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File: Francium extractor.jpg (232 KB, 1479x1600)
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>Welcome to Hyperion-131, currently under edict treaty 15432. Due to the Hyperion Sector being deemed a buffer zone between the Barhil Collective, the 5th Human Empire, and the Azkahanti Monarchy, the discovery of large amounts of naturally occurring Francium-223, a key component of Fusion Drives requires arbitration between the powers. During this interval, the Mercantile Council will develop extraction plants to be purchased according to whatever terms are negotiated between the three powers involved. During this period, the Mercantile Council are forbidden from extracting Francium-223, and the powers are forbidden from performing exploratory geological surveys or constructing extraction plants.
>Standard Diplomatic package for Hyperion-131
Right, so thats what we call a public face. All the powers are trying to take over the plants built by the Council, while the Council are trying to smuggle as much francium off-world as they can without being caught. And that's where you men come in.

>Who are you?
>A group of Volunteers of the Imperial Expeditionary Force, the most elite professional military in the galaxy, preferring laser weaponry, and good training?
>A squad of young Lords from the Azkahanti Monarchy Army, here to lead your lessers into battle and win glory and fame?
>Drones under the control of a Member of the Barhil Collective, whose lives are so sacred they barely ever leave their space ships, sending robotic armies to do their biding?
>Or a team assembled by the Mercantile Council, consisting of private employees and mercenaries, here to protect the Councils interests.
>>
>>1624643
This plays on a d20 roll under system. Once a decision has been made about faction, and we have at least 4 players, character gen and armoury links will be posted.
>>
>>1624643
>Drones under the control of a Member of the Barhil Collective, whose lives are so sacred they barely ever leave their space ships, sending robotic armies to do their biding?
>>
>>1624643
>>Drones under the control of a Member of the Barhil Collective, whose lives are so sacred they barely ever leave their space ships, sending robotic armies to do their biding?
>>
>>1624656
You might want to do it the other way around, because you're asking people to make choices with very little understanding of what those choices mean.

I understand if that might for narrative reasons - which is cool - but without any understanding of how anything works, the choice is meaningless and impossible to make.
>>
>>1626215
Totally agree
>>
>>1624643
>a team assembled by the Mercantile Council, consisting of private employees and mercenaries, here to protect the Councils interests.
>>1626215
Blind guessing can be fun too.
>>
>>1624643
>Or a team assembled by the Mercantile Council, consisting of private employees and mercenaries, here to protect the Councils interests.
>>
>>1626224
I guess so

but i think everyone has to be in the same group
dunno?
>>
I needed to sleep but Im now going to post more stuff about the Factions.

The Imperial Expeditionary Force

With the contest over Hyperion-131 moving to its current stage, it was not surprising when the Imperial Expeditionary Force arrived to stake the Empire's claim. While most of the galaxy accepts that wars are fought in space, the Empire still maintains that whoever is in orbit doesn’t matter, if they are unable to remove anything from the planet. The I.E.F reflects this view, being the only fully voluntary, professional military in the galaxy. Well equipped and trained, a fresh unit of the I.E.F can easily defeat regular units of most other militaries. This does leave them vulnerable to being outnumbered, and can find themselves on the defensive, swamped by large numbers of conscripts. Thats where the Dragoons and the Black Watch come in. Whether it is flying over the heads of the attackers to strike at the rear or command sections, or creeping through the night to slit throats, these elite regiments ensure that the I.E.F is rarely on the back foot for long.

Weaponry
Two companies supply the weapons of the I.E.F, Haverfeld Armaments and Brackenridge Munitions. The Haverfeld Mark 3 has been the signature weapon of the I.E.F for over 10 years, being one of the most reliable laser weapons available. While most militaries do not use laser weapons because of the sacrifice of rate of fire to allow the lenses and generators to cool, the I.E.F believe one shot that kills is better than 10 that bounce of the Armour.
Brackenridge Munitions failed with their own laser weapon to compete for the contract Haverfeld won, but had more success with their higher end, specialist weapons. Their Blaster was much beloved by the Dragoon regiments, allowing high damage at close range. The Black Watch also refuse to stop using the Brackenridge Snub Gun, stating its reliability and ability to use most solid ammunition in the galaxy as the reasons. Senior officers suspect it is actually because the Black watch would need to re-carve their kill counts on any new makes of weapons, whereas the grip on a Snub Gun can be switched over from old gun to new.
>>
Azkahanti Monarchy
When the ideologies of liberty against oligarchy collide, only one tends to survive. Despite having endured three global conflicts, and then a campaign by the Azkahanti line to conquer their homeworld, the Azkahanti Monarchy has remained rigidly class based, with the nobility on top, and the plebeians firmly below. Had they been able to, most parts of the Azkahanti military would have continued to only promote nobles, but highly technical or skillful jobs in the Navy or Research areas necessitated promotion by merit, to a second class of nobles, known as Householders. Not so in the Army. Seen as an unneccasry part of modern warfare, with orbital weapons and shuttle landing assaults being the norm, the military remained the only place in the Azkahanti military where who you were outweighed your actual competency. Fortunately, their war doctrine complemented this. Large numbers of militia and conscripts, being lead and used as meatshields by thier Lords, overwhelming numbers and a slavish mentality within the militias means an Azkahanti assault never stops, till either the enemy is dead, crushed under a press of bodies, destroyed by precise fire from young nobles, cut to pieces by young Lords taught the primacy of close quarters, or obliterated by the most iconic Azkahanti unit, the War Tank, crewed by noblemen who laugh as their foes cower in fear from them as munitions bounce off.

Weaponry
Militias are cheap, and their guns cheaper. There is no standard gun used by the Azkahanti poor, rather a mishmash of mass produced guns designed to throw bullets downrange till they run dry. As such, Azkahanti militias are not taught how to aim, since they might turn their guns around. The House Guard, those lucky few who are trusted to protect the nobles, are taught, and are reminded of the honour every day by their masters. The weaponry of the nobility is similarly non-standard, though for a different reason. Each noble brings his own weapons, either brought from Valiant Armaments, who specialise in equipping young lords, or adjusted from hunting gear. It is the same story for close combat equipment, with either ancestral blades, customised two handed swords or extremely short range spreading pistols being brought.
>>
Fantastic, another skirmish from outside the cabal! Always a pleasant surprise.
>>
>>1626241
... cabal?
>>
>>1626244
There's a group of folks who design and discuss turn-based strategy games played on 4chan. They got their start on /tg, but we're here now. Three can be found in the catalog besides this one, though they're all currently at a stopping point: Gyrocites and E.V.A, made by some regulars; and Bastard's Boars, by a QM experimenting quite successfully with the skirmish format.

Other notable ones like Mecha Mercs, Floors, and HEXCOM can be found on suptg. There are many others, but I'm not familiar with them all.
>>
The Barhil Collective
When the ruling senate of the Barhil Collective were informed a Solar flare was going to strike their planet, boiling most of the oceans, destroying many of the cities and rendering the planet uninhabitable for a space of three years as the monsoons caused by the evaporation of the oceans finished, they accepted it with a cool rationality. After all, they were pre-eminent in the field of robotics, so they did not need to suffer due to a simple thing like a solar flare. 5 massive vaults were dug into the surface of their homeworld, while automated factories pumped out vast numbers of construction drones, shielded against the conditions to come. The plan was for the people to ride out the Solar flare, wait for the drones to repair the damage, and then emerge as if nothing had happened. What they had not counted on was the meteor behind the solar flare. Only one of the vaults, the smallest, was deep enough to avoid being damaged beyond salvage, and the drones on the surface were still repairing the world, so saw no reason to open the vaults. When the last vault opened, the survivors found themselves without the populace to sustain their own society. They rarely left their homeworld, and if the did, they did so with an entire starship to protect them, crewed by drones. Only the most important of treaties warranted their presence. The last sighting of a living Barhil was at the signing of the truce of Hyperion-131, glimpsed through a wall of Assault variants.

The Barhil Military and Weaponry
Since production of the Barhil Military is automated, there is no known manufacturer. However, standard weapons for each variant can be identified. The Soldier-Variant uses a single shot, high impact round, though it sacrifices range for its damage. The same could not be said of the Breacher variant, designed to saturate an area with bullets, sending opponents diving for cover. Breacher variant weapons also have a blade attached to them, designed to be used once the opponent is fragmented. However, the most dangerous weapon identified to be used by the Barhil Collective is the Assault Variant, a weapon capable of firing either a high explosive grenade round, or a single armour piercing shot.
>>
I'm curious. What scale will play occur at, and with what elements of warfare? Are we contesting single facilities or continents? Ground forces, air forces, orbital?
>>
The Mercantile Council
Before the Hyperion-131 truce, the Mercantile Council was little more than a collective to lobby for the interest of inter-planetary conglomerates. Once a general contract was offered to them however, they immediately reorganised with a command structure, and a set budget. Private security employed by the various corporations making up the council provided feet on the ground, but after the first skirmish with Azkahanti militias showed that they lacked the experience to fight in a genuine war. The fact it was Azkahnti Militias really didn’t help the pride of the Council either. This was where Feldhaven Recon and Defence Incorporated came in. The largest mercenary company in the galaxy, FRD Inc was aware that they could get employment for the entire duration of the Hyperion-131 incident, and so offered a good deal, with a decent discount. With the addition of a hardened mercenary company, the Council began to hold their own, though they still struggled in stand up fights. Whatever the lacked in martial prowess, they began to make up for in underhanded sneaking. Private Security look indistinguishable from a civilian, so often could get closer to enemy soldiers without being identified. Better training with technical programs and inter-personal communications augmented this, making the employees of the Mercantile Council some of the best covert operatives on Hyperion-131. A fight with them is never straight up, since any civilian who hasn’t run away could pull a gun at any moment.

Weaponry
The Private security employed by the Council use civilian self defense weapons, designed for home defence, or for enjoying on the shooting range. Inferior to most military equipment, it does allow Private Security to blend in far better in the very tense atmosphere of Hyperion-131. The FRD Inc use their own designs, either the “Lockload” submachine gun, modelled on the Azkahanti Valiant Assault rifle, though trading rate of fire for ease of construction, since FRD Inc cannot afford a gunsmith per each piece. A captured Haverfeld Mark 3 allowed the creation of the Francesca rifle, almost as effective, though some range was lost in the creation process.
>>
>>1626252
Its going to start of at squad level. The situation on Hyperion 131 means really heavy stuff can't be deployed, since no-one is meant to be fighting. It does depend on what faction is chosen as to how large things will ramp up. Barhil and I.E.F will remain squad level most of the time, with occasional bigger stuff. Azkahanti will have far more friendly NPCs to represent the militias and conscripts they use. The Mercantile Council will be more covert, with a clear set up phase before you engage.
>>
>>1626252
However, there are mechanics for far larger battles, though its harder to do over 4chan. And to represent on a map
>>
are we supposed to chose the same faction?
>>
>>1626258
Well yeah. Its currently tied between Council and Collective.
>>
>>1626258
The game will be different depending on what you choose.
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>>1626248
>hexcom

what a curious pun.
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>>1626263
+1 vote for the Council then.
>>
>>1626197
well i didnt change my mind
but the IEF is my second vote
>>
>>1626254
Neat. If you ever want to talk shop with other designers and players, come visit the #Skirmish channel on rizon. We're pretty friendly.

>>1626263
I'd like to start with something with a bit of room for error, and I don't know whether to think the Collective or the Council is safer in that regard. Going by the descriptions, the former has nasty units with unremarkable mobility, while the latter has to be judicious with the fights it takes but has setup time and a diferent win condition.

I'm kind of leaning toward the Collective though.
>>
>>1626273
I'm sticking to my vote for operators operating operationally (for the dosh) over the poor dying bastards (with the robot army).
>>
>>1626273
https://docs.google.com/document/d/1QRqOak66lWc6FI_PW3VG0m6HCahwSRpZGygBS_Ztwhc/edit?usp=sharing

Here is the Character Gen. Collective are more focused on adapting to the situation (Able to buff up others while sacrificing other stats), while Council set up and often the fight is secondary to the actual objective, with some buying time for others to accomplish something

Rules
https://docs.google.com/document/d/1BnXk7Z6e9SsFZjrMTKCKizBZe67I1SHX4paoAui2tjY/edit?usp=sharing
>>
>>1626282
Is it intentional that certain profile and faction choices do not have the option to receive a melee weapon?
>>
So i'll just copy pasta the stuff from the doc and modify accordingly right?
>>
>>1626286
Yes. If you do not have a melee weapon, you simply use your strength, unmodified. Melee weapons only offer a bonus. This represents knives, rifle butts, robotic fists etc.
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>>1626287
Yes. I think we can assume Collective has been chosen? Since its 3 to 1 currently. Once we have 4 character sheets, I'll post the map and mission brief.
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>>1626289
Shit meant Mercantile Council
>>
Any chance we could tempt you into offering a mission brief first, so as to know what to prepare for?
>>
>>1626282
what are credits? in the trust of the council skill?
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>>1626293
Credits can be used to bribe NPCs or purchase items inbetween missions. Effectiveness of Bribes will be made clear in breifings. (A Collective Drone will say no, but an Azkahanti Conscript would jump at the chance to make some money) Think of it as the agent being given a small discretionary budget. Purchasable things include black market intel, special equipment, maybe even weapons from other factions that normally won't be available.

>>1626292
Sorry, no. No designing characters for a specific situation. What I will say is that you will probably need a mix of FRD and Private Security, and you will start of neutral, not being attacked, though certain actions may change this.
>>
>>1626289
>>1626291
What d'you want in our Name field?
Also, can gear loadouts be changed pre-mission?

>Sheet like this?:
Private Security
Move: 6
Str: 7
CQC: 7
Shoot: 9
Morale: 7
Tech: 15
Speech: 12
0/6xp
"Lockload" SMG- Rng10 Dam2 (Shots2). Semi-Auto Fire- Each Hit counted as 2.
-Suppressor
[Just a Civilian]
>>
>>1626296
Weapons can as can special equipment. However, most weapons will be useful in all scenarios. As for names, go nuts.
Writing up the Mission Brief once I've gone and gotten myself some food.
>>
>>1626296
Just put your class in the name. So (Private Security) or (FRD Inc)
>>
Can u give me a name example so i can roughly know what type of name i should give my character plz
>>
>>1626307
Im changing my name over to what Im going to be posting as for missions, since we now know what factions we are playing. He has a profile and may be appearing in some missions later on.

Movement:7
Str:7
CQC: 10
Shooting: 11
Morale: 12
Tech: 14
Speech:18
0/13 XP
Brackenridge Custom "Gunslinger"- Rng 7 Dam 2 (Shots1).
Scanner
Suppressor
[Just a Civilian]
[An Investigators Privilege]

this is indeed a look at higher level Council Characters
>>
>Is this good?
Mercantile Council

Private Security

Movement: 5
Strength: 7
Close Combat: 7 + 2
Shooting: 7 + 2
Morale: 7
Technical: 14
Speech: 12

XP: 0/6

FRD “Francesca” Laser Rifle- Range 11 Damage 3 (Shots 1)
Armour Pen (Level 1)- Ignores 1 level of Armour

Trust of the Council- Gain 4 credits at the start of the mission to use as you see fit. These are cumulative. (if you don’t spend them you keep them for the next mission, in addition to the 4 you receive)

Armour- Gain 1 point of armou
>>
Private Security

Movement: 5 +2
Strength: 7 +1
Close Combat: 7 +1
Shooting: 7
Morale: 7
Technical: 14
Speech: 12

FRD "Lockload" Submachine gun

Just a Civilian

Suppressor
>>
>>1626315
Seems fine. Just update your close combat and shooting to the final amount.
>>
>>1626318
Just add a name, and we are good to go!

>>1626320
Your implant is put as a +2, since you can change it after the mission brief, but before deployment. But apart from that great!
>>
Any particular reason Private Security totals 59 points while FRD totals 55? Makes FRD seem a little odd. Even with +2 points from an implant, you're at less total stats than a private contractor.

>Be FRD
>4 Points (+2 move, +2 shoot)
>Predictive Implant, +2 Points, +1 XP Req.
>+1 Move, +1 Shoot

Move: 9 Str 8
Close: 8 Shooting 11
Morale 8
Technical 9
Speech 8
XP 0/7
>

FRD “Francesca” Laser Rifle- Range 11 Damage 3 (Shots 1)
Armour Pen (Level 1)- Ignores 1 level of Armour

>Predictive Implant
>EM Rounds.
>>
Mercantile Council

Private Security

Movement: 5
Strength: 7
Close Combat: 9
Shooting: 9
Morale: 7
Technical: 14
Speech: 12

XP: 0/6

FRD “Francesca” Laser Rifle- Range 11 Damage 3 (Shots 1)
Armour Pen (Level 1)- Ignores 1 level of Armour

Trust of the Council- Gain 4 credits at the start of the mission to use as you see fit. These are cumulative. (if you don’t spend them you keep them for the next mission, in addition to the 4 you receive)

Armour- Gain 1 point of armou
>>
>>1626320
Also, your XP requirement is increased, not decreased. So its at 0/9 not 0/7. Fluff wise, the Implant allows you to adapt your stats, but you have a slightly harder time learning.
>>
ty
>>
>>1626324
Sorry Sir, I had my movement tallied wrong, hence the deletions.

Standard XP req is 0/6 so going up by +1 shoul be 0/7, yes? 0/9 is also perfectly acceptable, but then I must confess to not quite understanding your math, Sir!
>>
>>1626322
Because the FRD have skills that are more useful over all. It is possible to complete a mission without speech or technical. However, having a higher base shooting and CQC is better, same for movement. Low movement can kill you if you can't reach cover.
>>
>>1626327
You are FRD. Frd have an XP rating of 0/8
>>
Ah, I see the line break now. Hah, formatting will kill you in any dimension. Correcting. Apologies.

[Terask]
Move: 8 Str 8
Close: 8 Shooting 12
Morale 8
Technical 9
Speech 8
XP 0/9
>Inv:
FRD “Francesca” Laser Rifle
R- 11 D - 3 S - 1
AP1

>Predictive Implant [+2 Stat / +2shoot]
>EM Rounds [Shoot to Bypass]
>>
>>1626303
Right then. So, about that breifing, Investigator?
>>
yeah let's get to it
>>
>>1626337
Same as the briefing every week.

"Hey Paws! Go babysit a bunch of corp-goons playing soldier with real weaponry. If they snuff it, it's coming out of your pay".

Slipdrives and droneminds, I don't mind saying this: You guys are. . . okay, but that last batch? Six trust fund kids with submachine guns trying to do "covert ops" and *one* of them brought a trenchcoat.
>>
File: Dorian.jpg (333 KB, 453x1000)
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Rollcall
[PS1] Vload
[PS2} ?????
[FRD1] Teraskine
Right, come in, come in. Sit down, don't eat all the biscuits. Gets yourself drinks, relax. Now, on to the matter at hand. We have recently lost a pre-fabricated extractor, and we have managed to work out who took it. We were suspecting the I.E.F and their fleet of pirates, but it turns out that actually the Azkahanti decided that they had more need of it than us, so sent a boarding party across and jettisoned it down to an unknown location. So we are asking you lot to find out where it is. Now we have a standard meeting with the Azkahanti delegation at their quarter in the capital city. So we are going to take the chance to have a look at their records.
>>
File: Mission Breif Map.jpg (722 KB, 1600x1043)
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Now you have a few different things we want you to do. Firstly, in the North East Quadrant. There is a vault, which we think contains the hard copy of their records, to be sent off-world. Stealing those will get us the information, with no issues with decryption on sight, or getting through firewalls. The archives in the South, those should have the information as well, but you'll have to get through what the Azkahanti call Firewalls.
>Dorian pauses and smirks
You should have no issue. Now in the entrance to the atrium, we have detected a storage container of Francium-223. We need you to plant a radiation emitter on it, which will degrade the Francium down to unusable levels. Finally, the ambassador, while expendable, was expensive to train up. So when you start getting shot at please stop him from getting killed. Hes got a protection vest, and a sidearm, but I shudder to think of him actually shooting it.
>>
>>1626347
quick question
the -1 and -2 on the map are armour pen required to shoot through?
>>
Uh-huuh.

Sir, these Azkahanti on the ground... That going to be the standard chaff, or is the delegation one of those high-flying actually-trained-for-this crack squad of bluebloods?

And how do we get out out once we have the goods and half the quarter is bearing down on us? Please tell me its not the lowest bidder evac transport team again. Last time, we got stranded in a swamp while taking fire because we had to suddenly negotiate for extra weight allowance.
>>
Now, as for what will really annoy those Azkahanti snobs and what you will be facing. We estimate there will be Urban Militias protecting most of the doors. Barely soldiers, but they put out a lot of shots. There are 2 Lords on site, the Demarcen siblings. To give you an idea of the mood of the troops there, the only reason these two are there is because they summarily executed an entire squad of conscripts for not saluting fast enough. The Azkahanti might be bastards, but even they draw the line at senseless killings for no good reasons. So these two might take a while to react, due to them sulking, but when they do start up, make sure your ready. Eloise Demarcen is a duelist, and her brother, Sebastien, used to hunt. So just be aware.
Now the Red doors, they are electronically locked, so you'll need to Bypass them. The Green doors are fine, they'll automatically open. If you FRD boys leave zone around the meeting room, you might trigger the alarm. Now, you Private Security, you have free reign. Oh also, Vload, I know you have some cash to flash. The Urban militia will most likely say yes, they're paid jack shit. Don't try it with the two Lords, they have a higher income in a month than your annual salary.
>>
then i guess i'm paid pretty good
>>
>>1626343
Zi, Askvig. It's Zi. For the fifth time. Yeah, just like those silly IEF pronounce Zed.
>>1626341
A trench? Really? Next you'll tell me they wore sunglasses inside, too.
>>1626347
>>1626352
Couple questions here.
Ambassador going to be with us, or off in some hard to find place like a normal politico?
That emitter, how close does it need to be?
And, where can we go without the local goon-squad giving us the stink eye? Anyplace the doors will open for us?
>>
>>1626350
Thats a representation of the difficulty shooting through it. Our TAC-analysis program was made by a teenage prodigy, so he went a bit gamey to simplify things.
>>1626351
Fair point. You can call for Evac at any point, and you'll be delighted to hear its an FRD evac shuttle. Once called in, the evac zone will be shown, in Zone 1, and you'll be fast roped into the shuttle. Now we know they have nothing that can scratch the shuttle, but don't take too long, otherwise something serious might turn up.
Any more questions?
>>
>>1626355
The Ambassador is going to hit the deck till evac arrives, but he will run if you tell him to.
Just drop the emitter on the pile of cargo. It'll orient itself to point at the Francium.
You have free reign, just don't open any locked doors, or shoot any guards.
>>
>>1626356
No, Sir!
>>
>>1626357
Do we have enough emitters on hand for the whole lot of us to carry one? Be nice to have some flexibility for that objective.
>>
Any chance you squirreled away some high ex grenades around here? Frags? Defensive incins? EM shockers? Concussive? I'm running out of fingers here. Anything explosive at all?

Mass crowd of militia responds badly to explosive shockwaves, but all my usual gear is caught up in shipping control. Some thing about tripping a bunch of watch lists.
>>
>>1626360
We have one. This sort of thing is frowned upon when it can disable Jump engines. Decide amongst yourselves whose carrying it.
>>1626361
This isn't some backwater terrorist suppression, this is the capital of a contested territory. Anything heavier than your normal weapons will get us thrown out. Also, if we did, we would set a precedent, and the Collective, I.E.F, and the Azkahanti have heavier things than us. We will unlock the armoury when you've found the location, and we go to get it back.
>>
Oh one more thing. In the North West, is the generator for most of the complex. Taking it out will shut down the electronic locks. You can bypass it, or just shoot it, I don't care.

Ahhh, we have a proper tac scan. 16 militia assigned to the base, then the two Lords. And we don't know who they are sending to negotiate. It could be a diplomat, or it could be a Lord, tooled up to the teeth with "ancestral" weaponry.
>>
>>1626366
well
that ain't good
>>
I know, it's not like we want to cause an incident. But if was just if we happened to have, oh, 20 bags of... fine, you can all stop looking at me now. I don't like collateral any more than the next triggerhappy maniac.

Right, anyhow, knowing what we know now I think I'll bring along the old Lockload and some AP rounds.

Let me just turn this predictive AI on for a second here, excuse me if I end up on the flloooraaaah why does it smell like pineapple and mint---argh-okayokayokay

Give the thingymabob to me. I've gotta wait for the rest of you to get into position anyway, and one you're good you can access the archives. Breaking through their security is going to raise the alarm anyhow, so fine time to plant the radiation emitter.

>Change to submachine gun, grab AP rounds.

[Terask]
Move: 10 Str 8
Close: 8 Shooting 10
Morale 8
Technical 9
Speech 8
XP 0/9
>Inv:
FRD “LockLoad” SMG
R- 10 D - 2 S - 2
AP1, Semi Auto

>Predictive Implant [+2 Stat / +2Move]
>AP Round
>>
Okay I'll start the actual skirmish in 45 mins, any who join after that will enter as a back up team the second turn after the shooting starts.
>>
File: Mission 1 First Turn.jpg (771 KB, 1600x1180)
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Okay, you're in. Move freely around, start scouting, get into position. I'll radio updates as they come in.
[TURN 1]
1.[PS1]
2.[PS2]
3.[FRD1]
>>
>>1626412
Right you two. Vload, Zi. Do your thing. With the hustle and the bustle. Just give me a nod when you want me to start putting absolutely everyone in the ground. I need to wander around until then and my earn executive protection checks.

Nice place they have here. Nobles must spend a fortune on cultivated greens. Good avenues of fire, too.

Well, I'll stick with the ambassador for now. You two. . . professionals . . . get to work.

>move 6, 6, 4, 4
>Interact: Look at that Azkhahanti ambassador talking to our guy. Did it bring a lot of ancenstral weaponry or how does it look?

[Terask]
Move: 10 Str 8
Close: 8 Shooting 10
Morale 8
Technical 9
Speech 8
XP 0/9
>Inv:
FRD “LockLoad” SMG
R- 10 D - 2 S - 2
AP1, Semi Auto

>Predictive Implant [+2 Stat / +2Move]
>AP Round
>>
>>1626412
"I hear good things about the library here, I suppose I'll go have a gander."
>Move 8 8 8 2
>Move 8 8 8 8
>-Intentionally not running full speed. Just walking along.

Zi
Private Security
Move: 6
Str: 7
CQC: 7
Shoot: 9
Morale: 7
Tech: 15
Speech: 12
0/6xp
"Lockload" SMG- Rng10 Dam2 (Shots2). Semi-Auto Fire- Each Hit counted as 2.
-Suppressor
[Just a Civilian]
>>
>>1626412
Sorry I'm late. Had to use public transport.
I take it the shooting didn't start yet? Good.

>Deploy in Zone 1

FRD Inc Mercenary
Movement: 8
Strength :8
Close Combat: 8
Shooting: 10
Morale:8
Technical: 9
Speech: 8
XP: 0/8
FRD “LockLoad” SMG
R- 10 D - 2 S - 2
AP1, Semi Auto
[Irregular] - Spend an Action to enter hiding (Impose a -2 to hit with shooting when in cover)
[Armor 1]
>>
"Waiting in the wings."

Private Security
Move 5
Strength 7+1
Close 7
Shoot 7+3
Morale 7
Tech 14
Speech 12
XP 0/6
Civilian Self Defence rifle- Range 8 Damage 1 (Shots 3)

Automatic Fire- Each hit is counted as 3

Trust of the Council
AP Rounds

>>1626648
We'll be the backup. >>1626377
>>
File: Mission 1 First Turn.jpg (766 KB, 1600x1180)
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>>1626684
>>1626648
>You both walk into the slum house the Council have brought as a covert-command station. Dorian looks at the two of you, then tosses you a small plastic case, about 1x1x1 m.
"The Ambassador wasn't feeling safe so he donated a bottle from his cellar to get you in. Trooper Teraskine will meet you at the entrance. Berthold, stay outside the conference room. Indie, help Zi and Vloak get set up."
(You will arrive in Zone 2 the start of the next player turn)

>>1626478
>The Urban Militia look tired, and haggered, but their uniforms and weapons are sparkling clean. A few shoot glances at you as you briskly walk past them, but none speak to you.

>>1626423
>The two ambassadors look up as you enter, and the Askahanti raises one delicately drawn eyebrow. The Council ambassador smiles at you as you enter.
"Ah, trooper, could you head to the Plaza entrance just north of here? Our gift for the Ambassador is being walked in, and someone needs to be there to receive it."
>>
Scans >>1626366 indicated 16 militia, so 3 are unaccounted for on the TacMap. Best case, they're out attending to the Nobles, but they could be in a cellar or something. Stay alert, P-Secs.
>>
File: Mission 1 First Turn-1.jpg (769 KB, 1600x1180)
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>One of the Militias collapses in front of you, sweat pouring off him. his gun clatters to the ground. The other Militia look, but do not move.
>NPC Turn finished.
>Indrie and Berthold arrive

[PLAYER TURN 2]
>>
>>1626871
I wonder what ambassadors do,,,

>Move 2S 2E 4S
>Move 4S
>Eavesdrop

FRD Inc Mercenary
Movement: 8
Strength :8
Close Combat: 8
Shooting: 10
Morale:8
Technical: 9
Speech: 8
XP: 0/8
FRD “LockLoad” SMG
R- 10 D - 2 S - 2
AP1, Semi Auto
[Irregular] - Spend an Action to enter hiding (Impose a -2 to hit with shooting when in cover)
[Armor 1]
>>
Rolled 10 (1d20)

>>1626871
Well. Either these guards are dead on their feet, and I may earn a touch of goodwill; or this is a trap, and I'm getting fed to a woodchipper tonight.
>Move 8 8 7 7 8
>Interact: Verbally rouse the fallen guard.
"Hey, took a bit of a spill there, buddy. You alright, needing a doctor or anything? Can you stand?"

Zi
Private Security
Move: 6
Str: 7
CQC: 7
Shoot: 9
Morale: 7
Tech: 15
Speech: 12
0/6xp
"Lockload" SMG- Rng10 Dam2 (Shots2). Semi-Auto Fire- Each Hit counted as 2.
-Suppressor
[Just a Civilian]
>>
>>1626781
I have to go sleep. Anyone who wishes can bot me.
>>
1626991
Indrie puts a hand on Berthold's shoulder.

"That's a window, friend, not a door. I don't blame you for sleeping through the lectures on Askahanti architecture. Lucky we have the layout in our briefing." >>1626347
>>
I am dropping off to bed as well in a bit. I will be checking this around 1300 GMT.
>>
>>1626347
I notice a computer in the NE is circled that doesn't seem to be mentioned in the briefing. What's that about?
>>
>>1626871
"Yessir. I'm certain Their Ambassadorial Self will appreciate it your generousity. "

>Snap a quick salute, smile at the Azkhahanzi ambassador.
>Move 8, 8, 2, 2, 2, 2, 2, 8, 8, 8
>Move 2, 2, 2, 2, 6 6 6 6 6 6

"Ah, finally - hey you two. Got a package for me?

This building just north is one of their archives. Maybe I take this package to the Ambassador, you have a look-peek inside their archive?
>>1626347 here, marked out the little goodies for ya.

Good to see you , Berthold. Was getting worried I was the only one knew how to handle gun 'round here.

Indrie, you're. . . also here. Which is. . . also good. Think you can wire down those access doors?
[Terask]
Move: 10 Str 8
Close: 8 Shooting 10
Morale 8
Technical 9
Speech 8
XP 0/9
>Inv:
FRD “LockLoad” SMG
R- 10 D - 2 S - 2
AP1, Semi Auto

>Predictive Implant [+2 Stat / +2Move]
>AP Round
>>
>>1627363
One more 2 to get you around that corner.

"Breaking my heart, Paws. Yes, I can wire them. Carrying a library to evac may be harder."

>>1626871
>Estimate how many people it will take to carry the hard records.
>Look at windows NE and SE. Bustable with AP rifle fire?

Private Security
Move 5
Strength 8
Close 7
Shoot 10
Morale 7
Tech 14
Speech 12
XP 0/6
Civilian Self Defence rifle- Range 8 Damage 1 (Shots 3)
Automatic Fire- Each hit is counted as 3

Trust of the Council
AP Rounds
>>
>>1627351
>>1626366
See this. We received an updated tac scan part way through the briefing.
And you are looking for a single small box of papers. We only need the records for the last month of orbital operations.
>>
>>1627363
do you want to check that movement? You are currently running up and then backwards down to ending ontop of Vload.
>>
>>1627430
The windows are made of glass. So yes.
>>
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>>1627500
What's this computer, though?
>>
>>1627516
But not barred or visibly reinforced.

That's maybe excellent. Makes grab-and-smash an option, if their records really are so well-kept. It's in the Council's interest not to leave a trace, though. Opportunities like this will be harder to come by if we make a spectacle of things.

Now, how long does that radiation emitter need to be active to be effective? We don't necessarily need the stuff neutralized (unless we do). Could be enough to leave them with a faulty product that's liable to fail at an inconvenient time.
>>
>>1627789
You recall how it is a window, right? Just open it. Rig a slip-knot on the lock with a line, and you can close and lock it behind you. Very hard to trace.
>>
>>1628200
I was looking the windows as a quick exit if the operation goes loud elsewhere or the vault is alarmed, but that's potentially a good idea too.

My ideal, though, is to accomplish all objectives without interrupting the ambassadors or calling evac. Commit the report to memory one way or another and reclaim the emitter before we leave.
>>
>>1626426
sorry guys i fell asleep

>2 8 8 8 8
>Look around. Is anything out of the ordinary?


Movement: 5
Strength: 7
Close Combat: 9
Shooting: 9
Morale: 7
Technical: 14
Speech: 12
XP: 0/6
>Inv
FRD “Francesca” Laser Rifle
R11 D3 S1 AP1

>Trust of the Council [+4 credits / mission]
>Armour [+1 armour]
>>
>>1627295
Why would they make windows that look exactly like doors.

Why.

>>1626871
Change the moves in >>1626991 to:
>Move 77888887
>Move 66555544
>>
>>1629238
'Cause they want to mess with ya. Nobles, man. Ain't got no sense of right and wrong.

>>1627509
What, that's preposterous. I'm a trained professional, Investigator! I---- sonnarailgun...

>>1626871
>>1627363
[This movement is awful. Can we possibly make it:
>88, 22222, 888
>88888, 44444
>Sorry! Used to a different movement system for numbers.
>>
>>1628944
actually change movement to
>1 8 8 8 8
>>
And now we're all doing it! This'll be a mess. I appreciate the possibility of remodelling my awry path, but if it's a headache please don't waste extra energy. Consistent overrides is one of the hardest things to manage.
>>
>>1627536
I'll just check that for you. Apologies, the Council is fairly new to this whole, being a proper military thing.
>>
>>1629240
Trooper, are you sure you want to head into the Atrium? Their HQ is in there, they won't like you going near it.

This movement system is annoying I agree. We are going to switch to compass points after this turn is done
>>
>>1627536
Ah got it. That Computer controls the Vault door.
>>
>>1629264
No, Sir! Don't want to enter the Atrium! The Demarcen siblings are likely in there!

I wanted to meet Berthold and Indrie to pick up that package. But somehow my brain is confusing going north for going west. I blame my faulty implants. I think they're miscalibrated because I set the thing to override my locotomotive proprioperception.

I can't seem to. . . walk right!

>Oh god I meant 2*5 not 8*5. I usually operate in hexes. I'm so sorry.
>>
>>1629273
Yeah we are going to Compass points. I have no idea why i chose this number grid thing. Maybe sleep deprivation,
>>
>>1628944
>>1629242
>>1626871
>>
>>1629264
>>1626871
ah okay
shit
>>
>>1629288
It will happen this turn. Nothing particular happened, so you won't miss much.
>>
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>>1626997
>The Militia man rolls over onto his back, sweat pouring off his face. He is most likely suffering from heat exhaustion.
>>1627363
>The small crate is on the ground next to Indie.
>>1628944
>All the Militiamen are avoiding eye contact with you, though they are still keeping watch.
>>1626991
>You hear low voices, before a laugh. Things seem to be going well.

[STARTING NPC TURN}
>>
File: Mission 1 Second Turn-2.jpg (774 KB, 1600x1180)
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>The Militiamen scatter back into the library, the door closing behind them.
>One moves behind the plant to the north.
>Zi hears an angry female voice yelling form inside the Atrium entrance.

[PLAYER TURN 3 BEGINS]
>>
>>1629308
Investigating...
Command, this is indeed a door, not a camouflaged window.

>Move 1S 3E
>Eavesdrop

FRD Inc Mercenary
Movement: 8
Strength :8
Close Combat: 8
Shooting: 10
Morale:8
Technical: 9
Speech: 8
XP: 0/8
FRD “LockLoad” SMG
R- 10 D - 2 S - 2
AP1, Semi Auto
[Irregular] - Spend an Action to enter hiding (Impose a -2 to hit with shooting when in cover)
[Armor 1]
>>
Will they attack me if i go in the atrium?
>>
>>1629308
This is Teraskine, I've got the bottley gift for their ambassador. Indrie, Vload, I think I can hassle the poor militia over there and get you an opening to get into the archives.

Tension is running a bit high out here, too. Think the Demarcens might be running these unpaid grunts a bit too sternly.

>Move E E E N, grab the [Gift],W W W W
>Move W W W W, N N N, W W
>Stare at the militia.

Where do you want this? Bottle? Wine. Expensive. Gift. Ambassador thing.

[Terask]
Move: 10 Str 8
Close: 8 Shooting 10
Morale 8
Technical 9
Speech 8
XP 0/9
>Inv:
FRD “LockLoad” SMG
R- 10 D - 2 S - 2
AP1, Semi Auto

>Predictive Implant [+2 Stat / +2Move]
>AP Round
>>
>>1629328
You are Private Secruity, you're fine. In this mission, the [Just a Civilian] Skill means you will continue to be seen as a civilian and not a threat after any alarm is sounded, though you don't have it.
>>
>>1629337
but i chose the other skill
>>
>>1629308
Mother always said that punctuality was my greatest strength. We didn't get along very well.
(still open for characters?)

[Pagal]
Movet: 5 Str: 7
Close: 7 Shoot: 7
Morale: 7
Tech: 14
Speech: 16
XP: 0/6

FRD "Lockload" Submachine gun
Range 10 Damage 2 (Shots 2)

Just a Civilian
System Breaker
>>
>>1629358
Yes. In this mission you don't start hostile. So not having the Civilian skill will not affect your ability to move around. If you did have it, if the alarm goes off, you would not be attacked till you attacked. Its fine to move around, only FRD will be stopped. (cause they are rough and tough mercs)
>>
Paws, can u give me the thingy im thinking of bribing the guard closest to the francium
>>
>>1626241
You don't speak of the cabal!
>>
>>1629399
Right, good thinking. I'll pass it to you in a moment. Let me just finish starring at this guy.

psst Indrie

psst go Indrie
>>
>>1629308
Can I join in?

Final stats will look like...
Movement: 6
Strength :8
Close Combat: 8
Shooting: 10
Morale:9
Technical: 9
Speech: 11

>Gear
FRD “Francesca” Laser Rifle
R11 D3 S1 AP1


>Skills/misc
[Predictive implant]
[Armor 1]
>>
>>1629308
>>1629485

i'll wait
>look around
>try not to look suspicious while walking in a circle

Movement: 5
Strength: 7
Close Combat: 9
Shooting: 9
Morale: 7
Technical: 14
Speech: 12
XP: 0/6
>Inv
FRD “Francesca” Laser Rifle
R11 D3 S1 AP1

>Trust of the Council [+4 credits / mission]
>Armour [+1 armour]


>>1629525
i guess u can
>>
>>1629543
If only you could answer for the QM eh?
>>
>>1629548
You are part of the back up team coming in once the shooting starts.
>>
>>1629566
Sounds good
>>
>>1629566
Oh, really? Am I on that team as well?

I really should have been a doctor. It was my life dream, you know?
>>
>>1629663
Just think of all of this as long range lead injections for curing a sexually reproducing viral condition. I'll sign off on your medic credentials, but no calling yourself bullet doctor.
>>
>>1629308
>Haul the Militiaman to his feet, sling an arm over my shoulder.
>Drag/carry him 3W, 3S, set him in one of the desk seats.
"You look awful, let us get you inside where it's a bit cooler, ok?"
>-Yes, leave his rifle on the ground outside.

Zi
Private Security
Move: 6
Str: 7
CQC: 7
Shoot: 9
Morale: 7
Tech: 15
Speech: 12
0/6xp
"Lockload" SMG- Rng10 Dam2 (Shots2). Semi-Auto Fire- Each Hit counted as 2.
-Suppressor
[Just a Civilian]
>>
>>1629663
Yes.


Turn ends in 30 mins
>>
>>1629525
What is your implant adding to this mission? please write it as a modifier, not in the base stat.
>>
>>1629714
See, shooting was never a strong point. Infact, I'm scared of guns. I only pack that thing to spook anyone trying to get handsy, it's not even loaded.

Just got a call from a client of mine, good thing I didn't sign this here contract yet. He's offering me five times the pay for an upper-crust bodyguard job, beach party. See you around!
> Pagal exits stage left

Hopefully this character will better suit, I didn't know that I was being deployed as fire support:

[Jori]
FRD Inc Mercenary
Movement: 6
Strength: 10
Close Combat: 8
Shooting: 9
Morale: 9
Technical: 9
Speech: 8
XP: 0/8

FRD "Lockload" Submachine gun
R10-D2-S2-(AF2)

Irregular
AP Rounds
>>
>>1629853
You know there will be demons at that party, don't you? Because there definitely will.
>>
File: Mission 1 Third Turn-1.jpg (771 KB, 1600x1180)
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>>1629769
>The Militiaman is passed out completely, his face red and sweating. The Militia inside the library stare at you though the door, before looking away quickly
>>1629543
The Militia are making a point of not noticing you, or looking directly at you. One rearranges his collar slightly, and rests a hand on the handle of his gun.
>>1629336
The Militia man looks at you with alook of surprise on his face. He activates a small communicator on his chest, and speaks some Azkahanti battle cant into it.
>>1629313
You hear the Councils Ambassador recounting a story of when he caught a CFO of a company he was investigating for Fraud having sex with the CEOs wife. The two seem like acquaintances, if not friends. The Azkahanti then recounts a story of when at a party his sister managed to get two young lords absolutely hammered and then have them duel inside an anti-gravity field. The two seem unaware of the outside world.
>>
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>>1629912
when did this guy get there?
>>
>>1629912
Hey, is someone trying to actually get at the mission objectives? I've lost track of things.

>Continue to listen.

FRD Inc Mercenary
Movement: 8
Strength :8
Close Combat: 8
Shooting: 10
Morale:8
Technical: 9
Speech: 8
XP: 0/8
FRD “LockLoad” SMG
R- 10 D - 2 S - 2
AP1, Semi Auto
[Irregular] - Spend an Action to enter hiding (Impose a -2 to hit with shooting when in cover)
[Armor 1]
>>
File: Mission 1 Third Turn-2.jpg (786 KB, 1600x1180)
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>>1629769
>A Female Azkahanti walks into the library, and fixes you with a death glare. She is carrying a long blade, with a glowing green edge, and has a shimmer of a personal shield surrounding her.
"Step away from the lazy bastard. He doesn't deserve to be inside, not after this shameful display of loyalty."
>>1629336
The door next to you opens and a male Azkahanti with a rifle strapped to his back exits. He goes to take the gift.
"I'll keep that for the Ambassador. Im sure he doesn't want to be disturbed."

>>1629929
See>>1629308
>>1629932
Wait for turn to begin.

[PLAYER TURN 4 BEGINS]
>>
>>1629939
good he left
>>
>>1629951
She*.
>>
>>1629952

oops
>>
>>1629853
No, you damnable loon! beach parties never end well in the bodyguarding business, don't you know anything-- you'll be up to your neck in clone troopers in five minutes flat, it'll be a mess.

>>1629912
Hm? Yeah? I... I thought so, chum. Figure you could sort out--

>>1629939
Hey! Your most Exhurberant Lordshipness, of course not. I'd never want to disturb, your most regalicious splenderificiness.

but it's just, err, you see, err. Err.

I... need a... receipt, of delivery yes, your most pulchindrutious regality.

Can you sign for delivery? Please? You know how it is, Sir. The rest of us can't rely on the Divine Monarchial Mandate, so paperwork needs must.

>Helpfully insist on recieving a receipt for this delivery
>No really, I must have a receipt, Sir. It's... protocol. Please?

[Terask]
Move: 10 Str 8
Close: 8 Shooting 10
Morale 8
Technical 9
Speech 8
XP 0/9
>Inv:
FRD “LockLoad” SMG
R- 10 D - 2 S - 2
AP1, Semi Auto

>Predictive Implant [+2 Stat / +2Move]
>AP Round
>>
>>1626347
>>1629932
im actually trying to plant the emmiter
while you are listening to random dudes lol
>>
>>1629939
>Continue to eavesdrop
>>
psst, can *someone* get in that archive while no one is looking at the door? I can only fib so much, and nobility makes me nervous. They have enough money to buy my entire contract six years down the line.

You don't hire Paws for my acting talent, people. Indrie, do something. Vload. Either of you two. Just like, get in the door. Nab the paperwork.
>>
>>1629932
PRIMARY
Get the records- Hard copy in the vault
Digital copy in the Archives

Plant the Emitter in the cargo in the Artium
Keep the Ambassador Alive
Evac via the shuttle

SECONDARY
The Generator computer can be Bypassed or destroyed to shut down all electronic locks on the level.
The Vault has a computer near it that opens the vault.
>>
>>1629967
Hey, it's not my fault I'm bristling with weapons and generally look like a person you'd want as far as possibe from anything you consider valuable.

Well, it is kinda a bit my fault, but still.
>>
>>1629980
I have to ask, where did you get this fine map?
>>
>>1629977
i think the hard copy is heasier to get
>>
>>1629977
and i think indrie is R.I.P.
>>
>>1629990
This one is from people called Armored Cartographers. But I got it from a large bunch of maps designed to be used in Edge of the Empire.
>>
>>1629980
also the guy with the ambassador is he diffrent than the others?
>>
>>1630010
He looks like a Lord. He has a sword at his side, and seems fairly high ranked.
>>
>>1629999
The hard copy should be easiest. Which is in this building just north east. You can practically walk right in and get it. Doors not even secured. Just gotta fiddle with the locks, I guess, to get the vault open. You'll be a hero, man. An underpaid, somewhat grubby hero. But a hero! Then get the transmitter from me, and we're home free.

Or if you'd rather something else, we'll work with you. I kinda overthought this entire "distract the guard thing", and Indrie is really letting me down right now. For shame, Indrie!

>>1629981
Eh, your handsome mug would be welcome anywhere Berthold. Don't be so modest.
>>
>>1629967
You know Paws has it, right?
>>1629977
>>1629980
And yes, I'm working at getting into the Archives for the digital copy, but I have a Lady all up in my buisness here. And guards everywhere. Might need to hang out until you lot start a ruckus or something.
I was hoping for a few seconds alone with this guy and his keys, but that duelist is quick.
>>
>>1629939
Had a late night, sorry.

"Thought I'd be dropping in on something hot... would have brought something more covert. Heading to vault."

"Vload, draw the eye of the guy SW of you somehow, and I should go unwitnessed."

>WWWWN
>NNEEE
>-Hope stairs put me out of viewing level of that window W


Private Security
Move 5
Strength 8
Close 7
Shoot 10
Morale 7
Tech 14
Speech 12
XP 0/6
Civilian Self Defence rifle- Range 8 Damage 1 (Shots 3)
Automatic Fire- Each hit is counted as 3

Trust of the Council
AP Rounds
>>
>>1629834
It was adding +2 to speech, but if I'm to be in reserve as a Frontline trooper I would prefer to add to strength/shooting, if you'd let me I'll make the adjustments and post the updated sheet.
>>
>>1630080
Brilliant, you reckless corporate goon. Almost let me down there for a minute. Knew I couldn't count on you. Could count on you. Could. I meant to say could.

>>1630074
Excellent. And also not. Maybe she wants to violently hurt that poor militia man for sport. You're probably inteferring with her most dangerous game.

I'll pass the emitter to Vload next, he can plant it in the atrium area and then we're home free.

Would you /like/ me to start a ruckus?
>>
Rolled 1 (1d20)

>>1629939
"Sure, Lady, medical condtions clearly bow before loyalty and duty, right? Not my buisness how you handle your staff, discipline away."
>Back away 1S, 1E, turn and walk 2E, 1NE, 1E
>Sit down at the library console and begin looking up something innocuous, like the minutes from the last ambassorial meeting.
>-Not sure if I need to roll, and if so, vs what, but have one just in case.

Zi
Private Security
Move: 6
Str: 7
CQC: 7
Shoot: 9
Morale: 7
Tech: 15
Speech: 12
0/6xp
"Lockload" SMG- Rng10 Dam2 (Shots2). Semi-Auto Fire- Each Hit counted as 2.
-Suppressor
[Just a Civilian]
>>
>>1630105
Not yet, I think. But hey, I'm [just a civilian], got no part in the violence and military action. I'll leave it to the discretion of the proffessionals.
If only we had some.
>>
how do i roll a die?
>>
>>1630200
In the options field, write dice+1d20

don't capitalize dice. vary the 1 or the 20 to get the amount of dice and the dice type you wish to roll.
>>
>>1630200
Write "dice+1d20" in the Options field.
>>
Rolled 13 (1d20)

>>1630074: >>1629399

>>1630123 hehe

>>1629939
>stuble and fall on the ground to distract SW guard wihout catching the SE guards attention
>Speech : if guard comes towards me i ask him to drag me towards zone 1 because i sprained an ankle

Movement: 5
Strength: 7
Close Combat: 9
Shooting: 9
Morale: 7
Technical: 14
Speech: 12
XP: 0/6
>Inv
FRD “Francesca” Laser Rifle
R11 D3 S1 AP1

>Trust of the Council [+4 credits / mission]
>Armour [+1 armour]
>>
>>1630083
as long as its before you enter, no problem
>>
>>1630215
shit i misspelled some stuff
>>
>>1630251
Final stats
Would denoting with a "+" work?
Movement: 6
Strength :9(8)
Close Combat: 8
Shooting: 10(11)
Morale:9
Technical: 9
Speech: 9

>Gear
FRD “Francesca” Laser Rifle
R11 D3 S1 AP1


>Skills/misc
[Predictive implant]
[Armor 1]
>>
I'm going to sleep. Please bot me if necessary.
>>
>>1630339
So thats a +1 to Strength and a +1 to shooting? Just use a + is fine.
>>
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>>1629969
>The Azkahanti ambassador begins to speak, in a more serious tone.
"I noticed you cam here with more people than normal. I do hope you aren't trying to pull anything. I'd hate to have to execute you as a spy."
>>1629963
>The Lord looks at you, cocks an eyebrow, then laughs.
"Can't begrudge the merchants their paperwork. Here."
>He takes out an ink pen out of a pouch and coughs. After a few moments, the militiaman kneels, and the Lord takes out a pad of paper and writes a note, before tearing it off and handing it too you. It reads
1 Ambassadorial gift was delivered to Sebastien Demarcen.
>>1630080
>A militiaman is sitting down, drumming his fingers in boredom on his desk. When you enter, he stands up and his hand moves to his gun, but when he sees your non-military attire, he relaxes. He watches you.
>>1630106
>The three Militiamen avoid your gaze as you enter. They seem fascinated by the wall, the ceiling, and anything but you and the door you just came through.
>>1630215
>The Militiaman looks around and makes a move as if to go towards you, before seeing the top of the Lords rifle to the north of you. He straightens up, and remains in place.

[NPC TURN BEGINS]
>>
File: Mission 1 Fourth Turn-2.jpg (785 KB, 1600x1180)
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>>1630464
>The Lord goes back into the headquaters.
>The Militiamen in the library return to their respective posts.
>The Unconscious Militiaman groans slightly, and you see him try to move.


[PLAYER TURN 5 BEGIN]
>>
One thing to make clear before moves are made. Doors are closed and will block sound unless a conscious effort is made to keep them open.
>>
>>1630480
i hate to be nit picky but there are two ps2-s in the image
i'm guessing one is frd2
>>
Excellent. Everything is looking up Teraskine. Bit of a harrowing moment there. Nobles alway gives me the creeps, especially that guy. Demarcen was it? Nice hair, but chilling personality.

Oh, I guess you're not the talkative type. Don't worry, Mr. Militia, I won't tell your bosses I just saw you nod agreement. Our secret. Thanks for taking care of this for me. Bum a smoke? Yeah? Not your kinda thing?

See ya, buddy.

>Move E E, S S S S S
>>Hand over [Emitter] to Ps1 Vload
>Move E, N, E E E, N N.
>Loiter around the door. Hum dum dum dum. Keep it closed.

Pst, Vload, here's the package Ixnay on the being spotted-ay. You go fix-ay the thing-ay and I'll take care-ay of Indrie-ay.
>>
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>>1630527
>Hits the tac display a few times.
>>
I am now on my phone i hope i don't have to write my stats every turn before combat begins
>>1630480

>get up "i'm fine don't worry". Recieve [Emitter]
>3S2W
>>
>>1630576
Its cool I have every char sheet saved
>>
>>1630480
Looking like these militia are paid shoestrings to be snappy and ornamental. We can use that. They'll probably hop to if you wave a document at them with the Lord's name on it. Hope that can get me into the vault.

>Pretend to say earpiece/whatever: "Yes, I'm here- what? Why can't you do it?" while turning and heading back WWWSS
>Take receipt from Paws.

Private Security
Move 5
Strength 8
Close 7
Shoot 11
Morale 7
Tech 14
Speech 12
XP 0/6
Civilian Self Defence rifle- Range 8 Damage 1 (Shots 3)
Automatic Fire- Each hit is counted as 3

Trust of the Council
AP Rounds
>>
>>1630604
Mistyped my trip.
>>
>>1630480
Is militia24 blocking access to the archives room, or just standing by the staircase?
>>
>>1630747
>The Militiaman looks at you. If you approach the stairs, he says "No access to the Archives."
>>
>>1630480
>Make some shorthand notes off whatever I'm reading.
>Move E, SE. Get rubuffed (>>1631092), shrug and move N, E, and sit at the other console.
>Maybe draw some more gibberish on my notepaper.

Alright team, I'm ready for that distraction whenever you are. Should be fine to sit here for a while, no one really looking at me yet.

Zi
Private Security
Move: 6
Str: 7
CQC: 7
Shoot: 9
Morale: 7
Tech: 15
Speech: 12
0/6xp
"Lockload" SMG- Rng10 Dam2 (Shots2). Semi-Auto Fire- Each Hit counted as 2.
-Suppressor
[Just a Civilian]
>>
Patiently waiting.
>>
>>1637126
same
>>
>>1638087
>>1637126
Im gonna do an update this evening, I had some stuff to do over Sunday-monday
>>
Yay
>>
Right before I update does anyone want to Bot Berthold? Hes outside the conference room listening in, so maybe reading back what he has heard might be good.
>>
>>1639082
It'd be nice if he could go in, serve as a proper bodyguard to the ambassador, but I don't know if FRD are allowed in there. I'd feel a bit bad about walking him into trouble.
>>
>>1639387
They are. Paws was there earlier.
>>
>>1639508
But it would be kind of suspicious for a new bodyguard to appear before the gift even got to the ambassador.
>>
>>1639082
Why do you need to bot me if there's no update?
>>
>>1640124
I take back every good thing I've said about you Feldhaven lot. Go protect the asset.
>>
>>1640189
Y-you don't like me anymore? B-but... why!?

>>1630480
>Prepare to burst in guns blazing if the ambassador is in danger.

FRD Inc Mercenary
Movement: 8
Strength :8
Close Combat: 8
Shooting: 10
Morale:8
Technical: 9
Speech: 8
XP: 0/8
FRD “LockLoad” SMG
R- 10 D - 2 S - 2
AP1, Semi Auto
[Irregular] - Spend an Action to enter hiding (Impose a -2 to hit with shooting when in cover)
[Armor 1]
>>
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>>1640245
I asked because I needed to see if you were reacting to what had been said. UPDATING.

>>1640245
>The council Ambassador gives a chuckle.
"You yourself said, this area was now being run by a pair of arrogant psychopaths. Do you blame for bringing a few more FRD men along?"
"It's not the FRD men, its the fact your functionaries are all carrying military grade hardware, instead of the civilian gear they are normally carrying. Whats going on here?"
>You hear the sound of a pistol cocking.
>>
File: Mission 1 Fifth Turn-2.jpg (783 KB, 1600x1180)
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>You all here the loud sound of some sort of weapon firing from inside the library. It is not the sound of a laser rifle, or a solid projectile weapon.


[PLAYER TURN 6]
>>
>>1640397
Nobody move! Drop the gun! Now!

>Burst in and point the gun at the Azkahanti ambassador

FRD Inc Mercenary
Movement: 8
Strength :8
Close Combat: 8
Shooting: 10
Morale:8
Technical: 9
Speech: 8
XP: 0/8
FRD “LockLoad” SMG
R- 10 D - 2 S - 2
AP1, Semi Auto
[Irregular] - Spend an Action to enter hiding (Impose a -2 to hit with shooting when in cover)
[Armor 1]

>>1640393
Thank you.
>>
>>1640245
'Cause they're joshing you, Berth. S'is what they do. You've just got that certain... joshable kinda face, y'know? I gotta restrain myself not to call you Bertie. Bertha. Becka.

It's like you're constantly just a wee bit high strung and---

>>1640401
Stars and slipsdrives, Bertie! Too high strung! Too high strung!
>>
>>1640409
What do you mean "too high strung"? I haven't even started shooting yet.
>>
>>1640410
You're pointing a gun at their ambassador! Is that the signal? Is that go time? Do I start killing people?

What's the play here, Bertie!? I'll follow your lead, but you gotta tell me what the plan is. Are we killing people? Gunpoint diplomacy ain't how they do things in happy corp circles, so I think we just messed up our five point billateral agreement.
>>
>>1640417
The plan for now is stopping their ambassador from killing our ambassador. Or possibly our ambassador from killing their ambassador. In any case, there should be no killing not approved by us!
>>
Rolled 14, 4 = 18 (2d20)

>>1640427
'K Berthold, I read you. Take care of the Ambassador, I'll watch the corper kids.

>>1640397
"Hey, buddy - Miltia Man? That's a nice gun you got there. Very... military. You know what they say about men with long guns, right? Wink wink. Maybe you and I could. . . oh nevermind.

Sorry, I was last of my recon unit for social infiltration. I'm not really good at this entire "coy seduction thing". Here's the deal, mate.

You want to take the rest of the day off. Just. . . go walk around up north. Have a long nap.

If not, I'm afraid I break your neck and stuff you in the bushes. I'm just extending you the common curtesy of not doing it before giving you the chance to walk away, 'cause I like ya, and I don't think its fair for me to snap your fragile vertebrae between my hands like the soft ossified mineral pops they are when you're really just an underpaid overworked lad fresh from happy family somewhere with delusions of competence.

So, how about it, hero? Go take a long, long break. I'll promise to punch whichever noble fop you dislike if you do.

If not I'm going to have to kill you, all your friends, burn the atrium and detonate a electromagnetic charge in your core computing cluster.

So's like, no pressure. Make whichever decision you feel is appropriate."

>[Speech 8] - Try to convince this militia N to just. . . take the day off by threatening him.
>[Close Combat 8] - Subdue him quietly if it doesn't work.

[Terask]
Move: 10 Str 8
Close: 8 Shooting 10
Morale 8
Technical 9
Speech 8
XP 0/9
>Inv:
FRD “LockLoad” SMG
R- 10 D - 2 S - 2
AP1, Semi Auto

>Predictive Implant [+2 Stat / +2Move]
>AP Round
>>
>>1640397

>4W 1NW
>1NW 2W 2SW

Movement: 5
Strength: 7
Close Combat: 9
Shooting: 9
Morale: 7
Technical: 14
Speech: 12
XP: 0/6
>Inv
FRD “Francesca” Laser Rifle
R11 D3 S1 AP1

>Trust of the Council [+4 credits / mission]
>Armour [+1 armour]
>>
Guys, i'm almost ready with that emitter.
Please don't start a firefight.
I know that's your job but wait a just a bit.
>>
>>1640462
Sure thing, Vload. Wouldn't dream of it. Me and the lad here s'is just having a nice-quiet discussion.

If anyone's gonna start a firefight, I reckon it'll be yer. As Askvig said:

"Trooper, are you sure you want to head into the Atrium? Their HQ is in there, they won't like you going near it."

Might want to work on yer excuse for blundering into their headquarter section, rooks. Civilian or not, those Demarcen fellas aren't going to be all too polite.
>>
Sweet, an update.

>>1640397
My post >>1630604 was based on Paws >>1630533 being adjacent to me, but as of the update, he's completely unmoved, even though I'd expect him to be at least next to Vload's previous position. Do you have a ruling on all the mismatches? And do I have the receipt now?
>>
>>1640514
"Indrie, while literacy rates for the Askahanti line troops are bad its skewed by the Conscripts. These guys are urban militia, they can read. I don't think that receipt will help you. You can try to bluff your way past though, but it will be tricky"
>You have the receipt, Im blurring stuff here.
>>1640462
>>1640473
Only you rough looking mercs. they don't mind "civilians" inside the first bit, but the bit labelled HQ, that they might have a problem with.
>>
>>1640630
S'is not my fault some people just look better in armor plated fatigues. It's not rough it's. . . rugged. Al the grime just adds character. We're perfectly presently, us FRD. Berthold's even almost handsome. If you squint and don't nevermind his tendency to draw firearms on dignitaries. Merrick's a sight to cause sore eyes. That's positive, right? We're not that rough looki--

Okay so we're a little heavily armed, but that's just part of the job. Fine. I'll stay right out of their headquarters. For the moment.

Until Vload causes a fuss and I have to kick in the door.
>>
>>1640654
Its more the FRD badges that declare "We work for a company who will commit war crimes if the money is good. Not that thats a bad thing, its why we hired you."
>>
>>1640662
Hey! I like to thing I have a little more integrity than that. The money must be REALLY good.
>>
>>1640689
Let me put it this way, once your contract expires, you will be knocking 5 years off of your planned retirement date.
>>
>>1640689
And it is, Berthold. And it is. Now you and me and Merrick and Jori and all the rest just gotta live through this massive intergalatic slugfest over one the most expensive minerals in the world.

Ain't no one getting between me and my gold plated assault vehicle, so we'll be fine. Lay low, keep focused, do the job, retire with enough money to buy out an Azkahanti Princeling.
>>
Rolled 6 (1d20)

>>1640630
I've got something in mind.

>>1640397
>Move NNEEE
>"Hello again. A colleague of mine delivered an ambassadorial gift. I'm told Lord Sebastian wants the receipt for it added to the records immediately."

>>If he moves to communicate with someone else: "Let's not delay. I know he's an impatient man."
>>If asked why me: "Lord Sebastien likes the guards right where they are, so he demanded the errand of us."

Private Security
Move 5
Strength 8
Close 7
Shoot 10
Morale 7
Tech 14
Speech 12
XP 0/6
Civilian Self Defence rifle- Range 8 Damage 1 (Shots 3)
Automatic Fire- Each hit is counted as 3

Trust of the Council
AP Rounds
>>
Rolled 7 (1d20)

>>1640397
>Move W S E, to in front of militia24
>Convince him to escort me into the archives:
"Hey, listen, I'm done in here, but your boss has me freaking out a bit. I had no idea the Lady was so... Anyway, you think you could maybe walk me out that side door? I don't wanna go back the way I came. You won't get in any trouble for escorting someone out of a restricted area, right? Or, I guess if you can't leave your post, just let me hide behind you until she's gone?"

Zi
Private Security
Move: 6
Str: 7
CQC: 7
Shoot: 9
Morale: 7
Tech: 15
Speech: 12
0/6xp
"Lockload" SMG- Rng10 Dam2 (Shots2). Semi-Auto Fire- Each Hit counted as 2.
-Suppressor
[Just a Civilian]
>>
>>1640654
"You're just jealous all the deadly, sexy, *rough* ladies go for my scars!"
>>1640397
I'm still lurking, ready to drop.
>>
>>1643011
I'm sure the all-clear firefight signal is coming any second now.
>>
>>1643011
You should be more careful with your hardt, Merrick. Else you'll find your heart hollow, hardened hardt before time, Hardt.

'Sides, of course the gals love you. Stroking that rifle trigger gotta build up digit strength.
>>
>>1643771
"You should take a moment's paws before you contemplate hardt's heart, paws, or all the women would think you're trying to lay your paws on hardt's hard heart yourself!"
>>
>>1643957
"Hardt-ly, Hardt. Happily, Paws here has hands.

Now get ready to drop. Might'n be we go loud soon. If so, I'd like you and Jori to stick with Vload and Zi and I'll cover Indrie. Berthold's gotthe Ambassador. We can all move towards Zone 1 for extract, assuming we have the goods in tow. "
>>
>>1644009
"I dunno, that Zi's a loudmouthed one, I might need a gag or a pay raise if I gotta babysit her..don't let that "are you okay poor soldier?" Act fool ya, I hear the ice in her voice over comms just fine"
>>
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>>1640401
>Both Ambassadors look at you. The Azkahanti takes his hand off the hilt of his sword, and relaxes, with a resigned smile on his face. The Councilman looks confused, as he points his pistol at the Azkahanti. He looks panicked.
"Are you talking to me...?"
>>1640444
>The Militiamans eyes roll up into his head, and he falls backwards into the bush.
>>1640882
>The Militaman gawps, but at the mention of Sebastien he straightens up and gestures to the console to the south.
"Enter the code he gave you, and I'll enter it into the log."
>>1641321
>He winces, then glances towards the clear door leading to where the unconscious man is lying. The man is smoking slightly and is no longer moving.

[NPC TURN BEGINING]
>>
Oh and please ignore the sensor echoes Indrie, we think the vault shielding is giving us issues.
>>
File: Mission 1 Sixth Turn-2.jpg (783 KB, 1600x1180)
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>There is a loud wet sound from the lecture hall.
>>
>>1645849
This is Teraskine. I got an all clear access to their headquarters. Everythings good out here.

Poor guy though. Have a hell of a headache in the morning. I didn't even punch him /that/ hard.
>>
Rolled 2 (1d20)

Tellus Abundant, this lady sure can take her time with a stationary target. Seeing as she still needed to properly chop the poor soul, I'm going to guess that first weapon was a Neuro-Pulsar.

Everyone's a little on edge, Berthold, maybe give some reassurance to everyone in the room? Planetary situation as it is, a few drawn weapons is nothing between ambassadors, so long as things are smoothed over soon enough.

>>1645849
>"A code? My colleague told me of no code when he gave me this task. Lord Sebastien perhaps does not concern himself with secretarial procedure."
>Implication: As befits a noble.

Private Security
Move 5
Strength 8
Close 7
Shoot 10
Morale 7
Tech 14
Speech 12
XP 0/6
Civilian Self Defence rifle- Range 8 Damage 1 (Shots 3)
Automatic Fire- Each hit is counted as 3

Trust of the Council
AP Rounds
>>
>>1645972
Seems like it was some sort of pocket blaster. Lots of spread, but not really good against a single target. Think of it as a 1 second long flamethrower, but with lasers.
>>
>>1645974
Ah right, I'd forgotten that was in the dossier.

Gratuitous, isn't that? Fellow wasn't going anywhere, and it doesn't sound like he got fried enough to make the kill any less splattery. Scorched furniture, bloody floor, probably a chunk out of the tiles... Whatever this place's custodian is paid, it isn't enough.
>>
>>1645974
Nobles get all the best toys, Investigator. Where do I have to sign to get a few pocket flame throwers?

>>1645997
These two twins are clearly rather unstable. Figures we'll do the whole Monarchy a favor if we off 'em in the course of the job. You want some help in that vault, Indrie, or do you have it under control?
>>
>>1646000
>Figures
Join the I.E.F and get to be a Dragoon and they'll give you a full sized one. That is probably not liked by her fellow Lords either. Those things bypass shields.
>>
>>1645849
Is it player turn already?

>Lower the gun
Oh. I beg your pardon, I seem to have commited a grave mistake. Drop your _sword_, of course. Or, as it is, leave it in the sheath. Thank you for your preventative cooperation.

Good thing there wasn't any shooting incident. I'm sure the Council would be most saddened if there was one.
>Wink hard at the Council ambassador

FRD Inc Mercenary
Movement: 8
Strength :8
Close Combat: 8
Shooting: 10
Morale:8
Technical: 9
Speech: 8
XP: 0/8
FRD “LockLoad” SMG
R- 10 D - 2 S - 2
AP1, Semi Auto
[Irregular] - Spend an Action to enter hiding (Impose a -2 to hit with shooting when in cover)
[Armor 1]
>>
Rolled 17, 17 = 34 (2d20)

>>1646007
Hah, joining the Eye of Ef. Good one, Investigator. Make me chuckle out here, Sir! Helldivers and volunteers ain't paid enough for the time. It's all Patriotism, Service and Self Sacrificial Espirit D'Corps! I did my one tour. At least Feldhaven pays.

A lot.

>>1645849
>Move S S, lean against pillar. Whistle jaunty tune.
>Scout out Headquarters through the window W?
>>Potentially [Technical 9] roll, see if there's anything of interest? (Like: find out how they manage their comms)

[Terask]
Move: 10 Str 8
Close: 8 Shooting 10
Morale 8
Technical 9
Speech 8
XP 0/9
>Inv:
FRD “LockLoad” SMG
R- 10 D - 2 S - 2
AP1, Semi Auto

>Predictive Implant [+2 Stat / +2Move]
>AP Round
>>
>>1646000
I agree, but we're not here to do the Monarchy any favors. Not unless it gets us an in with someone who matters. Otherwise, I'm for letting these crazies go on competing for resources with the Monarchs who'll actually give us trouble.

Things are reasonable enough in the vault, thanks.
>>
>>1645849
Situational questions time:
How long will it take to get the data from the archive terminal? Is it a thing I can do while m24's back is turned, or do I need to sit at the desk for a minute?
Can m21 see into the archives through that door? If so, which way is he looking right now?
Does m12 have a view of the space at the end of the staircase leading to the side-door?
>>
>>1649726
It will take between 1 and 3 tech tests as an action each. The Militiaman is looking at you. He just moved out of the way, not turning his back to look at the wall. He expects you to walk out of the door.
>>
>>1649726
Also, all doors are translucent frosted glass and block sound. So anything that happens directly on either side can be seen vaguely. Vision beyond one square is basically impossible.
>>
Botting Vload if he doesn't respond before turn processes.

>Ready to cower away from Lady Eloise into the cargo if she returns.
>Discreetly plant emitter under guise of said cowering.

>>1649726
Might try convincing him that the information you're after could get the Demarcens removed from their posts. Or court-martialed. Or killed by a strike team. You won't have much time otherwise. Unless you kill him, of course.
>>
>>1651225
>>1645849
Don't bot me..

>>[speech] attempt to bribe guard
Hey, you seem like you don't need to look at me. Take 2 credits as a gift for your understanding.
>>NN plant emitter
>>
>>1653636
Here is a roll cause I forgot to write it
>>
It doesn't seem to work.
Can somebody please roll for me
>>
Rolled 9 (1d20)

>>1653637
Here
>>
>>1653640
Thanks
>>
>>1653643
Dice rolling follows /tg/'s format (e.g., "dice+2d6" without the quotes in the options field rolls 2d6).
>>
>>1653649
I see I was writing without the +
>>
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>>1645972
>The Militiaman looks suspiciously at you.
"Lord Sebastien would not ignore such an important matter..."
>Your speech has stopped him from calling your bluff immediately.
>>1646010
>The Azkahanti Ambassador looks at you.
"Do you at least have the bottle of whiskey?"
>He loosens his collar, and removes a small black disc and places it on the table. It has a grill ontop of it.
>>1646051
>The Glass is frosted, and you cannot see clearly through it. You see two vague shapes moving around inside it.
>>1653636
>The Militiaman looks straight ahead, as he slips the two credits inside his shirt.

[NPC Turn Begining]
>>
File: Mission 1 Seventh Turn-2.jpg (786 KB, 1600x1180)
786 KB
786 KB JPG
Rolled 13 (1d20)

>>1645972
>The Militiaman looks at you. His hand drifts back towards his gun.
>>1646010
>The Ambassador drums his fingers on the disc, a smiles gently at you.
"You merchants actually have balls. I never would have thought it. I suppose this is in retaliation for the Omega action against your pre-fab extractor?"
>>1649726
>The Militiaman gestures to the door.
>>1653636
The Emitter hovers across the floor, and moves into the pile of crates. You here a soft beep as it vanishes from sight.
>>
Rolled 7 (1d20)

>>1653706t
I am a simple man; I hear gun cocking, I intercede. What is this pre-fab you're speaking of?

And, by the way, if you, hypothetically, happen to be entertaining thoughts about of calling a death squad on us or committing any comparable actions, please refrain from that. This building is well-guarded.

>Tell absolute truth (I'm guarding this building, after all)
>Try to understand what's that gadget the Ambassador is playing with (rolling)

FRD Inc Mercenary
Movement: 8
Strength :8
Close Combat: 8
Shooting: 10
Morale:8
Technical: 9
Speech: 8
XP: 0/8
FRD “LockLoad” SMG
R- 10 D - 2 S - 2
AP1, Semi Auto
[Irregular] - Spend an Action to enter hiding (Impose a -2 to hit with shooting when in cover)
[Armor 1]
>>
>>1653727
He's referring to the whole reason we are here. The Azkahanti stole a pre-fab extractor and jettisoned it to an unknown location,. We are getting that location.
>>
>>1653730
Well yeah, but he doesn't have to know that we know.
>>
>>1653730
You think we ever bother to read the brief?
You pay us to be the grumpy looking muscle, not the sneaky terrorists.
>>
>>1653739
We do pay you, so thats the point. Although we do have the Irreguirellos for the more sneaky stuff.
>>
Great job, Vload. Capital S sneaky stuff there, you part-timer. We'll make a proper mercenary outta you just yet.

Indrie, what's the hold up on that vault?

And Berthold, you can tell the ambassador the Demarcen brother confiscated his wine bottle. I had absolutely nothing to do with that as part of a ploy to get a look at their headquarters. No siree.
>>
Rolled 3 (1d20)

>>1653772
Just my haplessness becoming less of an act, is all. I could probably use some muscle behind me for this next bit...

>>1653706
>Pause, then laugh. "Very good, very good. The truth, then, though you'll find this receipt is quite authentic. I'm here for a mere glance at some information that, in the right hands, will cause some trouble for the Demarcens that can never be traced back to you. 5 minutes of looking away, and a Lord may soon replace them, whose command you'll survive."
>Lay out 3 creds on the table. "And a backup plan, of course, if it ever becomes clear you need to take your bothersome integrity to a different line of work."
>>
>>1653772
Well thanks
>>
Rolled 20 (1d20)

>>1653843
Hapless is what you got, Indrie. I figure you got the vault, clear and clean. I'll get ready to clear out our eggress point.

>>1653706
>Move 4E, 2S
>Speech: Shout at Number 42
>>Hey man! Someone dropped 4 credits over here! Is that yours, or can I take 'em?!

[Terask]
Move: 10 Str 8
Close: 8 Shooting 10
Morale 8
Technical 9
Speech 8
XP 0/9
>Inv:
FRD “LockLoad” SMG
R- 10 D - 2 S - 2
AP1, Semi Auto

>Predictive Implant [+2 Stat / +2Move]
>AP Round




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