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File: 1341705940711.jpg-(1.72 MB, 3840x1920, 1323853571735.jpg)
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TG QUEST, WELCOME...
...TO DIE!!!

Last thread: http://suptg.thisisnotatrueending.com/archive/19715598/

Day: 5
Current Objectives: Survive the Black Ops assault.

Fleet Location:Sector Headquarters.

Inventory: http://pastebin.com/HGsJUZZb
Descriptions: http://pastebin.com/UpKiRZnh

In our last thread, the Command Crew returned home only to find it being invaded by a Black Ops fleet who had turned their guns on their fellow Transpace Guards. Colonel Eva and Sector Manager Holtz were both shot by Colonel Yurgus, their status unknown as a massive fleet battle broke out. Thanks to your new protoss allies and R-types, you prevailed. However, a significant number of hostile troops managed to board your ships, your Securitron forces insufficient to keep them at bay. Now you must deal with the enemy within... your ships.
>>
Good Evening MetaOp.
>>
>>19781963
Have we been able to secure the Oncoming Storm yet?

We also need to secure the Valiance before the Black Ops boarders can take full control.

Give us a status update first, please.
>>
Is the Hercules able to mass-produce Sniper Joes? If it makes enough, even if they die easily, they can block the hallways with their bodies.
>>
File: 1341706445641.jpg-(257 KB, 1024x768, spike-spiegel-wall-cc3b3pia.jpg)
257 KB
rolled 14 = 14

"I don't get paid NEARLY enough for this," Spike cursed as he dived underneath a barrage of plasma bolts and into a side corridor. The burning projectiles splashed against the bulkhead behind him, turning the metal white hot and melting it in several places. Spike ejected the empty magazine from his handgun and risked a peek around the corner, firing a few shots wildly at the mostly power armored foe in front of him. There was an officer in only some sort of uniform among them. If he could just land a hit...

A series of five dazzling sparks flew towards Spike, unerringly moving around the corner to burn into his flesh. Spike hissed in pain and took cover again. Magic user. That'd explain the lack of armor...

"Anytime you guys wanna help out!!!" Spike roared as fumbled at his belt for a grenade.
>>
>>19782067
Wait a minute. We're able to beam units into our ships. Are we able to beam the boarders off?

At the least, beam primed grenades into groups of boarders.
>>
File: 1341706967878.png-(22 KB, 249x322, 1322875557794.png)
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rolled 27 = 27

>>19782067
"We have big gun," Heavy rumbled as he tromped up in the corridor across from Spike. The rest of Blu was behind him. "But small legs. Be patient. Soon is killing time. Soon-"

"GRENADE!" Spike shouted as a trio of metallic spheres rolled around the intersection.

"-scheiss," Medic managed to say before a bloom of fire and shrapnel tore into Spike and BLU. The bounty hunter veteran flew backward, his body wracked with pain and injury, but nothing he'd never experienced before. Spike winced as he looked across the hall. Heavy, Medic, and Scout were a few blood splatters and dismembered limbs now. Soldier and Pyro were sporting heavy wounds, Spy and Engineer were nowhere to be seen, and the only uninjured of the group were Sniper and Demoman, who were at the rear of the formation.

"...great. Just... just great..." Spike cursed, tossing his own grenade down the hall and toggling his commlink on. "Hey commanders, sector five ain't doing so hot! Could use a little reinforcement!"
>>
>>19782172
Have an Abjurer seal that area with a wall of force.

It should surprise them the next time they toss a grenade.
>>
>>19782172
Will someone get an Al'Kesh in there to beam in some support, like a pound of C4 with a remote detonator into the middle of the boarder group, and beam Spike the detonator.
>>
>>19782008
Evening.

>>19782028
Boarders on all of your ships, though the only ship they are close to taking is the Valiance.

>>19782060
Yes, but the reinforcement rate is still limited due to only having 8 Al'Keshes that are very busy moving your troops around already.

>>19782093
Currently your teleporters are busy getting troops where they need to be.
>>
>>19782235
Alright, so, the Black Ops task force had teleporters that can punch through shields, then?
Since the space fight is over, I assume that all ships have taken down their shields for unrestricted teleporter usage; is that right?

Our Psions should be able to help out by using their teleportation power to move individuals around, such as getting an Abjurer to seal the section with a Wall of Force.
>>
Oh, and do by any chance get a "redo roll" due to the Blackbird/Great Fox screw up last thread?
>>
>>19782344
Ah, allow me to restate. The Protoss ships have no boarders, and the Defiant was not targeted. While the Storm has anti-teleportation defenses, you can surmise either Vol Opt shut them down during it running rampant, or that yes the Black Ops teleporters can punch through them. Your Star Destroyers have no anti-teleportation defenses, a fact you should know since that was how you stole the All Under Heaven to begin with.

>>19782212
>>19782172
Teleporting the Abjureres to Spike's location is added to the Al'Kesh teleport queue. Spike's grenade goes off a little prematurely, dealing next to no damage to the heavily armored Black Ops boarding team as the bounty hunter continues to curse profusely.

He jumps and nearly blows the head off the Abjurer who taps him on the shoulder as they suddenly appear behind him.

"Don't do that, are you nuts?!" he roars. "Big bad men with big bad guns! Handle it!"

"Right!" one of the spellcasters says, murmuring a magical chant and summoning a wall of force at the intersection.
>>
>>19782440
>Star Destroyers have no anti-teleportation defenses, a fact you should know since that was how you stole the All Under Heaven to begin with.
Actually, that was because the All Under Heaven didn't have it's deflector shields up.
Teleporters (at least, normal ones, including both Federation and Asgard) can't beam through shields. The fact that it worked on the Executor was assumed that it was because the shield wasn't up, the same with the Death Star.

Unless you want to say now that Star Wars deflector shields can't stop beaming technology.
>>
So does anyone maintain a list of universes that MetaQuest has stolen stuff from?
>>
>>19782440
Cast cloudkill on the other side of the wall of force. If any of them have holes in their suits, it'll take them out.
>>
>>19782477
http://pastebin.com/UpKiRZnh

Should be in here.
>>
>>19782440
Now would be the time to add beaming those Black Ops boarders into space into the queue. Without their armor.
>>
>>19782492
I suggest reorganizing the Al'Kesh.
5 to beam troops around, 3 to concentrate on anti-boarder tactics, by turning off the safety interlocks to simply disintegrate them, beam them into space without any armor, or beaming an explosive into a group of boarders.

The Indefatigable is back in action, so it can assist with beaming troops around.

We should also use the Leopard and the Overlord to good use, now that the space battle is over and we can safely use dropships to move troops around.
Have the Leopard and Overlord take up Securitrons and move them to the All Under Heaven.
We'll reserve beaming troops for the other ships that don't have big enough hangars, or are close to being taken over, like the Valiance.
>>
>>19782475
Checking the archives, you guys pulled teleporter shenanigans while the Executor's shields were still up, unless I'm missing something. Star Wars has no transporter technology to speak of, so I don't see how they could defend against it unless Fed and Asgard teleporters are stopped by any sort of energy screen.
>>
>>19782681
Generally. It's a little hard to beam a thing of energy to another ship through a screen of energy.

We just figured that the shields were down. Either way, if you rule that Star Wars tech doesn't stop teleportation, it just means we have to fix that.
>>
Should we send the Abjurers to critical parts of the ship (engines, the bridge and so forth) so they can cast various wards to impede the boarders?
Like maybe
SIGN OF SEALING
Abjuration
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One door, chest, or portal up to 30 sq. ft./level in size
Duration: Permanent
Saving Throw: Reflex half; see text
Spell Resistance: No
You seal a door, chest, or similar closure with a prominent magical sigil that bars entry and prevents opening. A door or object protected by this spell can be opened only by breaking (add 10 to the normal break DC) or by the use of knock or dispel magic. If the door or object is forced open by any means
(magical or physical), the sign of sealing deals 1d4 points of damage per caster level (maximum 10d4) in a 30-foot radius (Reflex half).
A knock spell doesn’t negate or automatically bypass a sign of sealing, but will suppress the sign for 10 minutes on a successful caster level check (DC 11 + the caster level of the sign’s creator). A sign of sealing is a magical trap that can be disarmed with a successful DC 28 Disable Device check.
You can pass your own sign safely, and it remains set behind you.
Material Component: A crushed emerald worth 100 gp.

Since we can always dispel it later.
>>
>>19782681

Try to see if the Indef. can get a transporter lock on to the boarders or their equipment. If we can 'port them out into hard vacuum, we should start doing that en masse.
>>
>>19782681
Well, there's a couple different ways you could explain it.
1. Rotating shield frequencies. Shield frequencies are rotated, and create an EM window that a you can beam through. The Executor, being crewed by drones and SUE's, would have used a predictable shield frequency table, and Black Ops would have simply used their computer backdoors or superior computers to calculate the EM window.
2. Improvements to transporters from the Dominion War. The Indefatigable is a Defiant-class ship from the latter part of the Dominion War. The Dominion's transporter technology allowed beaming through shields, and this technology might have been taken by the Federation in use in the Defiant. It would allow beaming through weaker shields, or shields not adapted to counter this sort of technology.
3. Star Wars Deflector Shields utilize a form of shielding technology which is known to be able to allow transporters but block phaser fire.
http://en.memory-alpha.org/wiki/A_Taste_of_Armageddon_(episode)
>>
>>19782440
Have an Abjurer give this spell a try on the Black Ops team in front of him.
TRANSFIX
Enchantment (Compulsion) [Mind-Affecting]
Level: Sorcerer/wizard 6, wu jen 6
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: One or more humanoids within a 10-ft.-radius emanation
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell causes any Medium or smaller humanoids within the area of the spell to become paralyzed. When casting the spell, you must specify a condition that will end it (“Wait here until the dragon arrives”), even if that condition can never feasibly be met (“Stay here until the sun shines at night”).
Subjects in the area that fail their saves immediately become aware of the condition, but they cannot communicate it due to their paralyzed state (although someone could use a spell such as detect thoughts to ascertain the condition). For every hour the creatures are transfixed before the condition is met, they are allowed another saving throw to break free of the spell’s effect.
So long as the spell operates, any Medium or smaller humanoid that enters its area must make a successful saving throw or become transfixed with the same exit conditions (they too become aware of the exit conditions on becoming transfixed). Likewise, any creatures removed from the area are freed from the spell’s effects.
Material Component: A drop of pine resin.

Condition: Stay here until we disarm you of all your weapons?
>>
rolled 6 = 6

>>19782746
>>19782827
Interesting. I'll have to keep all that in mind.

>>19782492
Your Al'Kesh crews temporarily stop shuttling reinforcements around to try and use their teleporters offensively...
>>
>>19782877

Condition: Stay here unless you are personally told by the command crew of Task Force 38 of the Transspace Guard to scratch your nose.
>>
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>>19782937

Really, TG dice? REALLY?
>>
rolled 86 = 86

>>19782937
>6
Are you intentionally screwing with us, MetaOP?
This is just statistically improbable.
>>
File: 1341710629247.jpg-(47 KB, 550x400, 1220906500428.jpg)
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rolled 30 = 30

>>19782937
I sacrifice these Black Mages to the Dice Gods with the help of some White mages.

DICE GODS. HEED MY CALL!
>>
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rolled 92 = 92

>>19782937
"Can't get a lock on them! That armor's got some sort of ECM or they're warded or SOMETHING!" your Al'Kesh pilots report one after the other. As they attempt to circumvent whatever defense the boarders have, the lack of reinforcement to the Valiance allow the Black Ops a few critical moments to break your lines and solidify their hold on the vessel. The Star Destroyer begins firing turbolasers into the fleet as your comm/scan officer looks up.

"Sensors are picking up energy buildup from the Valiance! They're preparing to jump to hyperspace!"

Meanwhile, aboard the Storm, the clatter of armored boots gets closer and closer to Spike and his merry band. A rhythmic chant is heard and the Abjurer next to him perks up.

"Hey, I know that spell!" he says, snapping his fingers. "It sounds like Dispel..." a look of horror dawns on him. "...Magic..."
>>
>>19783042
You mean a spell that requires concentration?
Good thing you have
Bigby’s Slapping Hand
Evocation [Force]
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One Tiny hand
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes
Bigby’s slapping hand causes a magical hand to appear, deliver a slap to one creature, then disappear. The slap distracts the subject, causing it to immediately provoke attacks of opportunity from creatures threatening its square.
The spell allows no saving throw, but the slapped creature can negate the effect with a successful DC 20 Concentration check.
Focus: A leather glove.
>>
>>19783042
Dispel magic does not work on Wall of Force.

A wall of force spell creates an invisible wall of force. The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. However, disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a mage’s disjunction spell.


Also, start firing ion shots at the Valiance. We can knock out it's engines.
>>
>>19783042
Then have the All Under Heaven raise the Interdiction Field.
Shouldn't that be a no brainer?
>>
>>19783042
Goddammit.

Indefatigable, Al'Kesh 1 through 5. Beam YVH and Securitron reinforcements directly to the engine room of the Valiance to initiate a shutdown of the hyperdrive. Also have the All Under Heaven fire ion cannons at the Valiance to shut down the hyperdrive; we'll repair its systems later.

Dispel Magic doesn't affect Wall of Force.
Al'Kesh 6, beam a pound of remote detonator-C4 near those boarders, and give the remote detonator to Spike.

Al'Kesh 7 and 8, continue moving reinforcements.

Leopard and Overlord, take up Securitrons and other reinforcements and move them to the All Under Heaven to finish securing it.
>>
File: 1341711433162.jpg-(328 KB, 1280x640, delicioustrophiesmusthave.jpg)
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rolled 47 = 47

>>19783042
The All Under Heaven cuts in between the rest of the fleet and the Valiance, effortlessly soaking up the smaller ship's turbolaser fire with its far more powerful shields and preventing any further loss. Pellaeon returns fire immediately with the ship's heavy ion cannons, the barrage disabling the vessel after only a few seconds of concentrated fire.

A green choking gas fills the hallway where the Black Ops advance as one of the Abjurers gets off a Cloudkill. A few strangled gasps are heard, but the distinct lack of heavy thuds indicates no casualties. However, between a slapping hand and the Black Ops' magic user rookie mistake of what spell to cast, the wall of force remains intact as the enemy crashes against it.

>>19783078
http://starwars.wikia.com/wiki/Executor
The All Under Heaven is not equipped with a hyperspace interdictor.
>>
>>19783078
The Executor-class Super Star Destroyer is not equipped with the gravity well projectors needed to create a hyperspace interdiction field.
>>
>>19783042

Fire on the Valiance with ion cannons from the AUH. That should mess up the electronics enough to give us time to contest the bridge. Also, have an Arbiter ready to cast "stasis" on the Valiance if that doesn't work.
>>
>>19783184
Reiterating with some changes from >>19783142

Indefatigable, Al'Kesh 1 through 5. First, beam flash-bangs and stun gas grenades onto the bridge of the Valiance, then beam YVH and Securitron reinforcements directly to the bridge to retake it.
They are droids, they will handle it.
We can fix the bridge once we retake control of the ship.

Dispel Magic doesn't affect Wall of Force.
Al'Kesh 6, beam a pound of remote detonator-C4 near those boarders, and give the remote detonator to Spike.

Al'Kesh 7 and 8, continue moving reinforcements.

Leopard and Overlord, take up Securitrons and other reinforcements and move them to the All Under Heaven to finish securing it.
>>
>>19783184
>>19783184

Should one of the other Abjurers toss in an Acid Cloud to stack with the Could Kill? It'd deal more direct damage as well as hurt any creature wearing a respirator of some sort.
>>
>>19783275
Do it. The Acid would damage the respirators, and the stacking Con damage from Cloudkill will take them out eventually.
>>
>>19783184
>>19783275

We may also want to get an escape plan ready (or toss up another wall of force) in case the spellcaster there has a Wall-of-Force cancelling-spell on his lips.
>>
>>19783275

Er, Acid Fog, rather. There's no such thing as Acid Cloud.

Have another Abjurer toss up a Wall of Force when the Acid Fog is done casting. We need to slow them down as much as possible, and/or burn through that spellcaster's spell list as quickly as possible. Have Demoman set up some hidden remote-detonation charges along the wall's entrance when/if the Black Ops break through it.
>>
Since it has been repeatedly mentioned that the black ops are heavily armored, perhaps this could come in handy?
BRILLIANT BLADE
Transmutation
Level: Cleric 8, sorcerer/wizard 6
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One melee or thrown weapon, or fifty projectiles (all of which must be in contact with each other at the time of casting)
Duration: 1 min./level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
You transform a single melee weapon, thrown weapon, or group of projectiles into a weapon of brilliant energy. A brilliant energy weapon sheds light as a torch (20-foot radius) and ignore nonliving matter. Armor bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such
bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, or objects. If this spell is cast on arrows or crossbow bolts, the effect on a particular projectile ends after one use, whether or not the missile strikes its intended target. Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.

I'd say that aiming it at a gun would count as fifty projectiles.
>>
>>19783184
If the Tria and Cheryl are secure, then have 6 of the Mobile Emitters switch to Emergency Security Holograms equipped with phaser rifles and grenades, and get beamed one hallway behind the boards. The ESH's can then move up into a flanking position while the boarders are busy with the Wall of Force, and the holograms can get the first strike in.
>>
File: 1341712617024.jpg-(54 KB, 300x400, 1335588532706.jpg)
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rolled 80 = 80

>>19783233
Stun gas and flashbangs erupt across the bridge of the Valiance to little effect, the powered armor of the boarding teams being proof against both gas and flash. The YVH-platoon then begins appearing among the thick gas, accompanying by Securitron minions.

One of the Abjurers casts Acid Fog, and another throws up another Wall of Force as more chanting is heard.
>>
>>19783507
Knowledge Arcana or spellcraft. What can the Abjurer tell?
>>
>>19783507
Have Al'Kesh 1 beam two Portable Holo-Projectors to the bridge of the Valiance, to provide holographic cover and additional Emergency Security Holograms.

Have Al'Kesh 6 either continue with it's preparation and beaming of the C4, or switch to this >>19783499

Abjurer with Spike; use Knowledge Arcana and identify that spell.
>>
rolled 51 = 51

>>19783507
>>19783515
>>19783548
"He's trying to cast-" the Abjurer begins. A detonator appears in Spike's hands and the injured hunter gleefully hits the switch. A deafening explosion shakes the ship as the advancing black ops are consumed in fire. As the smoke clears and the shattered bodies are made visible, the Abjurer finishes his sentence.

"...well, nothing, now."

The Acid fog and Cloudkill slowly begins to take care of any stragglers.

The YVH forces lays into the Black Ops bridge crew, blaster-fire punching right through the powered armor of the enemy, while plasma and laser fire is shrugged off by the exceedingly durable robots. The Securitrons do their part as well, firing barrrages of rockets into the enemy ranks, but more than a few go down with smoking holes in them. Slowly but surely, the enemy's hold on the bridge begins to lessen.
>>
>>19783184
Well the damn Gallente Federation Navy Taskforce Comets have Webs and scrams! Tell 12 of them to orbit the vessel trying to get to Hyperspace at LUDICROUS SPEED and get all of their points* on it! Leave a few Comets to keep the Tengu pilots Capsule tackled down.

*slang for Eve-Onlines targetted Anti-FTL interdiction systems.
>>
>>19783778
Continue with:
Have Al'Kesh 1 beam two Portable Holo-Projectors to the bridge of the Valiance, to provide holographic cover and additional Emergency Security Holograms.

How close are we to securing the Storm, All Under Heaven, and Guardian?
What's the status from all of our Hero units (beside Spike, who should get down to Medical, or have a White Mage beamed to him.
>>
Waiting for OP.
>>
>>19783821
>>19783778

Get a white mage transported to the bridge of the Oncoming Storm and toss a Raise to that Decker that croaked while counter-hacking Vol-Opt. Or if the White Mage will arrive there too late for raise to be effective, have Vitun toss him a Raise Dead. The Shadowrunner team hasn't had much luck, but we still need every one of them intact if we can help it.
>>
>>19784034
On that idea, we should also have the Cloning Bays on the Nocturne start making new bodies for the pilots that lost their lives.
>>
File: 1341715249087.jpg-(27 KB, 400x500, ReasonableMarine.jpg)
27 KB
rolled 89, 28, 65, 70 = 252

>>19783821
As the battle for the Valiance continues, Darius and Star Lord encounter the boarder in a security airlock just a short distance from the AUH's bridge. Already set up in an ambush formation, the Devastators lay into the enemy with ferocity, heavy bolters, las-cannons, and plasma guns vomiting death. Under Darius' watchful eye and stern leadership, and with Star-Lord's tactical acumen, the first boarding team is dealt a crushing loss. The Knights Inductor begin to advance, using the Super Star Destroyer's internal monitoring to track down and dispatch the intruders.
>>
>>19784067
Start Sealing bulkheads. It'll slow them down quite a bit.
>>
>>19784067
Pellaeon, Darius, and Star-Lord are well-acquainted with anti-boarding operations.
Try to seal boarding teams into sections by sealing bulkheads, to help our teams.
>>
>>19784067
More good news comes in from the Guardian. Swarms of Securitrons overrun the boarders there, the sheer numbers of the robots overbearing the enemy. Aided by remote assistance from Isel, the Securitrons report the ship completely secure after only fifteen minutes of fighting. Apparently only a few teams were able to be beamed aboard before the transports fled.

Great progress is made in driving the enemy from the All Under Heaven and Storm, your forces pushing the foe back into the bowels of the ship. However, the Nocturne reports that a large number of boarders have emerged perilously close to the commander's capsule, apparently having used stealth to move deep into the ship's critical systems.
>>
>>19784229
The Nocturne's cloning tanks are the key to rebuilding our pilots and combat troops.

Have Al'Kesh 5 through 8 re-tasked to moving reinforcements to the Nocturne in order to secure it. Get the Securitrons from the Guardian.
>>
>>19784229
Trigger the anti-fire systems. Being blasted with Fire suppressing foam should slow them enough to get enough troops there to deal with them.
>>
>>19784229

Shift the Securitron teleportation reinforcements from the Guardian to the Nocturne. Have Vitun summon some Archons or other high-level celestials and have them teleport to the Nocturne to aggress the boarders; alternatively, if we're not picky about the forces we have to summon and bind, we could summon some devils/demons there to attempt to create a summon cascade (original demon/devil is summoned, teleported to aggress boarders. Demon/devil #1 then summons more devils from their abilities, Demons/devils #1a-6 repeat as needed).
>>
>>19784262
>>19784229
Specifically, move HK-50 to assist with securing the Nocturne, and have Isel help in coordinating the Securitrons.
>>
>>19784229
Is the Tria secure?
We could have the rest of the Mobile Emitters routed to the Nocturne to help take out the boarders.
>>
>>19784229

Alternatively, if the Nocturne's commander capsule is sealed and secured against vacuum forces, we COULD try to open a gate in the midst of the boarders with the other end in empty space. Not sure if we can do this remotely, or if we can have a Gate open up in the same place in the same plane.
>>
>>19784422
Can we get boarder locations pinpointed? If so, see if we can't modulate a few of the Gallente Comets' Stasis Webifiers to target the hallways the Boarders are in to slow them down.
>>
>>19784306

On second thought, let's just stick to celestials like Archons (or Solars, if we're EXTREMELY lucky). They're more likely to heed Vitun's requests and less likely to go around smashing stuff up in case they don't approve.
>>
>>19784229

Also, see if the Nocturne's drone-boosting systems can be used to beef up the Securitrions and other droids that will be arriving there soon.
>>
>>19784621
And if they do a demon summoning loop, there's not a chance in hell of keeping control of the Archons already summoned.
>>
So let's scrub the idea of summoning devils and demons, and stick to Archons.
>>
rolled 34, 75, 87, 68 = 264

>>19784086
>>19784262
You order bulkheads be sealed, and it DOES slow the enemy down, but the enemy produces cutting equipment to burn through them.

Securitrons from the Guardian begin to flood the Nocturne as the Al'keshes ferry them across as quickly as they can. Vitun summons some more celestials, but he is running out of summoning spells.
>>
>>19784771
Have Mouse and the Sandmen begin trying to recover the deleted recorder and logs that show that it was the Black Ops fleet that attacked us first via a hostile AI.

Get that Decker that got dumpshocked down to Medical so a White Mage can hit him with a Raise.

Once the Storm is clear, we can send the BLU Team to help out on the All Under Heaven, and send the other forces to the Nocturne.
>>
>>19784771

Have Elaine help out the hacker team with data recovery. Perhaps "healing" the damage done by Vol Opt may also include recovering lost data due to its malicious functions. Also have the hackers get incontrovertible evidence that our systems were compromised by an outside source and took control of weapons systems.

Once the Nocturne is secure, we should comb the disabled Tengu for data. It was suggested in the last thread that the recording we broadcasted to the Black Ops ships may have some sort of hailing or communications log/cache. If so, then we can recover the broadcast.
>>
>>19784970

Or casting "Raise/Life2" on the recorder. It may serve to bring back "dead" or erased data!
>>
Waiting for Op.
>>
rolled 42, 100, 12, 50 = 204

>>19784865
>>19784970
Elaine, Mouse, and the Sandmen are pulled from combat duty to work on trying to restore the flight recorder.

The Securitrons flooding the Nocturne aren't enough to stop the charge of the Black Ops, and the boarding team cuts through them, reaching the captain's capsule. Emergency security systems activate, sealing the capsule off behind several blast doors. However, the enemy begins to cut through them just as the first of Vitun's celestials enter the fray.

You are running dangerously low on Securitrons. Over half have fallen to the enemy. The elite troops you do have are scrambling to be where they have to be, but despite their great skill, they can only be so many places at once. With no direct commands on where to be a large number of your troops are also operating on their own, hindering efficiency.
>>
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>>19785448
Utilizing holy magic with centuries of experience, the coterie of celestials summoned by Vitun succeed in driving back the boarders from the capsule, and catching them between the latest group of Securitrons, crushes them in a pincer attack.

The fighter grows fiercer aboard the All Under Heaven and Storm, however, the enemy's attacks growing in ferocity the farther they are pushed.

Aboard the Storm, the enemy seems to have fallen back to the cargo bay, fortified as an enemy staging area. Ironically enough, blurry transmissions from destroyed vanguard Securitrons show their command post atop the ruins of a certain crewmember's "Radium Stadium."

Aboard the All Under Heaven, Darius and Star Lord have analyzed the enemy's retreat and come to a foreboding conclusion. The enemy appears to be falling back towards the ship's reactor block.
>>
>>19785448

Can we get a better idea on where the boarders are and where our troops are now, then? Other than the fact that we know that they're fighting off boarders on the AUH, Valiance and the Nyx, I'm not sure if we have enough information to really make general statements other than "funnel them into cargo bays without valuable stuff inside them so they're enclosed in an area where you can use explosives to minimize damage".
>>
>>19785567
Seal off the reactors. We can't let them blow up the ship. Reinforce the area behind them. We'll do a pincer attack.

At Radium Stadium. . . Unleash the flubber shoggoth and other dangerous devices they made.
>>
>>19785567
I'm assuming the Nocturne is secure.

Troop assignments:
Storm:
Mobile Infantry B, Prawn B, X-COM NOVA Veterans, Regulars, and Rookies, Dystopian Squad, TG Soldier Squad, Abjurers, White Mage Squad A. Under the command of Data, coordinate with Tosh and Finalon to wipe out the remaining boarders.

All Under Heaven:
Mobile Infantry A, Prawn A, X-COM Squad, X-COM NOVA Elite, Aurors, Psions, Delta Greens, and SCP, with MetPharm High-Sec under command of Star-Lord.
All Knights Inductors to the AUH, under command of Darius.
Beam Darius and his Knights to the reactor room ahead of the boarders. Make sure to scan it first so we don't go into a trap. Set up turrets that we have in storage there.
Crush the boarders in a pincher.
>>
>>19785567

Celestials teleport to the AUH to catch the retreating Black Ops in a pincer attack between Darius/Star-Lord's forces. Scan the entrances leading to the AUH's reactor block, and if the way is clear (or if the Celestials are tying up the Black Ops troopers), have Abjurers set up Walls of Force to block the way to the reactor block. In addition, have the Abjurers reinforce the Celestial attack force with summoned monsters. If the Industrial Replicators are still on-line, they could manufacture tons of dense/heavy material to be teleported to block entrances to the Reactor Block as well.

How wide is the cargo bay in the Storm that the Black Ops troops are fortified in AND how many Black Ops troopers are located there? If the cargo bay is large enough, we could port in our 'mechs and start firing on them.

If the Indef's teleporters are free, we can also port in more explosives in the Black Ops' midst and see the chaos unfold.
>>
>>19785651
Use Al'Kesh 4-8 and the Indefatigable to do the troop movements.
Use Al'Kesh 1, 2, 3 to continue moving Securitron reinforcements to the Valiance.

Zombie Hunters and Shadowrunners to assist with the teams dedicated to the Storm.

In addition, make sure that the Dystopian Troops, MetPharm High-Sec, Zombie Hunters, and Delta Greens use their exographic scanners and micro-transporters when possible to see ahead of them, and kill enemy mages.

As for the Celestials in the Nocturne, have them teleport to the AUH reactor room. We can't afford to allow Black Ops to reach the reactors.
>>
>>19785651
>>19785670
>>19785692
Wait, wait, wait!

The Black Ops boarders are in the Storm's cargo hold! We have control of the Storm back! Seal off the section and open the cargo bay to vacuum and deactivate the gravity systems!
>>
>>19785582
Other than the Knight Inductor are with Star-Lord and Darius aboard the All Under Heaven, and Spike and BLU were aboard the Storm, and liberal applications of Securitrons everywhere, you haven't allocated any of your heroes or troops, making the whole thing somewhat confusing. As it stands, they are disorganized and fighting the invaders on their own terms.

Despite this, the boarders have been beaten back to the AUH and the Storm.
>>
>>19785708

Oh. Right. I suppose we can collect anything that's been vacuumed out with shuttlecraft and other recovery teams later.
>>
>>19785727

OP, have the enemy starfighters already been dealt with? Or are our air/space 'mech assets still currently tied up?
>>
>>19785727
Yeah, you were throwing things at us so fast that we could only get the Heroes and Securitrons.

But now, let's do our jobs and actually organize stuff.
Do these:
>>19785651
>>19785670
>>19785692
>>19785708
>>
>>19785651
Thank you for this. You have no idea how easier that makes this.
>>
>>19785727
Hrm. Find out what Ryu Ninja is doing and secure Guy's Reality Emitter and Communicator. As well, let's have all of our ships run a scan for any Ninjutsu signatures other then Ryu Ninja's. I have a feeling Black Ops enjoys it's stealth assassins.
>>
>>19785727
>>19785651
>>19785762

So, we're initially going with the seal/vacuum the cargo bay area plan on the Storm to see if we can vent out any Black Ops troopers there. If there are troopers remaining after vacuuming, we close off the area to hard vacuum then send in troops to clean up whatever's left?
>>
>>19785762
>>19785755
Sorry. In the future, I'm going to try and break up large battles like this into sections. Dealing with it all at once seems a bit much.

Also, the ship combat was handled separately... for the most part.
>>
>>19785799
Yes, that's the idea.
Only things in the cargo bay are mech parts, tools, and food supplies. Basically nothing that can't handle a bit of hard vacuum.
>>
>>19785783

Also, if the fighting out in space is clear enough, have any spare Observers perform scans on areas that our assault teams have cleared. We don't want any nasty cloaked or hidden surprises waiting for us when the fighting is over.
>>
Guys, I got some questions:

1.) Can Meta-Godzilla fit inside the Storm's cargo bays and move around comfortably?

2.) Does Meta-Godzilla have any infantry-scale attacks that won't shred the innards of a spaceship?
>>
>>19785783
Additional:

Observers are to move to the AUH, Storm, and Valiance to assist in detecting any cloaked units and to provide additional tracking of boarders.

Isel Yew, our Rigger Hero, is to uplink with the Nocturne and use his Puppeteer ability to boost the fighting ability of the Securitrons and YVH droids on the Valiance, then to provide rigger support to the droids when his time limit is up.

X-COM and Psions are to use Panic and Berserk psychic attacks against the boarders in order to break them up and make them easier to take down. Don't bother with the more difficult Mind Control; just smash their psi defenses.

Have Gondegal stick to Lyla as she goes with White Mage Squad B to support Agrias, Alicia, Lavian, and Mustadio who are to coordinate with Data in support of securing the Storm.

Once the Storm is secure, BLU will lead them to help retake the Valiance.
>>
>>19785870
Finally, have Skull Man and Pharoah Man protect Cossack, Egon, and the other scientists down in R&D, with the help of the Avatar.

Ryu is to be moved to the AUH and put under Star-Lord's nominal command. Star-Lord give Ryu an objective, Ryu goes and does it; he's a ninja, he doesn't need babysitting.

And make sure that Tosh and Finalon coordinate with Data.
>>
>>19785899
>Ryu is to be moved to the AUH
Actually, let's belay that order. Have Ryu secure the Foreign Transpace Communicator and the Foreign Reality Emitter, and make sure that they stay safe along with the scientists.
He might not like a babysitting job, but Black Ops didn't like our research and they might try to destroy it.
>>
>>19785899
If we have an enemy ninja infestation, we may need Ryu to clean it out.
>>
>>19785915
By moving our Observers like stated here:
>>19785870
>>19785816
We can hopefully use their psionic sensors to find any ninjas onboard our ships.
>>
>>19785868
The Storm is 4 miles long. Mechagodzilla is 50 meters tall.
>>
>>19785926
Unless they're moving in a Squad of less then 4. In which case the Law of Conservation of Ninjutsu applies in their favor and will probably stealth kill our observers before we notice them.
>>
>>19785928
That answers the first question, but the second it pretty much a "NO", I think.

Besides, if we can space them all, I think it'll be better.
>>
>>19785928

In that case, if Meta-Godzilla has any small-scale attacks that won't mess up the Storm's cargo bays, we could 'port him in after the initial ventilation/vacuum sweep and have him stomp on the Black Ops guys for a while. If his shields/armor can take hits from starfighter weapons and capital ship weapons and not slow him down, he can probably take some of the infantry fairly easily. So long as he targets spellcasters first.

Although, he may be needed to sweep up stuff in space.
>>
Oh crap!

And don't forget to have the Farseers provide Guidance for Star-Lord and Darius so that they can finish off the boarders on the AUH before they get to the reactor room.
>>
Additionally, if Tassadar has any ground forces he can spare (i.e. Reavers, High Templars), we could request a few Reavers to place in strategic corners away from the battle and have them scoot around some Scarab drones for extreme-range remote detonation. We could even try porting them a floor above where Black-Ops is going to be, burn a hole through the floor, and have the Reavers rain down artillery from a basically unassailable position. Same thing with High Templars, only with Psi-Storms.
>>
Also: teleporting huge blocks of extremely heavy/dense material from Industrial Replicators right above Black Ops forces to squish them. Y/N?
>>
>>19786110
I was actually thinking:
>Black Ops guy finally finishes cutting through tritanium bulkhead.
>pushes metal out of the way.
>only to be met with another 5 inches of tritanium that was just beamed in 10 seconds ago.
>>
>>19786141

But... but... Tritanium anvils!

They have NO way of defending against that? Magic they can ward against and psionics they can ward against. Energy weapons they have armor for that. But can they defend against a huge rectangular block that weighs a little over a ton and fills the entire hallway dropping right onto them?
>>
So. Hey. Just curious.

Can our Replicators make that one specific Isotope of Isogen?

Because that would be hilarious.
>>
>>19786282
They can if they know how to think with portals.
Or if they know how to cast Wall of Force.
>>
>>19786354

Yeah, I guess you're right.

I still think that we might want to consider it for tough enemies that don't have that sort of stuff going for them.
>>
I'd like to see described the expressions on the Black Ops boarders faces when we deactivate artificial gravity in the cargo bay, then open it up to hard vacuum.

Also, we're going to need to put the Securitron plans into the Creation Engine. We're going to need to rebuild our stock, with nearly half of our current Securitron Army down.
>>
rolled 70 = 70

>>19786546
And that's why we're working on Wily Data Core. Robot Masters would be significantly better than Securitrons.
>>
>>19786697
Pound for pound, yes. But Securitrons can be made in great numbers more easily.
Sometimes, you need quantity just as much as quality.
>>
>>19786723

Well considering we only have about 500 left we should think about replacements. Robot masters should do nicely.

Well what about the science and engineering bays. Black ops might try to mess up our projects as a 'farewell' gift.
>>
>>19786798
What I'm saying is that the Securitrons are probably easier to build and replace than Robot Masters. The Securitrons can be cranked out by the Creation Engine, but the software encoding needed for a Robot Master probably requires the more personalized touch of the Advanced Engineering Bay.
So we can probably build 500 Securitrons in the time it takes to build 2 Robot Masters.
>>
>>19786879
Data core should have a baseline personality for the Robot masters. Their AIs will grow from there.

IE, they should be able to be mass produced, and they can gain XP if they do well.
>>
>>19786937
Eh, we'll find out when the research project is done.
>>
Waiting for OP.
>>
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>>19787094
Two hours.

A friend called me in the middle of the night and would not shut up about drama in his life for TWO HOURS.

>>19785868
No and no.

Given the late hour, I'm going to have to pick this up tomorrow, but I got a good start on what happens next.
>>
>>19787635
I feel bad for you Op. Also, why do people keep calling it Meta-Godzilla?
>>
>>19787635
Well damn him for distracting you from all your anonymous "friends" on the Internet with real life issues, huh?
>>
>>19787744
No idea. Think it's just one guy though.
And we're going to have to add a lot more shit to it before it can be called Meta-Godzilla.
>>
Here's all of the posts regarding our allocation of forces and what we're going to do next:
>>19785651
>>19785670
>>19785692
>>19785708
>>19785870
>>19785913
>>19785899
>>19786014
>>
Oh, hey, I almost forgot that we got a 100. Does that mean another Hero got promoted? Or did one of our existing Heroes get another ability?
>>
MetaOP, just to draw your attention to a discrepancy during the space battle.

You listed 3 Grace Notes as destroyed, but we don't have any Grace Notes.
We have War-Heads and Arrowheads.
I've put down 3 War-Heads as destroyed in our damage report:
http://pastebin.com/MmzCkWSA
>>
Guys, before we kill all of the Black Ops boarders, should we offer them a chance to surrender?
These guys aren't the ringleaders of this treason, they're just doing their jobs. We're both part of the same organization, both from the same Earth.
Can't we end this without further bloodshed?

Except for Yurgus. He's going to get shot in the gut, then we put him in stasis and rip his memories out as evidence.
>>
>>19795013
What makes you think the boarders aren't conscripts just like our troops are?
While you have a point, I don't think we have the luxury of holding back.
>>
>>19795688
Holding back?
There's no need to hold back.

We have to get troops into position,seal off sections and bulkheads in preparation for venting the cargo bay into open space on the Storm, tracking boarder movements and beaming C4 charges ahead of them to catch them unawares, so there's plenty of stuff that we need to be doing while demanding their surrender.
Just because we demand their surrender doesn't mean we put any of the 3 different plans we have to kill them all on hold; we can ask for their surrender and prepare to kill them simultaneously.
>>
>>19792714
And we don't have War-Heads either, but we do have Strike Bombers.
>>
>>19796091
No, we have R-9C War-Heads. What makes you think that we don't?
>>
>>19796110
Well then, durrrp.

We should have used the War-Heads to lower output their wave cannons and go shotgun work to clean house.
>>
MetaOP, for when you get here.
As we move troops into position and prepare to open the cargo bay to vacuum, I want to transmit one plea for the Black Ops operatives to surrender.
"Black Ops boarders, your task force has warped out. You cannot escape. Your superiors have not only abandoned you, but they've lied to you about the nature of this fight.
"Yurgus illegally took control of this Sector Base, and did not have legitimate authorization codes for this entire operation. This entire thing has been a set-up from the beginning, compromised by Kane from Command and Conquer.
"To those soldiers of Earth; we share a common bond of blood and tears. From Agincourt to Waterloo, Poitiers to Anjou; The Roses War to the Hundred Years War. From Bosworth Field to Pointe Du Hoc, Stalingrad and the Siege of York. The bloody fields of Gallipoli, Bannockburn to Austerlitz. The Battle of the Somme to Rorke's Drift, Thermopylae to Stamford Bridge; we are joined by a history of war and sacrifice, for one purpose: to protect our home!
"The men who sent you here to die would see Earth burn under the fires of a civil war; they would sacrifice our homeworld, and call defending the ashes to be victory. Do not throw your lives away for the sake of men who have forsaken their own duty. I beg you to stop this unnecessary bloodshed, and put down your arms."
>>
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rolled 38, 1 = 39

>>19787758
Stop putting things into perspective!

>>19790583
Good catch! You can either promote a summoned celestial, or give Vitun a summoning related ability.

>>19792714
Yeah that's what I meant. Dunno why I said Grace Notes, maybe a Vaderverse flashback.

>>19797085
"Kane? Ridiculous! You are the ones who have been compromised by these filthy fictionals! You consort with SUEs and allow the Orz to run rampant across this sector! If we die, we'll take as many of you with us as we can! The true Earth will prevail! All others will burn!"

Your Observers begin moving around the interior of the ship, attempting to detect any enemy stealth troops.
>>
>>19797984
Upgrade Vitun. The Celestials would want to go home.

We captured SUES. We turned them into requisitions as soon as we got them. Unfortunately, requisitions closed as we were ready to send in the last set we captured.

Also, we got a Quarantine Frame to seal the Orz. We don't want them to run rampant across the sector!
>>
>>19797984
"Ridiculous?! Did you even see the supposed authorization code that your commanders sent? Kappa Alpha Nero Epsilon, and that spells? KANE!
"And as for the Orz, they were already Meta-Capable, and that's why we're getting a Quarantine Frame, or did Yurgus forget to mention that?"

>1
FUCK YOU /tg/ DICE!
>>
>>19797984
Wait. If we promote an Archon. Would we permanently recruit it?
>>
>>19798056
>>19798147
While we keep talking, what's the status of our preparations?

Deploy Probe Droid Squad 1 to the Storm to assist the Observers.
Deploy Probe Droid Squad 2 to the All Under Heaven.
VP-98 to command Squad 1, VP-99 to command Squad 2.
>>
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>>19798216
Preparations are 70% complete.

>>19798147
"The coincidental spelling of a code proves nothing!" the opposition commander states. His tone grows angrier. "Do you think we'd be swayed by empty words from traitors? Prepare yourselves!"

And with that, the communication is cut off.

----Simultaneous Event phase starting.----

Hunkered down in the labs, Ryu paces anxiously as the Avatar stares intently at the door. Egon and the rest of the scientists are clustered at the far end of the complex. Dr. Cossack stoically remains typing at his workstation, Skull Man and Pharoah Man at his side.

The Avatar's eyes suddenly narrow. "There is... a foul flow of mana."

"I feel it too," Ryu says, unsheathing his sword. "Dark ki."

"What nonsense are you mumbling about?" Dr. Cossack asks. Egon pushes up the glasses on his face and pulls the PKE meter at his side.

"Getting... something. Something, but the readings are being muddled," Egon reports, stoically. "Wait... Signals coming..."

Egon puts the meter down. "...through the walls."

Skull Man suddenly goes limp. Dr. Cossack turns and stands, one hand reaching for a panel on Skull Man's arm, the other for a tool on a nearby table.

"What a time for a malfunction! I guess an emergency tune up will-"

Dr. Cossack is interrupted as Skull Man's eyes flash red, and the robot reaches over and effortlessly snaps the good doctor's neck.
>>
>>19798592
Egon, get your proton pack or slime-thrower on, whichever will work better on a possessed machine.

Avatar, Ryu, try to keep Skull Man contained, we can't afford to lose our research or scientists.

Pharaoh Man, try to get Dr. Cossack's body to safety for later revival, and protect the other scientists.

Data, we have an incorporeal energy being with the ability to possess advanced machinery. Please reroute Tosh, Gondegal, Lyla and Agrias' team (Agrias, Mustadio, Alicia, Lavian) to R&D.
Authorizing the use of the Indefatigable and Al'Kesh 4 to beam reinforcements directly to R&D. Once there, beam Dr. Cossack's body to Medical so that Doc Lazarus can fix the damage and reboot his brain.
>>
>>19798681
Once there, have Tosh and Gondegal try to knock the poltergeist out of Skull Man using a psionic lash and Gondegal's Smite Evil.
Mustadio will then hit the poltergeist with a Seal Evil bullet, turning the ghost into stone.
>>
>>19798592
Hm, maybe send an Abjurer over and have him try this spell?

Impotent Possessor
Abjuration
Level: Demonologist 4, Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One possessing creature
Duration: Permanent (D)
Saving Throw: Will negates
Spell Resistance: Yes
The caster renders one creature that can possess or inhabit other creatures, or a creature that can move its mind out of its body, powerless within the host it currently inhabits. Potential targets include possessing demons, malevolent ghosts, and a caster currently using a magic jar spell. The only action the subject can take is to leave the body it currently inhabits. This spell, in conjunction with imprison possessor, is one of the best ways to deal with a possessing fiend.
>>
>>19798592

If Kane is smart as we think he is, he probably had the survivors be the most arrogant and stupid yet brutal soldiers on the force. Any Black Ops member with a thimble of sense is either dead or tied up elsewhere.

Vent out the Cargo Bay. We're not going to convince them of the error of their ways.

Al'kesh, port out Dr. Cossack's body to sick bay where we can treat him for his condition. Also be ready to transport out research personnel out of the lab in case things get heated. Avatar, try to gauge the flow of mana within Skull Man and see if you can purge it out of him. Pharaoh Man and Ryu, keep Skull Man occupied.
>>
>>19798801

It's worth a try. We can at least see if we can contain it and analyze it later.
>>
>>19798801
I suppose it's worth a try.
Then Egon can catch it in a ghost trap for later experimentation.
>>
>>19798869
>>19798893
If we want to capture it, we could give
Imprison Possessor
Abjuration
Level: Demonologist 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One possessing creature and its host
Duration: Permanent (D)
Saving Throw: Will negates
Spell Resistance: Yes
The caster traps one creature that can possess or inhabit other creatures, or one that can move its mind out of its body, within the creature it currently inhabits. Potential targets include possessing demons, malevolent ghosts, and a caster currently using a magic jar spell. The possessing creature cannot leave the body it is currently in, whether or not it is its own, by any means.

a try, although that might leave Skull Man unusable?
>>
rolled 35, 19, 48, 37, 67 = 206

>>19798681
"In Sanct Grav!" the Avatar calls out as a shimmering field of energy springs up between Skull Man and the rest of the researchers, shielding them from harm.

Pharoah Man, Egon, and Ryu suddenly stop in their tracks, clutching at their heads as an invisible battle is fought.

Your Al'Keshes begin to transport over the request reinforcements...
>>
>>19798931
Everyone in that section needs to switch all their controllers to controller port 2. I have a bad feeling it might be Psycho Mantis.

Also, MetaOp. Did Vol Opt escape, or do we still have him trapped in one of our locked down systems?
>>
Hmm. We may be able to use the Indef. to transport an Abjurer over there, and use "Imprison Possessor" first, then use "Impotent Possessor" afterwards. If it works, then we can then see to purging it from Skull Man's systems after we're done dealing with boarders.

Also, let's not give them another chance to unleash horrible stuff on our troops. This particular section of Black Ops has made their intentions clear, let's clean them out, secure our ships, and retake the station. Colonel Eva is dying (or dead), and Holtz is probably not in great shape either. We also don't know what Yurgus can do with HQ if he manages to hack the control codes to the station; the sooner we clean house here, the sooner we can get back to sealing the Orz and stopping Yurgus.
>>
>>19798931
Goddammit, dice.

Have the Observer scan the Oncoming Storm for psionic emissions; we need to find what's doing this.

Have the Farseers attempt to psionically aid Pharaoh Man, Egon, and Ryu to oust the possessor.

Also, seal the cargo bay, cut the gravity, open the outer doors to vacuum, and kill the containment field. Flush those fuckers out into open space. I want this ship cleared NOW!
>>
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>>19798931
Ryu, Skull Man, and Egon suddenly stand still for a moment as Tosh, Gondegal, and the rest appear. Immediately they turn towards the new arrivals, Ryu leaping forward to drive the Dragon Sword into Lavian's side. The knight gives a strangled cry and falls, critically wounded as Ryu withdraws the blade in one smooth motion.

"Lavian!!!" Agrias cries, drawing Gurthang and moving forward, ancient sword clashing against ancient sword as she parries Ryu's next blow.

Tosh focuses his power and a psionic explosion erupts around Skull Man, only for several skull-shaped bits to fly out from the robot and protect him in an eerie force-field just in time.

Egon says nothing, but promptly begins to take off his proton pack and lay it on a table. He then begins to search the nearby lab closets for something.

Gondegal draws a ghostly sword and attempts to stab Skull Man with it, but it is deflected by the energy barrier.
>>
CHANGE THE CONTROLLER SLOT!

PSYCHO MANTIS!
>>
>>19799054

Gondegal, see if you can smite the Evil from Egon instead.

Avatar, see if you can gauge the flow of mana within the possessed and disrupt it with virtuous magic.

Indefatigable, see if you can get a lock on Skull Man through that force field of his. Be ready to beam him out into space far away from our forces.

Lyla, heal up Lavian and see if you can get an Esuna on Ryu to purge the evil that's possessing him.
>>
>>19799054
Lyla, cast a Heal on Lavian. Alicia, help Agrias keep Ryu occupied, Mustadio, try to hit Ryu with a Seal Evil shot. Tosh, try to find what's taken over Egon's mind and evict it. Gondegal, restrain Egon.
Avatar, try to purge whatever's in Skull Man.

Is Pharaoh Man still unaffected? Have him protect the team from Skull Man's attacks.

Any report from the Observer about psionic emanations not our own?

And vent the cargo bay by sealing the cargo bay section, cut the gravity, open the outer doors to vacuum, and kill the containment field
>>
>>19799054

DO you guys think we should have Cheryl halt her attempts to awaken the Ancients' drones and try to lend her power to purge whatever dark force is possessing the R&D crew? The space battle is pretty much done for now, and we can try again later if she can quit with no negative consequences.
>>
>>19799206
Yeah, I suppose she should. We'll try to awaken the drones later.
For now, have Cheryl combine with the Farseers, and maybe they can charge up Tosh so that his psionic attack can get through Skull Man's shield.
>>
>>19799254

I was thinking that she could do something like flood the possesseds' minds with pure light/goodness or something, if it only hurts malevolent entities. Kind of like how she did with Dr. Grimm.
>>
File: 1341805173746.jpg-(254 KB, 956x860, I knowitsabansheelookihav(...).jpg)
254 KB
rolled 63, 20, 90, 65 = 238

>>19799000
Your Farseers attempt to channel their psychic might into undoing the possession of some of your troops...

>>19798972
He was deleted.
>>
Also, as a side note guys: we should really be more discerning in trying to diplomance enemies. It didn't work out real well with that SUE on the goddess world, and it isn't working now with the Black Ops team.
>>
>>19799377
What, you thought that attempt was serious?
No, that was just banter to cover up our movement of troops and preparing to space all of the fuckers in the cargo bay.

If it works, we don't have to fight.
If it doesn't, our plans were already in motion anyway.
>>
>>19799375
Alright, depending on how well this goes, we will need to redo our orders.
>>
>>19799375
Gondegal stabs Egon in the chest with his ghostly sword, the spectral blade impaling the scientst as Gondegal raises it up, pulling something out of him. Invisible to all normal eyesight, Gondegal has skewered what looks like an amorphous black shadow.

Egon suddenly stops what he is doing, shaking uncontrollably for a few moments, then dashing over for his proton pack, hastily shrugging it on.

Ryu suddenly falters in his swordfighting, Agrias disarming him with an elaborate maneuver, then smacking him hard across the face with the flat of her blade. He doesn't get up.
>>
>>19799639
Catch it Egon!
>>
>>19799639
Okay, MetaOP, are you still writing or can we begin giving orders?

Egon get ready to catch that ghost and put it into a trap as soon as Gondegal is clear.
Gondegal, get clear so that Egon can hit that thing you pulled out of him with his proton pack. Then go over to Ryu and do the same Smite Evil to get the thing out of him.

Tosh, you're the only one with a shield, so you and Pharaoh Man block Skull Man's attacks.
Agrias, use Stasis Sword/Judgement Blade on Skull Man to stop him. As a ranged attack, it will hopefully get through the Skull Barrier.

Mustadio, as soon as Gondegal removes the ghost from Ryu, hit it with a Seal Evil.
>>
rolled 24, 25, 7, 50 = 106

>>19799715
Orders away.
>>
>>19799639
>>19799680

Egon, do your ghostbusting thing!

Lyla, heal Lavian and see if you can get past Skull Man's barrier to get an Esuna on him.

Get a hold of Cheryl. If she can safely do so, halt the awakening process aboard the Tria, and see if she can join in with the Farseers to purge the possession from Skull-man. After that, see if they can contain whatever entity is expelled from the robot.

Avatar, gauge the mana flow on Pharaoh Man to determine if he's possessed. If you have anything up your sleeve that can blast apart malevolent entities or purge possession, use that on Pharaoh Man. If he's not possessed, do that stuff on Skull Man instead.
>>
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>>19799757
GODDAMMIT WTF!
Why do we still use this shitty seed?
>>
Teleport Vitun in there, he can channel holy energy to harm them. And as a happy side effect, it's lucky, so it'd help our rolls.
>>
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>>19799757

ALL OF OUR HATE.
>>
>>19799757
I have to ask, MetaOP. Do we get any kind of bonuses for some of these actions?

And these rolls are just brutal. The /tg/ RNG is just not a reliable RNG.
>>
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Egon immediately fires an entangling stream of energy at the ghost, relying on his PKE meter and the command crew's urging for aiming. Luckily years of experience catching ghosts pay off and the intruding spirit is bound helpless by the proton pack's beam.

"The other robot is clean, but..." the Avatar's eyes widen and he whirls around. "Mustadio!"

Mustadio pulls his pistol and puts it to his own head with a chilling grin. "Not today."

With a deafening bang, the magitech gun goes off, splattering the engineer's brains against the bulkhead wall. Agrias' eyes widen in horror.

"Mus... Mustadio!" she mutters. She whirls around and grabs Lyla by the robes. "Raise! Now!"

"But my orders are..." Lyla protests.

"RAISE NOW!" Agrias roars.

Gondegal turns towards Ryu and stabs him only for the ninja to scream in pain as the smite fails but the blade pierces anyway. Gondegal immediately pulls his sword out, wincing.

"There's no longer a spirit in him!" he shouts.

Tosh summons his psionic shield and jumps in front of Skull Man. Skull Man's two hands morph into a pair of plasma busters and fire, shattering Tosh's shield and knocking him off his feet. Tosh grunts in pain, but the shield DID manage to absorb the vast majority of the beam's power.

>>19799912
I vary the difficulty based on the character's skill and the task at hand... which is the only reason why Egon manages to do what he did.
>>
>>19800193
Alright this has gone on far too long.
Get some magic users over here and have them cast

Protection from Possession
Abjuration
Level: Brd 1, Bone Collector 1, Clr 1, Ghost 1, Pal 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
This spell wards a creature against mental control and possession attempts. The spell blocks any attempt to possess the warded creature (as by a magic jar attack or certain ghost feats) or to exercise mental control over the creature (as by a vampire’s supernatural domination ability, which works similarly to dominate person).
The protection does not prevent a vampire’s domination itself, but it prevents the vampire from mentally commanding the protected creature. If the protection from possession effect ends before the domination effect does, the vampire would then be able to mentally command the controlled creature. Likewise, the spell keeps out a possessing life force, but does not expel one if it is in place before the spell is cast.
Arcane Material Component: A bit of powdered silver, which is used to mark the forehead of the target creature.
>>
>>19800193
"Agrias! Calm down, damnit!
"Mustadio has RED-2, give him 2 minutes and he'll be back up and only complaining of a headache!
"Goddammit...Lyla, do it and get Mustadio back up, then move to Lavian, then Ryu, then Tosh."

Beam Abjurers to the room, begin handing out Protection from Possession spells.

Egon, finish trapping that ghost.

Avatar, see if your magic can penetrate the Skull Barrier to get rid of the ghost.

Pharaoh Man, you're the most durable here, you can stand up to Mega Buster fire; defend the team from Skull Man.

Al'Kesh 4, beam Cossack to Medical for healing and reviving.

Indefatigable, get those Abjurers and Vitun to R&D.
>>
Fuck, this should not have been this difficult.
We needed those Abjurers to assist in tracking down any remaining Black Ops boarders.

And why hasn't the cargo bay been vented yet!
ANON! What's the hold-up!
>>
rolled 48, 75, 65, 21 = 209

>>19800229
>>19800295
The Abjurers begin to appear all around the room as Lyla begins casting and Cossack vanishes into thin air.
>>
>>19800295
It's useless.
Pharaoh Man's weapon is completely ineffective against Skull Man.
...Which is kind of weird, since Pharaoh Man isn't especially vulnerable to Skull Man.
>>
>>19800368
It goes without saying that they should use their first casting of Protection from Possession on each other.
>>
>>19800375
Pharaoh Man's job isn't to beat Skull Man, it's to keep Skull Man from killing the rest of the team. He just has to absorb damage until the Avatar is able to get the poltergeist out of Skull Man.
>>
>>19800368
Yeah, make sure that the Abjurers cast the spell on themselves first so that they don't get possessed.
>>
>>19800309
Because one area at a time.

>>19800368
Pharoah Man jumps in front of Skull Man and takes the next few hits, the robot's frame weathering the damage though the repeated plasma blasts begin to create large soft spots in his exterior plating.

"Vas An Jux Ort!" the Avatar shouts, a blinding halo of energy bursting from his body to wash over those within the room. Several shadows are made visible and driven from their hosts as as the Abjurers manage to cast their wards. The shadows attempt to repossess their hosts, but find their path blocked.

"Spirits of Life return to us! Raise!"

Mustadio's head reforms as he howls in pain.

"Aaaaah!" he screams. "It feels like my head's in a vice! What the hell happened?"

Egon tosses and activates the trap, pulling the shadow ensnared by his beam in with a shrill scream. The others manage to fly out of the way for the time being.
>>
>>19800931
You were possessed by like a ghost or whatever, who then made you shoot yourself.
Good times.

If there are any ghosts still around try this.

Forced Manifestation
Transmutation [Ectomancy]
Level: Clr 3, Bone Collector 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One ghost or naturally incorporeal undead
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
The target creature is enveloped in a violet haze that forces it to manifest fully for the duration of the spell.
Forced manifestation counters and dispels forced incorporeality.
>>
>>19800931
Abjurers! Magic Missiles!

Gondegal, you take one, Egon you take another.
Mustadio, fire Seal Evil at a third of the ghosts.

Lyla, heal Lavian next, then hit any remaining enemy ghost with a Holy. Her Fiery Piety ability should incinerate them.

Tosh, try your psi blast again.

Skull Man, activate your Skull Barrier immediately, it kept out Gondegal, it might keep the ghosts out.

Agrias, use Crush Punch to try to stop those ghosts.
>>
>>19801021
>>19800931
Shit, that's right.

Have one of the Abjurer's cast Magic Weapon on Alicia's beam katana!
That will make it into a magic weapon and able to damage those ghosts.

Get her into the fight as well!
>>
rolled 100, 1, 100, 72 = 273

>>19800989
One of your Abjurers casts the spell and it reacts... oddly to the shadows. The remaining four coalesce into the forms of very pale men in military uniforms, who promptly collapse to the floor.

"What the hell..." one growls. "You made us manifest?!"

"No talking to the enemy!" another declares, his body becoming enveloped in roaring green flames as he leaps to tackle Agrias.
>>
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>>19801155
>100, 1, 100, 72
Congratulations, /tg/ dice, I have no fucking idea what you just did to us.

Anyway, nows everyone's chances to attack.

Mustadio still attacks Ghost#1 with Seal Evil, Abjurers use Magic Missile so they don't miss on Ghost #2, Agrias attacks with Crush Punch and Stasis Sword while Alicia can attack with her beam katana now against Ghost #3, Tosh can still attack with his psi lash and Gondegal can still Smite Evil on Ghost #4, Egon should step back to take aim and hopefully he has another ghost trap ready.

Lyla still heals Lavian then hits Ghost #2.

Also, now that they're manifested, Pharaoh Man and Skull Man have a target. Have them bum rush, tackle, and then pummel with robotic strength Ghost #4.
>>
>>19801155
If we can, have the Indefatigable replicate a water pistol and have it filled with 8 fluid ounces of Nethack Holy Water. Beam the filled water gun to Egon. Have him shoot the manifested ghosts with Holy Water.
>>
Ah crap, did your friend call you up with more bullshit, MetaOP?
>>
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>>19801155
The Abjurers begin chanting, but before any of them can complete their spells, one of the ex-ghosts opens his mouth, the jaw distending to an unnatural width as a terrible shriek rips across the labs, shredding apart everything in its path. As the cone of sonic force breaks apart several computers, examination tables, and equipment racks, it reaches its primary target. The Abjurers are torn apart by the horrific assault, not a single one surviving the attack, their new armor apparently useless against the supernatural sonic wave.

As the flaming ghost nears her, Agrias stands her ground, even as the impossibly intense heat leaves a wake of liquid metal from the floor melting beneath her opponent. Her skin begins to crisp as the foe closes, then Gurthang shines with a golden light and Agrias becomes a blur of motion, bringing her sword up at the last second to drive it through the undead menace. She then rips it through the torso of the enemy, bringing it around and up as she channels a Stasis Sword through the floor, the mystic blade impaling the now corporeal undead. As the being that was once a man is hurled into the air by the force of the blade underneath it, Agrias leaps into the air, impossibly high, and drives Gurthang into its skull. The ghost gives off a shriek of utter pain, turning to dust as Agrias gracefully lands behind it.

>100.
>Agrias learns the special skill Blur Attack, and her proficiency with Gurthang grows by a large amount, enabling her to access more functions of the sword.

(cont.)
>>
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>>19801738
...Incorporeal
Can possess people
Ridiculously powerful sonic attack?
>>
>>19801770
Depends on how big of an ass beating it can take, he was an incredibly durable individual.
>>
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>>19801738
"I've had it with dying, I've had it with undead, and I've had it with sitting on the sidelines!!!" Mustadio roars as he cocks his pistol. "Egon! Let's put our heads together!"

"What do you... Oh," Egon murmurs, firing his proton pack at one of the corporealized ghosts. Still partly energy, the ensnaring beam wraps around him, holding him fast as Mustadio runs up to point blank range and fires several times into him before firing a final shot that turns him into stone. Egon whirls around and catching another corporealized enemy as Mustadio pivots on his heel and shoots into the new target, finishing him with a shot that turns him into a column of rock.

"Good work! Hey, we should think of a name for that little move!"

"...why?"

>100
>Select a new skill for Mustadio or create a combination attack with Egon he may access.


>>19801628
No, I feel asleep at the keyboard again.

(Cont.)
>>
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>>19801818
The final ghost, the one that managed to decimate your Abjurers is tackled by both Skull Man and Pharoah Man, who easily manage to overbear and overpower the enemy, putting him into a hold as Gondegal materializes before him and slashes his sword again and again into the uniformed foe, whose screams now are only of its pain. The Avatar joins the assault, his silvery sword whistling through the air as it parted whatever passed for flesh on these beings like butter. At the climax of the attack, Gondegal's sword flares with white light as the Avatar's flares with blue and they both deliver an upwards slash that causes the foe to burn to ash. The two swordsmen sheath their weapons as Tosh lowers his rifle.

"Uh... Area be secure, mon. I tink."
>>
>>19801738
>>19801818
>>19801867
Very nicely done everyone.
Well except for the Abjurers.
Speaking of them, they appear to be very dead at the moment.
I would really appreciate it if you could rectify that.
>>
>>19801892
"I'm going as fast as I can!" Lyla says. "But there's a lot of corpses here! Vitun might have to catch what I can't later!"

-----Meanwhile-----

In the Storm's cargohold, the order is given and the atmosphere is vented, airlocks opening to expose the massive chamber to the void of space as artifical gravity as turned off. However, while a few support troops are caught by this tactic, asphyxiating or being pulled out into space, the majority of the black ops remain where they are.

"Ah..." Data murmurs, looking at the battlefield. "Magnetic boots and the armor of the remaining forces is atmosphere-sealed. They must've been expecting this. Shall I give the order to proceed with the attack anyway?
>>
>>19801930
Cunning bastards aren't they?
Well since our Abjurers are... indisposed, then we might as well.
But first would it be possible to sort of beam Vitun and the White Mages to the different allied troop formations to toss around some buffs?

Also I think I might be the only one still awake.
>>
>>19801970
Yeah... I guess I should turn in too. If this thread is still around tomorrow, I'll throw out irregular updates.

>>19801818
I just realized I should've waited 2 minutes and then claimed I was busy making chocolate pudding. All these missed opportunities, Jimmy...
>>
>>19801930

The cargobay is open.

Redirect a flight a VF-25s over to hose the place down with fire.

Their pin point barriers should be able to shrug off most of their man-portable weapons.
>>
>>19801930
Have the Indefatigable do a site-to-site transport to beam White Mage Squad A from Medical to R&D to Raise the Abjurers.

Now that the cargo bay is open to space, redirect the VF-25 squadron, the RC-9A's, and the TIE-Defender squadron to move themselves into position outside the open cargo bay doors and begin firing into the cargo bay.
The VF-25's keep their pin-point barriers forward, and the RC-9A's keep their Shadow Forces in front of themselves, to absorb incoming fire, while the TIE Defenders concentrate their deflector shields forward.
The star fighters are to rake their fire across the entirety of the cargo bay to kill the boarders.

No sense in exposing our soldiers to the possibility of being attacked if we can kill the boarders via vehicle attacks.
>>
>>19802721
While the star fighters make the obvious attack, the Hercules is to make three Rhinos with Rapier laser cannons, deflector shields, and Soulchips.
Al'Kesh 4 is to do a site-to-site from the Hercules to the far corner of the cargo bay as gravity is restored.
The Rhinos are to begin firing into the boarders even as the star fighters outside sit in front of the open cargo bay doors.
The star fighters should stay sufficiently away from the cargo bay so that while they can fire in, they are safe from retaliation.
>>
Level-ups we need to decide on so far:
1.
a.Give special ability to Celestial
OR
b.Summoning special ability to Vitun

2.
a.Special Skill for Mustadio
OR
b.Combo Attack with Egon Spengler

I'm for giving a summoning ability to Vitun, and giving Mustadio a special ability.
We should really use him, Alicia, and Lavian more.
>>
>>19805360
I say go for the special skill as well.
We rarely have Egon in the field, so a combo attack would not be quite so useful.
>>
>>19805396
But considering that ghosts and phantasms are the most likely to be able to penetrate our ship defenses, I think we should have Egon upgrade his proton pack, put together some ecto goggles, and build a couple more ghost traps.
>>
>>19805360

I thought that the OP meant that we could promote a summoned Celestial to a hero that would stick around, OR have Vitun gain a special ability that's related to Celesital summoning.
>>
rolled 31 = 31

>>19806076
Yep.
>>
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>>19807329
Your ships strafe the interior of the cargo bay in run after run, enemy soldier after enemy soldier being torn apart by the powerful weapons of your fighter squadrons. However, the Black Ops scatter and take cover to either extreme end of the bay, preventing your ships from getting line of sight to them. The cargobay itself suffers heavy damage, the interior being torn apart by starfighter-grade plasma and laser beams. Several pipelines and cable-clusters that pass through the area are severed, though redundant systems prevent any sort of failure. The one exception are the airlocks, which take a few stray hits from the passing fighters. They are no longer responding to commands, stuck in the open position.
>>
>>19807455
That section is supposed to be sealed. Having a few doors blasted open shouldn't be a problem.

Seal off hallways that have been atmospherically compromised.

Have the VF-25's simply hover outside the cargo bay; this is space, you don't need constant thrust in order to stay in the air. There is no air, after all.

The Hercules is to make three Rhinos with Rapier laser cannons, deflector shields, and Soulchips.
Al'Kesh 4 is to do a site-to-site from the Hercules to the far corner of the cargo bay and turn gravity back on.
Have constant construction and teleportation enabled. We don't need to risk our soldiers when the Black Ops have so graciously put themselves into a trap.

The tanks can use their laser cannons to kill the boarders, or simply run them over.
We have effectively, unlimited tanks.
>>
>>19807501
>>19807455
ANON, if we were to restore atmospheric integrity to the cargo bay, could we fill it with water? The Storm is designed to be able to go on year-long patrols; it must have large water tanks.

If we pump the cargo bay full of water, then expose it to vacuum, flash-freezing the water, then we've effectively immobilized all of the boarders, and we can cut them out of the hangar bay as Black Ops ice cubes with the VF-25's transformed to Battloid Mode and using their knives.
>>
rolled 14 = 14

>>19807501
The Black Ops formations, already scattered, begin to dissolve into even more chaos as Rhino tanks begin appearing among them, vehicular lasers scything through them.


>>19807606
This is a possibility.
>>
>>19808005
What would the Celestial be? Trumpet Archon? Astral Deva? Solar?

Hopefully, the Solar.
>>
>>19808005

What the hell is up with these dice?!? It's not even nighttime, when the low-rolling seed is being used!
>>
>>19808151
Black Ops has a secret device that steals luck from us, MSQ and Zerg Quest and uses it to survive longer, obviously.

Hopefully, we can steal it from them.

Loot it from them. Not steal. Loot.
>>
>>19808188
Around 8 pm EST is optimum dice-rolling time of the night for /tg/.
>>
>>19808005
Continue creating and beaming in tanks to keep Black Ops off-balance.

Have the atmospheric containment field turned back on, and then begin flooding the cargo bay.

Make sure that all bulkheads are sealed; we don't want the water escaping into the ship.

Once the cargo bay is mostly filled, deactivate the atmospheric containment field and let the water flash-freeze.
>>
>>19808005

Also, if it's possible, have the Storm create force-fields to help reinforce the bulkheads that are being sealed and to patch up any sections of the Cargo Bay walls that are getting weak.
>>
>>19808061
I'll roll for it later.

>>19808005
Though your Rhino tanks manage to cause their fair share of casualties, chaos, and confusion, the Black Ops get their act together pretty fast, launching man-portable missiles and large-bore guns at the tanks with skilled precision. You beam more and more tanks in, causing more casualties, but failing to crush the enemy force. After about ten minutes of this, your Al'Keshes report that the enemy must have set up some sort of interdiction field. They can no longer teleport things into the cargo bay.
>>
>>19808339
Get Vitun a few floors up from them. then have him cast Polar Midnight.

http://www.d20pfsrd.com/magic/all-spells/p/polar-midnight

>You plunge an area into the brutal chill of the arctic night. Illumination conditions are dropped by two steps (though only to darkness, not supernatural darkness), and all creatures in the area take 5d6 points of cold damage and 1d6 points of Dexterity damage per round. A successful Fortitude save each round negates the Dexterity damage but not the cold damage. Any creature that doesn’t move on its turn becomes encased in a sheath of ice equivalent to wall of ice, is helpless, and cannot breathe. Corpses in the area for longer than 1 round are transmuted into solid ice; reviving the icy corpse requires true resurrection, miracle, or wish. As a move action, you may move the area of effect up to 10 feet in any direction.

They'll freeze to death, reguardless of protection.
>>
>>19808339
Have Data distribute forces around the sealed off sections that lead to the cargo bay, and then implement our plan to put Black Ops on ice.
Have the atmospheric containment field turned back on, and then begin flooding the cargo bay.

Make sure that all bulkheads are sealed; we don't want the water escaping into the ship.

Once the cargo bay is mostly filled, deactivate the atmospheric containment field and let the water flash-freeze.

Have Engineer and Demoman trap and sentry guard those areas that won't be covered by troops.

Have the VF-25's and other star fighters move away from the open cargo bay doors so that they don't get hit by exiting water crystals.
>>
The spell is less likely to fuck up. And easier to clean up.
>>
>>19808382
>>19808441

Would that even cover the entire cargo bay, though? Black Ops is split up into two or more groups that are on either end of the cargo bay.
>>
>>19808496
He could cast it multiple times. He burned almost all his lower level spells with Summon Monster. He should still have a couple lvl 9 spells.
>>
>>19808530
I suppose we can try the spell first. If it doesnt work then we'll fall back on flooding the cargo bay.
>>
As has been discussed in the IRC, it is probably better to get a permanent Celestial than getting a summoning skill for Vitun.
A Celestial will be another very powerful cleric, with more magic, and with very high survivability.
While making Vitun into a summoner will require that he be in combat even more than he is now.
>>
>>19810807
Well, not necessarily a cleric. Depending on how well we roll, we can get anything from something that's a beast in combat, to something that could kick Lind's ass in single combat and outcast Ahriman.
>>
It's not specific where the celestial comes from, right?

>>Flonne appears on the Disgaea 4 box art and in the opening in her angel form, with a good reason: She has become an Archangel. With this, she has gained a new outfit and larger wings, signifying her position. Flonne is a boss in the post-game and is unlocked after being defeated, joining at level 200.
>> She is mostly unseen throughout most of the game but is mentioned throughout the story by Vulcanus (though she is just referred to as "Lady Archangel"). She makes her physical appearance in Chapter 9 to help Valvatorez and his team save the earth, with the help of her new giant robot "Great Flonzor X".

>>Tenshi Hinanawi
>>Celestial
>>
>>19812559
Fuck that. If we're getting a Celestial, I don't want one that's useless. I'd rather have one from D&D.
>>
How is Vitun summoning those Celestials, most of the spells I've found seem to be pretty shitty in that regard.
>>
>>19812746
Likely Gate.
>>
rolled 96 = 96

>>19808382
Vitun makes his way to a ventilation shaft in the upper reaches of the bay and begins to cast his spell...
>>
>>19812801

Mwahahahah
>>
>>19812746
Planar Ally: Lesser, Normal, and Greater
Gate
Metamagic Summon Monster.

Or, the last way. Praying to Desna and bribing the fuck out of them with a gigantic pile of diamonds.
>>
>>19812559

It's probably very likely that the Celestials are the D&D type. The TSAB probably holds sway over most of the eastern-oriented canons, and probably have taken pains to ensure that conjuration or such spells cannot reach into those realms very easily.

>>19812801

Oh boy oh boy oh boy oh boy oh boy!
>>
>>19812801
Have our Anti-Ninja scans come up with anything, Op?

Also, what happened to those Terran we had, did they join us?
>>
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>>19812801
>96
>Vitun casting offensive magic against Black Ops
Guess they're about to be...put on ice.
>>
>>19813060
http://www.youtube.com/watch?v=SRH-Ywpz1_I

/groan
"Time for him to kick some. . . ice."
>>
>>19812801
Vitun casts his spell, and of the four clusters of Black Ops suddenly ices over, their lifesigns vanishing as supernatural ice and cold claims them. The remaining soldiers attempt to locate the direction of the cast, but despite having no stealth training and being pitted against soldiers trained to detect hidden threats, Vitun remains unseen.

3 clusters of troops remain.

((After the Gates, Vitun is now out of level 9 spells.))
>>
>>19813060
If there are ninjas aboard, they have evaded your detection.

>>19813093
>>19813056
Hey. Cool it.
>>
>>19813327
if we're out of 9s, I suppose we'll have to finish them with 8s.

http://www.d20pfsrd.com/magic/all-spells/f/fire-storm

Time to . . . turn up the heat.
>>
>>19813368
May as well use up what spells Vitun has, and leave actually assaulting the cargo bay to the very last.

Using the Observer tasked to the Storm and internal sensors, inform Vitun of the locations of the remaining 3 clusters.
Then give them a hot time.
>>
>>19813327
>>19813338
Stay frosty, OP.

>>19813368
Light 'em up!
>>
>>19813368
Its a Disco inferno!
>http://www.youtube.com/watch?v=-opY4qcidFk
>>
>>19813327
>>19813368

Careful now, the Black Ops guys are packing enough heat to take out fairly advanced tanks. We might have dodged a bullet here since they weren't able to detect Vitun, but from the OP's description, that may not be something we can count on to happen again (unless lucky dicerolls happen).
>>
>>19813545

(cont.)

Also, Vitun is our dedicated raiser/resurrection guy. If he goes down and we're unable to raise him, that'll be a huge blow to our forces.
>>
>>19813545
That's why we're changing it up. They saw ice, they'll expect ice again.

>>19813575
He's buffed with reraise. He'll be fine.
>>
>>19813545
>>19813575
His armor specifically has an auto-reraise built in, and he has an injection of RED-2-GENERIC.
>>
rolled 57 = 57

>>19813368
The dice are pretty hot now.
>>
>>19813836
Looks like there's going to be some survivors.
We can try more Firestorms. Maybe have the VF's switch to Battroid mode and start stomping around, protected by pin-point barriers.
>>
Another thing we could do is get the snipers with the exographic sniper rifles, and have Vitun cast "BRILLIANT BLADE" on the bullets. The bullets are all in contact with each other when they're in their containers, so Vitun should be able to get all of them in one casting.

Then we clear out the area where the bullets will pass through (including starfighters and other units) and have the snipers fire from like 500 or so meters away from the cargo bay into space. The bullets will harmlessly pass through all the nonliving material along the way, preventing damage to computer systems and to the cargo bay, while ignoring all that fancy schmancy power armor that the Black Ops people are packing.
>>
>>19813934

Theres only so much heavy artillery can do.

I think it's time we sent in ground troops to flush out the rest while our remaining casters and the RVF-25 start messing about with them by jamming their comms and depriving them of their senses.
>>
>>19813836
Vitun casts his spell, incinerating a good chunk of the second cluster of Black Ops, but there are survivors, and he is spotted. As the survivors begin treating their wounds, Vitun is hammered with heavy weapons fire, barely surviving as he retreats by sliding back through the vent. Ironically enough the amount of blood he is leaking makes the retreat easier by acting as lubricant. He pops back out into the secured area looking very worse for wear.
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>>19814010

Let's get Vitun patched up.

Are we going ahead with the mop-up plan with our regular troops? Or are we going to try more tricky stuff like the sniper rifle plan suggested in >>19813945
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>>19813945

If you want to salvage their powered armour, Vitun alreadt flash frozen 4 groups of them. Thats plenty there already.

I say we could just get them suited up for EVA and get Messiahs in GERWALK or BATTLOID to carry them outside and provide covering fire for the assault.
>>
>>19814042

I think a regular mop up is the better bet. In this case though, entry through the corridors will be a deathtrap of concentrated fire.

I say get them into transports and do an assault with plenty of covering fire from supporting messiahs. This also diffuses their firepower instead of having it concentrated into several corridors our boys have to charge through.
>>
>>19814087

Well, the Brilliant Blade bullets would pretty much ignore any physical defenses that the Black Ops people have. In addition, the Snipers may also be able to shoot much farther than usual (even with the Exographic sniper rifles), since any physical barrier between them and the Black Ops group is going to be ignored by the enchanted bullets. If we're careful about clearing a path to the Black Ops clusters, then we may be able to shoot at them from over 50 solid feet of starship-grade metal.
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>>19814010
Alright, get him down to Medical for healing.

>>19814134
I disagree. VF-25's in Battroid mode should be able to walk up to the lip of the cargo bay door and begin firing inside towards the remaining clusters of Black Ops troops, using the hull of the ship for cover.

We should try to do this in an unconventional manner using all of our equipment to their best advantage.
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>>19814010
MetaOP, we have X-COM NOVA troops (Veteran, Squaddie, and Rookie) squads here on the Storm.
Would the Veteran squad have Blaster Bomb Launchers?
>>
>>19814010
What does Vitun's spell use look like? Is he only out of 9th level spells and some 8th? If so, have him pop a heal (6th level spell) and find something else for him to do.
>>
>>19814134

Actually we don't really need an assault transport. Most of our troops are in vacuum rated armour. Get them out a side hatch and just walk through into the cargobay's open doors.

Our Auror squad can hex and jinx them while the Delta Greens can infiltrate through another vent and provide direct covering fire.
>>
>>19814306
Aurors and Delta Greens are moved to the All Under Heaven to help keep Black Ops from causing a critical chain reaction in the reactor room.
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>>19814169

Combined arms is the way to do this. The enemy has already shown the capability to take out our heavy tanks. Using the Messiahs in this manner neutralises their main advantage, their ridiculous speed. Their pin-point barriers will probably not be able to hold up against too much punishment, they are planes after all.
>>
>>19814340
>>. Their pin-point barriers will probably not be able to hold up against too much punishment, they are planes after all.

PPBs can tank a whole missile salvo with good placement. Armored pack on a VF-25 and all the PPBs can tank a beam head-on that cores a ship, and still be completely intact to be rushing enemies with a knife drawn out.

http://www.youtube.com/watch?v=7pOC-NmCxcY&feature=related#t=1m18s
>>
MetaOP, you still around? Do we have Blaster Launchers available to us?

Also, the use of Brilliant Blade on exo-graphic scanner equipped rifles will give us the best shot at terminating the remaining boarders. Just get into range (which will be in another section entirely), get the bullets turned to light, turn on the exo-graphic targeting scanner, and shoot.
>>
>>19814262
>>19814867
Yes they will.
>>
>>19815024
Alright.
Make sure that the armor that the X-COM Veterans are in is properly sealed, then have them go to an airlock to the outside of the ship near the open hangar bay. They are to tie themelves down, then fire blaster bombs out into space.
Use the waypoint system and the internal ship sensors, as well as targeting information from the Protoss Observer and the RVF-25, set up waypoints to fly into the cargo bay via the open doors, and hit each remaining Black Op cluster.

Time this attack so that recently revived Abjurers, or Vitun once healed, uses Brilliant Blade to turn bullets into ones that can ignore all non-living matter.
http://dndtools.eu/spells/complete-arcane--55/brilliant-blade--537/
Have the Dystopian Squad hand over their exo-graphic targeting scanner rifles to the TG Soldier Squad, and turn off the micro-transporter module.
Cast Brilliant Blade on their magazines and on BLU Sniper's bullets (make sure he gets an exographic targeting scanner).
Have them fire through the walls into the cargo bay and snipe all remaining boarders.
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>>19815182
In addition, have the VF-25 squadron report back to the hangar in order to swap out their packs for Armor Packs. Just in case we need them to go in.
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File: 1341903509590.png-(6 KB, 640x400, molikeAWESOMEsuit.png)
6 KB
rolled 76 = 76

>>19815182
Bombs away!
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File: 1341903646218.png-(41 KB, 200x150, 200px-StageClear-SSBMelee.png)
41 KB
>>19815998
A salvo of Blaster Bombs are fired into space, arc around, and completely smash apart the remaining Black Ops forces. What few stragglers are left alive fall easy prey to the rest of the X-COM team who advances with Heavy Plasma to mop up.

The Black Ops on the Storm have been contained. Next up, the All Under Heaven! Next time, on TG QUEST!
>>
>>19816016
>Next time, on TG QUEST!
So when can we expect the next session?


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