"Uh. Do we even have any spoons? Or utensils of any kind? It will be more than slightly difficult to play without them."
Sun Jul 22, 2012 1:11 am
Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
Re: [SoRtD] Adventures of the Ulysses, Pt. 1
"We could use our combat knives."
Sun Jul 22, 2012 1:55 am
Traumahawk
Joined: Sun Oct 02, 2011 12:03 am Posts: 51
Re: [SoRtD] Adventures of the Ulysses, Pt. 1
Miggles wrote:
"We could use our combat knives."
"I like the way you think."
Sun Jul 22, 2012 8:55 pm
Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
Re: [SoRtD] Adventures of the Ulysses, Pt. 1
" I don't. It tends to ♥♥♥♥ me over once in a while. "
Sun Jul 22, 2012 9:11 pm
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: [SoRtD: Space] Adventures of the Ulysses, Pt. 1
Saber Squad
The handover, surprisingly, is without incident. Delta Lead quietly confides in you that the enemy recon team was confirmed killed, taken out by one of the previously MIA infantry squads.
Hiking back to the starport is something of a chore, but when you get there, it's starting to resemble its former self once again. The Marines have settled in nicely, and one of the heavy dropshuttles is waiting for you, along with the Captain on a vidscreen.
----------------
Back of the Transport
Ulysses Captain » "Well if it isn't our little band of heroes. Normally we'd send the Deltas, but they've been pretty shaken up since their squadship went down hard and their pilot almost bled out from shrapnel injuries to his legs, so we don't want them pulling any stupid revenge stunts. Alright, I'll make this quick. Intel?"
Intel » "Long story short is that the FTL CommSat detected an unknown ship on the far side of the planet's moon. We spotted it because it was in the process of launching another one of those drop spheres, which is going to be running into a trio of VLS missiles in about half an hour. We don't have a positive ID on the owner or the exact class of ship, so at the moment we can't offer any proper information on what you might be up against. All I can tell you is that it'll probably have artificial gravity, but no atmosphere. That means limited operational time."
Ulysses Captain » "Your job is simple. Your dropshuttle will take you up there, and you're going to board it. Once aboard, do as much damage to critical systems as you can as quickly as possible, then exfil."
Intel » "Unfortunately, they may have realized we spotted them. Once they notice you're aboard they're probably going to scramble to launch all of the remaining troop spheres, probably either at the Ulysses itself, or at the starport. There should be ways to prevent that, but I won't be able to tell you what they are until you're inside it."
Ulysses Captain » "We're issuing you suits of Heavy Body Armour*; the air supply will be good for three hours once you're aboard. Your CO will have a single D-Charge†, the rest of you are each getting a Tactical Charge‡. Yeah, we're breaking out the big guns for this one. See your personal terminals for rearming options. Once you're ready, suit up and hit the all-clear signal on your terminal."
Intel » "Remember, you're going to be fighting many armoured robots in relatively close quarters, but also expect hangar and storage areas. Be flexible, and ensure you have plenty of firepower at your disposal. I realise this may be a little difficult for you to understand as concepts go, but spraying gunfire in the general direction of anything that moves isn't the optimal battle plan in the kind of situation you're going to be in."
Ulysses Captain » "You heard the man. Now ready up, suit up, and hang on."
----------------
* Heavy Body Armour: Heavier and bulkier than standard MBA, but offers much better protection and a longer-lasting air supply. Not quite as good as what the Spartan team has, though. † Disintegrator-Charge: Extremely rare, uses classified artefact technology. Completely and utterly disintegrates everything within a wide radius upon 'detonation'. D-Charges! Because tacnukes are for boring people. ‡ Tactical Charge: A shaped explosive charge designed to blow open walls, flatten doors, crack open tanks, or take out structural supports. Arm and stand well back.
----------------
Sidearms:
+ Marine Pistol: 10mm semi-automatic, 10-round magazine, underbarrel flashlight. Puts holes in things pretty good. Actually a decent sidearm. + Heavy Pistol: 13.5mm semi-automatic, 7-round magazine. Puts holes in things damn well, but has insane recoil even with the inbuilt compensators. + Autopistol: 7.8mm fully-automatic, 18-round magazine. Not as punchy as the Marine Pistol, but still quite lethal at close range thanks to burst fire.
Assault Weapons (any class can use these):
+ T7 SMG: A lightweight submachinegun with integral Tactical module. Same 10mm rounds as the Pistol, 28rd magazines. + J12 BR: Based on the P90, the J12 Bullpup Rifle is a 60-round, 6.5mm fully automatic rifle. It lacks the accuracy and punch of the K77, but has a vastly improved rate of fire. The long mags make it awkward to reload in the heat of battle. Integral Tactical module. + K77 LAR: The K77 Light Automatic Rifle is a 30-round 7.62mm fully automatic rifle with single and burst fire modes. It is a robust and reliable weapons system issued to all Marine Infantrymen. The K77 can be fitted with many different kinds of underbarrel modules. + V8 DMR: The V8 Designated Marksman’s Rifle is a 20-round, 11mm semi-automatic rifle with integral, adjustable 8x scope and Tactical module. Whilst it lacks the rate of fire and ammo capacity of the lighter K77, the V8 has superior accuracy, penetration, and firepower. + X1A BFR: The X1A is an experimental new burst-fire rifle, firing 3-round bursts of 7.62mm from the same magazines as the K77. It boasts remarkable accuracy and firepower, able to put all three rounds on target with ease. One catch: it can only fire in burst mode. No single/auto.
Tech Weapons: (Techs only)
+ K77T LAR: An upgraded K77 with state-of-the-art target identification and locking system equivalent to a Tactical module, minimizing the risk of friendly fire, plus an underbarrel Laser module. + VRX ALR: Automatic Laser Rifle. Lases high-energy beams either in rapid pulses, or a sustained beam. Can feed from a power backpack or smaller power cells. + VSX PPR: Plasma Pulse Rifle. Fires small globs of plasma using a miniature accelerator, but can also disperse a wide, shotgun-like cone of plasma. Rapidly loses effectiveness over range.
Support Weapons: (Supports only)
+ Assault Shotgun: A high-capacity (12-rd) semi-automatic 12gauge, usually employing shot shells, but also capable of using slug rounds, as well as other exotic munitions. + K77A Medium Automatic Rifle: A modified version of the K77 with a heavier, extended barrel and bipod. Cannot use the same modules as the K77, but has a much higher ammo capacity. + “Hydra” Grenade Launcher: Heavy, but favoured by the Marines for its very high capacity and ease of multiple ammo type use. Feeds from 3-round canisters of 35mm grenades, with a 6-slot revolving ammo ‘bay’. HE and Frag standard issue.
Grenades: (pick 4; if taking a Hydra, specify which grenades you'd like in canister format unless you want a random/average selection)
+ HE Grenade: A small and powerful concussive blast to scorch and stun enemies. Somewhat effective against armoured targets. Stronger underwater, weaker in a vacuum. + Frag Grenade: A larger-ranged hail of deadly shrapnel, lethal to exposed organics but weak against armoured targets. + Smoke Grenade: Creates a cloud of moderately warm smoke, obscuring normal and infrared lines of sight. Uncomfortable to be standing in, though. + Concussion Grenade: A much more powerful concussive blast that can pulverize soft tissue through armour. Like the HE grenade, it is even stronger underwater, but almost useless in a vacuum. + Cryo Pulser: Snap-freezes everything within 10m. Chilling. + Shock Pulser: Unleashes a hybrid electrical/electromagnetic shockwave, incapacitating robots and androids with ease. Basically useless against organics though.
K77 Modules:
++ Shotgun: A single-shot 12-gauge shotgun, short ranged but powerful. Weak against armoured and mechanical foes, but powerful against lightly-armoured organics. ++ Grenade Launcher: Utilizes standard 35mm grenades for various effects (HE, frag, flash, smoke, etc.). Useful against groups, but dangerous to use up close. ++ Laser: A high-energy beam emitter powered by a microfusion battery. Powerful against single targets, but beam power attenuates over range in atmosphere. Very low rate of fire. ++ Plasma: Disperses a cone of high-energy plasma out in front of the lower barrel. Extremely powerful, but very limited range and pitiful rate of fire. Super shotgun! ++ Microcoil Launcher: A grenade launcher with a mini-coilgun-esque accelerator. Launches grenades further and faster, improving range and accuracy. ++ Tactical: A combination flashlight and infrared laser sight. Provides vision in dark areas and more precise shot placement, especially at longer ranges. ++ Bayonet: An underbarrel monoknife attachment, phased out of service and no longer widely available. Improves melee attack power significantly.
Sat Aug 04, 2012 12:21 pm
caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
Re: [SoRtD] Adventures of the Ulysses, Pt. 1
"Sounds almost like a infilitration mission."
Do we pick what we want or...?
EDIT : Alright, so we do pick gear.
Heavy Pistol, X1A BFR, 4x Shock Pulsar.
Last edited by caekdaemon on Sat Aug 04, 2012 8:00 pm, edited 1 time in total.
Sat Aug 04, 2012 2:16 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: [SoRtD] Adventures of the Ulysses, Pt. 1
I'm pretty sure we pick.
Get a Heavy Pistol, X1A BFR, two Shock Pulsers, a Cryo Pulser, and a Frag Grenade.
Sat Aug 04, 2012 5:03 pm
Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
Re: [SoRtD] Adventures of the Ulysses, Pt. 1
Heavy pistol, Hydra; Cryo, Shock, Smoke, and Frag grenades all in canister form.
Sat Aug 04, 2012 6:38 pm
Izen
Joined: Sat Oct 22, 2011 12:56 am Posts: 1474 Location: At the corner of unoriginality and boring
Re: [SoRtD] Adventures of the Ulysses, Pt. 1
Marine pistol; VSX ALR; 2 HE, one Cryo, one Shock Pulser Grenade.
Do I technically need to breath? I am a robot.
Sat Aug 04, 2012 7:20 pm
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: [SoRtD] Adventures of the Ulysses, Pt. 1
caekdaemon wrote:
Do we pick what we want or...?
Si. One primary from either the Assault pool (or Tech/Support pools if you're a Tech/Support), one sidearm, and 4 grenades - or 6 grenade canisters if you take the Hydra.
--------------------
Izen wrote:
Do I technically need to breath? I am a robot.
Technically speaking? Probably not. But overheating is probably more of a hazard in those heavy suits, and cooling is trickier when all you can do is conduct and radiate.
Besides, not even CD is badass enough to take on a ship full of angry robots by himself.
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