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Topic: SC BEL: Mission 2 (Read 73591 times)
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Draxas
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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.
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Alvarin
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@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.
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Angelfish
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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 .
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Angelfish
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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?
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Draxas
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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?
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Angelfish
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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.
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
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« Last Edit: May 11, 2010, 05:00:17 pm by Angelfish »
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Draxas
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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.
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Angelfish
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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
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Draxas
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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?
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Alvarin
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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.
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« Last Edit: May 12, 2010, 07:02:43 pm by Alvarin »
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