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  • File: 1330459316.jpg-(32 KB, 810x427, House & Dominion.jpg)
    32 KB For House and Dominion: Space Combat in the 41st Century That slow typing guy !!cAsGzl185mF 02/28/12(Tue)15:01 No.18136605  
    Mission 5B

    Previous threads.

    You are Sonia Reynard, Corvette Pilot for the House of Jarik-Dremine and you are currently waiting to see what assignments are available.
    Your current ship is a Damaged Standard Corvette with only one point defense turret left. Your wingman Mike's ship is docked for repairs while the third pilot in your squad Alex has a lightly damaged Dagger class. Normally you three would make up the third squad of a 12 ship squadron but nearly half the squadron are MIA and the remainder are badly damged.
    Your commanding officer is Knight Lt Dayton who is assisting with defense efforts for the world of Loran II.

    Repair estimates for your own ship are expected to be around 10 hours if you can find a drydock, but your ship is not a priority; those that can be fixed fastest are being looked after first.
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)15:04 No.18136633
         File: 1330459491.gif-(60 KB, 847x615, Debris Field and zones.gif)
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    After twenty minutes of waiting to hear about new assignments from the LT he contacts the Squadron.
    "This is Dayton, sorry about the wait. Things are as big a mess groundside as they are in space. The debris field in orbit caused by all of the destroyed, damaged or crippled ships is not going to remain stable for long. Some of the wrecks are drifting down range where some of the stations are able to snag them with their tractor beams. For the moment the bulk are still in the main debris field. There are already shuttles out there doing combat SAR work to recover ship crews. What they cant do though is tow damaged ships to safety so we'll need some volunteers to look after that.
    Be aware that there are damaged enemy ships as well so be careful not to get shot up if you plan to capture them.
    As I mentioned before we do need more help groundside, and what we're lacking are pilots. Coincidentally our unit has more pilots than fully functional ships. Everyone let we know in the next few minutes what sort of work you'd like sent your way."

    [ ] Orbital Combat SAR (Search and Rescue / Salvage and Recovery)
    [ ] Atmospheric Ops
    >> Anonymous 02/28/12(Tue)15:14 No.18136737
    rolled 2 = 2

    Can't really decide. Half our squadron is missing, so we should probably choose OC-SAR. But joining the defence forces on the planet sounds interesting as well. So I'll simply roll a die.

    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)15:16 No.18136766
    Should I wait for more players to show up you think?
    >> Anonymous 02/28/12(Tue)15:20 No.18136823
    I don't mind.
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)15:35 No.18137024
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    Well I'll start laying out vehicle options and we'll see if anyone changes their mind.

    ...and some of my pics went missing.

    "Reynard, not really surprised. There are some spare shuttles, fighters and other support craft aboard the station. What are you interested in? I'll tell them to have it ready by the time you get over there."
    Vechicle options (Atmosphere)
    [ ] Assault Shuttle
    [ ]Armed Transport Shuttle
    [ ]Iratar Corp Multi-Role Fighter (IMRF)
    [ ] RFS Type 4 Attack Bomber
    [ ] Look for something else

    >Assault Shuttle
    The majority of assault shuttles used by the Factions are built on a similar frame, and have a troop bay divided into 2 or more compartments in case of hull breach. Most have multiple external doors so that troops can get out of the vehicle more quickly.
    >Armed Transport Shuttle
    The same frames assault shuttles are built on are used for mixed role versions for duties such as cargo lifting and light vehicle transport. These will have a single larger compartment usually with a rear opening ramp.

    Weapon loadout:
    2x light support turrets (20mm Vulcan or Pulse laser)
    2x heavy weapons (Particle beam or 90mm gauss)

    >Iratar Corp Multi-Role Fighter (IMRF)
    Iratar Corp's only attempt to break into the starfighter market has come to be known as a reliable atmospheric fighter. While capable of space flight it's aerodynamic body is better suited planetary use. It has a large number of underwing hardpoints with which to mount ground attack stores.
    2x micro phase cannon
    2x light support guns (20mm Vulcan or Pulse laser)
    16x hardpoints
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)15:41 No.18137117
         File: 1330461670.gif-(9 KB, 702x513, Type 4.gif)
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    >Republic Fleet Systems Type 4 Attack Bomber
    A tough 2 seat multi role platform intended for space use, the Type 4 is still capable in atmosphere. It's 4 large hardpoints normally mount torpedoes but can carry missile box launchers. A backseat operations officer can assit in missile targeting.
    4x micro phase cannon
    4x heavy hardpoints
    >> Anonymous 02/28/12(Tue)15:41 No.18137122
    I think we should take an armed transport. It's the closest fit to our Corvette experience.
    >> Anonymous 02/28/12(Tue)15:44 No.18137178
    Why not. The other crafts seem nice as well but I can live with the shuttle.
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)15:49 No.18137254
         File: 1330462158.jpg-(76 KB, 609x479, 609px-AK_R2_salv_corv.jpg)
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    And if anyone wants to change their mind and operate in spess:
    >Orbital Combat SAR vehicle options
    [ ] Your busted ass (but still operational) ship
    [ ] Assault Shuttle
    [ ] Civilian Cargo Tug

    >Civilian Cargo Tug
    >Taidanii Salvage corvette.jpg
    Used for orbital transfer these ships have powerful tractor and repulsor beams but only limited shields and no weapons. They are nimble craft, able to dodge collision hazards with ease but their baseline acceleration cant match that of combat ship.
    >> Anonymous 02/28/12(Tue)15:56 No.18137355
    Thanks for the offer, but I bow to the die's will.
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)16:04 No.18137461
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    You tell the Lieutenant that you'd like to try your hand at piloting an Armed Transport Shuttle. He nodds in agreement.
    "I'll tell them to get one ready for you. Someone from the station will tell you what you'll be carrying in terms of cargo, be it marines or vehicles, once you're aboard. I'm going to have Chief Kavos keep your corvette in a parking orbit around the station to at as a mobile point defense turret. I'll be transfering your marines for other Space Ops though."

    What weapon load out would you like?

    Light support turrets: [Choose one]
    [ ] 20mm (Higher penetration)
    [ ] pulse laser (unlimited ammo)

    Heavy weapons: [Choose one]
    [ ] Particle beam (high damage/penetration, low rate of fire)
    [ ] 90mm gauss (high rate of fire)
    >> Anonymous 02/28/12(Tue)16:08 No.18137504
    >[X] pulse laser (unlimited ammo)
    >[X] Particle beam (high damage/penetration, low rate of fire)
    should complement each other quite well.
    >> Anonymous 02/28/12(Tue)16:10 No.18137520
    Do we know anything about what foes we're likely to face? Will we receive an escort or be going in on our own?
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)16:27 No.18137766
    After passing along orders to the rest of the bridge crew you rush down to the shuttle bay, still wearing your armor. No point in taking it off if you get shot down on the surface you figure. The shuttle ride over is uneventful and most of the marines wish you well before they head off to their own assignment.

    The bay you land in is the same one where the transport shuttle you'll be taking is. You stay out of the way of mechanics as weapons are still being fitted to the vehicle's modular slots. Climbing aboard through the side access hatch you see the gunners waiting at the back of the cargo bay.
    "Glad we'll be seeing some action today. You ever flown one of these before?"
    "Not really." You admit. "How similar are the controls to those of a corvette?"
    The gunners trade looks among themselves for a second.
    "Shouldnt be that difficult. It flies like a brick you've strapped rockets to. Just mind the buildings when you're at street level so as not to run into them."

    The sound of the mechanics working finishes and a voice blares over the intercom. "Weapons are locked in. Lowering cargo ramp."
    "You better get fimiliar with the controls before we take off just in case." says the last gunner before they head off to their stations. At the back of the bay the large cargo ramp begins to lower and you get a look at your cargo driving off of an elevator. A pair of two man light tanks.
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)16:34 No.18137843
    Steping up front you introduce yourself to the flight engineer a Dro'all by the name of Maybourne.
    "Dont ask about the name, lets just do this." she says.
    The cockpit seems empty with just the two of you present. There's room for a copilot, a nav officer and two other stations you cant be sure what they're for.
    You sit down and look over the controls which seem fairly straight forward except for some of the peddals.
    "Thrust vectoring." says Maybourne. "This thing can turn on a dime if you do it right but just use the repulsors for now."

    Linking your headset to the ship's network you request your flightplan.
    "Pilot, you've got a shuttle with a pair of light tanks right? We want you to drop down in friendly territory where you'll join some other shuttles. Together you'll be escorted to a forward CP by some Iratar squadrons."

    "Aft doors are closed, Tanks are maglocked." reports Ops. "Ready to move out when you are."

    Roll 1d20 for piloting.
    >> Anonymous 02/28/12(Tue)16:36 No.18137862
    rolled 7 = 7

    >Roll 1d20 for piloting.

    Oh god, I hope this thing has seat belts.
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)16:52 No.18138048
    Starting up the engines and putting power to the repulsors you start off a bit bumpier than the tank crews are used to.
    "We are not a drink to be shaken!" one of them complains.

    You avoid any serious problems and the shutte doesnt collide with anything. In a few seconds you're lined up with the launch bay door on your HUD and slowly increase throttle.

    "Meh, I've seen lots worse." your Ops officer tells you.

    Emerging from the station's main launch bay, you follow the guide beacons until you're clear then begin threading your way through the clutter of the stations in orbit. It's considerably easier at the slower speeds and with the smaller ship than it was on your first combat deployment to this system.

    "I've put the rally point up on your HUD's nav." says Maybourne.
    Clearing the stations you guide the shuttle in and soon enter the atmosphere.

    "Nose repulsor at max."

    Ahead of the shuttle the repulsor field forces the atmosphere to part preventing it from impacting the hull. Your over all speed still slows and the outer hull increases in temperature by a few hundred degrees but nothing major that could threaten the shuttle.
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)17:08 No.18138244
    Breaking through into the lower atmosphere it doesnt take time to align towards your target zone. You continue to bleed off speed on your approach at last slowing below supersonic.

    At the rally point several other shuttles and starfighters are orbiting a castle with tall spires reaching up hundreds of feet into the air. After joining formation you try to get a better look at it. While it looks to be a castle out of some fairy tale you are quick to spot locations where shield generators and point defense batteries are present. Starfighters launch at regular intervals from a concealed entrance somewhere in the surrounding forests.

    "That has got to cost a bundle." You decide.

    "This is Lord Harmen to all forces at rally point Beta 7, it's taken us a bit longer than planned to assemble. The forward CP we were hoping to reinforce has been overrun. All is not lost however. While elements of our broken division are fleeing east they still have sufficient numbers to turn and fight. It is my intention to drop our ground forces at their current position when we arrive. Our combined troops will then immediately counter attack. Fighters will provide close air support as will our shuttles once they've disgorged their cargo. I will hear any objections while on route. Move out."

    >Objections or questions?
    >> Anonymous 02/28/12(Tue)17:10 No.18138262
    What kind of equipment is our enemy using? Especially stuff that has a chance to hurt our shuttle.
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)17:19 No.18138364
         File: 1330467581.gif-(22 KB, 285x169, Totally not a landspeeder.gif)
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    "The reports from the front are have been garbled lately. We know there are some tanks either with gauss or particle beam weapons and we cant rule out mobile SAM's. Before they were overrun the forward commander reported what he described as light Militia IFV's.
    It could be they just have repulsor scout vehicles with AT weapons."

    "Any starfighters?"

    "They're keeping the starfighters back near their Heavy Lift Vehicles it seems. Dont rule out the possibility of lone CAP fighters. Remember pilots we have air support, call of assistance if you need it."
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)17:33 No.18138522
    As the shuttle squadron and escort close in on the target zone you see a heavily modified Transport Shuttle moving to the front of the pack. The central body has been modified to replace much of the cargo section with additional guns and missile racks. Gold paint embroidery marks the side armor behind the cockpit.
    "Guess we know how this Lord likes to ride into battle." You comment.

    Twenty minutes of flying later you can make out weapons fire in the distance. The flashes of explosions and bright lines of beam weapons and tracers start to draw closer.

    "Lord Harmen to Tenth Loran Rangers do you copy?" Asks the Lord over an open channel.

    "This is the Tenth sir. Our CO is gone and we've lost most of our support vehicles."
    "Stand your ground men, we've arrived with additional support. All shuttles begin cargo drop."

    The nav marker you're sent will have you set down in the middle of an intersection of two 6 lane streets. The buildings arent terribly high on either side, about 10 stories.

    Roll 1d20 for piloting
    >> Anonymous 02/28/12(Tue)17:38 No.18138582
    rolled 11 = 11

    >The buildings arent terribly high on either side, about 10 stories.
    >Roll 1d20 for piloting

    I bet they won't be that high after we're through with them.
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)17:50 No.18138763
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    You drop the shuttle in, becoming nervous about being boxed in. A few cables and guide wires strung actross the street are easily snapped by the weight of the transport. Slowly lowering the craft towards ground level you adjust the repulsors to bring you to a hover at 1 meter.
    "We're low enough, opening the back hatch." Says ops. "Deactivating mag locks."

    There's a slight whirring noise follwed by a metalic thud as the loading ramp opens. The tanks rapidly offload, wanting both to get clear and to join the battle in a hurry.
    "Technical." warns Maybourne.
    You look up to see a four wheeld vehicle come speeding around the corner of the next intersection. A twin linked machinegun is mounted on a post on the back. The bullets bounce off your armored windscreen as though someone were firing pellets at you.

    Checking the rear camera it shows the second tank hit the pavement.
    "Tanks are clear."
    As you begin to increase throttle to lift off two more gun trucks drive into view, both of them mounting larger caliber weapons.

    [ ] Move slowly so your gunners can get a better shot at them
    [ ] Evade
    In either event Roll 1d20

    >If you wish to use thrust vectoring to assist in evading, roll 1d100 instead.
    >> Anonymous 02/28/12(Tue)17:56 No.18138845
    rolled 13 = 13

    >[X] Evade

    All we need to do is distract the technicals with the heavier weaponry so the tanks can get a clear shot on them.

    Perhaps we might even survive. Please?
    >> Anonymous 02/28/12(Tue)17:56 No.18138851
    rolled 19 = 19

    I hate the dice on /tg/.
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)18:05 No.18138983
    Oh god, stop rolling while you have a shuttle left.
    >> Anonymous 02/28/12(Tue)18:07 No.18139006
    rolled 9 = 9

    Let's just stick with the repulsors.
    >> Anonymous 02/28/12(Tue)18:08 No.18139015
    Let's just crash into a building and die.
    >> Anonymous 02/28/12(Tue)18:09 No.18139036
    Yeah, why not.
    Let's get this over with.
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)18:24 No.18139227
    "Shit!" Hitting some of the controls you activate the thrust vectoring system, wondering to youself about there being 6 pedals if there ae only four directions.

    Maybourne's gaze snaps to you when you flick the switch. "No not th-" But it's too late.

    The shuttle's nose drops as the aft thrusters fire off raising the and the aft end up and to the side. Both trucks fire, a blue AT plasma shot hits the hull just behind the cockpit and auto cannon shells hammer your armor. Your flight is eventually stopped when the aft end of your shuttle runs into the side of a building. One of the tanks gets a clear shot and open up with both Gauss and his coaxial pulse laser. One of the technicals explode and the other two retreat, as the laser burns holes in the welded on armor. The second tank appears to have taken some damage to its turret after being struck by your vehicle's underside.

    "God dammit, dont ever do that again!" Yells your operations officer.
    Switching back to just repulsors you eventually are able to get extricate your craft from the side of the building.

    "Glad these things have tough armor." you comment looking over your status displays. You wont be able to make orbit without the cargo bay depressurizing and your topside armor has taken some damage.

    [ ] request permission to break off for repairs
    [ ] get some altitude and assist with CAS
    [ ] other
    >> Anonymous 02/28/12(Tue)18:52 No.18139633
    [x] get some altitude and assist with CAS

    As long as we don't try any fancy flying we should be able to stick around and help blow things up.

    Does the shuttle have ejector seats?
    >> Anonymous 02/28/12(Tue)18:54 No.18139670
    >Does the shuttle have ejector seats?
    You know... that's a design feature I hadnt remotely looked at before. Lets say yes because it would be stupid to design a vehicle otherwise.
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)19:15 No.18139966
    Being far more careful you increase altitude and tell the gunners to get looking for targets. You note you can feel the movement in the pit of your stomach.
    "I think the inertial compensator might have taken a hit." Says Maybourne.

    "Perfect." You roll your eyes then put your attention back on the displays. Your gunners open up, raining fire down on enemy vehicles and positions. The technicals are soon in retreat, putting buildings between them and the ground forces so they can turn their guns towards the skies.
    Lord Harmen's gunship is spewing fire in all directions and generally making itself a hazard. Even the friendly CAS fighters are becoming reluctant to operate near him.

    The AA fire soon intensifies and its all you can do to stay out of the worst of it so your gunners can keep droping fire of their own. On the bright side anything your particle beams hit generally die right away.
    One of the friendly fighters gets a bit too far in behind the enemy line and takes some weapons fire. "This is IMRF Twelve, took a heavy auto cannon hit. Retreating."

    "This is Lord Harmen, copy that. What are we looking it?"
    "They've got tanks at the back retreating and one walker with the auto cannon."
    The Lord's gunship fires off a volly of anti-tank missiles in the direction of the walker. Most of the missiles soon seem to lose their tracking locks, corkscrewing off in all directions or being hit by laser fire.
    "Fucker's got ECM and LAMS."

    [ ] Stick to Close support of the friendly ground troops
    [ ] Go after the tanks
    [ ] go after the walker
    [ ] other

    Roll 1d20
    >> Anonymous 02/28/12(Tue)19:25 No.18140128
    rolled 5 = 5

    >[X] Stick to Close support of the friendly ground troops

    Let's not get in the way of his lordship when he's trying his hardest to get his ass blown off.

    >If the roll ends like the last one, you'll have to find somebody elso to do them.
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)19:47 No.18140489
    >Sorry these are taking so long guys.

    You decide it's best to hang back for a change and let someone else charge in. You weave your ship back and forth doing your best to avoid incoming fire from the technicals. The fleeing gun trucks on the ground are doing much the same and your gunnrs cant seem to land a hit with the heavier guns. The pulse lasers have a better time of it strafing vehicles and positions, causing one technical to burst into flames.
    "Death from above!" shouts one of your gunners.
    Still, all of the weapons fire from you and others is starting to cloud the area with dust and smoke.

    Two of the CAS fighters try to make a run at the fast moving walker that seems to be staying well away from the fighting. While still fairly large its still able to squeeze between appartment blocks and office buildings in the more built up parts of the city making it close to impossible to hit.

    "I want that walker dead. No excuses. Everyone else mop up these technicals." orders the Lord.

    "Sir, the enemy forces are retreating towards a nearby airfield. Its at the edge of the enemy air defence zone."
    You listen in hoping this doesnt lead to something bad.

    "Fine then. I want handfull of starfighters and say... four shuttles to fall back, grab some troops and form up on me. We'll swing north and secure that airfield before this rabble can retreat to it. I want volunteers."

    [ ] I like this plan
    [ ] I'll hang back here and provide cover to the troops
    [ ] other
    >> Anonymous 02/28/12(Tue)19:49 No.18140523
    Will the damage to our cargo door interfere with out ability to carry troops?
    >> Anonymous 02/28/12(Tue)19:50 No.18140540
    Can our damaged shuttle still carry troops without endangering them?
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)19:57 No.18140656
    It'll be a bit windy for them. You can order one of the gunners to put a temporary seal on it when you land.
    >> Anonymous 02/28/12(Tue)19:59 No.18140704
    Okay, in that case we should probably do it if only so this pompous idiot doesn't get too many soldiers killed.
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)20:17 No.18140967
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    You key up to indicate you've volunteered and are soon sent pickup coordinates for some of the soldiers from the Tenth Loran Rangers. With only the few light vehicles brought in by the shuttles the majority of the division simply cant keep up on foot. As you turn back you note the enemy walker has forced another of the CAS fighters to break off with damage.
    "Could you ask one of the gunner to get the breach in the topside hull patched?" you ask Maybourne, who soon sees to it.

    A minute later you bring the shuttle in to land in the middle of a Park.
    "Lowering landing gear and we're... down." You finish.
    "Barely felt it. Lowering ramp." compliments your ops officer.

    You unbuckle yourself and step into the cargo bay. One of the gunners is suspended from the ceiling with a harness and magnetic grapple while he seals the hole with a metal plate.

    "Only be a few more seconds." he insists. "Make sure to not get above 30km altitude or we may have problems. I dont want to get sealed in my gunnery booth for thirty hours like that one time."

    The Rangers are soon piling into the shuttle through the open ramp having run from the side of the field to avoid potential landing mishaps.

    "Everybody strap yourselves in I dont know how bumpy this could get." You warn them before returning to the cockpit.
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)20:33 No.18141242
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    With the hole in your hull patched you're soon up in the air again. The rest of the unit has slowed it's advance both to let slower units keep up and to make sure no one gets so far qahead they could be ambushed by the roving walker.
    You tune in just in time to catch the tail end of a conversation.
    "fine, unit cohesion is more important, but i'll give a sizeable bonus to whoever get the kill on that damn walker. All shuttle units are you ready?"

    "Yes sir!" You and the other crews report.
    "Excellent. Be ready for anything we're having trouble getting orbital imaging on the airfield. The pirates must have taken control of the local defenses and are using them to spit out ECM block visual. Follow me."

    You and the others follow the Lord as he drops his shuttle to just above roof top level traveling north. Before long you reach a river and drop down below the arch level of the local bridges, headed west. You adjust your repulsors to keep you low to follow but not so low you'll run nose first into any boats.

    "If we follow the river it should block us from their line of sight long enough to get within range. By the time they turn any point defenses on us we'll already be within the compund."

    Your unit comes around the bend in the river and you can start to make out the outline of a shield bubble. It seems to be causing a hazy distortion making it difficult to see through.

    "Reduce speed just before you reach the shield or you'll slam into it." says Harmen
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)20:35 No.18141265
    Roll 1d20 for piloting Or if you want to risk it again 1d100 for thrust vectoring.

    >and orkeyahe
    Stop giving shit away captcha.
    >> Anonymous 02/28/12(Tue)20:37 No.18141310
    rolled 5 = 5

    I'll try this one last time. If the roll is lower than a 6, I'm done with the dice function for the night.
    >> Anonymous 02/28/12(Tue)20:38 No.18141330
    Welp, seems like that's it for me.
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)20:44 No.18141438
    Nobody else?

    >> Anonymous 02/28/12(Tue)21:06 No.18141725
    are we aiming for high or low rolls in this one?
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)21:07 No.18141744
    Higher are better.
    >> Anonymous 02/28/12(Tue)21:12 No.18141830

    shit. did that 5 kill us just as I found the thread?
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)21:14 No.18141853
    >No. You'll need lower than that.

    As you come around the last bend in the river everyone spreads out and you do your best to follow suit. Popping up from river level to that of the you find yourself already dangerously close to the shield. Reversing engines at full power it proves to be just enough and you pass through the shield unimpeded. What you see parked on the tarmac takes you by surprise. You're facing the aft end of a Corvette size shuttle.

    Lord Harmen is not amused. "Damn. All guns target the portside turrets on that ship, fighters give us what cover you can!"

    As you pass the ship headed for the terminal building you can see point defense turrets turning to track your group. Your own guns fail hit any of them but the Iratar fighters are able to land disabling hits on the turrets. The Lord's Shuttle has already taken a hit to its topside weapons and is trailing smoke, losing altitude. Holding your altitude you keep on a straightline course for the terminal, and begin to throttle down for your approach. Then you notice the guntrucks. Two dozen of them appear on the edge of the airfield making straight for the ship. You try to force your craft lower but it's a flat open space. The back end of the transport is peppered by autocannon hits.
    Something explodes and kicks the aft end of your ship to the right.
    "This is going to hurt!" Yells Maybourne just before the side of your shuttle hits the pavements and you begin to skid. The transport leaves a trail of sparks behind as it slides sideways for fourty meters until impacting the side of the building, bouncing off and coming to a complete stop amid some luggage racks.

    A second later the aft hatch blasts open, the rangers having triggered the explosive bolts believing the shuttle to be disabled.

    "Bastards didnt even try lowering it." Complains May.
    >> Anonymous 02/28/12(Tue)21:21 No.18141939
    "they made the right call in their place"

    damage report, gunners check in, can we fly, what is our cargo status?

    can we shoot anything?
    can anything shoot us?
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)21:25 No.18141990
         File: 1330482321.jpg-(130 KB, 1024x791, Battletech , taihou_assaul(...).jpg)
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    After a few coughs to confirm that your lungs are working again you start checking over the controls.
    "Hey command crew, you alive up there?" Asks one of the gunners over the intercom.
    "Yes we're still alive. How about you?"

    It isnt long before you've taken stock of the situation. One of your gunners has a concussion but all of your weapons are still operational. "I can control one of the particle beam cannons from up here but dont expect miracles." Maybourne tells you.
    The repulsors are mostly undamged but most of the main engines took some hits. You only have 20% engine power unless you want to risk one of the damaged engines overheating. That means your shuttle is now essentially a hovertank unless you want to use the thrust vectoring systems.

    The Rangers from both your ship and the others are retaking the terminal where they may be able to turn some of the pirate captured defenses against the parked ship. If it doesnt load up and leave first that is. Pirate technicals are speeding up the loading ramps as quickly as they return weather loaded down with stolen goods or not.

    The other shuttles in your unit have taken cover within the Terminal's interior.

    >Your orders?
    >> Anonymous 02/28/12(Tue)21:28 No.18142033
    Try to put our shuttle between the pirate ship and the technicals. That way we might stop the trucks from shooting at us because they're afraid of damaging the ship while we get a chance to keep them away from it.
    >> Anonymous 02/28/12(Tue)21:29 No.18142049
    This, and fire up the ramps as we do so. We might be able to strike something vital, and there is unlikely to be any armor *inside* the ship.
    >> Anonymous 02/28/12(Tue)21:30 No.18142065

    can our particle beam cannons damage that corvette's engines or cause some pain if we hit that open ramp?

    I'm thinking we drift this shuttle, taking shots at weak spots or critical areas and using buildings as cover.

    there -is- cover nearby, right?
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)21:34 No.18142113
         File: 1330482879.jpg-(91 KB, 968x508, Problem pirates.jpg)
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    Sort of like this or farther up the ramp?

    Any additional plans if the ones inside start shooting at you?
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)21:36 No.18142131
    It's an open runway with no cover between the terminal and the ship.
    >> Anonymous 02/28/12(Tue)21:37 No.18142144
    if we're going to park on the ramp, we might as well DRIVE INTO THE SHIP and just start spamming shots and ramming technicals
    >> Anonymous 02/28/12(Tue)21:37 No.18142150
    Can the ship actually shoot its weapons at us, or only the crew with whatever infantry stuff they have?
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)21:42 No.18142202
         File: 1330483323.gif-(566 KB, 642x483, Oh%20yeah.gif)
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    It's turrets on this side of the shp are currently damaged but there are Technicals all over the place headed for the ship. Until you get to it they're deffinitely going to FIRE EVERYTHING.

    Everyone ok with this plan?
    >> Anonymous 02/28/12(Tue)21:44 No.18142238
    Yes. We might as well go completely insane and attack the ship from the inside.
    >> Anonymous 02/28/12(Tue)21:46 No.18142263
         File: 1330483572.jpg-(189 KB, 640x480, Planetside_Magrider.jpg)
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    Magmower plan is GO?

    should I roll for my crazy idea, or is someone else feeling lucky?
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)21:56 No.18142388
    You tell your Operations officer you have a plan. A daring badass crazy as fuck plan.

    "I'm sorry but, WHAT? Are you trying to get us killed? I sort of get what you're trying to do but once we're in there and hit some critical shit then what? Try and escape with a bunch of pissed off Pirates surrounding us?"

    You both stare at each other in silence until Maybourne cracks.

    "Who am I kidding I dont have anything better to do today. But I do hope you come up with a better backup plan girlfriend."

    You power up your one good engine and put the thrust vectoring systems to standby just in case.

    Roll 2d20
    >> Anonymous 02/28/12(Tue)22:02 No.18142455
    rolled 12, 16 = 28


    May the spirit of the magmower be with us
    >> Anonymous 02/28/12(Tue)22:07 No.18142511
    Ooooh, nice.
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)22:19 No.18142680
    You take a deep breath before brining up the repulsors and throttling up.

    "I'm going to use the thrusters on the port side to balance our starboard engine." Maybourne tells you as the ship picks up speed. In a few second you're zipping across the landing field like a puck on an airhocky table. About a dozen of the Technical notice you and open fire, their weapons ranging from machine guns to anti-tank guns having varrying levels of effectiveness. Some of the heavier guns miss as you continue to gain speed but others still hit. An autocannon shot cracks and stars the armored windscreen, hard bumps carry through the hull from other hits.

    You gunners dont stop firing, filling the space ahead of you with laser beams while your one remaining heavy gunner tries to pic off the more dangerous looking vehicles. Some technicals turn away as you get closer and you dont realise why until a cloud of missiles skreak out of a box launcher set into the Corvettes leading wing.
    They arent aimed however, hitting the pavement at the bottom of the ramp and exploding, filling the are with flames and shockwaves. If it wasnt for your HUD you would have completely lost track of where the ramp was.

    When you break free of the flames your shuttle is already halfway up the ramp, the blunt nose of your shuttle smashing through pickup trucks and tossing them aside like toys.

    "Who the hell is that?! What the flying fuck are you doing?!" Yells Lord Harmen over the com channel.
    >> Anonymous 02/28/12(Tue)22:25 No.18142770
    "Pilot Sonia Reynard, taking care of business."
    >> Anonymous 02/28/12(Tue)22:42 No.18142966
    Now this is podracing!

    >duplicate file!
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)22:42 No.18142970
    >taking care of business.mp3
    Dammit, was trying to keep this in my head.

    You gain some altitude after running over a larger cargo truck. In the blink of an eye you're inside the corvette's cargo bay but you're still on a ramp. The bay has been dvided into three levels to hold technicals and the ramps to load the top one is still down. Belatedly you realise you're going to fast.
    "Not again!"
    Cutting power to the portside thrusters you swing the back end of the shuttle around, crank the remaining engine's power to critical. The already damaged section of the engine block hits the cargo bay ceiling killing your momentum and throwing you back against your seat.
    "I think I have whiplash." One of the gunners complains.
    "Who cares! Shoot the vitals!" You yell at them.

    Your one heavy gunner fires towards the front of the ship while Maybourne does her best to fire the port gun towards the engines. Both of your support gunners are firing non-stop in seemingly every direction. The long cycle time on the particle beams is starting to look like it might become a liability but if you'd been relying on Gauss weapon you doubt they would have penetrated the ships inner compartments.
    Pirates are hurridly remanning those technicals still on this bay level and are starting to fire on you.

    "Pulse lasers overheating!" Report the forward gunners still firing. Then something heavy impacts the hull and your ears pop. Ringing blocks out any sound for a second or two until May's shouting breaks through.


    Roll 1d100
    >> Anonymous 02/28/12(Tue)22:45 No.18143005
    rolled 42 = 42


    >> Anonymous 02/28/12(Tue)22:47 No.18143045
         File: 1330487249.jpg-(101 KB, 900x506, do_the_evolution_by_jollygamer(...).jpg)
    101 KB
    rolled 51 = 51

    In during nat 1.
    >> Anonymous 02/28/12(Tue)22:48 No.18143058
    rolled 78 = 78

    Get the fudge out of there
    >> Anonymous 02/28/12(Tue)23:04 No.18143277

    I'm imagining a wonky "baby's first steps" start to this escape, followed by a near-miss drift around some bit of ship structure, followed by a 2nd deathstar escape from the bowels of our victim
    >> Anonymous 02/28/12(Tue)23:06 No.18143299
    I'm imagining our OP trashing the "you die a fiery death" scene he had already written up considering all the rolls before.
    >> OP on a different machine 02/28/12(Tue)23:07 No.18143312
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)23:09 No.18143337
    >4th time's a charm?

    Turning everything to full, thrust vectoring included, you do what one can to just point your ship so that you're headed out of this cargo bay. Something at the back of the shuttle explodes but you still go rocketing out through the cargo door on something that begins to resemble a ballistic arc.

    You catch something about engines One Two and Three having exploded before you're deafened by the sheer amount of fire hitting your hull from the technicals outside. Every section of the ship starts to light up on the damage diagnostics and the ground is starting to rush up towards you.
    Hitting the forward thrusters you bring the node up enough so the remaining relulsor field can cushon the landing. The impact is more of a sustained dull thud then the repulsors fail and you're skidding across the pavement again but with a bit more speed than the first time.

    "Oh boy this again."

    This time you're pointed towards the north side of the terminal. The shuttle clips a concrete support piller shattering half of the damaged windscreen and sending you into a spin. After a few more seconds of this you come to rest against fire truck... the storage tanks of which promptly burst filling the area with fire retardant foam.
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)23:12 No.18143374
    bring the nose up!
    Gah, 3 times posting and I still missed the spelling errors.
    >> Anonymous 02/28/12(Tue)23:18 No.18143479

    >> Anonymous 02/28/12(Tue)23:21 No.18143529
    >you come to rest against fire truck... the storage tanks of which promptly burst filling the area with fire retardant foam.

    Well, at least the shuttle is probably no longer on fire. That might be the only good news about it, though. Damage check, crew check, status of corvette check.
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)23:33 No.18143735
    "We have a fuel leak, all engines read as on fire, weapons and repulsors are out and we have damage to our structural frame. Only things not broken are the coms and CPU." Reports Maybourne and the sounds of pinging metal cooling fill the cockpit.
    "We're surrounded by fire retardant, I dont think we need to worry about the fire. Check on the gunners will you?"
    You hit the coms. "Reynard to Lord Harmen do you read me sir?"

    "Yes I read you. I'm not sure weather to have you locked away for insanity or commend you. The engines on the enemy Corvette appear to be disabled. For the moment. The Tenth have secured the terminal interior and will soon have control of any weapons that are part of the defense system. What is your status?"

    "The shuttle is a write off. We're taking stock of wounded at the moment. We're surrounded by fire retardant foam but if we have enough cover we'll try to make it into the terminal."

    "I'll have one of my officers upload a retailed tacmap to your Heads up display system, you should be able to determine how best to get inside. Please try to inform the Rangers before you enter if you can. Be aware pilot that the pirates are showing little sign of surrender just yet. They may try to make for one of the bridges so they can reach the main HLV units west of here. Until that time I will try to negotiate for their surrender so please dont do anything else crazy that might jeopardize that. Harmen out."

    You check your sidearm, holster it then loot the ship's first aid supplies and weapons locker before stepping into the cargo bay. The others are laying out the body of one of the gunners.
    "One dead, one unconsious still." Confirms May.

    [ ] Wait out the fight here
    [ ] get into the terminal building
    [ ] other
    >> Anonymous 02/28/12(Tue)23:36 No.18143776
    >[X] other
    Let's see that map before we decide anything.
    >> Anonymous 02/28/12(Tue)23:41 No.18143840
    can we see/recon the surrounding area?
    Are we in direct line of sight to the enemy ship or technicals?
    how far is the terminal from our shuttle?
    is there any cover between us and the terminal?
    is there any ground transport we could snag for a bull rush of the terminal?
    >> That slow typing guy !!cAsGzl185mF 02/28/12(Tue)23:53 No.18144026
         File: 1330491212.gif-(11 KB, 968x530, Ground Map.gif)
    11 KB
    You're the red dot. The surrounding foam will offer a lot of cover. You are currently in a vehicle waiting area used for emergency crews. There are two vehicle elevators to your East, a door to your south West and a door to your north East, all in blue.

    It is getting late so I'm going to end this for tonight soon. I have a longer shift tomorrow so I dont expect you guys to keep it bumped.
    >> Anonymous 02/28/12(Tue)23:54 No.18144038
    'kay, see you next week.
    >> Anonymous 02/29/12(Wed)00:05 No.18144203
    We can't really leave the unconscious guy behind, but let's check if we see where those elevators lead.
    >> That slow typing guy !!cAsGzl185mF 02/29/12(Wed)00:14 No.18144340
         File: 1330492460.jpg-(48 KB, 787x581, CarLift4a.jpg)
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    Breaking out a stretcher you tell the others to get patched up as well as possible then step out through the broken aft hatch to take a look around. You dont step outside so much as step *into* the foam cloud. You're glad you have both a helmet on and the HUD from your ship, letting you make out the outlines of the building using the tacmap.
    Two vehicle elevators are the closest means out of here. Panning through the map data you see that the shafts extend down three levels connecting to vehicle hangers below ground.

    If you moved quickly with the stretcher all of you could probably reach one of the lifts before the pirates noticed you.
    >> Anonymous 02/29/12(Wed)00:15 No.18144368
    In that case, contact the rangers and get in there.
    >> That slow typing guy !!cAsGzl185mF 02/29/12(Wed)00:17 No.18144388
         File: 1330492621.jpg-(25 KB, 933x473, Incoming Missile.jpg)
    25 KB
    Meanwhile in orbit...

    "Fucking missiles!" Shouted Alex as he took his ship behind cover again. A dozen nuclear missiles exploded as they struck the debris of destroyed ships nearby. One made it through to hit his shield.

    Pirate starfighters were lurking in the areas of the debris field closer to the damaged Super Heavy cruiser. Every so often it's onboard missile launchers would fire off sme of the weapons, which would be guided towards their target by the starfighters.
    It wasnt just the Pirates doing this either. The orbital defense platforms were making attempts to hit the huge ship or at least keep it's shield up so that forces returning from the surface couldnt dock with supplies for repairs. So far he'd been able to tow back the other damaged ship from second flight but the Terran Frigates were far out of reach with the continued weapons fire.
    >> That slow typing guy !!cAsGzl185mF 02/29/12(Wed)00:27 No.18144583
         File: 1330493257.jpg-(27 KB, 307x195, mgs3 snake get in there.jpg)
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    >get in there.

    You contact the Rangers inside and soon get a response.
    "Okay, we're sending one of the elevators up. Dont take too long or they`ll notice the doors are open."
    Steping back inside the cargo bay you tell the others who throw on helmets or safety goggles to keep the foam out of their eyes. You stick your head out of the foam like some kind of cartoon character to confirm the elevator door is open then tell the others to leg it inside. One of the rangers is waiting inside at the controls weapon at the ready. Once you're all aboard he closes the doors and starts the lift downwards.

    "Looks like we made it." You tell the others.

    >See you all next week!
    >> Anonymous 02/29/12(Wed)00:38 No.18144772
    See ya.

    Thread has also already been archived.
    >> That slow typing guy !!cAsGzl185mF 02/29/12(Wed)00:44 No.18144887
    *Cough* somewhat related to todays antics. Had a similar idea for just havinga a few technicals but that thread cemented it.
    >> Anonymous 02/29/12(Wed)00:49 No.18144969
         File: 1330494590.jpg-(153 KB, 640x421, 4660540445_6d62704f80_z.jpg)
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    I loved the technicals in C&C Generals.

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