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/tg/ - Traditional Games


File: 1337108708257.jpg-(32 KB, 810x427, House & Dominion.jpg)
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http://suptg.thisisnotatrueending.com/archive.html?tags=House%20and%20Dominion


You are Sonia Reynard, Flight leader and man at arms for the House of Jarik-Dremine. Your current ship is the Bittenfeld, a Vengeance type Attack Cruiser which is sitting in orbit while you run around the planet of Gesaur wrecking shit.

Last time you and your Commanding officer Knight Lt Daniel Sylvan, lead a repulsor tank assault across the bay to attack the Scarab Manufacturing center. Securing the factory and its production lines proved to be a workout as Rebels began equipping slave workers as suicide bombers. In the fighting your tank was damaged and you proceeded on foot to take the remaining areas.

Looking out the doors to the north west you can see the accelerator tubes stretching out from the spaceport and beyond them the walls of the prison. It wont be easy to get inside now that they're on alert.
>>
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The House forces that came with you now hold the island the Factory is located on but little else. It could be another 2-3 hours before the main ground forces push through the city to relieve you. Possibly longer.

You spot the Lieutenant climbing out of the back of the IFV he'd been riding on top of for most of the battle and head over. A few other Sergeants and NCO's join you.

"What's our orders sir?" Someone asks.

"We're to push on towards either the Prison or the Space Port but we only have limited numbers available. The majority of our troops and vehicles will have to stay here and protect the production line. I think we can only spare five IFVs and a few LRVs in addition to whatever equipment we can scrape together from inside the factory."
Sylvan looks towards the west for a moment then turns back.
"The Knight Commander is impressed we were able to reach the factory so quickly. Unfortunately its caused a lot of rumbling from the other Houses. The main ground forces will be picking up the pace so we dont have a lot of time."

[ ] Prison / Hospital
[ ] Space Port
>>
>>19114238
>[X] Prison / Hospital

It may be only a matter of time until the rest of the army gets here to help, and there might be people in there who don't have that time.
>>
A quick inventory check finds plenty of spare satchel charges and anti-tank mines inside the factory in addition to your damaged tank. Its power systems, the guns on the damaged left turret and the untouched right turret are still functional.

"We've got a ton of these modular transport beds for moving equipment but they're awfully slow." Mentions one of the specialists. "There's also all of these Scarabs but they don't have any reactor fuel let alone power. They must fuel them up at the Space Port when they arrive."

An IFV pulls up and you spot Mike stepping out of the back hatch.
"Sir, I've got another way in to either the Prison or the Space Port." He says as he walks over.
"What way in did you find pilot?" Asks the LT.

"City storm drains. They help control the water level in the region to prevent flooding in the rainy season. They were built by the same company that built the ones on Petras when it was colonized, the layout should be the same."

"A max security prison would have different access ways so that no one could escape that way." Argues one of the Marines."
"I know, but they're designed to keep people in not out." Argues Mike. "Sir this is doable if we go soon."

Sylvan raises a pair of binoculars and scans the city. "So we can either try and run the streets and hope we don't get blockaded, or go underneath. Any other options?"
>>
[ ] City ground level
[ ] Storm drains
[ ] Find another way
>>
[ ] Storm drains
sounds fun
>>
>>19114552
Storm drains. Definitely storm drains. Just make sure there isn't a thunderstorm or something like that coming up.
>>
>>19114607
>Just make sure there isn't a thunderstorm or something like that coming up.
>MUAHAHAHA!
No, most of the water is busy going elsewhere because of the nuclear AA bombardment outside the shield.

You get ready to load up aboard one of the LRVs. Do you want to take any heavy ordinance with you?
Satchel charges and anti-tank mines are available. If so choose 1.
>>
>>19114668
Satchel charges sound a bit more useful. I somehow doubt we'll run into a tank in a prison/hospital comlex.
>>
I wanted to thank you for answering my question at the beginning in the last thread. On to business.

Take Satchel Charges. A lot more variety to be had with those, and mines need to be buried first for effective use.
>>
"Lieutenant Komatsu you're in command of the forces here. Hold this facility until relieved." Orders Lt Sylvan before entering the back hatch of an IFV.
You grab a satchel charge before climbing into the repulsor jeep and readying your weapon. The sloped side plates of the vehicle are high enough to offer some cover but the open top design will still make the crew vulnerable to fire from above.
A Marine presses down on a panel in the center of the floor using his foot and machine gun pops up locking into place.

"Strike team, move out. Flight officer Serth lead the way."

"Yes sir!" Shouts Mike kicking his vehicle to full power. Instead of heading for one of the bridges over the river he ramps off the side of the concrete pad landing on top of the water. The other repulsor vehicles follow, skimming above the water's surface until reaching the other side.

The west side of the river is bordered by a park only slightly above water level. Everything there appears designed to be submerged. Mike's LRV speeds through the park until reaching the bottom of an embankment that rises up to an elevated roadway.

Concrete and metal lined vents are built into the embankment. A marine throws a satchel charge blasting the cover off one and allowing enough room for the vehicles to enter. All of the vents seem to be for water intake should the park flood. The interior slopes downward slightly joining up with other storm drain collectors from the city.
>>
satchel charges
>>
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Traveling through the network below the city is relatively easy. Sloped support columns fill most of the space and are easily navigated though. The current water level is quite low but given the large area these tunnels feed in from there is still a few centimeters on the floor.

The convoy stops and most of the soldiers begin to dismount. Hopping out you walk to the front to see what the holdup is. You can already feel the rumble of rushing water and start to think you might be near a water fall. If only things were that simple.

The Marines are standing a few meters back from where the gentle slope of the drainage tunnels tilt downwards sharply. This tunnel merges with several others all pouring into a deep sinkhole. You can just make out the edges of a large bladed turbine spinning below.

"Spinning blades of doom. Whoever designed this place deserves the mad scientist of the year award." Sergeant Ki mutters.

"We should be directly below the prison!" Mike shouts into his helmet receiver. He then points to a hole in the center of the domed ceiling directly above the sinkhole. "Main water runoff collector from the prison should be there. There's no way a prisoner could survive an escape through there."
"Why didn't you mention this little obstacle BEFORE Pilot?" Asks Sylvan.

"You didn't ask sir. If we turn off the repulsor safeties on the LRVs we should be able to make it up there."
>>
Can we disable the turbines quietly, and if we did would the effect be the water level rising? I'd rather not lose anybody or any equipment to the spinny blades of doom.
>>
>>19115057
"How far down does this go?" you ask the sergeant eyeing the turbine blades.

"You dont want to know. It should connect to a geothermal system down stream." He replies.

Most of the Marines are nervous about tinkering with the repulsors on vehicles like this before going into combat.

"We shouldnt carry more than 4 people per trip to be sure about the weight. I've only done this once before." Mike tells you all. "The drivers will have to make multiple trips."

"We may have to swap out fuel cells in the LRVs for the ones from the IFVs after a couple trips." Cautions one of the specialists. "This is going to burn through a lot of power."

The LT seems a bit worried. "My power armor weighs quite a bit, I think my trip up will be just myself and a driver. I'll come up once half of our force is topside."
You double check your weapons and watch one of the techs altering the repulsor output on the vehicle you'll be hitching a ride on.

Roll 1d6 for vehicle order

>>19115057
If you disabled the turbine it would reduce the electricity output to the rest of the city slightly. If one of the vehicles fell it would be surviveable with them disabled but it would still take hours for anyone to get back up.
>>
rolled 1 = 1

>>19115170
The hospital should have an emergency generator installed, so I doubt we'd kill anybody off by disabling the turbine. So I'm all for it.

>Also rolling
>>
>>19115195
Ouch, seems like Sonia will go first.
>>
rolled 3 = 3

try not to die
>>
rolled 4 = 4

>>19115170
There goes that plan. Rolling.
>>
>>19115236
(note: Original plan was use the rising water level to get to the ceiling without having to undo safties)
>>
"Sir, should we disable the turbine to make the fall survivable if the repulsors fail?" you ask.

"The electricity drop might warn them but... I suppose it couldn't hurt, we've lost enough people today. Give me your satchel charge Flight Leader. I've never had to chuck something with power armor on this seems like a good time to try."

Each of the drivers draw straws to see who goes first but the result is a bit confused. Eventually it looks like you'll be on the third one up.

You mount up and watch Mike begin to get his LRV ready, increasing the max height and field width on the repulsors.

Roll 2d20
>>
rolled 6 = 6

>>19115355
First roll
>>
>>19115295
Yeah, that wouldn't work, sorry man. Still, it'd keep people from getting killed by critical failures.
>>
rolled 17 = 17

>>19115371
And the second one.
>>
rolled 20, 20 = 40

>>19115355
>>
>>19115386
We will never see a success like this again.
>>
>>19115375
Worth a shot.

>>19115386
O_O
>>
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The thrown explosives disable the turbine just as the LRVs launch. Mike swings out to the side and does what he can to hug the walls using his speed to help push outwards until he's high enough to reach the top. The repulsors built into the stubby wings on the sides of the LRV switch over to acting as tractor beams helping to pull the craft upwards and through the hole in the ceiling.

"Well shit, looks like this isnt impossible after all!" Comments Ki as you begin your trip up. Your heart is still in your throat even as you enter the shaft at the top of the dome. Two LRV's are still above you in the shaft down which a small a mount of water is pouring.

Mike's LRV dissapears over the top edge a second before you see the flashes of weapons fire. The next LRV does the same and you get ready to start shooting the moment you break free of the verticle tube.
Coming up over the edge on the bottom of a wide drainage basin you open fire on a rebel shouldering a rocket launcher, scoring a pair of hits and dropping him. The driver brings you up to a ledge letting you and the other Marines jump out, and climb over the railing. Both other teams are fighting their way inside a control room and by the time you arrive the Rebels are dead.

"That was the easy part." Mike tells you when you catch up. "The rest of the prison interior layout will almost certainly be different from the one back home."

Green shows the main drainage tunnels under the complex.
>>
>>19115689
I don't understand what everything on the map means.
>>
>>19115723
I'm guessing red dots are guard towers I have no idea what the rest is
>>
working on it.
>>
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One of the specialists takes a crack at the computer system in the control room. Apparently the Rebels didn't have time to get an alert out but it was close.

"Let me see if I can get some information on the Layout. We've got overhead maps from orbital scans but that's about it."

He works for a few seconds and you keep an eye out as the next group of LRVs appear. Eventually the LT's ride arrives and he climbs over the railing and heads towards your position.

"Report." he asks.
"No casualties. They only had about five guys guarding the area."

"Okay. We've got some more interior info. We're here where this green circle is, it's the drainage basin out there. Warden's office is in the middle. In theory the controls for the AA systems should be routed there, and the prison security. The Hospital is where the implantation operating rooms should be. Again, in theory, though I doubt they've moved those."

>Going for dinner, plan out which place you're hitting.
>>
>>19115904
Assuming the red thing connecting the warden office and the hospital is a corridor, I say we secure the hospital then assault the warden office to shut down the defenses.
>>
>>19115952
Yeah, sounds good to me.
>>
wardens office
>>
>>19115952
No, repurpose defenses to take out enemy fliers and tanks.
>>
Okay, so 3 for hitting the Hospital first? Then going after the Warden's office after?
>>
>>19116094
Yep, seems to be the idea.
>>
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"There's a secure stairwell that leads up into the Medical living quarters. From there we have to cross a parking lot to the Hospital building."

"How far is it?" Asks Sylvan
"One hundred fourty meters. There's some trees and shrubbery that should provide some cover looks like."

Sergeant Ki hefts his sniper rifle. "I can cover the teams as they cross but staying hidden should be a priority."

"Fine. Reynard, Serth, get up there and secure the Hospital. I'll wait for the remainder of our troops to come up then try catch up."

The stairwell is deserted as you climb topside. The specialist with you has to hack a pair of security doors but soon you've reached ground level and are looking across the parking lot at the Hospital entrance.

Roll 1d20 for keeping it quiet.
>>
rolled 11 = 11

>>19116311
Sneaking!
>>
rolled 18 = 18

sneaky
>>
>>19116311
Not rolling due to the fact that we already have a decent average, but hit those fuckers like the fist of the north star
>>
I am itching to roll but i wont tempt the dicemaid who gave us a 20 20.
>>
http://www.youtube.com/watch?v=hYaso7QeXqU

Ki is the first out the door, setting in a shady spot in behind a pine tree. Between the city shield, dimmed flashes from nukes going off and and the clouds above them its impossible to tell what time of day it is. Your dark armor may not have any kind of camouflage but it blends in well enough.

Everyone splits up as they make their way across so that if you are spotted a group of you wont be taken out. It take five minutes to cross the distance, ducking behind burned out or abandoned cars and vehicles. Trees and shrubs offer some of the best coverage.

Reaching the edge of the lane running in front of the building everyone takes cover while one of the Marines scan for lookouts.

"Heat signatures in upper level living quarters... okay go!"

A dozen of you rush across the lane way keeping low and make for the doors. The two Marines with Ballistic Carbines go in first with silencers on their weapons. The noise of their weapons fire is no more audible than someone burping.
"Clear." They report as you make it inside. Three Rebels are dead, one on an upper balcony overlooking the lobby, the other two at ground level.

"Secure those bodies, it might buy us more time." Orders a corporal. The specialist accesses the hospital main computer.
>>
Mike and one of the others find the opacity controls for the windows and turn them dark cutting down on the chance of someone spotting your group from the road or another building.

While waiting for the specialist to finish you hear groaning from above and behind you. Look up with weapons drawn you and the others spot a human male bound to the wall with metal cables two or three meters above the entrance. He's wearing what looks to be the remains of a Knight or Baron's uniform, it's difficult to tell in the low light.

He coughs then squints, looking at your group. "Hey... hey you. You're not one of them are you? Cut me down."

"We should have a medic check him before we risk moving him. Check for traps before somebody gets a ladder." Mike warns you.

While some of the Marines continue to secure the area the munitions expert checks over the restraints holding the man in place. "Doesn't look dangerous."
>>
>>19116663
Let's just hope he isn't chipped
>>
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>>19116663
"Who are you?" you ask.
He takes a deep breath and sighs before responding. "I am Count Earnesto Leroit, trusted confidante and champion of Duke Quamar leader of House Kharbos. Until a short time ago everything that you see was once mine. I had everything someone could want, money, power, but never was anything good enough for me. This project, it was not my idea but I made it my own because I saw the potential! The potential for... what House are you from?"

"Jarik-Dremine." you respond without hesitation.

"That little shi- ah, I mean... oh to hell with it. Your House is nothing, nothing compared to what I could have ruled. Even compared to what I did rule."

[ ] Get him down
[ ] Question him
[ ] other
>>
>>19116736
>[x] Question him
>[x] Ignore his insults, he is entirely under our power
>>
>>19116736
Time to test the stun setting on our pistol. He seems.... unstable.
>>
[ ] Question him
>>
>>19116736
[x] Taunt him
[x] Start planing the Warden office assault

"So, obedient slaves in disposable ships that won't hesitate to sacrifice themselves for your house. So much potential right there, I guess that's why you're up there. I'll let my superior deal with you"
>>
>>19116785
>>19116806
"I imagine the Ruling House has figured out much of what I planned to do and the Duke will have left me to die to save the House from the... political fallout. What do you want to know?"

>>19116791
I'll need people to second this if you want to do so.

>>19116834
He simply laughs at you. "You don't know the half of it little girl."
>>
>>19116888
Why he was tied up, for one thing.
>>
>>19116888
We should notify our superiors that we have this man.
>>
>>19116931
"That would be the compliments of the Rebel leader, Alowishus Tichborne. The others wanted to execute me or implant me with a slave chip but the danger was too great that I might know a way to deactivate it. They bound me here so that I would starve to death, watching my most loyal soldiers being marched to their death under their command."
He nodded to a monitor on the far wall of the lobby. "They would show me edited footage of the worlds and ships they captured, as the nobility was enslaved. The fool didn't realize I cared not a whit for them."

You ask the intrusion specialist about getting a call out.

"We could use the land line to contact our troops at the factory and relay a message. I wouldn't recommend going wireless from here, we haven't even secured this building yet. The few security cameras left show activity up on the third floor."

"You'll never get up there." Stated Leroit. "There are automated defenses, it cost the Pirates one hundred men to seize that floor. I on the other hand... cut me down and I might be persuaded to help you."
>>
>>19117103
"What would you get out of it, if the ruling house really wants you dead?"
>>
cut him down and give him a new name so nobody tries to kill him later
>>
He chuckles. "I am worth far more to them alive. Leverage to be used against my House to discredit them. Oh the games that are always being played, it can be almost tiring."

Sylvan arrives shortly after wearing the remains of a Rebel's clothing over top of his armor.
"Anything interesting happen?" he asks as he enters, tossing off a damaged coat. His gaze follows the path of your pointing finger. "Holy shit, you're that Count!" He exclaims.

"Ah the price of fame."

"Give us the access codes to shut down this facility." Your CO demands.

"I was just discussing the possibility of doing so."

A Marine arrives with a ladder and breaks out a plasma torch.
>>
>>19117262
Cut him down and get him some food and water.

We need to get a message to the factory as soon as possible.
>>
The Count stretches after being cut down

"Much better. They made sure to give me enough water to ensure I would not die of thirst before hunger. Let me see..." He thought to himself. "I imagine you will want the slave chip implantation stopped first and after that the defenses?"

"Yes, if you don't mind." Says Sylvan, looking up from watching the specialist working on the computer.

"They will both require on-site access, the medical labs especially. There is a secret entrance to the main laboratory that only I can access, anyone else has been killed by now."

"What if something happens to you?" You ask.

"The medical entrance will be useless to you then but you should be able to turn off the outer defenses. There is a secret compartment under the Warden's desk I installed, even he did not know if it. Now onward, we must reach the medical supply closet on the south wall of the west hospital wing."

"I'll stay here and try to get communications through to the fleet." Sylvan informs you.

The marines equipped with silencers take the lead followed by you and a few others. The Count remains at the center of the formation.
"I don't suppose one of you could lend me a weapon?"

Roll 1d20 for encounters.
>>
rolled 12 = 12

>>19117418
Nah, it's better if he stays out of the line of fire entirely. If we need to arm him, give him something that is only useful in an emergency. A small stun pistol, or something like that.

>Rolling for encounters.
>>
>>19117418
Do we have a weapon that's with no lethal setting? if yes hand him that one. Making sure to point out we'd like to have it back at some point.
>>
>>19117460
>Do we have a weapon that's with no lethal setting?
No you do not.
>>
>>19117473
Give him our pistol until he can get his hand on some pirate weapon, it's not like he can do much anyways
>>
You hand him your pulse pistol after setting it to stun.
"Do me a favour, don't change that setting." you tell him.

Moving through the hallways of the lower levels as quickly and quietly as possible you start to get a feeling of just how big this hospital is. This wing alone is wider across than your first ship was long. With the Marines at the front your team is able to take out most opposition before they realize there are even intruders in the building. Eight rebels are put down by the time you reach the area the Count is looking for.

"This is it." He tells you, entering a cleared out storage room. The back wall has a fuse box and a number of cable pipes leading to it. Prying the casing off the box he hits a pair of hidden switches inside and the wall section pops out. After pushing it to the side you find a small cargo lift.

"I am certain they did not find this but you should be prepared for trouble up above." The Count tells you as the teams team climbs aboard.

The ride upwards is quiet and smooth, the elevator stopping behind another false wall, this one made of armored metal. The door slides open revealing another storage room, this one filled with rows of coloured vials.
>>
Leroit stops you before your group proceeds through the door. "The operating suits for chip implantation is in another room on this floor. This next one is for ah... how shall I say it, chemical testing? The sentry systems can be deactivated from in here but we will still need to reach the operating room."

Stepping through the door you find the next room to be filled with monitoring beds, each with an unconsious patient.

A doctor in a white coat is monitoring them.

"They're not ready to be deployed yet, I need another two days." The Doctor says without looking up.

[ ] Stun him
[ ] Kill him
>>
>>19117805
[x] Stun is always better than kill with those guy
>>
>>19117805
Stun him. He's either innocent, was forced to do the operations and might be able to remove the implants later, and if he is not, simply shooting him would be way too quick.
>>
[ ] Stun him
>>
You fire your phase rifle stunning him, the jolt sending him sprawling.
Leroit meanwhile ducks to the side, taking cover behind one of the beds.

The door leading into the hallway hisses open and a Rebel walks in. "Hey what was that noi-"
Is all he can get out before the marines pepper him with their silenced carbines. The rebel's gun falls, blocking the door from closing all the way. You and the others rush to recover his weapon and move the body.

"You think anyone noticed?" Mike asks.

You shrug. "Count, can you disable the sentry guns now?"

"Ah, yes, ofcourse." He replies nervously, getting up and accessing one of the terminals. A second or two later he looks up.
"There it is done. Onward to the lab."

"These patients, they'll stay unconsious?" you ask looking at the mix of Humans and Dro'all.
"I certainly hope so or we may be in trouble." The Count looks over at the monitors. "They should remain asleep for another twelve hours."

>I there anything you'd like to investigate before moving on?
>>
Quickly look for anything useful, otherwise move on.
>>
>>19118001
Briefly skim over the contents of the terminals.
See if the rebel or the doctor had anything useful on them.
>>
>>19118001
Yes, investigate covertly to make sure he actually did what he said. I couldn't trust him less if his last name was Tarkin and he had a Goatee.

Check the chemicals and look for a sedative, especially for those that can be applied to the skin, or those in an IV. This is a hospital, so there should be some.
>>
The only things of use you see are some average looking hypospray guns and more vials of chemicals like the ones from the storage room. All of the terminals display the vital signs of the patients with two different sets of readings. More than that you dont understand.
The dead rebel was armed with a SMG with a few spare mags.


Taking off his helmet Mike risks a quick glance out the door.
"Didnt see anyone and my head is still in place. Sentry guns must be off."

"Why wouldnt they be?" Asked the Count. "Its in my best intrest to help you that I might escape alive."

Stepping out into the hallway you see that the walls of the room opposite is made out of glass, the interior filled with stasis tubes. Every so often the cylinders are shuffled forward a bit.

"That room there." Leroit points the squad to a door farther west. You take up positions to storm the room.

Roll 1d20 linking this post for evasion.
>>
rolled 10 = 10

>>19118206
Evade well Sonia, you don't have emergency trusters on this suit.
>>
>>19118114
You grabbed a sedative.
>>
rolled 11 = 11

>>19118206
Meh rolling for the better or the worse
>>
>>19118273
I'm sorry to bother, but how is the sedative applied? (Yes this is crucial)
>>
The door hisses open at the approach of your squad and you have enough time to catch someone say; "Thank you I was just LEAVING." Before the first Marine is tossed back at you, slamming you both into the hallway's far wall.
The armored figure bull rushes through your squad, flattening anyone in his way and heading east. Sub machine gun fire pours out of the open lab door, taking advantage of your scattered state.

The Marines that had been closest to the door dump fire into the lab, downing a few unarmored slaves that had been left to defend it. Despite taking numerous hits the man in what is obviously power armor still flees down the corridor, ducking around a corner.

You can hear Leroit cursing. "That swine stole my powered armor!"
Checking the Marine you find that he's dead, the impact having collapsed his ribs.

>Power armor pic that disappears whenever I try to post it goes here

>Your orders?
>>
>>19118657
Oi, didn't you say power armour on fits the person it was made for?
>>
>>19118581
Each of the patients had an IV infuser pad. There are injector ports on most IV's that will accept either needles or hypos.
>>
>>19118700
Oh dear I did say that didnt I? Those of the same body size should be able to fit though, it just wont be very nice.

I mean you're not about to fit into Lt Sylvan's armor for instance due to a number of factors.
>>
>>19118657
Not much we can do. Inform the rest of the squad that we've got an enemy in power armour running around.
>>
>>19118657
continue with the mission it's not like we can do shit about that power armor right now
>>
"Reynard to Sylvan, we've got an enemy in power armor on the move. He was headed east."

"Is the implantation system disabled?"

"No sir." you hoist yourself up and try to help any of the others who are wounded. Mike is holding his side and breathing hard but says he just had the wind knocked out of him.

Stepping into the operating theater you see the next prisoner being moved into place.

"Shit!" You open fire, blasting away a few small manipulators that had begun moving into position.

"Leroit! Get in here and shut the machine down!" You yell.
The larger arms the smaller ones were attached to retract and slide across to the back wall where a set of replacements are quickly swapped out.

"Right away Mon Cheri. The system will be shut down in moments."
The Count puts his hand on a control panel and begins overriding the controls. You and another Marine do what you can to slow down the worker arms long enough for him to finish.

"Done!" The arms stop and retract into the ceiling mount.

"Can you break out the prisoners next?" You ask.

"Only the ones inside the hospital. What I can do is transmit a deprogramming signal to everyone who has been implanted. This will take some time."
>>
Yellow hazard lights start to flash in the hallways. A computerized voice begins to blare out "Intruder alert." over the intercom.

"Sylvan to Reynard, we're going to be in trouble here soon. Take as many of your troops as you can to the Warden's complex. I'll meet you on the way there."

>Your Orders?
>What will you do about the Count?
>>
Leave the two people with the worse injury with the count so they can "disable" him if ordered so, then proceed to the warden office
>>
>>19119191
Leave a guard close to him, to make sure he doesn't get hurt, won't get the idea disappear or do anything else that might be problematic.

Ask him if he can give us description of the warden's complex and then we're off.
>>
>>19119191
What equipment does the Count need to create the signal? Can he do it from the Warden's complex?
>>
>>19119191
Secure his wrists and insert the sedative as an IV immediately! Leave a single marine with an open Comm nearby.
>>
>>19119428
Have the marine hide while in the room if possible too.
>>
>>19119262
He gives you a quick rundown on the building layout. It shouldn't be too difficult to get through except for the security doors.
"The hallway connecting the two complexes are the only part you need to really worry about. The cargo track should still have stasis cylinders on it to offer some protection. Something to hide behind at least."

"There are people in those cylinders though." you point out.


>>19119266
"I should be able to use the Hospital's communication array to send out the signal. It is not a terribly complex thing, just time consuming. I must be sure the programming will reset so I must make a few tests on some chips that have not been implanted yet."

>>19119428
Do you wish to do this now or leave a pair of marines with instructions to do this?
>>
>>19119484
I'd recommend doing it now, but I was the one preparing for it. Hear what others want first.
>>
>>19119484
Definitely not. Getting the signal off is more important right now.
>>
>>19119550
I agree.
>>
>>19119484
No, I don't see why we should sedate the count, the worst that will happen is that he'll change the slave allegiance and that won't change the situation.
>>
>>19119580
Yes, but he's the one who had a giant plan before, and had ample time to think about what he wanted.
>>
rolled 20 = 20

Mike is still holding his side when you walk over to him. "I want you to wait here and keep an eye on the Count. Once he's sent the signal to reset the slave chips knock him out with this sedative." You tell him, handing over the vial.

"If he tries anything shoot him." You add.

The other wounded marine is ordered to stay behind and help Mike guard the prisoner.

"Marines lets move!" You shout, charging out the door and down the corridor the way the Rebel went. It isnt difficult to follow the other's trail, his heavy armor having left marks on the floor.

A few minutes later you start to encounter resistance as Rebels fall back towards the Warden's office taking the only path in between. The few rebels you encounter put down a hail of fire as they retreat, slwoing you down. It takes ten minutes to reach your end of the bridge.

Walkways run down either side of the bridge with cargo transfer tracks taking up the middle area. Some of the cargo carrieges have stopped as a result of their 'cargo' no longer being offloaded in the implantation wing. They offer the only bit of cover on the way over. Knight Sylvan soon arrives from the lower levels.

Roll 2d20 to fight your way across the bridge.
>>
rolled 13, 10 = 23

>>19119819
Incoming broken rib
>>
rolled 19, 11 = 30

>>19119819
>>
>>19119819
I hope that 20 you rolled means something good for us.

Not rolling since
>>19119833
>>19119836
Are already rather nice.
>>
rolled 6 = 6

>>19119848
>I hope that 20 you rolled means something good for us.
Actually it does.

This one does not.
>>
>>19119957
Thank god it was a 6.
>>
You and the Marines charge out across the bridge, firing wildly. The rebels have retreated to the far side of the bridge by now but are still taking up positions. Combined with the distance most of their small arms are either inaccurate or underpowered. Reaching the first loaded car about a third of the way across you notice your commander is absent.

With no time to wait for him though you move up for the next car. As expected resistance intensifies. A phase rifle blast cracks your shoulder pauldron leaving little beneath it but a heat resistant jumpsuit. By the time you reach the cargo carrier you're out of breath and sore where you've taken hits from pistol and SMG rounds. The others don't look much better.

"With all due respect I don't think we can rush them sir!" A Marine Corporal tells you.

Then you notice a dull thudding sound and turn to see the Knight Lieutenant approaching, a metal slab on his back. He takes cover with your squad long enough to pull the section of metal free. It looks to be an office door that was torn off its hinges.

A faint hum fills the air as your CO draws his sword.
"I have not been carrying this thing around for five years as a fashion accessory." Sylvan states before he hefts the door like a shield and begins to jog across the bridge.

Rebels attempt to pour fire on but between his armor and the door Sylvan shrugs off the small arms hits. Sergeant Ki charges after firing his sniper rifle.
"Put them down while they're distracted!" he orders the rest of the troops.
>>
>>19120327
Awesome.
>>
Not one to ignore a good suggestion you shoulder your rifle and sight in on the rebels, aiming for the muzzle flashes.

You down two of them and wound a third before the LT gets into close combat. After swatting a group out of the way and causing the rest to scatter he bisects a woman attempting to bayonet him then decapitates another man.

You are feeling slightly slightly nauseous at the carnage.

Rushing to catch up, you see Sylvan throw the now burning steel door and draw his phase rifle one handed. Not wanting to break the momentum the squad follows the Knight as he charges deeper into the building.

The squad arrives at an intersection flanked by security doors which would have made an ideal ambush point. Instead you find only more dead bodies. Some have taken micro RPG hits, others have been burned with lasers and the rest sliced part much like the two Knight Sylvan killed with his sword.

"Okay this is new and unexpected." The LT states dryly.
>>
>>19120649
>micro RPGs
>Swords

Battle brothers, todeeh...
>>
>>19120649
Could be that power armor thief?
>>
>>19120683
"They're all rebels sir." Reports the team's intrusion specialist, looking over their gear. All their ammo and equipment appears untouched.
"It's like they didnt get a shot off."

"Whatever, we dont have time to play battlefield forensics. Move out and keep an eye out for traps."

Stepping back into cover for a second Sylvan touches the side of his helmet. "This is Knight Lieutenant Sylvan of House Jarik-Dremine, any friendlies in the area please respond."

While there is no immediate response you do recieve an 'area clear' data burst a few seconds later from another security checkpoint.

"This is too weird for me." Says Ki as the unit passes through the junction.
Reaching the level the Warden's office is on you catch a shadow down the corridor but when you turn the corner nothing is there. The door to the office is still intact when you get there though and the telltale marks on the floor lead right through the door.

"Everyone with Phase rifles aim for the seam." Sylvan orders
"Sir couldnt we try opening t-"
"Fire!"

Roll 2d20
>>
rolled 1, 20 = 21

>>19121064
rolling for getting shot in the back
>>
>>19121089
NOBODY.
ROLL.
ANYTHING.
>>
>>19121153
>Dat 1
You sure?
>>
>>19121156
Whoops, a bit slow with the updating. I'd really like to see that 1, 20 disaster. So please, could you just forget about that 9?
>>
rolled 10, 3 = 13

>>19121089
>1, 20

Yeah, not really worth it. .5 above the average.
>>
>>19121176
Either it will be really interesting, or the average will save us. Either way, with an initial roll like that I am frightened of future rolls.
>>
>>19121176
Hahahaha I just hope this isn't going to be the survival roll
>>
rolled 1 = 1

>>19121156
Second roll, didn't actually want to delete it. Rolled a 9, like I said here >>19121179. Don't really want to get anybody killed, so disregard that post.

>It's way too early/late for me. Cannot into proper sentences at the moment.
>>
>>19121089
>>19121156
>>19121201
>>19121258
>1,20=21
>9,1=10
>10,3=13

>Average 6.66,8

So, anybody else willing to roll?
>>
rolled 6, 19 = 25

>>19121064
>>19121295
Why not it can only go down
>>
rolled 13, 3 = 16

>>19121295Probably a good idea by now.
>>
>>19121332
one goes up, another goes down.
>>
rolled 12, 9 = 21

>>19121295
Why not.
>>
Oh you guys. Just... just stop rolling.
>>
>>19121324
>>19121332
>>19121347
>1,20=21
>9,1=10
>10,3=13
>6,19=25
>13,3=16
>12,9=21
>Average 8.5, 9.16

We're below average. Not Sonia's day, I guess.
>>
File: 1337142589672.jpg-(63 KB, 500x400, Alowishus Tichborne madman of (...).jpg)
63 KB
The combined fire blows open the door sending small amounts of melted shrapnel back towards you but nothing hazardous.

Sylvan moves in first, weapons at the ready, the rest of you covering him. He crunches through the broken remains of the door and begins to enter the office. There's a slight burn on the back wall where a display monitor was, other than that the damage seems contained.

You catch something brass coloured swing in from the left then immediately wish you were farther behind your CO as the object hits him. Several hundred pounds of power armored Knight flies back hitting you and two others, Sylvan's outstretched right arm connecting with your helmet's faceplate. Weapons fire fills the air above you as you land on the floor and try to shove the LT's arm out of your way.

Miraculously you held onto your phase rifle and fire it through the door, only adding to the confusion.

"Do you think we the free people will ever be defeated?!" Yells the man from inside the office, as he tosses a smoke grenade out into the corridor. "Do you think the struggle to cast down your kind will ever end? I have vowed to my people that I will see them free and even with this battle lost it is just one battle! You cant hope to stop me and those that follow in my foot steps as we... why is this lift not working?"
There's a brief pause as the sound of grinding metal emits from the office.
"Fools! You can only delay the inevitable!" the man rages as you hear him head towards, you firing wildly.

"Everyone stay down." A voice orders over your coms then the air above you blazes with heat.
>>
Even before the air caught fire you were feeling inclined to stay on the floor to be honest. The knock to the head from Sylvan's armor or your landing might have given you a partial concussion. A blaze of pain erupts in your upper leg as a beam hits it but shortly after all weapons fire stops. Blinking your eyes a few times you watch the smoke begin to clear out.

There's a gash in your right leg armor so you decide not to move for a bit. Not the smartest choice as Sylvan begins to flail about in an attempt to get back up. From what you can see the Rebel leader seems quite dead, a hole burned through the chest of his power armor. Similar to the holes burned in the other dead rebels you found but larger and deeper.

"Report!" Demands the Knight, getting his breath back.

Sergeant Jing Ki, the one to have stayed the farthest back is hesitant to respond. "I-I did see everything sir but I don't know how much I should say."
"Spit it out sergeant."

"Someone in holographic camouflage fired a laser through the doorway. They disappeared as soon as they stopped firing."

"So some spec ops stole our kill is what you're saying?"

"Yes sir."

At length the Knight replies. "They can have it. What the hell did I get hit with anyways, a brass statue?"
>>
>>19121817
"Actually sir, if I recall correctly my medal is Bronze. No comment on the statue part."
>>
>>19121817
"Sir, could you please refrain from causing further injury to me?" Clumsy oaf.

Also try to get some medical attention for our leg.
>>
rolled 16, 1 = 17

>>19121817
"Another atmospheric ops accomplished with maximum collateral damage..."
>>
>>19121817
Well, there goes our chance for fame and glory.
>>
>>19121849
You're in the middle of making a wisecrack when you put weight on your wounded leg bringing it an early end to it. That's going to smart in the morning.

"Tell me our intrusion specialist isn't dead."
"No... sir... was safe... whole time." wheezes the Marine that had caught the worst of Sylvan's fall. After the LT moves the desk and armored body he sets to work on taking control of the guns and missile launchers.

"This is Flight Officer Serth to Lt Sylvan or Flight Leader Reynard come in."

"Go ahead Mike." you tell him.

"Yeah the Count finished transmitting the slave chip signal. After that he had an accident, nearly misfired a pulse pistol then tripped and broke a couple of bone. He's sleeping it off now. Nothing else to report."
>>
>>19122013
Damn. Worth a shot. Oh well, at least the nice nobleman didn't hurt anyone else during his accidental discharge. Hopefully it won't happen the next time he's with a female.
>>
>>19122074
He was in stricly male company, I think.
>>
>>19121817
>"So some spec ops stole our kill is what you're saying?"
Bummer.
>>
>>19122087
It's not his fault the lady had to leave to greet a friend.
>>
After getting patched up as much as possible you're assigned to help guard the Marine specialist as he turns the AA guns against Rebel targets. A shuttle fleeing from the top of the prison is shot down crashing near the space port. While the rest of the Marines that entered the complex with you are still out numbered the Rebels know they're routed as squads of slave soldiers previously under their command turn against them.

The few that can flee do so, trying to make for the space port where more fighting breaks out. Seeing the Rebel positions collapsing Dominion forces press on reaching the Scarab factory in another hour. Thirty minutes after that an armored division from one of the mid level Houses reaches the space port.

Fighting continues for the rest of the day and into the next in the poor districts of the city. As the city shield finally goes down Frigates and transports begin evacuation flights. Tens of thousands of former slaves lacking protection from the nuclear fallout blanketing the continent need to be evacuated. Even with the shields kept online most of the time, enough material is entering the city that it will soon be uninhabitable.

Every available engineering crew from your House is shuttled down to the planet to set up special force fields to protect the factory. The rest of the city cant be saved.
>>
>>19122275
All in all, an okay day.
>>
>>19122275
could have went worst... now we just need to know how long we'll be out due to injuries
>>
>>19122325
Hm, rather mediocre by Sonia's standards, I guess.
Got shot in the leg and crushed by her commanding officer, only to have somebody else get all the glory. We'll probably not even get a nice medal for this.
She would have probably been better off by staying on the ship.
>>
>>19122428
Only the prison part went bad, we still used dynamic entry on that scarab factory
>>
>Meanwhile in an alternate universe...

"Isn't there any way we could refuel those Scarabs?"

"Well the reactors for the factory are at the other end of the building. We'd have to drive the transport beds around to the far side which would take more than an hour."

The engineer from your tank speaks up "Well our repulsor tanks all use micro fusion reactors designed for starfighters. We've got some fuel but it would only power a starship reactor for a few seconds. It might be enough to run the repulsors for twenty or thirty seconds though. Enough time to get to the prison. You wouldnt have weapons or shields though."
>>
>>19122464
>Crash the scarab in the prison
>>
>>19122464
But then we wouldn't have had fun surfing with the Ninja Turtles!

www.youtube.com/watch?v=-8NWDSSpgXs
>>
>>19122443
Dunno, still kind of a letdown.
>>
>And ANOTHER alternate...
>Driving through the city at ground level.
"This isnt working they're got too many barricades set up. We're going to have to take a shortcut!"
Turning hard Mike crashes the vehicle through the front window of a shopping mall.

Rebels using repulsor cars converted into technicals attempt to follow.
Fire tears through storefront windows, walls and displays.

"Lots of space in this mall." He comments before swinging through a small high end clothing store

"Mind the bakery Mike!" you yell but it's too late.

A destroyed children's display collapses after being hit, temporarily intercepting fire from the Rebels.

"Get down!" Mike warns you.
The LRV crashes through another store, driving over top of parked sport vehicles and nearly causing you to hit the ceiling.

"New repulsor bikes are in early this year!"

"Republican Imports up ahead."
"Just run over it, their stuff always sucks."
>>
>>19122510
This alternate universe seems boring what happened to our hydra
>>
>>19122510
Can we get a pretzel? I love Auntie Annes (though the cheese is better at the airport for some reason... I think we should ave gone to the spaceport now).
>>
>>19122573
The more I started thinking about possible routes to take at ground level the more the Blue Brothers seemed to pop up.

As for the Hydra tank it was damaged, though you certainly could have taken it with you. With only 1 fully functional turret it would have been dangerous.
>>
>>19122591
Is fragging one's commander for displays of incompetence frowned upon in our house's military?
>>
>>19122591
I see so it's after the factory, I thought it was an alternate universe where we had chosen to hit the space port.

Meta question, what is the current boost in standing/holding our house got after all the mission our group did?
>>
Lets make sure to get some credit for capturing the Count - this with various other mission success eventually will lead to our Knighthood and perhaps some buisness opportunities.

A report on the issue on how we got him accidentally leaked through the fleet or something of the sorts. Crediting also our CO and Mike, of course so that we dont appear a glory hound.
also the spec ops stealing our kill - we were denied capture and assesment of the local enemy leader, who may be serving someone more nefarious than just a major house pleb rebels.

perhaps those aliens we found out about or the pirates had plans to make a fifth column in the dominion.
In any ways the kill steal was worse than it appears and we should insist on trying to catch or hunt the spec ops operative before he manages to get out of the prison, or at least notify our superiors to deploy a cordon around us ASAP to get him and retrieve information.


damn, i slept now, because i have to be today at a years closing festivity.
>>
>>19122620
Oooh, I have a meta question too. Are we cutting our own flesh by making sure so many of our houses' ships survive when it comes to promotions?
>>
>>19122644
Glorious and dutiful Troops of Juche House Jarik-Dremine!
>>
-Rare element mining planet currently held in trust by a more powerful allied House. In letting another House exploit the planet which we didn't have the resources or expertise to look after we receive a share of the profits and output.
Major revenue stream.

-Metals processing and refinery station. One of the largest processing plants in the Ullat dwarf galaxy. This has effectively doubled the military grade metals processing capacity of our House. Other Houses holding nearby systems will be paying us to refine metals for them.

-Robrinaan Colony. While House Erid maintains an equal claim on the world they are in no position to enforce it especially with ships for our House helping them recover their mostly destroyed fleet in the system.

-The Prison capture (even if you didn't kill the head guy) is a major political boost adding to the House's legitimacy.

-Your House now has access to advanced corvette construction options with the factory. This means that if you could get the production rights off of Newport Fleet Systems you could build Gamma Class Assault Corvettes. Only the Terran Alliance uses those normally.
It could also be used to build more Scarabs and in the short term it's likely the Ruling House will commission the construction of a few hundred if only for testing and aggressor training.
>>
>>19122731
Seems like we're well off. My only opinion worth voicing is... scarabs are useless piece of metal why would you do that. (also we need to save some terran to get those rights)
>>
>>19122731
Do we get any kind of special bonus for being part of those operations?
>>
>>19122756
Or we could have our house design a Advanced corvette to cover its needs, and needs of similar positioned minor houses who want fleetnumbers and punch, but cant fork up for frigates or small cruisers and would rather go for a flight of corvettes.


Also, I do hope we get a small percent of a fee for claiming those assets for our house- right?

We would need to amass a small capital to eventually make our daddy proud and have a budding financial empire, once the expedition is done.
>>
>>19122799
Well we got RP from those... military life is shitty like that.
>>
>>19122653
Your House is currently in an expansion phase. You're going to want as many allies alive as possible if only so that everyone in the squadron gets bumped up a rank when the next batch of pilots reach the front. As squadrons are expanded the higher ranking people will be given command of more ships.

>>19122756
Scarabs (and by extension Deltas) are most effective when assisting a larger ship which can draw fire. Or alternatively cause the enemy to split their fire increasing the time it takes to kill the more dangerous star ship.
>>
>>19122822
So we'd go from second in command should chief die to chief to second in command with underling? Do we get an increased pay?
>>
>>19122775
The crews involved (you) will get a small initial financial bonus. After everything is online and making the House a profit you'll likely get a larger one provided the House doesn't suffer from some kind of financial catastrophe.

There's also the end of year/Christmas bonus since you're into December of 4023.


>Somewhere in the military expenditures department
"Why, WHY did they have to institute a call to arms so close to the end of the year?! Do you know how many military bonus payouts we'll have to make?"
>>
>>19122838
If you're promoted yes.
>>
>>19122644
Lets do this.


capturing or starting a successful hunt for a infiltrator or enemy agent is always a good career booster.
>>
>>19122889
Welp at least we're doing good enough to get a recommendation by our CO... I mean it's not like we're going the beyond duty at every opportunity

>We'll die young
>We really need to buy a teleporter and a power armor
>>
>>19122905
or we could just mention it in the report and have the Intelligence branch figure it out for themselves.

A group who's very purpose of being is institutional paranoia wont loose much time coming to the same conclusion
>>
File: 1337190338901.jpg-(38 KB, 512x512, Executioner512.jpg)
38 KB
>>19122905

we could try our hand at a design for advanced corvette using the scarab systems.

I am thinking a shape like the Amarr Executioner,
with the ability to mount four eternal slots in the middle for missiles or torps, ready to be launched at once or one at a time while still benefiting from similar systems like speed and shields of a scarab and having two 180 arc turrets.


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