| Project M.I.N.O.T.A.R |
Are we on the ship's 'bridge' or just the communication area?
Setting his tactical computer to the problem, a unique idea does come to MINOTAR, but he doesn't know how his companions will take it.
"Suggestion: Perhaps if we can take over the controls of this ship, we can then use 'it' to take out the 'master' ship?' Does this seem reasonable to you all, or ludicrous? My computer model says the tactics are sound and that we have the resources to do it."
| Project M.I.N.O.T.A.R |
MINOTAR nods.
"Explanation: We would only have to hold the ship long enough to get to our destination and take out our target. However, you are also correct. My tactical algorithm says our chances are about 50% plus or minus 20% due to unknown alien factors."
| Hydronaut |
"Okay, all six ships create the jamming network. We can either take out two other ships to create enough of a break in the net to get a signal out. Or, we can try and trace the signal to find the master vessel controlling the primary network and take it out, which might bring down the whole thing. Which idea seems better?"
"If they got plumbing, I think I can get us there. Whichever one."
| Isikos |
"I think that the big ship is the best choice. They'll figure out that this ship is down. If we take out a second, then they'll definitely be working on a reaction. The big ship may be the best defended, but we only need to take one out."
WhtKnt
|
Taking a moment to look over the scanners, MINOTAR locates the primary control vessel on the other side of town.
| Project M.I.N.O.T.A.R |
Looking at Hydronaut and then the others, MINOTAR points to the location on-screen.
"Query: Can you get us there, or near there with your abilities? Also, if we leave this ship, should we blow our planted explosive first? Disabling this ship might cause a big enough distraction to allow us a better surprise upon reaching the other ship?"
| Hydronaut |
Looking at Hydronaut and then the others, MINOTAR points to the location on-screen.
"Query: Can you get us there, or near there with your abilities? Also, if we leave this ship, should we blow our planted explosive first? Disabling this ship might cause a big enough distraction to allow us a better surprise upon reaching the other ship?"
"I can get across town. It'll take a few trips to bring everyone."
| Hydronaut |
Nodding, MINOTAR agrees.
"Ok, let's get wet," Nick said. He put a hand on MINOTAR's shoulder and looked off into the distance, feeling the water on the other ship. There it is. He tensed his body and pushed off the ground with his feet, plunging into the Blue.
Teleport: 1d20 + 10 ⇒ (13) + 10 = 23
WhtKnt
|
MINOTAR and Hydronaut appear in the holding tanks of the command vessel. As MINOTAR need not breathe and Hydronaut can breathe water, they can remain here indefinitely.
| Project M.I.N.O.T.A.R |
MINOTAR signals to Hydronaut that he is functioning properly and waves for him to keep with the plan. He then proceeds to scan for the easiest way out of the tank, or the easiest way to create an opening out of the tank.
Perception: 1d20 + 4 ⇒ (18) + 4 = 22
Technology: 1d20 + 4 ⇒ (16) + 4 = 20
| Hydronaut |
MINOTAR and Hydronaut appear in the holding tanks of the command vessel. As MINOTAR need not breathe and Hydronaut can breathe water, they can remain here indefinitely.
Nick gave him a thumbs up and went back for the next person.
Teleport: 1d20 + 10 ⇒ (11) + 10 = 21
And if that goes well, here are a few more.
Teleport: 1d20 + 10 ⇒ (5) + 10 = 15
Teleport: 1d20 + 10 ⇒ (7) + 10 = 17
Teleport: 1d20 + 10 ⇒ (15) + 10 = 25
Teleport: 1d20 + 10 ⇒ (3) + 10 = 13
WhtKnt
|
A few teleports later and everyone is safely assembled in the engineering section of the vessel, thanks to a hole that MINOTAR cut through the holding tank.
| Project M.I.N.O.T.A.R |
MINOTAR points to the door.
"Emphatic Warning: From here out, if this is truly their lead vessel, things will only get worse. I suggest you all prepare for more determined enemies, possibly even elite troops or a general. Time to set off the blast then I think, and move as quickly as we can to find the communications controls in this vessel."
WhtKnt
|
As Ghost presses the button, there is a rumble deep in the bowels of the ship. This is echoed as several other explosions go off. Finally, it culminates as the fission drives go up, resulting in a fiery explosion that devastates and destroys the vessel.
| Project M.I.N.O.T.A.R |
MINOTAR seems off-put by the size of the explosion, however his voice is unwavering in his view of the current situation.
"Shocked Analysis: My calculations must have been off by a larger margin than predicted. I was only attempting to disable the ship, not destroy it completely. However, this could still work to our advantage. We should continue quickly now."
Raising his acquired weapon, MINOTAR moves to enter the passageways away from the water storage unit and his best guess toward the enemy communications station in the ship.
Does my weapon have the 'grenade launcher' capability too? Or is it limited to a 'blaster only' style weapon?
WhtKnt
|
Yes, yours is also underslung with a grenade launcher. Burst Area Blast 6 (Alternate; DC 21; Burst Area: 30 feet radius sphere, DC 16; Unreliable (5 uses)).
| Project M.I.N.O.T.A.R |
MINOTAR keeps silent and stays near the rear of the group. His opinions remaining only his own, for the moment at least. Keeping his sensors and and internal radio link on standby for any sign of a communications spike, physical hub, or junction box while the others forged ahead worrying about the enemies.
Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Technology: 1d20 + 4 ⇒ (12) + 4 = 16
WhtKnt
|
The group moves out, finding the layout of the vessel similar to the previous one. The explosion of the other vessel seems to have stirred up a hornet's nest or activity. Avoiding patrols is difficult, even with the aid of Ghost and Isikos. If you take your time, you can make it to the control room in 1 hour and avoid patrols and unnecessary encounters. This assumes that you are hiding in empty rooms, around corners, etc. If you want to get there quicker, you can go the direct route, taking only 10 minutes, but I will check for encounters on the way.
WhtKnt
|
Waiting to hear from Hydronaut, but it looks like the general consensus is to avoid encounters as much as possible.
WhtKnt
|
The group quietly moves through the vessel with Isikos and Ghost scouting ahead to warn them of guards or patrols. With a little effort and by moving slowly, the party makes their way to the main lift shaft to the bridge. The lift doors open beckoningly when the button is pressed.
WhtKnt
|
Ghost and MINOTAR don't find an electrified panel on the lift floor, but they do spot the hidden lasers in the ceiling panels. With a little effort, the lasers are disarmed and the lift seems clear to enter.
| Project M.I.N.O.T.A.R |
MINOTAR moves to the back of the elevator, knowing he takes up the most space and weight. He then readies his grip on his stolen assault blaster for the next phase of their journey, pointing it at the ceiling for basic safety.
| Project M.I.N.O.T.A.R |
Once the door shuts, MINOTAR starts talking without any prompting or even moving a metal muscle.
"Combat tactics: If the door opens on a large enemy group, let me get a shot off with my grenade launcher, if I can get it to work. Isikos, move to flank any leaders and keep their attention. A distracted leader is no leader at all. Hydronaut, how slippery can you get? Have you tried sliding under the enemies feet in order to reduce friction and cause them to fall? Enemies on the ground, usually can't fight nearly as well. Straightjacket, move to the weakest or most wounded enemy, and begin removing them from the equation. Reducing their numbers fast will multiply our chance for success with each enemy put down for the count. Ghost, try to find the communications' controls as soon as possible. Try to avoid combat if you can, unless a good opportunity simply presents itself to take out an enemy. Once we have engaged, I will take shots at the best targets as they present them selves, or move to melee as needed. If anybody needs help, call out 're-group' or 'Omega'. Do these tactics sound reasonable? We must learn from our previous error and try to plan ahead if possible."
WhtKnt
|
Stupid forums ate my post. Here is a map.
Ghost has a round of actions before the others arrive. The room is not unlike the one that you were in before, except that there are two guards, a massive humanoid male, a human woman, and something that is best described as an alien officer present. The alien officer is standing before the controls for the jamming.
"One of them is here! The others are in the lift!" the woman exclaims. There is no surprise round. Ghost, so far as you can tell, they can't see you, but she can sense your presence. You have one round before your allies arrive.
The woman (Lady Seven) holds her action, readying an attack if Ghost should make himself known.
Ghost, you're up!
INITIATIVE
Lady Seven
Hydronaut
MINOTAR
Ghost
Straightjacket
Isikos
Soldiers
Star Boss
Major Rall
MINOTAR Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Straightjacket Initiative: 1d20 + 0 ⇒ (15) + 0 = 15
Hydronaut Initiative: 1d20 + 8 ⇒ (12) + 8 = 20
Isikos Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Soldiers Init: 1d20 + 0 ⇒ (10) + 0 = 10
Major Rall Init: 1d20 + 5 ⇒ (1) + 5 = 6
Star Boss Init: 1d20 + 6 ⇒ (1) + 6 = 7
Lady Seven Init: 1d20 + 11 ⇒ (14) + 11 = 25
| Hydronaut |
Once the door shuts, MINOTAR starts talking without any prompting or even moving a metal muscle.
"Combat tactics: If the door opens on a large enemy group, let me get a shot off with my grenade launcher, if I can get it to work. Isikos, move to flank any leaders and keep their attention. A distracted leader is no leader at all. Hydronaut, how slippery can you get? Have you tried sliding under the enemies feet in order to reduce friction and cause them to fall? Enemies on the ground, usually can't fight nearly as well. Straightjacket, move to the weakest or most wounded enemy, and begin removing them from the equation. Reducing their numbers fast will multiply our chance for success with each enemy put down for the count. Ghost, try to find the communications' controls as soon as possible. Try to avoid combat if you can, unless a good opportunity simply presents itself to take out an enemy. Once we have engaged, I will take shots at the best targets as they present them selves, or move to melee as needed. If anybody needs help, call out 're-group' or 'Omega'. Do these tactics sound reasonable? We must learn from our previous error and try to plan ahead if possible."
"I'm not actually that slippery. Sorry."
| Jim Margrove - "Ghost" |
Ghost freezes, making sure they can't see him. He knows they can detect him, and that the others are coming. Still, the presence of the Human woman concerned him - a conspirator? A traitor? What was she doing here? He decided, for the moment, his best course of action was to wait, listen, and prepare to move when the moment is right.
Ghost will also hold his action, until the alien officer is pulled away from the jamming controls.