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Topic: SC BEL: Mission 2 (Read 79692 times)
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Koosemose
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yeah passing remaining AP and MOV, sorry bout the friendly fie Alvarin... but the spathi worries me a bit...
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Alvarin
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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.
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« Last Edit: March 22, 2010, 08:20:35 am by Alvarin »
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Angelfish
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Next turn i'd like to continue melee-ing against the vux to my east (unless he moves or anything)
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Draxas
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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.
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Lukipela
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The Ancient One
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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:

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.
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What's up doc?
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Angelfish
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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?
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Alvarin
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Massive ouch... I'll use the medkit I have in addition to the bandage.
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Draxas
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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.
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Lukipela
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The Ancient One
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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 3 120 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.
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What's up doc?
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Draxas
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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?
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Angelfish
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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.
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Alvarin
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I agree totally with Draxas. Let's go to the upper corridor!
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