Bay 12 Games Forum

Finally... => Forum Games and Roleplaying => Topic started by: Kashyyk on November 08, 2014, 12:32:10 pm

Title: World Task Force - Turn Three Phase Two
Post by: Kashyyk on November 08, 2014, 12:32:10 pm
Take X-Com, add some Pacific Rim, Marvel's S.H.I.E.L.D, Dr Who's Torchwood & UNIT and top with a dash of Stargate. Now imagine there are multiple such Agencies, all vying for funding in order to defend the world.

Naturally, everyone's an idealistic idiot.

It started with a military training exercise in Scotland, that very quickly turned into a fight to the death against a pack of werewolves. Literally days after the area got carpet-bombed, a UFO was sighted in Arizona. Fighters were scrambled, but after shooting down twenty-three in four seperate engagements, it escaped into space. Simultaneously in Japan, the haunting of a school in Osaka reached its height when three people were found dead inside a boiler.

Realising just how outmatched the world was, in s many different ways, the Council has created five agencies to protect the Earth from Paranormal and Extra-Terrestrial threats.


Welcome Commander, whilst you wait for your meeting with the Council, could you please fill out the following form?

Spoiler: TOP SECRET (click to show/hide)

Spoiler: Trait List (click to show/hide)
Title: Re: World Task Force
Post by: FelixSparks on November 08, 2014, 12:46:04 pm
This sounds like fun! I hope my enemy isn't too broad.

Spoiler (click to show/hide)
Title: Re: World Task Force
Post by: 10ebbor10 on November 08, 2014, 01:03:38 pm
Reserve
Title: Re: World Task Force
Post by: Stirk on November 08, 2014, 01:13:49 pm
Spoiler (click to show/hide)
Is that acceptable?
Title: Re: World Task Force
Post by: Taricus on November 08, 2014, 01:18:14 pm
Spoiler (click to show/hide)
Title: Re: World Task Force
Post by: PiotraperPL on November 08, 2014, 01:19:04 pm
Is this good enough?

Spoiler (click to show/hide)
Title: Re: World Task Force
Post by: Kashyyk on November 08, 2014, 01:29:31 pm
Research and Blueprints

RTC
Research
Vampire Autopsy
Preliminary Swords of Legend

Blueprints
DNA Sampler (Vampire)


Brownwood HR
Research
Missile Lock-On II


FADE
Research
Shapeshiter Autopsy

Blueprints
Advanced Tactical Helm
High Capacity Magizines
Gene Sampler (Shapeshifter)



AMSOU
Research
Analyse Berahthraben
Werewolf Autopsy

Blueprints
Gene Sampler (Werewolf)


Whitewater Inc
Research
Mobile AA I

Blueprints
Mobile AA Quad-Cannon
Mobile AA Self-Propelled



Public
Blueprints
Combined Tactical Armour
KS-23K Shotgun
Ks-23K "Shrapnel-25"
Standard High Caliber Ammo
TOW Anti-tank missile

Quote from: Original Post
Looking good so far, something I should've mentioned though is that you're starting with modern technology, so RTC will have to design the EX-Calibur first :P
Title: Re: World Task Force
Post by: Xvareon on November 08, 2014, 01:43:39 pm
Spoiler (click to show/hide)
Title: Re: World Task Force
Post by: Playergamer on November 08, 2014, 01:48:31 pm
Spoiler: Agency (click to show/hide)
Title: Re: World Task Force
Post by: tntey on November 08, 2014, 01:49:41 pm
Spoiler (click to show/hide)
Is that acceptable?
I live in McLean...
Title: Re: World Task Force
Post by: Stirk on November 08, 2014, 01:51:48 pm
Quote
I live in McLean...

We know  8).
Title: Re: World Task Force
Post by: Hawk132 on November 08, 2014, 03:02:29 pm
Spoiler: Halberd (click to show/hide)
Title: Re: World Task Force
Post by: FelixSparks on November 08, 2014, 11:05:33 pm
The EX-Calibur is a test model? Is that more appropriate?
Title: Re: World Task Force
Post by: Jamahawk on November 09, 2014, 12:33:55 am
Spoiler: EPAA (click to show/hide)
Title: Re: World Task Force
Post by: Kashyyk on November 09, 2014, 08:13:31 pm
Spoiler: Buildings List (click to show/hide)

Spoiler: Unit List (click to show/hide)

Spoiler: Resource List (click to show/hide)

Quote from: Original Post
Ok, a few more responses than expected, so I've gone first come first serve. You guys are on the waitlist in case someone drops out though.

Spoiler: Agency List (click to show/hide)

I totally didn't steal anything from Nirur-Torir, what are you talking about?

Anyway, if you want something that isn't on the list, just ask. If it exists today you can probably buy it. You are welcome to spend more money on Military Personnel/Hardware for random bonuses.

After everyone's chosen, we will start turn one.

Edit: forgot to mention, PiotraperPL, your favoured enemy is too broad. Once you've changed that, you're good.
Title: Re: World Task Force
Post by: Hawk132 on November 09, 2014, 08:26:31 pm
((Huh, this looks kind of famili- Oh, you say you didn't steal anything. Looks like I'm just seeing things.))
Title: Re: World Task Force
Post by: Stirk on November 09, 2014, 08:41:47 pm

Whitewater:

1 Medium laboratory
1 Medium Workshop
1 Small Airstrip
  1 Dropship (It fits, right?)
2 Hanger
   2Main Battle Tanks
      8 Crewmen
Small Barracks:
   The 8 Crewmen from before
    10 Special Forces
   
Total Price:250+200+100+200+50(2)+250(2)+4(8)+50+50=1482

Most fun shopping list in a while. Just had to check the math, put an extra 3 in there last time.
Title: Re: World Task Force
Post by: Taricus on November 09, 2014, 08:48:02 pm

Spoiler: AMSOU Assets (click to show/hide)

Title: Re: World Task Force
Post by: FelixSparks on November 10, 2014, 12:21:21 am
Hoo boy shopping... Never been good at this.

Spoiler: Starting Gear (click to show/hide)

Spoiler: Starting Personnel (click to show/hide)

135 Credits left to accommodate expenses from next month, just in case.
Title: Re: World Task Force
Post by: Taricus on November 10, 2014, 01:39:46 am
A small reminder to everyone that each squad bought is ten men. If you have about eight or so you're going to need either several barracks buildings, or a larger one.
Title: Re: World Task Force
Post by: Stirk on November 10, 2014, 01:40:37 am
Quote
A small reminder to everyone that each squad bought is ten men. If you have about eight or so you're going to need either several barracks buildings, or a larger one.

As you where kind enough to give us a reminder, you should be reminded that you need an Airstrip to actually field your drop ship :P.
Title: Re: World Task Force
Post by: Taricus on November 10, 2014, 01:42:23 am
We need an airstrip? I thought these were VTOL aircraft.
Title: Re: World Task Force
Post by: Stirk on November 10, 2014, 01:45:57 am
We need an airstrip? I thought these were VTOL aircraft.

Probably. It sounds like we do, and the two of us have an airstrip with only a drop ship. How else are you going to fly it in and out?
Title: Re: World Task Force
Post by: Taricus on November 10, 2014, 01:47:00 am
Roll it out it's hangar, take off? :P
Title: Re: World Task Force
Post by: Stirk on November 10, 2014, 01:50:46 am
Quote
Roll it out it's hangar, take off? :P

Psh. Everyone knows helicopters need at least two hundred yards to take off.

I don't know, they might be VTOL, but they *are* able to lift up at least one tank, I kind of thought they where more X-com style drop ships.
Title: Re: World Task Force
Post by: WillowLuman on November 10, 2014, 02:01:01 am
Can I waitlist? This sounds awesome!
Spoiler: Top Secret (click to show/hide)
Title: Re: World Task Force
Post by: PiotraperPL on November 10, 2014, 04:26:12 am
Now let's make the worst choices, shall we?

Spoiler: Buildings (click to show/hide)

Spoiler: Units (click to show/hide)

Spoiler: Summary (click to show/hide)

If that's too broad, then let's switch E-TAG's favoured enemy to hostile machinery (must have AI and/or be half-organic)

20:10cr/m Infantry Squad (10 men)
XX:YYcr/m, XX stands for hire cost, and YY for monthly cost, am I right?
Title: Re: World Task Force
Post by: Taricus on November 10, 2014, 04:37:00 am
I'd assume that's the case, given the costs displayed by it.
Title: Re: World Task Force
Post by: Kashyyk on November 10, 2014, 07:32:34 am
Known Hostiles

Supernatural
Spoiler: Werewolf (click to show/hide)
Spoiler: Vampire (click to show/hide)

Magical
Spoiler: Fire-Man (click to show/hide)
Spoiler: Fires Snake (click to show/hide)

Extra-Terrestrial
Spoiler: Roswell Prime (click to show/hide)
Spoiler: Roswell Servant (click to show/hide)



Quote from: Original Post
At the moment, only the Dropship is VTOL (due to it needing to be in order to deposit your forces anywhere). The Interceptors are not VTOL. I completely forgot to mention that.

Piotraper, your favoured Enemy is good, and yes, Taricus has it right re: costs.

Just waiting on Xvareon and we can start.

EDIT: Taricus, you have 5 crewman listed in your assets which you haven't hired. However you only need one to pilot the Dropship.
Title: Re: World Task Force
Post by: Xvareon on November 10, 2014, 11:55:42 am
It would help if I knew what the rules of this game were before deciding on what exactly I should spend money on, but here we go. Hopefully this is a fairly balanced start.

Spoiler: Buildings (click to show/hide)

Spoiler: Units (click to show/hide)

Spoiler: Summary (click to show/hide)
Title: Re: World Task Force
Post by: Taricus on November 10, 2014, 12:04:58 pm
Okay, all fixed on that front Kashyyk, thanks for the heads up on that
Title: Re: World Task Force
Post by: Kashyyk on November 11, 2014, 04:28:47 am
Spoiler: RTC (click to show/hide)
Spoiler: Whitewater Inc (click to show/hide)
Spoiler: AMSOU (click to show/hide)
Spoiler: E-TAG (click to show/hide)
Spoiler: FADE (click to show/hide)

Spoiler: Agency Creation Events (click to show/hide)

Spoiler: Known Threats (click to show/hide)



Welcome to Turn One, Phase One. In the first phase Agencies may buy resources, hire additional personnel, build new facilities, perform research, and manufacture equipment. Current known threats are available, which will give you an idea of what to gear yourselves towards. As you do not possess any advanced technologies your workshops can only produce modern blueprints at the moment.

Each research topic requires a certain number of RP to research. I will not tell you the exact cost, but more advanced techs will cost more. Labs contribute RP to research, as do other sources (unaccessable for now). Finally, you can invest further funds into research to speed it along. Some technologies may have a cost attached to them.

Spoiler: GM Note (click to show/hide)
Title: Re: World Task Force - Turn one start!
Post by: PiotraperPL on November 11, 2014, 06:25:18 am
As an E-TAG's representative I'm happy to inform everyone, that we are ready to contribute to mankind's safety. The very first thing we are going to do, is to build a Medium Laboratory, as we are currently lacking one. The Council has provided us with a killbot wreckage, and it wouldn't be the best course of action to just ignore it. Our engineers are working day and night to understand how it works and they would love to reverse engineer it, however that is not really possible, as the killbot is too damaged for that. Here is something that soldiers should keep in mind at all times: Try to keep unknown equipment in tact, as it would greatly help in development of weapons, equipment and materials.
Right now E-TAG is focusing on technological improvement rather than brute force, however we do offer our help. There are two Special Forces squads that we can send to help any of the other organisations in their tasks. To do it, we require a dropship, that will allow us to quickly send help. The money for it is already on the Council's account.

Spoiler (click to show/hide)

((Kashyyk, could you tell me how much satellite array would cost? That's something I may want to buy in future))
Title: Re: World Task Force - Turn one start!
Post by: Kashyyk on November 11, 2014, 07:14:45 am
I assume you want something like the satellites used in XCOM? For that you'll need an Uplink (you won't ever need more than one), which will cost 200cr and 40cr/m upkeep, either your own launching system (I'll get back to you) or paying a government to launch it for you (50cr a pop), and finally the satellite itself (100cr).

Now I'm more awake I've also noticed I forgot to mention a few things, so I will edit the turn post shortly.
Title: Re: World Task Force - Turn one start!
Post by: PiotraperPL on November 11, 2014, 07:42:03 am
I've been actually thinking about something more like this (http://hd.wallpaperswide.com/thumbs/satellite_array-t2.jpg), but now because you mentioned it, X-COM style satellites are cool too.
Title: Re: World Task Force - Turn one start!
Post by: Taricus on November 11, 2014, 10:39:05 am
Hmm... How much space do we have on each dropship exactly? And furthermore, do we need it to deploy troops anywhere at all?

Anyway, I'll put my turn actions here, and edit them if need be.

Spoiler: AMSOU's Actions (click to show/hide)
Title: Re: World Task Force - Turn one start!
Post by: Kashyyk on November 11, 2014, 11:08:01 am
There is enough space on one dropship for two medium vehicles (both the IFV and the Tank are medium vehicles) or 3 squads. If obe of the vehicles is an IFV, the IVF can also be loaded with a squad of infantry.

You don't need any transports of your own, as local militaries will be able to ptovide them, however this will take longer than using your own transports. (So if you want to beat another Agency to a threat to claim the glory of resolving it yourself, you want to get there first)
Title: Re: World Task Force - Turn one start!
Post by: Taricus on November 11, 2014, 11:10:35 am
Right, note to self: Design larger dropship. OR atleast one that can carry three squads.

But this does mean in the even of something happening within one's home nation/region, the local agency would be able to respond faster than any foreign agencies?
Title: Re: World Task Force - Turn one start!
Post by: Kashyyk on November 11, 2014, 11:18:49 am
Mistype on my orevious, they can already hold three squads.

Yes, distance to event is also taken into account. The calculations for who gets there first is quite simplistic, and if you want to know it's in the spoiler below.

Spoiler: Who arrives first calc (click to show/hide)
Title: Re: World Task Force - Turn one start!
Post by: Stirk on November 11, 2014, 12:51:22 pm
Ah, everything is going well.

We don't have much investigative power, but plenty of fire power. Send the dropship filled with tanks to take on the werewolves in Australia. I expect them all thoroughly exploded, and a paycheck from the locals.

I would like to start my scientists working on an advanced anti-aircraft weapon that can be fitted to a tank, meant for taking down UFOs. Kenetic, of course, we don't need no lasers when they likely use lasers.

I will buy another 10 special operations troops, housing them in the barracks. The currently at home infantry will guard the alien artifact until we decide whether to investigate or sell it.

Finally, the worships will produce high-caliber Ks-23 shotguns with shrapnel rounds.
Title: Re: World Task Force - Turn one start!
Post by: FelixSparks on November 11, 2014, 01:08:32 pm
Arthur McAllister, leader of the RTC, stands in front of Alpha Squadron, looking them over. They'd been a good find, and he was proud that they'd joined his ranks. For now, more important matters were at hand. "Alright gentlemen. I know you're raring to go, so I've got your first mission for you. You're going to Vancouver. There's been reports of a masked man typing up convicts in the streets. I want you to find him. Subdue if necessary, but I'd prefer to recruit him. He seems like he could be a good asset, and I think your hitting and running will do best in the urban environment. You have your orders, move out!" He salutes them, and they head to the dropship.

He heads to The Lab next, knocking and startling one of the researchers. "Gentlemen and ladies, I want your full attention on those Vampire Ashes we received. I want to know the properties of it, who it was, they're favorite meal, and anything else you can give me." He salutes and leaves, heading next to the Forge. "Alright guys, I don't know WHAT we're gonna be facing, but I want bullets strong enough to pierce through them. Get on it."

Spoiler: Actions (click to show/hide)
Title: Re: World Task Force - Turn one start!
Post by: Xvareon on November 12, 2014, 01:39:11 pm
(Sorry about the wait. Some things just came up on my end recently, is all. Here's my turn.)

Spoiler (click to show/hide)
Title: Re: World Task Force - Turn one start!
Post by: Kashyyk on November 12, 2014, 08:05:02 pm
Spoiler: RTC (click to show/hide)
Spoiler: Whitewater Inc (click to show/hide)
Spoiler: AMSOU (click to show/hide)
Spoiler: E-TAG (click to show/hide)
Spoiler: FADE (click to show/hide)

Current Technologies and Blueprints (http://www.bay12forums.com/smf/index.php?topic=145483.msg5792495#msg5792495)

Spoiler: Known Threats (click to show/hide)

Alert! The US military has detected a UFO within it's airspace, it is much smaller than the last, but all Agencies that respond are advised to exercise caution when engaging.


Welcome to Turn One, Phase Two. In this Phase agencies can respond to events across the world. Examples include: investigating the event for more info, controlling the situation to prevent it from worsening or attempting to destroy the threat entirely. Any unit can be sent to any sort of responce, but naturally certain units are better at certain things. If multiple agencies respond to the same threat, they will act in order of who arrives first, which is based on travel speed, distance and whether they're using their own transport. It is perfectly acceptable (encouraged in fact) for agencies to work together to deal with a threat. In this case they will act once the last team member has arrived.

Certain events, such as the UFO flyover, are suprise one-turn-only things. If it is not responded to, or the response is unsuccessful, there will be an immediate penalty in funding from the concerned nation. This is compared to more persistant events, which will slowly fester and anger the nation until resolved.

Title: Re: World Task Force - Turn one Phase two
Post by: Stirk on November 12, 2014, 08:21:23 pm
Well the UFO is my duty. Its what we are are good at, after all.

I quickly purchase an Interceptor and someone who knows how to use it, then send them after the UFO. I doubt we can get an AA gun there in time....
Title: Re: World Task Force - Turn one Phase two
Post by: Kashyyk on November 12, 2014, 08:25:06 pm
Unfortunately, by the time it arrives the UFO will be long gone.
Title: Re: World Task Force - Turn one Phase two
Post by: Stirk on November 12, 2014, 08:30:34 pm
Darn. Then there is not much I can do, my tanks can't exactly engage swift moving air targets.

I suppose, then, I send one of my SO squads to advice the US military how to deal with this threat. They can just take a car to the pentagon, if need be. Nix the buying of an interceptor, at least for now. Ill probably deal with the next one via AA fire.

*EDIT*

Can I make an AA gun in time? Any AA gun? Or even just a fire-and-forget AA missile like the Javalin?
Title: Re: World Task Force - Turn one Phase two
Post by: FelixSparks on November 12, 2014, 08:32:36 pm
Not to mention it's in your turf.

Arthur looks to his display, nodding. Whitewater should be more than fine for the UFO for now, it was both home turf AND their favored foe. For now... Arthur had other things to worry about. He calls down to the labs, putting in an order for and additional hangar, another Dropship, and reserves The Steed for Alpha's use. They'll need it to get to Vancouver in any decent time...

Looking over the proposed actions for each agency, he notices something rather amiss. No one was investigating the disappearances. This struck him as rather odd, and he called up two of his best undercover agents. "Holly, Andy, I want you two in and investigating immediately. I trust you'll be alright while you gather information, if you sense you're in danger, pull out unless you're CERTAIN you'll come back alive. I don't need any martyrs." He leaves them with their orders, and heads to the command room, thinking. It seemed... A little short staffed, so he put out a call for all willing parties to join his ranks, pushing a bit harder for the flyers and benefits this time around.

Spoiler: TLDR HERE'S MY ACTIONS (click to show/hide)
Title: Re: World Task Force - Turn one Phase two
Post by: Taricus on November 12, 2014, 08:35:18 pm
Just pointing out that I should have three hangars Kashyyk, other than that, it looks all good. And Felix, recruitment was meant to be done in the first phase. Second is for dealing with things :P

AMSOU units, between the estimated arrival time of any other agency and how quickly they can arrive, move in to deal with the werewolves themselves, adopting a slow-but-steady pace. If/when allied units arrive to help, AMSOU units, due to a lack of any heavier assets or specialisation against the 'wolves, are to take position as assisting units. In addition, deploy the newly-made armour with them. It would prove a useful field test of it's capabilities.

For the AMSOU Agents heading to egypt, no further orders are given beyond what has already been briefed to them.
Title: Re: World Task Force - Turn one Phase two
Post by: Kashyyk on November 12, 2014, 08:46:35 pm
@Stirk: Unfortunately Not. During this phase all you can do is respond to threats. You don't have to adhere to your favoured enemy, so you can send even more units at the Werewolves in Australia for example, attempt to tackle the Wizard in Egypt or try something else.

@Felix: Taricus is right, this phase is for shooting baddies and taking names. Any construction or hiring will have to wait 'til turn 2.

@Taricus: Fixed the hanger thing. It's all fine on my spreadsheet, just forgot to update the turn post :P
Title: Re: World Task Force - Turn one Phase two
Post by: FelixSparks on November 12, 2014, 08:48:38 pm
Ah. My bad. IN THAT CASE.

"Alpha, move in and subdue. I want him caught by dawn."


I can still send the agents, right?
Title: Re: World Task Force - Turn one Phase two
Post by: Kashyyk on November 12, 2014, 08:51:19 pm
Yes indeed. I included the previously given orders so that I didn't have to go digging for them if you decided to keep them as is.
Title: Re: World Task Force - Turn one Phase two
Post by: FelixSparks on November 12, 2014, 08:57:00 pm
I'll gladly do those things next turn. Sorry about the confusion on my part. NOW GO ALPHA, RECRUIT THAT GUY!
Title: Re: World Task Force - Turn one Phase two
Post by: PiotraperPL on November 13, 2014, 12:11:56 pm
((I have ordered a construction of medium laboratory in phase one of this turn, what happened to that?))

E-TAG's Actions:
- Send Interceptor "Hornet-1" to shoot down the UFO. It's approach should be balanced between aggressive and defensive.
- Send dropship "The Queen" with both SpecForce Squads on board to US. If that UFO crashes, their job will be to kill any survivors and retrieve valuable equipment for study. If UFO lands, then they will combat the UFO's crew and again - retrieve valuable equipment.
Title: Re: World Task Force - Turn one Phase two
Post by: Kashyyk on November 13, 2014, 12:22:00 pm
@Piotraper: Sorry about that, fixed the post.
Title: Re: World Task Force - Turn one Phase two
Post by: PiotraperPL on November 13, 2014, 12:23:43 pm
Thank you c:
Title: Re: World Task Force - Turn one Phase two
Post by: Xvareon on November 14, 2014, 10:44:18 pm
Sorry about the wait. Here's my turn.

Spoiler: Actions (click to show/hide)
Title: Re: World Task Force - Turn one start!
Post by: Kashyyk on November 17, 2014, 05:09:21 pm
Spoiler: RTC (click to show/hide)
Spoiler: Whitewater Inc (click to show/hide)
Spoiler: AMSOU (click to show/hide)
Spoiler: E-TAG (click to show/hide)
Spoiler: FADE (click to show/hide)

Current Technologies and Blueprints (http://www.bay12forums.com/smf/index.php?topic=145483.msg5792495#msg5792495)

Mission Reports

Spoiler: Australia (click to show/hide)

Spoiler: Egypt (click to show/hide)

Spoiler: Vancouver (click to show/hide)

Spoiler: USA (click to show/hide)

Spoiler: Other News (click to show/hide)

Spoiler: Turn Resolution (click to show/hide)

Spoiler: Known Threats (click to show/hide)

Turn two, phase one. Time for hiring, construction, research and manufacturing.

EDIT: Cos I forgot to mention. Units will slowly recover their strength each turn, or money can be spent to rapidly reinforce.

Spoiler: GM Note (click to show/hide)
Title: Re: World Task Force - Turn Two Phase One
Post by: FelixSparks on November 17, 2014, 05:20:44 pm
For the love of GOD keep the writing!

Arthur cursed as he say the report from Paris. He got the The Library on the speaker, and they could almost HEAR his grimace. "I want that Vampire Autopsy on my desk YESTERDAY! I want to know WHAT they're made of, and EXACTLY what can kill them!" He shut of the speaker, massaging his temples. Of COURSE it was vampires... Well, he'd figured there would be more than one.... Thankfully it wasn't THE one... They weren't ready for him. Not yet. But they would be. He called up Beta Squad, sighing. "Gents, how do you feel about going to Paris? You're to rendezvous with one of our agents already there, who will take you to your targets. I want a full clean up. Any of the bodies you can bring back, do. Do NOT get bitten, do NOT be stupid about this. I'll see what I can do about specialized rounds, but this needs to be dealt with before it can become a problem. If one of you gets infected I'll come stake your stupid ass myself, am I clear?" He sighs, looking towards the world map. This... was going to be tricky...


I'd also like to build all that stuff I said last turn, subbing in the Vampire Autopsy for any research started then, cause I need that info ASAP.
Title: Re: World Task Force - Turn Two Phase One
Post by: Kashyyk on November 17, 2014, 05:28:50 pm
You've already completed that research. I'll go get the results for you...

Wait... Did I not post that? Goddammit!

Looks like I didn't actually post any of the results for phase one. So here they are.
Spoiler: Phase One Results (click to show/hide)
Title: Re: World Task Force - Turn Two Phase One
Post by: FelixSparks on November 17, 2014, 05:34:06 pm
In that case, change to building the DNA Sampler... And... Let's see what to research... Is it possible to research Hydroblade's abilities in this time?
Title: Re: World Task Force - Turn Two Phase One
Post by: Kashyyk on November 17, 2014, 05:38:28 pm
There's research available for pretty much everything you will encounter. Some of it won't be very interesting or useful, others more so.
Title: Re: World Task Force - Turn Two Phase One
Post by: FelixSparks on November 17, 2014, 05:40:25 pm
Let's see if we can get a handle on his power, maybe make an amplification unit for it then. Learn how his power works. Cause if we can get him some....

.... Is it possible to request some Holy Water from the Pope?
Title: Re: World Task Force - Turn Two Phase One
Post by: Kashyyk on November 17, 2014, 05:48:16 pm
You can try :P

Once you've decided, do you mind collecting all your orders into one post, otherwise I'll miss something.

Edit: You'll need a suitably large donation to the church, and a suitably worded letter convincing him to give you some. Or you'll need to get hold of a member of the clergy to do it for you
Title: Re: World Task Force - Turn Two Phase One
Post by: FelixSparks on November 17, 2014, 05:50:27 pm
Sure, trying to figure something out behind the scenes... I'll post once that's agreed upon.
Title: Re: World Task Force - Turn Two Phase One
Post by: Taricus on November 17, 2014, 07:11:12 pm
Spoiler: AMSOU's Actions (click to show/hide)

Mind providing a little clarification of the victims if you could Kashyyk?
Title: Re: World Task Force - Turn Two Phase One
Post by: Stirk on November 17, 2014, 07:15:57 pm
I would have posted earlier, but had class. Keep writing, if you enjoy it. I know how long it can take to make a post like that. I mean, we only have a turn every week or so, it isn't like taking a few more hours to write would change too much.

Send the Werewolf corpses back to HQ using willing civilian or military transportation. Once at HQ, have the Workshop examine them to make sure they are *not* human in any way. Once that has been established, have the Workshop skin the corpses by any means necessary. Turn the werewolf skin into body armor.

Have the boys in the lab design special "omnibullets", bullets in every caliber that contain a variety of known creature weaknesses. Examples include: Silver, Wood, holy water pellets, etc. The goal of this project is to make ammunition that can be used in any sort of conflict to great efficiency. Everything from 9mms to tank shells, of course.

Now we will finish off the wolves. Humans have hunted normal wolves for ten thousand years, we can borrow some of their techniques. Find something to bait them with, such as a cow about to go to slaughter or a kangaroo or whatever is around and cheap. Tie it to a post in a good position, then try camouflaging the tanks. If possible, repair them before confronting.

Have the squads still at base collect the new weapons. Have one squad remain at base as a guard, while the second goes off to train. Have them rotate out, so both squads get some training in while the base remains defended.

Buy another MBT, arming this one with the quad-AA guns. Next time, we will be the one who gets the UFO. Also buy repairs, first if possible. Purchase two agents.

Have the new agents go off to Siberia and San palo, one each. Investigate!
Title: Re: World Task Force - Turn Two Phase One
Post by: Kashyyk on November 17, 2014, 07:19:49 pm
@Taricus: They're the Members of Alpha Platoon that got wounded by the werewolves.
Title: Re: World Task Force - Turn Two Phase One
Post by: Taricus on November 17, 2014, 07:23:06 pm
Hmm... That gives me an idea.
Title: Re: World Task Force - Turn Two Phase One
Post by: FelixSparks on November 17, 2014, 07:23:48 pm
Right, here we go!

Arthur called Hydroblade into the room, looking over the results in Egypt from the last meeting. Looks like that Fire Wizard was still at large... "Hydro, glad you could make it. I'll make this quick. You were MADE to counter this guy. Go kick his ass and save the hostages. Do whatever you feel prudent in the situation. Water will be provided, but try to use it sparingly. Draw from the clouds, if possible, they'll be easier to get to if you run out of water. Refill whenever possible. I don't want this mission to go south."

With that done, next came strengthening the numbers. While the The Steed did it's job fairly well, it needed a mate.. It needed a Mare... God these puns were starting to get to him. Regardless, new ship yes. He also put out those flyers from last time, confident they'd attract new talent. Lewis, the man who had investigated the Kobe disappearances, was to be deployed again, in order to satisfy some of the other countries. Drusseldorf sounded like it might need some help.
Spoiler: Actions! (click to show/hide)

Poor Arthur, so many calls to make~
Title: Re: World Task Force - Turn Two Phase One
Post by: Stirk on November 17, 2014, 07:24:42 pm
Hmm... That gives me an idea.

You are going to use the survivor's skin as armor ????
Title: Re: World Task Force - Turn Two Phase One
Post by: Taricus on November 17, 2014, 07:31:34 pm
Nah, screw that, I'm just going to use the survivors as troops if possible :D
Title: Re: World Task Force - Turn Two Phase One
Post by: Stirk on November 17, 2014, 07:34:41 pm
Quote
Nah, screw that, I'm just going to use the survivors as troops if possible :D

Just keep 'em on a short leash *budamdsh!*


Also, E-TAG! If you aren't going to use that fancy killer robot, I think I could make some cool tank stuff out of it. Can I buy it from you?
Title: Re: World Task Force - Turn Two Phase One
Post by: Taricus on November 17, 2014, 07:41:54 pm
Any Kashyyk, how much would it cost to build the containment facility for the werewolf victims? It's sorta important for budgetary reasons (I'm assuming that getting the squads to full-strength would just cost the fraction of men missing out of the base price)

Also, would fade be willing to either export their TacHelms, or provide the blueprits for them? (I'm already assuming a price would have to be paid for it, thus I'm open for offers on that.)
Title: Re: World Task Force - Turn Two Phase One
Post by: Kashyyk on November 17, 2014, 07:58:02 pm
Small Containment Facility: 100cr for 10 cells
Large Containment Facility: 180cr for 20 cells

And re: reinforcing squads, you described it way better than anything I could come up with.
Title: Re: World Task Force - Turn Two Phase One
Post by: Taricus on November 17, 2014, 07:59:43 pm
Glad I could help Kashyyk :P

You might want to put a list of the units and buildings somewhere on the first post or such though, would make it easier for everyone to find all the stuff they can get.
Title: Re: World Task Force - Turn Two Phase One
Post by: Kashyyk on November 17, 2014, 08:24:17 pm
Here (http://www.bay12forums.com/smf/index.php?topic=145483.msg5795271#msg5795271) is a link all the things you can currently buy. I'll keep it up to date and include this link in future updates.
Title: Re: World Task Force - Turn Two Phase One
Post by: Taricus on November 17, 2014, 08:28:51 pm
Sweet, that'll make things easier on everyone :D
Title: Re: World Task Force - Turn Two Phase One
Post by: PiotraperPL on November 18, 2014, 02:21:04 pm
Topic: 123
From: Melikov Karl Stepanovich
To: Shizuma Korekiyo

Tell the boys at the laboratory that they should be analyzing these alloys right now, and shouldn't bother with some unimportant wreckage. Charles wants to monetize that killbot and he would be mad if anyone touched it without his permission.

-----

Topic: u wot
From: Shizuma Korekiyo
To: Charles Schaeffer

Charles, you bastard, you said you would give us the killbot as soon as Tinkerer's Den is done damaging it further. Reverse-engineer my ass.

-----

Topic: RE:u wot
From: Charles Schaeffer
To: Shizuma Korekiyo

Whitewater Inc will pay us to get that piece of junk, and honestly, if our workshops couldn't do anything with that, nerds like you can't either. And it's "Tinkerer's Lair", not "Den" you stupid.

-----

Topic: RE:RE:u wot
From: Shizuma Korekiyo
To: Charles Schaeffer

You greedy bastard. And I am not stupid, you are stupid.

-----

Topic: A "friendly" reminder
From: CEO
To: Shizuma Korekiyo, Charles Schaeffer
Marked as private

I remind you that e-mails sent using laptops provided by E-TAG are logged. So either cease being a bunch of idiots or I'm gonna kick both of your asses.


Spoiler: E-TAG's actions (click to show/hide)

Spoiler: Things to sell (click to show/hide)

Spoiler: Additional notes (click to show/hide)
Title: Re: World Task Force - Turn Two Phase One
Post by: Stirk on November 18, 2014, 03:56:29 pm
Quote
Sell Killbot Wreckage to Whitewater Inc for 15cr

Very good price. We will send someone to pick it up right away. You can keep the corpses, for now. I am sure we will have plenty of our own in the (near) future.
Title: Re: World Task Force - Turn Two Phase One
Post by: PiotraperPL on November 18, 2014, 04:11:35 pm
-quote snip-

Very good price. We will send someone to pick it up right away. You can keep the corpses, for now. I am sure we will have plenty of our own in the (near) future.
Very well, 15cr are yours, sir. Also, if you at any time acquire some alien technology, we would love to get our hands on that.
Title: Re: World Task Force - Turn Two Phase One
Post by: Taricus on November 18, 2014, 05:28:23 pm
Fifteen credits?! You must be joking, that sort of thing would be worth much more than that. I'll pay you 30cr for it.
Title: Re: World Task Force - Turn Two Phase One
Post by: Kashyyk on November 18, 2014, 08:10:12 pm
Cool, just  recorded wveryone's orders and wanted to clarify a few things.

Stirk: The only people in the world with the Mobile AA blueprints is Whitewater. So unless you want to provide the blueprint to someone, (player or nation) you'll have to make it yourself.

Felix: The Library isn't doing anything at the moment, wanna give them a task?

Piotraper (and everyone else for that matter): Council nations are willing to buy extra-terrestrial and supernatural artifacts, so if none of the players want it, you've still got a buyer in them. Occasionally the council will even issue requests for certain things, which they will pay extra money for.
Title: Re: World Task Force - Turn Two Phase One
Post by: Stirk on November 18, 2014, 09:21:29 pm
Quote
Stirk: The only people in the world with the Mobile AA blueprints is Whitewater. So unless you want to provide the blueprint to someone, (player or nation) you'll have to make it yourself.

Aww. Do I have to make the entire tank, or just the turret? In any case, switch the werewolf skinning for AA building. We are kind of Artillery focused anyway.
Title: Re: World Task Force - Turn Two Phase One
Post by: Taricus on November 18, 2014, 09:27:46 pm
I doubt werewolf pelts would do much anyway, given it's likely all the stuff underneath that makes it so tough.
Title: Re: World Task Force - Turn Two Phase One
Post by: FelixSparks on November 18, 2014, 09:28:01 pm
Hmmm... I'll set them on researching swords of legend. This will include origin, possible uses, last sightings, and any current activity that could match.
Title: Re: World Task Force - Turn Two Phase One
Post by: Stirk on November 18, 2014, 09:29:31 pm
Quote
I doubt werewolf pelts would do much anyway, given it's likely all the stuff underneath that makes it so tough.

Well all that stuff underneath would fall out if the skin wasn't tough. It is at least worth a try. Their parts can apparently harm a tank, we can find something to use them for. I would assume that they are at least strong enough to soak up a few bullets, and pretty light to boot. Well, compared to Kevlar.
Title: Re: World Task Force - Turn Two Phase One
Post by: Taricus on November 18, 2014, 09:36:02 pm
...Soldiers that can beat down tanks with fists. Man, you're just making my plan sound a lot better now :D
Title: Re: World Task Force - Turn Two Phase One
Post by: Stirk on November 18, 2014, 09:37:17 pm
...Soldiers that can beat down tanks weak walls of holding cells with fists. Man, you're just making my plan sound a lot better now :D

Fixed.
Title: Re: World Task Force - Turn Two Phase One
Post by: Taricus on November 18, 2014, 09:41:20 pm
Walls are a lot stronger than tank armour. Mostly because there's more materal. And the ones in there aren't full wolves yet too.
Title: Re: World Task Force - Turn Two Phase One
Post by: Stirk on November 18, 2014, 09:47:37 pm
Quote
Walls are a lot stronger than tank armour. Mostly because there's more materal. And the ones in there aren't full wolves yet too.

You kidden? A tank can take something that would devastate a wall. Chobham armor is a lot stronger than steel, you would have to have walls several feet thick to even get close to a modern MBT's armor.
Title: Re: World Task Force - Turn Two Phase One
Post by: Taricus on November 18, 2014, 10:02:27 pm
Of kinetic penetrators and explosives, sure. Against a superhuman werewolf beating down on it, I doubt it has the ability to disperse the shock from that.
Title: Re: World Task Force - Turn Two Phase One
Post by: Stirk on November 18, 2014, 10:05:57 pm
Amount of men I lost in the attack: 0
Amount of werewolves killed: 9?

Whatever. The score is obviously on my side. I would rather have a tank between me and a werewolf then a cell door. Besides, kinetic perpetrators and explosives are pretty much 100% fatal to a human on direct hit. Seeing as some of your men survived, in fact a lot of them did, I would say tank weapons>werewolves.
Title: Re: World Task Force - Turn Two Phase One
Post by: Taricus on November 18, 2014, 10:07:18 pm
That doesn't count, you arrived after we did a lot of work on it :P
Title: Re: World Task Force - Turn Two Phase One
Post by: FelixSparks on November 18, 2014, 10:08:48 pm
Ladies, ladies! There will be time for the measuring contest later, for now, we have PROBLEMS that need DEALING WITH. So let's focus on those, yeah?
Title: Re: World Task Force - Turn Two Phase One
Post by: Taricus on November 18, 2014, 10:12:23 pm
...That doesn't work, if we're both ladies then what is there to measure at all? :P
Title: Re: World Task Force - Turn Two Phase One
Post by: FelixSparks on November 18, 2014, 10:13:02 pm
... Do you want me to NOT send Hydroblade to back you up? Cause that's a thing I can still do.
Title: Re: World Task Force - Turn Two Phase One
Post by: Taricus on November 18, 2014, 10:15:03 pm
Hey, I'm just pointing that out due to the logic of that particular argument having a few problems.
Title: Re: World Task Force - Turn Two Phase One
Post by: Stirk on November 18, 2014, 10:16:43 pm
Quote
...That doesn't work, if we're both ladies then what is there to measure at all? :P

Gun caliber, obviously. It is scientifically proven that 100% of females pack heat. They are pretty obvious about it, too, don't know how you haven't noticed yet.

Quote
... Do you want me to NOT send Hydroblade to back you up? Cause that's a thing I can still do.

Tank>Superhero too.
Title: Re: World Task Force - Turn Two Phase One
Post by: FelixSparks on November 18, 2014, 10:26:53 pm
Not if the superhero can suck all the moisture out of the people driving it. Or freeze the tank solid. Or cleave it in two.
Title: Re: World Task Force - Turn Two Phase One
Post by: Taricus on November 18, 2014, 10:32:36 pm
...Man, now it's you two. Why are we even arguing anyway, we're on the same team.
Title: Re: World Task Force - Turn Two Phase One
Post by: Stirk on November 18, 2014, 10:34:42 pm
Quote
Not if the superhero can suck all the moisture out of the people driving it. Or freeze the tank solid. Or cleave it in two.

Hes never killed anyone before. Not to my knowlage. What makes you think he can pull the trigger on humans, even if he did somehow have those abilities?

Quote
...Man, now it's you two. Why are we even arguing anyway, we're on the same team.

No we aren't. We are competing for the same goal. Big difference.
Title: Re: World Task Force - Turn Two Phase One
Post by: Xvareon on November 18, 2014, 10:52:57 pm
Just to be clear, here, what exactly is the limit of a workshop's ability to design blueprints for new equipment? You said the helmet was simple enough to design 'cause "all the concepts were well understood" or something like that. What if I wanted to design a high-capacity bullet magazine? Or a variant of tactical rigging designed to carry more grenades? When do I cross the line into something that requires actual research for?
Title: Re: World Task Force - Turn Two Phase One
Post by: Taricus on November 18, 2014, 10:56:19 pm
I'd say anything that needs extensive testing or the like to get into a working prototype.
Title: Re: World Task Force - Turn Two Phase One
Post by: FelixSparks on November 18, 2014, 11:07:01 pm
Neither of those examples strictly kills them, it's merely a means of disabling an opponent. If I wanted you dead, I'd teach him to explode your heart. Blood is moisture. Kinda. In a super hero's definition, probably.
Title: Re: World Task Force - Turn Two Phase One
Post by: Kashyyk on November 19, 2014, 06:41:59 am
Just to be clear, here, what exactly is the limit of a workshop's ability to design blueprints for new equipment? You said the helmet was simple enough to design 'cause "all the concepts were well understood" or something like that. What if I wanted to design a high-capacity bullet magazine? Or a variant of tactical rigging designed to carry more grenades? When do I cross the line into something that requires actual research for?
Anything that doesn't have an unstudied supernatural element can be examined in the workshop (If you've studied it sufficiently, you can use it). Extra-terrestrial tech is a blurry area, you'll do better in the lab but you can use a workshop. Anything that already exists and only need modifiying or refining is perfect for workshops. Workshops are also for building anything that you possess blueprints for.
Title: Re: World Task Force - Turn Two Phase One
Post by: PiotraperPL on November 19, 2014, 05:35:03 pm
Fifteen credits?! You must be joking, that sort of thing would be worth much more than that. I'll pay you 30cr for it.
Well, Stirk was first to ask, and our engineers did not manage to salvage anything, so that junk is not really worth anything to us.
And I think that 15cr is a reasonable price. Look at it this way: Pocket Laboratory costs 70cr. And that's the combined cost of building equipment, building materials, equipment designed for !!SCIENCE!!, various chemicals, nerds to populate it with and a lifetime supply of safety glasses*. 15cr for a piece of broken machinery might be even too much.

* - safety glasses are too cool to not have a lifetime supply of them

Piotraper (and everyone else for that matter): Council nations are willing to buy extra-terrestrial and supernatural artifacts, so if none of the players want it, you've still got a buyer in them. Occasionally the council will even issue requests for certain things, which they will pay extra money for.
Alright. If Council nations are willing to buy these alien corpses, I'm okay with it, but triple the price for them (and don't tell them that is a tripled price, because that might make them angry). We are doing our best to make the Earth safe, and we need that money to actually make it safe.
Title: Re: World Task Force - Turn Two Phase One
Post by: FelixSparks on November 19, 2014, 05:58:20 pm
If you ever get your hands on some alien tech, lemme know, alright? Gotta keep my boys armed. And the women too, can't forget them.
Title: Re: World Task Force - Turn Two Phase One
Post by: Stirk on November 19, 2014, 05:59:31 pm
ET tech is corrupted heresy. Better of just putting it in a warehouse with everything else.
Title: Re: World Task Force - Turn Two Phase One
Post by: Taricus on November 19, 2014, 06:02:46 pm
No such thing as heresy. We don't follow any organised religions. as for ET tech, I wouldn't mind a few samples of the more easily replicable stuff.
Title: Re: World Task Force - Turn Two Phase One
Post by: Stirk on November 19, 2014, 06:10:12 pm
Quote
No such thing as heresy. We don't follow any organised religions. as for ET tech, I wouldn't mind a few samples of the more easily replicable stuff.

Money is god. Bow before it.
Title: Re: World Task Force - Turn Two Phase One
Post by: Kashyyk on November 20, 2014, 10:41:41 pm
Cool. Got about half the turn written up, just waiting on Xvareon now.

Felix asked about Holy Water: one unit costs 5cr, and can be given to units as is where they will use it essentially as holywater splash grenades. It can also be used as an ingredient in other things (such as Whitewater's Omnibullets).

Taricus brought up a memorial idea. Give me some fluff, and I'll provide a price and a suitable effect for honouring your fallen.
Title: Re: World Task Force - Turn Two Phase One
Post by: FelixSparks on November 20, 2014, 10:45:13 pm
Let's got for 20 units of Holy water, and send Hydroblade with 2, for emergencies. 15 will be kept at base, and 3 units will be studied later.
Title: Re: World Task Force - Turn Two Phase One
Post by: Taricus on November 20, 2014, 10:51:49 pm
Man, I was just planning a service, not a whole monument. But hey, I'll roll with it.
Title: Re: World Task Force - Turn Two Phase One
Post by: Xvareon on November 20, 2014, 10:54:12 pm
I've split this turn into actions and purchases to make it a little cleaner. Hope it helps.

Spoiler: Actions (click to show/hide)
Title: Re: World Task Force - Turn Two Phase One
Post by: Taricus on November 23, 2014, 11:33:06 pm
When is the update going to be finished by Kashyyk?
Title: Re: World Task Force - Turn Two Phase One
Post by: Xvareon on November 24, 2014, 12:05:06 am
I feel I should point out, Taricus, that FADE doesn't really see a point in selling non-field tested blueprints for a computerized tactical helmet that hasn't even entered production, yet. God only knows how many glitches we might have to iron out before it's actually released.
Title: Re: World Task Force - Turn Two Phase One
Post by: Taricus on November 24, 2014, 05:51:50 am
That's fair enough, I can wait for the system to be tested and certified.
Title: Re: World Task Force - Turn Two Phase One
Post by: Kashyyk on November 24, 2014, 05:58:37 am
When is the update going to be finished by Kashyyk?

Sorry, I've had a busy few days. It should be up by wednesday though.
Title: Re: World Task Force - Turn Two Phase Two
Post by: Kashyyk on November 24, 2014, 06:01:48 pm
Spoiler: RTC (click to show/hide)
Spoiler: Whitewater Inc (click to show/hide)
Spoiler: AMSOU (click to show/hide)
Spoiler: E-TAG (click to show/hide)
Spoiler: FADE (click to show/hide)

Phase 1 Results
Spoiler: RTC (click to show/hide)

Spoiler: Whitewater Inc (click to show/hide)

Spoiler: AMSOU (click to show/hide)

Spoiler: E-TAG (click to show/hide)

Spoiler: FADE (click to show/hide)

Current Technologies and Blueprints (http://www.bay12forums.com/smf/index.php?topic=145483.msg5792495#msg5792495)

Spoiler: Known Threats (click to show/hide)

During an audit of the councils expenses, it was discovered that certain individuals had been siphoning funds. The matter has been resolved, and all agencies have been credited the correct amount.

Alert! A number of hostile vehicles of unknown design or origin have appeared in the outskirts of Novosibirsk. Latest intilligence suggests there are seven such vehicles, and the Russian Military are responding in force, however they have requested assistance and emphasised their weight in the council.

Alert! A UFO has landed in Hubei province, China. The design is nothing like the previous UFOs encountered, and is significantly larger than the Roswell Ship recovered last month. Expect a strong presence.

Spoiler: Traits (click to show/hide)

Spoiler: GM Note (click to show/hide)
Title: Re: World Task Force - Turn Two Phase One
Post by: FelixSparks on November 24, 2014, 06:42:19 pm
Dibs on russia! I will post an action plan when I am home.
Title: Re: World Task Force - Turn Two Phase One
Post by: Xvareon on November 24, 2014, 06:45:30 pm
You forgot to include the new Small Laboratory and Small Workshop in the Buildings section of FADE's profile. And what happened to the Pocket Workshop "The Foundry" specialized for the production of ammunition? And the Secret Service agent I was sending to London to act as FADE's representative and preempt further Shapeshifter incursions? Please fix. Thanks.
Title: Re: World Task Force - Turn Two Phase One
Post by: Kashyyk on November 24, 2014, 06:52:51 pm
Labs and Workshops fix'd. Must've missed them when comparing to my spreadsheet.

And units can't be sent out on missions in phase one, but can be in phase two
Title: Re: World Task Force - Turn Two Phase One
Post by: Taricus on November 24, 2014, 06:53:34 pm
Spoiler: AMSOU's Actions (click to show/hide)
Title: Re: World Task Force - Turn Two Phase Two
Post by: Stirk on November 24, 2014, 07:39:42 pm
UFO is mine this time! We will teach them the arrogance of their last round.

Send the new tank and one squad of men with the KS shotguns to the UFO, leaving Alpha and Beta MBTs in Australia to continue their work. Be careful, but don't let it get away. I don't care if you have to fire your shotguns at it as it flies away. Use our bird for this.

Send the final squad to Russia the by Russia's transport. Because I saw Russia first and am the one who focuses on vehicals! Do not confront unless necessary, we don't have a lot of anti-vehicle weapons. Instead, focus on gathering intel on what we are facing. Take a sample of any destroyed one, whether by the Russians or another WTF organization. If you do not suspect they are hostile, try communicating with them using radio waves and flashing mores-code lights. From far, far away.
Title: Re: World Task Force - Turn Two Phase Two
Post by: ~Neri on November 24, 2014, 07:46:22 pm
((I had a question: Is it possible to join late?))
Title: Re: World Task Force - Turn Two Phase Two
Post by: Stirk on November 24, 2014, 07:47:36 pm
Quote
((I had a question: Is it possible to join late?))

(I think there is a waiting list)
Title: Re: World Task Force - Turn Two Phase Two
Post by: Kashyyk on November 24, 2014, 08:05:22 pm
((I had a question: Is it possible to join late?))
There is indeed a waitlist. You can create an agency if you like, and I'll add you to the list.
Title: Re: World Task Force - Turn Two Phase Two
Post by: ~Neri on November 24, 2014, 09:10:16 pm
Spoiler (click to show/hide)
Title: Re: World Task Force - Turn Two Phase Two
Post by: GentlemanRaptor on November 24, 2014, 10:15:04 pm
Oh, I'd love to get on that waitlist as well.

Spoiler (click to show/hide)
Title: Re: World Task Force - Turn Two Phase Two
Post by: FelixSparks on November 24, 2014, 11:14:05 pm
I guess I'll leave Russia to you guys.... I've got my hands pretty full as it is, I guess.

Spoiler: Actions (click to show/hide)

Priority on transport given to Hydroblade and Beta with The Steed, with Alpha going to Paris immediately after in the same vehicle.
Lewis, IAlpha and IBeta will be using The Mare, dropping off Beta first due to urgency of events, with Lewis and IAlpha second drop off. Take off ASAP.
Title: Re: World Task Force - Turn Two Phase Two
Post by: PiotraperPL on November 25, 2014, 04:19:27 pm
Buildings and some units are still not named properly in the summary. Could you fix that? :x

Spoiler: E-TAG's Actions (click to show/hide)
Title: Re: World Task Force - Turn Two Phase Two
Post by: Kashyyk on November 28, 2014, 08:13:40 am
Just waiting on Xvareon. Although as it's black friday for most of you I don't mind waiting 'til the weekend.
Title: Re: World Task Force - Turn Two Phase Two
Post by: Taricus on December 01, 2014, 05:46:33 pm
And it's now after the weekend, and his last post here was about a week ago so..
Title: Re: World Task Force - Turn Two Phase Two
Post by: Kashyyk on December 01, 2014, 06:02:13 pm
I've PM'd him, and if he doesn't post by Friday then he forfeits his position to Playergamer.
Title: Re: World Task Force - Turn Two Phase Two
Post by: Xvareon on December 01, 2014, 08:10:49 pm
Again, I'm sorry about that. I don't even have a good excuse this time. Anyway, here's my turn.

Spoiler: Actions (click to show/hide)

EDIT: Is it possible for us to produce technology that we can release on the market to garner additional funding? I realize that carries a lot of risks, too, but it may be worth it.
Title: Re: World Task Force - Turn Two Phase Two
Post by: Kashyyk on December 04, 2014, 05:15:20 pm
Spoiler: RTC (click to show/hide)
Spoiler: Whitewater Inc (click to show/hide)
Spoiler: AMSOU (click to show/hide)
Spoiler: E-TAG (click to show/hide)
Spoiler: FADE (click to show/hide)

Phase 2 Results
Spoiler: Australia (click to show/hide)

Spoiler: Hubei, China (click to show/hide)

Spoiler: Egypt (click to show/hide)

Spoiler: Paris (click to show/hide)

Spoiler: Novosibirsk (click to show/hide)

Spoiler: Other Events (click to show/hide)

Current Technologies and Blueprints (http://www.bay12forums.com/smf/index.php?topic=145483.msg5792495#msg5792495)

Spoiler: Known Threats (click to show/hide)

Spoiler: The Spoils of War (click to show/hide)

Spoiler: Funding (click to show/hide)

A quick reminder to everyone. Phase 1 is when all hiring, construction, manufacturing, research, training, repairing and anything that would take a reasonable amount of time to complete occurs. Phase 2 is when agencies send their forces across the world to resolve threats that occur, there is not enough time to do anything else.

Spoiler: GM Note (click to show/hide)
Title: Re: World Task Force - Turn Three Phase One
Post by: Stirk on December 04, 2014, 05:50:53 pm
Grr. Once again, I am saddened by my slow response rate. I am going to need to get a few more drop ships.

I request the Hubei Bundle 2 – Intelligence. That is what we are most interested in, the others can keep the weapons and such. Probably don't fit on tanks anyway. As the ET focusing group, we will gain the most from it, and gladly share with the rest of you.

I also request the Novosibirsk Bundle 3 – Misc, since we need all the tanky stuff. We are willing to purchase any items that we did not receive in that bundle for a rather generous price.

First, Whitewater purchases a new Dropship, to get a little faster response. The damaged tank is repaired, during repairs it is fitted with the AA cannon. We also purchase another Hanger, and enough people to actually run the drop ship. We then purchase another laboratory, as we are falling behind on our research as it is. An expensive turn this turned out to be.

While the workshop is busy adding the gun to the Tank, the two laboratories get to work. The first attempts to examine the killbot, trying to find any AI that would be good to apply to tanks. The second observes the Novatank alloy, in an attempt to improve our own armor.

Since there is only one problem that can be fixed with a bunch o' tanks, I send both drop ships with working tanks to finish the remaining Nova. This includes the AA equipped tank, those guns might not be able to do much against armor but they probably will perform better than our shotguns.
Title: Re: World Task Force - Turn Three Phase One
Post by: Taricus on December 04, 2014, 06:28:25 pm
All in all, another good day for the badasses of AMSOU. Keep up the good work like that lads, and before we know it earth'll be safe once more!

Anyway, in regards to the spoils, from Hubei I'll claim bundle three, and from Egypt I'll take the books if everyone is fine with that. I'll edit my purchases into this post sometime soon as well.

EDIT: It seems there's a bit of a discrepancy within my expenses, they should be at 545cr per month

Title: Re: World Task Force - Turn Three Phase One
Post by: FelixSparks on December 04, 2014, 06:45:40 pm
I'm at work, so for now I'll take the mage if possible, and I'll write up a full report later, including the Hubei bundle I want. Good missions though.
Title: Re: World Task Force - Turn Three Phase One
Post by: Xvareon on December 04, 2014, 09:39:45 pm
I request the Novosibirsk Bundle 2 - Defence, since we need to know just what kind of armor plating we're dealing with here on these vehicles, and also to find some kind of countermeasure to their countermeasure against missiles. FADE isn't out of the fight just yet.

I'll post a more detailed action plan later. By the way, you, um... forgot to include my other small workshop, pocket workshop, and small laboratory in FADE's page, again. And am I to assume that Storm-One is miraculously back to full strength, despite being reduced to 7/10 members fighting the werewolves?

Also, I'm loving this game so far. Really interested in seeing where it goes. xD
Title: Re: World Task Force - Turn Three Phase One
Post by: FelixSparks on December 05, 2014, 12:22:21 am
Before my long post of stuff, let me tell you what I plan to do in Phase 2. I plan to go recruit Metalman in Detroit. I'm sending Sven (Lewis) to Tokyo to Investigate the strange occurences AND the bank heist. I'll give him a second spy to go along with. Rose (Female Spy) is going to Quebec. And you can BET YOUR LIFE I'm dealing with the shapeshifters.

Sidenote, hey Xvareon, can I have the blueprints for the Gene Sampler for the Shapeshifter? I'll trade you my DNA sampler for Vampires, unless there's something else you'd prefer.

Arthur sighs, looking over the reports. He lost a lot of good men.... And he'd make sure they were honored. So he'd hold a ceremony in honor of the fallen. He looked over his list of projects, and nodded. "I've gotta build more facilities..." First would come a containment area for the followers and the Fire Wizard... And some additional research facilities. He had a mind to get some work done on the alien tech, as well as pinpoint the swords ASAP. And another workshop to produce some better armor... He also calls up the other facilities, making arrangements to get the Fire Wizard transferred to his care for his work in Egypt, as well as the heavier armaments from the Hubei encounter. He looked over the casualties reports again, and nodded. He'd need more men. He put out some more fliers for some specialized units, pushing especially hard for a unit composed of sword users, excelling in their field. Not that they ALL had to use swords, just blades in general. He called down to the Library, and told them to put their efforts into researching the alien armor they acquired, and told the Loft to look into the swords as best they can, and to give him info on their whereabouts ASAP. Preferably with Excalibur first. Finally, he writes a letter to the head of FADE to request a piece of their tech in order to deal with the rumors of shapeshifters.

Today seems like a nice day to take a stroll, so Arthur heads to the Museum of London, with a bit more than sightseeing in mind...

Spoiler: ACTIONS (click to show/hide)
Title: Re: World Task Force - Turn Three Phase One
Post by: Kashyyk on December 05, 2014, 08:34:19 am
I'm sorry Xvareon, I always seeem to mess up your turn, but not anyone elses.

And I thought you'd reinforced that squad, all fixed now though.
Title: Re: World Task Force - Turn Three Phase One
Post by: Taricus on December 05, 2014, 08:50:08 am
And my budget discrepancy Kashyyk? It seems a little odd given how much my outfit costs between this turn and the last. Also, I have to ask about the physiology of the werewolves. Are they massively different to standard humans or do they retain mostly human physiques or the like?
Title: Re: World Task Force - Turn Three Phase One
Post by: Kashyyk on December 05, 2014, 08:57:59 am
Re. Budget: On my sheet your upkeep is 345cr/m, the additional being from the large containment and the cost to reinfirce your Squads.

On that theme, I'm considering breaking down how I show your finances further. Would it be easier for you if I seperated Income and Expenses into their constituent parts? (such as funding, upkeep, purchases, sales etc.)

Whilst Human they are pretty much indistinguishable from a normal person. Whilst transformed they are wolf shape, the height of a human but much broader, and can move either as a biped or quadruped. (Think the werewolves in Dog Soldiers or Harry Potter)
Title: Re: World Task Force - Turn Three Phase One
Post by: Taricus on December 05, 2014, 09:01:48 am
Yeah, that would be better actually. Would save a bit of confusion on all of that. Still leaves my previous question on the werewolves though.
Title: Re: World Task Force - Turn Three Phase One
Post by: Kashyyk on December 05, 2014, 09:03:38 am
I edited that in. :P
Title: Re: World Task Force - Turn Three Phase One
Post by: Taricus on December 05, 2014, 09:09:48 am
Hmm.. And do they only get the benefits of being a werewolf whilst transformed?
Title: Re: World Task Force - Turn Three Phase One
Post by: Kashyyk on December 05, 2014, 09:48:55 am
You'll find out that on completion of the Live Werewolf Research :P
Title: Re: World Task Force - Turn Three Phase One
Post by: FelixSparks on December 05, 2014, 10:03:51 am
I think during turn 4, I'll build an interrogation facility. Might come in handy.
Title: Re: World Task Force - Turn Three Phase One
Post by: Taricus on December 05, 2014, 10:23:55 am
You'll find out that on completion of the Live Werewolf Research :P
And I'm guessing that's what I'm not researching now, am I? :P
Title: Re: World Task Force - Turn Three Phase One
Post by: Kashyyk on December 05, 2014, 01:45:00 pm
And I'm guessing that's what I'm not researching now, am I? :P

Live werewolf research, werewolf psych test, werewolf interrogation, they're all the same thing. So you're good. :)
Title: Re: World Task Force - Turn Three Phase One
Post by: Taricus on December 05, 2014, 02:53:41 pm
Oh that's astoundingly simple. Rather relieving too :P
Title: Re: World Task Force - Turn Three Phase One
Post by: Playergamer on December 06, 2014, 10:32:13 pm
Spoiler (click to show/hide)
Title: Re: World Task Force - Turn Three Phase One
Post by: Taricus on December 06, 2014, 11:00:51 pm
Hmm... I take it you're in to replace another agency?

Anyway, looking over it all, I'd highly recommend dropping something to get a dropship, given that hiring one is both slower and more expensive in the long run.
Title: Re: World Task Force - Turn Three Phase One
Post by: Playergamer on December 06, 2014, 11:05:00 pm
I'm in to replace Piotraper, and according to Kashyyk, I get his things. I'm figuring one drop ship should be enough.
Title: Re: World Task Force - Turn Three Phase One
Post by: Taricus on December 06, 2014, 11:08:52 pm
Ah, that's ontop of E-tags stuff. Alright, that makes a lot more sense. Well, you wouldn't need the crewmen unless you only inherent vehicles and structures.

Title: Re: World Task Force - Turn Three Phase One
Post by: Xvareon on December 07, 2014, 02:00:37 am
Kashyyk, I have a question born out of curiosity. If you were going to create your own secret organization for a forum game like this, what would its name/profile/favored enemies/biography be?

Also, I'll probably post my turn tomorrow.
Title: Re: World Task Force - Turn Three Phase One
Post by: Quartz_Mace on December 07, 2014, 02:10:23 am
Posting to watch. May join later.
Title: Re: World Task Force - Turn Three Phase One
Post by: Stirk on December 07, 2014, 02:11:48 am
Posting to watch. May join later.

There is a pretty long wait list, if you are thinking about joining latter you might want to get on it.
Title: Re: World Task Force - Turn Three Phase One
Post by: FelixSparks on December 07, 2014, 02:13:52 am
I think my next goal is going to be training an entire elite unit to use magical swords. It's gonna be rad.
Title: Re: World Task Force - Turn Three Phase One
Post by: Stirk on December 07, 2014, 02:19:00 am
Quote
I think my next goal is going to be training an entire elite unit to use magical swords. It's gonna be rad.

Pff. Infantry has shown itself to be useless. You know what is not useless? Tanks. One tank can beat an entire elite unit armed with silly magic swords!
Title: Re: World Task Force - Turn Three Phase One
Post by: FelixSparks on December 07, 2014, 02:34:49 am
Remember that time ONE of my dudes took out a Fire Wizard who was cleaning up? Yeah, that was ME. DO NOT LOOK DOWN ON MAGIC.

Seriously though we need to have an exhibition, Tank V Magic swordsman.

Soooooooooon as I find Excalibur.
Title: Re: World Task Force - Turn Three Phase One
Post by: Stirk on December 07, 2014, 02:48:58 am
I remember when a bunch of your men got killed doing that. You want to know how many of my tank men died so far? Zero. Zero tank men. I just had to pay to wipe the enemy's blood stains off of them, and my company is made of money. You stand no chance!
Title: Re: World Task Force - Turn Three Phase One
Post by: Kashyyk on December 07, 2014, 09:40:10 am
@Stirk: I presume you are buying a Medium Laboratory?

@Felix: And an interrogation room would a specialist lab. Just so you know :)

@PlayerGamer: Only some of them. You only get his technology and his recovered artifacts. (In case I wasn't specific enough in that PM :) )

@Quartz_Mace: Stirk is right, even after shufffling Playergamer into the line-up, the waitlist is still five men long. And unless I start being mean and try to eliminate agencies, it's gonna take a while.

@Xvareon:
Spoiler: Hmm... (click to show/hide)

Please remember, if you are constructing a new building, you cannot use it until next month. (Looking at Felix and Stirk here)
Title: Re: World Task Force - Turn Three Phase One
Post by: FelixSparks on December 07, 2014, 09:47:25 am
Whoops! Then I'll use the Library to find swords and the Forge to produce some armorn
Title: Re: World Task Force - Turn Three Phase One
Post by: Playergamer on December 07, 2014, 10:09:39 am
I edited in a Dropship, then.
Title: Re: World Task Force - Turn Three Phase One
Post by: Kashyyk on December 07, 2014, 12:09:56 pm
Cool, here's your sheet.
Spoiler: Brownwood HR (click to show/hide)

You're welcome to post your turn now.

Also, I took this opportunity to redesign the sheets. What do you guys think?
Title: Re: World Task Force - Turn Three Phase One
Post by: Taricus on December 07, 2014, 01:43:13 pm
If it's anything like the one you posted, Go for it, that one looks AWESOME.
Title: Re: World Task Force - Turn Three Phase One
Post by: Playergamer on December 07, 2014, 01:46:01 pm
Spoiler: Actions (click to show/hide)
Title: Re: World Task Force - Turn Three Phase One
Post by: Stirk on December 07, 2014, 01:52:29 pm
Quote
@Stirk: I presume you are buying a Medium Laboratory?

Yep! Sorry I forgot to specify. I also didn't know about the 1 month thing, I will only do the killbot research then.
Title: Re: World Task Force - Turn Three Phase One
Post by: 3man75 on December 07, 2014, 02:42:13 pm
PTW
Title: Re: World Task Force - Turn Three Phase One
Post by: Xvareon on December 08, 2014, 02:36:37 am
I'm using a much more streamlined format for my actions this time, so it should be a lot easier on the eyes. I hope so, anyway.

NOTE: Heh, I shoulda known you'd pick the EDF, Kashyyk. Loved those games. Anyways, got another question for you, this one is serious:  Can we purchase 'specialist' units, like infantry or certain guys who can 'attach' themselves to a group (or reinforce them) that are experts in anti-tank warfare, urban fighting, speak multiple languages, etc. etc., and so confer a direct bonus to the unit engaging in any such related action?

Spoiler: Research & Development (click to show/hide)

Spoiler: Expenses, total (click to show/hide)
Title: Re: World Task Force - Turn Three Phase One
Post by: Kashyyk on December 08, 2014, 10:46:08 am
I hadn't thought of that, but I like the idea, and it fits with the mechanics of such individuals as Arthur and HydroBlade. So... if you want to hire an individual with a certain speciality, pay a minimum of 10cr towards finding them, and name the kind of specialism you are looking for. More money will improve your chances of finding what you want, and them being better at the job.
Title: Re: World Task Force - Turn Three Phase One
Post by: Taricus on December 10, 2014, 11:26:45 pm
How's the turn coming along for this Kashyyk? It's been a few days since we got all the turns in >.>
Title: Re: World Task Force - Turn Three Phase One
Post by: Kashyyk on December 11, 2014, 08:57:00 am
It's about half done, I'm just low on time at the moment as I'm moving out of uni accomodation tomorrow.
Title: Re: World Task Force - Turn Three Phase One
Post by: Taricus on December 14, 2014, 11:57:08 am
And it's been a week since all the posts were in now.
Title: Re: World Task Force - Turn Three Phase Two
Post by: Kashyyk on December 16, 2014, 12:43:43 pm
Don't worry, this isn't dead. I'm just lazy and easily distracted :P

Spoiler: RTC (click to show/hide)
Spoiler: Whitewater Inc (click to show/hide)
Spoiler: AMSOU (click to show/hide)
Spoiler: FADE (click to show/hide)
Spoiler: Brownwood HR (click to show/hide)

Turn Results
Spoiler: RTC (click to show/hide)
Spoiler: Whitewater (click to show/hide)
Spoiler: AMSOU (click to show/hide)
Spoiler: FADE (click to show/hide)
Spoiler: BHR (click to show/hide)

Spoiler: Known Events (click to show/hide)

Alert! A huge reptile, as tall as a skyscraper, appears to be moving towards New York City. A passenger ship unlucky enough to come across it was destroyed by the beast. It is assumed that this 'Kaiju' has the same plan in mind for New York City.

After a rather sedate start, Brownwood Human Resources has fully entered the field as the new fifth Agency.

Spoiler: Alternative Income (click to show/hide)

Spoiler: GM Note (click to show/hide)
Title: Re: World Task Force - Turn Three Phase Two
Post by: Xvareon on December 16, 2014, 01:22:02 pm
One of my Pocket Labs was named "The Farm", a Pocket Workshop was named "Splodeyville", and another Pocket Workshop was named "The Foundry."
Title: Re: World Task Force - Turn Three Phase Two
Post by: FelixSparks on December 16, 2014, 01:55:45 pm
... Well that could be a problem. Right, I'm gonna take care of that as best I can, sending in units as back up to this problem, hopefully the alien weaponry will leave a dent. And everything else should work just fine... I hope.

Spoiler: Actions (click to show/hide)

CHANGED MY PLAN OF ATTACK BECAUSE IT MAKES MORE SENSE THIS WAY WHOOPS.
Title: Re: World Task Force - Turn Three Phase Two
Post by: Xvareon on December 16, 2014, 02:12:46 pm
Are you NUTS? In Pacific Rim, the only way they could reliably take down a Kaiju before the advent of the Jaegers was with NUKES! Small arms aren't gonna do shit! About the only thing I can think of is hitting its eyes or vital sensory organs with airborne missiles, but there's no guarantee that would even work, and it might just make it go completely berserk. NYC is boned either way unless some kind of superhero shows up.
Title: Re: World Task Force - Turn Three Phase Two
Post by: FelixSparks on December 16, 2014, 02:22:59 pm
... I just realized I HAVE some kind of super hero.... I'm gonna change my action.
Title: Re: World Task Force - Turn Three Phase Two
Post by: Xvareon on December 16, 2014, 02:39:00 pm
Hydroblade could barely take down those summoned fire monsters in Egypt. What do you think is going to happen against a skyscraper-tall genetically-engineered Cat-3 Kaiju designed to demolish entire cities? x_x

Let's face it -- none of the Agencies currently have the firepower to kill this thing. Only piss it off. If we want to kill it for good, we would need to launch a coordinated effort to procure the YAL-1 airborne laser (200 mile range) or Railgun from the US, although the latter would suffer from problems with actually hitting the damn thing. Perhaps a concentrated barrage of Tomahawk cruise missiles could do something, but at this point, it's pretty clear that we NEED more firepower than we have right now. I'm not sure if we can leverage our authority with the Funding Council for some kind of new toys or at least more funding for this particular issue, but if they want us to help, we're gonna need moar dakka.

(No seriously, could there be a bonus given to any agency committed to solving the Kaiju threat? A subsidy, if you will.)
Title: Re: World Task Force - Turn Three Phase Two
Post by: FelixSparks on December 16, 2014, 02:46:41 pm
I was kinda hoping Hydroblade would use part of the OCEAN to make a giant blade. But yeah we kinda need EVERYONE ON THIS OR NYC IS GONNA DIE.
Title: Re: World Task Force - Turn Three Phase Two
Post by: Stirk on December 16, 2014, 03:06:00 pm
I guess the NYC event is a *bit* more important than tracking down broken tanks....

Both dropships filled with tanks instead change their destination to the Kaiju. We are really close to New York, this shouldn't take too long. Have my Boy's aim for the eyes, or whatever else shows to be a "weak point". My infantry goes into the cities to evacuate, hoping the tanks buy enough time to at least do that. A few guys with shotguns can evacuate a large city easily, right :-\.

To the others:

You guys are overestimating the enemy, which is just as bad as underestimating it! Cannon fire can bring this thing down fine, if you use enough of it. Cannon fire can bring down anything if you use enough of it! That isn't to say we wouldn't appreciate some help-but it does mean we shouldn't ignore the other events. Let Whitewater do what it does best-blow up things with tanks-while you continue to act on the more subtle things.
Title: Re: World Task Force - Turn Three Phase Two
Post by: Taricus on December 16, 2014, 03:37:05 pm
Or we could assume this thing is a lot more realistic than something that needs a nuke to take down. Really, just take a few explosives At key points like the joints and it should topple over.

Anyway, I'll get my own turn up soon.
Title: Re: World Task Force - Turn Three Phase Two
Post by: FelixSparks on December 16, 2014, 03:44:57 pm
I don't care about estimations, I just want this thing down before it hurts more innocents.
Title: Re: World Task Force - Turn Three Phase Two
Post by: 3man75 on December 16, 2014, 03:50:01 pm
((Far from me to suggest things since i'm not in the game but why not ask for a man-portable nuke from the council? I think a sky-scrapper sized monster and little firepower could get them to award a subsidized nuke to those fighting the monster. Get portable nuke on it or under it and hope it blows the lizard up. Or just go full ICBM.

I like Stirks idea of concentrated firepower on the lizard so yeah..Maybe you can call the U.S Navy for Tomahawk support? As an America I would like it if my military took things into their own hands where possible in a fight against a giant lizard monster.))
Title: Re: World Task Force - Turn Three Phase Two
Post by: Stirk on December 16, 2014, 03:59:00 pm
(Of course, Narrative an Story examination states that any explosions we bring in from outside will do nothing, as they are fired from NPC redshirts. Besides, it will cut into our profits and set a bad precedent for future missions! If we are made useless by the government solving their own problems, then what will we do?)
Title: Re: World Task Force - Turn Three Phase Two
Post by: FelixSparks on December 16, 2014, 04:00:55 pm
(Using last mission, the alien weaponry was VERY effective against armor, so I'm hoping that it'll be able to punch through whatever natural armor the Kaiju has.)
Title: Re: World Task Force - Turn Three Phase Two
Post by: Stirk on December 16, 2014, 04:09:38 pm
(Using last mission, the alien weaponry was VERY effective against armor, so I'm hoping that it'll be able to punch through whatever natural armor the Kaiju has.)

(No it wasn't :-\. My tank received almost no damage. If I remember correctly, less than 100 creds worth.)
Title: Re: World Task Force - Turn Three Phase Two
Post by: FelixSparks on December 16, 2014, 04:10:59 pm
(Well the Kaiju's gotta be unarmored SOMEWHERE.)
Title: Re: World Task Force - Turn Three Phase Two
Post by: Stirk on December 16, 2014, 04:24:32 pm
(Well the Kaiju's gotta be unarmored SOMEWHERE.)

(That defeats your purpose for using ET weapons  ????)
Title: Re: World Task Force - Turn Three Phase Two
Post by: FelixSparks on December 16, 2014, 04:28:49 pm
(It's in case the regular bullets can't penetrate the unarmored or less armored parts.)
Title: Re: World Task Force - Turn Three Phase Two
Post by: Stirk on December 16, 2014, 04:32:16 pm
(It's in case the regular bullets can't penetrate the unarmored or less armored parts.)

(....But the ET weapons have not shown increased penetration over conventional weaponry. Which, as I said, defeats the purpose of using them :-\)
Title: Re: World Task Force - Turn Three Phase Two
Post by: FelixSparks on December 16, 2014, 04:32:41 pm
(No one said I knew how to think things through.)
Title: Re: World Task Force - Turn Three Phase Two
Post by: 3man75 on December 16, 2014, 05:54:12 pm
((Hit them with everything you got is all im going to say. Good luck players :D))
Title: Re: World Task Force - Turn Three Phase Two
Post by: Kashyyk on December 16, 2014, 06:56:29 pm
Heheh, I thought this would get your attention. Anyway, laws of physics wise, I am playing it as close as I can get to it considering I only studied it until A-level (which according to google is USA AP equivelant), however rule of cool is still a thing. So whilst I will happily let you work your way up to building jaegers, nukes are not the only other option.

And since this is quite a serious threat to the USA, they will be present in full force. But as some of you have noted agency units are instantly better because they're part of an agency.

Also Felix: Whilst I will not stop you, are you sure you want your soldiers to use weapons which no-one knows how to aim, fire, reload, maintain or use in any way, that aren't even designed to be ergonomic for the human form?
Title: Re: World Task Force - Turn Three Phase Two
Post by: Taricus on December 16, 2014, 07:16:27 pm
Anyway, new york is entirely your guys problem, I don't have much that could really dent that thing by virtue of being a primarily infantry operator.


Between the large monster attacking New York, and the absence of any other threats means AMSOU takes it easy for the current month, sending an agent to try meeting, and potentially recruiting the 'man of iron', along with agents sent to Ratlam and Tokyo. The spec-ops teams are put on standby for these agents, one platoon per agent, in-case anything suddenly gets out of hand.
Title: Re: World Task Force - Turn Three Phase Two
Post by: Stirk on December 16, 2014, 07:17:56 pm
(Someone needs to get to work designing anti-kaiju artillery trucks.

....I volunteer)
Title: Re: World Task Force - Turn Three Phase Two
Post by: FelixSparks on December 16, 2014, 10:56:25 pm
... I'll just send them with regular weapons then. Their main objective is not to slay the beast, but to keep it occupied while keeping themselves out of as much danger as possible.
Title: Re: World Task Force - Turn Three Phase Two
Post by: Kashyyk on December 17, 2014, 01:56:38 pm
I'm still looking for orders from Xvareon and playergamer.
Title: Re: World Task Force - Turn Three Phase Two
Post by: Xvareon on December 17, 2014, 02:20:24 pm
Are we allowed to upgrade our existing labs/workshops by paying the minimum cost between 'small' and 'medium', etc.? Of course, this would mean that they can't do research or produce weapons in the meantime. I'm just wondering.
Title: Re: World Task Force - Turn Three Phase Two
Post by: Kashyyk on December 17, 2014, 02:35:28 pm
Yes, you may.
Title: Re: World Task Force - Turn Three Phase Two
Post by: Playergamer on December 17, 2014, 05:56:04 pm
Yeah, I was sleeping on this, trying to figure out what to do.

Spoiler (click to show/hide)
Title: Re: World Task Force - Turn Three Phase Two
Post by: Taricus on December 17, 2014, 06:00:33 pm
Hey man, I'm already trying to recruit the man of iron ;-;
Title: Re: World Task Force - Turn Three Phase Two
Post by: Playergamer on December 17, 2014, 06:02:32 pm
Yeah, well I just got in the game, man. Give me something!
Title: Re: World Task Force - Turn Three Phase Two
Post by: Kashyyk on December 17, 2014, 06:07:00 pm
I see there is some direct competition. Muhahaha! Surprised it took so long.
Title: Re: World Task Force - Turn Three Phase Two
Post by: Taricus on December 17, 2014, 06:08:33 pm
I think up to this point we were trying to work cohesively :P
Title: Re: World Task Force - Turn Three Phase Two
Post by: FelixSparks on December 17, 2014, 06:45:47 pm
You realize I'm trying to recruit the Man of Iron as well, right?
Title: Re: World Task Force - Turn Three Phase Two
Post by: Taricus on December 17, 2014, 06:50:03 pm
But you already have a superhero though...
Title: Re: World Task Force - Turn Three Phase Two
Post by: FelixSparks on December 17, 2014, 06:59:15 pm
What I do NOT have is a tech expert.
Title: Re: World Task Force - Turn Three Phase Two
Post by: Stirk on December 17, 2014, 07:01:07 pm
Pfff. Who needs superheroes anyway, when you have Tanks? About all this one might be good for is engineering, and I can always kidnap/bribe him away from you.
Title: Re: World Task Force - Turn Three Phase Two
Post by: Taricus on December 17, 2014, 07:01:33 pm
Well, nobody does so...

That, and man of iron could be indicative of a lot of things. Could be a literal man of iron doing all this so :P
Title: Re: World Task Force - Turn Three Phase Two
Post by: FelixSparks on December 17, 2014, 07:34:02 pm
Pfff. Who needs superheroes anyway, when you have Tanks? About all this one might be good for is engineering, and I can always kidnap/bribe him away from you.

If you do this I will murder your entire organization.
Title: Re: World Task Force - Turn Three Phase Two
Post by: Stirk on December 17, 2014, 07:39:42 pm
Quote
If you do this I will murder your entire organization.

Your using swords and fighting the guy who specializes in tanks?
Title: Re: World Task Force - Turn Three Phase Two
Post by: Taricus on December 17, 2014, 07:42:48 pm
Children please, shoot that big lizard rather than one another.
Title: Re: World Task Force - Turn Three Phase Two
Post by: FelixSparks on December 17, 2014, 07:43:30 pm
I'm still gonna shoot the big lizard. And Stirk, I do not ONLY deal in swords.
Title: Re: World Task Force - Turn Three Phase Two
Post by: Stirk on December 17, 2014, 07:45:18 pm
I'm still gonna shoot the big lizard. And Stirk, I do not ONLY deal in swords.

No, you got that superhero too, right? What was his name again? Hydrosword?

Children please, shoot that big lizard rather than one another.

With your track record, I am surprised you haven't attempted to recruit it.
Title: Re: World Task Force - Turn Three Phase Two
Post by: FelixSparks on December 17, 2014, 07:47:04 pm
Hydroblade, and he chose his name, not me. I only JUST got a group of swordsmen, everyone else uses guns. And I'm fairly certain they'd be more than capable of taking out a tank.
Title: Re: World Task Force - Turn Three Phase Two
Post by: Stirk on December 17, 2014, 07:50:32 pm
Quote
Hydroblade, and he chose his name, not me. I only JUST got a group of swordsmen, everyone else uses guns. And I'm fairly certain they'd be more than capable of taking out a tank.

The swordsmen, or literally your entire organization? Because my four tanks could easily beat your entire group.
Title: Re: World Task Force - Turn Three Phase Two
Post by: FelixSparks on December 17, 2014, 07:51:57 pm
You're sending them at the lizard, right?
Title: Re: World Task Force - Turn Three Phase Two
Post by: Stirk on December 17, 2014, 07:52:33 pm
You're sending them at the lizard, right?

Yep.
Title: Re: World Task Force - Turn Three Phase Two
Post by: FelixSparks on December 17, 2014, 07:53:37 pm
Cool, let's stop having this contest until after that's dealt with.
Title: Re: World Task Force - Turn Three Phase Two
Post by: 3man75 on December 17, 2014, 10:11:13 pm
((Smell that GM? That's the smell of crumbling from within.))
Title: Re: World Task Force - Turn Three Phase Two
Post by: Xvareon on December 20, 2014, 02:26:50 am
I'll post my turn tomorrow. This week has been... hectic. Anyway, Kashyyk, one thing I wanted to mention:  You should probably include the name of the person in charge of their respective agency listed in every turn report, for the benefit of those who may not have read the first page of this thread. It might be a little more difficult to follow otherwise.

And guys. I've got 4 TOW Launchers but only 4 TOW Missiles, and there's 5 of those tanks out there. This isn't even counting possible misses, equipment failure, or the tanks shooting us before the missile can hit them. I'm at a disadvantage. Can Whitewater Inc. please send that other tank they're not using this turn so that I have some actual consistent heavy firepower behind me? My guys have no tank hunter experience and limited ammo. And my interceptor is butt-useless in this case without advanced lock-on tech (can I get that, btw, Brownwood HR? I'd like to have advanced lock-on tech for my missile-armed drones/aircraft in the future. I'll pay big $$$ for it).
Title: Re: World Task Force - Turn Three Phase Two
Post by: Stirk on December 20, 2014, 02:31:44 am
I'll post my turn tomorrow. This week has been... hectic. Anyway, Kashyyk, one thing I wanted to mention:  You should probably include the name of the person in charge of the agencies listed in every turn report, for the benefit of those who may not have read the first page of this thread. It might be a little more difficult to follow otherwise.

And guys. I've got 4 TOW Launchers but only 4 TOW Missiles, and there's 5 of those tanks out there. This isn't even counting possible misses, equipment failure, or the tanks shooting us before the missile can hit them. I'm at a disadvantage. Can Whitewater Inc. please send that other tank they're not using this turn so that I have some actual consistent heavy firepower behind me? My guys have no tank hunter experience and limited ammo. And my interceptor is butt-useless in this case without advanced lock-on tech (can I get that, btw, Brownwood HR? I'd like to have advanced lock-on tech for my missile-armed drones/aircraft in the future. I'll pay big $$$ for it).

The tanks will still be there next turn. The Kaiju won't. All of Whitewater's assets are tied down fighting it, it is essentially in our backyard after all. If you don't think you can fight them off yourself, wait until next turn. Make another missile, and have Whitewater back you up. If you want to do some damage anyway, just have your troops retreat after expending their ammunition. We can't help-Sorry!
Title: Re: World Task Force - Turn Three Phase Two
Post by: Kashyyk on December 20, 2014, 05:31:55 am
Regarding ammo:
Because I can't be bothered tracking ammo count on an agency level, if you have 1 unit of ammo you have enough ammo to supply 1 weapon of the appropriate time for ever more, however it cannot stretch to 2 weapons because there is not enough ammo. Very arbitrary, but it makes my life simpler. Also on this topic, all weapons come with an unlimited 1 unit supply of generic ammo for that weapon. In the case of the TOWs, that's AP.
Title: Re: World Task Force - Turn Three Phase Two
Post by: Xvareon on December 20, 2014, 11:33:36 pm
Welp, here's my turn. Should be !!fun!! seeing how badly I get my ass kicked.

Incidentally... Kashyyk, how are you calculating this? Do you roll a D6 to decide how well our guys do versus the aliens in a given situation? And how do you account for differing rolls from infantry/SpecOps and such?

Spoiler: Actions (click to show/hide)
Title: Re: World Task Force - Turn Three Phase Two
Post by: Kashyyk on December 21, 2014, 09:27:28 am
Modifiers are given to each unit (and hostile) based on their orders, their equipment, any oustanding damage and any situational stuff. During each 'event', every unit and hostile rolls 11d10-10 (normal distribution, something I've always wanted to implement in a game) and applies their modifier. All the numbers get compared, and then via a bit of GM fiat a result is found.

I believe everyone has now posted their turns, so assuming no-one changes their mind we should have the next turn within the week! :P
Title: Re: World Task Force - Turn Three Phase Two
Post by: Taricus on December 28, 2014, 08:48:57 pm
Hey, it's been a week already. Where's the turn? :P
Title: Re: World Task Force - Turn Three Phase Two
Post by: Kashyyk on December 29, 2014, 08:17:41 am
There's this thing that happened, everyone seems to think it's a big deal and that I shouldn't be on the laptop because of it or something. I think it's called Curstmast? I've got pretty much everything but the Kaiju fight written up though :P
Title: Re: World Task Force - Turn Three Phase Two
Post by: Taricus on January 09, 2015, 09:26:07 am
Alright, holiday season's over. Any progress with that big, scaly monster?
Title: Re: World Task Force - Turn Three Phase Two
Post by: 3man75 on January 09, 2015, 09:37:44 am
Somewhere in a cult hideout..

*Kaiju Kaiju Kaiju Kaiju*
Title: Re: World Task Force - Turn Three Phase Two
Post by: Kashyyk on January 09, 2015, 10:24:36 am
I'm getting there, I just have uni assignments now. Not like I didn't before Christmas, but you know. Anyway, assuming I don't forget, it should be up by Monday.
Title: Re: World Task Force - Turn Three Phase Two
Post by: Taricus on January 14, 2015, 07:25:43 pm
Alright, it's Wednesday now and still no turn. Did the kaiju steal it or something? xD
Title: Re: World Task Force - Turn Three Phase Two
Post by: 3man75 on January 15, 2015, 10:01:18 am
Maybe his professors copyrighted his forum game for themselves. lol.
Title: Re: World Task Force - Turn Three Phase Two
Post by: Xvareon on March 08, 2015, 10:51:07 pm
Bump?
Title: Re: World Task Force - Turn Three Phase Two
Post by: Stirk on March 08, 2015, 11:05:13 pm
Bump?

It is dead, let the dead rest. Let them rest.