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| 15 May 2014 01:49 PM |
Name: Amarxius Zaron Age: 58 Gender: M Race (and a brief racial description): Human Appearance: 6'1, slightly fat and with a wrinkled old face with piercing blue eyes. A small mustache. Clothing: Officer Uniform Faction: Imperial Warlords, specifically the Pentastar Group. Items: N/A Backstory: After the collapse of the Interstellar Empire, Amarxius Zaron and a group of his officers cut a swath of the land and immediately took it under their control, calling themselves the Pentastar Warlords. Their armies mostly served behind them. Amarxius and his small escort are now enroute to discover what is going on.
Faction CS:
Name: Pentastar Raptors Allegiances: Pentastar Warlords Average Appearance: http://media.moddb.com/images/mods/1/8/7376/Raptor.1.jpg [gun not included] Location: (STARBASE D4-MN3D - HARD / ABANDONED SHIP - MEDIUM / MARS BASE - EASY) ABANDONED SHIP
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Your men grumble as you sigh, facepalming. Why did you even leave these idiots to investigate the ship wreckage you found. It was a great haul, as well! A research vessel sent to investigate a moon but had a hull breach. You fixed up the breach, but now your men have gone dark because they lost their remote uplink.
Idiots.
You're going in now with a few of your... more trustworthy men. You're all armed decently for your trade, but aren't exactly expecting much resistance from a load of dead scientists.
Welp, let's get everyone ready.
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SOLDIER SELECTION:
- 7 available -
Classes: - Scum of the Galaxy: A general purpose class fit for nearly any role, but not great at any role. 2 EQUIPMENT SLOTS, 1 PRIMARY (medium caliber), 1 SIDEARM. BONUS: MINDLESS SCUM (More loyal than other troops)
- Mercenary: Superior armour and firepower makes for a great walking turret. However... well, most aren't the smartest in the galaxy. 1 EQUIPMENT SLOT, 1 PRIMARY (medium-high caliber), NO SIDEARM. BONUS: HEAVY ARMOUR.
- Smuggler: A class specialized in electronics and reasonably good at research, as well as a dab hand for explosives, but kind of suck in a general fight. 3 EQUIPMENT SLOTS. NO PRIMARY, 1 SIDEARM. BONUS: ILLEGAL GOODS (can hack into pirate systems)
- Pilot: While similar to a Scum of the Galaxy, these men are less good at everything. Instead, they're much better at logistics and building. 3 EQUIPMENT SLOTS. 1 PRIMARY (low caliber), 1 SIDEARM. BONUS: ENGINEERS AT HEART (improved building skills)
- Assassin: Need this be explained? Great at both stealth and sniping, although they can track and set up traps. 2 EQUIPMENT SLOTS. 1 PRIMARY (high caliber), 1 SIDEARM. BONUS: HUNTER OR HUNTED (improved stealth and escaping)
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EQUIPMENT AND WEAPONS:
Equipment: - Remote Listener (telephone bugs for people!) - Remote Uplink (a communications center than can be deployed) - Remote Cameras x 3 (allows you to directly see a troop's screen) - Low-explosive Frags (a weak detonator explosion) - Building Blocks x 3 (general purpose building material) - Energy Core x 2 (used to power objects) - Glass Dagger (an energy dagger) - Incendiary Grenade (a weak, fiery explosion - careful of gasoline!) - If you want to request, feel free to.
Weapons: High Caliber: - Sniper Rifle XM934 (a one-shot armour piercing round sniper rifle. Also known as the Anti-Material Gun by many Assassins.) - Sniper Rifle XM900 (a general purpose, semi-automatic sniper rifle.) - The BFG (also known as Betty, the BFG is an assault rifle with more firepower and ammunition. Heavy though.)
Medium Caliber: - XM98 (a semi-automatic but precise rifle) - AMR129 (your run-of-the-mill assault rifle. Useful for a variety of missions.) - B4NG98 (a shotgun. Neeed I say more?)
Low Caliber: - AMR 023 (a weak but easy-to-use rifle. Don't expect this to do much damage to anything.) - SH3LL-39R (a one-shot shotgun that fires a single slug round. Hits harder than a single shotgun shot, but doesn't do that much damage in the grand scheme of things) - NERF gun (well, it's a NERF gun. Do you really want this?)
Sidearms: - Anaconda (a simple revolver, from olden times. Packs a decent punch) - Tranq Doubleshot (a two-round tranquilizer gun, custom-made) - OL29 (also known as OverLoad, a fully automatic but weak pistol - its rate of fire is a bit crazy due to pirate modifications, practically emptying a clip in a second. Each clip holds 10 rounds) |
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| 15 May 2014 02:10 PM |
Name: Phoenix "Deathstroke" Mulasna Age: 36 Gender: M Race (and a brief racial description): White Human Appearance: 6'7, Black hair, strong build, has a scar on his arm. Behaviour: Boastful, easily aggravated. Clothing: Officer Uniform Faction: Kylithian Guard (Specifically High Command, Legion 6 . Items: N/A Backstory: After the final division of The Hurstell Command fell, Phoenix had to eliminate the final councillor, unfortunately, that just had to be the Rambo, who had fortunately killed his brother, so, in rage, ripping on his armour, ran straight at the councillor, and slammed him into the ground, hitting him several thousand times in 10 seconds.
Faction CS:
Name: Kylithian Guards Legion: #6, High Command Location: Star gate Command Section 17, Station 36, Room 602. |
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| 15 May 2014 02:12 PM |
(2 things Mark.
Firstly, this is a ISRP. Wrong thread to sign up.
Secondly, not accepting any more people - already got 4, maybe 5.) |
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| 15 May 2014 02:15 PM |
Three scum of the galaxy, 1 smuggler, 1 pilot, one assassin and one mercenary.
[Can we only pick one equipment?] |
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| 15 May 2014 02:17 PM |
(Each character would be like this - for example, Scum of the Galaxy:
Primary: Blah Secondary: Blah Equipment: 2 slots, = blah and blah) |
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| 15 May 2014 02:27 PM |
[Oh cheers.]
SOTG 1: Rank: Sergeant [Boss of the lads.] Primary: XM98 Secondary: 0l29 Equipment: Remote listener, energy corex2.
SOTG2: Rank: Corporal Primary: AMR129 Secondary: Tranq Doubleshot Equipment: incendiary grenade, low-explosive frags
SOTG3: Rank: Corporal Primary: B4NG98 Secondary: Ol29 Equipment: Glass Dagger, Incendiary Grenade
Smuggler: Rank: Private Primary: N/A Secondary: Anaconda Equipment: Low explosive frags, remote cameras
Pilot: Rank: Lieutenant Primary: AMR023 Secondary: Anaconda Equipment: Building blocksx3, Remote uplink
Assassin: Rank: Corporal Primary: XM934 Secondary: Tranq Doubleshot Equipment: Remote listener, Glass dagger
Mercenary: Rank: Private Primary: The BFG Equipment: Energy core, low-explosive frags
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| 15 May 2014 02:30 PM |
(Sure thing. The lads are moving in!)
Your ship approaches the much larger science vessel. Seems to just be a large, re purposed freighter with a few fancy shmancy attachments on the outside. There's a few places to land - the main docking bay, through the escape tubes or on top of the ship and connect through the airproof tunnel. |
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| 15 May 2014 02:34 PM |
| Pfft, everyone is dead.. although. Which entrance leaves the dropship the least exposed to possible gunfire? |
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| 15 May 2014 02:36 PM |
| Welp, the top may make the ship seem a bit more incognito, but the escape hatch is the less likeliest to get chased into - however, it's furthest away from all the good stuff, as far as you know. It's nearer the engine. |
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| 15 May 2014 02:37 PM |
| We'll land on the escape hatch and prepare for possible combat. |
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| 15 May 2014 02:38 PM |
| You do just that, and enter the ship. Seems just to be a tight corridor-like room, with the hatch you entered in just... well, just there, connected to your ship. There's probably a bigger room past the door. |
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| 15 May 2014 02:41 PM |
| Get the pilot to reinforce the room and the smuggler to set up our remote uplink. |
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| 15 May 2014 02:43 PM |
| "Uh, boss, this is a crappy corridor. We'll need to open up that door. Oy, Pilot, you got your welder!" He nods. "We should get him to force it open." |
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| 15 May 2014 02:44 PM |
[Mis-read that previous post. Heheh.]
Get the pilot to slice open the door. |
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| 15 May 2014 02:47 PM |
(:3)
The pilot makes a big-*** hole in the door, then dramatically kicks the door in, yelping as his foot hurts more than the slowly falling door does. It crashes into the ground, and he groans. The commander of the lads laughs, and kicks him through. "Ladies first, sucker!"
The room seems just to be an intersection, although the middle is a circle rather than a crossroads. Seems like a good place to set up. |
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| 15 May 2014 02:52 PM |
Right, get the men to set up. I want the smuggler to set up the remote uplink, and the pilot to ..once again reinforce the room.
Get two of the SOTG's on guard duty here.
Myself, an assassin, mercenary and the other SOTG shall investigate the next room. |
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| 15 May 2014 03:02 PM |
The pilot uses one of his building blocks, and hands his uplink to the smuggler, who begins to set it up. The leader of the SOTG's and one other goes on guard duty while the rest of your merry crew have a choice.
A - Forwards!
B - Shimme to the left.
C - One hop to the right this time. |
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| 15 May 2014 03:07 PM |
"Aww y-"
The Scum of the Galaxy slips as he opens the door. Well, they're scum after all. The Mercenary lets loose a hearty laugh, and picks the lil' guy up. He chuckles thankfully, and the two move in. The Assassin nods to you, and jumps up a crate in this new room. Seems to be a mixture of a storage area and a kitchen. |
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| 15 May 2014 03:09 PM |
| Check to see if the gas or any other possible explosive is in the area, we don't want to risk firing if there is a heavy risk of a breach. |
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| 15 May 2014 03:11 PM |
| You four go around the room, looking around. Possible hazards are the kitchen's cookers and a small decompressor to the side, which for some reason uses gas, but other than that there's some food in the crates, if that counts. Ugh, moldy and purple. |
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| 15 May 2014 03:17 PM |
| Collect the crates containing the moldy food and pile it up in a corner. We will examine it further later, examine the other crates. |
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| 15 May 2014 03:20 PM |
You grab all the food. Stinks, though. You investigate through the other crates, and don't see much out of the ordinary. Just some general-use cooking equipment. Maybe save some, and you could make a makeshift flamethrower or something later on? That'd be cool.
Your hoovy agrees. |
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| 15 May 2014 03:23 PM |
| Take the equipment and go investigate the next room. |
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| 15 May 2014 03:26 PM |
You pile it all up next to the food, and your merc stays behind to deal with the heavy luggage. He'll join up later, he says. There's only one door, and it leads to one of the mess halls.
Or what used to be a mess hall.
There's... well, there's at least seven dead bodies in here. Looks like they died from lack of air; asphyxiation, what a way to go, eh?
That doesn't explain why there's someone's organs over in the corner, though, under the vent. |
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