Jack, hand me a loaded weapon and I will not care about the rest.  Even with the blessings of Ingram and Algis, we must ever remain on our guard."

"Sir, next time please try not to kill people with such useful data as how to fly the shooty* ship. It would make things easier for us."
Grate then turns to Jack.

Lars laughs at this.  "Young Brother Grate, who needs data when you have the gods on your side?  Us four took control of the bridge of the ship without anyone dying because of our faith in the divine."


Don't die.  Hope Jack loots me a nice weapon- the shard launcher will do otherwise.  Keep an eye out for anyone assaulting the bridge.  Pray for Grate's success.


"O Algis, thank you for shielding me from further harm.  Ingram, God of Guns, I praise your name with every bullet I fire.  May my work be pleasing to you.  Steve, may your light shine on us all..."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on April 30, 2014, 10:45:43 pm
Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

Happily hand over my spare Mk.I to be used. After that, stand watch over the blast door in case rogue sods come a knockin'.

Radio Steve: So, big boss, I know we asked you this already, but are you sure there aren't any other ways into this room? No crawl spaces or such?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on May 01, 2014, 05:09:55 am
Brother Lars:  Team F Chaplain

((I take it the civvie body armor didn't stop their rounds?))

Lars sat down and looked at the result of his carnage.  Unfortunate, but effective; the bridge was secure.  At least his suit was handling painkillers, because the adrenaline was wearing off.

"Call dibs on the loot of my kills. And Lars, permission to loot your kills too?"

"Brother Jack, hand me a loaded weapon and I will not care about the rest.  Even with the blessings of Ingram and Algis, we must ever remain on our guard."

"Sir, next time please try not to kill people with such useful data as how to fly the shooty* ship. It would make things easier for us."
Grate then turns to Jack.

Lars laughs at this.  "Young Brother Grate, who needs data when you have the gods on your side?  Us four took control of the bridge of the ship without anyone dying because of our faith in the divine."


Don't die.  Hope Jack loots me a nice weapon- the shard launcher will do otherwise.  Keep an eye out for anyone assaulting the bridge.  Pray for Grate's success.


"O Algis, thank you for shielding me from further harm.  Ingram, God of Guns, I praise your name with every bullet I fire.  May my work be pleasing to you.  Steve, may your light shine on us all..."

"I'll be sure to give you one once we get off this ship. Or at least, a place where there isn't a chance of being attacked by UWM soldiers."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on May 01, 2014, 07:38:32 am
Lars blinked at that.  "What else are you looting?  They shot at us with sidearms, at least."

((I'd rather not Lars have nothing but a borrowed anti-armor cannon to defend himself with.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on May 01, 2014, 08:42:56 am
Lars blinked at that.  "What else are you looting?  They shot at us with sidearms, at least."

((I'd rather not Lars have nothing but a borrowed anti-armor cannon to defend himself with.))
"I'm looting everything off their bodies. "
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on May 01, 2014, 09:11:48 am
"Just hand me a pistol so I can continue to sing the praises of Ingram, bullet by bullet."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on May 01, 2014, 09:24:23 am
Lars laughs at this.  "Young Brother Grate, who needs data when you have the gods on your side?  Us four took control of the bridge of the ship without anyone dying because of our faith in the divine."
Grate just glances down at himself, as if checking that he is, indeed, still alive despite being a bit of a heathen.

"I'll be sure to give you one once we get off this ship. Or at least, a place where there isn't a chance of being attacked by UWM soldiers."
"I think it would be more useful if he had a weapon before we get attacked..."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on May 01, 2014, 11:20:28 am
"Just hand me a pistol so I can continue to sing the praises of Ingram, bullet by bullet."
Team F


"Righto."

Loot the crewman I killed. Then stand guard. Loot the ones lars killed too if he gives permission. And give Lars a pistol.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on May 01, 2014, 12:08:07 pm
((He does permit))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on May 01, 2014, 12:46:46 pm
TEAM AD
Team A - Ship Alpha | Skylar - Support

You need the MK III's power for this, or would Thaddeus's spare MK I work just as well?

If the spare MK I will work with minimal downsides, go grab that and hook it in for Steve.

Otherwise, swap into the spare MK I and let the work commence.

If I have time this turn, look around for a console that controls the automated security or that controls the doors.

Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Bridge

"Steve, how badly did Team Sod (H) fuck up?" Milno asks as he checks the screens.

Talk to Steve. Lock the bridge's door.

In case the missing sods or any hostiles appear, activate EMM and enter killing mode.

Team A

Set up some claymores in the hallway, no more than four. Hide them under the bodies of sods. Warn teammates about the fact that the corridor is mined.


"Can someone check what other important areas are in this ship, in case we need to go defend them?"

((Well, at least you didn't have me do anything sexual to them or strip them of their flesh so I could get their implants, so that's something. I didn't get fully possessed. :P

Oh, and all the stuff are going to Miyamoto. I don't know if he wants to sell them for tokens to give as payment or hand them out to newbies, but I have no use for them.))
Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

Happily hand over my spare Mk.I to be used. After that, stand watch over the blast door in case rogue sods come a knockin'.

Radio Steve: So, big boss, I know we asked you this already, but are you sure there aren't any other ways into this room? No crawl spaces or such?
Steve plugs in using the spare MKI.

Milno and flint head back outside. Milno smashes the controls to the doors while Flint sets up a few claymores in the hall. That done, they both head back inside and make sure the door is shut nice and tight behind them.

>Hard to say. Sods gone Autonomous might be infinitely better or infinitely worse then if they were being controlled. They might just stand around and guard a hallway. Or they might go and try to overload the main reactor and destroy the ship. We'll have to see.

There are no other entrances to this room, other then the air vents. And those would require you squeezing through a 3 inch in diameter pipe to get through. Unlikely.



TEAM B

Team B:Wild Weasels

"No, you cannot eat them. Simus, we followed the red line to the Weapon Control Room. I wanna see if we can shut down some of the automatic defenses from here."

Examine the control stations and see if I can find something that could shut down/reprogram/control any automated defenses on the ship. If all the controls are for the ship's various cannons and laser batteries, leave them alone, and start tying up the crew, and stripping them of any access cards, radios, or sidearms.
Team B - Well Behaved Space Mantis

Fine, I'll tie them up.

Put all the people in one corner of the room and try to tie them together using any rope or such anywhere. Failing that, just stack them in the corners.
Yeah, that console only controls the ship's weapons.  But you do find some nice keycards on the men you just knocked out. Xan politely ties them up with electrical cord and stacks them in the corner like firewood. How he does that with mantis claws is something you'll never know.

TEAM C

Angel: Team C

Quickly move to lock down the bridge doors again before anybody decides to come and see what the shouting is about, disarm bridge crew and get them up against a wall with no important controls within reach, wait for further orders

Auron, team C.

Make sure all of the bridge crew are incapacitated and all side arms are in my pack.

Head over to the consoles and set up a remote data link to steve.

Everyone has been disabled and their weapons stolen and placed in Auron's insatiable sack.

INSATIABLE. SACK.

Same problem that Skylar had comes up here: Plugging steve in means someone has to give up a suit. Or at least you need to get a suit.

TEAM E


((This is why you cook the grenades.))

Team E - Lerman

Get into cover. If that fails, perform strategic maneuvers.

"Run away, run away!"
Team E

"Run where? We're on a space ship, you ass, there's nowhere to run to! We will take this room dammit! Get ready to fire!"

Try again with another flashbang. This time, cook it a few seconds before throwing it, and when it blows, use suppressing fire on the whole room. Don't let my teammate chicken out and keep him shooting at the enemy.

Bishop cooks a grenade till it has maybe 2 seconds left and then hurls it in. It detonates an instant later, followed a flurry of screaming and random. fire. Lerman attempts to chicken out and run away, but Bishop just grabs him by the collar and throws him straight into the room before stepping in himself. The control room is a wreck of shot up consoles and blind firing crewmen swinging pistols around and shooting into the ceiling. They're easy pickings  and soon the bridge is quiet.


TEAM F


"Just hand me a pistol so I can continue to sing the praises of Ingram, bullet by bullet."
Team F


"Righto."

Loot the crewman I killed. Then stand guard. Loot the ones lars killed too if he gives permission. And give Lars a pistol.
Brother Lars:  Team F Chaplain

((I take it the civvie body armor didn't stop their rounds?))

Lars sat down and looked at the result of his carnage.  Unfortunate, but effective; the bridge was secure.  At least his suit was handling painkillers, because the adrenaline was wearing off.

"Call dibs on the loot of my kills. And Lars, permission to loot your kills too?"

"Brother Jack, hand me a loaded weapon and I will not care about the rest.  Even with the blessings of Ingram and Algis, we must ever remain on our guard."

"Sir, next time please try not to kill people with such useful data as how to fly the shooty* ship. It would make things easier for us."
Grate then turns to Jack.

Lars laughs at this.  "Young Brother Grate, who needs data when you have the gods on your side?  Us four took control of the bridge of the ship without anyone dying because of our faith in the divine."


Don't die.  Hope Jack loots me a nice weapon- the shard launcher will do otherwise.  Keep an eye out for anyone assaulting the bridge.  Pray for Grate's success.


"O Algis, thank you for shielding me from further harm.  Ingram, God of Guns, I praise your name with every bullet I fire.  May my work be pleasing to you.  Steve, may your light shine on us all..."
(it didn't stop them, but it greatly reduced their damage. Most of those hits are flesh wounds, and the one that did hit someplace dangerous didn't do any major damage. You'll be ok till the medics get  time to dig the bullets out. Divine intervention yet again. Lars is proving rather distressingly hard to kill.)

Team F

"Call dibs on the loot of my kills. And Lars, permission to loot your kills too?"

Ship Beta: Team F: Grate

Sigh at Lars's lethality of his methods.

"Sir, next time please try not to kill people with such useful data as how to fly the shooty* ship. It would make things easier for us."
Grate then turns to Jack.
"Some of us have more important things than material gain on our minds, like the army rebellion we're trying to spearhead, but I'm pretty sure that the loot is supposed to be divided equally among all teammates at the end of the mission."

Contact Steve and give a report. More importantly, ask for pointers on how to control the ship with three people, two of whom are of questionable competence.
Begin trying to figure out how to control the ship, with both Steve's help and what I can intuit from examining the controls and maybe doing some tests unlikely to damage the ship or burn half our fuel or something bad.
Pistols looted, one given to Lars. Man, there's a lot of blood on all this crap.

>The easiest way would be to simply plug your suit into the ship and let me do it.

TEAM G

"Renen I will require assistance in order to command this craft, please ensure they understand that hampering this effort would be dire in consequence"
TEAM G
begin learning controls of the ship from crewmen / reading through manuals / using logic i.e. charge dynamic aux

Same thing here, basically. If you want, steve can just control everything. Though, if you'd prefer to try and fly it on your own, that is possible too. Just be prepared to be snarked at while the ship explodes around you.

TEAM H

Hasala Nabin - Team HSod Controller


"Steve, how badly did Team Sod (H) fuck up?" Milno asks as he checks the screens.

((I'm assuming you broadcast this on ARM's (lowercase-g) general channel, and Hasala can thus hear it. Ignore if Milno uses a private channel or something.))

"I gambled on... Sod... control codes and lost. Would you be angry if it had worked?"



"I assume you guys captured the bridge already? Guess all that leaves for me is rogue soldier-hunting."

Check the map for the vital and/or explosion-capable areas of the ship. Which ones are nearby to my Sod squad and are close to the last known location of a UWM Sod squad? Leave the Support Sod here to watch the cameras in case any UWM Sods show up on them, while the other three set out for one of the vital areas. Weapons systems, preferably, if there's a choice.
Well, you have a few choices. The main cannon, the central reactor and the engine control are all relatively nearby. Any of them could be targets for rogue sods, assume they actually do anything and don't just stand around.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on May 01, 2014, 12:57:43 pm
Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Bridge

"I can start looking for these sods to make sure they won't be any trouble. How many of them are supposed to have gone rogue?"

Talk to Steve. Hope my 'Locking' action meant I destroyed the controls outside and I can still leave the room normally to hunt the sods.

In case Steve finds the sods and gives the green light, take the remaining laser cutters, avoid the claymores and assorted crap left by the team and start hunting.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on May 01, 2014, 01:29:01 pm
Team A - Ship Alpha | Skylar - Support

I'll stay here and see if I can get some control over the ship systems, assuming that won't interfere with Steve's work. I think our highest priority to secure would be the reactor room. I feel like that's what they can do the most damage to that I can't help with. I'll try and lock them out of engine controls and weapon controls from here.

Speaking of, you have a time frame for us on the take-over Steve?

If Steve says it won't cause any problems, find a console related to automated security, door control, or internal sensors, study them for capabilities and dynamic bonus
If no security console, look for something that operates ship weapon systems or engine systems, do the same thing.

If Steve says it would interfere with him, study the consoles anyway in case I need to take over later. Keep an eye on the prisoners
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on May 01, 2014, 01:32:07 pm
Team A

Assist Milno's action of hunting Sods, if possible.

Else, start ungagging the people on the bridge one by one, talking to them and caring for them and then re-gagging them.
Specifically, offer them food, drinks and cigarettes(unless there are smoke detectors in here) from my backpack and ask them their name, where they're from and why they joined the military. The last two questions are the most important, I don't need to know everybody's name but I am interested in knowing where they're from and why they're here, since it could make me better at speech rolling them and other UWM people by making me able to understand them better.
Generally be a good prison guard and inform them that they will receive adequate clothing, housing and medical attention once the battle is over.

If piecewise is too busy to provide knowledge and/or RP (or if they refuse to speak and simply give me their name, DOB, rank and ID number as per Geneva conventions), just look for important stuff in the bridge or find an important looking computer screen to watch. Any sort of security monitor I could use to see which doors were recently used and with whom's keycard? Do not touch anything.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on May 01, 2014, 02:21:19 pm
Ship Beta: Team F: Grate

Plug suit into ship after/before removing it. Let Steve do what he needs to do. Also send the following messages:

Quote from: Grate->All members of all teams on Ship Beta
Dear everyone,
The ship's bridge has been secured by Team F, and Steve should be taking over the systems now. Our work is wrapping up here.
Probably.
Sincerely,
Grate
Quote from: Grate->Steve
Dear Steve,
What now?
Love,
Grate
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on May 01, 2014, 02:28:37 pm
((Remember that you need to get out of the suit first; you might want to specify to potentially save a turn.  If you want to stay in, we could make Dominika get out- she's not exactly using hers.  Lars probably should stay in his, what with the multiple gunshot wounds and all.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on May 01, 2014, 02:45:10 pm
Hasala Nabin - Team H Sod Controller


Central reactor sounds important. Let's go there.
Divide the support Sod's equipment, minus its rifle, among the other Sods before the squad splits.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on May 01, 2014, 02:56:04 pm
Team B Bored

Xan sighs.

Hey Steve, is there any way we can plug you into the ship from here so you can take it over? Watching these manual hacking attempts is grating on my nerves.

Charge exo bonus, talk to Steve through Morul's suit radio since I don't have one.
Also follow Morul.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on May 01, 2014, 04:36:15 pm
Team B: Wild Weasels

"This is just the weapons control room. If he wants the main guns, he can have 'em, but I'd rather not get the other ships shooting at us just yet. If he wants the ship, we'll have to make it to the bridge. Hopefully, it's not on a closed atmosphere system."

Take a quick look through the keycards to see what they'd give access to, then head back to the green path, and follow it.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on May 01, 2014, 04:47:44 pm
Right. You should call Simus.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on May 01, 2014, 04:50:44 pm
((I always assume, that unless otherwise stated, I talk on the team channel, so she should have heard it.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on May 01, 2014, 05:03:52 pm
Auron Team C.

Ask one of my teammates to give up their suits and plug steve in, use my mk 1 if they refuse.

Check if the bridge/crew have any space suits or emergency respirators and give them to the guy who gave up his suit.

Guard prisoners while steve does things.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on May 01, 2014, 06:55:01 pm
Auron Team C.

Ask one of my teammates to give up their suits and plug steve in, use my mk 1 if they refuse.

Check if the bridge/crew have any space suits or emergency respirators and give them to the guy who gave up his suit.

Guard prisoners while steve does things.

Angel: Team C[/u]

The mission will succeed

Strip off my Mk1 and hand it over for hacking the ship, keep weaponry and ammo in jumpsuit pockets, if necessary acquire jumpsuit from bridge crew.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on May 01, 2014, 07:35:44 pm
Home stretch... Here we go.
Watch over the crew, if any of them reaches for a radio, point the rifle at them, if they continue, shoot them, aiming for the arms or legs, as to avoid killing someone.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on May 01, 2014, 08:20:07 pm
TEAM G
open up ship controls to Steve, try and learn by watching if possible
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on May 01, 2014, 08:52:06 pm
Denzel Gaunt- Team C, Audax

"Hold off Angel, let me."

Give my suit to be plugged in instead of Angel's- I'm a robot, last time I checked he wasn't. A cyborg, maybe, but I'm not sure if he still needs air. Also, collect a space suit from one of the bridge staff, but don't put it on yet. Also, watch the crew and the door while the others hack.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on May 01, 2014, 10:48:45 pm
Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

Radio Milno: Hey boss? I'm gonna stay behind and help Skylar with...whatever it is he needs help with

Stay with Skylar helping him where necessary, unless my help would be detrimental(cause of no Aux skill). Otherwise, keep an eye on the prisoners and find a nice bit of cover to watch the door from and charge an Exo bonus.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on May 01, 2014, 10:52:30 pm
((double post. damnit.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on May 02, 2014, 01:17:16 am

Team G

We are assuming the control of this ship now. If any of you send a message calling for help, I will hunt down and kill that person.

Are there any soldiers in this ship?

Ask the crew. Restrain them. Take one of my teammates and tell them to keep an eye on the crew, taking care of anyone rebellious.

Ask Steve:
Steve, Renen here, we took control of the ship we are in right now. What's next?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on May 02, 2014, 05:44:03 am
Team E

"Ok Steve, we're here and have secured the bridge. I'm gonna get you connected and then you do your thing."

Search the room for a working console and have my teammate plug in for Steve. If he needs to get out of his suit, make sure to have Steve restore local atmosphere first, then cover my now nude teammate while Steve takes over.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on May 02, 2014, 06:10:13 am
Team H, Starfleet Command - Anton Chernozorov

Steve informs you of the fact that several teams are either in their respective control rooms or close to it. You also notice one of the ships is venting atmosphere rather aggressively.

"Well, they certainly seem to be having fun over there. Steve, do the UWM ships have point defense weapons as separate systems or are they all controlled from the central bridge? I'm asking because I don't want nasty surprises from ships I consider safe for our own ships to be next to. And do pass the message on to the teams that our evacuation shuttles and attack craft, what little there are, are already on standby should they want them."

Talk to Steve. Check status of our ship group. See if the non-boarded ships in the fleet are responding to the events yet, and keep an eye on those sensors.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on May 02, 2014, 07:47:51 am
Team E - Lerman

HARVEST THE LOOT. Then plug in Steve, via the methods described previously.


"All the bits! Gonna make me a shiny mech, oh yes!"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on May 02, 2014, 02:59:54 pm
Team A 'Wild Weasels' - CO Simus

Once you get the automatic defenses off, it should hopefully just be a walk to the control room, now I've disabled... or possibly killed... everyone aboard.

Check the environmental console for any kind of map of the ship - doesn't really matter what the map is about, so long as rooms are labeled.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on May 02, 2014, 03:34:28 pm
"Yeah, about that. This room only controls the main guns and the anti-ship lasers. We should be able to take those over, but I'm afraid any turrets or other nastiness in the halls are going to stay active. So, uh watch your step."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on May 02, 2014, 04:27:01 pm
Denzel Gaunt- Team C, Audax

"Hold off Angel, let me."

Give my suit to be plugged in instead of Angel's- I'm a robot, last time I checked he wasn't. A cyborg, maybe, but I'm not sure if he still needs air. Also, collect a space suit from one of the bridge staff, but don't put it on yet. Also, watch the crew and the door while the others hack.

Team C: Angel


As you will

cancel previous action of taking off suit, ensure that bridge crew are suitably secured then look for shipboard monitoring equipment to make sure we're not missing anything important
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: TCM on May 02, 2014, 05:14:58 pm

Team G

We are assuming the control of this ship now. If any of you send a message calling for help, I will hunt down and kill that person.

Are there any soldiers in this ship?

Ask the crew. Restrain them. Take one of my teammates and tell them to keep an eye on the crew, taking care of anyone rebellious.

Ask Steve:
Steve, Renen here, we took control of the ship we are in right now. What's next?


"HEY BITCHES, IT'S TIME FOR YOUR 54TH BIRTHDAY PARTY, LET'S GET IT ON."

Assume guard duty. Wave Revolver around menacingly.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on May 05, 2014, 02:02:08 pm
TEAM AD

Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Bridge

"I can start looking for these sods to make sure they won't be any trouble. How many of them are supposed to have gone rogue?"

Talk to Steve. Hope my 'Locking' action meant I destroyed the controls outside and I can still leave the room normally to hunt the sods.

In case Steve finds the sods and gives the green light, take the remaining laser cutters, avoid the claymores and assorted crap left by the team and start hunting.


>Numbers are unknown. Judging from my available date, about 15.  Stay where you are for now; there's a group of sods hunting them already and you're the most combat capable man on your team. For now, hold the bridge. If things go bad, We'll work it from there.

Team A - Ship Alpha | Skylar - Support

I'll stay here and see if I can get some control over the ship systems, assuming that won't interfere with Steve's work. I think our highest priority to secure would be the reactor room. I feel like that's what they can do the most damage to that I can't help with. I'll try and lock them out of engine controls and weapon controls from here.

Speaking of, you have a time frame for us on the take-over Steve?

If Steve says it won't cause any problems, find a console related to automated security, door control, or internal sensors, study them for capabilities and dynamic bonus
If no security console, look for something that operates ship weapon systems or engine systems, do the same thing.

If Steve says it would interfere with him, study the consoles anyway in case I need to take over later. Keep an eye on the prisoners


I've Already locked down as many doors as I can and vented the atmosphere.  Don't worry about it now. These UWM really need more cameras in their ships. Really, you just have to wait for everyone else to get in position and then hope I don't have to send you outside the cockpit once we start.

Team A

Assist Milno's action of hunting Sods, if possible.

Else, start ungagging the people on the bridge one by one, talking to them and caring for them and then re-gagging them.
Specifically, offer them food, drinks and cigarettes(unless there are smoke detectors in here) from my backpack and ask them their name, where they're from and why they joined the military. The last two questions are the most important, I don't need to know everybody's name but I am interested in knowing where they're from and why they're here, since it could make me better at speech rolling them and other UWM people by making me able to understand them better.
Generally be a good prison guard and inform them that they will receive adequate clothing, housing and medical attention once the battle is over.

If piecewise is too busy to provide knowledge and/or RP (or if they refuse to speak and simply give me their name, DOB, rank and ID number as per Geneva conventions), just look for important stuff in the bridge or find an important looking computer screen to watch. Any sort of security monitor I could use to see which doors were recently used and with whom's keycard? Do not touch anything.

You sure you wanna do that, what with what happened with the sod controllers?

Team D, "Dead Dirtbags in a box" - Thaddeus - Disguised Grunt - Ship Alpha

Radio Milno: Hey boss? I'm gonna stay behind and help Skylar with...whatever it is he needs help with

Stay with Skylar helping him where necessary, unless my help would be detrimental(cause of no Aux skill). Otherwise, keep an eye on the prisoners and find a nice bit of cover to watch the door from and charge an Exo bonus.
You go crouch in the corner and make ready to fight, should you need to.

TEAM B


Team B Bored

Xan sighs.

Hey Steve, is there any way we can plug you into the ship from here so you can take it over? Watching these manual hacking attempts is grating on my nerves.

Charge exo bonus, talk to Steve through Morul's suit radio since I don't have one.
Also follow Morul.

Team B: Wild Weasels

"This is just the weapons control room. If he wants the main guns, he can have 'em, but I'd rather not get the other ships shooting at us just yet. If he wants the ship, we'll have to make it to the bridge. Hopefully, it's not on a closed atmosphere system."

Take a quick look through the keycards to see what they'd give access to, then head back to the green path, and follow it.
Team A 'Wild Weasels' - CO Simus

Once you get the automatic defenses off, it should hopefully just be a walk to the control room, now I've disabled... or possibly killed... everyone aboard.

Check the environmental console for any kind of map of the ship - doesn't really matter what the map is about, so long as rooms are labeled.
TEAM A HUH PYRO? SURE YOU'RE NOT TEAM B?

>I won't be able to control the whole ship, but I can certainly hack this station.

The keycards seem to be high level access. They'd probably get you into anywhere, save for maybe the last door to the bridge.

And yes, you can can find a usable map via the ship's environmental control. It's a bit hard to understand since it's all out of wack in terms of scale and size, but you have a general idea where to go.


TEAM C


Auron Team C.

Ask one of my teammates to give up their suits and plug steve in, use my mk 1 if they refuse.

Check if the bridge/crew have any space suits or emergency respirators and give them to the guy who gave up his suit.

Guard prisoners while steve does things.

Denzel Gaunt- Team C, Audax

"Hold off Angel, let me."

Give my suit to be plugged in instead of Angel's- I'm a robot, last time I checked he wasn't. A cyborg, maybe, but I'm not sure if he still needs air. Also, collect a space suit from one of the bridge staff, but don't put it on yet. Also, watch the crew and the door while the others hack.
Denzel Gaunt- Team C, Audax

"Hold off Angel, let me."

Give my suit to be plugged in instead of Angel's- I'm a robot, last time I checked he wasn't. A cyborg, maybe, but I'm not sure if he still needs air. Also, collect a space suit from one of the bridge staff, but don't put it on yet. Also, watch the crew and the door while the others hack.

Team C: Angel


As you will

cancel previous action of taking off suit, ensure that bridge crew are suitably secured then look for shipboard monitoring equipment to make sure we're not missing anything important

Denzel gives up his suit and Auron plugs it in.

>Commencing full lock down. Overriding control on all systems. Please stand by.


Team E

Team E - Lerman

HARVEST THE LOOT. Then plug in Steve, via the methods described previously.


"All the bits! Gonna make me a shiny mech, oh yes!"
Team E

"Ok Steve, we're here and have secured the bridge. I'm gonna get you connected and then you do your thing."

Search the room for a working console and have my teammate plug in for Steve. If he needs to get out of his suit, make sure to have Steve restore local atmosphere first, then cover my now nude teammate while Steve takes over.
Loot harvested (Lots of side arms, as usual)  and steve plugged in. He equalizes the climate in the room before dropping out, letting Lerman out of his suit and then dropping back in.

>Take over complete. Waiting on other ships before acting.

TEAM F


Ship Beta: Team F: Grate

Plug suit into ship after/before removing it. Let Steve do what he needs to do. Also send the following messages:

Quote from: Grate->All members of all teams on Ship Beta
Dear everyone,
The ship's bridge has been secured by Team F, and Steve should be taking over the systems now. Our work is wrapping up here.
Probably.
Sincerely,
Grate
Quote from: Grate->Steve
Dear Steve,
What now?
Love,
Grate


Just grate eh?

>Now you wait. And hope I don't need you to leave the cockpit. Assuming direct control.

TEAM G



Team G

We are assuming the control of this ship now. If any of you send a message calling for help, I will hunt down and kill that person.

Are there any soldiers in this ship?

Ask the crew. Restrain them. Take one of my teammates and tell them to keep an eye on the crew, taking care of anyone rebellious.

Ask Steve:
Steve, Renen here, we took control of the ship we are in right now. What's next?


"HEY BITCHES, IT'S TIME FOR YOUR 54TH BIRTHDAY PARTY, LET'S GET IT ON."

Assume guard duty. Wave Revolver around menacingly.


Team G

We are assuming the control of this ship now. If any of you send a message calling for help, I will hunt down and kill that person.

Are there any soldiers in this ship?

Ask the crew. Restrain them. Take one of my teammates and tell them to keep an eye on the crew, taking care of anyone rebellious.

Ask Steve:
Steve, Renen here, we took control of the ship we are in right now. What's next?


They tell you that there are a few soldiers on the ship, but that they don't know where they are right now.

>Plug someone's suit into the controls.

TEAM H


Team H, Starfleet Command - Anton Chernozorov

Steve informs you of the fact that several teams are either in their respective control rooms or close to it. You also notice one of the ships is venting atmosphere rather aggressively.

"Well, they certainly seem to be having fun over there. Steve, do the UWM ships have point defense weapons as separate systems or are they all controlled from the central bridge? I'm asking because I don't want nasty surprises from ships I consider safe for our own ships to be next to. And do pass the message on to the teams that our evacuation shuttles and attack craft, what little there are, are already on standby should they want them."

Talk to Steve. Check status of our ship group. See if the non-boarded ships in the fleet are responding to the events yet, and keep an eye on those sensors.

>I'll have control of point defense too, don't worry.

The ships steve has control of have started to slow down, which is probably kinda suspicious, but none of the other ships have done anything about it so you assume things are good for now.

Your ships are fueled and ready to go. And probably will here in a second. I think everyone but the Team G guys are plugged and ready.


Hasala Nabin - Team H Sod Controller


Central reactor sounds important. Let's go there.
Divide the support Sod's equipment, minus its rifle, among the other Sods before the squad splits.


Don't worry about it for now. lets end this shit. 
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on May 05, 2014, 02:03:44 pm
Team B

Do you know where the bridge is now? Can we go there?

Follow Morul while looking out for enemies etc etc blah
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on May 05, 2014, 02:03:57 pm
Team F

Make inventory of loot.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on May 05, 2014, 02:14:08 pm
((Heh heh. My prank worked.))

Ship Beta: Team F: Grate

"Alright, then."
"Listen up, Jack, Lars, other guy. Steve's got the ship. Just sit tight, try not to mess anything up, and keep an ear out for orders."

Sit in whatever seat the thing I plugged the suit into is near. Keep an ear out for messages, Steve's orders, etc.
See if I can, I dunno, run a VR program in the Sword and have the stuff transmitted to here.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on May 05, 2014, 02:27:19 pm
Brother Lars:  Team F Chaplain

"The power of the gods clearly fills you, Brother Grate.  All praise be to Steve!"


Continue watching and waiting.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on May 05, 2014, 02:28:50 pm
Team E - Lerman

AHAHAHAHAHAH! LOOOOOOOOT!

What's the best stuff there? Any rifles or BFGs or things?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on May 05, 2014, 02:46:01 pm
Hasala Nabin - Team H Sod Controller


Twiddle my thumbs? Or rogue Sod hunting, because I assume that has to be done at some point?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on May 05, 2014, 03:33:48 pm
Team A - Ship Alpha | Skylar Support

Well, in the hopes of not having to leave the cockpit, I'll just be staring at these displays while you work, Steve.

Examine the control stations, in particular identify and study flight control and weapons control. Watch what Steve is doing for entertainment.

Wait for the other ships.



(( All said, this is gone surprisingly well over here on ship Alpha. Finding the sod controllers was a ridiculous stroke of luck. Though I have to know (because I'm endlessly curious about how PW runs these things :P), was it seriously pure luck that team Sod happened to be that close to the Sod controllers, or was that vaguely engineered? ))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on May 05, 2014, 03:41:42 pm
Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Bridge

"Understood."

Enter "defend the bridge" mode. Examine the new rifle models I looted from those guards. See if the new gauss rifle still has the overcharge button.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on May 05, 2014, 03:48:47 pm
Team B 'Wild Weasels' - CO Simus

Yes, Xan, I know where it is now. Scale's off on the map but everything is in the right place. Do anything you need to there and let's go.

And keep an eye out for automated defences or any crew in suits. I don't want any surprises.


Regroup with Xan and Morul, and head for the bridge, with an eye out for any defences that might have survived our operations so far.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on May 05, 2014, 03:50:38 pm
Team D, "Dead Dirtbags" - Thaddeus - Grunt - Ship Alpha

Stay in my corner. Keep charging an Exo bonus
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on May 05, 2014, 03:59:31 pm
I'm more than ready to get this done; I have some questions I need answered.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on May 05, 2014, 05:32:19 pm
"Righto. Got some high level access cards, so we should have run of the ship. For the most part at least."

Go regroup with Simus, and follow her to the bridge, using the keycards on any doors we come to.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: TCM on May 05, 2014, 06:20:41 pm
May - Team G

"ALRIGHT, EVERYONE ON THE WALL AND TURN AROUND. I SAID DO EET-"

Order the crew to the wall and give each member a very thorough pat-down for weapons. Very thorough, we can't have anyone springing out the surprise crotch-blade on us now can we?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on May 05, 2014, 08:43:50 pm
Auron team C

Guard the prisoners while Steve does his thing, clean my reiterpallasch on one of their uniforms.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on May 05, 2014, 10:11:29 pm
Team G

Plug into the ship systems

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on May 05, 2014, 10:30:42 pm
Team E

Go put my dead teammate in stasis, then return to the bridge and start setting up some cover to use if we get boarded and need to hold the bridge.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on May 05, 2014, 10:48:59 pm
Team C: Audaxes

Thomas decides to stand guard while Steve worked. If anyone makes a move to run or call help, threaten them, then if they don't respond, shoot.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on May 05, 2014, 11:15:44 pm
"Righto. Got some high level access cards, so we should have run of the ship. For the most part at least."

Go regroup with Simus, and follow her to the bridge, using the keycards on any doors we come to.
You should probably include the team name in your post, agent of destruction.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on May 06, 2014, 07:40:56 am

Team G

Renen talks privately to May:

Please, we need them alive, for now. After that, you can play with them in any form you may like

In case I can get plugged my robo-body without much trouble (without giving me problems), then do it. If not, take one of my [zombie] teammates, take them out of their suit and plug it to the ship controls.

Plugged, can you give me the location of the soldiers in this ship.
Wait for response.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on May 06, 2014, 10:54:16 am
Angel: Team C[/u]

Continue to keep an eye on monitoring equipment in case anyone in engineering or wherever decides to try and get heroic
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on May 06, 2014, 11:52:49 am
Team H, Starfleet Command, Anton Chernozorov
>I'll have control of point defense too, don't worry.

The ships steve has control of have started to slow down, which is probably kinda suspicious, but none of the other ships have done anything about it so you assume things are good for now.

Your ships are fueled and ready to go. And probably will here in a second. I think everyone but the Team G guys are plugged and ready.
"Okay, sounds good then. So. I'm assuming we won't be attempting to capture the ships that remain? Take what we can get, blast away the rest? I kind of see a problem here, if that was the intention... they sort of outnumber our fleet. Even with the assault group and the Big Bertha over there, I sort of doubt we'll be able to get them all before they can do some damage.

Can we... distract the rest of the fleet somehow?
"

Converse with Steve. Watch sensors. Mentally recite the number π to the largest digit I can remember to keep my mind sharp.
((I honestly don't remember how many ships were in that fleet, and I can't find where Steve answered that question, because I know I asked before. I seem to remember it being around a dozen or so?))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on May 06, 2014, 01:33:53 pm
TEAM AD
Team A - Ship Alpha | Skylar Support

Well, in the hopes of not having to leave the cockpit, I'll just be staring at these displays while you work, Steve.

Examine the control stations, in particular identify and study flight control and weapons control. Watch what Steve is doing for entertainment.

Wait for the other ships.



(( All said, this is gone surprisingly well over here on ship Alpha. Finding the sod controllers was a ridiculous stroke of luck. Though I have to know (because I'm endlessly curious about how PW runs these things :P), was it seriously pure luck that team Sod happened to be that close to the Sod controllers, or was that vaguely engineered? ))
(Well, it was engineered in so much that they were on a path that could be taken. But it was luck/their choice to land where they did, do what they did and end up in that area. Any of the groups could have found the controllers on their own ships, but none did.)
There's not a lot to see right now. Steve doesn't need the monitors so at best you see some code running by at high speed.

Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Bridge

"Understood."

Enter "defend the bridge" mode. Examine the new rifle models I looted from those guards. See if the new gauss rifle still has the overcharge button.
This rifle seems newer but also less advanced in some ways. It's a much more streamlined model, smaller, lighter and probably not as powerful. It has no over charge, no options as far as you can see, and smaller rounds. It retains the boxy, simple outer body, but with smoothed edges, shiny metal and a fresh coat of paint. The magazine holds more shots though. And you'd guess that it probably fires faster.

Team D, "Dead Dirtbags" - Thaddeus - Grunt - Ship Alpha

Stay in my corner. Keep charging an Exo bonus
Corner corner charge charge. Etc.


TEAM B

Team B

Do you know where the bridge is now? Can we go there?

Follow Morul while looking out for enemies etc etc blah
Team B 'Wild Weasels' - CO Simus

Yes, Xan, I know where it is now. Scale's off on the map but everything is in the right place. Do anything you need to there and let's go.

And keep an eye out for automated defences or any crew in suits. I don't want any surprises.


Regroup with Xan and Morul, and head for the bridge, with an eye out for any defences that might have survived our operations so far.
You guys good with just being skipped to your bridge? I really can't see anything between here and there, or in there giving you problems, and I'm sure lots of people want to get this done and get back to killing aliens and stuff.


TEAM C


Angel: Team C[/u]

Continue to keep an eye on monitoring equipment in case anyone in engineering or wherever decides to try and get heroic
Team C: Audaxes

Thomas decides to stand guard while Steve worked. If anyone makes a move to run or call help, threaten them, then if they don't respond, shoot.
Auron team C

Guard the prisoners while Steve does his thing, clean my reiterpallasch on one of their uniforms.

Everyone guards the prisoners while Auron wipes his blade off on one of them, no doubt causing mental scars that will linger for decades.

TEAM E


Team E

Go put my dead teammate in stasis, then return to the bridge and start setting up some cover to use if we get boarded and need to hold the bridge.


Team E - Lerman

AHAHAHAHAHAH! LOOOOOOOOT!

What's the best stuff there? Any rifles or BFGs or things?

Dead teammate deposited.

As per loot, it's basically just low level gauss pistols. Lots of them, but yeah, just pistols.


TEAM F


Team F

Make inventory of loot.
((Heh heh. My prank worked.))

Ship Beta: Team F: Grate

"Alright, then."
"Listen up, Jack, Lars, other guy. Steve's got the ship. Just sit tight, try not to mess anything up, and keep an ear out for orders."

Sit in whatever seat the thing I plugged the suit into is near. Keep an ear out for messages, Steve's orders, etc.
See if I can, I dunno, run a VR program in the Sword and have the stuff transmitted to here.

Brother Lars:  Team F Chaplain

"The power of the gods clearly fills you, Brother Grate.  All praise be to Steve!"


Continue watching and waiting.

"We're about to begin a big ass, probably fatal space battle? Whaddya wanna do in our last minutes before potential death?"

"Fuck around in VR via conference call."


*COSMIC SLAP*

As per loot, yeah, I think it's the same as above. Just a load of pistols. Maybe a t-shirt that says "I took over a space battleship and all I got was this lousy t-shirt."

TEAM G


Team G

Renen talks privately to May:

Please, we need them alive, for now. After that, you can play with them in any form you may like

In case I can get plugged my robo-body without much trouble (without giving me problems), then do it. If not, take one of my [zombie] teammates, take them out of their suit and plug it to the ship controls.

Plugged, can you give me the location of the soldiers in this ship.
Wait for response.

May - Team G

"ALRIGHT, EVERYONE ON THE WALL AND TURN AROUND. I SAID DO EET-"

Order the crew to the wall and give each member a very thorough pat-down for weapons. Very thorough, we can't have anyone springing out the surprise crotch-blade on us now can we?
Team G

Plug into the ship systems



So while her team mates are getting steve plugged in and letting him take over the ship, may spends her time groping random guys.

0% surprise. See this? This is my 0% surprise face.


It's a blank screen filled with text.


TEAM H


Team H, Starfleet Command, Anton Chernozorov
>I'll have control of point defense too, don't worry.

The ships steve has control of have started to slow down, which is probably kinda suspicious, but none of the other ships have done anything about it so you assume things are good for now.

Your ships are fueled and ready to go. And probably will here in a second. I think everyone but the Team G guys are plugged and ready.
"Okay, sounds good then. So. I'm assuming we won't be attempting to capture the ships that remain? Take what we can get, blast away the rest? I kind of see a problem here, if that was the intention... they sort of outnumber our fleet. Even with the assault group and the Big Bertha over there, I sort of doubt we'll be able to get them all before they can do some damage.

Can we... distract the rest of the fleet somehow?
"

Converse with Steve. Watch sensors. Mentally recite the number π to the largest digit I can remember to keep my mind sharp.
((I honestly don't remember how many ships were in that fleet, and I can't find where Steve answered that question, because I know I asked before. I seem to remember it being around a dozen or so?))

>We'll probably lose a ship or two, the rest will be damaged. Thats just the nature of space combat. If you've got anything to say to anyone up there, I suggest doing it now. Also, we're sending the ships up there now.

Hasala Nabin - Team H Sod Controller


Twiddle my thumbs? Or rogue Sod hunting, because I assume that has to be done at some point?
Hunting those sods is pretty superfluous at this point, which is why I stopped ya. Really, your sods will be better off doing any sort of on the spot repairs we need during this fight, since they're expendable. Better then sending players out to patch a hole and then getting murdered.







IF B TEAM SAYS YES TO SKIPPING AHEAD, WE'RE GONNA GO STRAIGHT INTO IT, SO HOLD YOUR POSTS UNTIL THEN OTHERWISE YOU'LL PROBABLY BE IGNORED BECAUSE SPAAAAAAAACE BAAAAAAAATTLE!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on May 06, 2014, 01:53:16 pm
This rifle seems newer but also less advanced in some ways. It's a much more streamlined model, smaller, lighter and probably not as powerful. It has no over charge, no options as far as you can see, and smaller rounds. It retains the boxy, simple outer body, but with smoothed edges, shiny metal and a fresh coat of paint. The magazine holds more shots though. And you'd guess that it probably fires faster.

((The iRifle.))

Team B 'Wild Weasels' - CO Simus

Yes, let's skip on ahead. No point spending several days sauntering to the bridge with nothing to stop us.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on May 06, 2014, 01:55:28 pm
((There are 11 ships in orbit, judging by the wiki (http://einsteinianroulette.wikia.com/wiki/Current_Mission_Information#Assault_Teams) and... wait a moment... It says here we've taken two battleships and three smaller ships... But teams F and C are on the same ship? And yet they both fought for the same bridge twice? Maybe team F is on another battleship and piecewise said they were on ship Beta by accident?

So if they're on another ship, we actually have a numerical advantage.

You're looking at 11 ships varying in size. We're shooting them at the biggest ones, which are battleships of a smaller size then the sword, but not by a whole lot. The majority of ships in that armada are basically just flying cannons designed to fight off invading space forces. Not very good against smaller targets.
(The teams are on the following ships, so you can stop putting a ? there.
Alpha: TEAM A, TEAM D (near A team) and TEAM H
Beta: TEAM C, TEAM F
Gamma: TEAM G
Delta: TEAM B
Epsilon: TEAM E)
))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on May 06, 2014, 01:57:48 pm
Ship Who-The-Hell Knows: Team F: Grate

Do nothing of note until the time-skip thingy, which I support.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on May 06, 2014, 02:25:40 pm
((We have 7 teams spread over 4 ships, IIRC. Three on one, two on another, and a team each on two more. I think.))

Team H, Starfleet Command - Anton Chernozorov

>We'll probably lose a ship or two, the rest will be damaged. Thats just the nature of space combat. If you've got anything to say to anyone up there, I suggest doing it now. Also, we're sending the ships up there now.
"Don't mind if I do."

Anton patches into the team comms.

"Listen up teams, this is Anton Chernozorov from ground control. If you have any injured or disabled people that require evacuation, or just anyone who doesn't want to stay around and watch the giant metal boxes they're in explode around them, then prepare them for evacuation. We've got a flight of small ships en route, to provide fire support in the coming battle and take you people back planetside. Stay together, don't dawdle, and try not to get vaporized."

He then addresses Steve again. "We'll probably suffer significant losses due to proximity to the fleet, they'll be able to shoot at us directly, simply because they have no other targets to shoot at." He pauses. "Steve, did we outfit the Merchant with its egress thrusters? If it can take off and maneuver behind the battlegroup, with the two standard ships escorting, we could momentarily divert the fleet's attention. They'll probably blow it to fragments as soon as it's near enough, but the point is they'll be focused the wrong way - with our ships free to maneuver and literally shoot them in the back. Add the Big Bertha and the Black Death, and we might pull this off with no significant ship losses! I mean, I like the ships we have, I worked on them, but I doubt even all of them are worth a good cruiser. With the possible exception of the Black Death" He smirks. "I'm rather fond of that one."

Address teams. Converse with Steve. Inquire on possibility of using a distraction with our own ships, to increase chances of survival for the captured ships. Be otherwise in favor of the skip to battle.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on May 06, 2014, 02:44:55 pm
Team F Lars says go ahead and is too lazy to break this line down
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on May 06, 2014, 02:49:39 pm
Team B:
Yeah, just skip ahead.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on May 06, 2014, 04:38:41 pm
Team B

Yes, skip ahead.

...Charge a dynamic Exo bonus while skipping.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on May 06, 2014, 07:41:12 pm
Team E

Go ahead and skip. We've got nothing else to do anyway.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on May 06, 2014, 08:13:00 pm
*teary eyes*
bu-but loot!
Team E

SKIP
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on May 06, 2014, 09:42:49 pm
Team A-Thaddeus

Skip sounds good to me

Also, keep with the routine. Corner corner charge charge. Etc.

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on May 06, 2014, 11:01:46 pm
Team A - Ship Alpha | Skylar - Support

Skiiiiiiiiiiiip. Get an AUX charge for the coming battle!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on May 07, 2014, 05:27:26 am
TEAM G
"Steve are you going to take control now or what?"
get steve to drive if unavailable begin prepping to drive the ship (charge AUX)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on May 07, 2014, 08:45:05 am
This is a small service announcement.

I'd like to know how many newbies there are, to know how many bonus tokens those would get as a way of catching up.

Therefore, I'd like everyone who is eligible to say so. People with 0 or 1 missions are applicable. Defence of Hephaustus does not count (which includes the boarding of the ships), nor do those mini missions we had before. The assault on Hephaustus does count. So if your first mission was either assault or defense of Hephaestus, you are eligible. People who have 0 missions but didn't participate in this one are not applicable (unless there's, like, a million tokens and very few people).
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: darkpaladin109 on May 07, 2014, 08:48:02 am
This is a small service announcement.

I'd like to know how many newbies there are, to know how many bonus tokens those would get as a way of catching up.

Therefore, I'd like everyone who is eligible to say so. People with 0 or 1 missions are applicable. Defence of Hephaustus does not count (which includes the boarding of the ships), nor do those mini missions we had before. The assault on Hephaustus does count. So if your first mission was either assault or defense of Hephaestus, you are eligible. People who have 0 missions but didn't participate in this one are not applicable (unless there's, like, a million tokens and very few people).
Well, Magilla participated in the Defense, so I wager he's eligible. If he gets back to Hephaustus , that is. :P
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on May 07, 2014, 12:56:50 pm
Alright, we're skipping them ahead. letsago.
....

From their position inside their respective ships, or from the vantage point of the main base monitoring systems, the counter attack is rather boring. Everything plays out in such a remote, cold fashion; complex equations calculating distance, gravity, lead percentages, and the like scroll across the monitors in an instant and then the ship moves, silently. When the cannons fire the only noise is the sound of the ship reverberating, mixed with the low vibration of the engines. Fatal intent is bound up within metal shells the size of an SUV and projected out into the dark without a sound and barely a flicker of emotion. And then nothing for a while. The ship cycles another round into place and fires again. Capacitors charge laser batteries which fire invisible lances toward distant enemies. So much force, all scrolling by as nothing but incomprehensible numbers to the quietly waiting ARM soldiers watching the consoles.

SHIP ALPHA
(Team a,d,H)
Everything is quiet.


SHIP BETA
Team c,b
The ship doesn't move, it doesn't vibrate or jerk about randomly like in a bad sci-fi movie. But the monitors report Damage to the forward, left laser battery and several sections behind it. The sections seal off automatically.

SHIP GAMMATeam g
No damage.

SHIP DELTA Team F
The ship shudders and a long red streak of damage appears on the ship's schematic display. The monitor reads "Hit, forward armor and adjacent sections.  No vital damage.

SHIP EPSILON
Team e
The monitors display damage to a large amount of the forward armor, but no breaches. Must have been a laser, because there was no impact.





>Those were just the smaller ships firing there. The big ones will fire here in a moment. Everyone should brace for impact.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on May 07, 2014, 01:26:21 pm
Denzel Gaunt- Team C, Audax

"Brace for impact!"

Don my borrowed suit and brace for impact.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on May 07, 2014, 01:32:19 pm
Team A - Ship Alpha | Skylar - Support

Brace, brace, brace :P
Continue staring at monitors while bracing. Cause pretty lights.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on May 07, 2014, 01:33:22 pm
Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Bridge

Milno crouches and concentrates, slowing breathing in and out while his eyes close.

Brace for impact - shield, cloak and everything. Charge Willpower in preparation to use the glove for defensive measures; creating a protective cocoon, preventing potentially deadly internal fragmentation damage inside the bridge and generally trying not to die.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on May 07, 2014, 01:34:18 pm
Hasala Nabin - Team H Sod Controller


Continue twiddling thumbs. Make sure Sods are bracing for impact. Stifle a yawn.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on May 07, 2014, 01:36:14 pm
Team B for Brace

Brace for impact. If I get sent flying or something, use my dynamic exo bonus to stop myself/keep myself safe/etc.


Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on May 07, 2014, 01:42:15 pm
Brother Lars:  Team F Chaplain


Pray for protection, and success of our weapons.

Brother Lars tunes to all-coms, so that the blessings will be spread to all the ships.

"O great Ingram, we sing praises to you, even as now we use the great weapons of this vessel to bring forth doom to our foes.  We hope that these great blasts are pleasing to your eye, and if we may ask for a blessing, we hope that you will guide them to their destination.

O Algis of the Shielding Hands!  We come to you in a time of great strife.  We hope that your divine overwatching will protect us from the horrible blasty doom that our enemies plan for us.  We beseech you that you will look out for us mere mortals and not forget the prayers we have put out to thee."

He then raises his arms in the air.

"O Wondrous Steve, may we be ever faithful in serving you!"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on May 07, 2014, 01:46:50 pm
Brother Lars:  Team F Chaplain


Pray for protection, and success of our weapons.

Brother Lars tunes to all-coms, so that the blessings will be spread to all the ships.

"O great Ingram, we sing praises to you, even as now we use the great weapons of this vessel to bring forth doom to our foes.  We hope that these great blasts are pleasing to your eye, and if we may ask for a blessing, we hope that you will guide them to their destination.

O Algis of the Shielding Hands!  We come to you in a time of great strife.  We hope that your divine overwatching will protect us from the horrible blasty doom that our enemies plan for us.  We beseech you that you will look out for us mere mortals and not forget the prayers we have put out to thee."

He then raises his arms in the air.

"O Wondrous Steve, may we be ever faithful in serving you!"

What are you blathering on about?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on May 07, 2014, 02:06:18 pm

Team G - Ship Gamma

Brace for impact.

Ask Steve: Can you pass me any kind of information about the most powerfull units of UWM?

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on May 07, 2014, 02:13:52 pm
What are you blathering on about?

The only response is more prayer.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on May 07, 2014, 02:18:38 pm
I will speak to you about that later.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on May 07, 2014, 02:31:15 pm
((Xan, you're not even on the ship. No, you cannot just talk louder. (http://darthsanddroids.net/episodes/0015.html)))

Ship Delta Apparently: Team F: Grate

Ignore the praying team leader, instead try to calm myself silently.
Also, brace for impact. And try not to die.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on May 07, 2014, 02:32:11 pm
((Lars is broadcasting to all ships.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on May 07, 2014, 02:35:40 pm
Angel: Team C



Copy that General, Auron. Wilco.Warning RED! BRACE! BRACE!


make myself as small a target as possible for any shrapnel that decides to come looking and brace for impact
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on May 07, 2014, 02:51:15 pm
Team A

Try to position the captured crew so that it's in less danger of being hurt if the ship gets hit. Also see if there is any sort of emergency breathing helmet or similar to give them in case we loose atmosphere.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on May 07, 2014, 03:12:49 pm
Team E

Close all of the ship's blast doors, then brace!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on May 07, 2014, 03:36:05 pm
Team A

Try to position the captured crew so that it's in less danger of bring hurt if the ship gets hit. Also see if there is any sort of emergency breathing helmet or similar to give them in case we loose atmosphere.

Also, I think you got some teams wrong. Because based on your earlier posts:

You're looking at 11 ships varying in size. We're shooting them at the biggest ones, which are battleships of a smaller size then the sword, but not by a whole lot. The majority of ships in that armada are basically just flying cannons designed to fight off invading space forces. Not very good against smaller targets.
(The teams are on the following ships, so you can stop putting a ? there.
Alpha: TEAM A, TEAM D (near A team) and TEAM H
Beta: TEAM C, TEAM F
Gamma: TEAM G
Delta: TEAM B
Epsilon: TEAM E)
Which also means that Auron's team is in the same ship as Lars', so they should both probably be in the same bridge, unless the ship has two bridges.
Ssssshhhh I accidentally forgot F and C were on the same ship so they each ended up taking different bridges in different ways.  So I just switched b and F for the sake of the battle because the alternative made less sense.

Shhhhh. If we're lucky no one will notice....
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on May 07, 2014, 03:50:35 pm
Team A

Try to position the captured crew so that it's in less danger of bring hurt if the ship gets hit. Also see if there is any sort of emergency breathing helmet or similar to give them in case we loose atmosphere.

Also, I think you got some teams wrong. Because based on your earlier posts:

You're looking at 11 ships varying in size. We're shooting them at the biggest ones, which are battleships of a smaller size then the sword, but not by a whole lot. The majority of ships in that armada are basically just flying cannons designed to fight off invading space forces. Not very good against smaller targets.
(The teams are on the following ships, so you can stop putting a ? there.
Alpha: TEAM A, TEAM D (near A team) and TEAM H
Beta: TEAM C, TEAM F
Gamma: TEAM G
Delta: TEAM B
Epsilon: TEAM E)
Which also means that Auron's team is in the same ship as Lars', so they should both probably be in the same bridge, unless the ship has two bridges.
Ssssshhhh I accidentally forgot F and C were on the same ship so they each ended up taking different bridges in different ways.  So I just switched b and F for the sake of the battle because the alternative made less sense.

Shhhhh. If we're lucky no one will notice....
Too late!

Team F

Buckle into a seat on the bridge and prepare for impact.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on May 07, 2014, 03:56:55 pm
((Oh. Sorry. I was only trying to help.
You're right, it does make more sense like that.
And where they are doesn't matter much anyway. They all have the same chances.
I'll just change the info in the wiki then.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on May 07, 2014, 04:05:34 pm
Auron team C.

Brace for impact.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on May 07, 2014, 04:21:45 pm
Team B:

Impact. Brace for it. Keep an eye on the Damage Control consoles.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on May 07, 2014, 05:05:40 pm
Team A - Thaddeus - Grunt - Ship Alpha

Strap into a chair, if time permits, and brace for impact. Otherwise, stay in my corner and brace for impact.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Corsair on May 07, 2014, 09:41:06 pm
((Joseph is eligible for the extra tokens RC and would appreciate them))
Team G

if Steve hasn't begun moving the ship then take control and begin assessing engine capacity and weapons, if able bring about the ship to present the biggest gun then open fire (ON THE ENEMY)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on May 07, 2014, 11:43:08 pm
Team E

Strap in if we have time and brace for impact! Make sure to hold onto something sturdy, incase of decompression.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on May 08, 2014, 11:40:32 am
Team H, Starfleet Command - Anton Chernozorov

"Поехали! Steve, concentrate on the battleships first, the Black Death can draw the attention of the smaller vessels. Although... what am I saying, you're the commander here. But have the strike group move in at least, I think their participation here is way overdue.

For that matter, if you can spare the time - a question. I designed the Black Death with the intent of making a wholly unconventional, surprising attack craft. With the sensors the UWM has, will they see the actual firepower carried by that ship? Of the four ships in the group, if they approach as one flight, which will seem most threatening to them? I have this idea of a sudden strike, of a sort, but it kinda depends on the UWM making the Southern Cross a priority target until it is too late. Here's what I'd like to do...
"

Speak to Steve. Using Steve's advice and own schematics, determine the following:

If the approach is feasible, and the Cross can maneuver away without making too easy of a target of itself, then go with it.
> Southern Cross, screened by Tweedledee and Tweedledum, and followed by Black Death, approaches the edge of the enemy battlegroup, avoiding the bigger battleships if at all possible. It will close to effective range of the fusion missiles it carries, and salvo both of them into the nearest enemy ship, as well as firing its laser cannons as appropriate - prioritizing incoming projectiles and enemy weapon systems. Tweedledee and Tweedledum, although much less armed, should attempt to do likewise.
> Once the Cross launches the missiles, it breaks off and attempts to leave engagement area, as do the standard ships. The Black Death instead goes into maximum acceleration and engages the nearest enemy ships - avoiding any impending fusion blasts. It should expend at most four of its cannon charges firing at the smaller ships, preferably one shot each at any identifiable critical areas to maximize damage spread.
> With two charges remaining, the Black Death should attempt to leave the engagement area, and move to a higher orbit. If it is damaged or otherwise in danger of being destroyed, it should expend its remaining charges to deal as much damage to the enemy as possible, before ultimately attempting to flee the area and return to base, or getting destroyed trying.
> The Southern Cross, Tweedledee, and Tweedledum, should any of them survive, will return to a lower orbit and remain ready to move in to evacuate personnel from the captured ships.

If the approach is unfeasible or the Cross can't get away without exposing its less protected sides, have the strike group move behind the captured ships, keeping a significant distance to avoid being hit by enemy near misses. Survey the unfolding battle and try to formulate a better plan of attack.

((Reminder:
> Southern Cross: Big vaguely teardrop-shaped space tug, carries four laser cannons, PD lasers, and two Fusion missiles. Large front armor plate covered with laser-absorbent material.
> Black Death: Ex-Blackship converted to carry an enormous Plasma Cannon with six charges, still fast and maneuverable despite that.
> Tweedledee and Tweedledum: Standard cargo hauler ships, carry two Cutting Laser turrets each. Tweedledum is slightly modified for FTL travel, but is functionally identical to Tweedledee.
))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on May 08, 2014, 11:48:44 am
Take a moment out of VR to watch the space battle. Ask Steve to link me to his imaging equipment so I can see the battle unfold.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on May 08, 2014, 12:39:28 pm
Team B - CO Simus

I'd rather not go flying through the bridge's walls on impact. So bracing would be a good idea. Do it.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on May 08, 2014, 12:41:07 pm
If your action is just bracing for impact, assume it was seen and accepted.


Team G - Ship Gamma

Brace for impact.

Ask Steve: Can you pass me any kind of information about the most powerfull units of UWM?



>What kind of units? Infantry, armor, space, submersible, etc.

((Joseph is eligible for the extra tokens RC and would appreciate them))
Team G

if Steve hasn't begun moving the ship then take control and begin assessing engine capacity and weapons, if able bring about the ship to present the biggest gun then open fire (ON THE ENEMY)

I like that last bit there. Don't worry, steve got this for now.





SHIP ALPHA
(Team a,d,H)

The entire ship jerks awkwardly to the side, listing a full 70 degrees and sending everyone inside it tumbling down and rolling into the nearest wall. A second later the ship jerks again and gravity suddenly cuts out, leaving the teams floating. The lights in the control room flicker a few times and the ship's damage displays bleed an angry red into the darkened room, the paths of gauss rounds clearly visible on their track straight through the ship.  The vessel shudders again and jerks forward.

>We've lost control of environmental systems, all crew into a suit if you're not already in one. Seal up. We've also taken a hit to one of the fuel reserves. The last shock you felt was the main engines and a large chunk of the rear of the ship exploding. Weapon systems and secondary maneuvering is still online. Continuing to fire.


SHIP BETA
Team c,b
Quiet. Nothing but the vibrations of the ship firing.

SHIP GAMMATeam g
Allow me to put this in perspective. Steve saw the round coming,  but there was nothing that could be done. The ship couldn't move in time. Hell, he wouldn't have even had enough time to say "look out", if he had chosen to waste processing time it. The round is the size of a small car, and the path it took through the ship was maybe 15 feet away from a direct hit to the cockpit. That sort of force, at that sort of proximity...To them there wasn't even a moment of fear. There was no time to comprehend. Renen, in full bullet time, in a body designed specifically for high speed movement and reaction, only barely catches a glimpse of it as the cockpit collapses, melts and explodes all at once; A brilliant white light as the force of the round radiates as heat and light.

Jhoseph is dead. May too. Both gone, for good this time. Renen...he might be alive, somewhere in the wreckage. The doc did good work on him. There's not much left to kill. Maybe if ARM wins this, salvage crews might find a brain case in the debris field. Maybe.



Ship Gamma and all crew are dead.

SHIP DELTA Team F
No damage.

SHIP EPSILON
Team e

No damage.






TEAM H.


Anton watches the situation from his seat in the control room. He has a first row seat to the destruction of Gamma, and the horrible damage of Alpha. He watches as the heat radiates away from the destroyed engines and waits to hear if anyone transmits from the shell of Gamma.  He Considers rerouting a rescue ship to check the wreckage, but quietly decides against it.

As he sits and taps away at the consoles, someone walks into the room. It's Leo. And he's carrying something football shaped under his arm.

Team H, Starfleet Command - Anton Chernozorov

"Поехали! Steve, concentrate on the battleships first, the Black Death can draw the attention of the smaller vessels. Although... what am I saying, you're the commander here. But have the strike group move in at least, I think their participation here is way overdue.

For that matter, if you can spare the time - a question. I designed the Black Death with the intent of making a wholly unconventional, surprising attack craft. With the sensors the UWM has, will they see the actual firepower carried by that ship? Of the four ships in the group, if they approach as one flight, which will seem most threatening to them? I have this idea of a sudden strike, of a sort, but it kinda depends on the UWM making the Southern Cross a priority target until it is too late. Here's what I'd like to do...
"

Speak to Steve. Using Steve's advice and own schematics, determine the following:
  • Will the Black Death's super-plasma-cannon ping it as a high-threat target to the UWM sensors?
  • Will the Southern Cross and the two standard ships be statistically likely to survive a direct approach to the fringe of the enemy battlegroup, while keeping the Black Death safely in the back? The standard ships' survival is low-priority.
  • Can the Tug/Southern Cross quickly alter its direction of flight without turning its laser-absorbent front plate away from the enemy?

If the approach is feasible, and the Cross can maneuver away without making too easy of a target of itself, then go with it.
> Southern Cross, screened by Tweedledee and Tweedledum, and followed by Black Death, approaches the edge of the enemy battlegroup, avoiding the bigger battleships if at all possible. It will close to effective range of the fusion missiles it carries, and salvo both of them into the nearest enemy ship, as well as firing its laser cannons as appropriate - prioritizing incoming projectiles and enemy weapon systems. Tweedledee and Tweedledum, although much less armed, should attempt to do likewise.
> Once the Cross launches the missiles, it breaks off and attempts to leave engagement area, as do the standard ships. The Black Death instead goes into maximum acceleration and engages the nearest enemy ships - avoiding any impending fusion blasts. It should expend at most four of its cannon charges firing at the smaller ships, preferably one shot each at any identifiable critical areas to maximize damage spread.
> With two charges remaining, the Black Death should attempt to leave the engagement area, and move to a higher orbit. If it is damaged or otherwise in danger of being destroyed, it should expend its remaining charges to deal as much damage to the enemy as possible, before ultimately attempting to flee the area and return to base, or getting destroyed trying.
> The Southern Cross, Tweedledee, and Tweedledum, should any of them survive, will return to a lower orbit and remain ready to move in to evacuate personnel from the captured ships.

If the approach is unfeasible or the Cross can't get away without exposing its less protected sides, have the strike group move behind the captured ships, keeping a significant distance to avoid being hit by enemy near misses. Survey the unfolding battle and try to formulate a better plan of attack.

((Reminder:
> Southern Cross: Big vaguely teardrop-shaped space tug, carries four laser cannons, PD lasers, and two Fusion missiles. Large front armor plate covered with laser-absorbent material.
> Black Death: Ex-Blackship converted to carry an enormous Plasma Cannon with six charges, still fast and maneuverable despite that.
> Tweedledee and Tweedledum: Standard cargo hauler ships, carry two Cutting Laser turrets each. Tweedledum is slightly modified for FTL travel, but is functionally identical to Tweedledee.
))
This came as I was submitting the post. You should know that I'm having your fleet move in and attack this turn. That plasma cannon actually did surprisingly good damage, though  the enemy is now rather unhappy with the black death, so I don't know if it will last long. Things are actually going well, if you can believe that. This battle won't last much longer.  Oh and, you should focus on the problem at hand, leave the ships to steve for now.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on May 08, 2014, 12:44:23 pm
Ship Delta: Team F: Grate

Continue being braced. Hold a moment of silence in memory of the fallen.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on May 08, 2014, 12:50:31 pm
Team B

Brace harder. Check that my brain's armoured and shit.

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on May 08, 2014, 12:57:52 pm
Team A

Ask Steve to fire reverse thrusters for the boarding pods if it would be a good idea, so that if we get hit again, at least some will be saved.
Again, see if there's any way to help the crewmen not die.

"Hull breach, hull breach! Everyone get to a spacesuit!"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on May 08, 2014, 01:00:11 pm
Team F

See if there is anything I can do to help Steve while staying in the seat.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on May 08, 2014, 01:02:53 pm
Brother Lars:  Team F Chaplain

Lars continues to pray unaware that- for some at least- the prayers went unanswered.

Continue to pray and brace.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on May 08, 2014, 01:17:12 pm
Team A - Ship Alpha | Skylar - Support

Look around and see if there are suits on the bridge for the bridge crew. If there are, get someone to help shove them into suits, ideally without untying them.

If no suits on the bridge, continue to brace. Check map for life pods, judge the amount of time it would take to run to them or to run to the bullets we came in on.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on May 08, 2014, 02:02:50 pm
Hasala Nabin - Team H - Hephaestus Control Room


Hasala ignores the man who had just walked into the room in favor of checking out the status of the other teams.
"Ouch."

((This is mostly to remind Sean and piecewise that my character is in the room, too. Not that I can do much, since I didn't visit the armory or the locker room before leaving the ship. >.> ))

EDIT: If Anton attacks Leo or Leo does something hostile, help Anton/hold Leo down/etc.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on May 08, 2014, 05:12:23 pm
Team B: Wild Weasels

"Okay, no earth, uhhh, ship shattering kaboom. That's good."

Search through the consoles for anything that might look like a tactical display, or something that would allow me to track the battle's progression.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on May 08, 2014, 05:15:48 pm
((Where is my corpse? Is it in the room where I died, or in the bridge with my teammates, or in a stasis pod in the boarding pod?))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on May 08, 2014, 05:16:52 pm
Angel:Team C


Still breathing everyone?
I advise you keep doing it
The mission will succeed

Get my bearings again, identify the nearest escape pods/ life rafts in case we need to leave in a hurry, hang tight ready to brace again, wait for further orders or for the screaming to start
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on May 08, 2014, 06:35:14 pm
Team D - Thaddeus - Grunt - Ship Alpha

Help Skylar with saving the bridge crew, if possible. Otherwise, keep bracing.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on May 08, 2014, 06:56:25 pm
Team E- Lerman

Continue bracing.


Um, wheres the cavalry? Failing that, why aren't we running away?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on May 08, 2014, 07:18:09 pm
"Maybe we should move further into the ship. More metal between us and them, right?"
Suggest, then brace for impact.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on May 08, 2014, 09:37:51 pm
Denzel Gaunt- Team C, Audax

"Standby and keep calm. And to be honest, I wouldn't mind being around Lars for once."

Continue bracing, pray to the pantheon for protection. If Steve suggests running, have the rest of the team make a break for the escape pods- someone needs to watch the bridge crew.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on May 09, 2014, 04:41:02 am
Team E

"We are the cavalry, along with all the other teams on their ships. And where would we run to exactly? Don't worry, Steve knows what he's doing and he's going to do his best to get us through this alive."

Pull up a tactical view of the battle on a monitor and monitor the progress of the battle. Stay in brace position!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on May 09, 2014, 08:44:50 am
Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Bridge

"Steve, give me the coordinates and location relative to us of all ships firing at Alpha. I wanna try something."

Long, somewhat crazy action ahead. Brace anyway.
Spoiler (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on May 09, 2014, 09:50:51 am
((Edited action into previous post. Just in case Sean shows up right before the turn again.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on May 09, 2014, 12:33:34 pm
Team H, Starfleet Command - Anton Chernozorov
     
    "...твою мать! Dammit people, what are you all still doing there, the ships are remotely controlled! Get your asses out of there!
     
    ...hello?
"
     
    Despite being on the base for a good part of a year, and constantly coming into contact with all manner of people, Anton has still retained his slightly asocial streak. He much preferred machines to people. Because of that, he struggled to recall the name of the man who'd just entered the control room. Larry? Lenny? It wasn't really important, Anton decided. His mind was drifting back to the damage to Alpha, and the sudden and violent destruction of Gamma, most likely lost with all hands. But even so, his technical eye didn't fail to notice the device the man held. Even knowing the amount of strange people in the ranks of the ARM, he was fairly certain nuclear devices were rarely carried in the open, especially after that incident. Something about the man seemed off in general, but not enough to cause serious alarm. The compound is guarded, and Steve has access to all personal video feeds... what could happen?

    "Hey... Leo?" Anton's subconscious pulled the name out of some long-forgotten team roster he'd viewed at one point. "Nuclear weapons are off-limits in the base interior. If you really have to carry one around, do it outside, please. Preferably far away. I'd rather not have to clear out another crater." He speaks out louder, addressing Steve. "We really should rethink our policies in regards to weapons of mass destruction, by the way. Radioactive craters are bad for our image, and these little nukes are way too easily obtained."

Watch the battle unfold. Be suspicious of Leo and the item he carries. Talk to Steve. Contemplate (Intuit) being more concerned about the sudden appearance of a man with a nuke in our control room.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on May 09, 2014, 01:38:21 pm
Team B

Brace harder. Check that my brain's armoured and shit.


You transform your entire biomass, outside of your brain, into a massively dense ball of bone.

Team A

Ask Steve to fire reverse thrusters for the boarding pods if it would be a good idea, so that if we get hit again, at least some will be saved.
Again, see if there's any way to help the crewmen not die.


>Already did it when were hit last time, so it would be disguised amongst the debris.  

Team A - Ship Alpha | Skylar - Support

Look around and see if there are suits on the bridge for the bridge crew. If there are, get someone to help shove them into suits, ideally without untying them.

If no suits on the bridge, continue to brace. Check map for life pods, judge the amount of time it would take to run to them or to run to the bullets we came in on.

Yeah, they're kinda screwed.

Team B: Wild Weasels

"Okay, no earth, uhhh, ship shattering kaboom. That's good."

Search through the consoles for anything that might look like a tactical display, or something that would allow me to track the battle's progression.
There's a tactical display to watch, but it's not much more then a 3d grid with a few blinking dots and  several lines tracing the trajectory of shots. The realities of space combat seem to boil down to rather simple physics equations which end in death.

((Where is my corpse? Is it in the room where I died, or in the bridge with my teammates, or in a stasis pod in the boarding pod?))
Quantum right now. You can choose.

Angel:Team C


Still breathing everyone?
I advise you keep doing it
The mission will succeed

Get my bearings again, identify the nearest escape pods/ life rafts in case we need to leave in a hurry, hang tight ready to brace again, wait for further orders or for the screaming to start
You find the nearest escape pods. Oh, hey, the entire cockpit functions as an escape pod! Thats pretty cool.

Team E

"We are the cavalry, along with all the other teams on their ships. And where would we run to exactly? Don't worry, Steve knows what he's doing and he's going to do his best to get us through this alive."

Pull up a tactical view of the battle on a monitor and monitor the progress of the battle. Stay in brace position!
See similar action above.

Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Bridge

"Steve, give me the coordinates and location relative to us of all ships firing at Alpha. I wanna try something."

Long, somewhat crazy action ahead. Brace anyway.
Spoiler (click to show/hide)
You sit down and let your mind and the glove slowly explore the workings of the ship's control system, connecting yourself up to the ship's sensors and merging yourself in with it.






SHIP ALPHA
(Team a,d,H)
The ship shudders again as more gauss rounds tear into it.

>Power systems are failing. Rerouting remaining power to main gun. We're only going to get one more good shot out of this thing's cannon, and then we've got nothing but to try and use it to shield the other ships. Preparing final measures. locking in orders on secondary computers. All crew, find escape pods or, failing that, just get free of the ship. Firing the main cannon may shake this thing apart, so move fast.


SHIP BETA
Team c,b
The ship lists to one side, jerked to the right by impact.

>Right side battery destroyed. Rerouting power to left side and overcharging. We'll fire till the damn guns melt.

The ship jerks back under the crew's feet as the main cannon fires again.

SHIP DELTA Team F

The damage monitors spike red and start screaming in a very disconcerting way.

>One of the auto-manips used on the main cannon has been damaged. Firing will continue, but be prepared to evacuate very quickly. That damage might make the system unstable; remember what an manip overload looks like with one the size of your fist? These are as big as a small tank. The effects are exponential by size.




SHIP EPSILON
Team e

No damage, Firing continues as normal. Fucking neo-ing your way though shots here.



Team H, Starfleet Command - Anton Chernozorov
     
    "...твою мать! Dammit people, what are you all still doing there, the ships are remotely controlled! Get your asses out of there!
     
    ...hello?
"
     
    Despite being on the base for a good part of a year, and constantly coming into contact with all manner of people, Anton has still retained his slightly asocial streak. He much preferred machines to people. Because of that, he struggled to recall the name of the man who'd just entered the control room. Larry? Lenny? It wasn't really important, Anton decided. His mind was drifting back to the damage to Alpha, and the sudden and violent destruction of Gamma, most likely lost with all hands. But even so, his technical eye didn't fail to notice the device the man held. Even knowing the amount of strange people in the ranks of the ARM, he was fairly certain nuclear devices were rarely carried in the open, especially after that incident. Something about the man seemed off in general, but not enough to cause serious alarm. The compound is guarded, and Steve has access to all personal video feeds... what could happen?

    "Hey... Leo?" Anton's subconscious pulled the name out of some long-forgotten team roster he'd viewed at one point. "Nuclear weapons are off-limits in the base interior. If you really have to carry one around, do it outside, please. Preferably far away. I'd rather not have to clear out another crater." He speaks out louder, addressing Steve. "We really should rethink our policies in regards to weapons of mass destruction, by the way. Radioactive craters are bad for our image, and these little nukes are way too easily obtained."

Watch the battle unfold. Be suspicious of Leo and the item he carries. Talk to Steve. Contemplate (Intuit) being more concerned about the sudden appearance of a man with a nuke in our control room.
Hasala Nabin - Team H - Hephaestus Control Room


Hasala ignores the man who had just walked into the room in favor of checking out the status of the other teams.
"Ouch."

((This is mostly to remind Sean and piecewise that my character is in the room, too. Not that I can do much, since I didn't visit the armory or the locker room before leaving the ship. >.> ))

EDIT: If Anton attacks Leo or Leo does something hostile, help Anton/hold Leo down/etc.

Before anyone in the control room can do anything, something pops up on the main screen. It reads

"HAMMER OF HEPHAESTUS: PRE-FIRE PREP COMPLETE. CHARGE 100%. 

FIRING."

A few seconds later the ground jerks with such force that it knocks everyone in the room flat on their faces.









To all crew

>Almost there. We have a round from the planet based gauss cannon coming in. After that, it should just be clean up. Hold fast.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on May 09, 2014, 01:47:41 pm
Hasala Nabin - Team H Sod Controller

Hasala rubbed the back of his head, where it had hit the ground. Maybe he should be the one bracing, next time.

Team Sod to the nearest escape pod. If they pass any crewmen - alive or dead, but reviveable - grab them/their heads and keep going.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on May 09, 2014, 01:58:26 pm
Angel:Team C


Still breathing everyone?
I advise you keep doing it
The mission will succeed

Get my bearings again, identify the nearest escape pods/ life rafts in case we need to leave in a hurry, hang tight ready to brace again, wait for further orders or for the screaming to start
You find the nearest escape pods. Oh, hey, the entire cockpit functions as an escape pod! Thats pretty cool.

Time to leave, guys.

Find the nearest escape pods. (or assume I found them last turn) If our cockpit works the same way as ship Beta, ask Steve to jettison it on his mark.

If it requires manual controls, find them, jettison on Steve's mark.

If the cockpit is not an escape pod or is damaged, clear the elevator and plot the shortest route to an escape pod, airlock or one of the holes we punched coming in.

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on May 09, 2014, 02:00:00 pm
((I'd like to know what that big gun just shot, that implies it can clear multiple capital ships.))


Brother Lars:  Team F Chaplain

The prayers of Brother Lars continue, though there's a definite note of joy in there after the last announcement from Steve.

Continue prayer.  Be prepared to move suddenly.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on May 09, 2014, 02:04:01 pm
Team F

Drag any surviving crew to escape pods. Then find own escape pod if there isn't any room left and abandon ship.

"Pack your stuff kids, we are leaving!"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on May 09, 2014, 02:07:50 pm
The stream of prayer from Brother Lars comes to a halt.

He switches to team comm, then looks at Jack.  "Brother Jack?  Glorious Steve has not told us to leave- just to be ready to do so.  Our last orders were to hold this position, and this is what we must do.  We shall not abandon our quest."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on May 09, 2014, 02:10:31 pm
"Nope. I'm not taking the chance of that manip overloading. You can stay of you want, but I'm not getting spaced again."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on May 09, 2014, 02:26:04 pm
Team B - Big Ball Of Bone

Snidely laugh mentally at everyone else. Discard exo bonus, charge will bonus.

((Sorry for changing my bonuses so many damn times, but I got a good idea of what to do.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on May 09, 2014, 02:52:01 pm
Lars looks concerned.  "If you wish to evac the citizens, that is fine, but we must remain on ship until Glorious Steve commands otherwise."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on May 09, 2014, 03:09:33 pm
Team B

"Xan, escort Simus to the boarding pod. I'll stay here in case something happens. And no arguments Simus, I'm not taking no for an answer."

See if I can get any data on which icons refer to which ships, and if there are any damage estimates on them. Continue bracing.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on May 09, 2014, 03:15:02 pm
The bone ball somehow starts rolling away.

Post edited.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on May 09, 2014, 03:15:47 pm
Team E - Lerman

Continue to brace. Thank the Potatobaird for his continued protection.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on May 09, 2014, 04:06:59 pm
Team A

If the bridge isn't an escape pod, grab onto Skylar.
His MK3 rockets are faster than my MK2 legs.
If possible, make a shipwide announcement for everyone to abandon ship (using the UWM radio frequencies I got from the crewmen).

"All hands, abandon ship, abandon ship!"
Help the others in any way possible.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on May 09, 2014, 04:38:01 pm
And may I ask why you feel the need to give such an order, Morul?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on May 09, 2014, 05:04:39 pm
"You are the head of our operations on Hephaestus, and this ship is in the middle of a battle. Your death would have a detrimental effect on our ability to fight. Now, we've taken the ship, it's time to leave. Get moving, I'll be right behind you."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on May 09, 2014, 05:05:58 pm
The bone ball bumps against Simus' legs.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on May 09, 2014, 05:19:10 pm
Team D - Thaddeus - Grunt - Ship Alpha

Heard ya loud and clear big boss. I'm gettin' the fuck outta here

Get to the nearest escape pod, wait for the rest of the team to get in, and get out of here
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on May 09, 2014, 06:31:28 pm
Team F: Ship Delta: Grate

"Nope. I'm not taking the chance of that manip overloading. You can stay of you want, but I'm not getting spaced again."
"No offense, sir, but I'm with Jack on this one. We're not even doing anything."

Send a message over the ship's PA system warning everyone (who is still alive and not a sod programmed to just stay in place, of course) to hurry for the escape pods.
Join the group that's locating and entering the escape pods. Even though it's possibly just two people. Once in an escape pod, brace for impact.
If this bridge is also an escape pod, just do the PA and bracing bits.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on May 09, 2014, 06:53:33 pm
You do recall that our boarding pod is essentially an inert lump of metal with automated medical equipment and stasis fluid interior, yes? Not to mention fairly solidly embedded into the ship. There might have been retrorockets on it, but considering how much armour we broke through - which I will note, is likely friction-welded to the pod - they probably weren't very powerful, and are likely expended at any rate.

And even if they do have return functionality, I would rather not be something analogous to skeet in a ship-to-ship engagement where the opposing ships still have point defences.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on May 09, 2014, 08:05:41 pm
Angel: Team C


By your orders Commander.
Standing by for further instructions
The Phoenix lives in death


stay braced, wait for further orders

Spoiler: ooc (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on May 09, 2014, 08:22:41 pm
"Well, all I'm saying is I'd rather not have to run back to the pod if we do get hit. It's not as if we need to sit here. So, we might as well head somewhere that allows a quick escape if shit goes wrong. And really, if we do have to eject, I'd rather take my chances in the shell that got us here in one piece."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on May 09, 2014, 08:37:25 pm
The shell, which due to onboard power use, and its means of departure, is likely to be a priority target for enemy point defence, and this time around, is damaged - both with a hole we can't plug that goes straight to the centre of the thing, and damage to the outer layers as it rips and or blows itself free. That thing is a deathtrap, even before we used it to get here, and especially now.

I stay. As do you, and Xan. It looks like the enemy gunners are prioritizing our guns rather than the CnC, anyway. A smart move, considering how much damage the guns can inflict, and the fact that they probably don't need the central command centre operational to function - there should be redundancies for them, especially with Steve in control.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on May 09, 2014, 09:21:55 pm
Lars bows his head.  "I am disappointed in you two.  May Steve forgive you for your transgressions."

He switched his comms back and resumed his prayers.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on May 09, 2014, 09:28:09 pm
"May he for--You're my commanding officer, so I'll not say what came to mind."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on May 09, 2014, 09:30:15 pm
There is no response, except for the unbroken prayer.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on May 09, 2014, 09:49:08 pm
Team C: Audaxes

Seeing one of his teammates heading for the exit pods, Thomas looked upwards and asked Steve a question over his radio.
"Steve, we probably don't even need to be here, right?"

If we don't, leave. If we do, stay.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on May 09, 2014, 11:09:40 pm
"Fine. We'll stay put. But if we wind up dead, I just want you to know, I told you so."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on May 10, 2014, 12:07:07 am
The bone ball stops, almost reluctantly.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on May 10, 2014, 01:04:03 am
Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Evacuating

"Think I may need some power in those sensors..."

More craziness.
Spoiler (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on May 10, 2014, 11:28:29 am
Team H, Starfleet Command - Anton Chernozorov

Anton forces himself off the floor, rubbing his face.

"Ow.

Thanks for the warning, Steve. Make it clearer next time, for instance "Brace For Sudden Tectonic Shift". What the hell does that cannon fire, blackhole buckshot?
"

Get up, check that nothing is damaged. If Leo has let go of what he was carrying, check it over, then check that he and Hasala are both okay. Act as appropriate.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on May 11, 2014, 01:22:44 am
Team E

Have a look through the ship systems through the console, looking for any systems that I could optimize the output for Steve and bring any I find to his attention. Don't do anything if I'm not sure it will actually help.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on May 12, 2014, 01:48:48 pm
Hasala Nabin - Team H Sod Controller

Hasala rubbed the back of his head, where it had hit the ground. Maybe he should be the one bracing, next time.

Team Sod to the nearest escape pod. If they pass any crewmen - alive or dead, but reviveable - grab them/their heads and keep going.
It must be an odd thing to see, a bunch of sods just scrambling off with severed heads under their arms like ripe gourds on their way to the market.

Well, regardless the sods pile into a single escape pod and await the order to launch it. They're quite cramped in there; like 4 guys in a phonebooth, but it's good enough.

 
Angel:Team C


Still breathing everyone?
I advise you keep doing it
The mission will succeed

Get my bearings again, identify the nearest escape pods/ life rafts in case we need to leave in a hurry, hang tight ready to brace again, wait for further orders or for the screaming to start
You find the nearest escape pods. Oh, hey, the entire cockpit functions as an escape pod! Thats pretty cool.

Time to leave, guys.

Find the nearest escape pods. (or assume I found them last turn) If our cockpit works the same way as ship Beta, ask Steve to jettison it on his mark.

If it requires manual controls, find them, jettison on Steve's mark.

If the cockpit is not an escape pod or is damaged, clear the elevator and plot the shortest route to an escape pod, airlock or one of the holes we punched coming in.

Big ships don't have cockpits that double as escape pods. Buried too deep in the ship.


Team A

If the bridge isn't an escape pod, grab onto Skylar.
His MK3 rockets are faster than my MK2 legs.
If possible, make a shipwide announcement for everyone to abandon ship (using the UWM radio frequencies I got from the crewmen).

"All hands, abandon ship, abandon ship!"
Help the others in any way possible.


Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Evacuating

"Think I may need some power in those sensors..."

More craziness.
Spoiler (click to show/hide)
Team AD bugs the fuck out. Specifically, they join the sods in separate escape pods. The pods aren't much more then a metal box with a single stasis pod and a bit of extra room inside. Everyone locks themselves up in their stasis pod and then, a moment later, Steve launches them into space

>I've locked the pods in on a course back toward the planet. Hopefully nothing hits you on the way. We'll pick you up once this is done.



Team B - Big Ball Of Bone

Snidely laugh mentally at everyone else. Discard exo bonus, charge will bonus.

((Sorry for changing my bonuses so many damn times, but I got a good idea of what to do.))
Bonus changed.


Team B

"Xan, escort Simus to the boarding pod. I'll stay here in case something happens. And no arguments Simus, I'm not taking no for an answer."

See if I can get any data on which icons refer to which ships, and if there are any damage estimates on them. Continue bracing.

Hmm, well you think, judging by what you know of whats going on, this group of ships (Group used loosely, they're quite spread out) along with these smaller ships back here, and these two...well one now, up here by the enemies are the ships on your side. Something is coming in from behind your ships and heading towards the enemies, something thats splintering into a massive wall of shrapnel, by the look of it. This gray mass must be Gamma, and this blinking one must be your own. The display seems to be actively adjusting scale and distance, keeping everything at a manageable size. This causes things to look rather odd as shots seem to start fast, then move slowly against a compressed representation of space, then speed up again.


Angel: Team C


By your orders Commander.
Standing by for further instructions
The Phoenix lives in death


stay braced, wait for further orders

Spoiler: ooc (click to show/hide)

Team C: Audaxes

Seeing one of his teammates heading for the exit pods, Thomas looked upwards and asked Steve a question over his radio.
"Steve, we probably don't even need to be here, right?"

If we don't, leave. If we do, stay.

>If you want, you can leave. Though I can't guarantee they won't shoot at your escape pods.


Team E - Lerman

Continue to brace. Thank the Potatobaird for his continued protection.

Team E

Have a look through the ship systems through the console, looking for any systems that I could optimize the output for Steve and bring any I find to his attention. Don't do anything if I'm not sure it will actually help.

Yeah, basically when everyone gave control over to steve this became much less interactive. Not a whole lot can be done.


((I'd like to know what that big gun just shot, that implies it can clear multiple capital ships.))


Brother Lars:  Team F Chaplain

The prayers of Brother Lars continue, though there's a definite note of joy in there after the last announcement from Steve.

Continue prayer.  Be prepared to move suddenly.

Team F

Drag any surviving crew to escape pods. Then find own escape pod if there isn't any room left and abandon ship.

"Pack your stuff kids, we are leaving!"

Team F: Ship Delta: Grate

"Nope. I'm not taking the chance of that manip overloading. You can stay of you want, but I'm not getting spaced again."
"No offense, sir, but I'm with Jack on this one. We're not even doing anything."

Send a message over the ship's PA system warning everyone (who is still alive and not a sod programmed to just stay in place, of course) to hurry for the escape pods.
Join the group that's locating and entering the escape pods. Even though it's possibly just two people. Once in an escape pod, brace for impact.
If this bridge is also an escape pod, just do the PA and bracing bits.
The control room can be used as an escape pod BUT doing so severs the connection to the ship and renders it dead.

I'm gonna assume that Jack grabbed the crew and bugged out in the escape pods while Grate and Lars stayed behind. And I'm also going to assume Lars spent the entire time shouting, praying and extolling upon the power of steve.


Team H, Starfleet Command - Anton Chernozorov

Anton forces himself off the floor, rubbing his face.

"Ow.

Thanks for the warning, Steve. Make it clearer next time, for instance "Brace For Sudden Tectonic Shift". What the hell does that cannon fire, blackhole buckshot?
"

Get up, check that nothing is damaged. If Leo has let go of what he was carrying, check it over, then check that he and Hasala are both okay. Act as appropriate.

Really? No one is gonna tell steve to shock him? Steve is too busy right now to read Leo's biorhythms and sense "THEY'RE GONNA HAVE TO GLUE YOU BACK TOGETHER IN HELL!" running through his head.

welp, Now it's gonna be a speed roll next turn.


Leo gets up as you do, whips the object around in front of him and reaches for the control panel on the front.







Now lets see about these ships:


Alright, everything but Beta is fine. minor damage. Beta ship, that is Team C and B, You took a direct hit to the main cannon. We're talking damage to several automated manips here. Most automatically shut down or self destructed, but one is critical and just spewing gibberish when we attempt to contact it and shut it down. It's probably gonna try and activate here soon. We've set ship Beta on a direct course toward the enemy ships, everyone inside it should get the hell out.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on May 12, 2014, 02:14:22 pm
Team B - Gotta go fast

Get the fuck out. Roll to the escape pods as fast as possible along with Simus and Morul and use my Will bonus to glue myself to the wall before we launch.


((Well, time to leave.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on May 12, 2014, 02:15:07 pm
Team B - CO Simus

Now that is good cause to evacuate. Everyone, get to the escape pods - don't worry with the boarding shell, just use the pods.

Steve, if you can, have my pod go to the closest entrance to the command centre, if everything's all right there.


Off to a pod, grab Dubley from Q-Space while doing so. Launch as soon as possible.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on May 12, 2014, 02:16:53 pm
Team F, In Escape pod with crew

Hope that escape pod makes it to the planet.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on May 12, 2014, 02:22:45 pm
Hasala Nabin - Hephaestus Control Room


As the Sods' escape pod launched, (if they didn't launch with Team AD, tell them to launch) Hasala turned around and noticed the guy who just walked in doing something that didn't look very friendly. Tackle him to the ground! If he doesn't drop the object on his own, wrestle him for it.
"Hey! What are you doing!?"

((Hasala is neither armed nor "armored", by the way. He hasn't been to the armory yet, and he isn't wearing a MkI - just the standard clothes from the barracks. So I'm afraid I'm not gonna be much help, especially if this action doesn't turn out perfectly.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on May 12, 2014, 02:47:54 pm
Team A+D, "Dead Dirtbags" - Milno - D Leader - Escape Pod

"Did that gauss round do them in?"

Ask Steve. If there's still a way to get a view of the battlefield outside, then check it and see if I can try to remotely connect with the enemy ships' control rooms to attempt the last post shenanigans.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on May 12, 2014, 03:26:01 pm
Team H, Starfleet Command - Anton Chernozorov

In an instant, the man's intent became clear. If the Hammer hadn't fired when it did, there wouldn't be even this slim chance to avert the disaster. And millisecond by millisecond, time was running out.

red hand... on safety, no time... too far to grapple... have to shoot

Anton, in a quick motion, steps back and reaches for the Gungnir slung over his shoulder on a strap, letting the gun's momentum carry it forward into his hands and shaving precious milliseconds off the reaction time. His fingers grab for the weapon's triggers as soon as it is in his hands, laser and artificial lightning blasting forward indiscriminately as he tries to aim the barrel towards the man, before it is too late.

Shoot Leo with the Gungnir, as quickly and thoroughly as possible.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on May 12, 2014, 03:56:18 pm
Denzel Gaunt- Team C, Audax

"All teams, get out of here! But try to launch away from the enemy, please."

Get to an escape pod facing towards Hephaestus with my team, make sure the other team is alerted, and launch. Gogogo.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on May 12, 2014, 04:09:47 pm
Team B:

"You know when I was advocating heading for the escape pods just in case shit hit the fan? Well, the fan has been covered in shit, and we don't have a head start. I told you so."

GET TO THE PODS!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on May 12, 2014, 04:37:44 pm
Team E - Lerman

Continue bracing. Get bored, and play I spy with the other guy.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on May 12, 2014, 04:42:24 pm
Well, now we drift silently in space for a while and enjoy the view... Hey Steve, got any cameras on the battlefield that we could watch?

Ask Steve for a view of the battle while we drift back to the planet
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on May 12, 2014, 06:07:35 pm
Angel: Team C


By your orders Auron, all that can be done is done.
Brace for acceleration.
Dulci et Decorum est pro pietas mori


Time to be leaving, jettison cockpit escape pod towards the planet if possible without spacing Auron or the rest of the team as he tries to leave for some reason, if not possible follow Auron to next nearest escape pod, launch as soon as all are present and accounted for
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on May 12, 2014, 07:13:51 pm
Ship Delta: Team F: Grate

Actually, I'd like to go to the escape pods. Was that unclear?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on May 12, 2014, 08:35:15 pm
Auron, Team C.

If ejecting the cockpit will allow us to escape back to haphaestus without changing the ships course then do that.

Otherwise head for the nearest pods and launch back towards haphaestus in one of those.

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on May 12, 2014, 09:15:46 pm
Brother Lars:  Team F Chaplain


Brother Lars ignored his comrades as they abandoned their posts.  They would stand before Steve in all due time.


Keep holding, praying, and singing until given the order to evacuate.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on May 12, 2014, 10:02:29 pm
"We should each leave in a different pod, or in twos. Give them more targets."
Get in a pod, leave.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on May 12, 2014, 11:55:25 pm
Team A+D - Thaddeus - Grunt - Ship Alpha escape pod

"Wheeee!! Oh right, terror. Um...AAHHH!!!"

Radio Steve: Hey big boss? Is there any way we could get a feed of the ongoing space battle? Something with sound effects and more than just numbers and lines maybe? If it wouldn't be too difficult, please.

Keep on bracing for impact for when we land
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on May 13, 2014, 12:06:00 am
Team E

Keep an eye on the ship systems and the battle. Stay in brace position!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on May 13, 2014, 02:05:56 pm
Team B - Gotta go fast

Get the fuck out. Roll to the escape pods as fast as possible along with Simus and Morul and use my Will bonus to glue myself to the wall before we launch.


((Well, time to leave.))
Team B - CO Simus

Now that is good cause to evacuate. Everyone, get to the escape pods - don't worry with the boarding shell, just use the pods.

Steve, if you can, have my pod go to the closest entrance to the command centre, if everything's all right there.


Off to a pod, grab Dubley from Q-Space while doing so. Launch as soon as possible.
Denzel Gaunt- Team C, Audax

"All teams, get out of here! But try to launch away from the enemy, please."

Get to an escape pod facing towards Hephaestus with my team, make sure the other team is alerted, and launch. Gogogo.
Denzel Gaunt- Team C, Audax

"All teams, get out of here! But try to launch away from the enemy, please."

Get to an escape pod facing towards Hephaestus with my team, make sure the other team is alerted, and launch. Gogogo.
Team B:

"You know when I was advocating heading for the escape pods just in case shit hit the fan? Well, the fan has been covered in shit, and we don't have a head start. I told you so."

GET TO THE PODS!


Operation: GET THE FUCK OUT is undertaken by everyone above and is done successfully. Seriously. I rolled for a good number of you and we got no bad rolls. Lars' praying is paying off.

Angel: Team C


By your orders Auron, all that can be done is done.
Brace for acceleration.
Dulci et Decorum est pro pietas mori


Time to be leaving, jettison cockpit escape pod towards the planet if possible without spacing Auron or the rest of the team as he tries to leave for some reason, if not possible follow Auron to next nearest escape pod, launch as soon as all are present and accounted for


Auron, Team C.

If ejecting the cockpit will allow us to escape back to haphaestus without changing the ships course then do that.

Otherwise head for the nearest pods and launch back towards haphaestus in one of those.



Angel runs over to the main console and smashes the glass covering on a panel labeled "EMERGENCY!" She then flips all the switches, turns the key and punches the big red button with "EJECT" written across it.  The remaining crew in the cockpit scrambles into seats and straps themselves. Outside layers of armor plating explosively disconnect and the heart of the ship separates itself, wires and vents automatically severing as stubby, high power rocket engines ignite for the first time since their pre-install tests some time in the distant past. After a moment  the entire cockpit lurches forward with enough force to break the ribs of just about everyone in the room and then, a quarter of a second later, the cockpit is free of the ship and rocketing back toward Hephaestus.

Hasala Nabin - Hephaestus Control Room


As the Sods' escape pod launched, (if they didn't launch with Team AD, tell them to launch) Hasala turned around and noticed the guy who just walked in doing something that didn't look very friendly. Tackle him to the ground! If he doesn't drop the object on his own, wrestle him for it.
"Hey! What are you doing!?"

((Hasala is neither armed nor "armored", by the way. He hasn't been to the armory yet, and he isn't wearing a MkI - just the standard clothes from the barracks. So I'm afraid I'm not gonna be much help, especially if this action doesn't turn out perfectly.))

Team H, Starfleet Command - Anton Chernozorov

In an instant, the man's intent became clear. If the Hammer hadn't fired when it did, there wouldn't be even this slim chance to avert the disaster. And millisecond by millisecond, time was running out.

red hand... on safety, no time... too far to grapple... have to shoot

Anton, in a quick motion, steps back and reaches for the Gungnir slung over his shoulder on a strap, letting the gun's momentum carry it forward into his hands and shaving precious milliseconds off the reaction time. His fingers grab for the weapon's triggers as soon as it is in his hands, laser and artificial lightning blasting forward indiscriminately as he tries to aim the barrel towards the man, before it is too late.

Shoot Leo with the Gungnir, as quickly and thoroughly as possible.

Hasala does a double footed flying kick straight into Leo's face, knocking the guy flat on his back and sending the nuke rolling across he room. Anton busily shoots the ceiling in the mean time.






In relation to people asking for a view, I'm afraid there isn't much to see. They're too far away. All you'd see is our ships firing and then getting hit.

But If you'd like, Steve could create a 3d version of the battle for you to watch in VR after this is done.

Space ship fights are boring to watch and horrifyingly fatal to participate in.


>EVERYONE THAT HASN'T ALREADY EJECTED SHOULD DO SO NOW. THIS LOOKS LIKE IT MIGHT END IN A RATHER EXPLOSIVE FASHION.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on May 13, 2014, 02:09:35 pm
Team B - Bracing

If I haven't used my Will bonus to glue myself to the walls of the escape pod somehow, do so. If I have, brace for impact. Try to use my mass manipulator amp to keep myself unharmed if I need to.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on May 13, 2014, 02:20:39 pm
Team A
If I have an outside view and I see something dangerous coming, pilot the pod away. If I can't pilot the pod, use that microwave manip I got from stacy's corpse to move out of the way or keep the dangerous thing from hurting me. EDIT: Unless doing so is not a good idea.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on May 13, 2014, 02:20:49 pm
Hasala Nabin - Team H Ninja Sod Controller - Hephaestus Control Room


Pin Leo to the ground - don't let him move around, and especially don't let him crawl towards the bomb.

"Hey! Can you get that thing out of here? I think I've got this guy. Also, you should maybe think about having some more security guards or something, next time. One obviously isn't enough."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on May 13, 2014, 02:21:49 pm
Team A - Space | Skylar - Support

3D version from Steve later sounds great. We'll all bring popcorn and have a grand time watching things go boom :P

Try to relax while drifting off towards the planet. Turn on an external view and enjoy watching the void.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on May 13, 2014, 02:37:23 pm
Brother Lars:  Team F Chaplain

The prayers end in an exultation.  The will of Steve had been done!

"All praise be to Steve!  May Algis cover our escape!"



Evac!  If all the shuttles are gone, find an airlock and just bug out via jetting away from the battle with my MkIII.  Hopefully there is an extra fuel tank or something just lying around.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on May 13, 2014, 02:42:20 pm
Team A+D, "Dead Dirtbags" - Milno - D Leader - Escape Pod

Wait. Blow-by-blow simulation sounds good.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on May 13, 2014, 02:45:25 pm
Team H, Starfleet Boot Camp, Anton Chernozorov
Hasala Nabin - Team H Ninja Sod Controller - Hephaestus Control Room


Pin Leo to the ground - don't let him move around, and especially don't let him crawl towards the bomb.

"Hey! Can you get that thing out of here? I think I've got this guy. Also, you should maybe think about having some more security guards or something, next time. One obviously isn't enough."
"I was thinking more along the lines of automated defenses and a dedicated base AI, personally. Speaking of which. Steve, emergency in the control room, Leo just tried to vaporize us all. Not sure if he's just crazy or under an influence, but he needs to be made unconscious. Zap him and send someone to pick him up. Have a look around the surveillance system too, he might not be the only one."

Alert Steve to the situation, have Leo be knocked out and picked up by security. Check the device Leo dropped, make sure it's not activated, and get it outside of the base facility just in case. If it's safe to handle, just rollerblade back to the Sword and deposit the device with the AM, then return to the control room.

((And blow-by-blow simulation sounds good. You can really just make an AAR of sorts instead, as part of the debriefing.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on May 13, 2014, 03:03:56 pm
((Wait, does every ship have to bail out?))

Team E - Lerman

Run to a escape pod screaming. Flail arms.


"RUN AWAY! RUN AWAY!

I blame you for everything, computer!"
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on May 13, 2014, 03:31:48 pm
Ship Delta (for now): Team F (for now): Grate (for ever)

Eject! Leave the doomed ship! Say goodbye to the battle and hello to...well...a wait until we either get picked up by some ship or simply de-orbit, whichever comes first.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on May 13, 2014, 06:57:36 pm
"Dammit, all that effort for nothing. Ah well, I guess Steve wouldn't let me have it anyway."
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on May 14, 2014, 01:39:21 am
Team E(xpeditious Retreat!)

Haul ass to an escape pod if the cockpit in our ship doesn't eject or if the controls for it are mangled. Notify Steve of our dead teammate in stasis as soon as we are safely away.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on May 14, 2014, 12:47:12 pm
Hasala Nabin - Team H Ninja Sod Controller - Hephaestus Control Room


Pin Leo to the ground - don't let him move around, and especially don't let him crawl towards the bomb.

"Hey! Can you get that thing out of here? I think I've got this guy. Also, you should maybe think about having some more security guards or something, next time. One obviously isn't enough."
Team H, Starfleet Boot Camp, Anton Chernozorov
Hasala Nabin - Team H Ninja Sod Controller - Hephaestus Control Room


Pin Leo to the ground - don't let him move around, and especially don't let him crawl towards the bomb.

"Hey! Can you get that thing out of here? I think I've got this guy. Also, you should maybe think about having some more security guards or something, next time. One obviously isn't enough."
"I was thinking more along the lines of automated defenses and a dedicated base AI, personally. Speaking of which. Steve, emergency in the control room, Leo just tried to vaporize us all. Not sure if he's just crazy or under an influence, but he needs to be made unconscious. Zap him and send someone to pick him up. Have a look around the surveillance system too, he might not be the only one."

Alert Steve to the situation, have Leo be knocked out and picked up by security. Check the device Leo dropped, make sure it's not activated, and get it outside of the base facility just in case. If it's safe to handle, just rollerblade back to the Sword and deposit the device with the AM, then return to the control room.

((And blow-by-blow simulation sounds good. You can really just make an AAR of sorts instead, as part of the debriefing.))

Steve electrocutes Leo into unconsciousness. However, no guards come to get him.

Wait, did simus ever grow some guards? Dang it.

The bomb is armed, but there's no timer or anything, it's just waiting to be detonated. It is promptly returned to the Armory master along with a request not to sell to Leo anymore.




Alright, Everyone who needed to has ejected. Good. I'm a bit too busy to do a good final post now, but I'll get one out this evening or tomorrow morning, once I don't have finals. Basically, you guys are gonna land, Someones gonna bring you back to the sword, and we'll have a debrief.


BE AWARE: Everyone who wants to get paid should be ready to tell steve what they did because it's been so long I think we're all having a bit of trouble remembering the specifics.

I MEAN STASIS DEMENTIA AHHHHHHH


Talk amongst yourselves for now.



Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on May 14, 2014, 01:02:38 pm
Good luck on your finals!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on May 14, 2014, 01:40:17 pm
((Good luck. Pay attention. Make sure to prepare any formula sheets/notes/whatever you're allowed to bring, even if you can't think of what you would need to put on them.))



Grate is presumably in the waiting room with everyone else? Is that where we're left off?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on May 14, 2014, 01:41:28 pm
Good luck on your finals!
^
What he said. Just stay calm, I'm sure you'll do fine. :)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Harry Baldman on May 14, 2014, 01:47:14 pm
"Ah, to be between life and death! 'Tis wonderful! I wonder if Steve's going to pay me anything. I did die for the cause, after all. And I did shoot at all those random people back on the planet all war-like and whatnot. Fingers crossed! I'm unrealistically hoping at least three tokens, but who knows what might happen!"

Be in limbo, or possibly alive and simply falsely remembering such a thought process occurring while dead - it's getting hard to tell right now. When (if) alive, make sure Steve hears of my priceless contribution to the cause, i.e. making sure to be there and absorb some of that bad hotdrop luck for the good of the team and shooting at Sods as ordered while bravely defending the planet. Hope for at least three tokens! Five would be completely ideal.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on May 14, 2014, 02:01:27 pm
Good luck, puppetmaster that runs everything.

Being a bone(r) ball, I can't really communicate, so turn into a giant land octopus thing once back on the Sword and relay to Steve all my wondrous accomplishments during the battle and such:
-Participated as a member of a team, killing a bunch of the opening Sod waves with me amps. Might've killed a Battlesuit, can't quite recall.
-Temporarily took over that team once Morul got shelled by our own artillery. Did pretty good.
-Got launched up to ship Beta and got mulched, but reformed into mantis katana thing
-Disabled that turret that we ran into with mass manipulator amp
-"Disabled" a group of enemy operatives, TOTALLY DIDN'T overshoot my amp in the process, freezing everyone including me and my teammates solid. Necessary use of force. They probably had sharp objects somewhere near them.
-Got out of Beta and back to the Sword alive.


((Good luck in your finals, PW!))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Caellath on May 14, 2014, 02:32:44 pm
Team D - Milno - Summary

Good luck with the finals. I know how it goes.

Summary of stuff did in case of survival:

Spoiler (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on May 14, 2014, 02:59:39 pm
I suppose I got killed in the opening salvo of the defense, and unfroze Simus after Xan totally fucked up, and didn't die.

((Yanno, looking back, for all the posts I made, I really didn't do much.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on May 14, 2014, 03:01:34 pm
Team B: Dubley

Get revived, get debriefed.


Things I did
Spoiler (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on May 14, 2014, 03:04:03 pm
Team A - Skylar

Bloody semester schools, always done so much earlier... Err, I mean, good luck!

Summary of things
Spoiler (click to show/hide)
(( I tried to be useful, I swear XD ))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: swordsmith04 on May 14, 2014, 03:31:07 pm
Hasala Nabin


Liberate Leo of his possessions! He probably won't need them any more. Then head back to that ship.

If we're doing payout now:

Spoiler: Contributions (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Alarith on May 14, 2014, 04:10:03 pm
Team D: Jack Catar
Get revived and debriefed, standard robobody is fine, though see if I can get the Tear of Timmy embedded in the forehead.
Spoiler: contributions (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Tavik Toth on May 14, 2014, 04:57:00 pm
Team F

What Jack did on boarding:
-Not Die
-Kill some crewman.
-Open the door. While causing the PA to blast music.
-Can't remember if Jack did anything else.
Defence:
-Killed a bunch of sods and helped kill a battlesuit. I think.
-Didn't die.
-Not sure what else.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on May 14, 2014, 05:13:20 pm
Escape Pod Δ2: Team F: Grate

Guess I should list my accomplishments this mission, huh? Might as well include the Assault phase--I forget if that was "Mission 11" or the first bit of "Mission 12".
Spoiler: Stuff (click to show/hide)
I think that covers it all?
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Pancaek on May 14, 2014, 05:32:34 pm
Pan's action during the defence

Spoiler (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on May 14, 2014, 05:56:38 pm
Return to the control room ASAP. Steve can debrief me in there.

Spoiler: Simus' Contributions (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: syvarris on May 14, 2014, 06:29:56 pm
Team D corpse, Steve Saint

HRM.  What did Saint do?
-During the defense, temporarily blinded his whole squad before getting killed by our own artillery.
-Got killed while on the way up during the boarding segment.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on May 14, 2014, 09:58:21 pm
Lars prayed for the safe return of all the crews of the ARM.

Debrief.


Spoiler: Accomplishments (click to show/hide)

((Good thing you're asking Toaster instead of Lars, because Lars would minimize.))
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: renegadelobster on May 14, 2014, 10:12:51 pm
Team D - Thaddeus

Debrief


Spoiler (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Spinal_Taper on May 14, 2014, 10:30:04 pm
Team C: Audaxes: Thomas
"Let's round up everyone in here, bring them in. I'm sure Steve can do something."
Take anyone who looks important as a hostage.

Spoiler (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Doomblade187 on May 15, 2014, 12:25:07 am
Denzel Gaunt- Team C, Audax

Grab the prisoners, deliver them, and get debriefed.

Spoiler: What Denzel Did (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on May 15, 2014, 01:03:24 am
Auron, team C.

Wait for bridge to land, escort prisoners, get debriefed.


Spoiler: Recent activity (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on May 15, 2014, 01:43:52 am
Hmm, what'd I do...

Spoiler: things that got done (click to show/hide)

Crossposting action for convenience:

Go to (future) crash site. Be sure not to stand directly underneath, no getting squashed today if possible. If needed, use manip to soften their landing so they don't get reduced to paste. If not needed, just wait till they have landed. Bring a few automated buggies or something so the poor saps don't have to walk aaaall the way home.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on May 15, 2014, 01:52:24 am
Debrief, count loot

"That was great! PLUS I GOT LOOOOOOOOOOOOOOOOT!"

Spoiler: 'Accomplishments' (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on May 15, 2014, 01:58:41 am
Team H, Starfleet Cafeteria Raiding Party, Anton Chernozorov

"I wonder if anything survived of my strikegroup..."

Drag Leo to the Sword infirmary, deposit him to the Doktor with a description of what happened. Then head to debrief.

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Phoenix Flame on May 15, 2014, 02:01:53 pm
[spoiler = OOC]
Angel just got called 'she' by Piecewise again... I'm going to have to change either their gender or switch to another callsign aren't I? :D
[/spoiler]

Angel: Team C

Follow Auron and the prisoners making sure nobody tries anything on the trip back to the debrief

Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: darkpaladin109 on May 15, 2014, 02:04:48 pm
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on May 15, 2014, 07:33:03 pm
Hephaestus has few bodies of water.  The ones that it does have tend to be deep, muddy pits of reddish water with silty shores and thick alien vegetation crowding around them. One of them, a several mile wide, kidney shaped lake known only by a numerical designation, lies about a half hour from the Sword, by way of industrial sized earth moving truck.  Miyamoto is sitting on the bank, armor clad feet in the water, head on a pillow of dense purplish  foliage.  It occurs to him, as he stares up at the smoke filled sky, watching the steve bots streak through the lower atmosphere like burning comets, how perfectly suited the avatar seems to be to surviving in hostile areas. He's dangling his feet in water with god knows what alien germs, resting his head on who knows what thorny, poisonous nettles, and basking in the heat of mid day and he couldn't be more comfortable. As he sits and contemplates his immense survival capacities, he notices something in the clouds. A bit of a shimmer. It grows into a hard little glimmering point and then, and instant later, something slams into the lake with enough force to send several foot tall waves rolling back and lapping over Miyamoto's feet. Another pod splashes down a moment later, then another and another. The surface of the lake boils with heat shed from an atmospheric reentry. Miyamoto sits and watches as they land, like enormous metal raindrops splashing into a puddle.

>That was the last of them. Safe to go swimming.

Miyamoto struggles up out of the mud and walks straight out into the lake, stomping under the water and vanishing somewhere below the surface.  Minutes pass as the surface of the lake calms and everything becomes quiet. Finally, Miyamoto lumbers out of the water, carrying several of the escape pods, and drops them in the back of the earth moving truck. He makes this trip a dozen or so times, filling the bed of the truck with stacks of heat blackened metal pods. Eventually, he stacks the last one in place, shakes the water off in an oddly canine fashion, and then taps on the cabin of the truck, signalling it to move.  He jogs along beside it the entire way back.  Then, the pods are loaded on freight elevator up to the sword, and one by one cracked open and their contents removed. The injured and the dead are packed off to the infirmary, while anyone that isn't bleeding out is immediately shoved into the briefing room, to await the briefing.






ALRIGHT, IF YOU WERE INJURED OR KILLED IN THE MISSION, POST HERE WITH THE DEGREE OF INJURY AND HOW YOU WANT TO BE REPAIRED, REFLESHED OR ROBOTED.

IF YOU HAVE REQUESTS FOR WHAT COMES IN THE BRIEFING, POST THEM HERE. THATS HOW YOU WILL GET SPECIFIC INFO. OTHERWISE IT'S GONNA BE A GENERAL OVERVIEW AND THEN PAYMENT.


EVERYONE ONTO THE ON SHIP THREAD! KEEP YOUR ACTIONS MINIMAL TILL AFTER THE BRIEFING EITHER LATER TONIGHT OR TOMORROW MORNING. WE ARE ON THE FAST TRACK TO NEW MISSIONS! LETS GET THE HELL OFF HEPHAESTUS!

Except for simus and her crew. They stay.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Parisbre56 on May 15, 2014, 07:45:32 pm
Shot in the lung. I assume it's easy to just regrow the flesh?

Ask Steve if he recovered any comm data logs from the ships and if he knows what comms they sent out. Ask if he can hazard a guess about what our enemy knows now and what they'll try to do.

I've also got lots of suggestions for strategic targets but I assume this is either not the time or Steve has that already covered.

If we have to leave the planet immediately, give Simus a heartfelt goodbye. Preferably with a sunset backdrop.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: syvarris on May 15, 2014, 07:49:46 pm
Steve Saint:

Reduced to a robotic braincase.  Would love to be completely refleshed with the whole body and everything, preferably with Xan-style Fleshwarp powers.  But knows a standard robotic body is what's likely.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Unholy_Pariah on May 15, 2014, 08:06:38 pm
Quote
EVERYONE ONTO THE ON SHIP THREAD!

*cough*
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Kriellya on May 15, 2014, 08:10:07 pm
ALRIGHT, IF YOU WERE INJURED OR KILLED IN THE MISSION, POST HERE WITH THE DEGREE OF INJURY AND HOW YOU WANT TO BE REPAIRED, REFLESHED OR ROBOTED.

IF YOU HAVE REQUESTS FOR WHAT COMES IN THE BRIEFING, POST THEM HERE. THATS HOW YOU WILL GET SPECIFIC INFO. OTHERWISE IT'S GONNA BE A GENERAL OVERVIEW AND THEN PAYMENT.

*cough*
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on May 15, 2014, 08:14:25 pm
Quote
EVERYONE ONTO THE ON SHIP THREAD!

*cough*
see
ALRIGHT, IF YOU WERE INJURED OR KILLED IN THE MISSION, POST HERE WITH THE DEGREE OF INJURY AND HOW YOU WANT TO BE REPAIRED, REFLESHED OR ROBOTED.

IF YOU HAVE REQUESTS FOR WHAT COMES IN THE BRIEFING, POST THEM HERE. THATS HOW YOU WILL GET SPECIFIC INFO. OTHERWISE IT'S GONNA BE A GENERAL OVERVIEW AND THEN PAYMENT.

*cough*



We want to keep the on ship thread free of book keeping crap if we can.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Toaster on May 15, 2014, 09:10:21 pm
Lars Injuries:

Shot four times.  Three flesh wounds, one deeper.  Should just need a standard patch up and be good to go.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: NAV on May 15, 2014, 09:25:52 pm
Dubley's head was frozen. Standard revival, no repair needed.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: PyroDesu on May 15, 2014, 10:35:05 pm
Syntheflesh limbs broken beyond usability, all four.

I don't care if it costs me a few tokens to get replacement limbs, I want them.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: kisame12794 on May 15, 2014, 10:52:44 pm
Morul Damage: Mangled robotic leg, maybe some frost damage from Mr. Freeze.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: GreatWyrmGold on May 15, 2014, 11:27:49 pm
Grate damage: None? I'm pretty sure the MK I suit dealt with what few sources of harm he encountered.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: smurfingtonthethird on May 15, 2014, 11:41:48 pm
Lerman damage: Might need robotic repairs after being slammed into the wall by a giant mechanical arm.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Harry Baldman on May 15, 2014, 11:45:37 pm
Stacy: reduced to a braincase - needs another robot body badly!
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Xantalos on May 16, 2014, 12:17:21 am
Xan didn't get damaged. He wants to see footage of the ground battle, perhaps with little markers showing what was what.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Sean Mirrsen on May 16, 2014, 12:31:39 am
Anton would like to see a detailed AAR of the space battle during the debrief, and a general appraisal of the combat effectiveness of the ships he designed, so he can do better next time.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Radio Controlled on May 16, 2014, 01:03:28 am
Miya: no damage whatsoever. Maybe scratched the paint somewhere though.

Anyways, I'd like to know if we saved any of the ships for ourselves.
Secondly, Steve's general appraisal of the battle, and what he thinks we should've done better. And maybe a review on how our sods did, and whether we'll get to take any with us.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: darkpaladin109 on May 16, 2014, 01:13:03 am
Magilla's pretty much just a brain right now, so he would absolutely love an actual body. He'd prefer it to have some sort of banana launcher so that he can eat bananas if he's feeling hungry, and that it comes with some sort of fancy hat.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Empiricist on May 16, 2014, 02:32:07 am
Well, I'm rather busy at present, I can post in the weekends if I'm not too busy. Thus, I hereby defer control of Charles over to @PyroDesu seeing as they control his CO.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Pancaek on May 16, 2014, 03:25:15 am
Pan's damage:
-Got shot in the stomach during the defence, not so bad.
-Got squished during the boarding action, only the braincase survived, pretty bad

Just in a new standard robobody, for now, please
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Alarith on May 16, 2014, 07:49:01 am
Jack Catar's damage
Body mangled.
robot body is the only free option right?  If so I'll with that.  Though again, see if I can get the tear of Timmy embedded in my forehead.
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Zako on May 16, 2014, 10:38:38 am
Bishop's Damage:
A single flesh wound. Not that it really matters to Bishop anymore, short or long term. Just needs some simple stitches to hold it closed so it heals faster and disinfectant to prevent any infections.


And since I didn't post this earlier, Bishop's contributions:
Spoiler (click to show/hide)
Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: Grunhill on May 16, 2014, 10:40:49 am
Renen:
Contributions (didin't post before): - Coordinate a team with lots of absent players;
- Took control of a ship almost on his own and cut down doors, with a help of teammates to get to the control room;

Current situation/Injuries: Unknown, Ship Gamma was destroyed in the space battle, perma-killing almost all of Team G. Renen is the only one who has a chance of coming back;

Right now, he may be just a brain case in space with the remains of ship gamma waiting for rescue.


Title: Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
Post by: piecewise on May 16, 2014, 01:09:57 pm
Shot in the lung. I assume it's easy to just regrow the flesh?

Ask Steve if he recovered any comm data logs from the ships and if he knows what comms they sent out. Ask if he can hazard a guess about what our enemy knows now and what they'll try to do.

I've also got lots of suggestions for strategic targets but I assume this is either not the time or Steve has that already covered.

If we have to leave the planet immediately, give Simus a heartfelt goodbye. Preferably with a sunset backdrop.

Yeah, we'll just slap a bandage on that. You'll be fine.

Steve Saint:

Reduced to a robotic braincase.  Would love to be completely refleshed with the whole body and everything, preferably with Xan-style Fleshwarp powers.  But knows a standard robotic body is what's likely.
Yeah, unless you just inherited a family fortune in small plastic tokens I don't think that's happening.

Enjoy your robody.

Lars Injuries:

Shot four times.  Three flesh wounds, one deeper.  Should just need a standard patch up and be good to go.
Some bandages, some bullet removal and stitches. You'll have some cool scars to show all the ladies in the choir too.

Dubley's head was frozen. Standard revival, no repair needed.
Ah yes. We'll do the combination medical tank and space heater for you. Still not gonna get rid of that human head eh?

Syntheflesh limbs broken beyond usability, all four.

I don't care if it costs me a few tokens to get replacement limbs, I want them.

Yeah, we'll just give them to you. You could build them yourself later anyways.

Morul Damage: Mangled robotic leg, maybe some frost damage from Mr. Freeze.
Repaired.

Grate damage: None? I'm pretty sure the MK I suit dealt with what few sources of harm he encountered.
Yeah fine. You're immortal. We can fix your injuries via percussive maintenance.

Lerman damage: Might need robotic repairs after being slammed into the wall by a giant mechanical arm.
Some duct tape and wd-40 and you'll be fine.

Stacy: reduced to a braincase - needs another robot body badly!
Robot body replaced.

Pan's damage:
-Got shot in the stomach during the defence, not so bad.
-Got squished during the boarding action, only the braincase survived, pretty bad

Just in a new standard robobody, for now, please

You got it.

Jack Catar's damage
Body mangled.
robot body is the only free option right?  If so I'll with that.  Though again, see if I can get the tear of Timmy embedded in my forehead.
Robot body we can do, but the timmy tear is best not to be messed with. I mean, thats where your consciousness is. Don't wanna mess with that.

Bishop's Damage:
A single flesh wound. Not that it really matters to Bishop anymore, short or long term. Just needs some simple stitches to hold it closed so it heals faster and disinfectant to prevent any infections.


And since I didn't post this earlier, Bishop's contributions:
Spoiler (click to show/hide)
Yeah, we'll go with that.



Ok, everyone put back together, on to debrief and payments.