Star Wars The Broken Empire

Game Master Shanosuke

Our group of "Heroes" are attempting to aid The Emperor's Daughter Mirianna Palpetine in rebuilding the broken empire to it's former glory.


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Male Mandolorean Soldier

"Well the sooner we take the station, the sooner those outside will surrender." he mentally adds; 'Especially if the flagship is gone.'

"If we eliminate the resistance quickly, then the ships will be in better condition for Bakura. And it'll help our status with the Chiss Aristocracy." the gruff tones are thoughtful as he taps the datapad gently.

"Darius idea is great. For our team to distract with hit and run tactics and covering fire, whilst we infiltrate and capture the target. Thus we meet less resistance and my team don't take too many casualties." Karval nods. "We just have to find the best of the 3 targets to hit... first." the final is added confidently looking around the group.

"Firstly, hoe does it sound if we all En-masse attack the landing pad and hangers - to secure the approach of any reinforcements and stop the launch of any fighters." with a quirk of the lip to Zaleos, as this may help his space battle. "Then from there we split up into 2 groups, Taggard takes his to secure the Armory and then mop up those in the barracks (with the liberated weaponry). That should get rid of most of the heavier anti-personnel weaponry and ensure there's no reinforcements."

"Whilst our group follows the other option."


Both Martian Level 20 invader

Specs on the station provided by the schematics:

The Hanger: It is huge and house many ships both military, civilian, and commercial. This station is not strictly a military establishment. It's hanger bays and docking ports are the equivalent to 20 I-Class Star Destroyers. It sees a lot of traffic even from larger ships.

Knowledge Tactics to know more.

The Command Deck: A small part of the station but an important part. All the comm traffic and orders as well as all the overseeing and major operation of the station are conducted here. The leader of the station and other important personnel would be stationed here.

Knowledge Tactics and/or Alien Lore to know more.

The Reactor: The centeral part of the station and it's most important component. The reactor section is massive and it supplies power to the entirety of the station.

Knowledge Engineering and/or Tactics to know more.

The Environmental Systems: Everything you need for comfort on the ship is controlled from here. It is not as large as the reactor but just as vital. According to the schematic it isn't far from the reactor or the medical center.

Knowledge Tactics and/or Engineering to know more.

Medical center: Large enough to house a few platoons of trooper and seems to be well supplied according to the schematics. It is located below the hanger and residential areas and near to the barracks.

Knowledge Tactics and/or First aid check

Armories and storerooms: These two facilities are separated by a good amount of square footage. Both are very large and well stocked. The storerooms themselves are far larger than the armory as there are MANY mouths to feed on the station.

Knowledge Tactics to know more.

Barracks: There is one military barracks below the reactor and the ES. It appears to house the station's ENTIRE military compliment and is very big.

Knowledge tactics to know more.

You can also make a general knowledge Tactics to ascertain the best way to approach would be and how spread out you can afford to get.


Arana had walked the station from end to end while she had waited for the others to arrive before their first meeting, so she may have some insight on different areas of the ship.

Hanger
Knowledge Tactics 1d20 + 5 ⇒ (18) + 5 = 23

Command Deck
Knowledge Tactics 1d20 + 5 ⇒ (19) + 5 = 24

REactor
Knowledge Tactics 1d20 + 5 ⇒ (4) + 5 = 9

Envionmental Systems
Knowledge Tactics 1d20 + 5 ⇒ (11) + 5 = 16

Medical Centre
Knowledge Tactics 1d20 + 5 ⇒ (12) + 5 = 17

Armories
Knowledge Tactics 1d20 + 5 ⇒ (15) + 5 = 20

Barracks
Knowledge Tactics 1d20 + 5 ⇒ (9) + 5 = 14

General
Knowledge Tactics 1d20 + 5 ⇒ (5) + 5 = 10


Male Azlanti Human Mercenary Soldier 6 | HP 46/46, SP 66/66 | EAC 23, KAC 26 | Fort +9, Ref +5, Will +7 | Init +11, Perception +2

Janitor sits down by the schematics and muses over them, rubbing his jaw and neck as he does so.

The Hangar
Knowledge Tactics: 1d20 + 10 ⇒ (11) + 10 = 21

The Command Deck
Knowledge Tactics: 1d20 + 10 ⇒ (8) + 10 = 18

The Reactor
Knowledge Tactics: 1d20 + 10 ⇒ (4) + 10 = 14

Environmental Systems
Knowledge Tactics: 1d20 + 10 ⇒ (2) + 10 = 12

Medical Center
Knowledge Tactics: 1d20 + 10 ⇒ (17) + 10 = 27

Armories
Knowledge Tactics: 1d20 + 10 ⇒ (13) + 10 = 23

Barracks
Knowledge Tactics: 1d20 + 10 ⇒ (18) + 10 = 28

General
Knowledge Tactics: 1d20 + 10 ⇒ (1) + 10 = 11


Male Mandolorean Soldier

Moving back slightly, to enable those with more learning to come to the fore - Karval curses his lack of learning. Exchanging a glance with Zaleos, who might be in a similar predicament.

However the Mandolorean tries to exude an air of confidence whilst awaiting confirmation and clarification upon the plan.

Medical Centre
Know (Medicine): 1d20 + 4 ⇒ (16) + 4 = 20 (+4 if it's a Treat Injury check)

Command Deck
Know (Alien Species?): 1d20 + 4 ⇒ (3) + 4 = 7

Unfortunately, Karval has no ranks in Tactics. I take it we cannot use it untrained, or it's capped.


Male Human Bounty Hunter (Assassin, Gadgeteer) - Wound: 16/16 - Strain: 14/14 - Soak: 2 (3 in Armor)

Darius leans in to observe what the others seem to be reviewing, in an effort to improve his own tactical knowledge. He does look more closely at the medical center.

Treat Injury: 1d20 + 4 ⇒ (8) + 4 = 12

I don't have Knowledge(Tactics) either, but I'm hope to role play in some learning to put a rank in next level.


Male Azlanti Human Mercenary Soldier 6 | HP 46/46, SP 66/66 | EAC 23, KAC 26 | Fort +9, Ref +5, Will +7 | Init +11, Perception +2

Janitor sits up after working over the details in his mind for a while. "Well, this won't be easy, but you already knew that.

"The hangar isn't a necessary target to take if we just want the station. It'd use a lot of troops, and we'd need a tech specialist to make sure we get it, but it could help with a counterattack--if we don't shut down the flight control center and keep it shut down, the enemy will most likely just launch a banthaload of fighters, bombers, gunships, everything. The trick would be finding the main military hangar, since that's going to be where the real trouble comes from It'll help with space combat, but it's not essential to taking the station, and it'll eat up time and troops.

"The command deck is gonna be our primary target, and it's probably going to be well-defended, but it isn't actually all that hard to get to it. Problem is that it's big, meaning we'll want a sizable group taking it, and we'll have to search the whole thing for the leadership so we can capture them. Do that, though, and a surrender's a lot more likely.

"The reactor's another imporant spot, because it provides the power. Capturing it and threatening to cause a meltdown would be crippling to enemy morale, and especially combined with the command deck being taken, could lead to surrender. Environmental systems might be similar, but I'm not sure; I don't think it'd be as likely to prompt the enemy into laying down their arms.

"The medical center's an interesting one..." The trooper points to it on the schematics. "See, it's not far from the barracks or the armories, and it's not even that far from the hangar... It's a good target if things look like they might draw out, and frankly, any attack on a station like this could draw out. It's in a fortified position, but it's not likely that the enemy will have it very well-guarded at this point, so it'd make a good early hit. Controlling this will be key if the attack turns into more of a siege, since we'll be able to keep our force healthy and the enemy won't. Turns us into the defenders. I'd say whoever wants to strike the armory and barracks should hit this on the way and leave a small group to defend it.

"However, the armories and store rooms aren't actually that necessary, and I'd say they're irrelevant for a short assault. Even if things get drawn out, they could be demoralizing, but not useful. This won't last long enough to need food stores, we're not going to starve the enemy out, and anything more powerful than standard small arms and frag grenades is a really bad idea on a space station; hull breaches could kill all of us, and render the thing useless.

"The barracks would also be unwise, especially early on. It's nestled too deep in the station, so no matter how quickly we get there, we're not going to catch them unawares--it'd be running in on a whole ton of very prepared clones and Chiss. If we really care, we could draw them out with the med bay, force them to attack like I already said, but mainly I'd say let it go."

The trooper falls silent again, mulling over what he's just said and the plan that's coming to mind...

GM, I'm wondering what the quickest/easiest way to get to the reactor would be, especially in relation to other targets (like, an idea of what it's close to, what's on the way to it from the main hangar where we probably want to land, etc.)
Knowledge (tactics): 1d20 + 10 ⇒ (16) + 10 = 26


Arana listens to what Janitor has to say, trying to comprehend his meaning based on her own meager knowledge of space stations.

Nodding as his comments rattle on, once he's finished she looks up from the schematic and says

"What you say makes sense, Janitor. Alot of what goes on on this station is beyond me, but I noticed a few things. "

Pointing at the schematic, Arana indicates the command centre "This should be our primary target. The Chiss commander is there and it should give us eyes and ears and control over much of the station. It's right on top of the station, and there are a number of access points from outside. If we could get troops outside, we may have the advantage."

"Fiddling with the environmental controls could be a good strategy. A team should be dedicated to that area."

"I think the hanger is too big for how many troops we have. Concentrate on taking the key sections."

"I think we should avoid the barracks, its a concentration of enemy troops we don't want to mess with. If we get the commmand centre, we may be able to trap the majority of enemies in their bunks."

Arana lets a long breath out, waiting nervously for the others to comment on her observations.


Male Azlanti Human Mercenary Soldier 6 | HP 46/46, SP 66/66 | EAC 23, KAC 26 | Fort +9, Ref +5, Will +7 | Init +11, Perception +2

Janitor looks at Arana, some surprise in his eyes, but mostly interest and some level of amusement. "Again," he says, "glad you're on our side." His lips quirk upward slightly; it's clear he's impressed by Arana's additions to the tactical information.


Male Mandolorean Soldier

Karval nods at the outpouring of strategy. 'Oh well, good plan. Shows how much I know.'

"Command centre is good, once their leaders are gone they'll be confused, as Tavoes said and victory will be assured." Karval agrees dourly. Though in the back of his mind he's realising how many tribesmen they are about to lose.


Zaelos is attentive during the planning session, but says little, only asking for confirmation on some questions he had. Once the other have formulated a plan of action he chimes in, "A good strategy to go after the command center. Since it will be heavily guarded however, would a feint or even a distraction help to divide their forces and keep them guessing?"


Male Azlanti Human Mercenary Soldier 6 | HP 46/46, SP 66/66 | EAC 23, KAC 26 | Fort +9, Ref +5, Will +7 | Init +11, Perception +2

Janitor nods at Zaleos's suggestion. "I'd still advise a burst-fire approach, with at least two, preferably three different areas being attacked. Splitting up our forces isn't ideal, especially when mounting a large-scale assault like this, but it could definitely draw their fire, especially if we strike at the medical center. And I'd like to see about explosives to threaten their reactor. Do we have any?" The trooper looks at his CO, prepared to do whatever else it takes to requisition appropriate explosives.

Demolitions: 1d20 + 10 ⇒ (7) + 10 = 17
Profession (soldier): 1d20 + 9 ⇒ (13) + 9 = 22
Checks to determine what explosives are needed and draft up the proper requisitions.

EDIT: Also want to note that once Shanosuke answers my question above, I have something of a plan in mind.


Trooper A-337, "Janitor" wrote:
Janitor looks at Arana, some surprise in his eyes, but mostly interest and some level of amusement. "Again," he says, "glad you're on our side." His lips quirk upward slightly; it's clear he's impressed by Arana's additions to the tactical information.

Arana has the grace to look down for a moment , a blush creeping across her cheeks; pleased by Janitor's compliment and acceptance of her observations.

Taking a deep breath to calm her emotions, she raises her eyes to Janitor and gives him a small smile of thanks. She then turn to the others as they share their thoughts.


Male Human Bounty Hunter (Assassin, Gadgeteer) - Wound: 16/16 - Strain: 14/14 - Soak: 2 (3 in Armor)

Darius ponders for a moment, "Using the environmental controls, could we manipulate the environment to certain areas or would it be ship wide?"

"It would be unlikely that anyone would believe threat of cutting off life support to the entire station, unless we came in with the equipment to allow us to survive and we actually did it."

"If, however, we can manipulate life support systems to certain areas, then we could cut off the air to the command deck, barracks, and some of the surrounding areas we expect to be guarded for a period of time before our troops engaged them. This would be especially useful if we could control the door locks to those areas."

After a pause and a brief glance at the others to gauge the responses to his suggestion, he continues, "Alternatively, we could make some of the combat very uncomfortable by increasing temperatures, decreasing oxygen, or other environmental aspects."

After a brief pause, "Again, assuming it allows us that much control."


Male Mandolorean Soldier

A flicker of approval crosses his face at the discussions, he does note the flush to Arana's cheeks at the compliment and the set to Janitor's face - he seems to have some idea. For if it's as good as he current break-down of the situation, then Karval will be glad to follow it.


Male Human Bounty Hunter (Assassin, Gadgeteer) - Wound: 16/16 - Strain: 14/14 - Soak: 2 (3 in Armor)

"I'm just not familiar with the amount of control these systems provide. Unless someone else knows, another suggestion might be for us to bring equipment to sustain ourselves. Have the rest of the attack ongoing with a planned retreat once we hit the environmental systems. Give everyone three minutes to get out then shut down the entire thing. That would eliminate most, if not all, of the enemy forces on the station."

Looking to Janitor, "What were you thinking with the explosives?"


Male Azlanti Human Mercenary Soldier 6 | HP 46/46, SP 66/66 | EAC 23, KAC 26 | Fort +9, Ref +5, Will +7 | Init +11, Perception +2

Janitor taps his fingers on the butt of his slugthrower a few times and stands up, gesturing for the group to come over to the schematics. "Alright, here's what I'm thinking--and I'll get to the explosives."

The trooper points to the key areas as he names them: "Main military hangar. Environmental systems. Medical center. Reactor. Command center. These are our main targets, yes? These are what we need to capture in order to hopefully force a surrender. The barracks and armory are possible long-term targets, but they're dangerous and mostly useless."

Janitor turns to Zaleos. "Our own assets, as far as I understand them, are ourselves, along with eight thousand Malakai warriors, including heavy beasts. They are mainly hand-to-hand combatants, not skilled with blasters, but in an assault on the station, that's not a large disadvantage. Our allies will take care of the dogfighting and space combat."

The dark trooper sits. "I still propose a burst-fire approach, with three groups moving toward three targets. This will force the enemy to spread, make them lose their advantage of numbers, and I believe that each of our own men is equal to several of theirs.

"We'll all land together in their main military hangar, here. If we move quickly, we should be able to take it without much trouble. We leave a force of, say, five hundred or one thousand to guard it. From there, we split up.

"The first group is moving to Environmental Systems, to hold there. They'll need some sort of technical specialist to make sure they know what they're doing, but they should be able to wreak havoc on the ship, lowering morale and giving us a possible advantage--though I'm not keen on using vacuums to suffocate our enemies. I'd suggest a good-sized number here.

"The second team will be moving toward the command center to take that. This'll be the biggest force, since they're likely to meet resistance and they'll have to hold it. This will be a major victory if we can capture it, and it alone may be enough to cause the foe to surrender."

The trooper pauses. "The third group... I'll lead. A sizable force would be best, but it needn't be as large as the force going to the command center. We'll go to the medical center and take it, leaving a good-sized group to defend it. From there, I'll move on to the reactor with some explosives and threaten to destroy it. If we have a timed device or a remote trigger, that would be best, but even the simplest threat combined with other victories may force the enemy to surrender. My brethren would most likely see through the ploy... but the Chiss might not. It's worth a try, especially if we can move fast."

He frowns once. "Of course, if we meet heavy resistance, this may have to change, but that's what I think may be best, knowing what we do now. We don't want a big fight, or a prolonged one. We need to take this station quickly and force a decisive surrender. Preferably without terms."


Zaelos nods in agreement, "A good plan Janitor. I must caution you however to be on the alert for any Dark Side troopers left behind by Darth Taintus to...keep an eye on things." He gave the trooper a small smile, "Of course we both know NO plan survives contact with the enemy...so flexibility and speed will be crucial to maintain your initiative, and keep them reacting defensively to you."


Arana leans over the schematic, "If we can get a team outside the command centre and open the airlocks....we could blow the whole command team out into space. The bulkhead doors will automatically close, the team enters, closes the airlocks and re-establishes atmosphere. Command centre taken....in theory. Do we even have access to protective suits for space?"


Male Azlanti Human Mercenary Soldier 6 | HP 46/46, SP 66/66 | EAC 23, KAC 26 | Fort +9, Ref +5, Will +7 | Init +11, Perception +2

"I was considering that, too, Arana," Janitor says with another grin to the woman. "Quite the tactician you are. The only issue is that we'd have to stick to small numbers--a large force crawling around the outside of the station would be slow and unwieldy. Still, it's an interesting thought."


Male Mandolorean Soldier

Karval nods at Janitor's plan, "Burst fire, good plan."

"Do we have enough Technical people? We may need to open doors, access controls and other items." he queries checking his weapons reflexively despite his regular maintenance. "The second & third teams will definitely need them."


Male Human Bounty Hunter (Assassin, Gadgeteer) - Wound: 16/16 - Strain: 14/14 - Soak: 2 (3 in Armor)

Having never played this system before I don't know what is good or bad as far as skills go. Darius has a +8 in Use Computer and Repair.

Darius responds to Karval and notes his level of proficiency as accurately as he can.


Male Mandolorean Soldier

"Good, that's a really useful knowledge of the systems. More specifics than I." Karval nods to the Warrior, respect clear upon his features.

That's really good for our level. Of course, a specialist can go insanely high.


Male Mandolorean Soldier

"So if we are to have 3 groups. How about Aranna and Darius take the environmental systems. I'll lead the assault upon the Command centre." Karval concludes; "Where should Taggard go? With you Aranna?" The Mandolorean grimaces as he realises they are spreading themselves very thin, however hopefully this will make the Chiss very confused.


Male Human Bounty Hunter (Assassin, Gadgeteer) - Wound: 16/16 - Strain: 14/14 - Soak: 2 (3 in Armor)

I will serve where I am needed. It would be a pleasure to work with Arana, Darius says with a smile.


Arana gives Darius a strange look, frowns then turns to the others "Good, Darius and I will attack the environmental systems. I think Taggard is best used in the assault on the command centre." she says quickly, trying to conceal her disappointment that the attack from space won't be happening.

This is different than Dathomir, Arana she thinks to herself There's more to consider than just yourself. I'm glad some of the other have more experience with this kind of thing.


Male Mandolorean Soldier

Karval is suddenly perceptive and sees that Arana and Darius believe the external assault would better behove the situation. "Taggard is a great warrior, I'd gladly attack with him at my side.... but if we are to try an exterior assault he'd best liaise with Arana. With Darius leading the crack squad."

Before anyone can interrupt; "However maybe he goes with me to ensure the command centre if not?"


Male Azlanti Human Mercenary Soldier 6 | HP 46/46, SP 66/66 | EAC 23, KAC 26 | Fort +9, Ref +5, Will +7 | Init +11, Perception +2

"An external assault is risky... but potentially very effective. If Darius can lead it, I'd say it's worth the risk. Could give us that extra edge." Janitor nods. "We need as much surprise as we can get, drawing apart the enemy's forces by striking from multiple angles."


Male Human Bounty Hunter (Assassin, Gadgeteer) - Wound: 16/16 - Strain: 14/14 - Soak: 2 (3 in Armor)

"I Can lead the external assault, if that is where I can best serve. I'm not adverse to the risks if we think it'll strike a strong blow. Do we have the appropriate equipment to suit up a team to minimize the risks?"

My luck has never let me down in any of my other battles, let's see if it holds true here... is it luck, or is it something more. Hopefully, I will learn the answer to that soon.

"I should probably take the smallest team possible to achieve blowing the airlock. What kind of team and equipment will we need to make this work?"

I have no idea what should/would be used in this scenario. If there are obvious things he would need, please let me know.


Male Mandolorean Soldier

"Either shaped charges or a computer to hack your way inside. The latter being better as a method of surprise." Karval muses, "We'd need armoured suits and great communicators."


Both Martian Level 20 invader

The destroyers have a supply of space trooper armor. Heavier than traditional stormtrooper armor but they are sealed against vacuum and provide twice as much protection as stormtrooper armor.

There are fifty suits available in all as well as fussion cutters for cracking the airlocks.
The booster jets on the suits also provide superior maneuvering in space and can also be fitted with heavy weapons.

The suits are expensive but extremely valueable.

Taggard agrees to accompany the lady to the environmental systems.

Are we ready to go?


Male Azlanti Human Mercenary Soldier 6 | HP 46/46, SP 66/66 | EAC 23, KAC 26 | Fort +9, Ref +5, Will +7 | Init +11, Perception +2

"Darius, take some men and grab your suits. Once that's done I think we're ready to assault a space station."


Zaelos nods, "I approve of this plan of attack. Good luck and may the Force be with you."


Her eyes studying the schematics, memorizing the different ways to the environmental areas, Arana nods "I'm ready, lets get this started."


Male Mandolorean Soldier

"By our arms and the hand of fate may we all return." Karval says grimly, knowing fatalistically that it won't happen. He gives a nod to Zaleos and shakes his hand; "It hasn't been a duty, but an honour working for you."


Male Human Bounty Hunter (Assassin, Gadgeteer) - Wound: 16/16 - Strain: 14/14 - Soak: 2 (3 in Armor)

Darius appears slightly lost in Zaelos' words.

...May the force be with me...

After a pause, Darius nods at the others and begins to move out.


Both Martian Level 20 invader

As you issue your final commands you take your positions and ready for the coming battle. Darius joins up with the best soldiers on the ship and they suit up for the space attack. No Malaki can use the suits so you must use imperial veterans in this assault.
Zaleos stands tall on the deck of the Raptor staring out at the streams of hyperspace. Karval, Janitor, and the rest stand ready in the hanger bay by the docking shuttles. Everyone is tense.
Finally the moment has come and the steams of hyperspace return to stars and before the viewports of the ship is Danaten Station. Right next to the station is the Chiss Grand Battle Cruiser, the flagship of the Danaten Chiss Rebels. Off in the distance is the raging battle of the Chiss Aristocracy and the rest of the Danaten fleet.
You order the destroyers to full combat speed and begin to make the approach on the Cruiser. First the fighters go flooding out of the hanger bay and start to swarm the Cruiser and draw the defensive fire of the station itself. The Surprise worked, the enemy is having difficulty mounting a counter measure in response to the sudden attack by your forces allowing you to get exceptionally close to the action fast enough to bring guns to bear.
Once the fighters have engaged the enemy and the destroyers are close enough to the station the landing craft start their approach. The approach is riddled with incoming defensive fire from the station and the craft do their best to dodge. Only a few of the landers get destroyed on the approach so you arrive with the forces intact.
The design of the Chiss cruiser has guns pointing out flat on both sides of the ship. As Tavoes suggested, if you keep both destroyers to one side of the cruiser, you can avoid 50% of it’s total fire power. Imperial Destroyers were designed so they could attack fully when upright so it is your advantage over theirs.
Now we are moving into individual scenarios and I must request we keep all further posting to spoilers please. Only post out of spoilers if you are using the Comm Channel.

Zaleos:

You watch as the battle begins to unfold. You only have just begun to engage the cruiser with your destroyers. Both ships are under your command. How do you wish them to engage the cruiser?

Hanger Teams:

The shuttles blast their way into the hangers and Malaki begin to pour out of the shuttles accompanied by their beasts. The strange armadillos they brought ball up and are rolled forward by Malaki animal handlers. As they roll forward they provide the Malaki with perfect cover as blaster bolts bounce off the armored shells and the fast moving attack animals reach the enemy with lightning speed tying up even the clone troopers in melee.
Once the Malaki join the frey, the fight for the hanger becomes nothing more than a massive primitive brawl. Even the superior military training of the advanced clones aren’t enough for the hand to hand experience and physical prowess of the Malaki.
You watch as Taggard lights up his saber and charges the enemy instilling a new kind of fear in the foes. They seemed not to expect such a display so soon.
It is now your move. You need to chose what direction you are going to go and then the fighting will begin.

Exterior Team:

The shuttle lands on the hull of the Command deck without incident. To your surprise, scanners pick up a small personal hanger not far from your current location and there is an escape craft inside. The suits will protect you if you make an attempt for it though it is a bit of a hike from your current location.
The stations guns are currently seeking your transport and it needs to leave immediately. You have to choices, seek out and crack the nearest airlock of make a beline for the personal hanger.The choice is yours.


Male Azlanti Human Mercenary Soldier 6 | HP 46/46, SP 66/66 | EAC 23, KAC 26 | Fort +9, Ref +5, Will +7 | Init +11, Perception +2

*crackle* "Zaleos, Darius, this is Janitor. We've landed in the hangar--LZ has heavy resistance is being met by the Malaki forces. The beasts provide cover, and we've got the enemy outclassed in the way of hand-to-hand combat. I'm going to try and head a direct assault to the Medical Center before getting to the Reactor. I'll post sit-reps as needed. Janitor out!" *crackle*

Hangar Team:

Having spoken into the comm-link, the dark trooper raises his carbine in one hand and nods toward the fighting. "Let's get out there and show them what we are!" He puts on his helmet and jumps out of the shuttle, firing a couple shots of suppressing fire toward packed groups of the enemy. He turns back to Karval and Arana. "I'm going to the Med-Center and Reactor. Arana's to Environmental, and Karval's taking the Command Center, roger?" At confirmation, he nods once more, and adds, "May the Force be with you. And luck, too." With that, Janitor charges into the fray, moving to cover behind one of the armadillos.


Hangar Team:

Upon landing, Arana flowed out of the shuttle in the company of Taggard an her Malakai brethren, shooting with her blaster and cutting with her vibrosword; keeping close to Taggard at all times.

Looking about she finds the entrance way that allows access to the quickest path to the environmental system. Catching Taggards' eye, she points; and their small force begins to battle in that direction.


Zaelos responds over the comm, "Roger that, Janitor. We will try to keep you from getting interrupted here. Zaelos out."

Space battle:
Zaelos calls out to the ship's commander and crew, "Keep us on one side of their cruiser and orient us so we bring maximum firepower to bear on them. We must finish them off as quickly as possible! Commander, do their cruiser and any particular weak spots in their design we can exploit?"


Both Martian Level 20 invader

Once everyone posts I will post.


Male Mandolorean Soldier

Hanger:
As they land Karval lets out a breath he hadn't realised he was holding. So many lives lost already, the Mandolorean is used to the close in fighting an realises with one degree difference it could have been him who was destroyed.

However he knows inaction will get everyone killed, he jumps out of the ship with the others. "Affirmative, Janitor." he adds whilst firing a pot-shot with the blaster rifle covering an armadillo-creature.

He then motions to his command and charges into the fray, the rifle swinging over his shoulder as a sword appears in his hand. Making sure to at least keep up with his troopers, Karval would not lead from the rear no matter how fool-hardy.


Male Human Bounty Hunter (Assassin, Gadgeteer) - Wound: 16/16 - Strain: 14/14 - Soak: 2 (3 in Armor)

Shanosuke:

Would my character have any reason to think use the comms would alert enemies to our presence on the exterior of the station or is it safe to assume they know we are here since they were shooting at the ship that dropped us off?

Additionally, would my character have any reason to think that the enemy could be listening to our communications?

When you say small personal hanger, does he have any idea the size of the ship from the scans? For example, does he know the approximate capacity/crew for the ship based on size?

Finally, would it seem feasible to split the team and be able to hit both targets successfully? (Would there be sufficient man power to do both?)

Sorry for the delay, I'll keep my eye open and post our actions once I know the answers to these questions?


Male Human Bounty Hunter (Assassin, Gadgeteer) - Wound: 16/16 - Strain: 14/14 - Soak: 2 (3 in Armor)

*crackle*Darius here. Our team has arrived safely. I've identified another potential high priority target. Karval, do you think you can successfully hit your primary target if I divert from my primary target? I'm also evaluating the feasibility of hitting both targets. Zaleos, any objection to deviating from the plan? Darius out.*crackle*

Exterior Team:

Stand by team. Can we get a better scan of that personal hanger to determine the approximate size of the ship?

If the ship is small enough, I can split the team in two, perhaps taking nine to fourteen men with me to the ship and sending the other thirty-five to forty to hit the command center airlock.

Darius begins evaluating who would be the best to lead the other team, if they split in two. He also begins evaluating who he believes would be the best for close quarters combat and taking a small ship.


Both Martian Level 20 invader

Janitor:

You gather a small batch of warriors and begin your advance towards the med-bay. Once you and your team arrive at the first cooridor you meet some Chiss soldiers and clones blocking your path.

Feel free to take an attack and issue commands to your team.

Zaleos:

The two destroyers begin to strafe the side of the ship. The commander looks to you. "I am afraid we have limited knowledge of the ship. Anything you know would be helpful."

You have to make a knowledge: Tactics, Engineering, Spaceships, and/or technology check to known more. Or you can attempt a high DC Comp use check.

Arana:

You can Taggard rush in the direction of the environmental systems. You meet heavy resistance but you do have the capacity to go melee. Taggard orders forward and you follow the rolling Armadillos.

Make me three attack checks.

Karval:

You begin the push for the command center. All the elevators are shut down. The other routes are heavily fortified and you will lose many men to even get to the barricades and many more pushing passed them. They got their defenses up for the command center fast.

You have two choices, take the stairs or attempt to climb the elevatorshaft.

The shaft will be more stealthy and less guarded but you won't be able to take near as many warriors with you and NO animals.

Scaling the stairs will be without the cover of the armadillos. You will be moving with no cover up a shooting gallery. You can get more men up the shaft but you will lose a lot of men and it will take a lot of time.

You could also abandon this approach altogether.

Darius:

Comm chatter on your end has the risk of alerting your position. The ship is a personal craft with hyperspace capabilities.

If you've been in battles, you know sending messages on covert mission is risky

Splitting the team leaves one team with no commander. You alone are responsible for the teams success. Unless there was another Player character with you.


Male Mandolorean Soldier

GM Approval Pending response to Darius:
*crackle* 'I can try, but it'll be tough - getting into the centre is very heavily defended.' *crackle*

Comm. Centre:
'Damn it, same problem again' Karval enters the elevator and cracks open the panel, quickly checking to see if he can power the lift from an external source - such as re-routing from the lights.
Computer Use: 1d20 + 10 ⇒ (14) + 10 = 24

I take it that it might be impossible? Or at least take a long time.

"We got up the shaft, those left behind keep in cover - fire up the stairs and distract the guards. We'll try and take them from the rear. Then I'll call you and you can join us." Karval decides quickly; "If we cannot take out those above and all the redoubts then I'll order those of you remaining behind to join up with Taggards squad."

Query for GM:
Shanosuke wrote:
Scaling the stairs will be without the cover of the armadillos. You will be moving with no cover up a shooting gallery. You can get more men up the shaft but you will lose a lot of men and it will take a lot of time.

I take it you mean:

Scaling the stairs will be without the cover of the armadillos. You will be moving with no cover up a shooting gallery. You can get more men up than the shaft but you will lose a lot of men and it will take a lot of time.

[ooc]Apologies if this seems pedantic, I just don't want to get a lot of the tribesmen killed.


Zaelos replies to Darius, "I will leave it to your best judgement Darius. Zaelos out."

Space battle:
"Understood Commander. Let me see if I can glean some knowledge here..."

No knowledge skills apply here so here goes the Comp check: Computer Use: 1d20 + 11 ⇒ (14) + 11 = 25


Both Martian Level 20 invader

Karval:

You are correct on my typo. It is "Than". Also, rewiring will take time and a repair check.


Male Human Bounty Hunter (Assassin, Gadgeteer) - Wound: 16/16 - Strain: 14/14 - Soak: 2 (3 in Armor)

*crackle*Darius here. Zaelos, there is a small personal hangar with a personal ship located at these coordinates on the station. It has hyperspace capabilities. It might be worth having some ships ready to take it, in case a leader attempts escape. My team will be going toward our primary objective unless we receive a transmission ordering otherwise. We will be radio silent unless we receive a transmission we need to respond to. Darius out.*crackle*

External Team:

If the others are successful, the owner of the escape ship may never make it to the ship anyway. I can't following up on that personally when I know the command center MUST be taken.

Darius identifies 10 men, and the most senior member of his team, other than himself.

You are in charge of these 9 men. Your orders are to take them to the personal hangar. Gain entry. Disable the ship through whatever means necessary. Then wait to capture or kill anyone who attempts to escape on that ship. Move with full haste. Radio me and Zaelos if anyone attempts to escape on that ship! Move out!

If Darius' team has any small scale explosives, he provides a small amount to the shuttle team.

Darius begins leading the other 39 men toward the command center airlocks.


Zaelos notes the coordinates and relays them to the bridge crew. "Roger that Darius. Zaelos out."

Space battle:
He then turns to the Commander. "Relay those coordinates to all squadrons and be ready to intercept should it take flight. Also make sure we stay in range of our tractor beam."

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