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File: 1360478894695.jpg-(63 KB, 700x538, 1262737778649.jpg)
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>First thread: http://suptg.thisisnotatrueending.com/archive/22783226/
>Previous Thread: http://suptg.thisisnotatrueending.com/archive/22908867/
You walk into the galley and slide a holo projector onto the table. It lights up with surveyor’s data of the planet and the surrounding asteroid field. Sitting around the table are Will Rask, a mercenary in charge of security on the ship, and Tyson Leigh, a combat conditioned psychic from the previous crew. Lurking at the edge of the room is Tsat, your gunnery officer. You are Captain Neil Fairburn, an ex-pirate who was planning on taking his new ship, Leda, pirate hunting.
>Crew and passengers of the Corvette “Leda”
>Crew:
>Iris McAdams- Engineer. Low-Grav Worlder
>Pete Ramsey- Refinery Worker trained in first aid, working in the medbay.
>Tsat- Gunnery crew. A lizard-like alien called a Senzaz.
>William Rask- Mercenary
>Tyson Leigh- Psychic, and member of Leda’s former crew.

>Personal Inventory:
>Flechette Pistol
>Armaments on Leda:
>1 front mounted rail turret
>2 side mounted missile racks (small)

> Cargo manifest
>Assorted personal supplies
>2 Crates: Standard Food Rations
>1 Crate: Emergency Food Rations
>10 Flechette Pistols
>4 Flechette Rifles
>30 Magazines of Flechette Ammo
>1 Pulse Carbine
>2 Magazines of Pulse Ammo
>2 Hostile Environment Suits (armoured spacesuits essentially)
To your knowledge, there are two ships from a mercenary outfit called “Hell’s Brigade” hiding somewhere near the planet, blockading it.
The assembled members of the crew have proposed a few plans for you:
Tsat recommends taking them head on.
Tyson’s plan involves finding out where they’ll be, and then cutting power to everything but the essentials and sneaking up on them. A dangerous plan if they have good sensors, but catching them by surprise could be devastating.
Will has suggested surrendering to them and overpowering them when they board the ship.
What is your plan, Captain?
>>
Go with Tsat's plan. He's the gunner, he knows best about our chances in combat.
>>
turn tail and run. we don't have a reason to take them on
>>
We should try to fight them directly, we can take them on.
>>
>>23079178
They're blockading the only Jump point out of this system, and this colony is about to completely fail because of it.
We CAN'T run.
>>
>>23079067
Didn't Tyson say that there's some kind of psi-array weapon?
Could we use that at all?
>>
>>23079410
Yes, Tyson is planning on using it to locate where they'll be as well as in the actual skirmish. Even without using his plan, he can use the Psi-Array to project his telekinesis on the starship scale.
>>
>>23079454
Go with Tyson's plan. We're already fighting two on one against us, we need the advantage of surprise.
>>
>>23079527
Good point. I'm with you on this one.
>>
Nodding to Tyson, you decide that his plan is the best. He tells you that he’s dug up a few suits for the crew to wear, that way Iris can cut life support.
Going over the intercom, you give the crew a few minutes to get everything together before lifting off. Singh’s Landing rapidly recedes into the distance as you climb higher and higher, eventually breaking atmosphere.
A minute later, you are standing with Tyson in the Psi-Array. This small, circular room is almost entirely occupied by elaborate machinery. A strange helm lowers onto the Psychic’s bald head, covering his face. The machine whirrs to life and Tyson coughs under the helm.
Somewhat muffled, he says “I know where they’ll be.” He gives a string of co-ordinates.
Somewhat impeded by your suit you rush to the cockpit and punch in the co-ordinates. Shortly after the thrusters stop firing, the lights go out. Then the hum of the air processors goes quiet. Everything shuts off.
Anything you want to do in the meantime, or just wait until you reach the co-ordinates?
>>
>>23079747
Make sure our pistol is ready, in case they board us.
>>
>>23079747
just wait until we get there
>>
pray
>>
>>23079747
After checking your weapon, you utter a quick prayer to whoever is listening.
You drift for about a half hour. A quiet alarm goes off, marking this place as where the pirates are supposed to be. As if on cue, you see an irregular shape slip out of the asteroid field. On closer inspection, it looks like the ship that attacked you earlier. Going over a hand-held com, you tell the rest of the crew to get ready as Iris reactivates the ship’s power.
How do you want to allocate the ship’s power? You have 10 points, adding more power to a category will improve your performance.
Power Allocation:
>Weapons:
>Shields:
>Sensors:
>Thrusters:
>Psi-Array:
>>
>>23080072
>Weapons: 2
>Shields: 3
>Sensors: 1
>Thrusters: 2
>Psi-Array: 2
>>
>>23080072

Good to see that this thread is still going. I see that Pete and the Flechette Pistol I grabbed are still around. Also, the psychic guy turned out to be okay, who knew. Here is my suggested power break-down.

>Weapons: 3
>Shields: 3
>Sensors: 2
>Thrusters: 1
>Psi-Array: 1
>>
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>>23080160
>>23080170

>Power Allocation:
>Weapons: 2
>Shields: 3
>Sensors: 2
>Thrusters: 1
>Psi-Array: 2

The pirate craft limps around, still reeling from micrometeorite impacts.

For combat actions, list them and add a d10 to see how successful you are.
>>
Rolled 10

>>23080276
Open fire with the railgun.
>>
Rolled 9, 7, 10, 5, 1 = 32

>>23080276
- Gain a target lock on them with our sensors
- Allocate shields to the front by drawing power from rear shields
- Fire the rail turret (targeting their engines)
- Fire 2 missiles (targeting their weapons and shields)
- Preparing for evasive action if there is return fire
>>
>>23080325
>>23080353
>2 10s

You lock on to the ship as Tsat blasts the engines out with fire from the rail turret. The two missiles disable their weapons and shields before another burst of rail rounds tears through their hull, opening it to space.

Your coms begin to receive a distress signal. That second ship should be coming soon.

What now Captain?
>>
>>23080400
Drop 1 power from the Psi-Array and put it into sensors. We need to know where they are.
>>
>>23080400
Finish off the first ship. Better to be safe.
>>
>>23080400
Scan their ship.
>>
>>23080479
>>23080428

You add a little extra power to your sensors and scan the heavily damaged mining vessel.
Roll d10 for results.
>>
Rolled 3

>>23080524
>>
>>23080564
There appears to be no survivors on the ship. It has internal power, lights and gravity. The ship is on emergency power.
>>
Rolled 4

>>23080623
See if we can jam the signal.
>>
>>23080474
And ruin a perfectly good second ship that we could use, I don't think so.

Maybe we should set a trap. Put some of guys with guns on the spaced ship. Lure the pirates in and make them board it with the distress beacon, then cut them down.
>>
>>23080664
You don't have the equipment to jam the distress signal.
>>
>>23080712
Hmm, a trap doesn't sound like a bad idea. Will would be perfect for it. Maybe Tyson too?
>>
>>23080712
>>23080758

With the possibility of a second ship coming in, decide to lay a trap. The only issue is where to put Leda. You need to conceal your ship in some fashion.
You could try to go dark again, but without the time spent drifting, you'd still have a lot of heat.
Alternately, you could slip into the asteroid field like the now scuttled pirate vessel did in your first encounter.
>>
>>23080876
Can Tyson boost our shields at all? See if anyone else can pilot the ship. If so, maybe we can go on the scuttled ship.
>>
>>23080987
Seconding the other pilot idea. Maybe we can put ourselves on the ship with few of our crew and have the rest run back towards Singh's Landing. Maybe have Iris rig something up to call them back with.
>>
>>23080987
>>23081143

Tyson can boost the shields with telekinesis.
As for a second pilot, Iris knows the basics, but can't really manage evasive maneuvers or anything more complicated than get the ship to a set of coordinates.
>>
>>23081143
I support this idea. The ambush crew should signal Leda when the pirates come to board. Giving her enough time to come as reinforcements, but not so quick as to be suspicious.
>>
>>23081210
how large is the hodgepodge compared to the Leda? large enough to hide behind it?
>>
>>23081221
It's a mining vessel, so slightly larger than Leda. It could be called a corvette, but is on the large side for the classification. It isn't big enough to hide behind.
>>
>>23081210
Pull in to board the ship. Bring Will, Tyson and Iris over with us. Have Iris hook up the emergency power to the coms, that way we can call her, and the ship back. Then have her take the ship and run.
>>
>>23081380
This.

Also, make sure we alter the distress beacon to add an electronic message that there are survivors on board the spaced ship. Arm every one with flechette rifles and make sure we get one of the armored spacesuits as well.
>>
>>23081380
>>23081215
>>23081143

Going over the intercom, you brief everyone on the plan. You quickly board the pirate vessel and do a sweep. Aside from the airless bodies of the former crew, the ship is clear. It is a total mess though, the rail turret gouged holes in the plating, revealing wires and spilling coolant into the halls. Occasional malfunctions in the artificial gravity make moving around difficult, but you manage to all get to the cockpit.
Iris quickly hooks up a means to signal Leda and hurries back to the ship. Shortly after Leda detaches, a transmission comes in over the ships coms.
>>
>>23081535
The psychic on your ship can, from what he told you, predict the future. he also seems to have telekinetic ability.
>>
>>23081459
Ignore the transmission.
>>
>>23081666
>>23081648
>>23081413

You ignore the transmission and hunker down. The rest of the boarding party, armed with flechette rifles spreads out around the cockpit.

You see the second ship, an ore hauler with an Ion turret haphazardly added to the front, pass in front of the window. It passes out of view and a few moments later, you hear the airlocks forced open. You can see the pirates begin to force the cockpit door open.

Roll d10 for combat.
>>
Rolled 5

>>23081743
>>
>>23081757
>>23081774

The door crackles and slides open. Two surprised pirates are downed by a pair of bursts from your and Will's rifles. A third pirate, further down the hall levels a pulse carbine in your direction before tearing in half. You move down the hall, towards the airlock. Another group of pirates moves out of cover and you drop them a pair of well timed bursts from your rifle. As you reach the airlock, a burst of flechette rounds pins you down. There is a Senzaz in the ore hauler's airlock with a flechette cannon.

roll d10 for boarding the enemy vessel
>>
Rolled 1

>>23081869
>>
Rolled 4

>>23081869
Move towards the pirate Senzaz while Will and Tyson provide cover fire. We can't let them seal that airlock on us.

Also, if we succesfully take this pirate town. Have either Will or Tyson run back to the bridge and com the Leda.
>>
>>23081897
ah fuck
>>
>>23081897
>>23081911

You lean out to fire on the heavily armed pirate and take a barrage of flechette rounds to the arm. The armour plates deflects most of them but a few manage to puncture through. Your air supply is fine.

Will lays some suppressing fire, and Tyson slams the Senzaz in the ceiling. You wave Will back to the cockpit to signal Iris.

You move forward and open the airlock to the ore hauler. As you pass, you put a few rounds in the ceiling-bound pirate.

The interior of the ship is dark, it looks like you're in the cargo bay. There is a set of doors set in the wall on this floor. A catwalk leads up to a upper area and another set of doors.
>>
>>23082010
Ah nice, that went better than I feared.

Wait in the hauler cargo bay for Will to return; after which close the airlock behind us. Then send Will through the lower doors while Tyson and I explore the upper doors.
>>
>>23081937
>>23081959

A group of five pirates come in from the door on the catwalk.The combined effort from you and Will put that number down to three. You drop another one before moving into cover.
>>
Rolled 9

>>23082098
Have Will fire a round before we charge.
>>
>>23082098
>Sorry, should have mentioned that.

They stop shooting briefly to reload and you break cover. You run up the catwalk and slam one with the butt of your rifle, knocking him back. He pulls out a vibroknife and comes at you. It shears through some of the armour plating on your chest. From below, Will snaps off a pair of shots, dropping both of the pirates.

You grab one of the fallen pirate's weapons and call Will up. You advance slowly and when that reveals nothing, you quickly do a sweep of the ship. It appears you've killed all of the pirates.

Tyson calls you over your personal com.
"Hey, good news, Leda's coming back. Iris is just a few minutes out."
>>
>>23082171
Sweet, it looks like we've just secured ourselves a fleet of ships.

Since that other ship had its engines disabled, I think that we should try and connect it to the hauler via some sort of tether so we can drag it back to the colony. While we're doing that, maybe Will can assess the extent of the damage in the other ship and Tyson can sweep the hauler thoroughly, better to be cautious.
>>
Rolled 10, 3, 7 = 20

>>23082193
Oh yeah rolls.
>>
>>23082203

>Ore Hauler Cargo manifest
>Assorted personal supplies
>8 Crates: Standard Food Rations
>4 Crates: Emergency Food Rations
>2 Crates: Liquor and Narcotics
>1 Flechette Cannon
>5 Flechette Pistols
>7 Flechette Rifles
>56 Magazines of Flechette Ammo
>4 Laser Rifles
>13 Magazines of Laser Ammo
>1 Plasma Carbine
>2 Magazines of Plasma Ammo
>5 Hostile Environment Suits
>2 Hostile Environment Suits (highly damaged)
>>
>>23082193
Will assess that the other ship is mostly scrap at this point, but could be useful in repairing the hauler, the transport back at Singh's Landing or even Leda.

Tyson does a careful sweep of the pirate's ship. Like you and Will, he turns up nothing.

You disconnect from the scuttled mining ship after Will is back on the main ship. It seems like this ship is outfitted specifically for boarding and hauling other ships so it's no challenge for you. As you start heading back to Singh's Landing, you get a call on the ship's com.

You open up the line and Iris's face appears on the monitor.
"Hey Neil, everything go fine?"
>>
>>23082275
"Surprising, yes. We've got outselves quite a haul here, I think we should head back to the colony and figure out exactly what we have here."

Pilot the ship back to the colony by following the Leda.

Personally I think we should just strip the smaller miner of anything and everything useful and then scrap it. Also, I bet those colonists would pay a nice sum for these crates of standard rations and some of the weapons.
>>
>>23082275
"Yeah, the suit is not looking great. On the up side I'm still alive. Everything fine on your end?"
>>
>>23082305
>>23082307
"Surprising, yes. Everything fine on your end?"
She nods in response.
You continue "We've got outselves quite a haul here, I think we should head back to the colony and figure out exactly what we have here."

Iris looks down at her controls "Alright Neil. We'll follow you in. Congratulations, by the way."

>Alright, it's pretty late here on the west coast so I'll have to call it here. Hope everyone had fun with this and with any luck, I'll see you in the next thread.
>>
>>23082333
Nice thread, see ya mate.



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