Title: SC BEL: Mission 2 Post by: Lukipela on February 07, 2010, 08:18:25 pm Mission 2 – Boarding Party
As your shuttle is dropped off in space by a Cruiser, your nervous team prepares itself and you recall the mission briefing back on Corridor 9, Alpha Saurus outpost.. “The Alliance has suffered a major setback. During recent battles in the Vela region, Hierarchy forces led by the VUX managed to surround and almost annihilate one of our fleet groups. In the process, a Hierarchy boarding party managed to capture one of our foremost Admirals, Kzzakk Pzkrakz . While we eventually managed to push back the attack, the Admiral is now a prisoner of war. And the Hierarchy does not treat their prisoners well. There is some good news though. Under normal circumstances, the Admiral would already have been interrogated by the Ur-Quan. But recent events in Ilwrath space have caused a major split in Ilwrath society, essentially plunging them into a low level civil war. While the Hierarchy force as a whole remain almost as strong as ever, most Dreadnoughts have been sent towards the Tauri system to return the Ilwrath to the fold. We do not believe that it will take them long to restore order, but for the time being there are very few Dreadnoughts present close to the Indi system. This means that the Admiral will have to be brought to the Ur-Quan. At great cost, our intelligence sources have managed to find information on the route the admiral will take. He is being transported on a VUX ship heading towards Androsynth space. During this transfer, we have one shot at boarding the vessel and freeing the Admiral. We cannot attack the ship directly, for fear of risking the Admirals life. Therefore, we will have to attempt to board and surprise them. This is a high priority mission, but time is of the essence. The Saurus outpost is the only one close enough to launch a boarding party, and our supplies are limited. You will be outfitted with what we have on base and immediately and sent on your way. You have all proved yourself in battle, but this is going to be tough. According to our reports, the ship carries far more than its normal crew complement. The hierarchy is aware of their vulnerability, but they want the Admiral to reach their masters as soon as possible. There is a Mmrnhrm on your team, both for the added firepower and his ability to interface with electronic systems. Take utmost care and do not allow him to die. We have far too few Mmrnhrm as it is and without him you may well become stuck somewhere on the way. You will be launched on a camouflaged shuttle and enter through a limpet chamber. Once in, locate the Admiral as quickly as possible and bring him back to the shuttle. Ensure that no one has time to set off any alarms, or escape will become impossible.” You don’t have to wait long. Soon after the Cruiser has retreated, the VUX ship comes gliding through space. Without information about their refueling stations, you’d never be able to approach the ship without being noticed. But now, as the VUX ships docks and refuels, you manage to slip by their guard and attach yourselves to a limpet port. It’s time to go to war… again. ------------------------------------------------------------- Special rules: Travelling circus The VUX ship has stopped to refuel. If you manage to complete your mission within 30 turns, you will have freed the prisoner and escaped before the ship continues on it's journey. This will make it much easier to retrieve you and net you 10 XP each. If you manage to complete the mission within 40 turns, the ship will have left the refuelling station and be in Hyperspace. Completion of the mission will still be successful but you will be harder to locate for Alliance forces. Everyone gains 5 XP. Rescue after this will net no extra XP, but if the mission is not completed within a hundred turns, you will already be so deep into Hierarchy space that escape is no longer possible. Red Alert VUX ships are slow and prone to boarding. As a result the have alarm systems on board. If an enemy manages to activate one, the alarm will sound. If this happens before you have reached the captive Chenjesu, he will be under significantly heavier guard, and aquiet escape will be impossible. In this case you must kill every one on board before escaping, to ensure no survivors open fire on your escaping vessel. Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 07, 2010, 08:25:32 pm This post will hold your character info and inventory, once you've all decided on everything
Arilou Spook Koosaloo LVL 1 XP 30/40 HP 4/4 STR 2 MOV 4 Weapon: Rockhurler (http://forum.uqm.stack.nl/index.php?topic=4377.msg62655#msg62655) Melee: [Power Baton (http://forum.uqm.stack.nl/index.php?topic=4377.msg62891#msg62891), 2 strikes Defense: 2 parries This is a mean lean green fighting machine, the likes of which have rarely been seen. Very keen to damage the enemies spleen. Powers: Kinetic Punch (http://forum.uqm.stack.nl/index.php?topic=4377.msg56720#msg56720) Untouchable (http://forum.uqm.stack.nl/index.php?topic=4377.msg56719#msg56719) Weapon jinx (http://forum.uqm.stack.nl/index.php?topic=4377.msg63461#msg63461) Inventory: Medikit (http://forum.uqm.stack.nl/index.php?topic=4377.msg56553#msg56553) Smoke Grenade (http://forum.uqm.stack.nl/index.php?topic=4377.msg56552#msg56552) Pretty bauble (http://forum.uqm.stack.nl/index.php?topic=4377.msg56555#msg56555) Spare clip (http://forum.uqm.stack.nl/index.php?topic=4377.msg56556#msg56556) Colourful metal rocks (http://forum.uqm.stack.nl/index.php?topic=4377.msg62698#msg62698) VUX Book (http://forum.uqm.stack.nl/index.php?topic=4377.msg63022#msg63022) Holographic Grenade (http://forum.uqm.stack.nl/index.php?topic=4377.msg62539#msg62539) *2 Defense Laser (http://forum.uqm.stack.nl/index.php?topic=4377.msg62460#msg62460)(4/5), 2 strikes Syringe (http://forum.uqm.stack.nl/index.php?topic=4377.msg62699#msg62699) Human Trooper Sonny LVL 2 XP 38/42 HP 6/6 STR 5 MOV 4 Weapon: Slayer (http://forum.uqm.stack.nl/index.php?topic=4377.msg58753#msg58753)(2/5) Melee: Bonecrusher (http://forum.uqm.stack.nl/index.php?topic=4377.msg58755#msg58755) Defence: 2 parries This warrior gives no quarter and expects none either. She is a dangerous, but ultimately expendable, grunt. Just one more person giving their life for the freedom of humanity! Special abilities: Fall Back (http://forum.uqm.stack.nl/index.php?topic=4377.msg59292#msg59292) Inventory: Shotgun (http://forum.uqm.stack.nl/index.php?topic=4377.msg62187#msg62187) (8/8 shells) Grenade (http://forum.uqm.stack.nl/index.php?topic=4377.msg56574#msg56574) Smoke Grenade (http://forum.uqm.stack.nl/index.php?topic=4377.msg56552#msg56552) Medikit (http://forum.uqm.stack.nl/index.php?topic=4377.msg56553#msg56553) Shotgun Shell (http://forum.uqm.stack.nl/index.php?topic=4377.msg62188#msg62188) * 6 VUX technical specs (http://forum.uqm.stack.nl/index.php?topic=4377.msg62542#msg62542) Combat Knife (http://forum.uqm.stack.nl/index.php?topic=4377.msg56577#msg56577) Slime grenade Mmrnhrm Guardian Drmnmraxas LVL 1 XP 25/28 HP 8/8 STR 4 MOV 4 Weapon: Minirocket Tube, 4/8 shots Melee: Small Laser (http://forum.uqm.stack.nl/index.php?topic=4377.msg62165#msg62165) Defense 2 parries Beep? Boop? Cha-clink-cha-cha-beep-boop! Brzkzrt-da-dink-boing! Special abilities: Minirocket Tube (http://forum.uqm.stack.nl/index.php?topic=4377.msg62167#msg62167) Inventory: Repair Kit (http://forum.uqm.stack.nl/index.php?topic=4377.msg62166#msg62166) Shell Synthezier (http://forum.uqm.stack.nl/index.php?topic=4377.msg62164#msg62164) Defense Laser (http://forum.uqm.stack.nl/index.php?topic=4377.msg62460#msg62460)(5/5) VUX tools (http://forum.uqm.stack.nl/index.php?topic=4377.msg62541#msg62541) Holographic Grenade (http://forum.uqm.stack.nl/index.php?topic=4377.msg62539#msg62539) Shofixti Grunt Wajangtoey LVL 1 XP 17/28 HP 6/7 STR 3 MOV 6 Weapon: Autolaser (http://forum.uqm.stack.nl/index.php?topic=4377.msg62890#msg62890) 7/8 (3 strikes) Melee: Paws of Fury (4 strikes) Defense: 3 parries For honour and glory! And the chance to kill some dishonourable fiends! Special abilities: Battlecry (http://forum.uqm.stack.nl/index.php?topic=4377.msg58298#msg58298) Inventory: Grenade (http://forum.uqm.stack.nl/index.php?topic=4377.msg56574#msg56574) Smoke Grenade (http://forum.uqm.stack.nl/index.php?topic=4377.msg56552#msg56552) Flash Grenade (http://forum.uqm.stack.nl/index.php?topic=4377.msg62189#msg62189) Spike Grenade (http://forum.uqm.stack.nl/index.php?topic=4377.msg57406#msg57406) Pistol Clip (http://forum.uqm.stack.nl/index.php?topic=4377.msg56556#msg56556) Defense Laser (http://forum.uqm.stack.nl/index.php?topic=4377.msg62460#msg62460)(4/5) Baton (http://forum.uqm.stack.nl/index.php?topic=4377.msg62459#msg62459) * 2 Slime grenade Worn VUX picture (http://forum.uqm.stack.nl/index.php?topic=4377.msg62510#msg62510) Syringe (http://forum.uqm.stack.nl/index.php?topic=4377.msg62699#msg62699) Handgun (http://forum.uqm.stack.nl/index.php?topic=4377.msg56561#msg56561) (2 strikes) [Power Baton (http://forum.uqm.stack.nl/index.php?topic=4377.msg62891#msg62891) Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 09, 2010, 09:21:17 pm If you could smell the air, you are sure it would reek. Behind your breathing masks, you study the small space you are now in. Behind you, your vessel has attached itself to a limpet port like a remora, a small fish hiding in the shadow of a bigger one. In front of you, there is but a single door. From the ducts up above, you can hear muffled sounds. The floor is sticky beneath you, presumably some leftover limpet residue.
(http://i50.tinypic.com/f06ts9.png) Turn 1 I can guess what you ant to do, but who will do it? Title: Re: SC BEL: Mission 2 Post by: Koosemose on February 09, 2010, 10:43:58 pm ok, I'm a bit fuzzy on some of the specifics of the new combat/non-combat rules, so please correct me if I'm misinterpreting...
I'm thinking since I'm the least combat capable I should go ahead and get the door open leaving everyone else more available to attack whatever may be on the other side. If I understand correctly, if there's an enemy on the other side, my moves will be retroactively counted against me, so having moved 2 spaces and opened the door, I would be out of AP, is this correct? This is currently not a requested move, just discussion of possible tactics, and clarifying rules Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 10, 2010, 06:33:32 am That would have been the case under the old rules. But the new rules states that we don't use AP until we go into a combat situation It won't cost you any MOV to organize yourselves any which way you want before opening the door. The person opening the door will lose one AP if there is combat on the other side, but nothing to movement as you were out of combat before that.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 10, 2010, 08:54:09 pm C'mon fellows. You'll need to discuss and then act.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on February 10, 2010, 10:00:39 pm I'll be there, right behind you when you open the door. I'll move 2 steps to the east after the door.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 10, 2010, 10:16:23 pm I'll be there, right behind you when you open the door. I'll move 2 steps to the east after the door. Once someone opens the door, you'll get to see what is outside before you make your movement/action choices. you just need to group yourselves so that you can easily move into the room with a minimum of AP consumed. Title: Re: SC BEL: Mission 2 Post by: Angelfish on February 10, 2010, 10:31:45 pm I'll be there, right behind you when you open the door. I'll move 2 steps to the east after the door. Once someone opens the door, you'll get to see what is outside before you make your movement/action choices. you just need to group yourselves so that you can easily move into the room with a minimum of AP consumed. Very well then, I'll wait until the door has been opened ;). Until that time, I'll stay right where I am now. Title: Re: SC BEL: Mission 2 Post by: Koosemose on February 10, 2010, 11:49:17 pm Alright then... since we're in tight quarters anyways I'll go ahead and open the door since anyone who wants to can do the whole spending an AP to move somewhere in the 5 square range...
Title: Re: SC BEL: Mission 2 Post by: Angelfish on February 10, 2010, 11:55:20 pm Alright then... since we're in tight quarters anyways I'll go ahead and open the door since anyone who wants to can do the whole spending an AP to move somewhere in the 5 square range... Right behind you... Title: Re: SC BEL: Mission 2 Post by: Son_of_Antares on February 11, 2010, 07:10:50 pm Sonny stands guard.
Title: Re: SC BEL: Mission 2 Post by: Draxas on February 12, 2010, 01:17:46 am I'll stand behind whoever opens the door and point my big, threatening gun in the direction of whatever pops up.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on February 12, 2010, 05:08:15 am I'll stand behind whoever opens the door and point my big, threatening gun in the direction of whatever pops up. Don't stand on my square ;) Title: Re: SC BEL: Mission 2 Post by: Draxas on February 12, 2010, 06:27:01 am Hmm... I'm hanging out there because I can snipe the most dangerous target before the inevitable scuffle. Since you've got a short-range weapon, maybe off to the side? Or I could back up one square, but that will really limit my field of view.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 12, 2010, 04:04:42 pm Glad we're getting moving here. Unfortunately, as I said, I wont be able to update today. I'll aim for tomorrow or Sunday, monday latest.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 12, 2010, 09:12:51 pm Koosaloo approaches the door while his allies argue about proper placement. Only the Human Female is silent, standing eerily still and ready for what her beautiful race does so well. Killing. There is a small control pad by the steel door and a gentle touch activates the door. It slides op en to reveal a long hall, filled with limpets for the pods.. At the very end of his vision, Kosaloo can make out a cabinet and a red button on the wall. That's probably the alarm, a standard thing on VUX ships. Vessels this slow get boarded more than others. There are four VUX ensigns (http://forum.uqm.stack.nl/index.php?topic=4377.msg62245#msg62245) moving about between the limpets.
Map: (http://i45.tinypic.com/309u0t2.png) Long Room: (http://i50.tinypic.com/ehyszo.png) The VUX ensigns (http://forum.uqm.stack.nl/index.php?topic=4377.msg62245#msg62245) aren't big fighters, but there are quite a few of them. Make sure no one reaches the alarm. Since Angelfish decided on position before Draxas he gets preference. Dunno why the graphics are messing up. The look fine in Inkscape, but when exported the squares look funky. Oh well. Also, next update on Monday probably. Have a good weekend and make sure you've planned your course of action by then! Title: Re: SC BEL: Mission 2 Post by: Draxas on February 13, 2010, 05:23:26 am Where on that map is the alarm button, exactly?
Title: Re: SC BEL: Mission 2 Post by: Son_of_Antares on February 13, 2010, 09:27:49 am @Draxas:
It's on the far north wall of the long room (http://i46.tinypic.com/34i6069.jpg) ...which makes that furthermost VUX ensign our primary target. Somebody should run up to him and engage him at melee ASAP (the Shofixti preferably) so we can block his advance towards the alarm. I could start peppering those two VUX in the south with the Mrmn joining me after he takes care of the eastern one. Arilou can provide us with much needed backup while staying in cover of the room popping out to throw some powers while staying concealed and thus safe (most of the time). What you say team? Title: Re: SC BEL: Mission 2 Post by: Draxas on February 13, 2010, 09:52:57 pm For some reason I couldn't see the pic of the long hallway last night, that seems to be fixed now. Sorry about that.
I don't think we'll be able to catch the guy to the north in melee before he bolts. We certainly can't do so this turn, anyway. Instead, you three could concentrate on killing the ones closer to us, and I'll snipe him before he can get to the alarm. No matter what, he's got a head start on us. We positioned rather poorly, and until just now I didn't realize that the door was occupying a tile. Before I get into the tactical discussion, a bit of a rules question: If Sonny stood on the same tile as the door and fired the shotgun downward, would it still cover the area we expect other than the wall tiles (hitting the VUX), or would it be blocked by the wall connected to the door entirely? Title: Re: SC BEL: Mission 2 Post by: Koosemose on February 13, 2010, 11:06:38 pm Ok, just a quick tactical analysis in relation to preventing to alarm from being sounded just to get basic groundworks in place...
It will take 5 rounds for the northernmost VUX (designated Alpha) to get to the alarm and presumably a 6th round to actually push the button. Wajangtoey, if he makes a beeline towards Alpha, ignoring the VUX he will end his first turn next to (Designated Beta) and accepts Delta's attack and presumable Attack of Opportunity, he can reach Alpha on the end of his third turn with 1 MOV to spare so be able to attack, leaving 3 rounds in which to eliminate Alpha, for a total of 6 attacks (3 attacks between his turns, and 3 breakaways by Alpha. Assuming no ridiculously bad luck, this should be plenty of opportunities to eliminate Alpha. If Beta manages to stun Wajangtoey, he will effectively lose a round and won't make it to Alpha until his fourth turn, giving him only 4 total attacks, plus this will allow Beta 1 more attack (getting in melee and getting a breakaway attack) and possibly keeping Wajangtoey stunned possibly preventing him from intercepting Alpha. Unfortunately I don't have the time right now to complete the analysis, hopeful I'll have time to cover things before we need to make our moves, but this should give us a decent basis to start from Title: Re: SC BEL: Mission 2 Post by: Draxas on February 14, 2010, 05:08:35 am It will take 5 rounds for the northernmost VUX (designated Alpha) to get to the alarm and presumably a 6th round to actually push the button. Wajangtoey, if he makes a beeline towards Alpha, ignoring the VUX he will end his first turn next to (Designated Beta) and accepts Delta's attack and presumable Attack of Opportunity, he can reach Alpha on the end of his third turn with 1 MOV to spare so be able to attack, leaving 3 rounds in which to eliminate Alpha, for a total of 6 attacks (3 attacks between his turns, and 3 breakaways by Alpha. Assuming no ridiculously bad luck, this should be plenty of opportunities to eliminate Alpha. If Beta manages to stun Wajangtoey, he will effectively lose a round and won't make it to Alpha until his fourth turn, giving him only 4 total attacks, plus this will allow Beta 1 more attack (getting in melee and getting a breakaway attack) and possibly keeping Wajangtoey stunned possibly preventing him from intercepting Alpha. I don't like those odds. I say we let Wajang and Sonny aliminate the VUX closestto us in close combat, and use shooting and/or psionics to neutralize our runner. Especially since there are a lot of doors that could potentially spring ambushes on someone charging up the hallway full-tilt. Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 14, 2010, 05:56:54 pm For some reason I couldn't see the pic of the long hallway last night, that seems to be fixed now. Sorry about that. Both pics were put up on tinypic at the same time. Maybe some server problem? Quote Before I get into the tactical discussion, a bit of a rules question: If Sonny stood on the same tile as the door and fired the shotgun downward, would it still cover the area we expect other than the wall tiles (hitting the VUX), or would it be blocked by the wall connected to the door entirely? If you fire it downwards you're just hitting the wall, but it'll dent the metal a bit. If you fire it sideways, it waries. I've illustrated two cases below in the first one, the Arilou is firing the Shotgun. In the Second the Shofixti. Red squares are places that get hit . hopefuly this'll illusrate hwo the weapon works. (http://i50.tinypic.com/5k11ye.png) (http://i47.tinypic.com/2zdtz47.png) Title: Re: SC BEL: Mission 2 Post by: Draxas on February 14, 2010, 11:25:18 pm If you fire it downwards you're just hitting the wall, but it'll dent the metal a bit. If you fire it sideways, it waries. I've illustrated two cases below in the first one, the Arilou is firing the Shotgun. In the Second the Shofixti. Red squares are places that get hit . hopefuly this'll illusrate hwo the weapon works. Mostly I just wanted to know if it could be fired around the doorjamb to the south instead of into it. Basically, this means we can't bring it to bear this turn. Bad positioning means we're going to get our asses kicked quickly. 8/ Title: Re: SC BEL: Mission 2 Post by: Koosemose on February 15, 2010, 02:38:09 am It will take 5 rounds for the northernmost VUX (designated Alpha) to get to the alarm and presumably a 6th round to actually push the button. Wajangtoey, if he makes a beeline towards Alpha, ignoring the VUX he will end his first turn next to (Designated Beta) and accepts Delta's attack and presumable Attack of Opportunity, he can reach Alpha on the end of his third turn with 1 MOV to spare so be able to attack, leaving 3 rounds in which to eliminate Alpha, for a total of 6 attacks (3 attacks between his turns, and 3 breakaways by Alpha. Assuming no ridiculously bad luck, this should be plenty of opportunities to eliminate Alpha. If Beta manages to stun Wajangtoey, he will effectively lose a round and won't make it to Alpha until his fourth turn, giving him only 4 total attacks, plus this will allow Beta 1 more attack (getting in melee and getting a breakaway attack) and possibly keeping Wajangtoey stunned possibly preventing him from intercepting Alpha. I don't like those odds. I say we let Wajang and Sonny aliminate the VUX closestto us in close combat, and use shooting and/or psionics to neutralize our runner. Especially since there are a lot of doors that could potentially spring ambushes on someone charging up the hallway full-tilt. I just realized there was a really stupid error in my analysis... I misread Wajang's MOV... he would in fact NOT be able to catch the VUX at all. soo yeah pretty much ignore my previous post except for how long it will take the VUX to activate the alarm. There's very little I can do this turn since I opened the door, I can either get out into the hallway or stand in the doorway (is half my movement rounded up or down?) I would advise everyone else to spend an action point to automatically move into position, since we're still within 5x5 area, just be sure to leave me a clear line of effect, especially if we opt for just Psychic Blasting Alpha. Title: Re: SC BEL: Mission 2 Post by: Draxas on February 15, 2010, 05:55:57 am Save the powers for now; these guys are the low rungs on the totem pole, and worse stuff is yet to come I'm sure. I'd say to stay where you are, let Wajang get stuck in, and see what happens from there. I think we're all going to just have to suck up a bad first turn, though; spending 1 AP is actually a loss of one tile of movement for me, and really no gain for anyone else.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 15, 2010, 09:03:52 pm So let's get moving my boys. I have an itch for blood.
But also note that Draxas is very right. Next time you open a door, think long and hard about positions. Title: Re: SC BEL: Mission 2 Post by: Koosemose on February 15, 2010, 09:37:55 pm ok, first, my analysis IS correct, the reason for my confusion is that the MOV stats listed in the second post has Wajang's MOV and STR flipped...
And perhaps I'm misinterpreting the rules but I'm not seeing how using the one AP would be no movement gain. From my understanding the 5x5 square is determined by my position since I am the one who opened the door and the farthest northeastern edge of that would spread past the position northeastern of Beta, allowing someone to set up there if they wished and still leave an AP to attack and possibly adjust further. Whereas if someone were instead to use an AP up for movement, the best someone would get would be Wajang being able to move 5 squares and still have an AP left, getting him at best to the position southwest of Beta. What am I missing that would actually make spending the AP for an autosetup move the worse option? Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 15, 2010, 09:48:26 pm ok, first, my analysis IS correct, the reason for my confusion is that the MOV stats listed in the second post has Wajang's MOV and STR flipped... Whoops, fixed Quote And perhaps I'm misinterpreting the rules but I'm not seeing how using the one AP would be no movement gain. From my understanding the 5x5 square is determined by my position since I am the one who opened the door and the farthest northeastern edge of that would spread past the position northeastern of Beta, allowing someone to set up there if they wished and still leave an AP to attack and possibly adjust further. Whereas if someone were instead to use an AP up for movement, the best someone would get would be Wajang being able to move 5 squares and still have an AP left, getting him at best to the position southwest of Beta. Meh, this rule isn't as well thought out as it should be. But yes, you're correct. It allows you to "warp" people in front of Koosaloo. Sort of like initiative. Title: Re: SC BEL: Mission 2 Post by: Angelfish on February 15, 2010, 09:48:56 pm ok, first, my analysis IS correct, the reason for my confusion is that the MOV stats listed in the second post has Wajang's MOV and STR flipped... And perhaps I'm misinterpreting the rules but I'm not seeing how using the one AP would be no movement gain. From my understanding the 5x5 square is determined by my position since I am the one who opened the door and the farthest northeastern edge of that would spread past the position northeastern of Beta, allowing someone to set up there if they wished and still leave an AP to attack and possibly adjust further. Whereas if someone were instead to use an AP up for movement, the best someone would get would be Wajang being able to move 5 squares and still have an AP left, getting him at best to the position southwest of Beta. What am I missing that would actually make spending the AP for an autosetup move the worse option? Haha, I had the same issue. I thought I could easily catch the furthest vux. "I have 6 mov I can easily catch the furthest vux" :D Title: Re: SC BEL: Mission 2 Post by: Angelfish on February 15, 2010, 09:51:02 pm ok, first, my analysis IS correct, the reason for my confusion is that the MOV stats listed in the second post has Wajang's MOV and STR flipped... Whoops, fixed Quote And perhaps I'm misinterpreting the rules but I'm not seeing how using the one AP would be no movement gain. From my understanding the 5x5 square is determined by my position since I am the one who opened the door and the farthest northeastern edge of that would spread past the position northeastern of Beta, allowing someone to set up there if they wished and still leave an AP to attack and possibly adjust further. Whereas if someone were instead to use an AP up for movement, the best someone would get would be Wajang being able to move 5 squares and still have an AP left, getting him at best to the position southwest of Beta. Meh, this rule isn't as well thought out as it should be. But yes, you're correct. It allows you to "warp" people in front of Koosaloo. Sort of like initiative. Let's not do that ;) Anyway, since koosaloo is in the way I have to wait for his move before I can do anything. I'm eager to get in the fight. Who wants to live forever!?! KYEEEEEEEE! Title: Re: SC BEL: Mission 2 Post by: Koosemose on February 16, 2010, 12:20:35 am I was under the impression that you would be able to move freely through an Allied occupied square but if neccessarry I will move 1S to allow people through.
And a possible alternative/replacement to the 1AP 5x5 rule... instead, when someone declares they're opening a door, give everyone X amount of time to post their starting positions within that area on our side of the door, prior to revealing the other side? It's too late for this time of course but would allow the just of what effect you seemed to be going for with that rule, without the warping ahead possibility. Title: Re: SC BEL: Mission 2 Post by: Draxas on February 16, 2010, 03:13:27 am Yeah, my assumption was that you couldn't move *past* the door you were opening with that reposition.
I'd say let Wajang charge into the closest enemy, and the rest of us get into as good positions for shooting as we can. Since most of the abuse will probably be directed at myself and Wajang, it's fortunate that we each have high HP. Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 16, 2010, 07:06:43 pm I was under the impression that you would be able to move freely through an Allied occupied square but if neccessarry I will move 1S to allow people through. Yes, this is correct. You can move through each other, you're a well trained team. Quote And a possible alternative/replacement to the 1AP 5x5 rule... instead, when someone declares they're opening a door, give everyone X amount of time to post their starting positions within that area on our side of the door, prior to revealing the other side? It's too late for this time of course but would allow the just of what effect you seemed to be going for with that rule, without the warping ahead possibility. Not bad. A one day rule sounds about right, so's not to slow down the game too much. Title: Re: SC BEL: Mission 2 Post by: Angelfish on February 17, 2010, 01:28:41 am OOC: Lukipela, can you please give me some clarity about my MOV and edit your posts accordingly. I've seen 6, and I've seen 3.. and my STR flipped the other way around. This is important for me because with 6 MOV I can take on the furthest VUX to disable him from setting the alarm, and even chase him wherever he goes if he chooses to flee (he has half my MOV), and save 1 AP for doing melee damage to him. Another course of action would be the power 'minirocket tube' of the M-bot, but let's save that for more difficult situations.
In the case of 3 MOV: Very well, gonna charge the closest VUX. /me walks between the legs of Koosaloose and goes E E E. In the case of 6 MOV: /me walks between the legs of Koosaloose and goes E E E N N N. Title: Re: SC BEL: Mission 2 Post by: Draxas on February 17, 2010, 02:22:54 am Before you go anywhere, can the rest of us figure out our moves? We've already screwed up enough on positioning this game.
And you do indeed have 6 MOV, 3 STR. In fact, I don't think there are any units in the game with 6 STR at all. Title: Re: SC BEL: Mission 2 Post by: Angelfish on February 17, 2010, 02:32:08 am Before you go anywhere, can the rest of us figure out our moves? We've already screwed up enough on positioning this game. And you do indeed have 6 MOV, 3 STR. In fact, I don't think there are any units in the game with 6 STR at all. OOC: I think the minirocket tube should be listed as a weapon instead of an ability which you can use only once in the scenario, that got me confused :D We can do 2 things, either you snipe the furthest VUX with the tube or I do it by chasing him down. Chasing him down has one advantage. (http://i48.tinypic.com/2s93ho2.jpg) Title: Re: SC BEL: Mission 2 Post by: Draxas on February 17, 2010, 02:48:40 am Abilities can be used whenever the opportunity arises, powers can only be used once per scenario.
I was suggesting shooting down the potential runner since nobody can get to him this turn. That way you can actually do some damage to the other 3 that are going to shoot us up before we can really get our licks in. If you want to run after him, though, then Sonny and I can array ourselves to inflict as much damage as possible next turn against the 3 closer targets. However, bear in mind that if you do try to chase him down, it will take you at least 3 turns to catch him, and you'll probably take at least one opportunity attack for passing too close to the closer VUX north of us. I don't particularly like that scenario, plus it opens up the potential for ambushers coming out of the doors you pass by as well, further screwing things up. Title: Re: SC BEL: Mission 2 Post by: Angelfish on February 17, 2010, 02:58:21 am Abilities can be used whenever the opportunity arises, powers can only be used once per scenario. The stuff about abilities is written nowhere in the rules, that's why I confused them with powers (these abilities ARE listed as powers in the BEL UNITS/ITEMS topique by the way). Quote I was suggesting shooting down the potential runner since nobody can get to him this turn. That way you can actually do some damage to the other 3 that are going to shoot us up before we can really get our licks in. If you want to run after him, though, then Sonny and I can array ourselves to inflict as much damage as possible next turn against the 3 closer targets. However, bear in mind that if you do try to chase him down, it will take you at least 3 turns to catch him, and you'll probably take at least one opportunity attack for passing too close to the closer VUX north of us. I don't particularly like that scenario, plus it opens up the potential for ambushers coming out of the doors you pass by as well, further screwing things up. Melee to the closest VUXes seems a better idea indeed, though passing around him makes him not able to set off the alarm at all. Going E E E S will give LOS problems and going E E E S E S will make me vulnerable to melee attacks from the other VUX, in the SE, I dunno what's preferable.. PS: I hope you're a good shot, because that furthest VUX can move in such a way that it's not always in your LOS, using the limpet cocoons as cover. Title: Re: SC BEL: Mission 2 Post by: Draxas on February 17, 2010, 04:27:38 pm The stuff about abilities is written nowhere in the rules, that's why I confused them with powers (these abilities ARE listed as powers in the BEL UNITS/ITEMS topique by the way). Having just doublechecked, I thought it was pretty clear. Abilities are designated as such, anyway. Maybe we'll figure out a way to reword that later. Quote Melee to the closest VUXes seems a better idea indeed, though passing around him makes him not able to set off the alarm at all. Going E E E S will give LOS problems and going E E E S E S will make me vulnerable to melee attacks from the other VUX, in the SE, I dunno what's preferable.. I wouldn't worry about melee attacks so much as shooting attacks from the VUX, which you're vulnerable to either way. I'd say, use up the fewest number of MOV so that you can actually attack this turn. If we can take one of them out early (or at least stun him), it's that much less pain in the coming counterattack. Quote PS: I hope you're a good shot, because that furthest VUX can move in such a way that it's not always in your LOS, using the limpet cocoons as cover. That's a good point, one that I hadn't considered. In truth, I just sort of assumed that they were low enough to the ground that we could see and shoot over them, since they're not generating fog of war. Luki, can you confirm how these obstacles work? Title: Re: SC BEL: Mission 2 Post by: Angelfish on February 17, 2010, 04:47:38 pm The stuff about abilities is written nowhere in the rules, that's why I confused them with powers (these abilities ARE listed as powers in the BEL UNITS/ITEMS topique by the way). Having just doublechecked, I thought it was pretty clear. Abilities are designated as such, anyway. Maybe we'll figure out a way to reword that later. Then point me to a link/quote where it is explained ;) Quote Quote Melee to the closest VUXes seems a better idea indeed, though passing around him makes him not able to set off the alarm at all. Going E E E S will give LOS problems and going E E E S E S will make me vulnerable to melee attacks from the other VUX, in the SE, I dunno what's preferable.. I wouldn't worry about melee attacks so much as shooting attacks from the VUX, which you're vulnerable to either way. I'd say, use up the fewest number of MOV so that you can actually attack this turn. If we can take one of them out early (or at least stun him), it's that much less pain in the coming counterattack. I can go EEE then shoot south. Melee is not possible this turn because I need 4 moves for that, which costs me 2 AP. Quote Quote PS: I hope you're a good shot, because that furthest VUX can move in such a way that it's not always in your LOS, using the limpet cocoons as cover. That's a good point, one that I hadn't considered. In truth, I just sort of assumed that they were low enough to the ground that we could see and shoot over them, since they're not generating fog of war. Luki, can you confirm how these obstacles work? I think you can see over them, but they can hide behind them, because they blocked the shotgun shots in the example from luki. Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 17, 2010, 09:13:17 pm OOC: Lukipela, can you please give me some clarity about my MOV and edit your posts accordingly. I've seen 6, and I've seen 3.. and my STR flipped the other way around. I thought I fixed this everywhere, your MOV is 6 and STR is 3. Do you see it the other way somewhere still? Quote OOC: I think the minirocket tube should be listed as a weapon instead of an ability which you can use only once in the scenario, that got me confused. It's listed as both at the moment, an ability and a weapon. I guess I should rename the ability "Minitube Rocket Upgrade" or something. Quote The stuff about abilities is written nowhere in the rules, that's why I confused them with powers (these abilities ARE listed as powers in the BEL UNITS/ITEMS topique by the way). Good point. This is why I wanted new players as well, someone who doesn't already know this stuff by heart. Abilities are listed as "Passive Powers" rather than "Active Powers" in the items thread where they are pretty well defined, but I should definitely put in a bit on that in the actual rules. It's not self evident that Ability = Passive Power = Always on/usable. I'll update it this weekend with some better text. Quote I think you can see over them, but they can hide behind them, because they blocked the shotgun shots in the example from luki. Exactly. they provide cover, but aren't big enough that you can't see movement on the other side. They're also slightly translucent. Well, this is off to a confused start. Hopefully things will get clearer as we play :) Title: Re: SC BEL: Mission 2 Post by: Angelfish on February 17, 2010, 11:04:10 pm If I go EEE and shoot the vux to the south, I will be the only one doing damage this turn, but also the only one being able to move past the door, because I'll occupy the furthest square that you guys can go to ;).
Title: Re: SC BEL: Mission 2 Post by: Koosemose on February 18, 2010, 02:32:19 am I can go EEE then shoot south. Melee is not possible this turn because I need 4 moves for that, which costs me 2 AP. Actually you can move up to 5 squares and only consume 1 AP, it's only if you do it in reverse that will leave with 3 move (as in if you use an AP first you will have only 3 move left). but if you move first you can move up to 1 less than your MOV and only consume 1 AP.Title: Re: SC BEL: Mission 2 Post by: Angelfish on February 18, 2010, 10:37:36 am I can go EEE then shoot south. Melee is not possible this turn because I need 4 moves for that, which costs me 2 AP. Actually you can move up to 5 squares and only consume 1 AP, it's only if you do it in reverse that will leave with 3 move (as in if you use an AP first you will have only 3 move left). but if you move first you can move up to 1 less than your MOV and only consume 1 AP.Once again something that's not properly explained in the rules ;). The example says something similar for someone with 4 MOV though. Title: Re: SC BEL: Mission 2 Post by: Draxas on February 18, 2010, 06:11:09 pm I can go EEE then shoot south. Melee is not possible this turn because I need 4 moves for that, which costs me 2 AP. Actually you can move up to 5 squares and only consume 1 AP, it's only if you do it in reverse that will leave with 3 move (as in if you use an AP first you will have only 3 move left). but if you move first you can move up to 1 less than your MOV and only consume 1 AP.Once again something that's not properly explained in the rules ;). The example says something similar for someone with 4 MOV though. Indeed. You can obviously see that we've only playtested this once before, and some not insignificant changes have gone into it since then. As always, we'll keep this in mind for when we make clarifications. In the meantime, as Koose said, you can move up to one tile less than half your MOV score without it consuming any AP. So I suppose, you could potentially move up to 4 tiles and still shoot twice, as long as you do things in the right order, which almost seems like an exploit or engine abuse. Maybe. I guess we need Luki's help to clarify once more. As far as your turn goes, my recommendation is to get into melee as soon as you can. More strikes, no ammo use, and tangles up your opponent in combat that it doesn't really excel in. Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 18, 2010, 06:20:48 pm It looks like I'll have to rewrite and clarify some rule things this weekend. That's good, it makes it more accessible. I honestly thought the AP rule was pretty clear with the example and the rule as it is, but I suppose somethign along the lines of "If you move less than half of your MOV or more than half but less than all, please look at the example"
I'm not sure how you'd move 4 tiles and shoot twice though. If he moves two wiles, he still has full AP (4 MOV/2 AP). If he then fires that consumes 1 AP, which is half of his MOV, so 3 MOV. That leaves him with 1 AP/1MOV so he can choose to move fire again or move once. But I'll try to clear that up in the rules on Saturday or Sunday as well. For now though, I hope this explanation will suffice. Title: Re: SC BEL: Mission 2 Post by: Angelfish on February 18, 2010, 07:36:40 pm Very well, thanks for the explanations.
E E E S and melee to the VUX Ensign that's to the south :) Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 18, 2010, 07:53:50 pm To make sure there's no accidental movement, I'll update this tomorrow. That gives your teammates enough time to object and suggest alternative courses. however, if you don't change your mind I'll execute it anyway.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on February 18, 2010, 08:19:14 pm To make sure there's no accidental movement, I'll update this tomorrow. That gives your teammates enough time to object and suggest alternative courses. however, if you don't change your mind I'll execute it anyway. I guess I can't melee to the Southwest? ;) (not in the rules either) Title: Re: SC BEL: Mission 2 Post by: Draxas on February 19, 2010, 07:07:27 am That move is pretty much exactly what I've been advocating, so no complaints here.
I'm going to move just outside the door, which should use up both of my AP for the turn (NEEE, I believe) Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 19, 2010, 05:33:14 pm Wajangtoey is eager and ready for battle. Now that the esteemed Arilou has opened the door, he bursts through it into the midst of his enemies. The closest VUX is to the south and with a furious howl he brings his paws to bear. His first strike is dead one tearing a bit of greenish flesh out of the Ensign's shoulder. After that the element of surprise is gone and the VUX twists and ducks. Wajangtoey manages to further wound the VUX, but he is still standing after the attack, preparing to retaliate.
Drnmraxas ponderously hovers forward into the corridor, emotionless and ready for action. Map: (http://i50.tinypic.com/6nvazm.png) Wajangtoey scores 1 bullseye and two hits. The VUX manages to parry one of the hits but fails his other second parry. Battlecry and Flexible cancel out each other. The VUX is now at 1 HP. The rest of the team has: Koosaloo: 2 MOV/ 1 AP Sonny: 4 MOV / 2 AP Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 19, 2010, 05:35:17 pm I guess I can't melee to the Southwest? ;) (not in the rules either) From the rules: Combat ... The successfulness of a strike or parry will be determined by rolling a six sided dice, as is described below. You may only attack in straight lines, not diagonally. EDIT: vvvv- Because I missed his move :) Fixed now, we're just waiting for Sonny and Koosaloo! Title: Re: SC BEL: Mission 2 Post by: Angelfish on February 19, 2010, 05:42:13 pm I guess I can't melee to the Southwest? ;) (not in the rules either) From the rules: Combat ... The successfulness of a strike or parry will be determined by rolling a six sided dice, as is described below. You may only attack in straight lines, not diagonally. OOC: Thanks. Why wasn't the m-bot moved as per draxas' request? Continue my melee attack on the next turn per favore. Title: Re: SC BEL: Mission 2 Post by: Koosemose on February 20, 2010, 01:41:49 am Waiting til Sonny makes a move since I have no chance of making an attack... once he does I'll move EE, assuming it's not occupied at that time (I'm on a somewhat ancient pda that doesnt seem to want to show me the maps...)
Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 20, 2010, 09:32:59 pm Waiting til Sonny makes a move since I have no chance of making an attack... once he does I'll move EE, assuming it's not occupied at that time (I'm on a somewhat ancient pda that doesnt seem to want to show me the maps...) That spot is ocupied, but E is still free. Sonny, we'rewaiting for you. Title: Re: SC BEL: Mission 2 Post by: Koosemose on February 21, 2010, 05:25:53 am Ok, now that I can see the map, I'll go ahead and g E since that would seem to clear up a spot for Sonny to mve as far as possible...
Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 21, 2010, 03:57:59 pm All right, the spot is your. I'll update with Sonnys move when he gets it. Tomorrow I'm at work and then seeing my girlfriend off, so no update then. That means that next update is on tuesday, at which time Sonny should have posted his move.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 22, 2010, 10:17:03 pm I've notified Son that if I don't see movement or get some sort of reply from him before tomorrow is over his place is up for grabs, at least temporarily. So one way or another, the adventure continues tomorrow!
Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 23, 2010, 06:12:02 pm Since Son isn't replying to PM or email and is three day late with his move, I am sadly removing him from the roster. the next player to post can decide the current move for the Human, then I'll update with the enemy moves. After that we can discuss wheteher a new player wishes to enter or if one of you takes command.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on February 23, 2010, 07:59:35 pm Sonny goes E E N E
And I don't have a problem with a new player for him, as long as it's an active one ;) Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 23, 2010, 08:26:19 pm As Sonny moves up to get as close to battle as possible, mayhem breaks out. The VUX may have been shocked by the sudden appearance of enemies aboard their vessel, but discipline quickly takes over. Three of them move in to mob our heroes as the fourth dashes towards the alarm. Wajangtoey receives the brunt of the attack, with two ensigns teaming up on him. One Ensign attempts to batter him with his baton, but Wajangtoey is far too well trained to be caught by such a simple attack. The ensign then twirls his baton around and manages to graze Wajangtoey's skull with the second strike. Dazed and stunned, he fails to completely dodge the sickly green laser fired by the other Ensign.
Drnmraxas is attacked by another Ensign, clearly hoping to slow him down long enough for his comrade to get to the alarm button. Bravely attacking the metal being with only his baton, he scores a lucky strike that causes the M:bots circuits to fizzle somewhere deep inside. Map: (http://i47.tinypic.com/ru1w9j.png) (http://i46.tinypic.com/2ry3mzp.png) First VUX attacks with baton and scores two hits, Angelfish rolls one succesful parry and a stun. Second attack scores two misses. Second VUX attacks once with laser and scores a hit. Angelfish fails the last parry and loses 1 HP. Third VUX moves down to Draxas and attacks, scoring one hit. Draxas fails both parries and loses 1 HP. Fourth VUX hits the ground running and ducks in behind a limpet. Title: Re: SC BEL: Mission 2 Post by: Draxas on February 24, 2010, 06:06:38 am My how selfless of them to charge into close combat to buy time. I wasn't really expecting it from ranged specialists.
I don't really want to waste AP trying to fight this guy off, I'd rather maximize my firepower against the runner. Koose, is there a power you can use to eliminate him, perhaps? Title: Re: SC BEL: Mission 2 Post by: Angelfish on February 24, 2010, 03:46:25 pm I want to use 1 AP to continue melee to the VUX to the south of me.
Can I see the result of it first before I decide what to do with my other AP? (I might be able to handgun to the vux to the east with my other AP, if melee to my current target kills it) Title: Re: SC BEL: Mission 2 Post by: Draxas on February 24, 2010, 04:46:25 pm Or you could dash in and shred him, too. That's probably more effective, if you're able to finish combat with the first.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 24, 2010, 06:10:22 pm I want to use 1 AP to continue melee to the VUX to the south of me. Can I see the result of it first before I decide what to do with my other AP? (I might be able to handgun to the vux to the east with my other AP, if melee to my current target kills it) Yes, you can. Update coming once my laundry is done. Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 24, 2010, 06:56:25 pm Even dazed and stunned, Wajangtoey manages to strike his foe down, cutting a vital artery and ending his life.
Map: (http://i50.tinypic.com/f10f3a.png) Turn 2 Angelfish attacks with four strikes, scoring three misses.. and a bullseye! VUX is down, and your out of AP since you were stunned last turn. Title: Re: SC BEL: Mission 2 Post by: Alvarin on February 24, 2010, 07:29:36 pm It has taken Sonny some time to polish the nails, but now she's ready to join the party - E E S S (so to not interfere with Waja's shot)
If I understand correctly, I can't end my turn on same spot as a friendly unit or move through enemy unit, but can move through friendly. Kosaloo can't mellee the VUX north to M-bot, but can shoot it without friendly fire, correct? Title: Re: SC BEL: Mission 2 Post by: Angelfish on February 24, 2010, 07:41:59 pm thanks.
E and melee to the vux that's to the east. Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 24, 2010, 07:56:02 pm Sonny moves out to join the fray
Map: (http://i49.tinypic.com/2a6pkbr.png) Whoops, forgot that Angelfish was stunned last turn and thus lost an AP. So after killing the first VUX you are out of AP. If you want to change your approach because of this fact, let me know and I'll redo the whole thing since I missed it. Title: Re: SC BEL: Mission 2 Post by: Alvarin on February 24, 2010, 08:41:55 pm In this case I think Sonny should have moved E instead of last S, thus standing in mellee range to southernmost VUX and leaving Wajangtoey to aid Drmnmraxas with interference to the north.
Title: Re: SC BEL: Mission 2 Post by: Koosemose on February 25, 2010, 05:50:29 am Koose, is there a power you can use to eliminate him, perhaps? unfortunately anything i got would require a straight and clear line of attack. so i'd have to use this whole round to get into position and have you guys clear a line, or you'd hafta move and i take your spot... and i don't think it'd end up working so well... either way one of us will risk an attack... Title: Re: SC BEL: Mission 2 Post by: Draxas on February 25, 2010, 06:23:25 am Well, there is always Mayhem. I'd hate to use it up so early, though.
I can always shoot past the guy in front of me, maybe that's the way to go. The end result is going to be more melee, though. Title: Re: SC BEL: Mission 2 Post by: Angelfish on February 25, 2010, 02:42:52 pm Since I'm stunned, that means I pass for this turn :D
Title: Re: SC BEL: Mission 2 Post by: Alvarin on February 25, 2010, 04:12:16 pm As there is a runner out there with red button in mind, flanks need to be taken care of swiftly. With this thought Sonny rejects the knife in favour of the shotgun and releases a cloud of pellets at the green monstrosity point blank.
-- Depending on the outcome, if VUX is still alive second attack with the knife. If killed, I'll have nowhere else to go but E and loot the corpse. OoC- shouldn't the VUX like loose one AP at the site of Human so close or something ? Title: Re: SC BEL: Mission 2 Post by: Draxas on February 25, 2010, 08:49:57 pm Ha, if only. They're not Spathi. ;)
Luki, could you describe the properties of those limpets? Specifically, how they would react to being pierced by an explosive. I have a dastardly plan. Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 25, 2010, 09:22:36 pm Sonny fires off her shotgun with a mighty boom. The kickback of the weapon surprises her and her shot buries itself in the roof above the Ensign. undaunted, she continues her assault with her trusty combat knife. The Ensign, probably still deaf from the blast, only notices her at lunge the last minute. It still manages to twist itself and evades the deadly blade. Frustrated, Sonny manages to thump it with the hilt of her weapon as she recovers from the lunge.
Map: (http://i49.tinypic.com/2a6pkbr.png) Point blank attack scores 1 hit and three misses. You guys have some seriously bad rolls. Ensign succeeds on his second parry. Follow up attack with knife yields one hit. Last parry is a stun. VUX is at 3 HP, but only has 1 AP for the next round. Koosemoose and Draxas left. Alvarin, would you like to rename your character? Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 25, 2010, 09:29:13 pm Ha, if only. They're not Spathi. ;) Intense hatred of the ugly humans might make them better fighters, not worse. Quote Luki, could you describe the properties of those limpets? Specifically, how they would react to being pierced by an explosive. I have a dastardly plan. Limpets aren't large enough to block your vision, but large enough to provide substantial cover. I hadn't considered that you might want to break them. But okay, sure. You can pierce a limpet by scoring two hits on it with a physical weapon (no psychic powers). When this happens, the floor space it occupied and every adjacent tile becomes "Sticky". This means that moving one such tile consumes two AP, just liek moving through smoke. Any unit present on a tile that turns sticky is buried in goo and becomes immobile for one turn. As the M:bot can elect to fire through enemy players at wil, unlike other units, I suppose it can fire past limpets as well with it's superior aiming system. Title: Re: SC BEL: Mission 2 Post by: Alvarin on February 25, 2010, 10:39:40 pm I think I'll stay wiwth the name as is.
A thought for the future - if we push the table at the bottom of the room across the puddle of goo, will we be able to cross it without loss of time, or the deed itself will consume more time? Title: Re: SC BEL: Mission 2 Post by: Koosemose on February 26, 2010, 07:25:11 am Well, there is always Mayhem. I'd hate to use it up so early, though. I can always shoot past the guy in front of me, maybe that's the way to go. The end result is going to be more melee, though. Unless I misunderstand mayhem affects EVERYONE in range, so it'd end up backfiring badly. Assuming I do understand it correctly, I will pass my turn as I can't get out of where I am... unless Draxas decides to melee the VUX to his north and manages to take him down, in which case I will go E N N, just so I can get out of the doorway and may have a chance to blast the VUX next turn... If I'm wrong on Mayhem and it'll work only on enemies... then err not sure what to do... hate to use it this early, but it could be useful to assist us getting these guys taken care of quickly... what does the rest of the party think? Title: Re: SC BEL: Mission 2 Post by: Alvarin on February 26, 2010, 07:39:42 am I think using the power now is way premature.
One VUX is down, other is tied in mellee with me, Drmnmaxas and Wajangtoey can deal with third one despite our dice rolls (I hope). The runner will either stay covered behind limpet or will dash forward and stay exposed - not enough mov points to take cover behind next pod, leaving Waja to chase him down while covered by M-bot's fire. If I understand correctly, M-bot will not cause friendly fire. I think you can fire at VUX NE of you with pea-shooter to aid clear the way. The rules state attacking is in straight lines, but from illustration I understand it is hand-to-hand, not ranged weapons. Title: Re: SC BEL: Mission 2 Post by: Angelfish on February 26, 2010, 02:37:11 pm I have no AP left. I will wait until the end of the turn before I even start discussing what to do ;)
Title: Re: SC BEL: Mission 2 Post by: Draxas on February 26, 2010, 06:59:37 pm I think using the power now is way premature. One VUX is down, other is tied in mellee with me, Drmnmaxas and Wajangtoey can deal with third one despite our dice rolls (I hope). The runner will either stay covered behind limpet or will dash forward and stay exposed - not enough mov points to take cover behind next pod, leaving Waja to chase him down while covered by M-bot's fire. If I understand correctly, M-bot will not cause friendly fire. It can and will, if you're unlucky. The only difference is that it can shoot past closer enemies. Quote I think you can fire at VUX NE of you with pea-shooter to aid clear the way. The rules state attacking is in straight lines, but from illustration I understand it is hand-to-hand, not ranged weapons. It seems like he probably could, since he has line of sight, but best to get Luki's call on that. Since it seems I can fire directly at the VUX, I'll take that shot first, using 1 AP. Depending on the results, I'll decide where to place my second shot (or if it somehow kills him, maybe even melee). Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 26, 2010, 10:37:31 pm It seems like he probably could, since he has line of sight, but best to get Luki's call on that. All combat happens in straight lines, unless you have a weapon that specifically states that you can attack diagonally. Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 27, 2010, 12:39:52 pm I think I'll stay wiwth the name as is. Okay Quote A thought for the future - if we push the table at the bottom of the room across the puddle of goo, will we be able to cross it without loss of time, or the deed itself will consume more time? Moving things while in combat tends to take a lot of time. But if you did, then sure, you could use it as a bridge. Assuming I do understand it correctly, I will pass my turn as I can't get out of where I am... unless Draxas decides to melee the VUX to his north and manages to take him down, in which case I will go E N N, just so I can get out of the doorway and may have a chance to blast the VUX next turn... You've understood correctly, Mayhem is pretty rough. So I guess we're waiting for Draxas move then? Title: Re: SC BEL: Mission 2 Post by: Angelfish on February 27, 2010, 01:07:10 pm Draxas has already stated his move ;)
Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 27, 2010, 03:05:34 pm He stated his move assuming that he could fire at the VUX who is far off, unless I misunderstood him. He certainly can't shoot the VUX in front of him at any rate. So he has to decide on whether he's meleeing that guy or moving somewhere else.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on February 27, 2010, 07:12:31 pm Haha, all these if then else situations remind me of this particular clip: http://www.youtube.com/watch?v=zng5kRle4FA
Title: Re: SC BEL: Mission 2 Post by: Draxas on February 27, 2010, 10:27:47 pm Ah hell. What would it take for me to climb on top of that limpet next to me?
Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 27, 2010, 10:32:15 pm Why can't you guys just live with "scenery is scenery"? Oh well, let's say 2 AP gets you on top of a limpet (or any other obejct) and two AP gets you off it. Climbing is tricky.
Title: Re: SC BEL: Mission 2 Post by: Draxas on February 27, 2010, 10:45:12 pm Well, you did say it was low enough to see over. I figured it wouldn't be that tricky to get on top of it, but I guess that's not quite the case.
My suggestion: I will melee attack once, then back off SS (and take whatever damage comes my way; I am not delighted with this scenario). Depending on whether I inflict damage or not, Koose can move E and use Psy Blast or Slap (whichever is sufficient to finish him off). That should leave me in a position to easily snipe at the runner next turn, and hopefully minimize our damage. What do you guys think? Title: Re: SC BEL: Mission 2 Post by: Alvarin on February 28, 2010, 03:06:22 am I think Arilou should wait out this turn, if he can't shoot diagonally, or else he will either get stuck between M-bot,Shofixty and the target VUX (if attacks twice), or will use 1 attack to remaining VUX's 3 paries (no chance for damage) and move W with a free strike, it's a loose-loose, I think. Or better yet, Spook can move W-S, making sure VUX will not be able to reach and attack, leaving the VUX to either shoot at Waja or advance and mellee, in either case next turn Waja and Drmnmraxas can mellee and retreat in turns. The runner is out of our reach in any case for this turn.
I am staying where I am and continue to mellee the SE VUX, because don't have enough MOV for anything else. Title: Re: SC BEL: Mission 2 Post by: Lukipela on February 28, 2010, 11:20:19 am When you guys are done discussing strategy, let me know who knows and where :) I get lost in all that text.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on February 28, 2010, 01:10:19 pm I'm too woozy in my head to discuss strategy. Just get this going, so my stun ends! :D
Title: Re: SC BEL: Mission 2 Post by: Draxas on February 28, 2010, 09:04:09 pm I think Arilou should wait out this turn, if he can't shoot diagonally, or else he will either get stuck between M-bot,Shofixty and the target VUX (if attacks twice), or will use 1 attack to remaining VUX's 3 paries (no chance for damage) and move W with a free strike, it's a loose-loose, I think. Or better yet, Spook can move W-S, making sure VUX will not be able to reach and attack, leaving the VUX to either shoot at Waja or advance and mellee, in either case next turn Waja and Drmnmraxas can mellee and retreat in turns. The runner is out of our reach in any case for this turn. I am staying where I am and continue to mellee the SE VUX, because don't have enough MOV for anything else. I think you're misinterpreting my plan. I attack the VUX in melee and back off; I have plenty of health, and the best I can do is one hit (and will probably take one in return at least). That will put the VUX at either 2 or 3 HP left. Koose can move into my old position and use either Psychic Slap (2 damage) or Psychic Blast (3 damage). Either way, that VUX is dead with no chance to dodge, and Koose is out of harm's way (assuming the runner keeps running, anyway; I think that's a safe assumption). Title: Re: SC BEL: Mission 2 Post by: Koosemose on February 28, 2010, 09:11:36 pm I think Arilou should wait out this turn, if he can't shoot diagonally, or else he will either get stuck between M-bot,Shofixty and the target VUX (if attacks twice), or will use 1 attack to remaining VUX's 3 paries (no chance for damage) and move W with a free strike, it's a loose-loose, I think. Or better yet, Spook can move W-S, making sure VUX will not be able to reach and attack, leaving the VUX to either shoot at Waja or advance and mellee, in either case next turn Waja and Drmnmraxas can mellee and retreat in turns. The runner is out of our reach in any case for this turn. I am staying where I am and continue to mellee the SE VUX, because don't have enough MOV for anything else. I think you're misinterpreting my plan. I attack the VUX in melee and back off; I have plenty of health, and the best I can do is one hit (and will probably take one in return at least). That will put the VUX at either 2 or 3 HP left. Koose can move into my old position and use either Psychic Slap (2 damage) or Psychic Blast (3 damage). Either way, that VUX is dead with no chance to dodge, and Koose is out of harm's way (assuming the runner keeps running, anyway; I think that's a safe assumption). Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 01, 2010, 01:51:20 am Right, I thought you were talking about peashooter or sissyslap in order to conserve Powers. It is a good plan, then.
Title: Re: SC BEL: Mission 2 Post by: Draxas on March 01, 2010, 03:50:45 pm All right then, time to execute.
Luki, I'll attack the VUX adjacent to me in melee, and then move SS (breaking combat in the process). Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 01, 2010, 06:50:53 pm Finally. Our turns are taking too long, i'm getting bored ;).
Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 01, 2010, 07:17:48 pm If Drnmnraxas had emotions, he would be shocked by the violent attack from what he had considered a cowardly species best suited for long range combat. He fires off his laser and retreats. The shot goes wide, but it distracts the Ensign for long enough to ensure that he can retreat without suffering further damage.
Map: (http://i47.tinypic.com/25oubea.png) Draxas attacks and fails. The VUX retaliates when he moves out of range but misses. So no injuries there. Is Koosemoose going to do something now or do we roll the turn? Finally. Our turns are taking too long, i'm getting bored ;). I had envisioned a slightly quicker tempo as well, I must admit. Still, the game is what we make of it. Title: Re: SC BEL: Mission 2 Post by: Draxas on March 01, 2010, 11:38:28 pm Well, according to The Plan, Koose is now supposed to splatter that VUX's head into jelly. With any luck, that should happen shortly.
Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 02, 2010, 12:46:24 am Yeah... We have spent almoust a month on our first almost two turns, out of potential 100... Anyone has any other plans for next 3 years ?
Whenever the next turn starts, unless I'm stunned, two times knife strike against my VUX. Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 02, 2010, 05:56:04 pm Okay, so as soon as Koose signs off I roll the next turn, then there's possibly some knifing and then we can get going!
Title: Re: SC BEL: Mission 2 Post by: Koosemose on March 02, 2010, 09:18:37 pm Okay, so as soon as Koose signs off I roll the next turn, then there's possibly some knifing and then we can get going! Yep Moving E, and Psi Blast VUX to my North, then assuming I still have A MOV left N, if not still execute just no second move...Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 02, 2010, 10:26:40 pm As the mighty metal machine retreats, Koosaloo steps forward. His fellows have dithered for far too long and it is time for someone to take charge. The Ensign seems momentarily surprised, possibly by the similar tint of their skin. perhaps the green colour ignites hope in his heart, however temporary. But his hope is quickly dashed as Koosaloo unleashes the powers of his mind upon him.
The psychic slaps hits the Ensign with full force smashing his body and flattening his mind at the same time. He crumples into a heap on the cold metal floor. The lone Ensign left, stunned and confused, attempts to fire his weapon at Sonny. But confused as he is, the bolt buries itself in the floor in front of him. Sonny doesn't miss though. With grim determination she charges, using her knife as only a well trained soldier can. The Ensign never has a chance to evade her strikes and his body falls lifelessly to the floor with several major arteries severed. Nervously glancing back at the sounds of his friends dying, the last Ensign breaks cover and continues his mad dash towards he alarm. Map: (http://i50.tinypic.com/mxi9.png) Room: (http://i49.tinypic.com/a3mfqh.png) Turn 2 / Turn 3 Koosemoose kills VUX . After moving one step the consumes his first AP, the attack consumes the second one, so he can't move north. Ensign attacks Sonny. First attack misses completely. Since he is stunned, there is no second attack. As the turn changes Sonny attacks back. First attack scores two bullseyes! Second attack scores a bullseye and a hit. Looks like you're making up for that lousy shotgun shot. Sonny has finished his AP for this move, the rest of you are at full AP. Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 02, 2010, 11:44:14 pm So, me and Koose should move away so Drax can fire his big gun :).
N N N E N N Title: Re: SC BEL: Mission 2 Post by: Koosemose on March 02, 2010, 11:48:28 pm I'm assuming the top picture is the accurate one as to my position, so I Will move back W into the doorway to clear Draxas for a shot.
Title: Re: SC BEL: Mission 2 Post by: Draxas on March 03, 2010, 05:58:10 am Odd. I thought I would be standing on the corpse, but it's fine. I'll take one step (W?) to line up my shots however I have to (if I have to at all), and then fire as many rounds as it takes to eliminate the last foe before he can get to that alarm.
Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 03, 2010, 06:00:11 am @Lukipella - the map is incorrect: M-bot should be 1 step W on top the corpse, Arilou in front of the door and the northmost corpse one step N.
Yay for the bullseyes! Good luck guys! Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 03, 2010, 07:24:37 pm Whoop, yeah, dunno why Draxas moved one step there. Sneaky robot has developed a will of it's own. Updating according to instructions...
Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 03, 2010, 07:44:24 pm As Koosaloo steps back into the shadows with a satisfied smile, Drmnmraxas steps up to the plate. His first missile goes wide. It only sends a shower of shrapnel towards the fleeing Ensign. The shrapnel tears its clothing but causes no actual damage. If anything, they motivate him to run faster.
But the second round finds it's target, embedding itself in the Ensigns shoulder before it explodes. It howls in pain as it staggers with half of its shoulder left a gaping crater. If our heroes could smell the interior of the ship through their breathing apparatus, their nostrils would clog up with the foul smell of charred alien flesh. Map: (http://i45.tinypic.com/se2i4j.png) Turn 3 Draxas scores one hit on his first shot. Ensign succeeds on first parry. Draxas fires again and scores two bullseyes. Ensign is now at 1 HP. Koosaloo, you're the only one with movement left. Do you want to do something or do we move on to turn 4? Title: Re: SC BEL: Mission 2 Post by: Draxas on March 03, 2010, 08:47:15 pm How disappointing. If you do decide to move northward, try to stay out of my line of fire. I hope we can finish this guy off next turn, or we might be in some serious trouble.
Title: Re: SC BEL: Mission 2 Post by: Koosemose on March 03, 2010, 10:09:54 pm My odd movement number always throws me off on rather or not I'll consume AP or not....
E, Fire N if I still have an AP, else just stand there for next turn Next Turn, If VUX is still in line of fire: Fire N, and MOV W, else I'll just wait to see what things look like. Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 04, 2010, 07:28:48 pm The Ensign continues dragging himself forward towards the alarm. Looking fearfully behind himself, he staggers into cover to prepare for another rush.
Map: (http://i48.tinypic.com/w00wvm.png) Room: (http://i48.tinypic.com/2mo2wed.png) Turn 4 OOC: Koosemoose, your weapon range is only ten squares, so you can't shot. So I left you were you were, hope that's okay. Regarding movement, it works like this. 1 AP is 2 MOV for you, so if you fire, you only have 1 MOV after that. But you're halfway point is rounded up. So if you move first, you can move two steps and then fire once. Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 04, 2010, 07:48:45 pm I can't catch him before he reaches the alarm, but I'll move towards him anyway in case he keeps hiding:
W N N N N N. Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 04, 2010, 08:37:58 pm Glancing to her left, where the green blood trail ends at quivering VUX, covered behind a limpet, at ecstatic Shofixty, full speed after him and detached Mrnmhrm readying another shot, Sonny realized there is actually nothing productive she can do, so to avoid loosing time later, she looks down at the ex-VUX to see what poor bastard was carrying.
E, loot corpse. EDIT: And thanks for the mini-map! I assume full map and mini-map are at the same orientation? Title: Re: SC BEL: Mission 2 Post by: Koosemose on March 04, 2010, 10:55:04 pm Certain that his allies can take care of the poor , disturbed VUX, Koosaloo watches the human, marveling at it's perfection, and ponders how it and the rest of humanity will progress in times to come.
OOC: Little I can do at this moment, so passing the turn, and doing slightly creepy Arilou things :D Title: Re: SC BEL: Mission 2 Post by: Draxas on March 05, 2010, 06:37:51 am Angelfish, best not to move E at the end, since then I might hit you by accident. Just head farther N instead, since if he stops to fire, he's not going for the alarm anymore.
I'm going to head E, and (if Angelfish is out of the way), fire once at the VUX. We'll see what that accomplishes before I fire again (or do something else). Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 05, 2010, 08:18:40 am Does that mean your minirocket tube can arc over the limpets? :)
Title: Re: SC BEL: Mission 2 Post by: Draxas on March 05, 2010, 04:03:13 pm Quote Luki, could you describe the properties of those limpets? Specifically, how they would react to being pierced by an explosive. I have a dastardly plan. Limpets aren't large enough to block your vision, but large enough to provide substantial cover. I hadn't considered that you might want to break them. But okay, sure. You can pierce a limpet by scoring two hits on it with a physical weapon (no psychic powers). When this happens, the floor space it occupied and every adjacent tile becomes "Sticky". This means that moving one such tile consumes two AP, just liek moving through smoke. Any unit present on a tile that turns sticky is buried in goo and becomes immobile for one turn. As the M:bot can elect to fire through enemy players at wil, unlike other units, I suppose it can fire past limpets as well with it's superior aiming system. Yes. Suffice to say if my first shot misses, I'll probably try to break the limpet it's hiding next to instead of firing directly with my second. Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 05, 2010, 04:52:39 pm Yeah, Draxas has some impressive aiming skills. Angelfish, do you want to revise your move?
Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 05, 2010, 05:47:05 pm Yeah, Draxas has some impressive aiming skills. Angelfish, do you want to revise your move? Imba! W N N N N N it is. Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 06, 2010, 11:31:47 am Once more the metal warrior fires his weapon, this time landing a fierce hit. The Ensign, already weakened by the horrific damage done, slumps to the ground. As his life force leaks out of him his unseeing eyes stare straight ahead into infinity.
Meanwhile Sony has moved on to looting corpses. She searches the ensign and realises locates two items, a Defense Laser (http://forum.uqm.stack.nl/index.php?topic=4377.msg62460#msg62460) and a Baton (http://forum.uqm.stack.nl/index.php?topic=4377.msg62459#msg62459). Map: (http://i45.tinypic.com/10y0tab.png) OOC: Draxas scores two hits and Ensign only manages one parry. He dies. Now that there is no combat, we'll stay on Turn 4 until combat begins again. So figure out who loots what, who keeps which objects and where you''ll be standing when you open the next door. Oh, and the map orientation is correct, so that's where you are. Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 06, 2010, 02:10:30 pm Sonny shoves the dead ensign with her boot and descides she doesn't want any of his slime-covered belongings. Looking down the corridor, she sees a filing cabinet, conveniently placed near the alarm button, so in order to put a little spanner in the works for possible excursions from behind, she descides to push the cabinet in front of the alarm. Then, while there, she tries to take a look inside of it.
@Luki - I can move things inside this prolonged turn, right, or is it time costly? I think out target is close to the bridge, so I think we should head to northern door. Once there, my proposed unit dislocation before opening the door is Arilou at the doorway, human right behind him. M-bot and Shofixti to either side.My proposed tactics are in case the doorway isn't blocked on the other side. If is, will have to see. Arilou opens the door(and has 1MOV spare), I move two forward for best sight of room and have either a shot or two more moves to clear the way, depending on the insides, then two warriors can either charge to best position or waight for me to clear the way and have a position to shoot. Arilout then either moves forward to doorway or hides sideways. What do you guys think? @Luki again - can we use part of our MOV in turns, like I described, or each movement should be full and final ? Title: Re: SC BEL: Mission 2 Post by: Draxas on March 06, 2010, 06:26:29 pm Our Arilou could definitely make use of both of those items. The rest of us, not so much, though I could use whatever spares are lying around to replenish my ammo.
Let's check out the rest of the corpses as well, in case one of the others is carrying something more interesting. Also, we may want to consider exploring the room to the lower right. Since we're in one of the nacelles, it may be the engine access, which could help in disabling the ship if it comes to that. Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 06, 2010, 06:52:19 pm I was thinking more along the lines of hijacking the ship altogether from the bridge. You, if I understand correctly, can interface with machinery, so in theory could replace the native capttain... In addition, we do need to minimize our moves count, so getting the Dignitary should be priority(?)
Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 06, 2010, 08:28:56 pm I'll loot the VUX that tried to go for the alarm.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 06, 2010, 09:21:11 pm @Luki - I can move things inside this prolonged turn, right, or is it time costly? It isn't costly, it's A-OK. I'll update the map to reflect this once we're moving on to the next room Quote @Luki again - can we use part of our MOV in turns, like I described, or each movement should be full and final ? The tactics you've described are perfectly all right. Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 06, 2010, 09:52:16 pm Once Sonny has finished shifting the cabinet, she quickly rifles through it. the first drawer contains nothing interesting. A lot of documentation that pertains to limpets, some pens and rubber stamps and a roster list for the "West Limpet battery"
The second drawer contains some tools. They're exotic and interesting looking but no function can be easily discerned. They might serve as food for Sonnys mechanical friend, but other than that they seem quite useless. In the third drawer, there seems to be a of of rubbish. These are parts and bits of things that may once have been useful but definitely aren't any more. just as Sonny is supposed to push this drawer shut, she spots something interesting. there is a in the very back a small cylindrical object. Curious, she pulls it out and takes a look. The design is strange but it is undoubtedly a grenade of some sort. Meanwhile, Wajangtoey roots through the dead runner and finds that this Ensign carried the same weapons as the first one carried. Rifling through his pockets, he also discovers a small and crinkled piece of paper. It's a picture of another VUX holding an infant VUX. There are some scribbles down in one corner, but VUX writing hasn't been part of your crash course. OOC: Sonny found unidentified grenade. Throw it to find out what it is! Angelfish, let me know id you want to pick up the weapons. Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 06, 2010, 10:23:58 pm I'll pick up these weapons, can always decide what to do with them later.
I'll also pick up the piece of paper, so the intelligence people at home can figure it out. Drmrmrrmnaxas, can you eat the stuff that's in that drawer? Perhaps to recover some HP? Title: Re: SC BEL: Mission 2 Post by: Koosemose on March 06, 2010, 11:59:15 pm Just pondering a few things...
First I'm thinking the door on the right side at the far end looks like our best bet to get to the spine of the ship, which in turn would be our best way to get to other sections of the ship. Also I'm a bit weary of trying to make our way to the bridge, as I'd be willing to bet that the bridge will be very well guarded, likely have some form of gun emplacements, and possibly have the capability of completely locking us out, making us revealing our presence in vain. Also, were we able to successfully take over the ship, we'd still have to get it back to Alliance space, while defending it from the enlarged crew complement, with it's own defenses quite possibly compromised both by our own efforts to gain entry and any physical or electronic backdoors the VUX may have in place for just such a situation. Additionally, I'm thinking that the brig, where I'm assuming the admiral is being held, will be as widely seperated from critical ships systems and the bridge as possible, in case of a break out.... so I'm thinking possibly around the center of the ship, away from limpet and gun systems in the wings, engines in the back, and bridge in the front... though that's of course completely just a guess... Also yeah one of the batons and Vux guns may be of use to me, less range but more damage I'm thinking, if I Really need more range I can just use a psi-slap..., so assuming whoever has one is willing to let me use them, I'll switch to the vux gun as active. and as to the grenade, I'd be willing to bet it's some sort of "limpet grenade", slowing the enemy down, and am of the opinion we should attempt to use it as such (possibly slowing down any runners...) Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 07, 2010, 12:17:59 am The doors closest to where we landed are prolly just small 'offices' like the one we landed in. We need to explore them all anyway, because the admiral could be there. Who knows, perhaps some of the offices hold information as to where the admiral is being held.
I assume that the admiral is under heavy guard anyway, so if we can grind some XP on the lower ensigns that could be here, it might help. Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 07, 2010, 12:25:28 am Anyway, I can already see that the office closest to the one we landed in is just a small one, so I'll stand in front of that door now. I can easly engage in melee with anything that's inside. If I encounter combat, everyone will be able to 'jump' to me. Waiting for all the gear and food to be exchanged before actually opening the door...
Title: Re: SC BEL: Mission 2 Post by: Koosemose on March 07, 2010, 12:30:19 am The doors closest to where we landed are prolly just small 'offices' like the one we landed in. We need to explore them all anyway, because the admiral could be there. Who knows, perhaps some of the offices hold information as to where the admiral is being held. I assume that the admiral is under heavy guard anyway, so if we can grind some XP on the lower ensigns that could be here, it might help. Oh yeah I Would assume the admiral is under heavy guard also, was just advising against trying to take over the bridge, and encountering heavy guard aside from that which is likely on the admiral, and then having to also go up against his heavy guard... anyways... just in case I'll stand to Wajang's South after everyting else is taken care of... just in case... and assuming theres space between the table and the wall for skinny little arilou to squeeze in... if not I'll stand north. Title: Re: SC BEL: Mission 2 Post by: Draxas on March 07, 2010, 06:20:30 am I'll process all of the obviously useless junk with my Shell Synthesizer, but leave the tools alone for now. Of course, if that would put me over max capacity, I'll leave some other stuff for later.
Honestly, since we entered from a limpet launch bay, I'd guess that's what all of the other doors on the west wall lead to. I can't imagine we'll find anything useful in there, and we may get unlucky and stumble across a tech or something. Since we have a time limit, let's only try to fight the guys we expect to get in our way, instead of looking for trouble. I would suggest the door directly across the hall from our entry point as the next to open. As I said before, it could lead to the engine room, which would be an advantageous location to clear if we need to disable the ship. We may not always be so fortunate as to eliminate all of the runners. Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 07, 2010, 06:50:52 am Points taken and agreed. Possible engine room way it is then, unless our blood thirsty mate insists.
Oh, and I understand weird grenade is at my posession or someone wants it? Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 07, 2010, 04:26:19 pm So you want to leave behind possible valuable intel in those offices as to where the admiral is held, and leave behind those VUX that could be lurking in those offices, that'll find their colleagues in the limpet bay missing when they go for a bathroom break? It might mean an alarm we can do nothing about because we're fighting elsewhere.
Very well, you know the gods better than I do. Let's go to that supposed engine room then. I'll hide the bodies in the room which we came in. Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 07, 2010, 05:00:43 pm Please note that you entered through a limpet port, not an office :)
Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 07, 2010, 05:53:13 pm Please note that you entered through a limpet port, not an office :) yeah well, I just call 'em that because I assume that's what's in the small rooms, perhaps some administration guys are working there or the left limpet port officer is in there, or perhaps it's just where they keep the broomsticks :D Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 08, 2010, 04:18:03 pm Ouch.. Seems that I killed this topique.
Anyway, I have now taken the stuff that was on the northernmost vux, have hidden the bodies in our landing place, and am now at the door to the supposed engine room, waiting for everyone to gather and finish their looting before opening it. Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 08, 2010, 05:25:02 pm I'm all done.
How are we located when opening the door? Is the way I described OK with everybody? Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 08, 2010, 06:22:20 pm I'm all done. How are we located when opening the door? Is the way I described OK with everybody? Opening the door itself doesn't cost AP. Once the door is open and enemies are encountered, then the combat starts. The hallway in which we are entering now is a small one, so I suggest either putting me or the M:bot in front, depending on what we expect to encounter. Melee or a long distance fight ;). Keep in mind that the person in front will do all the tanking since it's a hallway in which we can not stand beside eachother.. Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 08, 2010, 07:47:17 pm I'm all done. How are we located when opening the door? Is the way I described OK with everybody? Opening the door itself doesn't cost AP. Once the door is open and enemies are encountered, then the combat starts. Not quite. If you open the door and there are nemies on the other side, you've used one AP. If there's no one there it doesn't matter. So, Draxas has looted a body and hidden the bodies. Sonny has taken the grenade and moved the locker. Draxas has charged up on crap and taken (Ia assume) the spare baton and laser. Koosaloo has picked up a laser and baton, and possibly equipped the laser? If all this is correct, give me your positions and thunderbirds are go. Also, I'm going to Finland on Thursday. There'll be an update during the weekend, but not much else. So we should get moving before that. Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 08, 2010, 08:56:45 pm I've picked up the stuff that was on the north vux too ;). As for the door, let's just use alvarin's setting...
Title: Re: SC BEL: Mission 2 Post by: Koosemose on March 08, 2010, 09:23:06 pm hmmm I can't seem to locate where Alvarin described how to set up at the door... though I would suggest me being the one to open the door, leaving everyone else full movement and AP...
Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 09, 2010, 12:09:34 am Quote my proposed unit dislocation before opening the door is Arilou at the doorway, human right behind him. M-bot and Shofixti to either side.My proposed tactics are in case the doorway isn't blocked on the other side. If is, will have to see. Arilou opens the door(and has 1MOV spare), I move two forward for best sight of room and have either a shot or two more moves to clear the way, depending on the insides, then two warriors can either charge to best position or waight for me to clear the way and have a position to shoot. Arilout then either moves forward to doorway or hides sideways Slight change is in order, as at the southern door left side there is a limpet, blocking position, so it will cost one extra MOV to either M-bot or Shofixti. I think as most mobile asset, Angelfish should be just south of the door for full MOV and Draxas with one more step to make will still have enough points to make a shot. I think this would be "balansed" positioning, but we might want to experiment on that and find best setup and use same one on each subsequent door. Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 09, 2010, 01:28:31 am Quote my proposed unit dislocation before opening the door is Arilou at the doorway, human right behind him. M-bot and Shofixti to either side.My proposed tactics are in case the doorway isn't blocked on the other side. If is, will have to see. Arilou opens the door(and has 1MOV spare), I move two forward for best sight of room and have either a shot or two more moves to clear the way, depending on the insides, then two warriors can either charge to best position or waight for me to clear the way and have a position to shoot. Arilout then either moves forward to doorway or hides sideways Slight change is in order, as at the southern door left side there is a limpet, blocking position, so it will cost one extra MOV to either M-bot or Shofixti. I think as most mobile asset, Angelfish should be just south of the door for full MOV and Draxas with one more step to make will still have enough points to make a shot. I think this would be "balansed" positioning, but we might want to experiment on that and find best setup and use same one on each subsequent door. Fine with me. Let's get going, this isn't a play by mail chess game ;). Title: Re: SC BEL: Mission 2 Post by: Draxas on March 09, 2010, 03:15:31 am My suggested setup for any given door is:
Arilou directly in front of the door to open it Human and Shofixti to either side Mmrn directly behind the Shofixti This way, our short range combatants can charge into the room without using AP to open the door. The Arilou can open and then scoot over one space to get out of the line of fire. And the Mmrn has a clear line of fire through the door without having to adjust position. In this case, with restricted positioning space, I suggest the Shofixti in the corner, since he has the longest movement range. And yeah, I'll take some of the excess gear nobody wants in case I have to "reload" on the fly. Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 09, 2010, 03:36:54 am My suggested setup for any given door is: Arilou directly in front of the door to open it Human and Shofixti to either side Mmrn directly behind the Shofixti This way, our short range combatants can charge into the room without using AP to open the door. The Arilou can open and then scoot over one space to get out of the line of fire. And the Mmrn has a clear line of fire through the door without having to adjust position. In this case, with restricted positioning space, I suggest the Shofixti in the corner, since he has the longest movement range. And yeah, I'll take some of the excess gear nobody wants in case I have to "reload" on the fly. That's bad in case you'll want me to tank supposed enemies in melee since it takes me one squre longer before entering melee, but let's just take that guess for now, go with your positioning and see where it leads. Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 09, 2010, 06:42:49 am Draxas - "either side" is impossible, due to the limpet.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 09, 2010, 07:30:14 am Draxas - "either side" is impossible, due to the limpet. This is what he means in his last post (unless my universal translator is acting up again) (http://i47.tinypic.com/qsmtkm.jpg) Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 09, 2010, 09:02:25 am I am content with this setup.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 09, 2010, 07:36:38 pm Thanks for the pic Angelfish, it saves me a lot of bother! Update coming in a few hours, once I've eaten.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 09, 2010, 09:08:58 pm Moving swiftly, Wajangtoey drags the lifeless corpses into the limpet bay they arrived through. He glances wistfully at the other bay doors, his whiskers twitching with an obvious need to explore. But time is of the essence and it is now time to go. After a brief but animated discussion the team decides on their direction.Before that, their metal companion digests the trash Sonny discovered in the cupboard as well as a baton. Lights blink as its internals process the matter into its component compounds and then restructures it as ammunition.
They set up carefully, preparing themselves for battle once more. But when the door glides open with a hiss, they find only an empty corridor in front of them. The room is well lit and clean, but completely empty. From behind the door at the end of the corridor, Wajangtoeys keen hearing picks up noise and talking. From behind the door to the north a faint humming can be heard, as well as a few voices. Map: (http://i41.tinypic.com/2e54poh.png) Okay, divided inventory as such: Kosaloo: Baton and Laser Draxas: Ate rubbish and 1 baton to recharge 3 shots. Is carrying tools, laser and baton. Angelfish: Note, Laser, Baton*2. Can't carry more than two ranged melee weapons so one laser is left over. Sonny: Didn't pick up anything Title: Re: SC BEL: Mission 2 Post by: Koosemose on March 09, 2010, 09:33:10 pm IF we're going to open up either of the side doors on this corridor, I'm thinking we should open the southern door first, as theres not much room for there to be all that much in there, so our less than optimal positioning should be less problematic, and in turn it would allow a more optimal positioning for the northern door.
Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 09, 2010, 09:51:12 pm Agree.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 09, 2010, 09:55:31 pm IF we're going to open up either of the side doors on this corridor, I'm thinking we should open the southern door first, as theres not much room for there to be all that much in there, so our less than optimal positioning should be less problematic, and in turn it would allow a more optimal positioning for the northern door. We are in a hurry, remember.. The southern door is probably nothing, I think the eastern door is actually the engine room. So I suggest opening that door with the following positioning. (http://i41.tinypic.com/54wty1.png) Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 09, 2010, 10:07:34 pm I have got a feeling that there will be right limpet bay... If not south, I'd say north.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 09, 2010, 10:19:01 pm I have got a feeling that there will be right limpet bay... If not south, I'd say north. You may be right.. perhaps my perspective of scale is a bit off, me being small and all. That leaves us with the following options: (http://i42.tinypic.com/14941eq.png) Gentlemen, your votes please. Blue or Red. I'll personally go with whichever option gets the most votes. Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 09, 2010, 10:49:43 pm I pick blue. Wouldn't it be funny if it turns to be airlock and we all merrily fly into space :]
Title: Re: SC BEL: Mission 2 Post by: Koosemose on March 09, 2010, 11:14:59 pm Personally I'm going blue... primarily as a precursor to going north, which I have a feeling may have heavy opposition of some form, and we'll need every advantage we can get, and I doubt there will be much to worry about in the southern area
Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 09, 2010, 11:31:36 pm Then blue it is, since drax can't sway the vote in favor of red anymore.
Just waiting for his acknowledgement then, so we can open that door and get up to speed ;) Title: Re: SC BEL: Mission 2 Post by: Draxas on March 10, 2010, 06:28:03 am I was going to suggest blue anyway. However, before we continue to advance, I want to close the door to the limpet bay we entered from, to minimize the chance of anyone discovering the bodies.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 10, 2010, 06:38:05 am I was going to suggest blue anyway. However, before we continue to advance, I want to close the door to the limpet bay we entered from, to minimize the chance of anyone discovering the bodies. Whoops, I left that open. Once that's done, let's see what's behind that door :D Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 10, 2010, 07:06:28 pm You position yourselves in front of the door, preparing to enter mortal combat once more. As the door hisses open, you are simultaneously relieved to not be facing an armed enemy and slightly annoyed. Where is everyone on this ship? The small room in front of you looks like an office of some sort. There's a desk, a chest and another cabinet. On the desk, there is a heap of paper documents. How old-fashioned. You note that there's no chair though. Whoever uses this doesn't spend a lot of time sitting down.
Map: (http://i39.tinypic.com/2u9hno1.png) OOC: Those maps are great by the way. Very easy for me to read. Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 10, 2010, 07:16:36 pm I'll browse through the documents and retain them for the eggheads back home. I suppose someone will join me in rummaging through the room.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 10, 2010, 09:24:21 pm Sonny moves up and rummages through the papers on the table. They are written in Ur-Quan script so she gathers that they are official vessel documents of some kind. The kind of papers the greenies might want to inspect every now and then. There are cargo lists and crew rosters, duty lists and meal menus. Apparently this ship, "The Hideous Human" was commandeered for the transport mission and the crew isn't too happy about it. There has been some recent unrest aboard due to this. In addition, the presence of "troublesome allies not necessarily suited for service on a Intruder" has caused some further unrest. In order to combat this, there is mention of moral boosting activities such as FunRom screenings and extra rations of "enjoyables", whatever those are.
Among the more technical papers she finds a odd shorthand list, long strings of alphanumericals with comments such as "Reset counters", "Reroute commands", "Structure analysis". Unlike the other papers, this one is hand written. OOC: Sonny gets the notes. Aand that's it for a day or two I think. I'm leaving for Finland straight after work tomorrow and will spend the night in a metal tin can on the ocean. I haven't seen my family and friends for 1½ month and I haven't seen my girlfriend for 3 weeks so I make no promises about a Friday update, but I will try to squeeze in an update or two during the weekend some time. Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 10, 2010, 09:56:11 pm Sonny carefully reads through the rosters, briefly smiling on a thought "4 down, xx to go". Upon reaching technical sheets, she passes them to Drmnmraxas, as he might get a chance to use them.
How many are there? Title: Re: SC BEL: Mission 2 Post by: Draxas on March 11, 2010, 04:13:38 am I think it would be wise to go through all of the containers in this room. The filing cabinet may contain technical readouts or somesuch that we could use as a more detailed map, and who knows what might be in that strongbox (weapons!)?
Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 11, 2010, 08:39:50 am I think it would be wise to go through all of the containers in this room. The filing cabinet may contain technical readouts or somesuch that we could use as a more detailed map, and who knows what might be in that strongbox (weapons!)? Let's do that. Loot everything that's there and then move for the opening of the north door, as i've illustrated here: (http://i40.tinypic.com/2chuu08.png) Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 11, 2010, 10:49:54 am Agreed. It doesn't really matter who is positioned where in "T" formation, as long as Spook is the one opening the door.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 11, 2010, 11:28:20 am Agreed. It doesn't really matter who is positioned where in "T" formation, as long as Spook is the one opening the door. Drax needs to be behind, since he's a long distance sniper ;) (can only fire from 3 squares upwards). Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 13, 2010, 10:35:35 am You begin rifling through the room, eager to discover as much as you can about this ship. The cabinet contains mostly papers, more documentation of the ship and how it works. There's a wealth of material here and going through it would probably provide you with very valuable information. But he papers are badly indexed and the entire filing system is a mess. It would take some time to go through this.
The chest contains some very interesting items. First up, there's a grenade of strange design. The previous one you found was sleek, but this one seems more bulbous, covered with small protrusions. It feels quite light as well, but the shape and weight offers no clue to what it does. In addition to this, there are two small packages and a defense laser in the chest. Opening the packages reveals first aid equipment. Most of the chemical compounds are useless to you, since they're meant for VUX physiology. But the bandages and sutures could probably come in handy. The metal marvel studies the papers that Sony gives it and recognises the setup with ease. These are low level code commands that look related to engine and fuel capabilities. If a input terminal is discoverd, these could come in handy. OOC: Choices to be made: The papers in here contain a lot of information about "The Hideous Human". Going through all of this will take some time though, so if you elect to stay you'll have to figure out how much time you want to sacrifice. You've used up 4 turns so far, so if you pick a 2 turn option you'll start your next turn on 7 and so forth. Map research: 2 turns - Vague outline of total map 3 turns - Empty spaces and walls filled in 4 turns - Location of prisoner 6 turns - doors filled in 8 turns object (chests and so forth) filled in Crew research: 2 turns - Approximate number of VUX aboard 3 turns - Detailed number of VUX aboard and list of other races 5 turns - Detailed number of other races aboard 7 turns - Approximate location of VUX units 8 turns - Detailed location of VUX units, approximate location of other units Loot to be divided before we continue: Strange Grenade (http://forum.uqm.stack.nl/index.php?topic=4377.msg62539#msg62539) Defense laser (http://forum.uqm.stack.nl/index.php?topic=4377.msg62460#msg62460) (5/5) VUX bandages (http://forum.uqm.stack.nl/index.php?topic=4377.msg62540#msg62540) * 2 Once you've made your choices, I'll move you up to the next room as you've planned and open that door for you. Next update might be on Sunday, Monday or Tuesday. I'm in Finland now so my schedule is a bit stressed. No later than Tuesday evening though, and probably one before that. Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 13, 2010, 10:52:00 am @Luki - do the higher cost options include the previous as well? I mean If we choose doors (6MOV) do we also have the prisoner location (4) and map outline (2) , or each is seperate? Same for crew list.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 13, 2010, 11:06:59 am I'd like to use one of the bandages to heal to full and keep the other one.
I personally don't care about any of the crew research options, I'll take whatever they throw at me. Map research - location of prisoner is enough for me :). Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 13, 2010, 11:57:56 am @Luki - do the higher cost options include the previous as well? Yup! Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 13, 2010, 01:38:42 pm Yes, I agree with Angelfish - the only usefull thing would be at least approx. locations of VUX, and this is already too costly.
I think we should spend 4 turns to find out where our target is, the general ship layout will be included so I believe that would be enough. After all, we could miss those papers altogether and should have completed the mission anyways. Title: Re: SC BEL: Mission 2 Post by: Draxas on March 13, 2010, 06:46:04 pm Agreed. Let's find the location of our target, and then sort through the rest back home.
You guys can split up the loot as you see fit, since I can't use any of it. If there's excess, I'll hang onto it until someone needs it. Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 16, 2010, 07:40:57 pm You toil tirelessly over you’re the VUX documents, trying to puzzle together a picture of the vessel. It’s frustrating and time-consuming work. There are often several different revisions of the same documents, which in turn lead you onwards to other revisions of connected documents. At first, you are baffled by the fact that the VUX would be so untidy and disorganized when it comes to keeping records. But as you slowly unwind a thread of documents that you hope will lead you towards a fairly recent map of the ship, you begin to suspect that the mess is intentional. Everything you’re looking for is here in these papers, written in official Ur-Quan script. Everything the Ur-Quan Masters could be interested in can easily be found here, provided that one knows exactly what one is looking for. But if one doesn’t… Perhaps this is a subtle way of fighting back, by hiding valuable information from the Ur-Quan out in plain sight.
Eventually, you feel pretty sure of yourselves. You’ve got a few different maps that sort of fit together when you apply instructions found in a general assembly meeting agenda. For some reason these pictures have no doors marked out on them, supposedly because that wasn’t within the scope of the map-making assembly meetings’ agenda. Or maybe it wasn’t within the scope of these minutes of meeting that you’ve found. It’s hard to say. You suspect that somewhere there might be a pristine list of doors as well, hidden within some other document. Another document indicates that there is only one holding cell on board this ship, although this is “unlike the conventional arrangement agreed upon in normal cases as the advisable standard on vessels of this class within this organization”. It seems the cell has been “restructured to meet an increased demand for volume rather than quantity”. This must be where the Admiral is being held. Armed with this knowledge and light headaches, you decide that you’ve wasted enough time on this. Wajangtoey quickly applies a set of bandages to his wounds and pockets the other, while Sonny decides to hold on to the strange grenade. You decide to leave one of the half empty lasers behind and bring the fully charged one instead. After what feels like days, you assemble outside the door of your choice and prepare for battle once more. As it hisses open you are tense, but half expecting another empty room. The first thing that hits you is the sound. It is loud, shrill and piercing. A primal animal sound filled with terror. As you peer into the room in confusion, something flies out and lands at your feet with a metallic clank. Suddenly the air around you is filled with distractions. There are flashing lights and strange noises. You try to shield yourselves, but it is too late. The dazzling lights spin hypnotically and sounds and echoes assault your senses from every direction. Dazed and stunned by this unexpected turn of events you see a Spathi Trooper (http://forum.uqm.stack.nl/index.php?topic=4377.msg62574#msg62574) inside, accompanied by two VUX Ensigns. Well, sort of accompanied anyway. One of the VUX Ensigns must have been too close to the door and looks just as confused as you are. The other is clutching his head with both his hands as the unending Spathi wail continues. Map: (http://i41.tinypic.com/33246ll.png) Minimap: (http://i41.tinypic.com/2emhkz9.png) OOC: You’re all stunned, but so are the VUX. 1 AP per person, except Koosaloo who has none of course. Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 16, 2010, 08:20:57 pm I think Arilou should step behind M-bot, Waja move E and S and throw grenade at spathi. Sonny has not enough moves for anything, maybe just use the 1AP to give Waja the weird grenade (with protrusions) to use instead of regular (I suspect it is sorts of fragmented limpet grenade).
Another possibility is for our Spook to use MAYHEM. Probably a bit of waste, but this way the northern VUX will not be able to get to consoles with potential alarm button. Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 16, 2010, 10:40:28 pm Perhaps I missed something, but why wasn't my intended positioning used?
Title: Re: SC BEL: Mission 2 Post by: Draxas on March 17, 2010, 05:04:21 am That was my question as well. Right now, I'm stuck in a spot where I can't fire at all, especially with only 1 AP, so I'll wait and see how things play out before I take action (but I'll definitely take action this turn).
Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 17, 2010, 07:40:10 am Perhaps I missed something, but why wasn't my intended positioning used? Whoops, I thought I did that. Assume your set up as requested, I'll fix the image when I get home tonight. Title: Re: SC BEL: Mission 2 Post by: Draxas on March 17, 2010, 03:16:44 pm Very good then. I'm gunning for the screamer, but it would probably be best if Wajang was not in my line of fire first. Is it even possible for him to do anything, or is he completely paralyzed by the scream (since he already used 1 AP opening the door)?
Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 17, 2010, 03:19:34 pm I'm not in your line of sight...
Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 17, 2010, 04:22:45 pm You probably mean Kosaloo. Out of his 3MOV points, he has either 1 or 2 if 1, Sonny could step E, leaving the space for Arilou's E. If 2, he could pass her EE. Again, instead of shooting, I think we have beter chance with grenades.
Title: Re: SC BEL: Mission 2 Post by: Draxas on March 17, 2010, 05:25:47 pm I do indeed mean Koosaloo. I can never keep the two names straight, and that's what I get for not checking. 8(
My main concern with using a grenade in there would be the side effect of blowing up the console, which would be highly undesirable as it would undoubtedly attract unwelcome attention. However, perhaps that shotgun might work rather nicely. If you want to try it, we could try to sneak Wajang into the room where he won't be hit by the blast, move Koose into his old spot, I'll back up one space and fire (because why not, and nobody's in the way yet, and then Sonny can take my spot and fire. Barring insanely bad luck, this should almost assuredly take out the Spathi, and probably the farther VUX (or at least mess him up pretty good). If Wajang can manage to get within melee range of the closer VUX without running out his whole turn, even better; maybe we can take them all out. Of course, this plan could be entirely non-viable since I can't see the map right now and am working off my (often faulty) memory. I'll be able to confirm our situation once I get home, but in the meantime, feel free to shoot this plan down as unworkable. Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 17, 2010, 07:38:36 pm You probably mean Kosaloo. Out of his 3MOV points, he has either 1 or 2 if 1, Sonny could step E, leaving the space for Arilou's E. If 2, he could pass her EE. Again, instead of shooting, I think we have beter chance with grenades. Koosaloo lost one AP to the grenade and one to opening the door. So he has no AP left. Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 17, 2010, 07:56:07 pm I believe it then leaves us only one option - Shofixti goes E N and uses flash grenade.
Title: Re: SC BEL: Mission 2 Post by: Draxas on March 18, 2010, 04:40:16 am I don't think the flash is going to have any additional effect, except maybe on the Spathi; the other two are already dazed.
Speaking of the Spathi, I'll use my AP to shoot him (since we can't get Koose out of the way). If I'm inside my minimum range (I can't tell, this room doesn't line up with the other correctly), I'll back up one space S and then fire. Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 18, 2010, 01:27:35 pm Unless our Arilou friend objects, you'll be merrily firing away in a few hours.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 18, 2010, 02:32:40 pm I'm not doing anything until that rocket has been fired ;)
Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 18, 2010, 08:24:02 pm Brimming with freshly made ammunition, the metal menace fires once. The shot streaks by Kosaloo, and cuts deep into the trooper. Unfortunately, his pitiful crustacean flesh does not offer enough resistance so the round pierces him and detonates outside him. The shockwave from the blast hits him in the back, stunning him and confusing him.
OOC: Draxas scores a bullseye, a miss and a hit that is converted into a stun. Spathi now has no AP for the next round and just 1 HP left. Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 18, 2010, 09:05:20 pm Let's charge in and whack those kids.
E N N I'll move out of LOS when the turn revolves. Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 18, 2010, 09:14:17 pm Dazed and cofused, a Shofixti is nonetheless always dangerous. Wajangtoeye charges towards the nearest enemy and unleashes his full fury upon the hapless Ensign. But the effects of the strange weapon still weigh heavily upon him and strikes that should have been fatal sail harmlessly past his opponent. He only manages to wound his enemy once, barely spilling any of the green gloop the VUX call blood.
Map: (http://i41.tinypic.com/2dm9wk6.png) OOC: Three misses, one bullseye. Sonny left. Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 18, 2010, 09:18:08 pm With the stun effect still on, Sonny just manages to stumble past Arilou and lean on the door
[ W N ] Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 19, 2010, 06:24:38 pm The enemy is stunned and confuse, their attempts to move and harm you accomplish very little. One Ensign tries to strike Wajangtoey, but the crafty Shofixti easily dodges his blow. The other simply shuffles in behind the terrified looking Spathi, probably with a confused look upon his face.
Map: (http://i43.tinypic.com/2wn8y69.png) Turn10 begins! OOC: One Ensign moves in behind the Spathi, one ensign attacks Wajangtoey. Scores 1 hit with his baton, but Wajangtoey parries. You are now all at full AP. Go hog wild. Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 19, 2010, 07:17:52 pm W N N :)
Melee to the ensign that's to the east. Let others deal with the spathi, or let's take him in for questioning. He'll squeel.. err. speak up! Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 19, 2010, 07:34:30 pm Angelfish - You are already at mellee position with the eastern VUX, no need to move to get to him.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 19, 2010, 07:39:25 pm Angelfish - You are already at mellee position with the eastern VUX, no need to move to get to him. Nope, I mean the one that's behind the spathi, that's to the east of me when I execute W N N ;) Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 19, 2010, 07:43:14 pm @Luki - for some reasom it stated 6/8 rounds in my shotgun in the first post, but I thought I only fired once before... Nope, fired twice. http://forum.uqm.stack.nl/index.php?topic=4696.msg62414#msg62414 Update once I've eaten, so maybe an hour or an hour and a half. Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 19, 2010, 07:54:14 pm I only fired once and then used the knife... Bun not really relevant.
I have deleted my previous move, it is inconsistent with the room design, the northern VUX and the Spathi are drawn not on square, but in between, threw me off... After our Shofixti started tearing at the VUX, I'll move N from the doorway and mellee twice the south-eastern VUX. Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 19, 2010, 08:37:03 pm With a bloodthirsty howl, Wajangtoey breaks combat and charges at the next enemy, confident that his fellow warriors can deal with the one he leaves behind. As he turns, the Ensign sees an opening and goes for it. The baton painfully smacks Wajangtoey over the head as he withdraws from close combat, wounding both his head and his pride. Filled with rage, he rushes past the Spathi, only to get a burning wound in his arm for the trouble as a claw dashes out with surprising speed and nips him. Finally arriving at his designated enemy, he rips and tears at the hapless ensign, who hardly stands a chance. Claws find their target and the Ensign receives several mortal wounds.
Sonny watches the spectacle in awe, and then smartly steps forward to fill up the place Wajangtoey left. She attacks the ensign with her knife, but he seems to have recuperated from the shock now. Every time she thrusts, he feints and dodges easily with what might just be a smug smile on his face. Map: (http://i40.tinypic.com/2hrddop.png) OOC: Angelfish, I assume you mean WNNN to get to your enemy. There was something odd wrong with the gfx, I think I've fixed it now. You get hit by the Ensign leaving battle and by the Spathi as you bravely but foolishly run within melee distance and then ignore your foe. Anyway, you attack and score two bullseyes and two misses. Ensign is now at 1 HP. Sonny, you score two hits with the knife, but the ensign parries both. However, he is now completely out of parries. I only fired once and then used the knife... Bun not really relevant. Yeah my bad, I'll fix it. Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 19, 2010, 09:46:10 pm I'm getting frustrated with my dice rolls...
Anyway, the only thing left for us this turn is nnw for spook and nnnn for guardian, if they want to join in and don't have better/different ideas. EDIT: I think i now know why Sonny misses so much: look at the picture- she's crosseyed! Title: Re: SC BEL: Mission 2 Post by: Dabir on March 19, 2010, 09:54:28 pm Yeah, you're right! Whoever made that mistake deserves a kick up the backside.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 20, 2010, 08:41:37 am Anyway, the only thing left for us this turn is nnw for spook and nnnn for guardian, if they want to join in and don't have better/different ideas. How about it lads? We're waiting for you. Title: Re: SC BEL: Mission 2 Post by: Koosemose on March 21, 2010, 01:41:15 am N, Fire N Twice (?) at Spathi
Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 21, 2010, 04:43:20 am You'll shoot through me this way which is unnecessary, concidering Spathi has no AP for next turn, so he's harmless
Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 21, 2010, 01:35:53 pm You'll shoot through me this way which is unnecessary, concidering Spathi has no AP for next turn, so he's harmless That was last turn, we already passed that. Enemy will be at full AP once their next turn begins. Executing move in a few hours unless objections are made. Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 21, 2010, 03:12:48 pm Koosaloo is excited. The pretty colours, the sounds, the ensuing battle! It feels as if life is flowing through his veins for the first time. He is experiencing things instead of just observing them, he is right in the middle of everything! Even the threat of forced discorporation seems a boon, for it makes the colours sharper, the feelings stronger and everything more real. Determined to be of use in combat, he steps up and picks the easiest available target. In the heat of battle, he doesn't quite realise that his dear human friend is in the way as he aims his weapon and fires.
The beam strikes Sonnys shoulder, leaving only a small entry and exit hole as it passes through. There is no bleeding, as the wound is instantly cauterized by the weapon. Sonny staggers with sudden pain, but quickly pulls herself together. No vital organs or veins were pierced and all that remains is a painful stinging sensation. In time she will scar and lose some of the use of her left shoulder, unless she manages to return to Alliance space for proper medical treatment. After passing through her shoulder, the beam continues onward. The Trooper is both terrified and confused, and does not manage to dodge it. Nor is luck with him. The energy blast buries itself in his eye, bringing the ocular liquid to boil in an instant. As his eye bursts and his spinal fluid begins seeping out through his ruined globe, he falls to the floor with no more fight left in him. Map: (http://i44.tinypic.com/6pom4i.png) OOC: First attack scores 1 hit and and 1 friendly fire causing Sonny to lose 1 HP. Trooper fails all three parries and is thus dead. Koosemoose gains an XP, Sonny loses an HP. Only Draxas left now. Well, technically Koosemoose has 1 MOV/1AP left as well if he wants to use it. There's still one target in range, but the risk is that you hit Sonny a second time, which she might not enjoy. Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 21, 2010, 03:15:58 pm Also, a notice on update schedule. I had hoped we'd be a bit further by now, but alas that was not to be. Next weekend I'll have guests most of the week. That means next week I'll try to fit in an update on Monday and possibly on Tuesday and Thursday. Should be able to do two updates, so it's up to you to be ready for them. the week after that means Easter is drawing near and I'm going back home again. I'll aim for three updates during that week. After that we resume our normal schedule, where I update every day as long as there is something to update.
Koosemoose and Draxas, let me know whats next. Title: Re: SC BEL: Mission 2 Post by: Koosemose on March 21, 2010, 10:57:50 pm yeah passing remaining AP and MOV, sorry bout the friendly fie Alvarin... but the spathi worries me a bit...
Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 22, 2010, 04:24:39 am Well, it will potentially help us towards time restriction and I do have medkit for later.
Anyway, Draxas left, and when next turn starts I'll FALLBACK(w) then fire shotrun east and, if necessary, second time. EDIT: If M-bot doesn't finish me up that is. Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 22, 2010, 04:49:48 am Next turn i'd like to continue melee-ing against the vux to my east (unless he moves or anything)
Title: Re: SC BEL: Mission 2 Post by: Draxas on March 22, 2010, 05:45:00 am Sorry for the delay, was otherwise occupied this weekend and couldn't get online.
It's definitely a risk, but I'm going to fire at the VUX still aligned with me. If the first shot doesn't get him, the second one should. Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 22, 2010, 07:22:03 pm You're going to fire through not one, but two of your allies? Bold move. I guess if there is friendly fire, I'll randomly divide it between the members of your troop you're firing through. update coming soon.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 22, 2010, 07:58:24 pm If it had feelings, the machine might have felt worried. Instead it makes a cold risk assessment, weighing the possible gains against the risk of serious injury. Numbers do not lie, the risk is acceptable. Without remorse and unclouded by worry, it fires at the Ensign. The first shot streaks past both Koosaloo and Sonny and then flies past the ensign. It detonates mid air close to the intended target, and the pressure wave stuns the Ensign. Undaunted, the cold calculating being fires once more. This time the projectile hits Koosaloo first, felling him to the floor as it cuts deeply into his arm. It continues past Sonny and buries itself in the Ensign, detonating somewhere deep within his gelatinous flesh. The impact rips him open and fells him to the floor in front of a disappointed Wajangtoey.
The final Ensign takes his chance in this wild confusion, charging Sonny while she is distracted by the burning pain in her shoulder. The baton flies through the air and Sonny screams in pain as it hits her. Several vicious strikes later, the Ensign has done a terrifying amount of damage with his blunt weapon, leaving Sonny battered and bruised. Her shoulder now feels dislocated, and her ribs ache. Worst of all, it feels as if something in her back has been wrenched out of place. She staggers backward in pain, barely avoiding a final swipe of the baton. With what feels like her final strength, she lifts her weapons and fires. The kickback is excruciating, setting her damaged back on fire. The Ensign staggers, his vile flesh torn apart by the shot. But he does not fall. Some inner fire keeps him on his legs, and there is hatred in his eye. Desperate, Sonny summons up enough strength to squeeze the trigger once more. This time, the damage done is too great. The Ensign collapses on the floor, his face barely recognizable any more (as if you could tell one VUX from another anyway). Map: (http://i42.tinypic.com/v2u5c3.png) OOC: First shot scores two hits, one is parried and the other one is a stun. Ensign is at 1 HP and stunned. Second shot scores a bullseye and a friendly fire. ensign is dead and Koosaloo loses 1 HP. Enemy turn isn't much to word about. ensign uses baton twice. That Ensign has 2 HP left by the way. He scores an astounding three hits. Just as astounding is that Sonny fails all her parries and loses 3 HP. Turn 11 Ensign fails to wound Sonny as she moves back. First blast scores two hits. Ensign parries 1. Second blast scores 1 hit and Ensign is out of parries so he is dead. Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 22, 2010, 08:19:46 pm I'll use the bandage I have to heal Sonny, since she's in bad shape. Let's loot the VUXes and Spathi now too, see what they have for us.
Can we interact with the computers too? Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 22, 2010, 09:14:17 pm Massive ouch...
I'll use the medkit I have in addition to the bandage. Title: Re: SC BEL: Mission 2 Post by: Draxas on March 23, 2010, 03:02:58 pm Dangit, I was hoping to take that guy out on the first shot. Sorry.
I am definitely going to examine that console. There must be something worthwhile in there. Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 23, 2010, 05:06:23 pm Enemies dealt with, Sonny begins to tend to her wounds. The Alliance medikit is an amazing thing. By simply touching it to her skin, it senses her race and applies the required chemicals subdermally. A powerful cocktail of painkillers, stimulants and regenerative enzymes floods her system, seeking out damages and stimulating their healing. The process is tiring, as much of the energy required for knitting her tissue back together is supplied by her own body. As the chemical rush passes, she feels tired and shaky. But much better. Most of her pains have been reduced from searing agony to dull throbs.
In addition to this, the Medikit contains various creams and ointments that are applied to the skin, miraculously healing bruises and cuts. Assisted by Wajangtoey, she also applies VUX bandages to her back, giving her injured spine some support while it continues recouperating. She’s not out of the woods yet, but she is much better off than earlier. The comrades spread out and search the room. The two VUX carry the same gear as those you’ve encountered earlier, fully charged weapons and batons. The Spathi weapon on the other hand, is of strange design. A quick examination reveals its inner workings. In addition, the Trooper was carrying a small box that upon examination contains a syringe. You have no idea what this does but it must be quite important. Otherwise, why would a Spathi be ready to willingly pierce its own skin? After this you turn to the control panel. A cursory examination reveals that this panel is plugged into the engine control system. It is complex and complicated, but for an Mrnhrm nothing is impossible. Of course, it helps that you’ve found instructions containing some operating instructions for this console. OOC: Okay, loot to be divided: Baton *2 Personal Laser * 2 Rockhurler Mark 3 (http://forum.uqm.stack.nl/index.php?topic=4377.msg62655#msg62655) 120 rockhurler stones Syringe Choices to be made: The computer terminal allows you to access the engine system. There are safeguards in place, but you can probably slip past them. If you’re unlucky, messing with these will set off the alarm. You now have these options: Reset fuel counter – Gains you an extra five turns before takeoff. Risk of detection 1/8 Disable main ignition system – Once refuelling is complete, the ship will not leave until the flaw is fixed. Every turn, a D3 will be rolled and the ship will be fixed on a 1. Risk of Detection 1/5. Burnoff – Activates engines prematurely, causing confusion and havoc aboard the ship. Resets all counters to 0. Risk of detection 1/3 The risks would have been greater without the code, and even greater without an M:bot. Let me know what choices you pick, how you divide the loot and where you go next. Update on Thursday if at all possible. Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 23, 2010, 05:10:24 pm Sorry, in a hurry. Rockhurler might be a bit unclear. Update on Thursday if possible, otherwise on Monday.
Title: Re: SC BEL: Mission 2 Post by: Draxas on March 23, 2010, 05:37:20 pm OK. Someone should definitely grab that Syringe, if for nothing else than to show the eggheads back home. The Rockhurler is probably best suited for our Arilou, though I'm not sure that it's better than the two weapons he has already. Anyone who has a partially charged laser should swap for a full one.
If nobody objects, I'm going to consume as many of those extra batons as it takes to get back to full ammo. As for the console, I say we hold off for now. We can always come back later if we decide we need more time. If the rest of you disagree, than I would suggest only resetting the fuel counter. The others carry too great a risk for us to try this early on. Luki, will we still be able to sabotage the engines if the alarm is triggered, or will the console be impossible to hack at that point? Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 23, 2010, 06:53:54 pm Burnoff would be a good one if we run out of turns in the end. Even though that may set off the alarms, it'd be a glorious sight if it works :).
But let's go to the admiral first. I don't need any of that loot. Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 24, 2010, 05:16:50 pm I agree totally with Draxas.
Let's go to the upper corridor! Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 24, 2010, 05:58:59 pm Daddadaa, let's continue and open this door:
(http://i39.tinypic.com/w2mv6c.png) Title: Re: SC BEL: Mission 2 Post by: Draxas on March 25, 2010, 05:08:50 am Agreed, positioning seems fine, once all the minor preliminaries are sorted out.
Who's taking that syringe? That seems like the most important item in the loot pile. Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 25, 2010, 05:19:21 am i'll take that syringe, if it's possible.
Who knows, it might be one of those stim syringes that those terran space marines use ;). Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 25, 2010, 07:16:39 pm After having shared in the new spoils of war, our heroes decide that the computer is just too risky right now. Even with the codes you have and the presence of an advanced (yet cold-hearted) mechanical life-form you do not wish to risk detection at this early stage. Instead, it is time to continue onwards. The Admiral is waiting for you!
Returning through the limpet bay, you approach your next door of choice. Mindful of the painful surprise the last door held, you all feel tense as you activate this one. As it turns out, you had reason to be. Another high pitched scream assaults your senses as you once more lay eyes on a Spathi Trooper. Still wailing in that terrified high pitched voice, it makes an immediate break for the door. Before you can react, the door slides open and another high pitched scream erupts from within the next room. This one is followed by footsteps and a few groans. Map: (http://i42.tinypic.com/n3smxt.png) Turn 12 OOC: Okay, so here is how it went down. You didn’t use the computer, Angelfish got the syringe and Draxas melted down the batons for ammunition, so he now has 7/8 shots. Sonny didn’t reload her shotgun (you can reload at any time by the way, shells can be loaded one at a time) so she has 5 shots left. Koosemoose has picked up the Rockhurler and rocks, but since I don’t know which weapon he wants to leave behind (he can only carry two) he will have to inform me of this within 3 days or so. Otherwise I’m going to assume that he didn’t want the Rockhurler. Also inform me of if you’re just carrying that weapon or if it’s your current ranged weapon. You’ve opened the door and are in play again, so good hunting! Next update is going to come in the beginning of next week, and next week is our second week of low update schedule, with probably only two updates in total. After that we pick up the pace again! Regarding whether the computer will work after the alarm has been set or not, I guess you’ll have to find out. Alarm systems will cause a lot of security shutdowns, so it’s not implausible that some consoles will be locked out. Title: Re: SC BEL: Mission 2 Post by: Koosemose on March 25, 2010, 10:31:16 pm I think I'm going to keep the Rockhurler, just in case, But leaving the defense laser as my primary weapon.
And as it doesn't seem that I got tagged by the Spathi Scream so still have an AP left, I'm going to take a shot at the Spathi... Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 26, 2010, 12:20:44 am "Soo much for the surprize", Sonny thinks. As unknown enemies are now warned, the only thing she can now do to buy time is
S E flash genade at Spathi (Or, if possible, at the doorway) Yes, now both Koosemose and me are in the way, but Draxas can move three times east and still have AP and range to fire, followed by Angelfish, that can either run 5 moves in and then fire or move, depending on whether or not Spathi is still alive. Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 26, 2010, 12:44:48 am I'll pass this turn, this spathi calls for long range action and i'm a short range guy :).
Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 26, 2010, 12:47:46 am Huh? You don't want to at least close the didtance towards next turn? The hall length from door to door is 6 squares, it'll take you another full turn to join in.
Title: Re: SC BEL: Mission 2 Post by: Draxas on March 26, 2010, 02:01:27 am I'm going to wait for that flashbang to go off before I advance. Once it does, I'll head 3E and take the shot.
You know we're going to trigger an alarm this turn, and there's nothing we can do to stop it, right? Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 26, 2010, 02:17:08 am I'm going to wait for that flashbang to go off before I advance. Once it does, I'll head 3E and take the shot. You know we're going to trigger an alarm this turn, and there's nothing we can do to stop it, right? Which alarm? Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 26, 2010, 03:07:05 am There IS a high probability of alarm, but that is just what I tried to give us better chances to avoid for now by using the flash grenade.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 26, 2010, 03:26:04 am Well, nobody said it'd be easy :).
Title: Re: SC BEL: Mission 2 Post by: Draxas on March 26, 2010, 05:29:30 pm Of course not. Commence the slaughter! ;D
Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 26, 2010, 07:06:03 pm Of course not. Commence the slaughter! ;D You're getting the hang of the shofixti way of life, my dear M:Bot :D Title: Re: SC BEL: Mission 2 Post by: Draxas on March 27, 2010, 04:56:22 am Not quite. My style is more cold, calculating, dead-at-a-distance-of-half-a-mile slaughter. I'll leave getting in their faces to you.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 28, 2010, 09:02:27 pm Even when the situation is not to their advantage, our heroes are ready and able. Koosaloo fires first, wounding the shocked Spathi seconds before a flash grenade explodes and throws it off balance. The metal menace then steps in and coldly delivers the killing blow, explosive charge ripping the Trooper to shreds. You can hear audible gasps from the next room.
Map: (http://i42.tinypic.com/v46iqa.png) OOC: Koosemoose scores 1 strike, which the Trooper parries on the first attempt. Sonny throws the grenade and stuns the spathi, so next trun it has nothing. Draxas scores one bullseye and a hit, which the Spathi fails to parry. Trooper is dead, but we're not out of turn based action since there are units in the next room who are aware of you. Angelfish, are you sure you don't want to move? There will be an update on Wednesday, and then probably one on Sunday, or Monday. Title: Re: SC BEL: Mission 2 Post by: Angelfish on March 29, 2010, 12:14:44 am Sure,
N E E E E E. And next turn, Let's move in the dooropening to see what's there (E E N). Title: Re: SC BEL: Mission 2 Post by: Lukipela on March 31, 2010, 07:16:02 pm As the Trooper falls, Sukuzu darts forward to assess the situation. Whiskers quivering, he fully expects the alarms to begin ringing any second. As he races towards the door he can make out several more terrified howls from inside and the clatter of crablike feet. As he reaches the door, the sounds die down. Inside the room he spots two Ensigns and a VUX Marine (http://forum.uqm.stack.nl/index.php?topic=4377.msg62718#msg62718). All three are clutching their heads in pain and one of the ensigns seems to be leaking circulatory ooze through his snout. None of them have noticed him yet and he realises that there is an advantage to be taken. Hopefully, they'll be able to strike at the enemy before they recouperate from the aural assault!
Map: (http://i42.tinypic.com/35876f4.png) OOC Just standing in a door lets you see the room, so you still have three moves Angelfish. Sorry this room is a bit boring, but the hopefully the excitement should be enough. The VUX are incapacitated, not just stunned. So they have no AP next round at all. After that, it's on. What could have incapacitated them? Well, perhaps enough Troopers yelling will have an effect like that... Wonder where they are? Next update Sunday or Monday, after that we'll be returning to more regular updates. Thank you for your patience and I apologize for any inconveniences. Title: Re: SC BEL: Mission 2 Post by: Alvarin on March 31, 2010, 08:45:23 pm I say grenade them!
Sonny rushes in as fast as she can. [ E E E E ] Title: Re: SC BEL: Mission 2 Post by: Draxas on March 31, 2010, 09:37:23 pm Crud. All those Spathi are in the next room, getting ready to hit that alarm button. Looks like we're screwed.
And I can't even reach firing position this turn. I'll go as far as I can (EEEE) in order to get the best setup. Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 04, 2010, 02:39:02 pm While Sonny rushes forward with her heart beating, the metal machine calmly glides towards the fray, it's cool logic already calculating the odds of not tripping an alarm.
Map: (http://i42.tinypic.com/k33p8o.png) OOC: Okay, so we're waiting for Koosemoose (2 AP/4 MOV) and Angelfish (2 AP 4/MOV). If possible I'll update tomorrow, otherwise Tuesday. After that we're back to our regular update schedule (although I'm going to a hockey semi-final on Wednesday). thank you for your patience during the holidays and welcome back to a more quickly paced adventure! Also Draxas, I guess the next turn will show if you're fears are realized... or not? Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 04, 2010, 03:04:11 pm ...
Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 04, 2010, 05:03:57 pm Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 04, 2010, 06:17:58 pm Nope.
It's just me, waiting. Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 04, 2010, 08:09:27 pm OOC: Sorry about not posting my move earlier despite being so active. There was something which confused me which made me withhold my turn until I figured that out.. it's figured out now ;). Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 04, 2010, 08:12:38 pm Why not use a grenade on the middle of that group ?
Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 04, 2010, 08:42:16 pm Why not use a grenade on the middle of that group ? That's not such a bad idea at all.. I can even use 2 grenades, right? :D/me throws 2 grenades in between the 3 vuxes. Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 06, 2010, 07:17:41 pm Why not use a grenade on the middle of that group ? That's not such a bad idea at all.. I can even use 2 grenades, right? :D/me throws 2 grenades in between the 3 vuxes. Uh, are you sure? You can throw a grenade 1.5 times your STR rounded down, so that's 3*1.5 = 4.5 = 4 squares ahead of you. So the furthest ahead of you you can throw is 1 square in front of the Marine, you'd be hitting him for max 2 HP. If you move 1 step forward you can hit both him and the next one, but only throw one grenade. I may have to redo the throwing distances, but for now that's the rules. Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 06, 2010, 08:20:32 pm Why not use a grenade on the middle of that group ? That's not such a bad idea at all.. I can even use 2 grenades, right? :D/me throws 2 grenades in between the 3 vuxes. Uh, are you sure? You can throw a grenade 1.5 times your STR rounded down, so that's 3*1.5 = 4.5 = 4 squares ahead of you. So the furthest ahead of you you can throw is 1 square in front of the Marine, you'd be hitting him for max 2 HP. If you move 1 step forward you can hit both him and the next one, but only throw one grenade. I may have to redo the throwing distances, but for now that's the rules. uh-oh ;) I'm not doing too well in counting Pixels luki, could you please re-enable the grid? :D./me moves 1 step forward and throws the grenade.. Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 06, 2010, 08:27:47 pm uh-oh ;) I'm not doing too well in counting Pixels luki, could you please re-enable the grid? :D./me moves 1 step forward and throws the grenade.. Beleive you me I'm trying to. I'm not quite sure what happened to it. It'll be back this weekend at latest. Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 06, 2010, 08:32:53 pm Wajangtoey rushes forward and hurls a grenade with all his might. It flies as far as it can and then explodes, sending deadly shrapnel in every direction. The Marine and one of the ensigns are both cut up by the damage and green viscous fluids now ooze from their newly opened wounds. They stare at Wajangoey with murder in their hearts.
Map: (http://i39.tinypic.com/kmgbl.png) OOC: Both VUX got hit and are at -1 HP, good work! Hopefully Koosemoose will post by tomorrow. Otherwise I'll move him on Thursday, since it's pretty clear cut where he's going. Then the enemies will remain stunned for one turn so you can have at them again. If anyone survives, then the payback begins. Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 08, 2010, 06:26:55 pm Not quite feeling like himself, Koosaloo staggers slowly forward. Wajangtoey prepares to rush the dazed VUX and keeps his eye on the alarm button he can spot through the next door. He sees no movement in there. Surely someone will punch that button soon? With all the screaming and grenades, whoever is in there must know about them by now!
Map: (http://i43.tinypic.com/11b0tw6.png) OOC: Turn 14 begins! Everyone is at full AP and you had better start denting something now Koosemoose is now warned and until I hear from him Angelfish is in charge of the Arilou since he is online almost every time I look at this place. If Koosemoose doesn't check in within a week, we'll have to transfer his unit. Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 08, 2010, 08:52:42 pm Koosaloo goes E E E
OOC: I know there's someone there now, but I hope he/she will move ;) Wajangtoey tosses a grenade at the same place, ha look at my aim!, and goes N N W. Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 08, 2010, 09:46:35 pm This grenade thing is fun!
Sonny runs to the doorway and adds one of her grenades to Shofixti's, but bit better- right in the middle of the bunch. E E N Grenade(5N) Title: Re: SC BEL: Mission 2 Post by: Draxas on April 09, 2010, 05:42:59 am I hope we don't run into any larger groups than this later, since you're using up all those grenades now...
I am very poorly positioned this turn, so I'm going to wait for all these actions to resolve before I do anything. Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 09, 2010, 06:36:15 am @Draxas - Your point is good, but there are enemies in the next room that are aware of us and might activate an alarm or go get massive help in some other way, so we need to clear current room and get to the next as fast as possible. We have Arilou's massive arsenal nearly intact for larger encounters, if those will happen, we are, after all, about half way to our target.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 09, 2010, 12:43:52 pm I hope we don't run into any larger groups than this later, since you're using up all those grenades now... Charging in there the usual way would've cost us a lot of HP which we may need later on too ;). Quote I am very poorly positioned this turn, so I'm going to wait for all these actions to resolve before I do anything. okay, gods work your magic now :D Title: Re: SC BEL: Mission 2 Post by: Draxas on April 09, 2010, 03:52:02 pm I didn't say throwing grenades was a bad idea, just that we may have wanted to save a few for later. Sonny in particular could use that shotgun to similar effect, but it's fine.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 09, 2010, 05:12:59 pm Moving like a well oiled machine, the team lobs grenades at the enemy group. Their efforts are successful, slaying one Ensign and severely wounding the marine. The hatred in his gaze never falters. In fact, as Sonny appears it only grows brighter, despite the grievous injuries.
Map: (http://i43.tinypic.com/rm5teh.png) OOC: You guys are doing well with grenades, hits all around. One VUX down, Marine at 1 HP, Ensign at 2 HP. Sonny gets 1 XP for her kill. Draxas, do you want to move at all? If you don't, I'll just shift Koosaloo 2 steps. Title: Re: SC BEL: Mission 2 Post by: Draxas on April 10, 2010, 03:19:06 am I'll move E N N N to block Sonny from retaliation and keep visibility on the open door, unless there is a way to save AP for use on the enemy turn (which I don't think there is).
Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 10, 2010, 02:34:03 pm As the enemy finally has a chance to react to the overwhelming attack it is clear that their main priority is survival rather than combat. The Marine quickly hurdles a grenade towards our heroes. As it hits Wajangtoey in the chest he recognizes it as one of the strange grenades they discovered previously. Before he has a chance to react it detonates, spraying both him and the metal machine with a sticky gloop that quickly transforms into a slimy and tangy substance. Entangled in this neither of them can move, only struggle hopelessly against the slimy strands that tie them in place.
The VUX waste no time. The Marine quickly hefts and fires his laser, while the Ensign makes a dash towards the alarm button, only stopping to take a pot shot at the metal menace. Map: (http://i39.tinypic.com/2aik84k.png) OOC: The Marine throws a slime grenade and then fires his weapons once. He scores one hit on Sonny, which Sonny parries. The Ensign attacks and scores one hit, which is translated into a stun. Which doesn't really matter anyhow. As the new turn begins both Wajangtoey and Draxas are entangled and without AP. Sonny and Koosaloo, now's you turn to shine! Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 10, 2010, 05:05:29 pm "That's nasty thing, shame I didn't use it instead before" with this thought Sonny rushes forward, past the guardian and hurles one of those weird things in front of the runner,to stop his dash.
N N N SlimeGrenade(5N) @Luki - The description says 3 squares radius, but then wouldn't the marine be encased as well? Or did you mean 3x3 grid centered on the hit location? In any case I would like to throw the grenade as far as possible, still effecting the ensign. Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 12, 2010, 12:30:28 pm Koosaloo:
Man, I feel useless. E N N. Wajangtoey: NNGGNGGNNGGHHH!!! Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 12, 2010, 07:40:07 pm Sonny's aim is true and the grenade flies over the fleeing Ensigns head and detonates, spraying both him and the room beyond with slime. The Ensign is caught in a sticky, slimy web of its own. Unfortunately, in the heat of battle she has moved far too close to the VUX Marine. Seething with hatred, it charges her, firing wildly. Thankfully, the hatred gets the better of it and only one beam strikes Sonnys armour. The impact is hard enough to knock the wind out of her, but does no real damage.
Map: (http://i44.tinypic.com/2po1wgo.png) OOC: Marine scores two hits, one is parried and the other turned into a stun. Both units tear free because you're powerful as heck. Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 12, 2010, 07:40:34 pm @Luki - The description says 3 squares radius, but then wouldn't the marine be encased as well? Or did you mean 3x3 grid centered on the hit location? In any case I would like to throw the grenade as far as possible, still effecting the ensign. Yeah, sorry bout that. Meant the latter. Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 12, 2010, 08:40:07 pm Is it our full turn now?
If it is I'm firing shotgun at the marine with my only AP. Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 12, 2010, 08:57:02 pm Is it our full turn now? If it is I'm firing shotgun at the marine with my only AP. You score two hits and he is now dead. Wajangtoey and Draxas can't move this turn. GFX update tomorrow. Koosaloo left. Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 12, 2010, 10:06:56 pm Unless Koosaloo wants to shoot through two friendlies at the encased ensign, the only thing for him is E N N (or W N N)
Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 12, 2010, 10:10:38 pm Yes, W N N
Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 13, 2010, 08:18:49 pm The shot may have temporarily stunned her, but Sonny is still among the toughest, meanest marines around. So far on this mission, she has been hit by batons, lasers and friendly fire. Lots of friendly fire. She's been brought back from the brink of death and patched up. A tiny little beam that bounces off her armour isn't going to stop her. In fact, it infuriates her. How dare this disgusting creature even approach her? Look at that revolting thing. So green, so slimy. And it had the audacity to ensnare her friends as well! It is time to kick some seriously ugly green ass. As the adrenaline pumps through her veins, Sonny brings her shotgun to bear, taking aim for the creatures disgusting face.
The shotgun booms as it discharges a hail of deadly particles that tear through the green flesh, shredding the foul beast. Perhaps in another world it could have survived. Perhaps without the injuries caused by grenades, it could have stumbled on for a little while longer, corrupting the world with such an ugly face. But that is not this world. Here, the Marine is torn apart by the blast, the last of it's hate-fuelled energy gone as the lifeless carcass slumps to the floor. For a moment everything is silent. Green gloop slowly trickles out of the dead marine and covers the floor around him. Only the terrified whimpering of the entangled Ensign can be heard as he desperately tries to break loose. Koosaloo moves calmly through the carnage, a strange smile on its face. The sweet and lovable human has so many excellent qualities, the capacity for carnage being chief among them. Such clever children. Map: (http://i41.tinypic.com/2nt8ztd.png) OOC: Turn 17 now I think. Getting closer to that big 25 guys. You're all at full AP and that Ensign is still trapped. Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 13, 2010, 08:30:40 pm Sonny gets closer to the next room, clearing the line of fire to her friends.
N N N E Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 13, 2010, 08:58:08 pm OOC: Are we now out or in combat?
Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 13, 2010, 09:37:18 pm OOC: Are we now out or in combat? Not as long as you have visible enemies such as the struggling Ensign. Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 14, 2010, 12:45:51 pm Wajangtoey Goes N N N N E and then shoop da whoop with ma claws!
Koosaloo Goes N N N :-* Title: Re: SC BEL: Mission 2 Post by: Draxas on April 14, 2010, 04:39:48 pm I'll wait for the resolution of the inevitable shedding of that Ensign before I try to get into that space... And it would help to see where all those Spathi are in the next room. :(
Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 14, 2010, 07:50:43 pm The slime came off easily enough, but it had some unfortunate side effects. The slime hardened quickly and while Wajangtoey was easily able to tear himself loose, his fur is now worse for wear. Large patches have been torn off and some clumps of slime are still firmly lodged in his fur coat. Getting them off will probably have to involve a razor and some very thorough humiliation. This does not please Wajangtoey. Add to this that the human just slew the enemy who caused this painful humiliation and you end up with one angry Shofixti. Following the call of his blood, he does what any proper Shofixti would do. He charges.
The last enemy hardly stands a chance. Encased in slime it cannot dodge the powerful Shofixti blows that viciously rip it apart. Long after the creature has died Wajangtoey continues, ripping at the lifeless corpse and the slime it is engulfed in until finally he breaks through and spots the light from the other room. The room is... empty. There is nothing here. Three doors lead onwards and one of them has been left ajar.The whole room smells of pungent fear. Whoever was in here was terrified and left very quickly. Otherwise, the room does not look very interesting. There is an alarm button of course, and the general layout suggests that this is some form of passage room separating the aft part of the ship from the forward. The previous rooms have all had a distinct worn look, as if they were places where heavy objects are moved and work is done. This room is fresher, shinier somehow. No hard labour has been performed here. You're finally getting somewhere. Map: (http://i39.tinypic.com/wlumtj.png) OOC: Well the room is empty so you're now out of combat. Next time you'll start turn 18. Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 14, 2010, 08:05:15 pm Grrhrhrhrhahahhahahaaarrrgghhwwaah!
... Very well, startup the lootmasterrrrr! Let's see what's on these corpses (the 3 vuxes and the spathi). Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 14, 2010, 09:12:11 pm I think it could be wise to ask our resident wizard to scan the room where the fleing Spathi went and maybe using mayhem if creatures found there.
Yes, it will consume two more of the powers, but we're close to our target and finishing the scenario with them intact is just waste. Sonny reloads her shotgun. Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 14, 2010, 09:38:10 pm well, looking at the door it's quite clear where those pesky spathi went., we don't need the wizard for that :D... ;).
Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 14, 2010, 10:00:24 pm Mayhem would slow their progress towards reinforcements, but needs the radar for aim.
Title: Re: SC BEL: Mission 2 Post by: Draxas on April 15, 2010, 02:11:39 am Agreed on the Radar. Also, as usual any random junk that nobody wants, I'll feed to my Synthesizer... but we should really see what these guys have first.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 15, 2010, 02:22:11 am one step at the time, first loot these kids.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 15, 2010, 07:56:43 pm Okay, loot.
The VUX Ensigns were carrying standard kit, 1 defensive laser and 1 baton each. Marine was carrying Power Baton (http://forum.uqm.stack.nl/index.php?topic=4377.msg62891#msg62891) and AutoLaser (http://forum.uqm.stack.nl/index.php?topic=4377.msg62890#msg62890). I'm a bit stressed for time so I'll give you the stats tomorrow. Basically the Laser can stun or do damage and the baton likewise. The Spathi was carrying a Rockhurler, spare ammo and a strange grenade. Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 15, 2010, 10:03:36 pm Sonny, I have an idea, let's use a baton and stick one of the spathi's eyes on it. It'll surely scare the other spathi away, which are undoubtedly hiding somewhere.
I need you to use your combat knife to cut out the eye :). Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 15, 2010, 10:53:24 pm Or, instead of baton, stick a grenade inside and roll to another room... Nah, I'm too busy reloading.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 16, 2010, 08:37:07 pm Okay, updated the items. Now divide the loot and decide where to go.Oh, and if you want to make an eye-on-a-stick then let me know who is carrying it.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 17, 2010, 01:09:50 pm Let's fire this Schrodinger's gun at the next room...
Koosaloo goes E N N E and uses Psychic Radar. Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 17, 2010, 09:15:16 pm Koosaloo leans back and relaxes his mind. It is pleasing to no longer keep it confined within the radius of ones head. Instead it swells and floats outwards, gently prodding and touching all things around it. A smile dances on Koosaloos lips as his mind caresses his precious human companion. Ever outwards it continues, past the indomitable energy of the Shofixti and the cool machine intelligence of the metal menace. Eventually, it penetrates walls ever searching for others. But the space around him seems surprisingly empty. A single sentient hovers close to the edge of his perception, but that is all. To dilute a mind further would risk losing it, so Koosaloo leaves a psychic tracer behind and begins to once more contract his floating sentience into a hard ball. As it passes through his brethren, he leaves an imprint in their minds, letting them know where the enemy is.
Map: (http://i39.tinypic.com/ivc085.png) OOC: Okay, now divide the loot and let's get going! Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 17, 2010, 09:31:56 pm I don't need any of the loot. Shofixti might benefit from using the bandages, though.
I think it's better to go through the left door, I feel it's the right route. Title: Re: SC BEL: Mission 2 Post by: Draxas on April 18, 2010, 05:06:53 am You sure? The upgraded laser seems well suited to a Shofixti.
Unless you guys still want to do the eyeball on a stick thing, I'll process the extra regular batons. Anyone who wants the power baton can have it (and we should remember to grab some tech samples for the researchers back home, even if you don't plan to use them). Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 18, 2010, 11:47:34 pm Wajangtoey: Sure, i'll trade the auto laser with my current weapon.
Koosaloo: Don't need anything. Koosaloo and Wajangtoey move to the left door in standard door opening formation. OOC: Let's get someone to play this Arilou character for the next turn. Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 19, 2010, 12:07:54 am Sonny finished reloading and takes a peek at the open door (just in case)
Title: Re: SC BEL: Mission 2 Post by: Draxas on April 19, 2010, 12:15:21 am A wise decision. I'll stand in the square just behind Sonny until we verify.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 19, 2010, 10:17:59 pm As Sonny carefully peeks through the open door she is greeted by a mess. There is a desk in the corner of the room and papers everywhere. Papers on the desk, papers on the floor, papers all over. Either someone has a very sloppy filing system or several individuals ran through this room in a great hurry.The door into the next room is open as well, but nothing interesting can be seen through it.
Map: (http://i39.tinypic.com/28sronl.png) OOC: Okay, if no one new steps up I guess I'll move Koosaloo to Draxas, him being involved in balancing the game. Maybe playing it will give you some new insights? If you want to line up in formation and go west let me know. Updating your weapons and such tomorrow. Also, i have no idea why there are sometimes lines on the floor and sometimes not. Everything should line up. Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 19, 2010, 11:52:59 pm Sonny moves north of the Spook. "I don't think it's wise to pursue the Spathi, as they have too big a head start. Anything they do will have to be dealt with later."
Title: Re: SC BEL: Mission 2 Post by: Draxas on April 20, 2010, 04:26:05 am I would like to close the door to the nest room, and if possible, find some way to secure it closed until (maybe) we want to open it again. Maybe jam something in the mechanism (like any leftover batons that I haven't snacked on yet)?
If I can't secure it, then just closed will have to do. Either way, I'll take up position behind Koose in line with the door, and Koose will open it up. Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 20, 2010, 06:56:02 pm Our heroes can feel the clock ticking, so they waste no time. They quickly shut the open door and loot a few precious items. Then they assume standard formation and break open the next door. Inside, a surprised Ensign stops to stare at them whereas a Marine glares at them with venomous anger. The room is small, but something is different here. These doors are much bigger than any you've encountered before. You wonder what this can mean, but that must be something to worry about once you've dealt with more immediate problems.
Map: (http://i40.tinypic.com/25f65n9.png) OOC: Okay so here's the deal. Wajangtoey holstered his pistol and is now carrying the AutoLaser. It has been discharged once. Apparently no one wanted the Power Baton or the grenade the Spathi was carrying, or even the extra ammunition for the Spathi weapon. oh well, maybe you can go back and get that stuff later. Anyway, Zieman is now in charge of Koosaloo. Oh, and the door is closed to the next room, but can't be locked. Uodating the first post with weaponry once laundry and dinner is done. Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 20, 2010, 07:11:02 pm I think wider doors are for our good admiral, getting closer!
The foes are not on line of fire, maybe Arilou can use Mayhem on the VUX, while the rest of the party moves to a better position. Title: Re: SC BEL: Mission 2 Post by: Zieman on April 20, 2010, 09:08:13 pm OOC: did Kosaloo open the door? (I quess he/she/it did, but I want to be sure :) ) And if did, does that mean that only 1 AP left to use?
If 2 AP: move W W N and use Mayhem on Vux marine If 1 AP: Mayhem on Vux marine OOC: above action(s) if no strong objections from rest of the team EDIT: Those wide doors might have something nasty behind them too? Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 20, 2010, 09:28:21 pm The mayhem works by area (4x4), it can cover both enemies. The only thing to concider, we aren't done yet and Mayhem is one of most potent powers in arsenal in my ophinion.
And yes, having opened the door into enemy encounter you only have 1AP or 1MOV left. Title: Re: SC BEL: Mission 2 Post by: Zieman on April 20, 2010, 10:21:49 pm Well, you suggested mayhem yourself :).
on Vux marine as: X X X X X M X X X X X E X X X X where X = area of effect, M = marine & E = ensign. Anyway, I'm open for suggestions. If nothing extremely clever comes up, I'll refrain from using any powers yet, just move out of the way. Reconsidering its options, Kosaloo decides to feint an attack and move out of the way for others to commence violence against the enemy move W W N Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 20, 2010, 10:25:35 pm I can attack both with either my autolaser or melee (ensign only), but I'll eagerly await your decisions ;).
by the way if we move in full force these enemies should be taste in a jiffy, and that saves mayhem for the final room... Title: Re: SC BEL: Mission 2 Post by: Draxas on April 21, 2010, 05:46:09 am As usual, my weapons can't be brought to bear this turn, so I'll defer until the situation develops further. Note, I still do want to move, just later in the turn.
Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 21, 2010, 10:24:47 am Zieman- As you've opened the door you only can move one square. Andeven though I SUGGESTED the mayhem, I don't decide it, you are :]
Sonny concideres the options and progresses in, hopefully without disrupting other plans. S W W N Title: Re: SC BEL: Mission 2 Post by: Zieman on April 21, 2010, 11:41:13 am Dang, I thought the movement was MOV squares /AP, rereading some of the 1.1 thread, I assume that I have (3/2=1,5) -> 2 MOV left, using either or both will consume the remaining AP.
Correct? Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 21, 2010, 06:15:08 pm You have 3 MOV in total. If you use 2 MOV, you end up at 1 MOV/1 AP. So you can take two steps and then do something, just like the guys with 4 MOV. But, if you use an AP first, then it's worth 2 MOV.
Move two steps and attack consumes all MOV/AP. Move one step and attack consumes all MOV/AP Am I making sense? Draxas, do you spot any errors here? Something feels wrong... EDIT: Alvarin is right and I mixed that up. Sorry about that. Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 21, 2010, 06:54:38 pm As far as I understand move 1 square and then use AP will consume 3 points and will not leave additional MOV, as in
Quote Move one step and attack consumes 1 MOV and 1 AP leaving 1 MOV Because this way would be possible for Waja run towards opponent while firing - N FIRE N FIRE N FIRE - 3squares AND 3shotsTitle: Re: SC BEL: Mission 2 Post by: Lukipela on April 22, 2010, 05:44:39 pm So are you guys still discussing or should I be executing some move?
Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 22, 2010, 06:35:53 pm So are you guys still discussing or should I be executing some move? N W W W S and whack the southern ensign. Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 22, 2010, 09:09:47 pm Thrilled to be in battle once more, Wajangtoey launches himself at the closest adversary, tearing him to shreds before he has a chance to react at all.
Map: (http://i39.tinypic.com/llc9v.png) OOC: You roll one bullseye and three hits, and the Ensign fails to parry. I guess that's one enemy less. Zieman, sorry if you meant to use mayhem, but I couldn't quite figure out what you guys had agreed on and if any of you had posted an actual move rather than just questions on what you can do. Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 22, 2010, 09:34:02 pm Sonny goes to the doorway and uses the strange grenade.
I mean not the sticky, I've used it, the second one. Aim between marine and the cabinet. Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 22, 2010, 09:42:32 pm Choppaaa! ::)
Title: Re: SC BEL: Mission 2 Post by: Zieman on April 22, 2010, 10:06:28 pm Zieman, sorry if you meant to use mayhem, but I couldn't quite figure out what you guys had agreed on and if any of you had posted an actual move rather than just questions on what you can do. No probs, you drew the right conclusions.Just trying to get the hang of it - following others play this and taking actually part are quite different things :). Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 22, 2010, 10:12:45 pm Zieman, sorry if you meant to use mayhem, but I couldn't quite figure out what you guys had agreed on and if any of you had posted an actual move rather than just questions on what you can do. No probs, you drew the right conclusions.Just trying to get the hang of it - following others play this and taking actually part are quite different things :). OOC: Please use OOC (out of character) sections when you're speaking out of character (ie. not as the arilou character itself) ;). Luki, since we're almost at the last room I think Zieman should be allowed to play the Arilou next game too ;) Title: Re: SC BEL: Mission 2 Post by: Draxas on April 23, 2010, 02:21:54 am Luki, since we're almost at the last room I think Zieman should be allowed to play the Arilou next game too ;) Are you sure about that? An alarm could go off at any time, or the prisoner could have been transported elsewhere. Who knows how close we are to the end. Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 23, 2010, 04:24:03 am Luki, since we're almost at the last room I think Zieman should be allowed to play the Arilou next game too ;) Are you sure about that? An alarm could go off at any time, or the prisoner could have been transported elsewhere. Who knows how close we are to the end. then replace since with if ;) Title: Re: SC BEL: Mission 2 Post by: Zieman on April 23, 2010, 08:45:10 am OOC: is it still the door-opening turn? Wajantoey has moved, Sonny is going to move to the doorway & throw a weird grenade, Kosaloo is exhausted (the enormous effort of opening the door ;) ) and lost in its own thoughts - Drmnmraxas is going to...?
Title: Re: SC BEL: Mission 2 Post by: Draxas on April 23, 2010, 03:54:55 pm ...Advance to the space just in front of Sonny once the grenade resolves itself (W W W). Hopefully that blast isn't too huge.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 23, 2010, 04:51:53 pm Sonny hurls the strange grenade and it flies beautifully through the air. It lands on the floor and explodes with a puff. As it does strange light phenomena begin to flash around it in the air and sounds assault the senses of all those near. The VUX Marine's eye widens as the strange sights distract and confuse him. Meanwhile a cold metal killer moves forward.
Map: (http://i43.tinypic.com/2dim7gy.png) OOC: It's turn 18 and we have only Draxas left who needs to decide what to do with his remaining MOV/AP. VUX Marine now only has 1 AP. Title: Re: SC BEL: Mission 2 Post by: Draxas on April 24, 2010, 09:13:44 pm That was it, you can end the turn.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 25, 2010, 01:50:37 pm I eagerly await, adrenaline pumping for the next moves!
Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 25, 2010, 04:34:27 pm The Marine knows that he needs to strike back quickly, before the enemies overwhelm him. But everything is so distorted. His vision is playing tricks on him and there are strange sounds in his ears. He staggers towards what appears to be the closest enemy and lashes out with his baton. The blow connects to something, or at least it feels like that. Among the cacophony of voices he can hear a muffled yelp that might be originating from the creature in front of him. It's hard to say, everything is so confused.
Map: (http://i43.tinypic.com/aatxr5.png) OOC: Marine attacks with Shock Baton and scores two hits. Wajangtoey parries one and loses 1 HP. He doesn't get stunned though. Turn 19 begins! Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 25, 2010, 05:44:47 pm I whack the marine using double paws!
Title: Re: SC BEL: Mission 2 Post by: Draxas on April 25, 2010, 06:53:25 pm That should probably handle the problem. If not, Sonny should handle it; I can't get into firing position.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 25, 2010, 07:59:43 pm Wajangtoey tears away with furious determination, sharp fangs shredding enemy flesh. But the Marine is no stranger to pain and suffering. Even with everything Wajangtoey can throw at him, he remains standing. Wounded, but very much alive.
OOC: First attack scores two hits that are parried. Second attack scores two bullseyes. Marine is now at 2 HP. Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 25, 2010, 08:25:18 pm Eat led, slimewad!!
W W W shotgun(S) Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 25, 2010, 09:13:25 pm What are you doing, sonny :D. Splattering up an intruder like this :P
Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 25, 2010, 09:46:38 pm It's OK, I've got a mop in my backpack, I'll clean it up on our way back.
Title: Re: SC BEL: Mission 2 Post by: Zieman on April 25, 2010, 10:51:30 pm The spook makes a spooky dash: W W N
Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 26, 2010, 06:47:08 pm Ever the cool warrior, Sonny steps into the room with her weapon at the ready. A quick shot later the Marine falls to the floor, head ripped apart by her gunfire. The battle is over for now.
Now that our heroes can relax, they realise that this is yet another dreary room inside the Intruder. Apparently the VUX are not big fans of interior decorating. Steel walls, a table with papers and a filing cabinet in the corner. And dead bodies on the floor. Yep, much like every room they've seen so far. Only the large doors hint at that something special may be close by. Map: (http://i42.tinypic.com/30nkta1.png) OOC: Sonny rolls three bullseyes. Well done! We're out of combat so commence planning and scheming! Combat ended on turn 19 so next combat turn is 20. Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 26, 2010, 07:11:12 pm Invoke the lootmaster for the cabinet and the 2 dead Vuxes :D.
After that, i'd like to move the cabinet in front of the alarm in the previous room. OOC: "Apparently the VUX are not big fans of interior decorating" -- I don't think so, if you look at the comm screen in SC2 ;). Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 26, 2010, 07:42:08 pm Rifling through the cabinet, our heroes are pleased to discover that it contains both bandages and grenades. Not bad at all. The bodies carry the usual gear, but in addition to that the Ensign has a wrinkled photograph of another VUX and the Marine carries a small book full of beautiful elaborate VUX pictograms.
OOC: Lootmaster has been invoked for cabinet and corpses. VUX bandages *2 Slime grenade * Holographic grenade VUX Ensign carries Baton, Personal Laser and a photograph of another VUX. VUX marine caries fully charged AutoLaser, Shock Baton, Slime grenade and a book writen in VUX pictograms.. Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 26, 2010, 07:44:09 pm Since I'll prolly be tanking the last room, I'd like to use those bandages to heal if you guys agree :)
Title: Re: SC BEL: Mission 2 Post by: Zieman on April 26, 2010, 09:43:51 pm Since I'll prolly be tanking the last room, I'd like to use those bandages to heal if you guys agree :) Sounds fine to me.Arilou drops the Defense Laser and grabs the Autolaser. Spare Clip & Rockhurler will be dropped and the book carried instead. Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 26, 2010, 09:51:40 pm Arilou drops the Defense Laser and grabs the Autolaser. Spare Clip & Rockhurler will be dropped and the book carried instead. Sorry, that weapon requires more STR than you have :( But you can pick up the book without dropping any weapons :) Title: Re: SC BEL: Mission 2 Post by: Zieman on April 26, 2010, 10:17:33 pm OOC: Ach.
Game: Koosaloo thinks that the Vux marine's gun might be more powerful than the one it is currently wielding. It grabs the gun, but can barely lift it with all its feeble might, quickly dropping the all too heavy Auto Laser back to ground. On the other hand, books with pretty writing can be interesting, Koosaloo grabs the book instead of the gun - after all one clever child (hunam) has figured out: "Pen is mightier than sword". Title: Re: SC BEL: Mission 2 Post by: Draxas on April 26, 2010, 11:55:41 pm No interest in the stack of papers? I'll check those out.
Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 27, 2010, 04:28:28 am Arilou has medkit, I think out furry warrior could use it, as well as one of the bandages to go to full health. Spook could benefit from the remaining bandage. Sonny and M-bot are in OK shape to go as is, I think. Can I help myself with the grenades?
As the door is wider, I think we should change the entry formation with Sonny to be the one opening it || I Mb Ar I Hu Sh || #### Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 27, 2010, 09:59:00 am Switch the M:Bot with me please ;) (he's a long range guy with a minimum shooting range)
Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 27, 2010, 12:10:23 pm i'll heal myself with the bandages in the cabinet
Title: Re: SC BEL: Mission 2 Post by: Zieman on April 27, 2010, 12:16:28 pm Let's use the Medikit on Wajangtoey, then bandage what needs bandaging = everyone, though M-bot might need some durasteel etc. instead of Vux bandages...
Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 27, 2010, 12:34:43 pm OOC: We don't have 3 sets of bandages, only 2 and the medkit restores 2HP only.
Title: Re: SC BEL: Mission 2 Post by: Draxas on April 27, 2010, 04:16:14 pm Switch the M:Bot with me please ;) (he's a long range guy with a minimum shooting range) Agreed. I'm having a hard enough time getting a bead on things as it is, no need to force me to back up as well. ;) Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 27, 2010, 07:34:41 pm While Wajangtoey patches himself up with yet more of the VUX bandages the metal mind hovers towards the stack of papers on the table. By means unknown, it scans them and stores the text deep within its cold hard drives. There is not a lot of information here, mostly only guard duty rosters. Right now there are two warriors supported by a trooper, two marines and an ensign on guard duty. As suspected, they guard the Admiral you've come to rescue. there is something worrying here though. The Hierarchy suspects that there may be a rescue mission afoot. Standing orders are to execute the prisoner at the first sign of trouble. It seems the Hierarchy is worried about what the Admiral may be able to tell you about their operations if rescued. You will have to strike hard and fast when you do.
Unnoticed by the others, Koosaloo flips through the strange book the marine was carrying. It gives off a feeling of... love. This book was treasured by it's owner. It meant a lot. It was important. Positive psychic energies radiate from it and bathes Koosaloo in soothing emotions. Fascinated, Koosaloo realises that this book is much like a charm. While it could not hep it's last owner, it can still help him. Somehow, it can be very useful, though it is yet unclear how. OOC: Gave Zieman the book and healed Wajangtoey with the bandages. Anyone going to take the grenades and stuff or do I just open the door? Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 28, 2010, 03:54:45 am I want slime grenade and if nobody wants the hologrenade, I'll take it too.
Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 28, 2010, 04:10:47 am I am worried about Spathi and their AP-upon-encounter ability. It occured to me that if we crowd the door like this and the Spathi inside (from the guard list) throw a grenade at us it'll complicate things alot.
I would like to propose new tactic - Arilou under "UNTOUCHABLE" will open the door while rest of our group scattered out of sight. I want to throw a slime grenade in for maximum inhibition of troops inside. If possible to use multiple powers at once, Arilou can also use "FLEET FEET" to advance inside for situational awareness, without the risk of damage. Title: Re: SC BEL: Mission 2 Post by: Draxas on April 28, 2010, 05:12:05 pm I think Untouchable is sufficient. I can back up one additional square, possibly shift to the other side of the door for unencumbered LOS (but no further back, as it will restirct my slow movement more than it should). The rest of you can wait to either side and rush in once the Spathi nonsense has resolved itself.
In summary: ||SH | AR | MM ||HU Seem reasonable? Title: Re: SC BEL: Mission 2 Post by: Angelfish on April 28, 2010, 05:51:39 pm ok.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 28, 2010, 06:20:32 pm No update today, we have guests.
Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 28, 2010, 06:36:00 pm You've placed Sonny on the table and the rest is still too close, methinks.
||Sh -- -- Hu | -- -- Mb -- |Ar -- -- -- ||##### -- Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 29, 2010, 04:58:33 pm From tomowwor until Sunday evening we have guests, so today is the last update day before the weekend. Zieman needs to agree on using his powers, but once/if he does he can open the door and have a peek.
Title: Re: SC BEL: Mission 2 Post by: Draxas on April 29, 2010, 05:59:08 pm I don't think we should back up that far, I want to be able to enter the room on the first turn if need be, and Sonny only has close combat weapons so placing her far away is a waste of turns.
Title: Re: SC BEL: Mission 2 Post by: Alvarin on April 29, 2010, 06:51:09 pm All grenades have 3 square effect zone, which I think is a good thing to avoid... Anywhay, I want to throw in the slime grenade, which hopefully will give us enough time.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on April 29, 2010, 07:43:30 pm Anyay, now I'm caught up with preparing for guests, so you have til Sunday to discuss how to best approach this.
Title: Re: SC BEL: Mission 2 Post by: Zieman on April 29, 2010, 09:34:47 pm Ok.
Arilou opens the door and uses power: Untouchable. Title: Re: SC BEL: Mission 2 Post by: Draxas on April 30, 2010, 03:58:38 pm No no, do that in the opposite order! :o
Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 02, 2010, 05:48:13 pm So I'm ready to update but confused on the order. Zieman is opening the door while Untocuhable, sure. But where are the rest of you standing? Thereseems to be some disagreement, so just post your own position. Sonny has the grenades since no one else has shown an interest.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on May 02, 2010, 08:09:40 pm OOC: That's what you get, when others try to control other people's characters like they're pieces in chess.
IC: When opening the door, i'm on the square south of the cabinet. Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 02, 2010, 08:55:20 pm I'll wait on square just north to ensign's corpse.
Title: Re: SC BEL: Mission 2 Post by: Draxas on May 03, 2010, 04:09:50 pm One step E from the bottom door square.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 03, 2010, 08:20:35 pm Steeling himself for the battle ahead, Koosaloo draws upon his inner energy reserves and concentrates. To his fellow warrior he appears to simply be standing still. But his mind is hard at work, erecting a fortification around his frail body. When he moves again, it is with the ease of one who is invincible. This won’t last forever, but for now no mere physical weapon can hurt him. Confidently he breathes in and then lets the door in front of him slide open.
The scream that emanates from behind it is no longer an unknown surprise, the volume and intensity are still powerful enough to stun anyone close by. And if the scream isn’t enough to stop someone, the metal pellets discharged at a stunning speed surely would. Fortunately, Koosaloo is not someone right now. He is Untouchable, so both the terrible sounds and the deadly hail of rocks leave him unharmed in ay way. Wajangotey is not invincible, but the furry warrior is nimble and manages to barely dodge the deadly hail. Inside the room, an Ilwrath Warrior (http://forum.uqm.stack.nl/index.php?topic=4377.msg58535#msg58535) hasn’t been as lucky, staggering backward as it is hissing angrily. Several other enemies are present as well, including one Ilwrath who appears to be turning his weapon towards the next room. A room with a cell door. through it, you can just about make out a large chrystalline form (http://forum.uqm.stack.nl/index.php?topic=4377.90). Map: (http://i39.tinypic.com/5yuqky.png) OOC: Turn 20 begins! Koosaloo isn’t hit at all, Wajangtoey is hit for 2 hits, Sonny is in cover behind him and Draxas is in cover behind Koosaloo. And I know the sound wouldn't have carried that far, but it fit the text. anyway, one Warrior loses an AP. Those two potential hits translate into two actual hits. Wajangtoey parries both but now has no parries left. Everyone has full AP except Koosaloo who has 1 AP. OOC: That's what you get, when others try to control other people's characters like they're pieces in chess. That's why you're supposed to weigh in and let me know what you're going to do. Title: Re: SC BEL: Mission 2 Post by: Zieman on May 03, 2010, 09:04:29 pm OOC: I think now is time to use Mayhem, the room looks like it is conveniently 4x4 squares, so Mayhem affects all 4 enemies, but no friendly units.
GAME: Koosaloo concentrates again - causing Mayhem in enemies' room. Title: Re: SC BEL: Mission 2 Post by: Angelfish on May 03, 2010, 10:08:22 pm Okay guys, now that we are all together.. this would be a proper time to ask.
Did any of you guys bring the sun device? I forgot to pack it :(. Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 03, 2010, 10:31:05 pm @Luki - You placed me in the wrong location, not that it matters much.
Sonny moves south into line of fire and lobs in two grenades right in between the foes, one regular and the second - the slime dispenser. S grenade(4W) slime_grenade(4W) EDIT: Does Admiral move on our turn? If so he'd better get out of Warrior's line of fire, like E N . Title: Re: SC BEL: Mission 2 Post by: Draxas on May 04, 2010, 03:57:49 pm Wait, you want to grenade them *after* they get hit by Mayhem? Why waste the grenades? We can pick off our "allies" at our leisure, or at least send them on suicide missions elsewhere.
Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 04, 2010, 04:11:47 pm One of warriors turned to the Admiral. I don't want him to get hirt.
Title: Re: SC BEL: Mission 2 Post by: Draxas on May 04, 2010, 05:39:17 pm Mayhem solves that problem instantly, since he gets put under our control.
Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 04, 2010, 06:09:22 pm OOC - Doesn't mayhem just cause to fire on closest target? The Admiral would be a target for NW Ilwrath... Anywhay, we might as well help them kill each other for turn-count sake.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 04, 2010, 07:26:15 pm Mayhem causes all units within the effect range to lose 1 HP and attack other Hierarchy units during their next turn. After this they revert to normal. The slime grenade would immobilize them, thus negating that effect. I'll update as far as grenade number one thrown and then let you decide if you want to slime them as well.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on May 04, 2010, 07:39:21 pm Ahh, the final battle.
SHOOP DA WHOOP! BRING IT!!!! E E S whooooop grenade 4w. Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 04, 2010, 07:44:13 pm Unlike when the psychic scan was performed, Koosaloos mind does not expand. Instead, it contracts. As conciousness shrinks into a needlepoint deep within a pointy green skull, his body sags. The frail vessel can barely carry the burden of its own flesh as its owner is busy elsewhere. Somewhere deep inside that single point of conciousness, a terrifying energy is formed and then released. As Koosaloo snaps back into its body a terrifying wave of psychic energy is released among the enemies in front of him. The mere impact tears at the unprotected enemies, causing untold anguish in their soft minds buckle under the pressure. But the worst is yet to come. As their eyes grow dim and their intelligence dull, the world changes for the Hierarchy soldiers. Friends turn into enemies and enemies into friends, as an unsatiable bloodlust takes hold of them.
Sensing an opportunity, Sonny steps forward and quickly lobs a grenade into the fray. It sends hot metal shards flying, tearing the Spathi trooper into pieces and wounding the other enemy soldiers severly. Yet not even that pain can snap them out of the bleak dark place where Koosaloo has trapped their very essence. Map: (http://i44.tinypic.com/10zw7eb.png) OOC: So Koosaloos attack removes 1 HP from every enemy and Sonys grenade removes a second HP from every unit. Enemy stats are now Warriors: HP 1 Trooper: Dead Marine: HP 2 Not bad at all. Once the turn switches these fine gentlemen wil ltear into each other. Alvarin, do you want to throw the slime grenade as well? Koosaloo is out of MOV and Sonny has only 1 MOV/AP left, but the others are at full effect. Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 04, 2010, 07:47:03 pm Ahh, the final battle. SHOOP DA WHOOP! BRING IT!!!! E E S whooooop grenade 4w. I'm giving Alvarin a second to decide if he wants to do the final part of his posted move, but you're coming up right after that :) Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 04, 2010, 07:50:23 pm If they will only attack themselves, no need for that slime. Actually, I think that if Shofixti will throw his grenade, it'll kill off the spiders and leave the marine to do whatever, so maybe M-bot should attack the marine and depending on outcome use or not use additional grenade.
In addition, I have one really bad thought - will we be able to backtrack to our shuttle in the limpet bay with the Admiral? Will he/it fit through the doors? If negativem we might want to conserve our ammunition a bit... Title: Re: SC BEL: Mission 2 Post by: Angelfish on May 04, 2010, 08:00:05 pm Ahh, the final battle. SHOOP DA WHOOP! BRING IT!!!! E E S whooooop grenade 4w. I'm giving Alvarin a second to decide if he wants to do the final part of his posted move, but you're coming up right after that :) yes, and this looks positive. looks like draxas can finish things up this turn :Y Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 04, 2010, 08:18:58 pm Deciding to join the party, Wajangtoey leaps into action. Or rather away from it! Stopping at the edge of his range, he truns and hurls a grenade at his foes. This one doesn't quite have the impact of the previous one, but still rips one spider to shreds. Only two confused enemies remain
Map: (http://i43.tinypic.com/675jmf.png) OOC: Grenade only hits the first spider, second is out of reach. It does kill that one though. Title: Re: SC BEL: Mission 2 Post by: Draxas on May 05, 2010, 04:17:34 pm In addition, I have one really bad thought - will we be able to backtrack to our shuttle in the limpet bay with the Admiral? Will he/it fit through the doors? If negativem we might want to conserve our ammunition a bit... Our friend is big, and is not going to be able to go back through the way we came in... we're going to need to find an alternate route. So yeah, don't go wasting all our gear willy-nilly, because we Can anyone give me some directions as to where the baddies are in relation to me? I can't see the map at work, and my PC is currently disabled at home, so I'm a bit blinded currently. Better yet, if anyone could host a copy of the map elsewhere, I may be able to take a look at it directly. Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 05, 2010, 05:34:59 pm http://img.photobucket.com/albums/v472/Alvarin/UQM/10zw7eb.png
Title: Re: SC BEL: Mission 2 Post by: Angelfish on May 05, 2010, 06:03:43 pm This is the most likely way to the exit:
(http://i44.tinypic.com/hwbxgh.png) Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 05, 2010, 06:14:19 pm Probably, but our shuttle is "parked" at the limpet bay, any ideas?
How about kill them all and go home in the Hideous Human ? Title: Re: SC BEL: Mission 2 Post by: Angelfish on May 05, 2010, 06:20:50 pm Eliminate everyone on the bridge using our newfound friend* as help ;).
* - I find it hard to bond with a piece of crystal ;). Title: Re: SC BEL: Mission 2 Post by: Draxas on May 06, 2010, 04:03:05 pm Thanks Alvarin, but my main obstacle is that work blocks Imageshack, and most other imagedump sites as well, so I can't see that either.
I expect that we're probably headed for some escape pods. Perhaps it would be beneficial to only launch the Admiral, and the rest of us trek back to the shuttle and pick him up. Also, we should be sure to disable any distress beacons on said pods, or else we're in for some trouble. Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 06, 2010, 05:02:13 pm 0-empty 1-admiral 2-ilwrath 3-marine 4-dead trooper 5-arilou 6-mbot 7-shofixti 8-human 9-box #-table
_______ ||0000|| ||0110|| ||0110||====== ||=...=||0000|| ||9202||7000 ||0004 . 5800|| ||0300 . 0600|| ||0000||###0|| ============ Title: Re: SC BEL: Mission 2 Post by: Angelfish on May 06, 2010, 06:19:45 pm YAY, Nethack!
Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 06, 2010, 07:46:13 pm I emailed you the image Draxas. Next time, just send me a mail and I'll be hapy to stick it up for you. Anyway, you're left and then we start a new turn. I guess your choice is either trying to kill the Marine or letting the badguys have a go at each other.
Title: Re: SC BEL: Mission 2 Post by: Draxas on May 06, 2010, 08:10:00 pm Personal email is also disabled at work, so I didn't see it. :P Hopefully, I should be able to reconnect my PC this weekend, which will mitigate this problem, but no guarantees; we're painting, so if we don't finish in time, it'll have to stay tarped over until we do.
As for my turn, yeah, I'll take that shot. Twice, if necessary, but if the first hit kills him, I'll head W W instead to end my turn. Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 06, 2010, 08:22:01 pm I think I'll throw in the last of my regular grenades, this, with Draxas' killing the marine will leave the untouchable for Arilou to open next door.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 06, 2010, 08:38:23 pm As the deadly mechanic weapon flashes and Sonny hurls another grenade the final enemies succumb to the storm of destruction unleashed upon them. For a few seconds, the room is eerily quiet. Then a strange chrystalline voice rings out;
"Well it's about time boys, get me out of here and get me off this damned ship already!" Map: (http://i43.tinypic.com/21ni22t.png) OOC: Combat ended on turn 20, so next turn is 21. Okay, you managed to protect the Admiral from harm. That's pretty good cause that means... SECRET TASK COMPLETED For totally overpowering the enemy and liberating the Admiral without a scratch, you each receive 5 XP. Alvarin, you are levelling up and may choose a general, offensive or defensive upgrade. Personal email is also disabled at work, so I didn't see it. :P Hopefully, I should be able to reconnect my PC this weekend, which will mitigate this problem, but no guarantees; we're painting, so if we don't finish in time, it'll have to stay tarped over until we do. Stop painting, you're a metal killer. Or get a phone with an internet connection. Title: Re: SC BEL: Mission 2 Post by: Angelfish on May 06, 2010, 08:51:26 pm I'll press that cute red button next to the door...
After that, let's loot these corpses and open the chest :). Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 06, 2010, 09:00:24 pm Dibs on Ilwrath weaponry!
Oh and for the level-up, I'll go with general. In addition, Kosaloo, can I have your regular grenade, please? I have run out... Title: Re: SC BEL: Mission 2 Post by: Zieman on May 06, 2010, 09:42:01 pm In addition, Kosaloo, can I have your regular grenade, please? Here you are. *gives grenade*Title: Re: SC BEL: Mission 2 Post by: Draxas on May 06, 2010, 11:31:50 pm I would like to see if the Admiral can give us some insight on the layout of the ship, additional enemy forces, possible VIPs aboard that we may want to assassinate, etc.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 08, 2010, 06:10:31 pm Wajangtoey scoots forward and presses the door release, freeing the Admiral. The rest of the team gathers up and greets the freed hostage.
"Glad to have you aboard Admiral, now let's head out", Sonny grunts with her typical rough demeanour. Human Marines are seldom much for pleasantries, especially after a long day of fighting. "Our shuttle is secured to one of the limpet bays, we'll be out of here before anyone even notices that you're..." "Nonsense!", the Admiral interrupts in its strange high pitched crystalline voice. "We're not just going to sneak out the back door like cowardly rats. We've got a once in a lifetime chance to capture not just a Intruder, but a rather high dignitary as well." "This-is-not-wise-I-recommend-tactical-withdrawal" the metal menace formally known as Drmnraxas interjects in that cold and lifeless voice that only a living machine can produce. "The-risk-of-losing-the-admiral-far-outweighs-the-gain-of-capturing-this-vessel-..." "Hogwash!" the Admiral screeches in a disharmonious symphony of chimes. "We're taking this ship and that's that. Besides, do you have any clue who the commander is? It's Subcommander ZEK!. Only Subcommander DAX is closer to the VUX fleet commander. Capturing him will give us unique insight into VUX tactics!" The Admiral rotates slightly back and forth, the large crystal lump somehow giving off a look of embarrassment. "Besides", it continues in a much quieter voice, "I'm much too big to fit out the back". This argument just about settles it. As our heroes begin looting the corpses the Admiral moves in close to Sonny and speaks to her in a low voice. "Uh, you didn't run into a VUX wearing strange clothing did you? He was a part of the guard earlier on and seemed very fascinated by humans. A bit too fascinated if you ask me." Map: (http://i42.tinypic.com/2lus7km.png) OOC: Updated task: Instead of bringing the Admiral back to your escape pod, take the bridge. Same time limit applies. New tasks Capture Subcommander ZEK by stunning him into unconsciousness (+5 XP/person). Contact VUX fascinated by humans (2 XP/person) Loot: Warriors are both carrying Slayers and Bonecrushers, as well as a Spike Grenade each. Trooper is carrying the usual kit, Rockhurler, extra rocks and Holographic Grenade. Marine is carrying AutoLaser, Stun Baton and Slime Greade. Box in corner contains Syringe, Bandages, Junk. Alvarin has picked General Upgrade and gains + 1 STR, which means if you run into some heavy duty weapons they will be usable instead of curiosa. Let me know how you divide the loot and where you want to go. The Admiral will be following you, controlled by me. Title: Re: SC BEL: Mission 2 Post by: Angelfish on May 08, 2010, 06:25:28 pm I'll take spike grenade.
use bandages to heal everyone to full what does the syringe do? :D Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 08, 2010, 09:13:09 pm OOC - we don't know yet the effects of the syringe.
@Luki - can I take plasma charges as additional ammunition to the slayer without the need to carry additional weapon? I'll take that slayer, and that bonecrusher, and the second spike grenade, and the plasma clip, and... err... sorry guys, I was carried away (giggle) And I'll reload the shotgun. Switching to Slayer as ranged and to Bonecrusher as mellee weapons. Title: Re: SC BEL: Mission 2 Post by: Zieman on May 08, 2010, 11:21:03 pm I take Holographic Grenade and Syringe.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on May 08, 2010, 11:49:58 pm We need to go to the bridge firs and bring this baby to a full stop. After that, we can worry about the humophile.
Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 09, 2010, 05:12:42 am Probably this would mean more cautious use of weaponry around VUX. I'm pretty sure bridge will have some heavyweight guards, like Thraddash that will warrant heavy weaponry, but on VUX just use inhibitory stuff, like the slime/holo grenades and batons only.
From the Psychic Radar used earlier we know there is *someone* in the L bend of next room, we might want to concider the option of entering from both doors simultaneously. @Luki - If taken damage, is there any way for Admiral to heal? Title: Re: SC BEL: Mission 2 Post by: Angelfish on May 09, 2010, 03:19:26 pm Sonny, don't forget rule #1 : NEVER SPLIT THE PARTY :P
Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 09, 2010, 03:24:51 pm Bah, never liked this one. Just look what good this particular rule did to those guys **kicks a corpse with a boot** and exactly the reason I wanted to spread before entering.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 09, 2010, 05:10:40 pm @Luki - If taken damage, is there any way for Admiral to heal? [/quote Sunlight and time, so no. Title: Re: SC BEL: Mission 2 Post by: Draxas on May 10, 2010, 05:32:41 pm If that junk is really of no interest, I'll consume it until my ammo is full again.
We shouldn't have trouble with the humophile, since he should be dressed differently and easily identifiable. Save the inhibitory weapons for the target we have to capture, so we can incapacitate him more easily. This does make things a bit trickier, since we blew all those grenades in this room... But we should still be OK. At least one person (and preferably anyone who can use one) should have a shock baton as a backup melee weapon, since that's the only way this capture is going to work. Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 10, 2010, 08:51:56 pm Okay, I'm starting to update your inventories and stuff now. Remember though, that you need to figure out what to do next and decide among yourselves. you're all equal players here, so let's see some discussion on what to do and where to go next.
EDIT: Okay, that was a lot of updating. Didn't apply bandages because by my count you only have on set from the box, not enough to heal both Koosaloo and Wajangtoey. Please check that you have the stuff you wanted and that nothing is missing :) Title: Re: SC BEL: Mission 2 Post by: Zieman on May 10, 2010, 10:34:17 pm Since nobody else hasn't taken it, the Arilou takes the Power Baton as its melee weapon.
Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 10, 2010, 11:17:19 pm @Luki - Sonny should have a slime grenade in the inventory too, didn't use it. The bonecrusher is said to have two sides - can I in battle descide if I want to kill or stun, or it's just how the dice fall?
So, team, here are my thoughts - the Admiral will not be able to heal and therefore needs to be kept out of danger, but we do need him around to point us at ZEK, that is if Admiral can distinguish him from the rest of the greenies (please confirm or deny). If not, we might want to ask Admiral to be close, but not to enter the room while the fighting continues and join us only when we're done or done with. I believe Koos' untouchable is still in effect, so he can open the door and again I'd advise against grouping at the door because of possibility of grenades and such. Title: Re: SC BEL: Mission 2 Post by: Angelfish on May 11, 2010, 08:08:51 am The next door can be opened in regular formation, let's kill the enemies that are there and don't split up the party. With my initiative I can tank much of the damage but I can't tank on both sides of the room ;). The hallway there is small enough for 2 people to be able to block all the ranged damage.
For the door to the bridge we should be more careful, but let's take this one step at a time. OOC: Since Luki didn't provide us with info about the admiral's distinguishing, just ask the admiral himself instead of asking Luki ;). Title: Re: SC BEL: Mission 2 Post by: Angelfish on May 11, 2010, 11:07:49 am If there's a shock baton available somewhere I'd like to get it :). But right now I don't know where it is, whether it's been looted from one of the corpses or not?
Title: Re: SC BEL: Mission 2 Post by: Zieman on May 11, 2010, 02:51:13 pm Since nobody else hasn't taken it, the Arilou takes the Power Baton as its melee weapon. Arilou has it.Title: Re: SC BEL: Mission 2 Post by: Draxas on May 11, 2010, 03:59:14 pm There should be more than one around, we've killed a few marines already. If nobody took it, just run back to an old corpse and grab one.
My main concern with the admiral is that we're going to get flanked. We left a lot of rooms unexplored (and potentially full of baddies) behind us, and especially there are a bunch of Spathi running around that are aware of us. I have some concerns that we may get ambushed from behind at some point. Perhaps we should start setting a rearguard? Title: Re: SC BEL: Mission 2 Post by: Angelfish on May 11, 2010, 04:42:34 pm There should be more than one around, we've killed a few marines already. If nobody took it, just run back to an old corpse and grab one. My main concern with the admiral is that we're going to get flanked. We left a lot of rooms unexplored (and potentially full of baddies) behind us, and especially there are a bunch of Spathi running around that are aware of us. I have some concerns that we may get ambushed from behind at some point. Perhaps we should start setting a rearguard? That's because you wanted to rush to the admiral instead of exploring every room, when I suggested it ;). It's just a few rooms until the bridge. If we set a rear guard now we might come short on firepower when we engage the subcommander. Besides, it's the admiral's decision to go to the bridge. He should carry his own weight and fend for himself for a while if attacked. I think we're at turn 23 or 24 right now, we need to complete the game within 30 turns to gain the max. XP bonus. Although we can reset the turn counter somewhere in the back. Quote Reset fuel counter – Gains you an extra five turns before takeoff. Risk of detection 1/8 Disable main ignition system – Once refuelling is complete, the ship will not leave until the flaw is fixed. Every turn, a D3 will be rolled and the ship will be fixed on a 1. Risk of Detection 1/5. Burnoff – Activates engines prematurely, causing confusion and havoc aboard the ship. Resets all counters to 0. Risk of detection 1/3 Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 12, 2010, 04:02:35 pm Hey guys. There are some extra power batons lying around so Angelfish can have one, but I think it requires a larger strength than the Arilou has. I'll add that missing slime grenade back in Alvarin, but you can't unload the other slayer because the technology is not understood well.
I'm travelling to Finland today, but tomorrow and on Friday I'd love to make a few updates if you lads can come up with a plan and agree on it. Where are you going? How do you set up? Lets see some conversation and discussion here, those VUX won' kill themselves. Title: Re: SC BEL: Mission 2 Post by: Draxas on May 12, 2010, 05:57:11 pm Well then, I guess my main quistion is whether you guys think we should go back and try to "adjust" our turn counter, or forge ahead and try to capture the bridge. Both have associated risks, not least of which is having to split the party (albeit temporarily) in order to backtrack and have someone guarding the admiral.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on May 12, 2010, 06:20:12 pm I don't mind going back, 2 guards for the admiral and 2 people going for the computer. The sureshot would be to reset the entire counter, and a 1/3 risk is in this shofixti's eyes acceptable :D
Title: Re: SC BEL: Mission 2 Post by: Draxas on May 12, 2010, 06:54:07 pm OK, a quick look says we actually have 40 turns to complete the mission, so that's better than expected. Luki, what is our current turn number, exactly?
Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 12, 2010, 06:58:17 pm Sounds like a plan. There are probably 4 ensigns in the right limpet bay to deal with, if detected. We can block the two doors to unexplored sections by the table and the cabinet, this would buy me some time, I hope, to hold back out "hosts" with this thing *points at slayer*
EDIT - or block the room Spathi run into with the table there, blocking the door to L room also. Title: Re: SC BEL: Mission 2 Post by: Angelfish on May 12, 2010, 07:08:00 pm OK, a quick look says we actually have 40 turns to complete the mission, so that's better than expected. Luki, what is our current turn number, exactly? We have 40 turns but after 30 turns we only get half the experience, because the ship will have left the fueling station by then. Title: Re: SC BEL: Mission 2 Post by: Angelfish on May 12, 2010, 07:37:15 pm oh and you can +1 me with a powerrrr baton ;)
Title: Re: SC BEL: Mission 2 Post by: Zieman on May 12, 2010, 08:58:08 pm Hey guys. There are some extra power batons lying around so Angelfish can have one, but I think it requires a larger strength than the Arilou has. Power Baton STR: 2 Strikes: 2 Charges: 3 The Power Baton is designed to both crush things and stop them in their tracks. It contains a small battery that lends an extra sting to each blow. Any attack made with a Power Baton has a D3 chance of stunning the enemy, in addition to the damage it does otherwise. Once the battery is worn out, it functions like a normal baton. This post will hold your character info and inventory, once you've all decided on everything Arilou Spook Koosaloo LVL 1 XP 19/20 HP 3/4 STR 2 MOV 3 Title: Re: SC BEL: Mission 2 Post by: Draxas on May 13, 2010, 12:07:56 am OK, a quick look says we actually have 40 turns to complete the mission, so that's better than expected. Luki, what is our current turn number, exactly? We have 40 turns but after 30 turns we only get half the experience, because the ship will have left the fueling station by then. Didn't catch that, you are correct. if we are around turn 24, we should at least try for the extra 5, if not the full reset. Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 13, 2010, 02:53:26 pm Next combat turn that starts is actually just turn 21, by my count at least. I'll do better on posting the turn in combat posts as well from here on out.
If you're dividing up, the M:bot should go for the computer since it will have better odds than others to use it. Specify who stays and who goes, so I know in what kind of teams you'll be cut off from each other if things go wrong. And Zieman, you're right. I thought I made the baton STR3, which is what it should be. But since I didn't, you've got yourself a fun little weapon :) Title: Re: SC BEL: Mission 2 Post by: Draxas on May 13, 2010, 03:50:08 pm If we're only at tuen 21, I say we push toward the bridge. 9 turns should (at least) be enough to get through another combat before we have to reevaluate going back for a reset.
I was under the impression that the others wouldn't be able to successfully interact with the computers on board, which is why I'm actually here for this mission (because let's face it, Mmrn are specialized in just such a way that I have been spectacularly ineffective in combat here for the most part). Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 13, 2010, 05:08:33 pm Just 21? OK then, let's go kill some more baddies! Before going though, I'd like to block a flanking possibility by moving the table in the room Spathi fleed through. My suggestion to opening the next door is as follows: Arilou at the door left side and opening it, Shofixti at the right side of the door. M-bot just behind Shofixti, Human right to his left. Admiral allighed with the door, but leaned against the table, having visual, but away from harm.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on May 13, 2010, 07:23:17 pm Just 21? OK then, let's go kill some more baddies! Before going though, I'd like to block a flanking possibility by moving the table in the room Spathi fleed through. My suggestion to opening the next door is as follows: Arilou at the door left side and opening it, Shofixti at the right side of the door. M-bot just behind Shofixti, Human right to his left. Admiral allighed with the door, but leaned against the table, having visual, but away from harm. lets go with that. Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 13, 2010, 07:25:44 pm Anyone objects to closing the door and blocking it with the table?
Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 13, 2010, 08:39:16 pm Excelent, it appears you've reached a decision. it's too late for me to update today, but an update is coming tomorrow in the morning some time.
Title: Re: SC BEL: Mission 2 Post by: Draxas on May 14, 2010, 12:30:57 am Sounds like a plan.
Title: Re: SC BEL: Mission 2 Post by: Zieman on May 14, 2010, 01:12:31 am Agreed.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 14, 2010, 10:56:20 am Being left with no choice but to take the bridge, our heroes gear up. The threat of outflanking weighs on them, so in preparation for their assault they move quietly into the paper fileld rrom and block the doors as best they can. It won't trap anyone inside, but it wil lcertainly make it harder for whoever ran through to come running back. Now that they feel their position is secure, they prepare for the next phase, the assault on the bridge.
"It's not that hard", the Admiral explains in his harmonious voice. We go in we kill everyone except for the guy in a fancy coat and we get me and our metal fellow to the control consoles. The two of us should be able to break down their defenses, lock the blast doors and vent atmosphere from the rest of the ship. From there on it's easy sailing." Our heroes feel reassured by the good news. "Of course, as soon as we enter the bridge, someone is going to hit an alarm button", the Admiral continues. "We need to push inwards as quickly as possible and lock those doors before backup arrives and overwhelms us. Still, as soon as we're in position we can lock the doors and finish off the guys inside at our leisure." Our heroes are less reassured by this. But the only way to go is forward. As the next door slides open, a lone VUX ensign looks pretty shocked. Map: (http://i44.tinypic.com/ri7v49.png) OOC: Off we go! It's 23 degrees outside today, why am I sitting in here? Because I love you. Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 14, 2010, 11:15:23 am Eager to test her new toy Sonny goes N N N and uses bonecrusher.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on May 14, 2010, 11:32:42 am N N N W whoop and claw!
Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 14, 2010, 11:49:51 am From our wizard we know there is someone else in the corner over the room bend, need not forget him.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on May 14, 2010, 11:54:58 am OOC: WTF @ Finland's weather. Here it's only 10 degrees!
Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 15, 2010, 10:30:42 am Sonny moves forward and tries out her new weapon. It isn't an easy weapon to handle, the balance is more designed for someone with several more limbs. But as she swings it wildly, she eventually gets the hang of it and manages to slash the Ensgin with the sharp end, causing it to emit a painful hiss.
Wajangtoey cautiously approaches, taking care to stay out of Sonny's range while she swings the Bonecrusher. As soon as she is done, he abandons caution and throws himself at the enemy. But the painful gash Sonny caused has apparently pulled the VUX out of his confusion and he deftly dodges Wajangtoey's strikes. Map: (http://i43.tinypic.com/o56ucl.png) OOC: Still turn 21. Sonny scores a bullseye and two misses. Wajangtoey scores 2 hits, but VUX parries both. So the VUX is at 2 HP. Draxas and Zieman left, any moving to be done? Also, it's like 26 degrees outside, which is unreal. I'm going to a friends wedding this afternoon, it's going to be amazing. although the suit is going to feel pretty hot. Anyways, until tomorrow! Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 17, 2010, 07:33:05 am Draxas and Zieman, get a move on.
Title: Re: SC BEL: Mission 2 Post by: Zieman on May 17, 2010, 09:50:39 am Spook moves N
Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 17, 2010, 10:30:37 am OOC - Draxas can't move, his Skiff was destroyed ... (SCDB roleplay game, if someone was wondering)
I think the only logical thing to do for M-bot would be N N N E , because this ensign will be taken on next move by me and Angelfish and the psycic radar revealed another contact just in the bend, so moving along the wall should be wise. Don't know where exactly, because of the minimum firing range.. Title: Re: SC BEL: Mission 2 Post by: Draxas on May 17, 2010, 04:08:34 pm Ah hell, I can't see the map again. Can someone help the blind man line up his shot? :(
We should be moving the last of the furniture tonight, so once that's done, this shouldn't be an issue anymore. Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 17, 2010, 05:01:16 pm @Draxas - you will not be able to shoot this turn, as the only visible enemy is too far away from you in any way you move.
Title: Re: SC BEL: Mission 2 Post by: Draxas on May 17, 2010, 05:20:48 pm In that case, I'll move into the doorway and stop for now, which should block any potential path to the Admiral.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 17, 2010, 08:53:28 pm The Ensign is cornered and knows it. He does his best, firing his laser at Wajangtoey. But being close is sometimes an advantage. The crafty Shofixti easily doges the first shot, and the second beam only nicks his arm, wound instantly cauterized by the searing ray. He's been hurt plenty worse before, and such small are hardly noticeable.
As the others move out, you can all sense something moving, beyond your vision. Something approaches. But what? Map: (http://i43.tinypic.com/29ngkqp.png) OOC: Ensign fires twice, scores two hits on Wajangtoey. Wajangtoey parries one. Turn 22 begins. also the marker fell below the blackout, but as you can see it is now on the move. Title: Re: SC BEL: Mission 2 Post by: Angelfish on May 17, 2010, 09:04:32 pm I whack that xenoform again. until it's dead.
Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 17, 2010, 09:12:05 pm Sonny leaves the soon-to-be-dead ensign to Wajangtoey and moves to intercept the new target, slayer on the ready.
E E E E Title: Re: SC BEL: Mission 2 Post by: Zieman on May 17, 2010, 09:51:29 pm I suggest the following:
Arilou moves N W and melee N, then Shofixti finishes off the Vux, maybe has AP left to move too, then Hunam & M-bot move Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 17, 2010, 10:16:13 pm I don't think it is wise for you to enter mellee, as the ensign has more HP than you could remove this way and our furry warrior would still need to get his paws dirty. You might want to fire upon him from a distance, if not killing him, than at least lowering defenses towards final blow by Wajangtoey. And because of the distance, the Flexible ability would not come into play.
Title: Re: SC BEL: Mission 2 Post by: Zieman on May 17, 2010, 10:24:22 pm I the ensign has more HP than you could remove this way and our furry warrior would still need to get his paws dirty. So?The idea is to eat the sluggers parries + possibly do some damage and/or stun it - easy prey for Wajangtoey then. With a bit luck the Shofixti needs to use only one AP to finish the Vux off, and then he can join Sonny towards the critter lurking behind the corner. Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 17, 2010, 11:25:07 pm I made another mistake there - there is not enough room to keep distance AND I forgot your mellee is the baton now, not the 1strike slap. Disregard my previous statement.
Title: Re: SC BEL: Mission 2 Post by: Zieman on May 18, 2010, 09:23:23 pm Ah, ok.
Disregarded. Title: Re: SC BEL: Mission 2 Post by: Draxas on May 19, 2010, 01:54:54 am I'll head N E for now, and save 1 AP for potentially firing if the VUX isn't dead by the end of the turn.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 19, 2010, 09:11:44 pm While his fellows may plan differently, Wajangtoey can no longer hear them. As often happens among his kind, he is filled with a rage that can be sated by nought but the death of an enemy. He hurls himself at the Ensign, sharp claws and vicious fangs trying their best to impact the gelatinous flesh of his opponent. But the Ensign is no stranger to the arts of combat. His slimy body weaves back and forth, dodging blow after blow from the enraged marsupial. For a while, it looks like he'll come out on top through sheer dexterity. But agility can only take you so far. Eventually there is a zig where there should have been a zag, and a Shofixti paw catches the Ensign square in the chest. The force behind it breaks something deep inside the slimy chest. As further blows and bites rain down over the Ensign Wajangotey goes into a frenzy, ripping and tearing through the already still body as it slumps to the ground.
Finally, his bloodlust is sated. He slowly rises, covered in gooey internal fluids of his fallen enemy from top to bottom. The tension seems to disperse from his body, as the realization of what he has done sinks in. Wajangtoey smiles, his sharp teeth gleaming green in the cold light provided by the fluorescent light above. Map: (http://i47.tinypic.com/2lbjfx1.png) OOC: Since Angelfish didn't respond to or modify hhis post in accordance to indicate anything about Ziemans plan, his post had priority. So he uses both AP to kill the VUX. Draxas and Zieman, you still have AP. Do you want to position yoursleve better somehow? Title: Re: SC BEL: Mission 2 Post by: Draxas on May 20, 2010, 04:05:32 pm Since he's dead, I'll head E E and wait for the oncoming threat.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 20, 2010, 04:29:19 pm Noted. Zieman, what about you?
Title: Re: SC BEL: Mission 2 Post by: Angelfish on May 21, 2010, 02:13:05 pm OOC: Since Angelfish didn't respond to or modify hhis post in accordance to indicate anything about Ziemans plan, his post had priority. So he uses both AP to kill the VUX. Draxas and Zieman, you still have AP. Do you want to position yoursleve better somehow? Ofcourse I didn't respond or modify my response. After my post was placed I was already sinking my claws into the VUX ;). Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 21, 2010, 02:15:37 pm I screwed up guys. I'm on the train heading to the airport to fly home for a second wedding weekend. I've got my laptop with me for updates, but unfortunately I forgot my charger. When not connected to a powersource my battery dies after 10 minutes. So no update until tuesday evening. If Zieman hasn't stepped up before Sunday, I'm empowering Draxas to do this for him. We're almost at the end guys, let's squeeze for the next few weeks. Then you'll be victorious, or all dead.
Title: Re: SC BEL: Mission 2 Post by: Zieman on May 21, 2010, 10:48:12 pm PPPHHHwew!
Back from a horrendous work trip, been driving around all too much. Oh yes, since the Shofixti's bloodlust took over before Arilou could convey its suggestions to its teammates, the spook appraises the carnage calmly and then moves N N E. Title: Re: SC BEL: Mission 2 Post by: Draxas on May 22, 2010, 12:18:59 am Anyone want to examine to corpse before we get attacked again?
Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 22, 2010, 01:46:44 am I don't think we have the time. There is another someone that is aware of us, as we are of him.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 25, 2010, 08:32:07 pm As the metal menace slowly glides forward, there is some confusion. For a second it looks as if it is going to bump into Sonny, stabilisers blinking wildly and weaponry unfolding as if it is preparing to fire upon an unexpected obstacle. Then some internal code routine activates, preventing it from shedding the blood of a close ally. Sonny seems to feel peeved at the attempted intrusion into her personal space. Her fingers reflexively clutch the hilt of the Bonecrusher and her muscles tense, as if she is preparing to turn and around and push the machine backwards.
As Koosaloo cautiously moves into the room, he feels more and more worried. Strange emotions pulse through his mind, dark and cold ones. Something is amiss here. Something is wrong. He opens his mouth to voice his unease, but is interrupted by two VUX marines who suddenly jump out from behind the corner. In one fluid movement they move up, raise their weapons and fire. Laser bolts fly down the room, one burning yet another hole in Sonnys already tattered clothing. Koosaloo just has time to reflect on the fact that they should probably have brought along spare unifroms before a second blast buries itself in his shoulder, stinging and burning. The damage isn't large, but it enrages him. These simple lifeforms will pay for their temerity! Map: (http://i48.tinypic.com/13zsjdu.png) OOC: The first Marine scores two hits on Sonny, and she parries one. Second Marine scores one hit on Koosaloo, who fails to parry. Floor is yours. Also, Draxas only moved one step since he can't stand on Sonny. Oh, and turn 23 begins by the way. Also, let's put some energy in this week and next. I'll be ready for some righteous updating. Title: Re: SC BEL: Mission 2 Post by: Zieman on May 25, 2010, 09:08:45 pm I just wonder: what weapons do the Vux Marines use? If they have the "standard Vux Marine kit", their weapon range is only 5 squares and so cannot hit Koosaloo who I reckon to be 7 squares away...
Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 25, 2010, 09:43:15 pm Really enraged on yet another injury, Sonny decides that those two are not fit for extended life span, throwing the spike grenade and with a dash towards the bastards releases the plasma blast from her new weapon.
SpikeGr(4E) E slayer(E) Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 25, 2010, 09:45:31 pm I just wonder: what weapons do the Vux Marines use? If they have the "standard Vux Marine kit", their weapon range is only 5 squares and so cannot hit Koosaloo who I reckon to be 7 squares away... I guess you'l find out when you kill them :) Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 25, 2010, 10:09:00 pm Enraged at the attack, Sonny steps forward and lets the grenade fly. As it sails through the air her eyes follow it hungrily, imagining the carnage it will do as it explodes. To her disappointment, the shards do little damage, most of them flying past the intended targets harmlessly. She feels a bitter taste at the back of her mouth, her frustration at her inability to wound the enemy growing ever larger in her mind. Suddenly, a plasma blast sears the first Marine, sending him toppling backwards as his armour heats up and distracts him form the task at hand. His comrades fares even worse, a splash of plasma splattering over his face and burning parts of it to a crisp. Confused, Sonny realises that she is holding the Slayer. Her body is tense, and she feels the urge to crouch and throw herself at the enemy, to tear at them with her hands. To rip them apart.
Map: (http://i47.tinypic.com/166njwj.png) OOC: Center detonation scores one hit., northern one scores one as well. First Slayer hit scores one hit, parried into a stun. Plasma scorches the second guy for one hit, which he fails to parry. So Southern guy is at 3 HP and stunned with no parries, northern is at 2 HP with no parries. Title: Re: SC BEL: Mission 2 Post by: Zieman on May 25, 2010, 11:15:15 pm The Spook gets a bit pissed off for getting injured, and retaliates by quenching the life out of the offending creature.
= Psychic slap the northern Marine. Title: Re: SC BEL: Mission 2 Post by: Draxas on May 26, 2010, 04:41:43 pm Can anyone tell me if I'm lined up for a shot? I think so, but am still flying blind without a map.
...This is getting rediculously inconvenient. I need to get my PC hooked back up. :P Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 26, 2010, 07:52:57 pm You are aligned for shot at southern VUX marine, through Sonny, who is two squares ahead.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 26, 2010, 08:47:11 pm Koosaloo is confused. Strange feelings are racing through its mind, feelings it has henceforth had no experience of. There is rage and hatred in there, a web of darkness upon his mind. Koosaloo focuses, and lets the mind compress into a waveform. As it folds, it generates the energy required for a psychic slap, the mind itself reverberating back and forth, gaining the necessary momentum.
And yet, the darkness seems to grow ever stronger, seeping in through the cracks of Koosaloos mind. As the waveform is released, a pulse of psychic energy is sent forward, travelling towards the enemy without being quite a part of this world. As it impacts, the Marine crumples and falls to the ground. But there is something wrong with the way the warrior falls. At the edge of hearing a laugh rings out, dry as parchment and filled with a dreadful glee. The body crumples to the floor, but it does not move in the right way. And then the darkness falls upon Koosaloo. Hatred seeps in, seizing Koosaloos mind and filling it with cruel thoughts and vicious images of mayhem and devastation. Consumed by a rage that sets the Arilou's very essence alight, Koosaloo turns towards the fellow warriors present and prepares to strike them down for having the temerity to be alive. Eyes gleaming balefully, Koosaloo focuses on the hated ratman, and prepares to lash out at his accursed form. But something holds the Arilou back. It would be so easy to let go, to give in to the anger that burns so brightly. But there is a warm, soft feeling emanating from Koosaloos pocket. A confusing warmth in the icy cold hatred that envelops the Arilou's essence. Slowly, a hand moves towards the pocket and withdraws the book found earlier. It is still tattered and worn. But to Koosaloos eyes it gleams with a soft golden light of love. Unconditional love. This book was loved. And that remains. And just like that the hatred fades. The dark emotions withdraw, leaving Koosaloo empty and tired. The power of love has protected it from something horrendous. As a talisman, it has ensured that the Arilou did not fall under the snare of whatever dark force attempted to wrest control from it. There is something wrong here. Those Marines are not what they appear to be. But try as Koosaloo may, it cannot quite grasp what they are. Map: (http://i48.tinypic.com/11cb5h5.png) OOC: Okay, you still have one AP left Zieman, if you want to use it. The rest of you, consider your possible actions. Also this was map number 50 and I forgot to add Ziemans XP, it goes in on the next update. Title: Re: SC BEL: Mission 2 Post by: Zieman on May 26, 2010, 10:53:25 pm Whoa, that was spooky!
I'll decide what to do with the remaining AP once the M-bot & the "RatMan" have moved. OOC: I'd suggest that M-bot fires rocket(s) at the Marine (or what looks like a Vux Marine), over Sonny - if it kills the beast, M-Bot may be immune to the Psychic attack that happened to Arilou. Firing over/past character assumption is based on this: I think using the power now is way premature. It can and will, if you're unlucky. The only difference is that it can shoot past closer enemies.One VUX is down, other is tied in mellee with me, Drmnmaxas and Wajangtoey can deal with third one despite our dice rolls (I hope). The runner will either stay covered behind limpet or will dash forward and stay exposed - not enough mov points to take cover behind next pod, leaving Waja to chase him down while covered by M-bot's fire. If I understand correctly, M-bot will not cause friendly fire. Title: Re: SC BEL: Mission 2 Post by: Draxas on May 27, 2010, 12:22:48 am Fire once at the marine to start, and again if it's still not dead.
What turn are we up to? Title: Re: SC BEL: Mission 2 Post by: Angelfish on May 27, 2010, 08:02:14 am E E E E E E
Title: Re: SC BEL: Mission 2 Post by: Zieman on May 27, 2010, 09:46:58 am E E
or just E if 1 AP of MOV 3 isn't enough to move 2 squares. Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 27, 2010, 08:04:45 pm Do robots dream of android sheep? That's a question many of the different alliance races have pondered long before they met each other. Is a program constructed to think and act really intelligent? Does it have a soul, or only subroutines? Some say that that which is created can only fake sentience, but never achieve it. Others claim that once a construct becomes advanced enough, it is indistinguishable from something that evolved naturally. After all, are not all of us simply machines made of flesh?
In the here and now, such philosophical musings matter little. As the metal menace fires twice and wipes out the final Marine, something happens. Perhaps the soul within that metal shell is corrupted, touched by some unfathomable evil. Or perhaps it is simply a mechanical action, subroutines being subverted by a malicious invader. The end result is the same. The friendly being who only reluctantly went to war is no longer in control. In it's stead stands something out of a science fiction nightmare. A killer robot. Death comes for us all. but it is especially cruel when it takes the shape of a friend. Beyond the entranced weapon of mass destruction the bodies of the ensigns lie, obscured in death by some strange black vapour. Map: (http://i47.tinypic.com/huk22q.png) OOC: Okay, turns out the M:bot wasn't immune. And since he isn't carrying a talisman, he moves to the enemy turn, during which he will be under a murderous rage and attack the closest unit during the next turn. After that he reverts to normal, but with two HP less. So you guys get to move, then the M:bot chases you. Good luck. It's turn 23 now, once Draxas is done being a killer we'll have the next combat turn start on 24. Also holy hell that last update was badly written, I mixed it's and he's like it's nobodys business going to rewrite that right now. Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 27, 2010, 08:42:47 pm Kosaloo, are you allright? I think you really need to step away westward, as I don't want to hirt our mechanical friend and even less so to be hirt by him. I'll use my last sticky grenade, hopefully till Drmnmraxas will be able to release himself, the posession will wear off... In addition, I want to torch that black smoke, I don't like the looks of it, so while Spook moves off (hopefully) I'll fire another plasma charge towards the smoke, then step north. If and when Arilou moves, I'll throw the sticky grenade north to the M-bot. I think I'll use the grenade regardless, we'll just will have to release the spook from the goo...
Later, when we're done with current situation, I want to go back to the brig and replace my slayer with the unused one. Title: Re: SC BEL: Mission 2 Post by: Zieman on May 27, 2010, 09:06:19 pm Sounds like a plan Sonny.
Title: Re: SC BEL: Mission 2 Post by: Draxas on May 28, 2010, 12:50:42 am I am unhappy. :( I'll do my best to hope the GM doesn't use me to kill you guys, though if the sticky grenade plan doesn't work, your best bet is to get as close as you can since I can't use my best weapon.
I want to know who's responsible for this. I don't like this effect. >:( Title: Re: SC BEL: Mission 2 Post by: Zieman on May 28, 2010, 10:06:48 am Sounds like a plan Sonny. Make that just W.Further actions to be decided when we see if the Slime Grenade works. BTW, do I get XP for killing the possessed Marine? Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 28, 2010, 08:39:28 pm Hatred is an ugly feeling. As it recedes, Sonny is relieved. The pangs of anger and fury inside subside and she once again finds herself with a clear head. A clear head and a plan of action. Before her metal friend can act, she lobs a slime grenade his way as she raises her Slayer and fires at the black smoke. The grenade detonates right over her metal ally, encasing him in a thick layer of slime. Koosaloo is close enough to get caught in the splatter, but that's a small sacrifice. The Arilou doesn't look like it's about to start killing people anyway.
The plasma passes harmlessly through the smoke embedding itself in the wall behind it. But perhaps the energy transfer is large enough. Or perhaps the smoke was going to dissipate anyway, one last memory of the evil that was present. Now that it is gone, it is as if a veil has been removed. There are no marines lying on the floor. There never were. Two small Ilwrath males lie squashed on the floor, their spider bodies motionless. They are pitch black, and even in death they look wrong. But if the Warriors were never there, how could they have fired upon them? Belatedly, Sonny realises that the pain from her latest wound is gone. Looking down, she realises that it was never there. It was all in her mind. In all their minds. Things such as these have not been encountered by the Alliance before. Clearly they are some sort of special Ilwrath troops, able to blend in and use their deaths to their advantage. Sonny shudders, her mind still feels unclean tainted somehow. She fears no enemy, but she dearly hopes she will not encounter creatures such as these again. Map: (http://i45.tinypic.com/29nv5ns.png) OOC: Well played by Alvarin there! Draxas is stuck until he becomes normal, so you guys can start discussing what to do next instead. Also Zieman, pick an upgrade! Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 28, 2010, 08:52:03 pm @Luki - Arilou shouldn't be stuck - he did move west and should be out of range. In addition, Shofixti's location should have revealed some of the territory. If it is our "free movement time" I want to take a look at the Ilwrath corpses.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 28, 2010, 09:00:07 pm @Luki - Arilou shouldn't be stuck - he did move west and should be out of range. Whoops yeah I read that as E instead of W for some reason. Doesn't matter much since you're now out of combat and they can bothe break free together though. Also, you'll see new territory when someone goes past the corner. Title: Re: SC BEL: Mission 2 Post by: Zieman on May 28, 2010, 09:18:48 pm The "Mean Lean Fighting Machine" Arilou takes an aggressive upgrade this time.
And while at it, it loots the Vux Ensign corpse too. Title: Re: SC BEL: Mission 2 Post by: Angelfish on May 28, 2010, 09:58:14 pm Why is the admiral being so idle? We're getting steamrolled!
Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 29, 2010, 08:06:10 pm Caught inside the slimy substance, the metal menace struggles to get free, it's weapons twitching as they seek to target former allies. Eventually, something seems to change. Perhaps a subroutine designed to repel foreign programming has kicked in. Or perhaps the soul of this brave warrior has managed to cast off the yoke placed upon it by a cruel master. Either way, the machine mind slowly reverts to it former self, destroying that within that is wrong and foreign, something that does not happen without a sacrifice. Once more, a cold calculating computer mind holds sway in the metal body, recognizing friends for what they are. Can machines feel shame? It would at least seem that this one does, though there is nothing to blame it for.
Shaken by the encounter our heroes begin to free both of those trapped within the slime. Koosaloo is thrilled to be released, and almost pleased at the imprisonment. The experiences so far has given it some new insights into how the power of it's mind can be utilised, and it now possesses the ability to jinx (http://forum.uqm.stack.nl/index.php?topic=4377.msg63461#msg63461) and enemy weapon. Our troop moves cautiously through the room, none quite ready to trust themselves yet. Sonny steps forward to examine the Ilwrath spawn. While they appear pitch black from afar, that is not the case. their bodies are riddles with scars. The scars do not seem to be random, but rather form symbols of some sort. While Sonny isn't experienced in the Ilwrath's native language, she recognizes the marks for both "Dogar" and "Kazon". Holy names to the Ilwrath, few would be honoured enough to be allowed to wear those names. These creatures carry no weapons at all, but then again, why would they need to? Their very minds appear to be their weapon. Ilwrath males are traditionally subservient to the females, functioning only in lesser roles aboard their ships. The Alliance will be most interested to hear of this. For now, she decides to think of them as "Wraiths (http://forum.uqm.stack.nl/index.php?topic=4377.msg63462#msg63462)". While she does so, Koosaloo loots the fallen Ensign only to discover a Defense Laser and a baton, very much the standard weaponry. Wajangtoey is not pleased. "Why does the esteemed Chenjesu Admiral not assist us in combat" he enquires in a very formal and disappointed. "Surely it would be in the honoured Admirals best interest to assist us in our task of getting him out alive?" The Admiral is still for a while, and then speaks in that strange modulating frequency that he appears to employ when emotional; "The cold matter of the fact is that you do better without me. I'm slow, and my innate abilities can only do a little damage at very close range. You are the warriors here. I'm the tactician. Bring me to the bridge and I will work with out metal friend here to save all our lives. until then, I will stay behind and let you do what you do best. Map: (http://i46.tinypic.com/15xl1ld.png) OOC: Okay, so get ready to rumble once more fellas! A few interesting things. Next round that starts is 24. If you're inside the command centre when round Oh, and Draxas loses 2 HP from the curse. Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 29, 2010, 11:45:35 pm @Luki - why 25? wasn't it supposed to be 30?
Sonny rushes to the detainment facilities and quickly exchanges her slightly used Slayer with the fully charged one. The next room, according to the map is 3 squares long by two. almost precisely fit for the slayer's twin discharge. If Arilou could open the door and step sideways, if enemies present I'll discharge once, move sideways, discharge again. It should take care of most enemies. For this to work Arilou needs to stand next to the door from either side, me at the other side of the door and the rest of team behind us. About venting the air, we haven't met with the cross-dressing VUX yet, I wouldn't want to suffocate him, so when we take the bridge, before venting we might want to consider finalizing death route manually. Title: Re: SC BEL: Mission 2 Post by: Zieman on May 30, 2010, 12:45:08 am Spook changes the ranged weapon to Rockhurler.
And then it stands by the door, ready to open it and to step aside if needed. OOC: Maybe Wajangtoey & M-Bot should heal themselves with their Medi-&Repairkits before we open the door. Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 30, 2010, 09:00:37 pm Other players, agree disagree?
Title: Re: SC BEL: Mission 2 Post by: Angelfish on May 31, 2010, 08:14:22 am yeah use anything available to heal. and loot those spider things ;)
Title: Re: SC BEL: Mission 2 Post by: Lukipela on May 31, 2010, 08:58:39 pm yeah use anything available to heal. and loot those spider things ;) Okay, I just need Draxas to sign off and then off we go! Title: Re: SC BEL: Mission 2 Post by: Alvarin on May 31, 2010, 09:46:08 pm One more thing - If there are more wraith in the passage and I become possessed, do whatever you need to do, because my Slayer could roast you as easy as them...
Title: Re: SC BEL: Mission 2 Post by: Zieman on May 31, 2010, 10:34:43 pm Do we have more Slime Grenades left?
HEY! An idea! Spook gives the book to Sonny. Here, clever child, have this talisman to protect you from extreme anger and fear. Title: Re: SC BEL: Mission 2 Post by: Angelfish on June 01, 2010, 11:36:43 am Oh and put another table in front of that alarm :').
OOC: Having tables on starships, always seems a little strange :D. Title: Re: SC BEL: Mission 2 Post by: Alvarin on June 01, 2010, 12:23:30 pm Good idea, just need to leave enough room for Arilou to sidestep.
OOC - Why strange? It's a workspace. You can't have repairs while seated on the floor with screws scattered... Title: Re: SC BEL: Mission 2 Post by: Angelfish on June 01, 2010, 01:29:55 pm OOC: Well you'd expect some workbenches bolted to the walls and floors because of the movement of the starship, not freely moveable ;)
Title: Re: SC BEL: Mission 2 Post by: Draxas on June 01, 2010, 06:32:33 pm I'm going to repair myself with the kit, yes. And until we find our contact, let's not vent the air; it may result in additional combat, but once we secure the bridge, it shouldn't matter much anyway.
I'm going to stand back as far as I can from the door in any unoccupied space, so I have a line of fire into the room. Also, be wary when firing that Slayer; we don't want to kill the enemy commander, just incapacitate him. Everyone who has them, should switch their melee weapons to power batons right now, even. Title: Re: SC BEL: Mission 2 Post by: Angelfish on June 01, 2010, 08:05:03 pm I'd rather tear things apart with my claws of fury first, and switch to the power baton in combat when I hack apart the commander :).
Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 01, 2010, 08:48:18 pm Diba daba duba I became an uncle yesterday so kinda messy right now but update tomorrow promise guys.
Title: Re: SC BEL: Mission 2 Post by: Alvarin on June 01, 2010, 09:04:50 pm Congratulations!!
Title: Re: SC BEL: Mission 2 Post by: Draxas on June 01, 2010, 09:39:05 pm Congrats, Luki!
Title: Re: SC BEL: Mission 2 Post by: Angelfish on June 01, 2010, 10:19:05 pm diba daba duba congratulations ;)
Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 02, 2010, 09:47:51 pm Sonny smiles as Koosaloo hands her the book. She isn't sure how an old ragged thing like this can protect against such hatred, but apparently it does. As she pockets it she feels warm and fuzzy for a moment. The Arilou smiles with delight, apaprently spotting something beyond her sight. But the time for such reminiscence is over. Before preparing the final assault, the team hauls the table so that it is in the way of the alarm. Wajangtoey grunts under the heavy load, but he still has reason to be thankful. Without the tools they discovered in that first cabinet it would be much harder to undo the bolts that screw these tables tightly to the floor. It was quite lucky that they fond those tools so early he reflects, or they might not have been able to block the alarms as they went. That's not the only thing to be thankful for though. Wajangtoey is quite pleased to have a Medikit as wel, it's sooting balms and drugs soothing his battered marsupial body.
As drugs course through Wajangtoey's body and their mechanical companion applies it's repair kit, Sonny makes a quick run for the prison room and picks up the second Slayer. the technology is foreign enough to prevent her from unloading and reloading, but a full clip is always better. The others set up in front of the large doors, rumbling somewhat at the delay. The grumbling is quickly silenced as she also brings back two slime grenades and two hologrpahic grenades from the corpses littering the hallways, ensuring that they have one grenade each. they might not be able to do damage, but hopefuly they'll buy them some time if push comes to shove. They assemble in front of the doors and open them. the doors slide back to reveal... nothing. And empty corridor lies ahead, ending in a second set of doors. Even through the steel, Wajangtoey can make out voices from behind them. "Excellent!", the admiral chimes with a pleased voice, "the guards normally posted here must be on their lunch break! It's easy sailing to the bridge now! Let's move out, we have no time to lose!" Map: (http://i46.tinypic.com/zwlz6b.png) OOC: Wajangteoy and Sonny get slime grenade, the others Holo grenades. Sure looks like the endgame coming up eh? For melee weapons, it's enough to state what weapon you attack with, if you don't say anything I'll assume the one you've got equipped. For ranged, switching costs 1 AP. Also, it's the second time I've become an uncle, but still just as exciting! Title: Re: SC BEL: Mission 2 Post by: Angelfish on June 02, 2010, 10:13:49 pm Good. Let's position up to the next door. I'd like to be in front to engage in melee with whatever's waiting as quickly as possible.
Admiral, please remain behind us but close in th corridor so you can jump in when needed. You have enough HP to survive some hits, and yes you will probably get hurt. I gues Koose should open the door. Bring it. Oh, and remember, standard boss strategy. Bring down the adds first before bringing down the big guy. Tanking strat will be decided as soon as we see what's inside. Title: Re: SC BEL: Mission 2 Post by: Alvarin on June 02, 2010, 10:14:42 pm Before wee carry on, I think some reconnaissance is in order. Our Arilou could restore and use the Radar ability, so we could prepare somewhat better.
Title: Re: SC BEL: Mission 2 Post by: Zieman on June 02, 2010, 11:31:55 pm Before wee carry on, I think some reconnaissance is in order. Our Arilou could restore and use the Radar ability, so we could prepare somewhat better. I think this is a good idea.SO: use Pretty Bauble to restore Psychic Radar drop resulting Ugly Bauble stand in front of the closed door (same position as when opening this door) Psychic Radar Further actions discussed and decided before opening the door. OOC: Cool news Luki, grats to newborn's parents :) ! Title: Re: SC BEL: Mission 2 Post by: Draxas on June 03, 2010, 01:42:22 am Anyone with an open inventory slot can take my grenade, since I can't use it. Otherwise, ready to proceed.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 03, 2010, 08:27:44 pm Koosaloo gazes deep into the pretty bauble, and lets the beauty of the world reinvigorate tired limbs as well as a worn mind. As the bauble becomes dull and boring, Koosaloo uses the new found energy to once more expand its mind, sending it through the metal doors ahead. As before, it envelops allies first and eventually touches others. There are enemies beyond this door. Koosaloo spots three enemy minds before reaching the limit of dissipation and once again condensing it's magnificent mind into the tiny body it currently occupies.
Map: (http://i50.tinypic.com/2j4y5n9.png) OOC: Okay guys, let me know. Title: Re: SC BEL: Mission 2 Post by: Alvarin on June 03, 2010, 09:35:25 pm Well, As the Bonecrusher is not subtle enough to stun, do we have extra power batons anywhere?
In addition *turns to Koose* Here's the book. I think you'll need it inside, as this is the spot to use your mighty psionics, like the heavy damage, multiple targets flash, or the potent punch. Heh, might also use the super speed-up, it's awesome. Title: Re: SC BEL: Mission 2 Post by: Zieman on June 03, 2010, 10:47:40 pm Thanks. (book)
So, I just open the door... OOC: How far can the spook throw a grenade? Can grenades be tossed diagonally? Title: Re: SC BEL: Mission 2 Post by: Alvarin on June 03, 2010, 11:26:35 pm OOC - regular 3 squares, holo or slime 4 squares. No diagonals.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on June 04, 2010, 10:10:02 am why am I not in front, as requested?
Title: Re: SC BEL: Mission 2 Post by: Zieman on June 04, 2010, 02:36:16 pm OOC:
I'll be out of town from now to sunday evening, so I won't be posting Arilou's moves until then. Title: Re: SC BEL: Mission 2 Post by: Alvarin on June 04, 2010, 04:43:43 pm OOC - About same here. I will be absent totally from sunday to wednsday.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on June 04, 2010, 06:07:56 pm OOC - I'll prolly be here from time to time but be too drunk to post ;).
Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 04, 2010, 06:56:36 pm Okay guys, weekend break then.. Tomorrow I'll be gone all day anyhow and I need to write out the big reveal properly. So we open the doors on Sunday evening. I'll switch out Sonny and Wajangtoey position wise, and transfer the book. There are enough Power batons that everyone can have one.
Is there anything else you want to do before proceeding? If I don't see any posts here, I'll move onwards on Sunday evening. Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 06, 2010, 07:06:41 pm As Koosaloo is once more given the book Wajangtoey pushes past Sonny, determined to make a glorious rush towards the enemies as soon as the doors open. As they glide aside, even the eager Shofixti feels a bit worried.
The bridge is filled with VUX. Ensigns and Marines crowd it, moving back and forth between large control stations that detail the progress of the refuelling. It seems it will soon be complete, but isn't yet. If you can take the ship quickly, you may be able to sail this baby home without the Hierarchy ever knowing! An Ensign glances your way and slams a button as his eyes widen. Sirens begin blaring, red lights start flashing and far off you can hear the sound of heavy boots heading in your direction. Oh well, it was probably never going to be that easy. "Hurry!", the Admiral chimes in, "We need to get to those control stations! We need to shut down the alerts and lock down the bridge before we get overrun!". SubCommander ZEK (http://forum.uqm.stack.nl/index.php?topic=4377.msg63575#msg63575) swishes around in a flamboyant fashion and laughs in a hearty manner. "Welcome Admiral! I know the brig is quite dreary, but I am honestly shocked that you found it tedious enough to arrange for a private excursions such as this! Where are your manners I wonder? Still, once you've been escorted back I'll ensure you have some reading material for the rest of your journey!" The troops around the admiral look at him with adoring eyes and then turn towards you, their muscles taut and their faces grim. They seem much more... determined than the VUX you've faced so far. This is going to be a tough battle. Map: (http://i50.tinypic.com/2v94tq0.png) OOC: Okay, so now we're into the last part of this all out battle and you guys are going to need to be coordinated and sharp to win. There are a few special rules and issues to keep in mind. Let's start with the good ones, shall we! Travelling Circus You've managed to gain access to the bridge before the ship was fuelled and thus have a good chance of getting away before other hierarchy troops arrive. Everyone gets 10 XP. that means everyone bar Sonny gets a further level boost and thus has full health and gets to pick an upgrade. Control stations The Control stations are vital to ship functionality. Because of this, neither the enemy or you will risk destroying them in battle. You can consider them walls when it comes to ranged weapons, except for grenades as psychic powers. Now the bad news. Bridge under attack The bridge alert has been sounded and everyone on board is heading there. As long as you don't manage to lock down the doors, every third turn 1-3 Spathi troopers will spawn from the northern door. Every fifth turn 1-2 Ilwrath Warriors will spawn at the south door. Every ninth turn 2-4 Ensigns will spawn at a randomly selected door. This will continue until lockdown. Lockdown Once you've managed to place the Admiral at one control panel and the M:bot at another (the two lower panels are okay) so that they both have 1 AP to spare you can initiate lockdown. This will lock the bridge doors down and vent atmosphere from the ship, ensuring that you have no more enemies rushing to take back the bridge. Admiral ZEK This is a charismatic fellow whose troops will die for him. Anyone within a 5*5 square centered on this fine fellow gains 1 attack dice regardless of weapon used. There's a flip side to this. If ZEK is killed, morale will plummet and all enemy troops will lose all AP during the two next turns. If ZEK is merely rendered unconscious they will lose 1 AP for the two next turns. ZEK can be rendered unconscious by receiving two stunning blows in the same round. Once down, he will not get back up during this battle. Title: Re: SC BEL: Mission 2 Post by: Zieman on June 06, 2010, 11:34:23 pm Arilou picks general upgrade.
OOC: Can we see the floor grid here too, please? Use of the remaining AP decided tuesday night (I have to travel again because of work, and will be without internet access from monday morning to tuesday night). Title: Re: SC BEL: Mission 2 Post by: Angelfish on June 07, 2010, 12:53:41 pm I would like a defensive upgrade :)
OOC: Great dialogue on ZEK, spot on for a VUX :D. My move will follow later :P Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 07, 2010, 04:16:17 pm OOC: Can we see the floor grid here too, please? Use of the remaining AP decided tuesday night (I have to travel again because of work, and will be without internet access from monday morning to tuesday night). I'll work on the grid for tuesday and Alvarin won't be back before Thrusday so I'm guessing not much will happen before then anyhow. Title: Re: SC BEL: Mission 2 Post by: Draxas on June 07, 2010, 05:37:01 pm I'll take another offensive upgrade.
I'll try to get the lay of the map before things start moving again. Maybe someday I'll get my PC back in action. :( Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 07, 2010, 05:39:19 pm I'll take another offensive upgrade. I'll try to get the lay of the map before things start moving again. Maybe someday I'll get my PC back in action. :( How about I post it on the SCDB? Can you access the SCDB? We have the ability to host our own images there. Title: Re: SC BEL: Mission 2 Post by: Draxas on June 07, 2010, 05:56:39 pm That would be perfect. It's only a problem with imagedump sites being blocked at work, so that should eliminate the issue entirely.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 07, 2010, 06:02:15 pm That would be perfect. It's only a problem with imagedump sites being blocked at work, so that should eliminate the issue entirely. Done. (http://www.star-control.com/community/viewtopic.php?f=10&t=174) Title: Re: SC BEL: Mission 2 Post by: Angelfish on June 07, 2010, 06:08:27 pm Draxas, does this picture work for you?
(http://www.plaatjesupload.nl/bekijk/2010/06/07/1275917435-340.png) Title: Re: SC BEL: Mission 2 Post by: Draxas on June 07, 2010, 07:12:37 pm No it doesn't. Luki's link is working, though, so no worries.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 08, 2010, 08:06:11 pm As our heroes steel themselves for battle, they realize that the battle so far has given them valuable skills that they are now fully able to draw upon. Kosaloo feels stronger, his weak legs having developed from all the running around. Wajangtoey realizes that slashing your enemies is not everything, sometimes it helps to not get hit as well. And the metal menace. Well, it coldly calculates that to be able to cause further mayhem may be of use and a system that has been under development now comes online. It is time to reap the fruits of labour, and kill some VUX!
Map: (http://i46.tinypic.com/1zmpnxc.png) OOC: Okay, so the Arilou picks a general upgrade and gains +1 MOV. Wajangtoey hits the defensive side and now knows how to dodge (http://forum.uqm.stack.nl/index.php?topic=4377.msg63609#msg63609). Draxas gains a tracking module (http://forum.uqm.stack.nl/index.php?topic=4377.msg63610#msg63610)! Draxas, the map is the same but you have full health and adjusted XP. Title: Re: SC BEL: Mission 2 Post by: Angelfish on June 09, 2010, 01:18:05 pm hmm, if we don't kill the wraiths the consoles will be inaccessible, but if we do kill them they might turn us against eachother.
I think the m:bot and chenjesu should handle them and accept the turning, while the rest of the party stays out of the way and attacks the real vuxes? Title: Re: SC BEL: Mission 2 Post by: Draxas on June 09, 2010, 04:26:00 pm Wraiths should be killed by whoever has the talismans of goodwill so they're not turned at all. Those are the book for sure, and probably the photos we've been picking up.
Depending on how Wajang moves, I think one newly upgraded rocket to the commander's face should shred him fairly well, and make it easier for someone with a power baton to take him out. I'm not in a position to do much else this round, and I'd also rather not fire through anyone if I can avoid it. Title: Re: SC BEL: Mission 2 Post by: Alvarin on June 09, 2010, 09:02:56 pm Hello all, I'm back!
I think Arilou should apply "fleet feet" and run in between VUX at the left console, then use the "flash". Meanwile I will advance 3 steps and fry the right console operator. Waja should have one more sticky, I think, so that is probably good to use on ZEK and the marine, once arrive close enough. M-Bot and Admiral should take positions at the consoles ASAP, I think firing can wait. Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 09, 2010, 09:03:52 pm The guys with red circles are the ones spotted by radar, not Wraiths in case you were confused. Also I see Alvarin is back so I hope you lads will get a move on shortly. This weekend my girlfriends parents will be visiting so I can't exactly sit glued to the laptop all the time.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on June 09, 2010, 09:49:35 pm in that case....
N N N E E and slap that one to death! Title: Re: SC BEL: Mission 2 Post by: Zieman on June 10, 2010, 01:56:35 pm After opening the door, can I move and fire or use power ( 1 AP left and if I understood the v1.1 explanation right, only half MOV posible)? If so, how many squares?
Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 10, 2010, 07:11:03 pm Eager to strike first, Wajangtoey rushes the closest Ensign and punches him hard. The Ensign keels over and collapses on the floor with a thud. Wajangtoey can't resist grinning and yelling to his comrades.
"Come on, they are ripe for the picking! If you don't hurry up there won't be any left for you!" Map: (http://i46.tinypic.com/f2smtw.png) Draxas Map (http://www.star-control.com/community/viewtopic.php?f=10&t=174&p=2814#p2814) OOC: Wajangtoey scores one bullseye and two regular hits. Ensign fails both parries and is stone dead. You guys are off to a good start. Zieman, you now have 4 MOV. That'd mean you used up 1 AP/2 MOV when opening the door and now have 1 AP/2 MOV left, enough to either perform an action or move one step and then perform an action. i'm going to have to reform the uneven MOV concept after this, it's clearly a bit too ambiguous. Also from your discussions, keep in mind that the power Baton does both actual damage and has a chance to stun. You can potentially beat the subcommander to death with it before you manage to stun him. Title: Re: SC BEL: Mission 2 Post by: Draxas on June 10, 2010, 07:14:48 pm Also from your discussions, keep in mind that the power Baton does both actual damage and has a chance to stun. You can potentially beat the subcommander to death with it before you manage to stun him. Mrrh, that's not how I thought it worked. Better slime him and deal with him later, then. I'll head N N N W. Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 10, 2010, 07:25:14 pm Noted. anyone else want to move at the same time?
Title: Re: SC BEL: Mission 2 Post by: Alvarin on June 10, 2010, 07:27:22 pm Sonny takes a moment to shout "hotshot!" then rushes in and hurls a slime grenade aimed at the corner of a console, in hopes of encasing both ZEK and unnamed marine.
N N N slime(N) Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 10, 2010, 09:01:29 pm As the metal menace glides into the room, Sonny charges and hurls a slime grenade. It detonates over the central control, trapping both ZEK and a Marine in it's slimy embrace. They struggle in vain and the subcommander no longer looks amused. Now he looks annoyed. You have a feeling that once he gets loose, he will have a few choice words for you.
Map (http://i46.tinypic.com/2ika1e0.png) Draxas link OOC: Onwards we go? Zieman left. Also, Grid. Just in time for the last room (or is it?). Title: Re: SC BEL: Mission 2 Post by: Zieman on June 10, 2010, 09:18:18 pm N
Weapon jinx the closer Vux Marine (AutoLaser) Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 11, 2010, 05:50:54 pm The ensuing battle goes well for our heroes. Koosaloos powerful telepathic jinx causes the nearest VUX marine to shoot himself in the foot. His slimy flesh fizzles in a most pleasing way as the bolt almost severs his foot. Hopping around on the other foot and cursing he begins to feverently adjust his Autolaser, hoping for the chance of another shot. Possibly spooked by this unprecedented weapons failure, the VUX ensign who attempts to fire at the metal meance misses every shot. Even a cold cool machine such as this can't help but be amused by such incredibly lousy marksmanship.
Not all that happens favours our heroes though. At the far side of the room the encased VUX Marine is freed by an Ensign, adding another combatant to the mix. Two other Ensigns are moving towards you with murder in their eyes. Map: (http://i47.tinypic.com/30c22xw.png) Draxas map (http://www.star-control.com/community/viewtopic.php?f=10&t=174&p=2854#p2854) OOC: VUX Marine moves 1 E and fires, weapon malfunctions. It hits him for 1 HP, bringing him down to 3 HP. He spends his second AP repairing it. Green Console VUX Ensign moves 1 N and fires his weapon twice at Draxas. Doesn't score a single hit. Not a combat VUX apparently. Eastern VUX moves to encased marine and attempts to tear him free. This is a success. The two VUX to the northwest move downwards to join the battle. The Admiral moves as far as he can (Can't walk through Koosaloo on account of being a big fat unit). You are on your second turn. After that you have one more turn before 1-3 Spathis will spawn and attack. This was our 60th map. Good going! Title: Re: SC BEL: Mission 2 Post by: Angelfish on June 11, 2010, 06:03:41 pm Admiral, i've cleared this console for you. Now start your work!
Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 11, 2010, 06:12:52 pm Admiral, i've cleared this console for you. Now start your work! He can't until kosaloo gets out of the way. he needs to stand right by it. Title: Re: SC BEL: Mission 2 Post by: Zieman on June 11, 2010, 08:47:28 pm GAME: N, N, W, W (1st AP) N, Psychic flash (2nd AP) That should take care of one Ensign & one Marine ARGH! Not like this. *Think again, hmmm....* Title: Re: SC BEL: Mission 2 Post by: Zieman on June 11, 2010, 08:57:19 pm N, Fire N
Fleet Feet Title: Re: SC BEL: Mission 2 Post by: Draxas on June 12, 2010, 12:50:07 am Fire once at the VUX to my left, and then evaluate the result.
Title: Re: SC BEL: Mission 2 Post by: Alvarin on June 12, 2010, 02:55:56 am Koose - the two western ensigns might be wraiths, just look at their hatred! I think you'll be the most suitable for the job of their destruction.
Meanwhile I'll try to take care of eastern boys... With a little stop on the way. N N slayer(W) OOC - And Zieman, with the fleet feet you have three more moves right away you can use this turn. (Luki, correct me if I'm wrong) Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 12, 2010, 03:34:02 pm The tumult continues. Koosaloo steps into the room, spraying metal stones over the metal menace and the Ensign beyond. They bounce harmlessly off the targets. But perhaps they distract the ensign enough, or considering how poorly he fired his weapon maybe he is just incompetent. In either case, the Ensign makes no attempt to dodge the rounds fired by the cold calculating machine and is torn apart in a most brutal fashion. Sonny steps forward and unloads a plasma chage, but her aim is off and the Marine easily dodges her fire.
Map: (http://i46.tinypic.com/2chbbra.png) Draxas map (http://www.star-control.com/community/viewtopic.php?f=10&t=174&p=2875#p2875) OOC: Ziemans shot did no damage I'm afraid, but the end of his move is a bit unclear and needs further details. Draxas scores a bullseye and a hit. Ensign fails parries and dies. Man, you guys are tearing them up in here. Sonny scores a single hit on the VUX Marine, which it parries on its first attempt. So that Marine is at 3 HP and 1 parry left thsi turn. she misses the Ensign. N, Fire N Fleet Feet Okay, let's go through this. You have 4 MOv / 2 AP. 1 AP is half of your MOV's, so 2 MOV. You move North once, you now have 3 MOV / 2AP. You fire your weapon, consuming 1 AP (2 MOV) leaving you with 1 MOV / 1 AP If you move North again, your last AP is consumed. Alternatively you can cast fleet feet at this stage, consumiing your last AP. If you choose to use fleet feet, you now have three more MOV for this turn. These can only be used for moving, they don't grant further AP's. So you can move three more paces if you want. During the enxt two turns you will still have 4 MOV / 2 AP but you will have 3 extra MOV for moving around. I'll count those first, so it's only after your three first movs that you start losing your "real" MOV's. So Zieman and Angelfish left. Oh, and Draxas has an AP as well. Title: Re: SC BEL: Mission 2 Post by: Zieman on June 12, 2010, 06:06:22 pm Ah, I wasn't clear enough.
This is what I meant: - move north 1 step (2 AP or 3 MOV left) - fire north (1 AP left) - Fleet Feet (turn finished) Title: Re: SC BEL: Mission 2 Post by: Angelfish on June 13, 2010, 05:54:57 pm W W W W and turn north to whack the marine that's there :)
Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 13, 2010, 10:13:52 pm Next update on Tuesday or Wednesday guys.
Title: Re: SC BEL: Mission 2 Post by: Draxas on June 14, 2010, 04:05:28 pm I'll finish up the turn by heading W W.
Title: Re: SC BEL: Mission 2 Post by: Zieman on June 14, 2010, 09:41:14 pm Ok, I'll use some of th eFleet Feet-gained extra MOV:
move E, N -bad boys' turn Title: Re: SC BEL: Mission 2 Post by: Alvarin on June 14, 2010, 11:34:35 pm You're blocking Admiral's progress this way.
Title: Re: SC BEL: Mission 2 Post by: Zieman on June 15, 2010, 01:54:27 pm No, I'm not.
Title: Re: SC BEL: Mission 2 Post by: Alvarin on June 15, 2010, 01:59:01 pm Right, There's the part before fleet feet too, I forgot. But now it appears you'll end up on Sonny's square.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on June 15, 2010, 03:06:40 pm Right, There's the part before fleet feet too, I forgot. But now it appears you'll end up on Sonny's square. Oh dear it appears you're on top of eachother. NOW IS NOT THE TIME FOR GRATUITOUS ALIEN SEX SCENES! Title: Re: SC BEL: Mission 2 Post by: Zieman on June 15, 2010, 04:33:20 pm This part has already been executed.
- move north 1 step (2 AP or 3 MOV left) The map shows our positions after doing this.- fire north (1 AP left) - Fleet Feet Now happens: Ok, I'll use some of th eFleet Feet-gained extra MOV: Which means that the Arilou will end the square just south of Sonny. (one step East, one step North).move E, N Come on guys, I may write (and while roleplaying, like here now as the Arilou Spook, do and/or suggest) something wacky every now and then. but I'm not a complete idiot. :P Title: Re: SC BEL: Mission 2 Post by: Alvarin on June 15, 2010, 06:52:09 pm But then if you're one step south of Sonny, the Admiral can't get to the console.
Title: Re: SC BEL: Mission 2 Post by: Zieman on June 15, 2010, 07:20:17 pm Admiral's MOV is 2 -he couldn't get there this turn anyway.
Don't worry, I'll move again next turn :). Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 16, 2010, 08:57:18 pm The battle continues unabated. Wajangteoy manage to land a hit on his adversary, both wounding and stunning the Marine. As the marine swiftly retaliates he is joined by an Ensign, their clubs returning the favour. The other Marine opens fire at Sonny, his weapon burning her arm and inflicting some minor damage.
Map: (http://i48.tinypic.com/w7ojsn.png) Draxas map (http://www.star-control.com/community/viewtopic.php?f=10&t=174&p=2939#p2939) OOC Wajangtoey scores one bullseye and a hit that is transformed into a stun. So Marine is now at 2 HP and only has 1 AP for his turn. VUX Marine and Ensign both hit Wajangtoey with clubs, scoring a single hit that he fails to parry. Doesn't stun him though. Other Marine fires Autolaser, scores one hit, and Sonny fails her parries and loses 1 HP. this is now your last turn before the Spathi reinforcements appear. Also last week was pretty busy and I'm going away tomorrow evening but I'll aim for one update a day (possible exception tomorrow) until mid next week. By then I hope we will be close to the end of this. you're certainly doing well so far. So do me a favour and stick with me eh? Title: Re: SC BEL: Mission 2 Post by: Alvarin on June 16, 2010, 09:30:03 pm Sonny discharges the slayer west once, then advances one step north and fires again aiming at northern marine.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on June 16, 2010, 09:35:24 pm use 1 AP to whack the marine to my north again :).
Title: Re: SC BEL: Mission 2 Post by: Alvarin on June 16, 2010, 09:38:01 pm I hope he will be dead before that, wait a bit maybe? You should dispatch of ensigns, I believe they are wraiths and you have loved photos, that should protect you. I hope.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on June 16, 2010, 09:41:30 pm well, if he's dead there's nothing to whack now is there ;)
Title: Re: SC BEL: Mission 2 Post by: Zieman on June 16, 2010, 09:51:11 pm WAIT a second fellows!
Why always so hasty, without thinking/planning things together? I could Flash that Marine and the Ensignt north of console dead, Wajangtoey could then concentrate on the other Ensign and Sonny on northern foes. How does this sound? Title: Re: SC BEL: Mission 2 Post by: Alvarin on June 16, 2010, 09:53:32 pm I kind of thought you with the fleet feet could reach ZEK and stun him twice. And for haste - we're fighters, no?
In addition, you'd harm Waja, or if he moves out of combat before your attack he'll get attacked freely by both ensign and marine... Title: Re: SC BEL: Mission 2 Post by: Zieman on June 16, 2010, 09:57:19 pm And for haste - we're fighters, no? :)Oh yes. :) I coud swing the Power Baton twice next turn. Title: Re: SC BEL: Mission 2 Post by: Zieman on June 16, 2010, 10:10:27 pm In addition, you'd harm Waja, No I wouldn't.Quote Ensign north of console and Marine, NOT the southern Ensign.Quote Wajangtoey could then concentrate on the other Ensign -the Southern Ensign.Other courses of action of course possible, I just wanted a bit discussion before action. Title: Re: SC BEL: Mission 2 Post by: Alvarin on June 16, 2010, 10:22:17 pm Meh, I'm OK with that, though you'll get free attack from marine while passing him.
In that case I'll step once north and fry northern marine twice. Title: Re: SC BEL: Mission 2 Post by: Angelfish on June 16, 2010, 10:50:50 pm Sure, flash them. But remember that it'll give a free opportunity attack to the marine. Didn't realize you had any of your moves left.
And I'm not really keen on discussing things, especially when facing 2 enemies in melee. This is a battle, not a board meeting!!! I'll whack the ensign to my west then.. Title: Re: SC BEL: Mission 2 Post by: Zieman on June 16, 2010, 11:37:46 pm Ach.
I thought the Marine wouldn't get a strike, since I'll be still adjacent to it... plan A: - move N, N, W (=Fleet Feet movement) - move W, W (= 1st AP used) - Psychic flash (= 2nd AP used) plan B: - move N, N, W (=Fleet Feet movement) - move W, Psychic flash (= 1st AP used) - decide 2nd AP later OOC: here again the Rules need clarification - is movement from straight adjacent to diagonally adjacent considered "moving out of melee range" ? IMHO not, keyword here "adjacent", even if special weaponry is needed (like Ilwrath Bonecrusher) to melee diagonally. If the ruling is "Marine gets free strike with its Power baton" then my action is plan B, if the ruling is "Marine still in melee range, no free strikes" then my action is plan A. Title: Re: SC BEL: Mission 2 Post by: Draxas on June 17, 2010, 01:10:38 am OOC: here again the Rules need clarification - is movement from straight adjacent to diagonally adjacent considered "moving out of melee range" ? IMHO not, keyword here "adjacent", even if special weaponry is needed (like Ilwrath Bonecrusher) to melee diagonally. If the ruling is "Marine gets free strike with its Power baton" then my action is plan B, if the ruling is "Marine still in melee range, no free strikes" then my action is plan A. He would indeed get the free strikes. If he were armed with a Boncrusher, it would be even worse; he would get 2 free strikes since digonals are also melee range. The wording should really state that attempting to move away from a melee-range square will get your opponent a free strike, no matter where you're headed. Of course, don't take my word for it, wait for Luki to make it official. I'll withhold my moves for now, since if you guys want to kill off everything I'd have a shot at, I'd be better off just heading for the console. Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 18, 2010, 07:41:20 pm OOC:
Sonnys first shot scores two hits. Marine manages to parry one and is thus at 3 HP. Sonny's second shot scores one bullseye, bringing the HP down to 1. Wajangtoey scores a bullseye and brings his marine down to 1 HP. Then Koosaloo moves up and... flashes Sony and the Marine for 3 HP? Are you guys sure about this? Quote Psychic flash An omnidirectional blast that will wound even the strongest of foes. Anyone in a adjacent square takes a automatic 3 HP hit. Beware of injuring allies! Since Sonny moved 1 N, she's right by you Also Draxas is right about the hit rule. Continue or retry? Title: Re: SC BEL: Mission 2 Post by: Alvarin on June 18, 2010, 07:51:59 pm @luki - as I understand, he also moves west, so Sonny is no longer at adjacent square.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 18, 2010, 08:06:58 pm @luki - as I understand, he also moves west, so Sonny is no longer at adjacent square. Ah, my mistake. sorry about that. It's been a seriously long week. Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 18, 2010, 08:14:11 pm Mayhem rules. Plasma rifles flash, paws strike and a strange psychic power is released. But after all that, only a single Marine lies dead. Are our heroes losing their edge?
Map: (http://i50.tinypic.com/24g953q.png) Draxas map (http://www.star-control.com/community/viewtopic.php?f=10&t=174&p=3017#p3017) OOC: Sonnys first shot scores two hits. Marine manages to parry one and is thus at 3 HP. Sonny's second shot scores one bullseye, bringing the HP down to 1. Wajangtoey scores a bullseye and brings his marine down to 1 HP. Then Koosaloo moves up and flashes the Marine dead. So Wajangtoey has 3MOV/1AP, Sonny is done, Koosaloo has 2MOV/1AP and Draxas hasn't moved yet. Sonny is running low on ammunition as well., 2 shots left now. Title: Re: SC BEL: Mission 2 Post by: Zieman on June 18, 2010, 09:00:09 pm Koosaloo uses its last AP to Blurry.
OOC: To be able to tackle on Sub-Commander Zek next turn. Fleet feet still in effect next turn, right? Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 18, 2010, 10:12:25 pm Yes, it's still in effect next turn and now you are also blurry.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on June 18, 2010, 10:22:33 pm Wajangtoey thinks: Why is the ensign north of the console still alive? Looks like our little quick baby fucked up didn't he?
Ah well, more meat for the grinder. But first let's deal with this sucker. Continue whacking the ensign to my west. Title: Re: SC BEL: Mission 2 Post by: Alvarin on June 18, 2010, 10:25:50 pm *Sonny looks at the charges display on her weapon and then glanses worried at the still closed door up in front*
Title: Re: SC BEL: Mission 2 Post by: Draxas on June 19, 2010, 12:36:39 am I'll fire at the VUX to my north, twice if necessary. Hopefully he'll be turned to a corpse with one shot. If he is, I'll head W N to the console to end my turn.
Title: Re: SC BEL: Mission 2 Post by: Alvarin on June 19, 2010, 12:38:34 am You can't shoot through the console by the rules of this room.
Title: Re: SC BEL: Mission 2 Post by: Angelfish on June 19, 2010, 12:51:52 am Drax has special bullets that can arc ;)
Title: Re: SC BEL: Mission 2 Post by: Alvarin on June 19, 2010, 12:59:02 am From those two ensigns description they might be wraiths, Shofixti and Arilou are hopefully protected from the curse, but The M-bot isn't and as previously discovered, susceptible to it.
Title: Re: SC BEL: Mission 2 Post by: Zieman on June 19, 2010, 01:37:44 am From those two ensigns description they might be wraiths, Please elaborate, I don't recall anything that even suggests them to be wraiths.Title: Re: SC BEL: Mission 2 Post by: Alvarin on June 19, 2010, 03:16:58 am Page 36:
Two other Ensigns are moving towards you with murder in their eyes. and Ilwrath Wraith Little is known about this unit. It seems to mimic other units, taking on the shape and characteristics of them right down to health and movement characteristics. The damage it does is not real, and it's true power lies in confusing enemy units, and twisting their minds when killed. There is a lot of hatred and rage in the creature, enough to project into the minds of those close by. Be wary of these feelings of rage within large groups, because they indicate that a Wraith is among them, just waiting to turn one of you upon the others. Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 19, 2010, 07:05:43 pm The battle goes ever on. The metal mayhem and furry fighter both fell their enemies as our green friend becomes hard to spot. It seems as if all is going well.
But sometimes appearances deceive. With an irritated shrug ZEK breaks free from the webbing and giggles. "Well you really are exhausting our hospitality, aren't you gentlemen! I'm going to have to ask for some further assistance to deal with you. But while we wait for them, why don't we take a break and consider our mortality?" With a few gestures he commands the remaining VUX to attack. The Marine at his side looks relieved at having ZEK back, and opens fire at Sonny with his Autolaser. The weapon sings as hot beams of energy pierce her armour and cause grievous wounds. At the same time the Ensign moves as well,bringing his weapon to bear on her from the flank. As the firing ceases, Sonny is still on her feet. But only barely. Her skin is burned and charred and her life force all but gone. Something inside hurts, and hurts bad. ZEK giggles again. "It seems you are quite vulnerable after all my dear guests. But don't worry, more hospitality is forthcoming. It will be quick. Map: (http://i46.tinypic.com/33op4py.png) Draxas map OOC: Wajangtoey kills the ensign. Draxas scores two hits, ensign parries one. On second attempt he scores a whole slew more so that ensign is dead. and yes, Draxas is the only one who can shoot through things, much like he could fire over the limpets earlier. I may have to rethink that ability. Also you guys are slaughtering the opposition. ZEK breaks free. the Marine fires a triple shot at Sonny, and being close to ZEK gives him an extra shot. The Ensign fires once. the Marine With their 12 strikes they manage a grand total of 6 hits. Sonny (fortunately as hell) manages two parries, meaning she loses 4 HP and is now down to 1 HP. Time to regroup and retreat maybe? Also, keep in mind that the Marine now only has one shot left in his weapon. Also, next enemy turn sees the arrival of three Spathis. On your next turn the Admiral is close enough to operate the console with 1 AP. Title: Re: SC BEL: Mission 2 Post by: Alvarin on June 19, 2010, 09:28:26 pm Sonny, barely alive, reaches and activates the medkit. Feeling somewhat better she sidesteps east and fires slayer at the remaining ensign.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 19, 2010, 11:46:52 pm Sonny scores two bullseyes and kills the Ensign. Map tomorrow. Any other moves?
Title: Re: SC BEL: Mission 2 Post by: Alvarin on June 20, 2010, 02:32:44 am I'd suggest Waja to run and whack the marine and Koose to approach and double stun ZEK
Title: Re: SC BEL: Mission 2 Post by: Draxas on June 20, 2010, 06:44:12 am If I activate the left side console now, will that work when the Admiral activates his, or do we both need to perform the action on the same turn?
Title: Re: SC BEL: Mission 2 Post by: Zieman on June 20, 2010, 10:21:51 am The Spook swiftly leaps to Zek's side and pokes him with the Power Baton.
OOC: same more formalized: - move N, N (last of the Fleet feet extra moves) - melee E (1 AP, using Power Baton) - if Zek not stunned (or dead, stunned of course the preference here), melee E (2nd AP, usin Power Baton), otherwise last AP decided later Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 20, 2010, 01:27:19 pm If I activate the left side console now, will that work when the Admiral activates his, or do we both need to perform the action on the same turn? Same turn I'm afraid. I'll execute Ziemans move later in the afternoon. Title: Re: SC BEL: Mission 2 Post by: Angelfish on June 20, 2010, 04:16:13 pm E E N N N and whack the marine that's to my north.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 20, 2010, 07:02:25 pm Humans are tough creatures. smack them down and they get back up. Smack them harder, and they just bounce back even harder. that's especially true for human Marines, the finest fighting force the Earthlings can muster. sure, they're not Shofixti close combat killing machines. Sure, they aren't M:bot long range murderers. But they'll hang in there, fighting until every breath of life has escaped. Something that is worryingly close to happening to Sonny right now.
As she stumbles forward she deploys her Medikit, healing chemicals streaming out into her veins. there's hardly time for more than that, but it'll have to do. Before the used kit even hits the floor, she's got her Slayer up and repays the favour. The plasma charge hits the ensign smack between the eyes, melting it's skull and sending it to meet whatever makers the VUX might have. Koosaloo is having fun. powers enhancing the frail body, it moves with speed. Before ZEK has time to even utter a quick pun, the Power Baton scores two hits, electric discharge frying his nerves and sending him into convulsions. As he collapses on the ground, Koosaloo smiles. This combat stuff can be quite gratifying! Eager and willing, Wajangtoey joins the fight. Unfortunately, he only manages to scratch his enemy. There might be hell to pay. Map: (http://i46.tinypic.com/2hguu4m.png) OOC: Sonny kills Ensign, scores XP. Koosaloo scores 1 hit, ZEK fails both his parries and thus loses 1 XP. Baton causes a stun hit as well, so ZEK now has only 1 XP next turn. Then he is hit again for another HP, bringing him down to 2 HP. amazingly enough, that hits scores a stun two. The subcommander is down! All enemies lose one AP for the next turn. The Spathi will still appear though. Wajangtoey scores one bullseye, bringing his enemy down to 2 HP. That guy sure is taking his sweet time dying. Draxas, want to move in some fashion? Title: Re: SC BEL: Mission 2 Post by: Alvarin on June 20, 2010, 08:06:17 pm @ luki - if the ensign is dead, there is wrong graphics to it.
Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 20, 2010, 08:19:25 pm Woops. Yeah, he's dead. Dead as a doorknob.
Title: Re: SC BEL: Mission 2 Post by: Zieman on June 20, 2010, 11:44:42 pm Yay! Subcommander Zek is stunned!
OOC: Did I get this right: our turn, and M-Bot & Admiral have not moved, so they can activate the consoles this turn? Title: Re: SC BEL: Mission 2 Post by: Draxas on June 21, 2010, 06:32:20 am Great question. I'll move W N in preparation, and activate if the Admiral is ready. Maybe we can shut those reinforcements out (but I doubt it).
Title: Re: SC BEL: Mission 2 Post by: Alvarin on June 21, 2010, 06:43:59 am I wonder if these reinforcements will be willing to surrender peacefully, once realize they're last live hierarchy on board, thus outnumbered and outgunned, plus without the ability to fly the vessel...
Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 21, 2010, 09:55:48 pm The metal machine glides forward and gently comes to a rest in front of the control panel. Seeing his chance, the Admiral rushes towards his panel as well.
"Hurry you mechanic contraption! this is our chance!" Bolts of electricity arc out of the Chenjesu, impacting the control panel in several different spots. Simultaneously, the lights on the panel in front of the metal warrior begin to flicker. At first our heroes assume that this is some kind of feedback effect from what the Admiral is doing. But then levers begin moving and buttons begin sinking as of their own accord. It seems clear that the machine mind is now in charge of this panel. Together they work the panels as if playing a pair of pianos. Electric arcs and invisible force work together in harmony, dancing ever further into the ships databanks. Commands are turned in this waltz, firewalls overheated by the intensity of their siren song Somewhere far inside the ship, relays burp and twitch as new commands begin their path towards the central node. The ship was never meant to fight off an internal threat of this magnitude. Two beings different in matter but alike in mind work together as one to bring the systems to their knee-equivalent. The other party members understand very little of what is going on, but they can't help but sense that the two are in unity, almost as if they were one. What a being that would be, crystal and machine united! As the ship surrenders, the blast doors seal shut. All over the ship, the atmosphere begins to vent. Enemies barely woken from their bed by the alarm now find themselves facing an even more dangerous enemy, the cold hard vacuum of space. It is a deadlier foe than the Alliance could ever hope to be, even given their track record on this mission. The screams quickly die away as the air is sucked from all spaces. Soon, the ship is silent. The final Marine left standing stares at them with hatred. It knows that the battle is lost. The enemy is victorious and a vile human stands in the command centre. It is over. A single tear forms in its eye as it looks over at subcommander ZEK, with longing. Perhaps it dreams of how this could have been different. Then, with a swift motion, it turns the Autolaser on itself. A murderous barrage later a still sizzling corpse falls dead to the floor. The battle is over. As the last enemy dies, Sonny collapses on the floor. She has been beaten, she has been shot. She has been brought back from the brink of death repeatedly to fight another day. But now her body can take no more. It has given all it has to give. Her friends gather round to help her into a comfortable lying position and apply more healing substances as the Admiral glides forward to the centre console. Lightning arcs out again, but this time in an almost subdued manner. The ship no longer resists its new overlords. Slowly it disengages from the fuelling station, setting course for an Alliance rendezvous point. It may not look like much, this interceptor. But inside it it carries something of vital essence to the Alliance. It caries hope. A leader has been restored to his people, and a dangerous enemy has been captured. Much can be learned from the subcommander about VUX tactics, perhaps even enough to trun the tables on the so far undefeated Admiral ZEX. The mission is a success. This time, the commander of Corridor 9 will have no cause to grieve. Title: Re: SC BEL: Mission 2 Post by: Lukipela on June 21, 2010, 09:57:32 pm thanks for a good game guys. This weekend is midsummer, but after that I'm going to post some extra stuff and also ask a few questions/make a few statements in the general thread. Feel free to give feedback before that as well though. there were good parts in this game and bad, so it's back to the drawing board for me. Overall, I hope you enjoyed :)
Title: Re: SC BEL: Mission 2 Post by: Angelfish on June 21, 2010, 10:08:34 pm What!?
Rraaaaaarrrrrrrrrrrrrrrrrghhhhhhhhh! His eyes red with rage, Wajangtoey slashes his claws into the dead marine's abdomen. Its guts come out and blubber their way over the floor. After that, with one swift blow, he beheads the VUX. "Now, THAT is how you commit seppuku!" Finally, victory :). It's been an incredible game and I thoroughly enjoyed it. Hopefully there will soon be a next installment (although I doubt that I'll be able to play in it) ;). Title: Re: SC BEL: Mission 2 Post by: Alvarin on June 21, 2010, 10:43:08 pm It is done !
Title: Re: SC BEL: Mission 2 Post by: Draxas on June 22, 2010, 03:42:02 am Nice work, everyone!
Even as a content designer, Luki surprised me with quite a few things during this mission. I'm looking forward to hearing what you liked and disliked about this runthrough so we can refine the game for the next round. See you next mission! |