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EPISODE 2: Operation Wayward Falcon

Started by tomcat, May 28, 2014, 03:53 PM

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GandalfOfBorg

"What about this, Hammer?  Looks like its pretty blind and weaker in back quarter," Martel says, pointing at the freighter's schematic.  "We should be able come up on its aft and take it by surprise, minimal risk to us."
---
Looking back over his datapad, "I know I saw something here about the crew but it was vague. Oh, here.  Most of the intel on this ship and its crew was in passing, so nothing is definite beyond what is known about minimum crew for the ship's class, which is eight.  Twenty were observed, though one was difficult to spot, always in the shadows it seems, so that leaves 12 or so mercs -- no battle droids observed but standard droid complement.  For all intents and purposes, this freighter is standard civilian but let's be prepared for otherwise."
---
"Just checked on the Longpole -- its a go for our mission.  I'll bring an extra mech in my ship to support the repair effort."

:ooc:Martel will use a flight suit (normal, not armored, need the light armor for mobility) for this mission for its emergency environmental support in the case of explosive decomp.
Gwaithlim Weapons
Great Bow  Atk: 2d -- Dmg (0h): 7/13/19 -- Edge: 10 -- Injury: 16
Swords       Atk: 2d -- Dmg (1h): 5/11/17 -- Edge: 10 -- Injury: 16
                                    Dmg (2h): 7/13/19 -- Edge: 10 -- Injury: 16

Stefan

Jun 17, 2014, 06:35 AM #16 Last Edit: Jun 17, 2014, 06:46 AM by Stefan
 :ooc:Welcome to the team Steve, thanks for joining us.  I think you'll fit right in. 

Tom,
I'm just going to stick with the standard load out for Hammer, I don't know if we'll need the range of the launcher but better to have one with us if we do.  That being said, I agree that it would be handy if the rest of the team brings more stun and ion grenades than Frags.


"That looks good but I don't think we should count on surprise, if these guys really are Mercs they might have installed sensors to cover that area because they'd be thinking just like we are.  Unfortunately, I can't see a better option for getting on board short of taking out their propulsion and weapons first, which would add quite a bit of time to our mission for repairs once we take the ship."

He waited while the commander skimmed his datapad. 

"Haywire will have a couple of pairs of binder cuffs and I think Mitts should take a couple as well.  I'm guessing they're not going to give up easily so we probably wont need many.  If we do we can lock the rest into one of the cargo holds to keep them out of trouble."

Then he looked at the rest of the team.

"Alright men, now's the time to give us your input on the mission."


deadpool

 :ooc:Welcome Steve, hope you have fun. Don't worry about making mistakes, we all make them and this is a very good way to learn the game.

Mitts full equipment will be then: bandolier, blaster carbine with 8 spare power packs, combat gloves, encrypted comlink (miniaturized) with holo capability, 6 FastFlesh medpacs, 1 frag grenades, 2 ion grenades, 2 stun grenades, 2 gas grenades, 1 smoke grenade, medical kit, S-5 heavy blaster pistol (ascension gun) with 2 spare power packs, stormtrooper armor (+6 armor, +2 equipment bonus to Perception and Fortitude; DR 2 with shadowskin (+5 to Stealth)), surgery kit, utility belt (miniaturized), jetpack, 2 binder cuffs, 1 contact stunner (but only if I can have it attached to my arm or something, if I have to pull it out to use it then no)


"Are we all using the same insertion point or splitting up? Staying together would give us the strength in numbers, but it could also make us an easier target if they're ready for us. If we use different access points we might we able to sneak up on them more easily and use the element of surprise to our advantage. If we can catch them on both sides we'll have them surrounded."

disench4nted

 :ooc: Haywire's complete loadout:
assault blaster rifle with 8 spare power packs(tech specialist mod: improved accuracy with improved energy cell +1 to attack and 100 shots per power pack),  bandolier, 2 blank datacards(10), bracer computer, combat gloves, encrypted comlink (miniaturized) with holo capability, 3 FastFlesh medpacs, 4 frag grenades,  6 ion grenades, 6 stun grenades, 4 smoke grenades, 4 manual triggers, 4 reels of detonite cord, 2 binder cuffs, S-5 heavy blaster pistol (ascension gun) with 2 spare power packs, security kit, stormtrooper armor (+6 armor, +2 equipment bonus to Perception and Fortitude; DR 2 with shadowskin (+5 to Stealth)),  tool kit, utility belt (miniaturized)

"I think we should stay pretty close to each other, once we make contact there is no telling what might happen and I think we're better off facing any surprises as a full squad rather than fragmented teams. Besides, more separate teams means more chances to get bogged down, with all five of us together we should be able to punch through any welcoming party they give us. At the very least we should all insert on the same deck and meet up ASAP."

Stefan

Hammer chafed a little as he listened that they'd not received anyone to replace Booth. Being down a man forced tactics on them that they might have otherwise been able to work differently.  But he place wasn't to cry to the brass about reinforcements, it was to complete the mission no matter what it took.

"With only 5 of us I think we're too small to split up.  It would be too easy for them to trap us and pick us off.  Together we should be able to handle nearly anything they throw at us."

He looked at the commander for the nod, just to make sure that they were in agreement.  He was confident with his tactics, but wanted to make sure that he didn't step on Martel's toes since he was still new to this position.

GandalfOfBorg

"With 3 different ships, we don't have choice but to come in at different locations if we are to get onboard in a timely manner. ( :ooc:Unless Tomcat says that the freighter can dock multiple smaller ships in relatively close proximity.)  Coming in at multiple locations would cause them to split their forces as well, making it more difficult to repel us.  We can rally at this point ( :ooc:If there is such a location) and make our push to the engine room.  We should be able to take control of propulsion, communications, and even pilot controls if need be.  But let me think on this..."

Releasing himself to the Force to clear his mind, Martel's eyes open.  "I think the request for jet packs is a good idea.  Maybe the best way to get us all in at the same time is to go EVA, bypass the door on the docking portal, and all enter at the same point.  The droids can fly the ships to distract them from our entrance."
Gwaithlim Weapons
Great Bow  Atk: 2d -- Dmg (0h): 7/13/19 -- Edge: 10 -- Injury: 16
Swords       Atk: 2d -- Dmg (1h): 5/11/17 -- Edge: 10 -- Injury: 16
                                    Dmg (2h): 7/13/19 -- Edge: 10 -- Injury: 16

disench4nted

Jun 18, 2014, 05:50 AM #21 Last Edit: Jun 18, 2014, 02:12 PM by disench4nted
"That isn't a bad idea at all Commander. Those weapon mounts looked like a hack job ( :ooc: I'm assuming Haywire is enough of an expert to know this, if I'm wrong let me know and I'll change this post) and shouldn't be able to track small, fast moving targets like that. We could even pick a non-vital deck to enter on and blow a hole in the side of the ship to make our own door...that should space any mercs that may be waiting for us. And as long as we seal the deck off, the ship's life-support systems will still be functional everywhere else on board."

tomcat

:ooc: couple questions, answers and a request:

Do you guys want me to bring in another clone trooper and NPC him to bring the team count to normal?

You guys could dock in proximity that allows for a y-wing size. Of course, there may be no entry points under the fighters but a lightsaber would accommodate that. So you could dock one ship on a collar, unload it while Martel's ship makes its own entrance close by and the third comes in a few minutes later. Your call. I also like the EVA entrance - kinda like in the Clone Wars cartoon two-parter

You guys have deck plans via the weblink. I have no problem with creative input as to what is where on each deck - I will wrap the story around as needed.

Haywire is definitely knowledgeable on stuff - he is well-trained in how to destroy stuff so his keen eyes can see the inverse as to how well things are built.

Lastly, Steve, could you color your out of character stuff so it is easier to discern? I use maroon for out of character, navy for PC actions and dice rolls, and red for all enemy actions and dice rolls. You don't have to follow my exact format if you don't want, but please use a different color if you don't.

Thanks! I will post more when I am on a PC instead of a tablet.
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

GandalfOfBorg

 :ooc:Having my ship latch on and cut my own doorway would require my ship to stay attached to the ship, otherwise that part of the bulkhead would decompress, leaving us with one fewer ship to use as distraction.

"Well look-y here.  Deck 2, where one of the airlocks is located is also the deck with the reactor room.  We could use either the turbolift or the cargo lift to move between decks.  The turbolift would be crowded and easily sabotaged while the cargo lift is bigger but the drivers are on Deck 2, less easy to sabotage.  Hmmm.... First, jump in close to ship and jam communications.  Second, disable ship with ion cannons and we go EVA to airlock. Third, droids distract crew until we plus spare astromech break in to Deck 2.  Fourth, secure reactor room and lifts.  Fifth, proceed to subsequent levels and neutralize remaining crew threat.  Finally, slave our ships with navcomp of freighter and jump to mission-designated location.  Got any holes to fill?"
Gwaithlim Weapons
Great Bow  Atk: 2d -- Dmg (0h): 7/13/19 -- Edge: 10 -- Injury: 16
Swords       Atk: 2d -- Dmg (1h): 5/11/17 -- Edge: 10 -- Injury: 16
                                    Dmg (2h): 7/13/19 -- Edge: 10 -- Injury: 16

Stefan

 :ooc:While I'd really like to have a 6th red shirt I think we'll be fine with 5 and in a typical combat situation I can't imagine that spare troops would be so readily available, especially in a SF unit like ours.  Maybe after this mission we could bring in someone else, PC or NPC but I think we're good for now.

Hammer thought for a moment on anything that might cause them problems.  With a crew as small as their intel told them there shouldn't be any massive response and there was no intel on battle droids on board. 

"Sounds like a solid plan Sir.  Once we have the reactor room we'll need to leave a guard there or risk losing it again.  I think we should leave the repair droid and Longshot to guard, he should be able to hold the room against a small contingent if need be and we're not going to want our repair droid to be under fire any more than is necessary."

deadpool


disench4nted


tomcat

:ooc: Cool! We have materials and structured plan. I will get another story post up in a bit. Going to play a gig at 8PM, so I will try and have it before then.
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

GandalfOfBorg

 :ooc:Cool have fun!  And so the unravelling of the plan begins ... best-laid plans and all  ;)
Gwaithlim Weapons
Great Bow  Atk: 2d -- Dmg (0h): 7/13/19 -- Edge: 10 -- Injury: 16
Swords       Atk: 2d -- Dmg (1h): 5/11/17 -- Edge: 10 -- Injury: 16
                                    Dmg (2h): 7/13/19 -- Edge: 10 -- Injury: 16

tomcat

Steam issued from the engine coolant units of the LAAT/i Gunship that sat within the mammoth hangar of the Kaminoan surface dome. The men of Derecho slowly checked each crate of gear and then stowed it on board. Once done, the team would be lifted into orbit to where the Argon Star awaited them and then they would jump to the Colonies where they would rendezvous once more with the Dauntless. Derecho had heard that the star destroyer had pulled out of the Battle of Plinth relatively unscathed after a great deal of combat. Both the Republic and CIS forces had withdrawn from each other along different directions of the Braxant Run so as to reconstitute their lines. The ARC team knew that combat still raged along that front, but the Argon Star had been called back to the Core.

Longshot pushed the last weapons crate into its slot and then depressed a button. Hydraulic hiss emanated from the storage gate that slowly came down and secured their gear. There was another audible clunk and then Longshot turned to his fellow clones. They were ready. Just Martel and Hammer were missing, having business once more with Command, but once done their new mission, Operation Wayward Falcon, was a go.

It took only twenty more minutes of waiting and the two commanders appeared, along with the LAAT/i pilot. With just simple nods, Hammer cued his men to saddle up. Personal weapons were stowed, holstered, or shouldered, and the team boarded. The clone pilot made his way to the cockpit and three minutes later, the engines spooled up. With a high-pitched whine, the LAAT/i's repulsors took her off the ground and then the team grabbed for hand holds as the thrusters raced them out of the hangar. The constant raging storm of Kamino buffeted the ship until it broke through the clouds and then orbit.

Twenty minutes later, the large troop transport entered the Republic Cruiser's small hangar and the team worried that they might not fit. Ten minutes after landing, the Argon Star made the jump to lightspeed and Derecho was now back in action. The better part of that day passed as the cruiser made its way to the rendezvous with the Dauntless. By the end of the second day, Derecho had once more boarded the LAAT/i and were moved to the Vindicator-class star destroyer.

Inside the huge hangar, the team disembarked from their transport and started to unpack their gear. As they did, a captain in a gray uniform approached and called, "Sergeant Hammer! Commander Martel!" the two Derecho leaders quickly moved to answer. The captain handed over a status report on a small sheet of paper, "Commanders, we have the Ardent Falcon on sensors located at the following coordinates." He pointed at the paper, "Your team is to ready itself as quickly as possible and commence mission start before we lose track of the freighter. Your ships are there." Again the captain pointed and the team followed his gesture to where sat three yellow-gold painted Y-wing fighters. Mech droids were being lowered into their compartments even as the team unloaded. The ships looked like they had seen combat already, but they were all there, including the specialized Longprobe.

The captain spoke once more, "Once you launch and make your jump, the Dauntless will remain in close proximity to provide any support once your objective has been achieved. If there is nothing else, I will leave you men to your task. Good luck!"
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]