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Topic: SC BEL: Mission 2 (Read 63558 times)
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Lukipela
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The Ancient One
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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.
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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.
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« Last Edit: February 07, 2010, 08:34:24 pm by Lukipela »
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What's up doc?
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Koosemose
Zebranky food
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Posts: 31
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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
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Angelfish
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I'll be there, right behind you when you open the door. I'll move 2 steps to the east after the door.
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Koosemose
Zebranky food
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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...
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Son_of_Antares
*Smell* controller
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Arioch, I summon thee...
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Sonny stands guard.
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Draxas
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I'll stand behind whoever opens the door and point my big, threatening gun in the direction of whatever pops up.
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Draxas
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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.
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