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Topic: SC BEL: Mission 2 (Read 62847 times)
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Lukipela
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The Ancient One
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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 and a Baton.
Map:
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.
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« Last Edit: March 06, 2010, 11:38:36 am by Lukipela »
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What's up doc?
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Alvarin
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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 ?
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Draxas
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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.
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Alvarin
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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(?)
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Angelfish
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I'll loot the VUX that tried to go for the alarm.
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Lukipela
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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.
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What's up doc?
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Angelfish
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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?
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Koosemose
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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...)
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Angelfish
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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.
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« Last Edit: March 07, 2010, 12:22:37 am by Angelfish »
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Angelfish
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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...
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Draxas
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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.
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