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  • File : 1318568002.jpg-(11 KB, 304x231, Mygoditsfullofsues.jpg)
    11 KB TG Quest 4: Revenge of the Sues Anonymous 10/14/11(Fri)00:53 No.16618858  
    Sorry for the long, long delay guys. My computer failed and I had to buy a new hard drive, among other things. Not the best recap, but I'm still getting my stuff in order again.



    The crew and attendant ships of the TGS The Oncoming Storm returned to base, gave their report, and were rewarded with lots of shiny new toys and troops. After a short debate on what to do, the team settled on traveling to a nearby TG branch office that had gone silent.

    They arrived just outside of the orbit of a Shadowrun-Earth, but found it beset by a spaceborne race of Drow. Deciding to bypass the small fleet, the Indefatigable was sent to carry a strike force to the base.
    >> Anonymous 10/14/11(Fri)00:54 No.16618867
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    rolled 56 = 56

    HERE WE GO /TG/ QUEST AHOY!!!!!!!!!!!!

    >captcha: 18th webscowi
    dunno what it is but you won it
    >> Anonymous 10/14/11(Fri)00:56 No.16618881
    Fuck yeah! Let's get this war on!
    >> Anonymous 10/14/11(Fri)00:58 No.16618905
    was looking forward to this after reading what was up on sup/tg/

    And while I was disappointed that we didn't get Gene Starwind, now I realize that this just opens up the possibility of getting the whole Outlaw Star crew as well as their ship.
    >> Anonymous 10/14/11(Fri)01:00 No.16618914
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    Upon arriving, the team found the base under a severe lockdown. However, from the ranks of UNIT, a hacker's unconventional techniques got the attention of the base staff long enough for the lockdown to be lessened, allowing access to the base.

    The strike force is still awaiting orders at the lifts to the base's interior, which are now functional.


    1 crate of Small Soldiers
    1 TGS Cruiser, The Oncoming Storm.
    1 squad of SCP troopers with kinetic barriers and laser rifles.
    1 squad of UNIT troopers with prototype NOD body armor and kinetic barriers.
    1 squad of 3 Mobile Infantry Marauders
    1 Gunstar
    1 Victory-II Star Destroyer, Relentless
    1 Defiant-class vessel, Indefatigable
    3 Orz Nemesis and their crew as allies, following you.
    Spike Spiegal and his Swordfish.
    Ibram Gaunt.
    Gabriel Tosh
    Carl "Mouse" Sampson (New hero)

    Carl's abilities have been set to...

    Ability 1: Hardware jockey, has a fundamental understanding of applied theory for computer components, and can jury rig things together with great success.

    Ability 2: Adaptive Technological Interface
    Experience with different computers and technologies allows for fast adaption to new computer and network protocol paradigms.
    >> Anonymous 10/14/11(Fri)01:00 No.16618916
    Alright, we got a name for our newly-minted Hero:
    Carl "Mouse" Sampson
    We were still a little unsure about his abilities.
    This had 2 votes:
    Ability 1: Non-linear Hacking
    Gets around security using non-standard methodologies and alternative pathways.
    Ability 2: Adaptive Technological Interface
    Experience with different computers and technologies allows for fast adaption to new computer and network protocol paradigms.

    Alternative Abilities:
    Ability 1: Hardware jockey, has a fundamental understanding of applied theory for computer components, and can jury rig things together with great success.
    Ability 2: All-Purpose Hacking, with logical thought and a clever mind he can generally 'hack' (by the original meaning of the term) anything to either sabotage, improve or improvise with anything, provided the item is mechanical or electrical in question, and not overly complex in function.
    >> Anonymous 10/14/11(Fri)01:00 No.16618921
    Nevermind, already decided.
    >> OP 10/14/11(Fri)01:02 No.16618928
    If you want to change them around I don't have a problem. I'll wait a bit before setting them in stone.
    >> Anonymous 10/14/11(Fri)01:03 No.16618936
    Perhaps we should have the Small Soldiers go first, and have them radio up if the coast is clear.
    Otherwise, I say to send down the Mobile Infantry first: they've got the heavier armor and weapons.

    Once the coast is clear, have them all go down, and have Mouse try to patch into the base communication network and try to communicate with survivors.
    >> Anonymous 10/14/11(Fri)01:04 No.16618953

    Hmm, go with the first set of abilities. Those sound more professional.
    >> OP 10/14/11(Fri)01:18 No.16619074
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    With these words the Small Soldiers spring to life, leaping out of the crate they were in and forming up into two lines for inspection. One takes the lead and nods as you give him his orders.

    "Recon, eh? Don't worry. They'll never see us coming!"

    The miniature robot soldiers salute and begin to scurry off towards the lifts... which they cannot quite reach the controls of.

    "A little help here?" the commander asks. One of the SCP troopers leans over and hits the button for him.

    "You deserve a medal. Now let's get going!"

    The lift slowly descends with your Small Soldier Scouts on it.

    A few minutes later they radio back that the lift opens up into a hangar bay and it appears to be all clear.
    >> Anonymous 10/14/11(Fri)01:23 No.16619134
    begin shuttling people down the lift, have the SS put out pickets and find a way to recon the base covertly, perhaps the air ducts?
    >> Anonymous 10/14/11(Fri)01:30 No.16619203
    Alright, have everyone go down the lift while the Small Soldiers prepare a perimeter.
    Our first order of business is to have Mouse patch us in to the communications network. Someone is down here, and we need to talk to them.
    I'm leery of sending the SS through the air vents just yet, without knowing what could be lurking in them.
    >> OP 10/14/11(Fri)01:38 No.16619290
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    There are enough lifts and they are large enough that everyone manages to travel down together, descending at least a hundred feet down through solid rock before arriving in a cavernous chamber partially filled with helicopters both transport and combat, a few planes, and one transorbital heavy shuttle. All of the vehicles look in good repair. A heavy blast door leads deeper into the complex but it is closed. As per your orders, Mouse begins searching for an access point he can tap into. It isn't long before he finds it.

    "...and be recognized!" a voice commands over the strike-force's comm network as Mouse taps into the network. "I repeat, identify yourself and be recognized! You have entered a classified military installation under lockdown. Please identify yourself!"
    >> Anonymous 10/14/11(Fri)01:47 No.16619373
    "This is the Captain of the TGS Oncoming Storm. We were sent by Sector HQ to see if there were any survivors. What's your status?"
    Transmit any authorization codes we need to authenticate our identity.
    >> Anonymous 10/14/11(Fri)01:50 No.16619397
    also look for any defenses that could be activated and any cover that is available to be used, issue coded commands to the group to spread out and be on standby but prepared to return with deadly force if necessary.

    Hope for the best, prepare for the worst.
    >> Anonymous 10/14/11(Fri)01:55 No.16619449
    Oh, and switch to a private channel and ask Tosh about that bad feeling he had about the planet; is it stronger now that they're in the base, or weaker?
    >> OP 10/14/11(Fri)01:57 No.16619457
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    "Analyzing codes... Accepted! Thank everything! This is Base Commander Fericelli! Everyone in the Vault is all right, but we were forced to go into emergency lockdown shortly after the damn drow showed up. They somehow locked onto the Launch Base and blew it to hell. They lost a nice amount of their ships in the fight, though. When we saw the Launch Base go up, I ordered the lockdown to make it harder to find us... At least for a while until they stopped looking. Didn't expect reinforcements quite so soon."
    >> OP 10/14/11(Fri)01:58 No.16619467
    "It's somewhere on this planet, mon," Tosh says with a growl. "Somewhere feastin' and gettin' powerful. But it's fat an' happy now. It's... complacent, I think. It feels that way."
    >> Anonymous 10/14/11(Fri)02:00 No.16619477
    whats your status Commander, and do you have any further intel current or otherwise on the drow force?
    >> Anonymous 10/14/11(Fri)02:01 No.16619491

    Hey, everyone who wanted to leave the Drow alone, c'mere for a second.

    See all that destruction, that's what happens when we try to give Sues the benefit of the doubt. Can we please proceed with destroying the hell out of them now? I won’t even bring this up again, at least not in a mocking way, I swear.
    >> Anonymous 10/14/11(Fri)02:04 No.16619519
    "Alright, Commander. We've got a cloaked ship in orbit if you need to evacuate any injured or anything.
    "Give us a data link-up and dump your sensor logs around the time when the Drow showed up.
    "Also, our telepath is detecting some kind of...entity on the planet. I don't know if it's native or not. You got any readings on that?"

    Also, what's TG's stance towards invasion of an RPG setting? RPG settings are supposed to be considered more malleable and open to alternate timelines, to represent homebrews, if I remember correctly.
    >> OP 10/14/11(Fri)02:15 No.16619589
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    "Your telepath... he's probably picking up HER..." Ferecelli says. You can almost hear him shudder over the comm.net. "The Drow appeared all around Chicago. At first they seemed content to stay in that area, then... then she arrived. Princess-Priestess Shareis Raevyntear Painechilde. She claimed to be a half-drow, half human, half goddess, half dragon, born of this world and destined to lead her Drow star and cavern brothers to victory over this world's natives, who so DESPERATELY needed their far superior commands to thrive. It's been a long time since we've had to deal with a Supernatural Unbalanced Entity, but I can still spot them a mile away. This one took command of all the drow on this world and led them to war against... more or less everyone else."
    >> OP 10/14/11(Fri)02:17 No.16619604
    The Transpace Guard relies entirely on their dedicated timespace sensors for judgements on how to intervene. Something can be alternate universe and so long as it isn't causing a timespace disruption, the TG won't care. In this case, there is a large reality disruption on the planet, so SOMETHING needs to be done about it.
    >> Anonymous 10/14/11(Fri)02:20 No.16619628
    "Of all the...
    "Alright, were you able to monitor the progress of the natives against the SUE? If she landed in Chicago...shit, what year local-time is it? Did Ares already nuke Chicago? What about the bug-spirit hive and the ghouls there? Any reaction from the native dragons, like Lung, Lofwyr, and Ghostwalker, as well as the AAA megacorps?"

    Should we take care of this SUE, or leave it to the base personnel as we provide support? We're not field agents in the regular sense; we're more military and called in to deal with crossovers, which is why we get to use non-Canon weapons, I assume.
    >> Anonymous 10/14/11(Fri)02:21 No.16619638
    Alright, so, that means that the Drow can stay or leave, we don't much care because they're not causing reality disruptions. But the SUE has to die, because she's causing reality distortions all over the planet, right?
    >> OP 10/14/11(Fri)02:22 No.16619643
    Everyone in the Vault is fine, they haven't found us yet. But they did manage to take out a good chunk of the UCAS and the Tribal lands around them. They put up a good fight for a short time, but that damn S.U.E. uses some kind of charm power, making everyone love her and want to obey her. Half the goddamn native army threw down their arms and either willingly became slaves or committed suicide for having had the gall to stand against her."
    >> Anonymous 10/14/11(Fri)02:25 No.16619669
    "Any reaction from Aztechnology, Saeder-Krupp, or the Japanacorps?"

    We'll need to get some of the local weapons. Fortunately, Shadowrun gives us a lot of options, depending on the year. .50 cal sniper rifles are a dime a dozen, and if all else fails, there's always a sub-tactical nuke.
    >> OP 10/14/11(Fri)02:31 No.16619721
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    "There'd been no response from the megacorps or the dragons by the time we sealed ourselves off. I think they were quietly trying to find out more about the strange interloper... I sure as hell hope it's not because they've been charmed..."

    "It's 2055. Chicago was in a pickle even before the Drow showed up. The Universal Brotherhood was being shut down by the feds and the UB boys... well, they weren't going peacefully. Hey, you've got to do something about the SUE. We don't have the manpower to do it by ourselves here, most of our agents were about the Launch Base when it got blown to shit."
    >> OP 10/14/11(Fri)02:38 No.16619779
    "They probably sent agents and 'runners to check out what's happening, along with whatever spy-planes and drones they felt like using. As far as official statements though, all there's been has been along the lines of, 'We are still determining the threat, do not panic."
    >> Anonymous 10/14/11(Fri)02:38 No.16619781
    "Shit just keeps getting better. Fuck, that means that the main hive might still be operational. I doubt that the SUE could have affected the bugs. Even worse if she doesn't even know about them and they've been growing since the Ares and FBI aren't limiting their growth.
    "Alright, we've got a strike squad, and Hell, maybe the Orz marines will want to play. They'd be great at creating some distractions.
    "Do you have any credsticks, shadowrunner contacts, local weapons and equipment that my team can use?"
    >> OP 10/14/11(Fri)02:42 No.16619806
    "Come on in. We've got an armory full of the local shit. We can slot you some creds, too, maybe get a few Runner teams to back you up. But I doubt anyone will bat an eye if you use what you've got. With Drow-ships in orbit and what amounts to an alien invasion, I think that'll be the least of any local's worries."
    >> Anonymous 10/14/11(Fri)02:56 No.16619912
    "Alright boys, you heard the Base Commander.
    "Get your Christmas shopping lists ready, because it's time to pick up some hardware.
    "Hope you don't mind if I let my men loose in your armory, Commander. And Mouse, pull up a base map for everyone."

    Alright, we're going to need some sniper rifles, explosives, and a lot of other fun stuff.
    What do other players think we should bring along besides a lot of the local currency, local communication gear, contact list for some shadowrunner teams as backup, and a set of transporter beacons from the Indefatigable?

    With the transporter beacons, it'll allow the Inde to get transporter locks on our team and transport them out if things get dicey, as well as providing a strong lock for when we want to transport a photon torpedo down to the surface.
    >> Anonymous 10/14/11(Fri)03:17 No.16620079
    What you said.

    I'm thinking that we should requisition a Vindicare when we get back to base though. They seem like they would be useful for removing SUEs
    >> OP 10/14/11(Fri)03:44 No.16620303
    Off for the night. Arm yourselves well for the morrow...
    >> Anonymous 10/14/11(Fri)06:06 No.16620898
    We can probably pick up some local magic users when we hire some runners.

    Tosh with his cloak and experience with a sniper rifle might be able to take down the SUE, but there's the possibility that her charm field might affect a telepath like him.
    >> Sgt.Varn !q8XtSW4.HY 10/14/11(Fri)06:46 No.16621135
    First things first, we need to find out where our SUE target is located. There is no way, even with the troop we do have and any weapons we might be able to gather, will we be able to take on a whole planet full of Drow.

    We need to start thinking about a pinpoint surgical assassination strike. I'm thinking our NOD nuke might come in handy here, but I don't think it'll be that easy.
    >> Anonymous 10/14/11(Fri)06:47 No.16621146
    We know the last confirmed location was in Chicago.
    I'm afraid to find out how the Universal Brotherhood has reacted to the SUE. This could be really bad.
    >> Anonymous 10/14/11(Fri)07:46 No.16621467
    I think we should see if the Vault has a connection to the Matrix, or we contact one of their deckers, and check what Shadowlands is saying about the Drow invasion, and any info we can get about Chicago, the Universal Brotherhood, and what the AAA's are doing.
    The megas must be in a controlled panic though, with the destruction of the Corporate Court and the main servers of the ZOG Bank.

    Finally, this is not a standard anti-SUE operation. This is a massive crossover event, and I think the standard "we were never here" requirements can be stowed. We can make use of local assets, but be careful not to go overboard, like trying to get Ares or Saeder-Krupp involved too much. Though I would like to see Aztechnology use their blood magic and blood elementals against the drow.
    >> Anonymous 10/14/11(Fri)10:43 No.16622273
    Oh hey!
    I just noticed OP, you forgot to include our squad of Delta Green in our inventory listing.
    >> Anonymous 10/14/11(Fri)14:39 No.16623793
    Okay, for anyone who doesn't know, here's the Shadowrun canon timeline for 2050. The wiki also has information on other topics that might come up and you need to reference.

    Important to note is that we need to know what month this is. It seems like it might be before August, 2055, which means that the Knight Errant Firewatch team haven't attacked Chicago's main hive yet. But that raises an even more serious question: what has the SUE done about the bugs, and are they still there?
    >> Anonymous 10/14/11(Fri)15:15 No.16624100
    There is hope. All the Magic the Sue uses is going to be an all you can eat Buffet for Horrors. Call the Horrors ASAP, and hope that they can't survive once the Sue is dead.
    >> OP 10/14/11(Fri)16:55 No.16625065
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    Aw, shit you're right. I forgot about the NOD nuke and the Delta Green guys. Well, you remembered them, so no harm done I guess. Something else people may have forgotten is that you have 13 Reality Emitters, currently assigned to your heroes and the rest to the SCP.
    It is September, the Knight Errant strike has not yet happened.

    The base has an uplink relay they use to connect to the Matrix. They can deploy it, but that'll mean the end of the lockdown completely, making them far easier for the Drow ships to locate the base if they're still looking.
    >> Anonymous 10/14/11(Fri)17:00 No.16625115
    Alright, then we won't use the uplink. Instead, get a burner phone, transport to a place that has cell reception, and get in contact with deckers or fixers that the Vault has contact info for. We need to hire them to pull some info from Shadowlands on Chicago, what's going on, the current situation on the ground, and who's doing runs into the area.
    Try to be discrete; SUE's tend to be stupid, but there's not guarantee that she won't have people monitoring the Matrix for attacks aimed at her.
    >> Anonymous 10/14/11(Fri)17:07 No.16625185
    Oh right! Does the base armory have any extra reality emitters? The Delta Green boys could really use them, and so could the Mobile Infantry.
    >> OP 10/14/11(Fri)17:26 No.16625331
    Most of the bases' anti-SUE gear was on the Launch Base, unfortunately, but the base staff manages to scrounge up an additional two Reality Emitters, bringing your total up to 15.
    >> Anonymous 10/14/11(Fri)18:07 No.16625633
    Would the reality emitters help to protect our troops from the SUE's charming abilities?
    >> OP 10/14/11(Fri)18:19 No.16625713
    Depending on the nature of the charm ability, the Emitters could grant mild resistance to immunity. You'd need more information to judge the projected effectiveness.
    >> Anonymous 10/14/11(Fri)18:23 No.16625747
    Alright then.
    Implement this plan >>16625115
    Once we have more information, we'll begin to plan our attack.

    Also, status report from the Oncoming Storm and the Relentless; what is the Drow taskforce doing?
    >> OP 10/14/11(Fri)18:49 No.16625962
    Currently the Drow fleet is holding orbit and continuing field repairs to their vessels.

    Using the base's list of contacts, you manage to make a few deals and are awaiting for them to report back with a compiled report. It should only take a few hours.
    >> Anonymous 10/14/11(Fri)18:55 No.16626013
    While we wait on our intel, do as outlined in >>16619912
    Especially include the part about this being Christmas shopping for the lads.
    Make sure that they are briefed about local threats, specifically bug spirits, ghouls, and corporate security. Also include what intel we have concerning this particular flavor of Drow.

    See if the Mobile Infantry like the Panther Assault Cannons with their anti-vehicle armor-piercing discarding sabot shells.
    >> OP 10/14/11(Fri)20:31 No.16626805
    The MIs equip themselves with the Panthers, bringing their total armament up to hand-flamers, heavy flamers, Panthers, and the Y-rack on their backs.

    What else are you withdrawing from the armory?
    >> Anonymous 10/14/11(Fri)20:42 No.16626898
    The SCP already have Marsec laser rifles, so nothing to really upgrade them, except a dedicated grenadier who will carry and Antioch semi-auto grenade launcher with grenade link, and smart goggles. May as well also get SmartGun module attachments for their guns, and SmartGoggles with Image Magnification, flash compensators, low-light and thermal imaging. See if anyone can use some magical foci as well.

    UNIT get some assault rifles with SmartGun attachments and goggles with smartlinks, flare compensators, thermal imaging, low-light vision, and Image Magnification. Same thing as SCP, take some grenade launchers just in case.

    Delta Green, pick up some high quality submachine guns and sniper rifles. A few anti-material rifles with effective range in the 1.5 mile range. Goggles like everyone else.

    Also a couple squirtguns with a DMSO/tranquilizer combo for silent takedowns.
    >> Anonymous 10/14/11(Fri)20:48 No.16626950
    Ah, and frag grenades and flash-bangs for everyone.
    See if Delta Green has a demolitions expert, and let them have fun with C4, det-cords, and remote detonators.

    Also, while we're at it, have the Inde beam down those Star Trek communicators for everyone. More importantly than working as communicators (they've already got that), it'll help to lock on to their signal in case they need to be beamed out. Also don't forget that someone in each squad has to carry a set of transport beacons and signal amplifiers.
    >> Sgt.Varn !q8XtSW4.HY 10/14/11(Fri)20:53 No.16627013
    I think it's important that we brief our troops on dealing with the SUE. We need to make it clear to them that no matter what they might be armed with, they don' stand a chance against the SUE unless they have an emitter. Our heroes, along with a contingent of SCP troops will be the only personnel that should even come within range of the target. See that they are armed accordingly.

    I think the rest of our forces should split up and help to supplement whatever local help we pick up. The Cap troopers are defiantly our heavy hitters, but they need to be reminded that while they are some badass fuckers, they need to make sure they don't get too horrifically out numbered.

    The Delta Green boys should come in handy running covert hits and the UNIT troops can act as QRF for anyone who needs it.
    >> Anonymous 10/14/11(Fri)21:02 No.16627121
    Well, I would hope that all that information, plus info on what a Shadowrun timeline is like and some of its dangers, would be covered in the briefing we give to everyone from >>16626013
    If SCP can't get a shot on the SUE with their laser rifles, Delta Green will need to inhume the target with a 12.7mm bullet to the head fired from a mile away.
    >> OP 10/14/11(Fri)21:37 No.16627469
    The base staff begins briefing your troops on the dangers of Chi-town while supply officers go about piling the requisitioned gear.

    After about two hours, the first report comes in.

    Shadowrunners, mercenaries, and corporate agents are all rushing in and out of North America, hired by pretty much everyone you can think of, from the AAA megacorps, to families concerned about their loved ones. A lot of 'Runners think this is a gold mine, but a lot also are more concerned about the long term ramifications of what's going on rather than the short term profit. Captain Chaos is trying to pull together a sort of database on what Runners can expect in what they're nicknaming the "Arachnid Occupation Zone" based on information from returning 'Runners. Most notable so far has been a very profanity laden report by a user named "Fastjack" stating in no uncertain terms that whatever computing technology the Drow are using, it doesn't seem to be interface-able at all by decks or normal hacking methods. Reports from shamans and mages indicate all Drow technology uses magical energy to run, and there is speculation on whether it might be possibly to develop an 'adapter' of sorts to let the various deckers work their computer magic on the magic computers.

    The next report that comes in concerns the SUE, Painechilde, or as the Runners have dubbed her, "The Royal Pain." She, and indeed the entire Drow operation seems to be based in Chicago. A few runs made into the area with the intent of rescuing some well connected people resulted in a basic scout outline for the city. The Royal Pain seems to very rarely leave the city, and seems to stay around a large building that is slowly being converted into a temple of some sort. Her charm ability has been seen in action, and a separate report is being collated about it.
    >> OP 10/14/11(Fri)21:52 No.16627574
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    Concerning the initial reports from the Zone, some of the rescue operations met with failure because the people to be rescued refused to leave, seemingly preferring their new slavery to the Drow over their freedom. Some runners draw a definite comparison between the way these 'prisoners' acted and brainwashed cultists or highly developed cases of Stockholm Syndrome. One runner witnessed one of her team members throw down his arms and weep before The Royal Pain after she whispered something to him. She did not detect any sort of spell being cast and was herself an accomplished mage.

    Other Runners report encounters with two kinds of drow. The first kind wield technological weapons and armor alongside their brand of magic and are considered extremely dangerous. Several magic-users report they are heavily shielded against all forms of magic attack, and recommend any mages and shamans going into the Zone to focus instead on supporting their teammates rather than using combat magic. One street samurai notes with relish that their mana energy shields don't stop Valiant LMG rounds and recommends armor-piercing ammunition without any hocus pocus to put the hurt on them.

    The second kind of drow appear to lack the high technology their brethren employ, instead wielding swords, bows, and magic. They still make use of some kind of magic shield, though, and this one DOES repel bullets. Concentrated fire is recommended to overwhelm this defense, though some runners note that the more skilled of the invaders seem to be able to weather even the fiercest direct assault.
    >> OP 10/14/11(Fri)22:02 No.16627667
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    Other dangers in the zone include monstrous spiders that the Drow seem to use both as attack beasts and mounts, alongside golems. Several runners report seeing some sort of drow/giant spider hybrid, which sparked a fierce debate on whether or not there was such a thing as "spider insect spirits", and if they could be flesh-form spider spirits. A few runners argue that they've seen spider spirits before, while a shaman maintains that there are no spider insect spirits, only the great Spider Totem.

    A few Runners note that there has been no sign of bug spirits in the city since shortly after the invasion. There is some concern over whether the invader destroyed them, or if the bugs simply fled to cause trouble elsewhere, or if they might be hiding or even allied with the invaders.

    The one bit of good news is that Denver and the Seattle area have not yet been invaded, along with most of the West Coast. They are, however, flooded with refugees, and the situation there is getting close to chaos.

    It has not been made official yet, but it seems Ares Macrotechnology might be gearing up for a massive counterattack. For much of their territory to be invaded and occupied by an bug-like (if not technically bugs) foe seems a personal insult to them. The other corporations are watching and waiting, perfectly content to see how Ares fares before committing anything beyond a few agents and runners.
    >> OP 10/14/11(Fri)22:05 No.16627691
    Finally, several runners report that the Drow seem currently occupied with building or converting old buildings into their style of arachnid-decorated architecture, though they do not know what the interior renovations yet entail. All the slaves in Chicago appear to be charmed, but the slaves taken in other areas appear to be mixed between charmed slaves and slaves taken the old fashioned way.

    That concludes the information pulled this far. Your contacts are working on more as more information is still being gathered and compiled.
    >> Sgt.Varn !q8XtSW4.HY 10/14/11(Fri)22:24 No.16627851
    Alright, I think the best course of action we can take right now is to start organizing a resistance. Soften up the target as it were and provide an open for the Mega's to take action of their own.

    I'd also like to propose that (and I know some people are going to bitch that they were right to begin with) we make plans to wipe out the Drow space fleet. However, I think we should hold off until an uprising goes into full swing. If we slap the shit out of the fleet all by ourselves, it's going to tell the enemy that something is up. We should try to organize something with the Crop's to as least make it look like they are going to take action against the fleet.

    We stir things us with some hit and run attacks and general cage rattling, then when the fighting really starts, the fleet will probably move into position to support planetside forces and maybe deal with a pathetic little space force the Corp's might ave thrown together, THEN we come out of fucking nowhere and lay on the hurt. We coordinate our fleet attack with our ground forces in an attack against the SUE target to maximize the chaos among the Drow command structure.

    Depending on how the space battle goes, we could also have the Relentless provide heavy fire support from orbit, and maybe even have the Storm drop the nuke as a last ditch effort to take out/soften up/turn the tide.
    >> Anonymous 10/14/11(Fri)22:53 No.16628176
    One thing to keep in mind is that the ICBM nuke isn't such a game-changer or game-ender any more, now that we have a Victory II-class Star Destroyer and a Defiant-class escort.
    Sure, the ICBM is still probably a MIRV-equipped thermonuclear weapon, and that's nice.
    But the Indefatigable's photon torpedoes also have city-leveling yields, up to 64 megatons each. And the heavy turbolasers on the Relentless have energy outputs that make them equivalent to the kiloton-range.
    But that's neither here nor there.

    I like your plan as a whole, but I'm concerned about time. We don't exactly have the time to be doing things the subtle way. The rest of the sector is still falling apart as we speak.
    I think it would be better to go in fast and stealthed, and put a .50 caliber bullet into the SUE's brainpan from 3/4 of a mile out, and be done with it.
    Our main concern is the SUE; the Drow presence here is not affecting the space-time fabric to a level where we need to interfere.
    I'm with you on wanting to put the hurt on the Drow for what they did to Launch Base 4, but we have to keep the strategic situation in mind; that the sector is falling apart and we need to find a way to fix it.
    >> Sgt.Varn !q8XtSW4.HY 10/14/11(Fri)23:08 No.16628345
    If you really expect that a single bullet will take out the SUE, then you are either highly underestimating the target, or I'm highly overestimating. I can easily see the target using "mystical dragonic 6th sense", "divine protection", magitech dimensional fusion shields or some other sort of bullshit to shrug off/negate an attack, especially such a simple OHK maneuver. Remember, the SUE is able to bend reality to it's own whims. As the main character, in her eyes, she would never be felled by such a simple attack, so the likelihood of it working is nill, and even then extremely unlikely even with the reality emitters.

    To kill the SUE, we're going to have to use heroes. The only sort of OHK maneuver we might be able to pull is if Gaunt or Tosh can restrain/plant a reality emitter on the target, and then have Spike come in and hit her with the Swordfish's plasma cannon. I think Tosh will be our best bet in dealing with her overall, with Gaunt and the SCP troops backing him up.

    I agree that time is an issue, but my plan could be put into effect immediately. Dispatch teams to spread the word/go about raising some hell, while we prepare for the end game. It would probably only take a day or two for Runners and the Mega's to get their shit together and prepare for an all out attack.
    >> Anonymous 10/14/11(Fri)23:13 No.16628393
    The one weakness that SUE's have is that they must be aware of an imminent attack in order to be able to defend against it.
    Surprise, an attack out of nowhere and from an unexpected quarter, and the attack must be a one-hit-kill lethal attack that will kill the SUE before they can rationalize away the damage.
    It was one of the things discussed in the Editor's Setting threads on what could kill a SUE.
    >> Anonymous 10/14/11(Fri)23:20 No.16628468
    We have the Small Soldiers, yes? The Commandos should be able to get close enough to the SUE and plant an Emitter on her so we can level the place with a well-aimed nuke or similar heavy weapon.
    >> Sgt.Varn !q8XtSW4.HY 10/14/11(Fri)23:26 No.16628516
    You'll have to excuse me if that just seems ridiculously easy when we have a ship that can beam megaton yield weapons anywhere we want. If what you're saying really is true, then we shouldn't even have to use the reality emitters, just beam a torpedo down in an out of the way play that is somewhere close to the target and then sit back and watch the explosion from orbit.
    >> Anonymous 10/14/11(Fri)23:26 No.16628519
    To add to this, their small size and training should keep them stealthy, and hopefully a SUE won't be expecting living toys to come around and plant a Reality emitter on it.
    >> Anonymous 10/14/11(Fri)23:29 No.16628546
    Yes, we could do that. Usually, Editors have moral qualms with causing that much collateral damage, and of causing that much damage to the Canon space-time fabric.
    >> Sgt.Varn !q8XtSW4.HY 10/14/11(Fri)23:36 No.16628598
    So we vaporize a few a few hundred square meters and fuck up a few dozen square miles of land. It's not like having the planet already overrun by spider people and their screwing shit is any worse. Fuck, if we can get a more exact position on the target (maybe by using a Small Soldier to place a beacon) we can just fire off a salvo from the Relentless. That or just dial down the yield on the torpedo warhead.

    The hero fight can be used as a backup plan.

    If everything does work out and the SUE is eliminated, then I still think we're going to have to stick around for a bit to help clean up the mess she made.
    >> OP 10/14/11(Fri)23:46 No.16628687
    When you've decided on a plan, give your orders to the troops to move things along.

    IE, if you're going to attempt to plant a Reality Emitter on the SUE and then nuke her, who's going to plant the beacon, how are they getting there, how are you finding her location, etc.
    >> Sgt.Varn !q8XtSW4.HY 10/14/11(Fri)23:54 No.16628777
    I think the real question is: DO we even need to plan an emitter?

    Would a nuclear/photonic blast in close proximity be enough to take the target out by itself? If it can, then I say we have the Inde do it.

    If there are any serious doubts about whether or not it would work, then we start considering using heroes.
    >> Anonymous 10/14/11(Fri)23:56 No.16628795
    The reports on this SUE indicate she has some sort of verbal component to her Stockholm-y power. The crew that may end up fighting her in a face-to-face battle needs to be equipped with sound-proofing/filtering equipment; possibly even mirrored faceplates to stem off lip-reading. Approach this shit like a sonic-based gorgon.

    Does Ares have any Thor Shots (http://wiki.dumpshock.com/index.php/Thor_shot) available, or did the Drow in orbit take out the platforms? Because if they didn't, all we gotta do is have the Small Soldiers sneak in a targeting beacon somewhere nice and quiet in the bowels of the building. Much less risky than the "plant a belt" idea if we wanna recover them; and Ares gets to go all "Yay, we beat them! We're awesome!" publicly, and privately they owe TG a big favor for both the coordinates for the strike and letting them take credit for it to keep the Guard's presence hush-hush.

    All else fails, we do have a Star Destroyer in orbit. Just unleash some localized Base Delta Zero/Exterminatus, and BAM. Let's see a SUE survive a city-wide nuclear firestorm outta fucking nowhere.
    >> Anonymous 10/15/11(Sat)00:14 No.16628958
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    A.N.O.N. : "The status of the Thor Shots are unknown, but judging from your scans of the area from earlier, it seems likely at least most of them were destroyed by the Drow fleet, possibly after one or two were used defending North America. If some survived, it is likely the Fleet would move to destroy them as they began firing preparations, unless shielded from detection."

    "They would almost certainly also move to defend Chicago against any sort of orbital attack, though there is little they could do against a strike team or a teleportation bomb."
    >> Anonymous 10/15/11(Sat)06:07 No.16631021
    "ANON, given our current information on this SUE, would a photon torpedo dialed to maximum yield detonated within 50 meters of the target and without the target's knowledge, be sufficient to terminate it? And would doing so in a highly populated area be against TG regulations or ethical conduct standards?"
    >> Sgt.Varn !q8XtSW4.HY 10/15/11(Sat)07:00 No.16631206
    Fuck 50 meters, at 60+ megatons it would still probably vaporize everything out to a couple thousand meters. A 50MT yield device has a fireball radius of over 2000 meters.

    I'm not saying we put it that far away, but we could easily place a bomb in a building down the street from our target and not loose any effectiveness. For maximum effect though, airburst is the way to go, say a 100m up.
    >> Anonymous 10/15/11(Sat)07:18 No.16631271
    Well yes, but the point is to give as little warning as possible about the detonation.

    We really need to know if we'll get called in by Sector Command for breaches of ethical conduct by causing so much collateral damage if we go with the nuke idea.
    >> Sgt.Varn !q8XtSW4.HY 10/15/11(Sat)07:39 No.16631346
    I understand that. All I was trying to say that I think even a 50 meter safety margin is cutting it close. Placing the device a little further only means giving the target a nanosecond to react, which I think even for a SUE isn't enough time to register the hit before she gets atomized.
    >> Anonymous 10/15/11(Sat)14:07 No.16633393
    >> Anonymous 10/15/11(Sat)14:21 No.16633503
    "Very yes to both."
    >> OP 10/15/11(Sat)14:30 No.16633567
    This was me, forgot my name.

    To those of you who requested a TG Quest schedule, I'll be giving it the most attention between 7PM and 12PM central time. I check on it and update it on and off otherwise as my time allows.
    >> Anonymous 10/15/11(Sat)14:30 No.16633568
    Is that you ANON/Op? Could you put your trip on?
    >> Anonymous 10/15/11(Sat)14:39 No.16633621
    Alright, so if we don't want our funding cut, we keep the photon torpedo only as a last resort.
    Also, confirmation on the termination method of SUE's: in a situation where the Canon has be either bent beyond a certain point, or in a game world such as this which has much looser tolerances, is a single bullet to the head from extreme range enough to kill a SUE? I remember that doing so was one of the examples given in the Editor setting threads.
    >> OP 10/15/11(Sat)14:56 No.16633762
    It depends on the power of the SUE, but it always has at least a chance of success.
    >> Anonymous 10/15/11(Sat)15:02 No.16633808
    Do we even have any good snipers? Spike's more of a handgun guy, I don't know much about Gaunt, and I haven't played SC2 so I don't know about Tosh.
    >> OP 10/15/11(Sat)15:19 No.16633938
    Being trained as a Ghost prior to becoming a Spectre, Tosh can use a sniper rifle. However he, and most other Spectres, specialize in the use of the AGR-28 and AGR-14, a gauss assault rifle. It's Ghosts that are the dedicated snipers in SC.
    >> Anonymous 10/15/11(Sat)17:48 No.16635297
    Any snipers among the Delta Green squad?
    >> OP 10/15/11(Sat)18:19 No.16635595
    The SCP, UNIT, and Delta Green squads each has a dedicated marksman.
    >> Anonymous 10/15/11(Sat)18:34 No.16635711
    Alright, have that person armed with the anti-material sniper rifle for each squad.

    With the other requisitions, I think that's it in terms of local weaponry.
    I'd include vehicles, but with the Inde's transporters able to do site-to-site transports on the surface, I think we'll be fine.
    >> Anonymous 10/15/11(Sat)18:56 No.16635841
    Oh, have any of the reports from the shadowrunners shown whether FAB Strain III has any effect on the Drow's version of mana?
    It might kill the ghoul population of Chicago, and screw up any magic-using shadowrunners there, but if we could release FAB on a large scale, that could wreak absolute havoc with the Drow, since all of their technology, their weapons and armor, are based on mana.
    >> OP 10/15/11(Sat)19:46 No.16636232
    Strain III is still being developed right now, unfortunately. Have all of you decided on a plan?
    >> Anonymous 10/15/11(Sat)20:03 No.16636364
    Varn's plan is too vague and really depends on the megacorps going in with a strong counter-attack, one that they will not commit to until they can figure out a way to eliminate the SUE. They already saw how the SUE was about to take the NAN; no way are they going to commit real forces until an effective counter is developed.

    For now, transport our heroes and troops to outside the Occupation Zone. We first need to test that our non-native weapons can penetrate the Drow's magical shielding, and see if Tosh's cloaking field can get him past Drow sentries undetected.
    So first order is to ambush a few Drow patrols, both the Space Age and classic ones, with the SCP to see if their laser rifles can cut through the shields, and to see how much firepower is required to overwhelm the Drow magical shielding.
    If the Indefatigable has any on-hand, see if phaser rifles are any good against the Drow. Have UNIT test the phasers out, and do the same with E-11 blaster rifles from the Relentless.
    Fortunately, we're in a crossover event with alien technology, so there should be minimal Canon backlash from using such weapons.

    Once better information has been acquired concerning the effectiveness of our weapon on the enemy, and better maps and SIGINT from our hired deckers, we'll map out an assault plan.
    >> OP 10/15/11(Sat)21:20 No.16637044
    The Storm has no problems locating some patrols of both kinds. Are you deploying everyone as one massive force then?
    >> OP 10/15/11(Sat)21:31 No.16637169
    Nevermind, I lack reading comprehension. Give me a few minutes.
    >> OP 10/15/11(Sat)21:39 No.16637252
    rolled 12 = 12

    Neither the Relentless nor the Indefatigable came with infantry weapons, sadly enough.

    The SCP team beams down behind a series of hills as a Drow patrol of spider riders passes by. Taking prone firing positions under plenty of cover, they wait for the enemy to get within optimum range... and fire!!
    >> Anonymous 10/15/11(Sat)21:42 No.16637279
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    I'm assuming that we don't yet have access to an O.S.C.A.R. unit. Damn shame, sue wouldn't stand a chance against one of those.
    >> OP 10/15/11(Sat)21:53 No.16637394
    rolled 72 = 72

    The SCP troops open fire, downing several of the spider riders with their opening volley. The drow respond by generating their mana shields around themselves. Some of the lasers strike and pierce these shields while others are deflected. While the drow maintain the shields, their spider mounts scurry towards the SCP troops with impossible speed until the drow jump off their mounts and draw... paired scimitars of course. As the obviously magical blades connect with kinetic barriers, the drow are taken a bit aback, clearly not having expected the humans to have 'mana shields' of their own. The SCP troops respond by backing off and firing again, but the drow react with extreme reflexes, grace, and bullshit moves. The fighting get intense as both drow and SCP begins to take casualties, a sort of dance evolving where the SCP troops attempt to put distance between themselves and the drow in order for their shields to recharge and to let them shoot better, and the drow attempting to close the distance and murder them with knives. The SCP troops also have the giant spiders to worry about, though the beasts die to one or two laser shots, they distract the troopers from the drow long enough for the long-eared enemy to take advantage of critical openings.

    Even this though, cannot avail them, and the last of the six drow patrol and their mounts falls to the ground. However, a full half of the SCP troops have been slain. However, their equipment is mostly undamaged and can be salvaged for replacements at least.

    SCP troops remaining: 6.
    Drow slain: 6.
    Giant Spiders slain: 6

    Meanwhile, Tosh has successfully sneaked past several drow patrols of both units. He reports that although they seemed to sense something was amiss, they did not detect him. The drow's mainline infantry at least, do not seem to be 'detectors'.
    >> Anonymous 10/15/11(Sat)21:54 No.16637405
    Hm does anyone have any info on how xenophobic this brand of drow are? Because it's possible that if they're anything like a standard drow, freeing them of the S.U.E.'s charm would cause them to destroy her for her impure blood.
    Unfortunately I can't see any way to put that to use.

    Whatever, since the Drow are foreign elements, destroying them shouldn't harm any Canon, and since they are between us and the S.U.E., they must be... removed.
    >> Anonymous 10/15/11(Sat)22:21 No.16637664
    Nah, these SpaceAge drow don't even remember their Underdark heritage, to the point of the entire academia arguing against it. Was in the first few pages of their Canon.
    hell, they even have granted equality to males.
    >> Anonymous 10/15/11(Sat)22:27 No.16637724
    True, but they also seemed pathologically incapable of surrender or negotiations.
    They still have that elvish unreasonable stubbornness and arrogance.
    >> Anonymous 10/15/11(Sat)22:28 No.16637737
    Well, they are ELVES.
    >> OP 10/15/11(Sat)22:37 No.16637824
    rolled 18 = 18

    The SCP team is at half-strength. Do you want to use them for the Space test or call in a different unit?
    >> Anonymous 10/15/11(Sat)22:40 No.16637854
    hold on that, gotta think.
    >> Sgt.Varn !q8XtSW4.HY 10/15/11(Sat)23:23 No.16638264
    Whoever had the idea to send out forces out all by themselves without support needs to be slapped. Why in the hell would you just throw away our precious troops like that? That's why I said we need to send them out in support of local forces.

    We could have just paid some loosers to take a few of our rifles and go shoot at some Drow, and then had our forces hidden nearby to pop up and smash the hell out of the Drow once we see how well the guns work. Why waste our own troops when we have a plenty of nameless mooks in Shadowrun that will do anything for enough money?
    >> OP 10/16/11(Sun)02:46 No.16640124
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    Even though they are at half strength, the SCP troopers manage to ambush and decimate a light patrol of the Space-Age drow. The Tiberium-Enhanced lasers pierce right through their shields and armor, and this time the troops strike fast and accurately enough that the return fire is scattered and mostly ineffective. A single SCP soldier dies from an enemy energy weapon. The enemy weapons appear to fire not traditional bolts of energy, but rather directly attack the life force of the target, causing them to bleed from their ears, eyes, and mouth and die as their essence is destroyed. This means their weapons bypass most defenses. Reality Emitters seem to provide some protection against this, several troopers being only fatigued instead of dead when hit.

    SCP survived: 5/6
    Space Age Drow slain: 12
    >> Anonymous 10/16/11(Sun)03:29 No.16640401
    This has shown that we will need massive firepower prepared. Also that Tosh will be able to get into position where he can find the SUE and prepare transporter beacons to transport in the entire ground force without worrying about getting them there undetected.

    Now, begin hiring shadowrunner teams to try to pinpoint the SUE's location within the Occupation Zone. They are only to locate her provide information on where she normally resides. Once we have that information we can have Tosh sneak to a nearby area and then transport in a strike force.
    >> Anonymous 10/16/11(Sun)03:33 No.16640419
    Is there any way we could make it look like the two Drow patrols we ambushed were attacked by canon forces? I imagine dozens of Drow patrols are attacked on a daily basis, but we can't be sloppy when it comes to dealing with SUE's. We have to cover all of our bases.
    >> Anonymous 10/16/11(Sun)03:37 No.16640445
    Is there any way we could hire a couple of middlemen to recruit shadow runner's for us? With this SUE's persuasive abilities I don't want to have our entire operation derailed because the SUE figured out that people are actively tracking her and detaining said individuals.
    >> Anonymous 10/16/11(Sun)03:47 No.16640533
    Sure we can put a fixer between the runners and us.

    Transport the bodies and equipment up to the Indefatigable, then over to the Relentless, and have them shoved into the trash compactors.
    >> OP 10/16/11(Sun)03:55 No.16640583
    This is doable, but it'll take a little time for the Runs to be executed. A.N.O.N. estimates that you'll be looking at about at least two days for the first reports to come in, and probably three or four for all of them.

    "About how many teams do you want hired? And what skill level?" Base Commander Ferecelli asks. "Our resources are considerable, but not infinite, especially with worldwide finances in chaos."
    >> Anonymous 10/16/11(Sun)04:01 No.16640635
    "Have you heard from patrols SD-7 and OD-2 recently? They haven't checked in for several days now."
    "The last comm transmission from SD-7 was pretty garbled, but it sounded like they were under attack. A response team went out to their last known location but they didn't find much. Traces of mana indicative of combat were all over the place and there were pockmarks from projectile weapons everywhere, but no bodies."
    "Oh. Okay. Well that doesn't seem out of the ordinary at all."
    >> Anonymous 10/16/11(Sun)04:02 No.16640647
    2 Prime Runner teams (PC equivalents).
    2 to 3 of mid-level teams.
    Also 3 to 4 low-level teams to get some general recon data around the Occupation Zone and identify apparent weak points.

    Have the low-level teams go first and scout the defenses. The information they provide is to go to the mid and Prime runner teams, who will use the info to enter the Occupation Zone and find the target.
    Impress on the teams that this is purely a recon job; it needs to be quiet without attracting attention.
    >> Anonymous 10/16/11(Sun)04:04 No.16640668
    Considering that the corps have been sending runner teams to gather information and capture examples of the Drow's mana-based weapons, yeah, actually, it's not out of the ordinary.

    Hell, we could probably pay off some of the teams by offering them mana-weapons as payment rather than nuyen or local weapons, since they could get good prices from fencing the stuff to the mega's.
    >> OP 10/16/11(Sun)04:58 No.16640980
    You DID recover enough Drow gear to fill a supply crate with those two battles. It'll knock a nice dent in your operating costs if you choose to use it as Runner payment, or even just use one of the base's contacts to fence it for cash.

    That said, I'll see you tomorrow gentlemen. I'll be determining results from those runs, so if you have anything to add, do so. You'll also have two days while you wait for the first of the Runs to finish. I need to know what you're doing in that time.
    >> Anonymous 10/16/11(Sun)05:05 No.16641031
    If we have two days, it might be a good idea to transit back to HQ, have our SCP troops filled back up to full, and let Sector HQ know what happened at the Vault and receive authorization for a Base Delta Zero to terminate the SUE if all else fails.

    We should really get a transport shuttle with a transit drive and an inter-dimensional comms system eventually.
    >> Anonymous 10/16/11(Sun)05:40 No.16641187
    Also, since we've got two days to kill let's have Mouse get some hacker training in somewhere. Even Heros need to practice!

    When we do move in, I suggest two main teams. Gaunt should be leading one. Split up however it works out, we could have the Kill Team go after the SUE while Gaunt and whatever forces he's allocated keep people from interfering with the assassination. With force, obviously. Hehehe
    >> Anonymous 10/16/11(Sun)11:06 No.16642770
    This hasn't been archived yet.
    >> Anonymous 10/16/11(Sun)11:12 No.16642823
    Yes it has.
    >> Anonymous 10/16/11(Sun)15:46 No.16645307
    Hey we're in Shadowrun. Want to get him a datajack and a deck if he agrees to it?
    >> Anonymous 10/16/11(Sun)17:55 No.16646402
    Eh, it's 2055 tech, though. If we're going to get some good computer interface tech, it would be better if we stop by an Eclipse Phase timeline, or maybe sneak into a Ghost in the Shell timeline.
    >> OP 10/16/11(Sun)18:55 No.16646940
    rolled 19 = 19

    So did anyone ever figure out what to do in the 2 days of downtime besides train? Are you going back to base to report in?
    >> OP 10/16/11(Sun)19:12 No.16647158
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    rolled 20 = 20

    It costs about 1 million nuyen to front the cash needed to hire 9 Runner teams into an extremely dangerous hot zone. This puts a significant dent in the base's resource reserves, but does not deplete them.

    Word comes the day after from one of the base's contacts. One of the teams has already been killed almost to the last man. The fight was caught by their street samurai's cybereyes and transmitted to their rigger support. After flying in and being dropped only a few miles from Chicago, a drow strikeforce ambushed them shortly after night fell. The footage shows the team managing to cut through several of the drow, but several were significantly more powerful than the others and their shields did not fail to bullets.
    >> OP 10/16/11(Sun)19:22 No.16647255
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    rolled 49 = 49

    Shortly after that another report comes in that the second team is also KIA, their chopper having been shot down by the space drow's anti-air installations around Chicago. Analyzing the information suggests that aerial infiltration by native craft at least, is ill-advised.
    >> OP 10/16/11(Sun)19:29 No.16647302
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    rolled 60 = 60

    The third team's report comes in early morning the next day. They probed along the Chicago city limits and recorded the drow patrol patterns, but were ambushed by drow spider-outriders before being able to move into the city and get more information. They took losses and had to retreat, barely making it to their contact's extraction point. The information they give you suggests a loose outer-circle of patrols by the spider-riders, and another circle of patrols around the city limits. Both patrol patterns have exploitable gaps upon analysis by ANON. The successful escape of the Runner team by extraction chopper gives you a vague idea of where their guarded airspace ends.
    >> OP 10/16/11(Sun)19:45 No.16647427
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    rolled 17 = 17

    The final team gives an initial report by burst transmission that they have infiltrated the outer city and are documenting drow activity within.

    From the initial reports by all four teams, you get a general idea of where the Zone's true (IE, guarded) borders lie, and how their defenses outside the city are set up. The drow seem to be keeping close to either the occupied cities or their new buildings. They send very few deep patrols out.

    Before I proceed, I need to know if you're doing anything in the day before more reports come in.
    >> Anonymous 10/16/11(Sun)23:00 No.16649475
    nope lets go
    >> Anonymous 10/16/11(Sun)23:16 No.16649630
    we should try and get in contact with at least one AAA megacorp. to make the best use of any intel we are probably going to need corporation from a local power.
    >> OP 10/16/11(Sun)23:56 No.16650031
    rolled 84 = 84

    Two days pass and you receive a detailed report from the team that managed to infiltrate the city on drow movements, installations, and so forth. They note that the majority of the defenses seem clustered around what their shaman believes to be a temple of some sort. He is further convinced it may be to the Spider totem. The temple is heavily guarded by both types of drow, driders, enthralled slaves, golems, and trained spiders. The entire city has a large population of enthralled slaves that seem happy to work all day. Many are armed, meaning that the slaves double as extra guards. Other than the temple, there are a few other buildings converted into various drow buildings that are moderately guarded as well. Slave quarters, for those slaves not living with their new masters, are only guarded by slaves.

    There is absolutely no sign of the insect spirits that had been infesting the place, and that unnerves the team a great deal. The drow temple, and a few structures emanating magical power are warded and guarded in the astral plane as well as the physical.

    There hasn't been a sighting of the Royal Pain since they arrived, but it's only been a day.

    The rest of the teams have reported in at their rallying points approximately sixty miles outside Chi-town, except for one. One of the mid-level teams attempted to make it deeper into the Zone via armored cars. They were intercepted by a heavy strike force making use of what appears to be mana-powered armor and destroyed.
    >> OP 10/17/11(Mon)00:08 No.16650154
    The next day the remaining teams go about the work of infiltrating the city, with the most experienced ones attempting to gather information on the temple.

    It is early evening when your contacts receive a burst transmission from one of the teams that entered the temple. They managed to confirm that it is indeed the lair of the Royal Pain, and she is working on some sort of project involving a lot of compressed mana and spirit residue in its depths. In addition to that, she busies herself daily with setting forth edicts, decrees, and holding court. Before they had to leave, almost being discovered, they managed to learn that she plans to finish conquering North America, then solidify her hold on it. She will then sue for peace, charm the diplomats sent to talk with her, and use them to try and access increasingly important foreign figures until the globe has bent the knee to her. The team then immediately left the temple grounds, as they began to feel oddly that maybe things would be better if she were in charge. They took that as a sign that the charm ability was beginning to work on them and fell back.

    The other teams are still spying on the rest of the city.
    >> Anonymous 10/17/11(Mon)00:24 No.16650303
    We should engage and wreck the Drow fleet in space. If we don't do that, we won't be able to provide air support. I bet the Orz would like to *Dance*.

    Send Gabriel Tosh and the Small Soldiers into the spider hive, along with some of the Indefatigable's communicators, and 2 reality beacons. Their objectives are:
    #1: Don't get caught.
    #2: Find a safe (or semi-safe) place to beam in our troops
    #3: Find a spot from which to engage the S.U.E., if doing so would not compromise #1 and #2.

    The SCPs, UNIT, the Delta Greens, and what's left of the Base should get in contact with the Corps. Get suited up, find out what the Drow are weak to, and tell the Corps we're going to mount a teleport-assault on the Drow Temple.
    Don't mount the assault yet, just get word out and suit up.

    The Smurfs and the Orz marines should stand by, be ready to beam onto Tosh and the Small Soldiers if they need evac or fire support.

    I'm not familiar with Ibram Gaunt's abilities so I don't have a suggestion for what he should do.

    Right, let's get rolling.
    >> Anonymous 10/17/11(Mon)00:28 No.16650338
    Wait, we have 15 beacons not 13, don't we?
    Give 3 to Tosh and the Small Soldiers.
    Have the Smurfs ready with 2.
    Spread 5 out amongst the UNITs, SCPs and Delta Greens.
    Keep 2 at the Base in case the Drow decide to attack it.
    Also, keep 3 in orbit - for the Storm, Defiant and Indefatigable. Never know what bullshit the Drow might pull in space.

    The plan is to clear the Airspace, make ready a Teleport entry point, get geared up, and put word out to the Corps that - with the airspace clear and a teleport point ready - we're going to mount an attack on the Temple.
    Wrecking the Drow's space fleet should convince them that we're legit in this endeavour, and no doubt lots of Corps and even some of the Dragons would be interested in kicking S.U.E. ass.
    >> OP 10/17/11(Mon)00:29 No.16650357
    By Smurfs do you mean the Mobile Infantry?

    Gaunt leads infantry, he's a commanding officer that leads from the front and is damn good with a power sword and bolt pistol.
    >> Anonymous 10/17/11(Mon)00:33 No.16650391
    Yes, Smurf = slang for Starship Troopers Mobile Infantry.

    Gaunt as a good Infantry Commander? He should review any intel we get and formulate an attack plan. He'll be incredibly useful once we start the assault.
    >> Anonymous 10/17/11(Mon)00:47 No.16650528
    Wait a minute, what happened to going back to base to get our SCP troops filled back up?

    Who're the idiots that forgot to get that done?

    The slang term for MI is apes, get your Meta right!
    >> Anonymous 10/17/11(Mon)00:55 No.16650589
    This is a bad deployment of our reality emitters. They're personal units, so keeping them in space is useless.

    All 15 should be distributed to our ground troops, specifically Gaunt, Tosh, the MI, 3 to the SCP, 3 to UNIT (1 going to Mouse), and 4 to Delta Green.
    Every one given communicators from the Indefatigable so that they can be locked on by the Inde's transporters.
    >> Anonymous 10/17/11(Mon)00:57 No.16650607
    Good point.
    >> OP 10/17/11(Mon)01:08 No.16650674
    rolled 8 = 8

    Tosh and the Small Soldiers beam down into an area that your reports say is lightly patrolled, then begin to search the temple.

    The Vault contacts the Corps and lets them know a major assault on the Drow HQ is about to happen. Ares immediately offers to launch its counter offensive in Michigan at the same time to draw attention. The other Corps are considering what to do. Saeder-Krupp offers to launch an attack on the occupied areas of Tir-Tairngire alongside regrouped units of its military, Lofwyr being one of its Princes after all. It is difficult to tell however whether they truly consider these assaults to be a distraction, or rather consider yours to be a distraction for them.

    All of this of course, is contingent on your destruction of the space fleet. An orbital bombardment will make short work of any counter-attack.

    The Storm has detected the Drow Fleet and your forces are preparing to go to combat alert. What is your plan?
    >> Anonymous 10/17/11(Mon)01:19 No.16650773
    Well, if we move the Indefatigable, it won't be in position to transport the ground troops down, not with the power-drain from the phase cloak limiting the transporter beam's range.
    But, we need the Inde's transporters in order to transport photon torpedoes into the Drow ships.

    Tell the Orz that it's time to *dance*. First have them beam their marines over to the Indefatigable to help in the assassination when the time comes. Then have them group up with the Relentless to take on the Drow fleet.
    Have the Indefatigable move in, and wipe out 3/4 of the Drow space force by transporting photon torpedoes set to maximum yield into their ships, but avoid the science ship. Once done, the Inde will move back to its original position to be ready to beam down the ground troops when Tosh and the Small Soldiers find a safe zone.
    The Relentless and the Orz will mop up the remaining Drow space forces.
    >> Anonymous 10/17/11(Mon)01:29 No.16650864
    This. Also launch the Gunstar and have it support the Relentless.

    I hope that 8 doesn't get Tosh killed. Might need to beam down support.
    >> OP 10/17/11(Mon)01:53 No.16651042
    rolled 98 = 98

    "Finally! Time to *dance!*"

    The Indefatigable moves in under cloak, implanting photon torpedoes in the depths of the Drow ships with rapid speed as it moves through the loose formation of foes. The flagship is the first to explode, silently blossoming into a shower of debris and fire as the Indefatigable glides towards one of the cruisers and repeats the maneuver. Another explosion flares into being as that ship too, is destroyed. The Indefatigable destroys a second cruiser in the same manner, and is headed toward a third when the Storm receives a transmission from Tosh.

    "Hey mon," the Spectre breathes. "We be infiltratin' the temple, found a nice audience chamber with a high ceiling I might hide up in. Was scopin' it out when that high priestess turned a corner. The spirits not be wit' us this day, mon. She knew I was there, tried to work some kinda magic on me an' failed. Then she cast anudder spell and a giant spider web appeared all around me, had me trapped. The little guys you sent, they saved me. Jumped outta their hidey holes and piled on her, stabbing with tiny knives and screaming. The SUE, she wasn't expecting dat, mon. She screeched somethin' awful and fell back a moment. Long enough for me to cut meself free and run. I looked back... She'd used some TK effect ta blast the little ones off her and was... well, I don't think they'll be coming back. She's still close. I don't think she'll be lettin' me leave. Gonna try and do my job. Activating my live feed so you can see what you're up against if'n I don' make it back."

    Drow ships remaining: 1 cruiser, 4 frigates, 2 transports, 1 science vessel.
    >> Anonymous 10/17/11(Mon)02:00 No.16651086
    Dammit, I knew something like this would happen.

    Have the Inde immediately break off and try to get a transporter lock on Tosh.
    Get ready to beam him out, or beam down the entire assault force if he's in a place where they can beam down to.

    The Orz ships and the Relentless will have to take care of the remaining Drow ships on their own. The Oncoming Storm will need to coordinate their fire using its better sensors and fire control.

    Dammit, now the SUE will be ready.
    We may need to use a photon torpedo on her after all.
    >> Anonymous 10/17/11(Mon)02:04 No.16651117
    Tosh, find a (relatively) safe spot in the Audience chamber where we can beam you up immediately, and beam an attack team down later.

    Get Gaunt, the Apes, and the Orz Marines ready to engage, and ensure that they and Tosh have enough reality beacons to cover them.

    We get Tosh the fuck out of there as soon as he's found a halfway-safe spot to send in the attack team (later).

    When the Space battle is concluded, the Corps will begin their diversions, and we can provide orbital support for the attack on the Royal Pain.
    >> OP 10/17/11(Mon)02:16 No.16651211
    The Indefatigable is breaking off now, and heading closer to the planet.

    The Relentless, Orz, and the lone Gunstar begin advancing towards the remnants of the drow fleet as they begin pulling themselves together in a combat formation, while sending EVA teams out to rescue spaced survivors. They appear confused, moving a little erratically.

    Tosh presses himself flat behind an intricately carved column, gripping his AGR-28 tight as the sound of heels clicking on stone echo closer.

    "What are you doing here, in my home?" a musical voice sings out. "You haven't been a very good guest, but I am merciful. Why don't you come out and we can talk? I don't want to have to destroy you. I can sense your power. You're different than the rest of these mere mortals. Better..."

    You cannot see Tosh's face, his feed-camera is attached to his shoulder, but you can hear his breathing speed up as the voice speaks.

    "You have so much hate in your heart... I can feel it. I promise you, I can bring you peace, happiness at last..."
    >> Anonymous 10/17/11(Mon)02:23 No.16651271
    "Don't listen to her, Tosh! She's just like Arcturus, just like your handlers back at the Ghost Academy! She'll wipe your mind and turn you into a simpering slave for her ambitions!"

    "Inde, transport Tosh out NOW! Replace him with a photon torpedo, maximum yield!"
    >> Anonymous 10/17/11(Mon)02:29 No.16651310
    Woah, woah, woah!
    Wait a minute.
    Setting off a torpedo like that is a massive breach of TG regulations, even if it is to kill a SUE.

    Let's just transport Tosh out, and transport down Gaunt and the rest of the ground forces. that much concentrated reality emitters should knock the SUE down a little, enough for the concentrated firepower to kick in.
    And hey, with the Orz, never know what kind of extra-dimensional dickery they could do to the SUE.
    >> Anonymous 10/17/11(Mon)02:46 No.16651439
    Have Tosh use his reality beacon.
    Remind him that the Sue is trying to break his mind - like his Ghost handlers, as said.
    Teleport the Orz, Gaunt, and the Apes in on top of him. Use at least 3 reality beacons altogether.
    Between Gaunt, the Orz, and the Apes teleporting on top of her, she SHOULD go down.
    >> OP 10/17/11(Mon)02:54 No.16651495
    The Indefatigable manages to reach transporter range and begins to lock onto Tosh. Scans also show the large audience hall is large enough to accommodate the rest of the strike team.

    The Orz ships are the first to the fight, firing their howitzer-rail cannons from long range and continuing to accelerate to get close enough to release their deadly Marines. The super-advanced cannon rounds tear right through the drow hulls, their energy shields not doing anything to stop them.

    "Full of *juice*!"

    One of the drow frigates explodes after take a shot directly to the bridge, another to the engines, and another to its midsection.

    "*Juice!* *Juice!!!*"

    The drow ships open fire on the Orz, but their weapons seem to not affect the Orz Nemeses in the slightest, the beams disappearing just before they touch the vessels. The Orz speed past the drow, their huge turrets swinging around to fire again. Another frigate detonates as the cannons rip open huge holes in it. Small sparks of green shoot from the Orz ships and begin flying towards another frigate, the forms of Orz Marines, tiny against the vast spaceships.

    "Enjoy the *sauce!*"

    The Relentless opens up with its own batteries of turbolasers and ion cannons, sending a shower of deadly light towards the remaining drow ships. The drow ships fare far better against this attack, their shields absorbing many of the energy attacks. However, the Star Destroyer mounts so many guns, a considerable number of shots get through, crippling the last cruiser.

    Drow ships remaining: 1 cruiser(damaged), 2 frigates, 2 transports, 1 science vessel.
    >> Anonymous 10/17/11(Mon)03:04 No.16651571
    Strike team: In. Have the Indefatigable ready to beam them out in the event that they get surrounded. Activate reality and hit the Sue with damn near everything.

    Do we have any explosives of a yield around 10,000kg to 1 kiloton of TNT? If the strike team can't win, we can always blow the bitch up.
    >> Anonymous 10/17/11(Mon)03:05 No.16651588
    target the science vessel. right now the drow are dealing with an out of context problem, so the science vessel might help them adapt to it. ignore the transports unless they try to reach earth or close for ramming/boarding actions.
    >> Anonymous 10/17/11(Mon)03:05 No.16651592
    Kill the Frigate, Kill the Transports, capture the Science vessel intact with Orz marines.
    Tell the Corps that we're ready to provide orbital support.
    >> Anonymous 10/17/11(Mon)03:07 No.16651598
    I'm voting for transporting down Gaunt, the Orz Marines, the Mobile Infantry, and the troops who have reality emitters only.
    Have the regular troops are to use their reality emitters to help hem in the SUE, while Gaunt, the MI, and the Orz go in and take her *juice*.

    Have the Relentless continue pounding away at the Drow ships, but avoid the science vessel. We're going to capture that one.
    >> Anonymous 10/17/11(Mon)03:08 No.16651604
    >Do we have any explosives of a yield around 10,000kg to 1 kiloton of TNT?
    Photon torpedoes have a maximum yield of 64 megatons.
    That's our final trump card.
    >> Anonymous 10/17/11(Mon)03:11 No.16651633
    Yes, I'm aiming SMALLER than that.
    Something that can level, say, a Temple, but leave the City surrounding it mostly intact.
    >> OP 10/17/11(Mon)03:19 No.16651701
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    The remaining drow vessels fire on the Relentless, ghostly beams impacting on its shields, which hold for now.


    "Da peace you be bringin' this world is of the grave only, child. And da happiness of da slave isn't a chain I be willing to wrap 'round me own neck," Tosh finally declares, whipping out into the open and opening fire.
    >> Anonymous 10/17/11(Mon)03:19 No.16651706
    64 megatons is the maximum yield.
    We can dial it down if necessary.

    I'm simply worried that if we don't use a maximum yield, that it might not be enough to tear through the SUE's plot armor.
    >> OP 10/17/11(Mon)03:20 No.16651716
    Standing in the middle of the audience chamber, completely ignoring any sort of cover in favor of dramatic effect, is a young woman with long pointed ears, dark skin, violet eyes, and an impossible figure. She is clad in an almost transparent spider-silk gown set occasionally with curved metal plates that don't really look like they add much additional protection so much as emphasis. On the ground are the shattered and broken bodies of the Commando Elite. Tosh's burst impacts on an energy shield around the SUE, who laughs lightly.

    "You are so naive. But I am sad. You are just as blind as the others. But I can make you understand. Don't you see? Once my drow rule the earth, it'll be free of the wars and corruption and greed it has suffered! Once everyone realizes how superior the drow culture is, and accepts our leadership, we can build a new utopia! Just look at how the stupid humans have ruined the earth with their wars and atrocities! We can fix all of that! Join us!"

    "Dat was supposed to be convincin'? Not much offa diplomat without yer mind tricks," Tosh declares as he fires again, the bullets striking the shield once more. The SUE brings up the shield again, looking surprised and almost hurt that the little speech hadn't worked. Her face twists in fury and she gestures at Tosh. The Spectre is thrown against a wall by an invisible force as his gauss rifle is yanked away.

    "Fine! Be blind! Blind like all the others! I'll offer you to the Great Spider, then!" her mouth twists cruelly. "And you won't leave this web so easily..."

    "I can't get a lock on! Something's interfering with the transporters!" an Indefatigable crewman reports. "It's like an anchor, I don't think anything can leave!"
    >> Anonymous 10/17/11(Mon)03:21 No.16651719
    Beam down the ground troops listed in >>16651439
    Tosh won't be able to stand up against the SUE alone.
    >> Anonymous 10/17/11(Mon)03:21 No.16651720
    You have a valid point. We can at least check if the stirke team can put a dent in her. If they can't, then gogo photon torpedo.
    >> Anonymous 10/17/11(Mon)03:25 No.16651751
    Damnation, those transporter beacons were supposed to be set up before we engaged the SUE!

    If something can't leave, then maybe we can punch in!
    Try to transport in Gaunt and the rest of the ground troops right on top of the SUE and have their reality emitters set to maximum.

    If that doesn't work, have the MI do an orbital insertion right onto the temple complex with their drop pods, with the Inde dropping its cloak to provide orbital fire support using phasers and dialed-down photon torpedoes to suppress the Drow anti-air batteries.
    >> OP 10/17/11(Mon)03:27 No.16651769
    The Orz Marines fly towards the science vessel, melting through its hull and disappearing inside.

    The Orz ship fly around and fire another salvo of rail cannon that cripples another frigate, leaving it dead in space. The Relentless manages to hit something vital in the cruiser and it explodes in a massive fireball just as Relentless' shields drop dangerously low. The lone frigate remaining stubbornly continues to fire its primary weapon at the huge vessel.

    The Gunstar does a bombing run on the two transports, damaging their engines and hull, but little else. The transports begin to attempt to flee towards the planet.

    Drow ships remaining:1 frigate, 2 transports, 1 science vessel.

    As soon as the corporations use a few remaining satellites to confirm the crippling of the drow fleet, their forces go on the move. Fleets of choppers, attack jets, drones, and armor begin advancing towards enemy lines.
    >> Anonymous 10/17/11(Mon)03:28 No.16651783
    Hmm. What are our options?
    Send in the heavy hitters if it's an option, and have them dump ridiculous amounts of firepower on said Sue.

    The Storm should use its scanner suite on the Sue's temple, finding SAM sites. Our fleet then blows those SAM sites the fuck up, allowing air support to come in and attack the temple from whoever would be interested.
    >> Anonymous 10/17/11(Mon)03:34 No.16651834
    Kill the transports, Kill the frigates. Trust the Orz to handle the Science vessel.
    Get everyone else in a position to provide orbital support, knocking out any Drow Air forces or SAM sites.
    The Storm's sensors should be able to pick out some of the SAM sites even before they go hot.

    If the strike team can be teleported in to engage the sue, do that.
    If not, then Tosh dies (god damn it), but we start blasting the everloving crap out of the temple from orbit. Gaunt and the Apes can drop on top of it and start wrecking shit, the UNITs, SCPs and Delta greens can support the Corp's advance.
    >> Anonymous 10/17/11(Mon)03:35 No.16651836
    lets blow the frigate out of the sky, then we should let the orze secure the science ship. as for those transports we might want to just shoot there engines off. we might be able to capture them as well once the fighting is done. once the drow space assets are neutralized we should move up to the planet and proved orbital support for the corps.
    >> OP 10/17/11(Mon)03:37 No.16651845
    Tosh gets up and narrows his eyes at the SUE. An invisible blast of psionic energy explodes around her, causing blood to leak from her nose and mouth as she stumbles back. She blinks rapidly, then screams. Tosh is picked up and slammed into the ground, then against another pillar with incredible force. He goes still, though his camera is still active.

    "Don't you get it?! You can't defeat me, how dare you try?! I was chosen by the Great Spider! I lead the perfect people! I AM perfect!" she shrieks.

    Shimmering columns of light begin to appear around her as the rest of the team teleports down, the interference keeping people from leaving... but not entering. The SUE looks up with maddened eyes.

    "I an High Priestess-Princess Raevyntear Painechilde!!" she shrieks. "You will not survive this... this insult!!!"
    >> Anonymous 10/17/11(Mon)03:39 No.16651859
    Reality beacons to maximum.
    Everyone point your strongest weapons at the bitch, open fire.

    Gaunt? Meet Xeno.
    Xeno? Meet Gaunt.
    Gaunt, you know what to do with Xeno.
    >> OP 10/17/11(Mon)03:50 No.16651925
    rolled 65 = 65

    "Dark Eldar witch..." Gaunt sneers. "You speak of insults when you dare to build your foul temple on a replica of Holy Terra? Warp take you!"

    The courageous commissar charges, bolt pistol firing as the Royal Pain draws a black-steel sword from thin air, advancing to meet Gaunt in melee combat with swift, impossible movements. The SUE disarms Gaunt's powersword first, with a flick of her rest, then his bolt pistol, then... Then her movements begin to slow as Gaunt hastily draws a combat knife from his belt and stabs her with it. The SUE shrieks in pain as she flings Gaunt back with telekinesis.

    "Im...impossible!" she whines, clutching at the wound in her side. Blood trickled through her fingers. "How could you face my Millenium Web Sword Style and live? How cou-"

    *BLAM* *BLAM*

    Blood blossoms from the SUE's shoulder as a bullet strikes it.

    "If you bring a sword to a gunfight, you'd better be prepared to do more than talk," Spike says, firing with his pistol from behind the cover of a pillar. The UNIT and SCP troopers open fire as well, the MI with their new Panthers. Raevyntear putting her hands to her ears and closing her eyes, her face creased with pain as the energy shield appears again, deflecting the bullets...

    ...then a laser beam gets through. Then a bullet. The SUE screams and spider webs fill the room, covering each of the soldiers in sticky, strong strands.
    >> Anonymous 10/17/11(Mon)03:51 No.16651935
    All reality emitters to maximum!

    Everyone, open fire.
    >> Anonymous 10/17/11(Mon)03:53 No.16651950
    What more support can we provide? Can we beam some Orz marines down to provide assistance as the others cut themselves loose from the webs?
    >> OP 10/17/11(Mon)03:58 No.16651983
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    The running lights on the science vessel begin to flicker and die. The ship begins to move erratically as a war is waged within it.

    The final frigate explodes under concentrated fire as the transports' engines are destroyed by a second Gunstar run. They drift helpless in space.

    Back on planet...

    "You idiots!!!" she shrieks as blood trickles from a half-dozen wounds on her body. "Don't you get it?! You need a perfect people to run a perfect world, with a perfect leader! I... I can be that leader! I... I can save everyone! So what how I do it, they all had it coming! All of them! You can't hurt me! No one can hurt me anymore! I-"

    The Priestess is proven wrong once again as three sheets of flame burst through the webs and coat her, the three hulking forms of the Mobile Infantry easily breaking their spidery bonds. "Hey Sarge, we found a witch, may we burn her?"
    >> Anonymous 10/17/11(Mon)04:00 No.16651997
    "Suffer not the witch to live."

    then get them the hell out of there.
    >> Anonymous 10/17/11(Mon)04:02 No.16652009
    Have this come out of everyone's speakers.
    "Unsanctioned witch? Stupidly long name? No imagination?
    "Time to have ourselves a good ol' Terran-style Barbeque."
    >> Anonymous 10/17/11(Mon)04:03 No.16652020
    Come on, we can kill her right now!
    The MI will provide the distraction needed for Tosh, Gaunt, or Spike to put a bullet in the back of the SUE's head.
    >> Anonymous 10/17/11(Mon)04:06 No.16652044
    Yep. Burn her.
    Keep the body. It'll be useful to show to HQ. If there are S.U.E.s attacking then HQ needs to know.
    Continue providing orbital support for the advancing Corps.
    Beam most of the troops out to safety, and get Tosh some First Aid.
    Spike, Gaunt, and the Apes should help the Orz sack the Science vessel.
    Once that's done, we take stock of our shit and head on back to HQ.
    >> Anonymous 10/17/11(Mon)04:07 No.16652057
    We should consider getting some medics next time we're at HQ.

    Maybe a Medic from TF2 to provide support to ground units, and an EMH to provide medical support on the ships.
    >> Anonymous 10/17/11(Mon)04:09 No.16652074
    Starcraft Medics could be useful too.
    Especially if they can find a way to give our troops Stim Packs.
    >> Anonymous 10/17/11(Mon)04:12 No.16652096
    Who would know how to raise the dead, in addition to healing wounds?
    >> OP 10/17/11(Mon)04:13 No.16652107
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    The Orz Marines are committed to the science vessel right now. The few that teleported down with you do not appear to be in the audience chamber anymore.


    The SUE screams in pain as she is set on fire, writhing in pain for a good few seconds before the flames explode outward, cooking away the web bonds of everyone else, but leaving the SUE extinguished. Third degree burns cover her body, bullet and one blade wound mar her flesh. Her hair is burnt off her charred scalp. She looks at all of you with something between fury and terror.

    "You don't understand..." she hisses. "None of you understand who I am and what I'm trying to do..."

    "Naw, child. You be the one who don't understand who you are. Or what you be trying to do."

    A balisong whistles through the air, sinking to the hilt in High Priestess-Princess Painechilde's back. She stumbles forward as Tosh decloaks behind her.

    "Ya got all dis powah and ya never be thinking about just what it means or what you be doing," Tosh murmurs as he steps towards the SUE. "Nevah be thinkin' about how it affects anytin' so long as you can be at th' center of everythin. Well you got your wish, dinnit ya? Th' whole world be coming here ta kill you know. If dat don't be the center... what is?"

    The SUE falls to her knees, shivering. A faint nudge pushes at Tosh, but it doesn't even knock him off balance, the SUE no longer able to generate enough power to get past the Reality Emitters. She curls almost into the fetal position and begins shaking, crying. Her eyes are closed tight as her hands cover her ears and she begins to rock back and forth.

    "I want to go home..." she mutters. "This isn't my dream... This isn't my dream... Mama... Mama... I want to wake up... Mamaaaaa..."

    Tosh reaches her and bends down to yank his balisong free of her back. "I don't quit. Until the job's done."
    >> Anonymous 10/17/11(Mon)04:21 No.16652166
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    >"I want to go home..." she mutters. "This isn't my dream... This isn't my dream... Mama... Mama... I want to wake up... Mamaaaaa..."

    Let Tosh finish up; the Delta Green boys are used to this kind of thing, the Mobile Infantry understand the need, and Gaunt has no pity for the heretic and the xeno.

    Get on the radio with Spike, the SCP squad, and the UNIT squad. Check where those Orz marines have gone off to; the last thing we want is for them to try to pull a repeat of that Command and Conquer world.
    >> Anonymous 10/17/11(Mon)04:23 No.16652173
    Beam up, take the S.U.E.'s body to show HQ.
    Sack the Drow Science vessel, loot it.
    Head to the base on the planet, ask them if Reality's stabilised. If it has, get back to HQ. If not, help stabilise it.
    >> Anonymous 10/17/11(Mon)04:28 No.16652212
    Let's have Tosh make sure that the SUE is dead before we beam up the body and put it in a containment unit for transport.
    >> Anonymous 10/17/11(Mon)04:31 No.16652228
    Aye, don't want this bitch getting back up.
    If possible, cut off her head.
    >> Anonymous 10/17/11(Mon)04:36 No.16652257
    is there a standard protocol for dealing with dead sues? if there is we should probably follow it.
    >> OP 10/17/11(Mon)04:59 No.16652386
    Tosh finishes the job by slicing his balisong across the SUE's throat, ensuring her death. The moment she is dead, a noticeably ripple runs through the globe, the drow becoming fragmented and confused, their powers drained. When the first Ares and S-K teams encounter them, it is a massacre of pointy ears.

    The enthralled slaves aren't so enthralled anymore, and previously pacified areas of the Occupation Zone erupt in violence as battle thralls turn on their now vulnerable masters.

    The first to get word out about the Orz is actually one of the Shadowrun teams still in the city, which sends a burst transmission concerning a small number of bizzare armored aliens that seem immune to the drow's weapons and are murdering them at an astonishing rate. The drow are fleeing in terror, with screams that the demons have returned, while the Orz crack them in half, burn them, melt them, and kill them in various ways. The team shaman begins freaking out when he sees the Orz, muttering incommunicable things, and it's enough that the team decides to bug out.

    The SCP team recovers the SUE's body. Who are you sending to loot the drow science vessel?

    You receive a transmission from Base Commander Ferecelli.

    "Holy crap, you managed to pull it off! Our sensors show everything going back to normal! With the SUE dead, all gauges are slowly going back into the green! It'll be a shit-fest getting everything repaired, but it's doable! You guys are... Look, the Vault is in your debt. I'll be telling Holtz myself about this once the relays are back online!"
    >> Anonymous 10/17/11(Mon)05:04 No.16652409
    >Who are you sending to loot the drow science vessel?
    Orz marines to clear it.
    Then, send Spike, Tosh (if he feels up to it), the UNITs, Delta greens, and SCPs. Especially the SCPs, they're familiar with storage of wacky magical shit.
    >> Anonymous 10/17/11(Mon)05:05 No.16652418
    Ask the Orz if they enjoyed *dancing* with these *campers*.
    >> Anonymous 10/17/11(Mon)05:11 No.16652456

    Let the Orz have their fun for a bit, then beam them back to their ships. We don't want them assimilating another planet.

    Use whatever standard containment protocols we might have for the SUE's body (if there isn't one, have the SCP guys box her up as a Keter). Get Tosh into the star destroyer's bacta tank, and see if we can pick up enough pieces of the Commando Elite to reassemble them.

    UNIT and SCP guys to loot the drow science ship, led by Spike.

    A round of drinks on the Oncoming Storm for Gaunt and the Marauders.

    Then, we get back to base.
    >> Anonymous 10/17/11(Mon)05:11 No.16652460
    Once the Orz marines finish clearing the science vessel, have Spike lead the SCP, UNIT, and Delta Greens to secure the ship. Have the MI on standby to be transported to provide heavy fire support if they meet resistance.

    Have the Indefatigable de-cloak so that it has more power available for its transporters.

    As for the Drow transport ships...hmm...I suppose we should round up all the survivors to be transported back to one of their Canon timelines; we'll leave that decision up to Sector HQ once we've finished interrogating them.

    As for the Drow on the surface...well, sucks to be them.

    Finally, follow all standard protocols and either destroy the SUE's body or put it in containment for proper disposal at Sector HQ, whatever is in the books. Tosh and Gaunt are to get checked out in the Indefatigable's med bay; they both took a good TK beating.
    >> Anonymous 10/17/11(Mon)05:12 No.16652464
    No drinking yet; we're still on the clock.

    But I agree with beaming up the remains of the Small Soldiers to see if they can be repaired.
    >> Anonymous 10/17/11(Mon)05:15 No.16652484
    Maybe the Mobile Infantry in stead of the Delta Greens as the Mobile Infantry can operate in a vacuum.
    >> Anonymous 10/17/11(Mon)05:16 No.16652498
    Good point.

    Do we have EVA combat suits for everyone? If not, then it'll have to be the MI that does the fighting alongside the Orz until we can patch up the ship so that it's safe enough to loot.
    >> Anonymous 10/17/11(Mon)05:19 No.16652516

    Ah, before we go, we should make sure Fericelli knows that we had allied Orz with us on the planet. Just in case something weird starts happening after we leave.
    >> Anonymous 10/17/11(Mon)05:22 No.16652542
    Ah, yeah. We should do intensive scans of the planet with the Oncoming Storm's sensors to make sure that the Orz didn't leave any trinkets behind.
    >> OP 10/17/11(Mon)05:33 No.16652612
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    Sadly, the Small Soldiers were smashed beyond repair. But they died doing what they loved. Making things scream.

    When your salvage team boards the drow vessel, they find large sections of it completely trashed by the Orz offensive, and not a single living Drow left onboard. They begin the task of sifting through the remains for anything useful.

    "Orz, huh? Got it. We'll keep an eye out for them. We can clean up the rest of this, I think. Just shuttle any POWs down here," Ferricelli says.

    "Tosh and Gaunt are admitted to sickbay. The docs should have them right as rain in no time," an ensign reports.

    "This *dance* was very *smooth*. You are helping us much with *parties.*" the Orz say in response to your query. "If there is more *dancing*, do you want more Orz to *slide* with you?"

    Start thinking about what you'll do with more funds, it'll be that time again when you hit base. Until tomorrow.
    >> Anonymous 10/17/11(Mon)05:37 No.16652632

    I'm starting to think we should part ways with the Orz; they're useful, but also way the fuck too risky. If there's a relatively stable Star Control universe around, we should drop them off there.

    With our new funds, we should replace our dead soldiers, and think about getting some new specialists. How much new stuff can we afford?
    >> Anonymous 10/17/11(Mon)05:48 No.16652696
    >"If there is more *dancing*, do you want more Orz to *slide* with you?"
    Heck yeah. :D
    >> Anonymous 10/17/11(Mon)05:49 No.16652703

    >> OP 10/17/11(Mon)05:50 No.16652704
    I need to review your performance, but you can expect somewhere around another troop choice, some more gear, another ship upgrade, a few vehicles, and possibly another ship.
    >> Anonymous 10/17/11(Mon)05:51 No.16652707
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    can we get the guys from the killing floor universe?
    >> Anonymous 10/17/11(Mon)05:56 No.16652743
    Funding: equipment/troops
    A squadron of TIE Defenders for the Relentless, I think, unless we can get some stuff from the EU, in which case we might want to swap them out for TIE Predators. Also a squadron of TIE Phantoms would be nice to have.

    Some ground troops would be good, too. If we get the SCP back up to full strength, I think we're mostly okay in terms of specialists. We might want a troop that's capable of cloaking, to go along with Tosh as backup. Of course, if we can get some personal cloaking devices, then we can just give them to one of our existing squads.

    Also, maybe get 3 more Mobile Infantry to get a nice squad of 6.

    I think also we should get some mook ground forces, to do things like secure perimeters and provide fire support for our specialists.
    I'm thinking Clone Wars-era Republic Stormtroopers and a full complement of ground forces vehicles for the Relentless. Maybe a Baneblade if we can swing one.
    I can just see it now: Gaunt riding in the cupola of the Baneblade, swinging his powersword around as he points towards the enemy yelling "Drive me closer; I want to hit them with my sword!"

    We might want to switch out the AT-AT and AT-ST walkers for some actual battletanks, or maybe some battlemechs. A few Zaku's being provided fire support by a Catapult and charging forward with an Atlas in the middle of their formation?

    As for upgrades, I think it's time we got some weapons on the Oncoming Storm. Some energy cannons, missile launchers, torpedo launchers, and some rail-gun turrets to give us a good mix of different weapon types.
    >> Anonymous 10/17/11(Mon)05:59 No.16652760
    Should we get some specialized recon force? Like some "grunt" Specters to go along with Tosh to make a nice surgical strike force and recon?
    >> Anonymous 10/17/11(Mon)06:01 No.16652776

    No new heroes yet? Alright...

    For our new troop choice, I think we need either more space/assault troops to make us less dependent on the Orz, or some magic types to balance out our currently science-dependent forces.

    Choice A: Geth squadron, including dropship if possible.

    Choice B: Auror team, who know the bubble-head and energy shield spells so they can fight in space.

    Any suggestions for ship upgrades or equipment?
    >> Anonymous 10/17/11(Mon)06:01 No.16652779

    i second this
    >> Anonymous 10/17/11(Mon)06:05 No.16652803
    Assuming we can replenish our numbers without using another troop choice.

    Troop choice: Terran Ghosts

    Ship Upgrade: Weapons (missiles, energy cannons, rail-gun turrets)

    Vehicles: Baneblade and some kind of APC (not sure of a good one from any series). Maybe a battlemech if we can get one for fire-support. Fighter/Interceptors for the Relentless; its hangard are currently empty, after all.

    Another Ship: Battlestar (Pegasus, new series)
    >> Anonymous 10/17/11(Mon)06:08 No.16652825

    Seconding the TIE wings for the Relentless. Maybe a few shuttlecraft for the Indefatigable while we're at it.

    Outfit either the Marauders or the Delta Greens with personal cloaking devices. Each squad of infantry also gets a phaser or two; the variable settings make them incredibly useful weapons.

    Oncoming Storm already has the upgraded sensors, right? Let's throw on a cloaking device, quantum entanglement comm system, and some bigass plasma cannons.
    >> Anonymous 10/17/11(Mon)06:08 No.16652826
    I think we wanted something that would give us orbit to ground support strikes for out main ships weapon.

    And another squad of tiny soldiers would be nice.
    >> Anonymous 10/17/11(Mon)06:10 No.16652838

    wait a minute, what CAN we get at the moment with our funds?
    >> Anonymous 10/17/11(Mon)06:11 No.16652845

    We can functionally have ghosts by getting some cloaking tech for our UNIT or SCP troopers.

    I'm going to second the harry potter wizards suggested by


    Potterverse wizards are absolutely devastating if they have a good spell repertoire.
    >> Anonymous 10/17/11(Mon)06:12 No.16652857
    See >>16652704
    Or are you asking what level of overkill can we get yet?
    >> Anonymous 10/17/11(Mon)06:13 No.16652858
    but they make any muggle tech they contact not work
    >> Anonymous 10/17/11(Mon)06:13 No.16652860

    The small soldiers didn't last long on our last mission. I'd think carefully before getting another set of them.
    >> Anonymous 10/17/11(Mon)06:15 No.16652869

    i mean what can we get that won't push us over the budget
    >> Anonymous 10/17/11(Mon)06:15 No.16652870

    Do they? I thought that was just in hypercharged magical places like Hogwarts.

    But if they CAN make muggle tech not work, then that just makes them even better! Make sure they refrain from casting any spells onboard ship. When we fight a tech-using enemy, have them spam their magic in the middle of the enemy ranks and let the delightful magical EMP pulse do its work.
    >> Anonymous 10/17/11(Mon)06:15 No.16652871
    They didn't last long, but they worked. And that's pretty much all we need them to do.

    The wizards team is good, in combination with >>16652743
    and getting cloaking devices for our Delta Green and SCP troops.

    But as >>16652858
    pointed out, how do we deal with their magic causing problems with our technology?
    >> Anonymous 10/17/11(Mon)06:15 No.16652872
    but they saved Toshs ass. And worked perfectly before trying to take on a SUE alone.
    >> Anonymous 10/17/11(Mon)06:17 No.16652878
    If the Relentless was any indication, we can get probably get any ship that's under a kilometer long.
    But we only get the ship; no fighter wings or shuttles, even if part of the ship's function is as a carrier.
    >> Anonymous 10/17/11(Mon)06:22 No.16652909
    Proposal: a box of headcrabs, in case we face an entrenched enemy ground force.
    >> Anonymous 10/17/11(Mon)06:23 No.16652917

    This could be extra fun when combined with the Indefatigable's transporter beam.
    >> Anonymous 10/17/11(Mon)06:24 No.16652930
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    >entrenched enemy ground force.
    Hmm...how about this for our next Hero choice.
    They're a mercenary air squadron, and I have yet to see the entrenched ground force that can withstand the Demon Lord and Solo Wing Pixie.
    >> Indonesian Gentleman 10/17/11(Mon)06:25 No.16652935
    >a box of tamed headcrabs
    there we go.
    Also, what about the Combine?
    >> Anonymous 10/17/11(Mon)06:28 No.16652948

    Combine soldiers: shit tier.

    Combine synths: god tier. Some Striders, Hunters, Dropships, and Gunships would fill out her "vehicle" order nicely.
    >> Anonymous 10/17/11(Mon)06:33 No.16652954

    On that note; Chell might be a good choice for a hero, the next time we can afford one. So would Freeman, for that matter.
    >> Indonesian Gentleman 10/17/11(Mon)06:33 No.16652958
    Come to think of it, is there any Combine spaceships?

    Also seconding the Demon Lord. Maybe try getting the Scinfaxi space-ready? wait...
    >> Anonymous 10/17/11(Mon)06:34 No.16652959

    sounds pretty cheap but ultimately they have to be used as ambushers and distractions
    >> Anonymous 10/17/11(Mon)06:34 No.16652974
    sounds pretty cheap but ultimately they have to be used as ambushers and distractions
    >> Anonymous 10/17/11(Mon)06:37 No.16652993

    fucking internet lag
    >> Anonymous 10/17/11(Mon)06:42 No.16653027

    No combine spacecraft has ever been seen. As far as I can tell, they invade new worlds using their interdimensional portal tech.

    Also, what's this about a demon lord?
    >> Anonymous 10/17/11(Mon)06:44 No.16653037
    >Also, what's this about a demon lord?
    Ace Combat reference.
    The Demon Lord of the Round Table, aka Cypher, aka Galm 1.
    >> Anonymous 10/17/11(Mon)06:49 No.16653063
    Hey. Hey, /tg/.

    Next time we can get a new hero, I vote Walter Bishop from Fringe. He can mod our existing technology, genetically modify our biological assets, and run the sickbay like a baws.
    >> Anonymous 10/17/11(Mon)06:56 No.16653089

    from what i remember Bishop doesn't handle well under pressure and had his brain fucked around with
    >> Anonymous 10/17/11(Mon)06:58 No.16653100

    Doesn't matter, he's SCIENCE! incarnate. We currently don't have much in the way of scientific/medical research ability.
    >> Anonymous 10/17/11(Mon)07:02 No.16653123

    we need to have a stable science dept before we even THINK about getting him on our merry little bandwagon.
    >> Taffer 10/17/11(Mon)08:15 No.16653488
    If we do wanna get a science/research hero, how about Egon Spengler (Ghostbusters)
    - familiar with starting a new science lab up
    - familiar with non-science related phenomena aka magic
    - a pretty good mad scientist

    or Elle/ L (from Men In Black)

    -Former coroner so we can do autopsies immediately.
    -Familiar with alien tech
    -Used to working with a group of people who are out of this world.
    -Comes with a neuralizer, hopefully.

    Plus, both are actually good at combat. Egon with his proton packs and Elle with her alien blaster.
    >> Anonymous 10/17/11(Mon)10:05 No.16654086
    I have to agree that Egon is a good choice. He's familiar with technology, magic, and forcing the two to work together.

    My only concern is when we have to deal with any high-SF worlds. I don't know how well Egon would do with tech from Culture, Star Trek, Star Wars, or Eclipse Phase.
    We might want to look into if there's a non-invasive means of downloading expertise in science and engineering fields into a person.

    Also, bringing up the question of whether to keep the Orz: I think we should. Yes, they're very dangerous, but they're also an extra-dimensional entity that might be able to fight back against other extra-dimensional threats effectively.
    Remember what's out there: the Cthulhu Mythos, the Warp, and Chaos. We need to be prepared to fight them, or at least keep them at bay long enough to be able to transition back out to the Meta.
    >> Anonymous 10/17/11(Mon)11:26 No.16654701
    eragon is powerful but he's a bit of a socipath, he might be hard to control. he's also not that strong without his dragon.

    if we need magic support we might want to look into the Mahou Sensei Negima universe for our next troop choice. fairly strong magic and most of the casters are at least decent in non magical combat.
    >> Anonymous 10/17/11(Mon)11:41 No.16654851
    Eragon? Who the fuck is saying we should get Eragon?
    We're talking about EGON, Egon Spengler, from Ghostbusters.

    And we're talking about Hero choices here, not Troop choices. The current frontrunner right now for new Troop Choice is an Auror team from one of the Harry Potter worlds.
    >> Anonymous 10/17/11(Mon)11:52 No.16654947
    Well, if we want magic-users who are also good with non-magical combat, we could also consider a nonman from the Prince of Nothing. Hell, a Dunyain monk would be a great face and diplomat for our team. Also they're master combat adepts, which is a plus.
    Of course, the problem with the Conditioned is that you can never know if they're plotting to kill you, and because of their ability to manipulate people, we'd have to constantly be second-guessing our choices.
    >> Anonymous 10/17/11(Mon)12:22 No.16655235
    i need to read things more closely. i'd say Auror wouldn't be the best choice, they are no more durable than normal humans baring active defense, the constraints of there magic system (wand aimed) limits its range, they would have absolutely no understanding of technology and would probably be convinced they knew better than us "muggles" there are stronger less snobbish magic users.
    >> Anonymous 10/17/11(Mon)12:44 No.16655381
    Okay, going through the posts, I think this is what we've got so far:

    Troop Choice: Auror team (Harry Potter Canon)

    Equipment Choice:
    1. Enough reality emitters to outfit all troops minus the Aurors
    2. phasers and phaser rifles (Star Trek) to equip 1 squad
    3. blaster rifles to equip 1 squad (Star Wars, DC-17m ICWS)
    4. enough kinetic barriers to equip all current squads
    5. Enough personal cloaking devices to equip Delta Green, SCP, and Mobile Infantry

    1. 1 TIE Defender squadron (switch out with TIE Predators if possible), 1 TIE Phantom squadron. Both to be housed on the Relentless.
    2. Combine dropships, gunships, Striders, and Hunters
    3. Baneblade

    Ship Upgrades:
    Weapons for the Oncoming Storm (energy cannons, missile launchers, rail-guns, drone fighter systems, and something with orbital bombardment capability)

    New Ship Requisition:
    Battlestar Pegasus (from the new Battlestar Galactica series)

    Troops: Stormtroopers (Clone Wars-era), Zaku squad?, Battlemech lance?
    Do Zaku's and Battlemechs count as Troops or Vehicles?
    Hero: Egon Spengler (first movie, second movie, or cartoon?), the Galm Team, Gordon Freeman
    Equipment: Crate full of tamed headcrabs
    >> Anonymous 10/17/11(Mon)12:53 No.16655433
    I should think that forcing them to accept the truth of the Meta should put the wizards in their place.
    Not to mention, the Delta Green boys showing the wizards just how easy it is for Muggles with advanced tech to kill wizards.
    >> Anonymous 10/17/11(Mon)14:10 No.16656010

    This, and replace our small soldiers.

    We might not be able to afford all of that immediately, but we'll get as much of it as we can now and keep the rest of the list around for our next raise.
    >> Anonymous 10/17/11(Mon)14:55 No.16656374
    Also don't forget the need for medics.
    TF2 Medics, StarCraft Medics, and an Emergency Medical Hologram.
    I'm not sure if they're a Troop requisition, Hero requisition, or something else.
    >> Sgt.Varn !q8XtSW4.HY 10/17/11(Mon)16:32 No.16657073
    Some of my own ideas:

    If we can get anything BIG, then my pick is for the GTVA Colossus, but I doubt we'll be able to get anything that big. If we can, then a second item would be a wing or two of Myrmidon or Hurc 2 fighters.

    Why are we looking to get Clone-troopers? Why not ARC troopers?

    If we're looking at getting some Zaku's, why not also look at getting a hero like Ramba Ral? Also, beam weapons might come in handy, how about some later model (Zeta era) MSs?
    >> OP 10/17/11(Mon)16:36 No.16657115
    Combat medics from wherever are a troop choice.

    >Equipment Choice:
    >1. Enough reality emitters to outfit all troops minus the Aurors
    >2. phasers and phaser rifles (Star Trek) to equip 1 squad
    >3. blaster rifles to equip 1 squad (Star Wars, DC-17m ICWS)
    >4. enough kinetic barriers to equip all current squads
    >5. Enough personal cloaking devices to equip Delta Green, SCP, and Mobile Infantry

    Pick one of these except number five, which isn't available yet.

    ANON: "Even a temporary alliance between the Combine and the Transpace Guard is extremely unlikely. The Combine seeks to conquer worlds and tears open great holes in time-space to do so, causing severe disruptions. The two factions are almost diametrically opposed."
    >> OP 10/17/11(Mon)16:41 No.16657152
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    The Oncoming Storm falls back into realspace with a slight shake as you once more return to base. The huge space station is a reassuring sight, pristine and undamaged in the midst of all the chaos you've seen. You are immediately hailed by a comm officer.

    "Welcome back, Storm. Sector Manager Holtz is awaiting your report," a soothing female voice states. "Your usual dock is waiting if you need supplies or repairs. If you have anything to offload, a containment team is standing by."
    >> Sgt.Varn !q8XtSW4.HY 10/17/11(Mon)16:42 No.16657162

    Bleh, those are some crap choices. Reality emitters.
    >> Anonymous 10/17/11(Mon)16:42 No.16657164

    Fortunately, Harry Potter medical magic is top of the line. Even if the aurors aren't trained healers, they likely know enough magical first aid to give our troops a bit more staying power.

    For equipment, I vote either reality emitters, kinetic barriers, or phasers. Blaster rifles aren't as versatile as phasers, and cloaking doesn't seem to be available yet.

    Any word on our suggestions for ship upgrades, troop refills, and heroes, OP?
    >> Sgt.Varn !q8XtSW4.HY 10/17/11(Mon)16:44 No.16657188
    If we want a medical unit, EMH all the way, we can expand it's programming down the road so that it can pull all sorts of crazy shit.
    >> Anonymous 10/17/11(Mon)16:45 No.16657201

    >"Even a temporary alliance between the Combine and the Transpace Guard is extremely unlikely. The Combine seeks to conquer worlds and tears open great holes in time-space to do so, causing severe disruptions. The two factions are almost diametrically opposed."

    Can interdimensional entities like the Combine actually travel between canons, under normal circumstances? I would have thought that people like the Orz and Combines would be restricted to worlds within their own home Canon.

    I mean, right now obviously everything is crossing over anyway, but I mean under normal conditions.
    >> Anonymous 10/17/11(Mon)16:47 No.16657221

    Somehow, I suspect that a post-singularity Piccardo EMH would count as a hero.
    >> Anonymous 10/17/11(Mon)16:56 No.16657307
    Considering that the reality emitters are the single best piece of equipment for fighting SUE's, I'm going to have to vote #1, Enough reality emitters to equip all of our troops.

    "Roger that, Control. We've got a S.U.E. carcass in containment, and the sensor log data from the Vault. Transmitting now.
    "We'll be coming over to give Holtz our report in person, the Relentless could use some repairs and our SCP complement needs to be refilled."
    >> Sgt.Varn !q8XtSW4.HY 10/17/11(Mon)16:58 No.16657318
    Obviously, that's why I said we could expand it's programming over time down the road. An EMH isn't really subject to the physiological stress a normal person would suffer from, and also allows for upgrading and the possibility of become another hero down the line. A mobile emitter would also allows him the freedom to company our teams wherever they go. Te whole not being effected by most forms of damage is also a plus.
    >> OP 10/17/11(Mon)16:58 No.16657326
    ANON: "It is unusual, but not unheard of for some interdimensional factions to breach into a different Canon. Specifics and details are different for each case."

    Comm Officer Eva is still on the line, waiting for a reply.

    Waiting for the funding to roll in before commenting further.
    >> Anonymous 10/17/11(Mon)16:59 No.16657334

    "Also, we got a science ship from some high-tech Drowtales universe that needs analysis. The SUE was in control of the drow; maybe we can figure out how that happened."
    >> Anonymous 10/17/11(Mon)16:59 No.16657338
    I was thinking Clone Troopers because we can get more of them, and refill them a lot easier, than with ARC Troopers. I was thinking of a Troop choice that let's us secure an area, as opposed to a strike or recon squad, which we already have in the Mobile Infantry, Delta Greens, and UNIT.
    >> Anonymous 10/17/11(Mon)17:02 No.16657362
    Respond to Eva with the dialog from >>16657307
    "Also, we've got a captured Space Age Drow science vessel for analysis. It's a little worse for wear, but I think the magitech memory circuits are still intact."
    >> OP 10/17/11(Mon)17:04 No.16657379
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    "Confirmed, Storm. We'll contact the recruiters and let them know to muster more SCP. The containment team is being informed of the SUE now, and a salvage team is being mobilized to take care of your captured ship. Confirming download of Vault logs... confirmed. All right, Holtz will be waiting for you in his office."

    Sector Manager Garret Holtz has two half-empty bottles of liquor in front of him when you enter his office. He looks up at you with bleary eyes.

    "I was walking through the cafeteria a few hours ago when a man whose head was on fire, riding a flaming motorcycle, zoomed past me. He screamed that he did cocaine, then he vanished through a flaming hole in the wall. Please tell me you're making some progress."
    >> Anonymous 10/17/11(Mon)17:12 No.16657436
    "Oh for the love of fuck!
    "Doomrider? Fucking Doomrider made an incursion into Sector HQ's reality? How the fuck did Chaos compromise our reality field?
    "Anyway, I got some good news. We located the Vault, and it was intact, just under lockdown. Launch Base 4 was toast, though. Crossover with DrowTales and Space Age DrowTales. There was a SUE on the planet causing reality distortions, but we took care of her. The locals should be able to clean up the survivors, especially since we killed or captured all of the Drow space force.
    "We captured one of the Drow science vessels, and it's being gone over by the salvage teams now."

    I think we should go after another TG base; it'll give us more resources down the road, and helping recover assets should get us more funding.
    >> OP 10/17/11(Mon)17:44 No.16657669
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    Holtz nods. "Reality stabilized itself a nice little bit in that area just a few hours ago, I'm guessing that was your SUE flatlining. That's worth some funding, your salvage is worth some funding, and you restablished contact with the base... while more or less liberating a continent? Nice work. All right. I'll make the calls and contact you with what we can spare you in a bit. You want to head towards another base you say? Well... either the western sector office or the northern one might be able to spare you some guns if you can get them on their feet. The western office was a space-station complex above a nuked world and the northern was a disguised building in a 20th century city. Your call. With the restoration of the Vault, we can bring their fabrication plants online. Should have some good stuff for you."

    "Also, we got in some heavy firepower, just for you..." Holtz smiles, as if something terribly funny had occurred to him. "You can choose either four Warhammer-class Battlemechs.... or four Tomahawk Destroids."

    In addition to the Reality Emitters already requisitioned, you can choose one Hero, one troop choice, one ship upgrade, one ship under 1 km OR 2 ships under 500m OR 4 under 250m, OR 2 squadrons of fighters. You may also pick one of these options twice.
    >> Anonymous 10/17/11(Mon)17:48 No.16657696
    The Destroids

    AS for hero... hmm, maybe a sniper?
    >> Anonymous 10/17/11(Mon)18:03 No.16657793
    Holtz, don't quit your day job. You make a terrible comedian.

    Take the Tomahawks, they lack the overheating issues the Warhammers have to deal with. I'm in favor of the clone troopers suggested earlier for our troops choice and upgraded weapons for the Storm. The Relentless could do with some fighters, but we might be better suited with heavy Aerofighters or later-generation VFs (Thunderbolts, maybe?) over TIEs.

    We might want a piloting-oriented Hero to go with our new acquisitions. Any of the Ace Combat protagonists, Wedge Antilles, or Max Jenius for the fighters, or someone for the Destroids. Alternatively, Chirico Cuvie.
    >> Anonymous 10/17/11(Mon)18:14 No.16657895
    As much as I want 'mechs, the destroids are the better choice. This time. Hopefully they come with the 6 tube AA missiles.

    A sniper would be nice, but we need more troops. For the second option, I say we take the 2 squadrons of tie fighters, if we go with the troops. Otherwise, the fighters would be useless with noone to pilot them.
    >> OP 10/17/11(Mon)18:19 No.16657929
    Vehicles come with pilots. Always.
    "Hey, when you're as drunk as I am right now, it's a talent just to remain standing. I think you could cut me a little slack."
    >> Anonymous 10/17/11(Mon)18:21 No.16657940
    As stated, I think we should go with the Destroids since the Warhammers do have those heating issues.

    We've got weaponry and strike teams but we can't forget that our primary job is to find out what caused The Event, and to try to fix it; going around and helping out TG bases and such is just grinding so that we have the equipment and weapons needed to survive the denser crossover areas. We need a science team to actually understand what's gone wrong and how to fix it.

    So, taking this earlier list in consideration >>16655381

    Hero: Egon Spengler (Real Ghostbusters, has experience with technology, magic, and forcing the two to work together. Also hopefully comes with a proton pack)

    Troops: Auror Team (magic support and healsticks, our technology and other troops' ability to kill them should get them to shape up to the standards of the Metaverse)

    Ship Upgrade: Weapons for the Storm (energy cannons, missile launchers, drone weapons, and rail-gun turrets)

    Vehicles: 1 squadron of TIE Defenders (or TIE Predators if we can get them), 1 squadron of VF aerospace fighters (maybe VF-25 or VF-27).

    While I would love to get Chirico, he seems he would perform best in a Scope Dog or some other VOTOM.
    >> Anonymous 10/17/11(Mon)18:22 No.16657947
    Max with a squad of VF's is a good choice. Chirico will most definitely be out of our range, unfortunately.
    >> Fireman Prime 10/17/11(Mon)18:22 No.16657952
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    You guys killed a SUE?
    Ho' shit.
    I second these votes, and am interested in where we think we're going next.
    >> Anonymous 10/17/11(Mon)18:28 No.16657996
    Not just killed a SUE, we also made her cry for her mommy as we destroyed all of her illusions of self-importance.
    "You wanted to be the center of attention, and now you've got it. The whole world is coming to kill you; congratulations!"

    OP, I think the thread is near the bump limit, or already over it. You'll want to keep an eye on that.
    >> Fireman Prime 10/17/11(Mon)18:30 No.16658009
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    I know!
    >mfw reading through the archives for this thread
    Fantastic work. Can't wait to see what else we're going to have to 'negotiate' with.
    >> Anonymous 10/17/11(Mon)18:35 No.16658049
    Okay, but seriously, I think our next destination should be the western base, above the nuked world. Just picked it by flipping a coin, since there's no real information on which one was worse hit or anything.
    Also, can Holtz give us more info than just 'above a nuked world'? I mean, the Sector HQ world listing should at least tell us which Canon it's from. It would really help with planning.
    >> Anonymous 10/17/11(Mon)18:42 No.16658106

    All this, except for maybe the hero. Would Egon be more helpful than Chell?
    >> OP 10/17/11(Mon)18:42 No.16658110
    I'll be making a new one relatively soon.

    It looks like Egon Spengler and the Aurors are locked in as Hero and troop choice, with Weapons being the selected ship upgrade and you picked the Destroids over the Warhammers.

    You still have to come to a final decision on your extra choice and it looks like while 1 squadrons of TIE Defenders is locked in, do you want the second to be more TIEs, VF-25s, or something else?
    >> OP 10/17/11(Mon)18:46 No.16658136

    "The database is a bit of a mess, but... Ah. Looks like part of the Fallout 'verse. The other HQ is... Dark Matter? Huh."
    >> Anonymous 10/17/11(Mon)18:46 No.16658141

    Did we get the reality emitters?
    >> OP 10/17/11(Mon)18:47 No.16658145
    >> Fireman Prime 10/17/11(Mon)18:48 No.16658150
    We should take the Tie Defenders along with some Cylon Mark.XI Raiders
    I vote for whichever is closer. If we're talking about HQ's, we should be getting there as soon as possible.
    >> Zeta Zaku 10/17/11(Mon)18:49 No.16658154
    Voting for Messiahs. They're highly versatile and can double as extra heavy support for the ground troops. Will they come standard with Super Packs for void operation?

    >Dark Matter
    Miiiiight want to avoid that for now. Fallout 'verse will yield some good salvage, especially if we can get our hands on a Brotherhood cache. T-series power armor is nothing to sneeze at.
    >> Anonymous 10/17/11(Mon)18:51 No.16658170
    I like the VF-25 choice since they can enter atmo and help the ground troops if needed. They're also easier to disguise if we have to use them in a circa 20th century timeline.
    >> Anonymous 10/17/11(Mon)18:51 No.16658171
    For the second squadron, I would like an aerospace asset, something that can operate both in space and in atmosphere.
    The YF-25's (or YF-27's if we can get those instead) do have that capability; problem with the VF's are that they don't have the shields that Star Wars fighters have. Same problem with Vipers from Battlestar Galactica.
    TIE fighters can operate in atmosphere, but they're really not too good at it; we could get X-Wings instead, which can operate in both space and atmo, and because of their robust hulls and good shielding, are pretty forgiving and stand a good pounding.

    All in all, I think we should go with the VF-25's/VF-27's, unless someone else can come up with a good aerospace fighter alternative.
    >> Anonymous 10/17/11(Mon)18:58 No.16658219
    Hey, guys, if we collect all of the Ace Combat heroes, do we unlock an achievement or something?
    Like, if we field Scarface One, Nemo, the Ribbon, the Demon Lord and Solo Wing Pixie, the Ghosts of Razgriz, the Southern Cross, and Talisman all in one single engagement?
    >> OP 10/17/11(Mon)18:58 No.16658225
    Yes, the VFs will have their Super Packs. Reaction missiles are limited, however. Use them sparingly.
    >> Zeta Zaku 10/17/11(Mon)18:59 No.16658237
    Every VF past the Super Nova prototypes come standard with pinpoint barriers. It's not exactly deflector-shield quality, but it's still an extra level of protection. Plus, reflex warheads.

    >Achievement unlocked: Danced with the Angels
    >> OP 10/17/11(Mon)19:00 No.16658247
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    Some time later while you are waiting for your ship to be upgraded, you receive a transmission from Holtz.

    "Hello, my intrepid employees. I'd just like to direct your attention to our timespace gauges. Taking out that SUE had a ripple effect it seems. Well done. Well done."
    >> Anonymous 10/17/11(Mon)19:09 No.16658336

    I have no idea what Dark Matter is, but your reaction isn't a good indication.

    Voting Fallout as well.
    >> Anonymous 10/17/11(Mon)19:09 No.16658341
    >Dance with the Angels
    Let's do this.
    I want to see this so bad.
    >> Anonymous 10/17/11(Mon)19:29 No.16658557
    Hey guys, I'm still interested in giving our neighboring TSAB a visit.
    Be a shame if we missed out on an opportunity to deal with a mangaverse leak they couldn't handle.
    The looks on their commander's face would be priceless, if I'm gauging their level of stuffiness right.
    >> Anonymous 10/17/11(Mon)20:18 No.16658936
    Let's clean up our act first. Get all of our main bases back up and running, then we'll worry about other people.
    >> Anonymous 10/17/11(Mon)20:34 No.16659064
    Alright, here's what I was able to dig up about Dark Matter:

    Okay, yeah. This timeline would be a real pain to work in, since there would be people actively looking for us, and certain entities might actually be powerful enough to severely hurt us.

    Let's go with Fallout/West Base first. As >>16658154
    said, T-series Power Armor would still be useful for any of our troops.
    >> Anonymous 10/17/11(Mon)20:52 No.16659184
    I'm curious- I've noted the strong role reality emitters seem to play in effectively dealing with destabilizing influences.

    Have we considered recruiting some Storm Knights? They're walking anchors of their own universe's rules, and can extend that effect for limited periods with effort. And restoring the natural balance of the multiverse is part and parcel of their lifestyle.
    >> OP 10/17/11(Mon)20:59 No.16659252
    It looks like everything is more or less set except for the second choice you guys have in regards to funding. Unless I missed something.
    >> Anonymous 10/17/11(Mon)21:00 No.16659256
    Maybe. It wouldn't hurt, though to send them some information of the last event if they don't know already. Besides, we might get some info from their networks about what's going on in return.
    >> Anonymous 10/17/11(Mon)21:04 No.16659302
    I think the VF-25 choice is good. If we have to keep a low profile in Fallout, we can just have them stay in fighter mode as much as possible.
    >> Zeta Zaku 10/17/11(Mon)21:07 No.16659328
    I think we all settled on the Destroids, Egon, Aurors, weapons for the Storm, and a squadron each of TIE Defenders and VF-25s. Did we have another choice to make?
    >> Anonymous 10/17/11(Mon)21:14 No.16659398
    Oh wait, you mean in addition to 1 Hero, 1 Troop, 1 ship upgrade, and 2 Squadrons of fighters, we can choose one more upgrade from any of the previously listed categories?

    If so, I think we should take an Emergency Medical Hologram (Troop choice, comes with Mobile Emitter, tricorder, and 25th century Federation doctor's kit. Do we also get a medbay?). We currently don't have any way of treating wounds on the ground.
    >> OP 10/17/11(Mon)21:17 No.16659436
    >> Anonymous 10/17/11(Mon)21:29 No.16659546
    Well, we were looking for medics, and as >>16657318
    pointed out, an EMH with mobile emitter makes for a good medic with room for later upgrades.

    Unless anyone else has a burning need for a squadron of TIE Phantoms or 4 Klingon Birds-of-Prey.
    >> OP 10/17/11(Mon)21:53 No.16659747
    EMH it is. And you guys are headed to the Fallout base?

    Are you doing anything else before making the jump?
    >> Anonymous 10/17/11(Mon)21:56 No.16659770
    Two squadrons is enough for now.
    Take the EMH, and this time store its schematics so our Defiant can replicate more if needed.
    I wish I noticed this sooner so we could have stored the patterns of the small soldiers to make more later.
    >> Anonymous 10/17/11(Mon)22:05 No.16659861
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    Orientation with the Auror team.
    They need to understand the abilities and limits of our technological troops, and our veterans need to know what these new guys are bringing to the table.

    Also, a briefing to everyone on what kinds of things to expect on a Fallout world. The radiation, the mutants, the ghouls, the deathclaws, the various factions.
    >> Anonymous 10/17/11(Mon)22:10 No.16659892
    Oh! Almost forgot!
    Have Tosh sneak up on the wizards while they're being introduced, and place transporter beacons on them. It'll show the wizards the dangers of cloaked enemies, and the fact that they could have just been transported out into space or into the warp core.
    Also the Delta Green boys hiding and shining laser sights on the Aurors, showing just how easily they can be taken out, silently, if they underestimate the enemy just because they don't use magic.
    Then a session with Egon concerning Cthulhu and other Mythos beings, to whom magic is only slightly more effective than a BB gun.
    >> OP 10/17/11(Mon)22:15 No.16659940
    This is annoying to admit, but I'm not very familiar with what an Auror team can do, beyond some basic curses, counter curses, and their Arcanum-like interference with technology. I haven't read much Potter. Someone want to give me a run down?
    >> Anonymous 10/17/11(Mon)22:24 No.16660035
    Oh, do they actually project a passive technology disabling spell field?
    If so, then we probably shouldn't have Tosh try to sneak up on them, or at least, not do it depending on his cloaking field.
    >> OP 10/17/11(Mon)22:37 No.16660192
    Apparently it's only when casting? I'll have to read into that.
    >> Anonymous 10/17/11(Mon)22:42 No.16660238
    They do not actually passively interfere with technology by themselves. It's just that Hogwarts has so much magic concentrated around the grounds in various enchantments, spells, and other such stuff that it has that effect.

    I could try and give a basic rundown on Aurors, but I'm afraid I'm not nearly as coherent on the subject as I was when I read through most of the books around 6-8 years ago.
    >> Anonymous 10/17/11(Mon)22:45 No.16660271
    Let's hold off on the Auror team for now until we can nail down their abilities.
    >> Anonymous 10/17/11(Mon)22:50 No.16660326
    What? No, we've already spent too much time as it is deciding on what and who to get. We need to get this done now.

    From what I gathered from the wiki, and from >>16660238
    the Aurors themselves don't create an anti-technology field. That's just because of the concentrated amount of magic and layers upon layers of magical defenses placed upon Hogwart's that creates that effect.
    Now, they might have a spell or two that can disable technology, but they'd have to actually cast that.
    >> Anonymous 10/17/11(Mon)22:52 No.16660350
    OP, bump limit has been reached.
    You may want to create a new thread now.
    >> Anonymous 10/17/11(Mon)23:21 No.16660704
    New thread.

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