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> Emerging: End of Days OoC & Recruitment, Will you face the Apocalypse? (Recruitment always open!)
Zaranthan
post Oct 11 2011, 01:09 PM
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Yay, murdering!
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Friendbot2000
post Oct 11 2011, 02:24 PM
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Here. have a cookie. For murder.

That's cool sabs. Jax is more than capable in the killing department (IMG:style_emoticons/default/wink.gif)
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Aria
post Oct 12 2011, 12:02 PM
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Ok, 2 Ares Dragons...I think you'll have room for an APC + troops in each. Jax's super heavy will probably take about half the cargo space...

Ideally I want you to be an elite team of 10-20 individuals going in on the initial raid...I want it more PC lead than the situation we had in Conflict. The 'events' will give you access to fire support etc as you need it...

Events Total: 21+

Sticks 9
Gash 3
Jax 7
Tris 2

Zaranthan ?

EDIT: Updated the sheet links in the second post. Zaranthan, have I missed yours or are you still tweaking?

EDIT 2: As an incentive to lots of posting - for every 20 IC posts you get a bonus big item that you otherwise wouldn't be able to afford. Availability is not an issue, cost can be in the order of 100,000 nuyen I guess, requests on a postcard please (IMG:style_emoticons/default/smile.gif) (I think only Seth qualifies yet...Sabs is nearly there...)

GM approval required for these...deltaware is available if you want it courtesy of the kind people at Stillwater...
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JxJxA
post Oct 12 2011, 12:33 PM
Post #279


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@ Aria:

So I take it my spirits' scans of the landing zone say we are clear of baddies (so far as they can see (IMG:style_emoticons/default/biggrin.gif) )?
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Friendbot2000
post Oct 12 2011, 12:44 PM
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Those adepts and mages are so getting ganked by my cannons. They don't stand a chance.

@Aria
How thick are the walls of the compound? Do you think we could blast through them with a missile strike? How much of a payload will we need to breach the walls? I assume all of this was included in our mission briefing file. Usually ops like this have specs on defenses we will need to penetrate, at least the ones we know about...


@All
I think a breach in the fortifications would be advisable versus a frontal assault on the gates. Also it will leave a nice big hole for the rest of our troops to follow in. Provided we have a big enough payload for a missile strike we should be able to punch a nice hole in the wall provided it isn't that thick. I doubt it would be too thick since this isn't medieval times (IMG:style_emoticons/default/nyahnyah.gif)

Either that or a missile strike on the gates could be advisable but it would expose us to a lot of enemy fire, this would depend on where the transports drop us off at. The LZ will most likely be hot though...well that depends on the size of the island though. I vote for softening them up with an artillery strike and then punching a hole in the wall. Artillery will keep their heads down while we get the advantage by blasting a hole in the defenses. It will also knock out some of the troops on the walls.

What do you all think?

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JxJxA
post Oct 12 2011, 01:10 PM
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Decided to spend some of my leftover karma on summoning specialty(fire spirits), which should be useful since I'll probably be doing a bit of overcasting in this game. (IMG:style_emoticons/default/smile.gif)

Fortification breach sounds fine to me. (IMG:style_emoticons/default/smile.gif)
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Friendbot2000
post Oct 12 2011, 01:37 PM
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Do you have spells like Shatter that could help with destroying fortifications? That would be really helpful if the missile strike doesn't work.

Also the heavy's should go first and clear out a space for the rest of the troops. We are the ones who are going to be clearing out the heavy baddies and the mages will gank the goons. Mages should stick close to the heavies so we can give them a modicum amount of protection and they can gives us some magical protection. I recommend that JxJxA go with Sticks and Seth goes with me. It would make sense because we would balance each other nicely.

The foot soldiers shouldn't be a problem for the heavies unless they have a lot of heavy weapons which I doubt they will. Most heavy weapons are going to be mounted on the walls so those should be targeted first. Knocking them out will be paramount to our success. I recommend we actually punch two holes in the defenses to give us to breach options in case one entrance gets pinned down. One of the heavies could move over to the gate and tear it to pieces as well.

Do you mages have any environment shaping spells like Shape Concrete? That could be help create cover for our other soldiers and prevent them from getting slaughtered if we meet heavier resistance than expected. The APCs could provide a decent amount of cover once they arrive via the ferry.

sabs, how big is your heavy? Do you have the light mecha or the heavy?
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JxJxA
post Oct 12 2011, 02:02 PM
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I have shatter, but none of the shape spells. I should be able to overcast shatter at a fairly high level without turning too much of my brain to goo in the process. I have some AoE spells to toss at the footsoldiers like manabolt and stunbolt.
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Friendbot2000
post Oct 12 2011, 02:48 PM
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That's good. Shatter will come in handy. I recommend summoning an earth spirit. It might be able to shape some cover for us. Earth spirits are also handy at disabling foes. One will definitely come in handy.
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sabs
post Oct 12 2011, 02:53 PM
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I'm pretty sure Missile Strikes are right out (IMG:style_emoticons/default/smile.gif)
besides. I don't want to waste perfectly good event points at the very beginning of the mission.
They're gonna have Tanks, and APC's and Anti Vehicle weapons. Also, we're going to have an other problem. There's a Shedim assault going on. If we breach their walls (or gate) it lets the Shedim in, Not to mention every person we kill is a new vessel for more Shedim. We're going to have to deal with that, AND the Azzie's at the same time. Without making their fortress island undefendable.
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Seth
post Oct 12 2011, 05:36 PM
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@Aria
Have I mostly found out everything I'm going to without going into the buildings?

I don't actually know much: Mages and Adepts are watching on. Low level watchers watching, and a medium sized spirit came out to play. Have I picked up any other useful stuff?

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Zaranthan
post Oct 12 2011, 06:06 PM
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@Aria

Priscilla is finally out of the workshop and ready to rock. Character sheet is on Myth Weavers, <>here<>. Her meat world sheet is still missing a few bits, as I want more street life in it. Nobody's selling Adapsin treatment in Puyallup. (IMG:style_emoticons/default/biggrin.gif)
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Seth
post Oct 12 2011, 08:03 PM
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Hi Priscella
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JxJxA
post Oct 12 2011, 11:35 PM
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I'm going to ask the group this because it might be a bad idea...should I try summoning a Force 10 Fire Spirit to attack those sensors?

Can Earth Spirits shape land? I didn't see it in the power list, but if that seems to be a better asset than the fire spirit I'll call one.
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Seth
post Oct 13 2011, 10:20 AM
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@JxJxa
Only if you want to die

Do the sums...suppose it only gets 5 successes. You take 10 damage, and probably have no nett successes
If it gets 10 successes: you die. No saving throw. And we need to deal with a rating 10 free spirit

IMO a rating 7 is insane, but that's ok you are playing an insane character. A rating 10 is straight suicide.
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JxJxA
post Oct 13 2011, 10:25 AM
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@ Seth:

Cool. I was thinking it would be suicide, but with what we're facing I wasn't sure if we needed the extra firepower. I'll stick with the Force 7 for right now, then. (IMG:style_emoticons/default/smile.gif)
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sabs
post Oct 13 2011, 12:29 PM
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Course, once Gash reports in that the entire place is crawling with Shedim. That's gonna make our lives way way harder. We have to take the place, and deal with the problem that every corpse is going to stand up and start attacking us in the middle of the fight.

That's gonna suck.
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Friendbot2000
post Oct 13 2011, 01:01 PM
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Whats a couple of corpses banging on the metal bodies of our mechs Sarge (IMG:style_emoticons/default/nyahnyah.gif)

In other news, Jax is officially in the zone and getting her ghetto on (IMG:style_emoticons/default/nyahnyah.gif)
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JxJxA
post Oct 13 2011, 02:31 PM
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QUOTE (sabs @ Oct 13 2011, 09:29 PM) *
Course, once Gash reports in that the entire place is crawling with Shedim. That's gonna make our lives way way harder. We have to take the place, and deal with the problem that every corpse is going to stand up and start attacking us in the middle of the fight.

That's gonna suck.


This is why I took the stunball spell. Why add to the zombified masses if we can put the resistance to sleep long enough to chuck them outside of the fort and let the shedim have at them?
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Friendbot2000
post Oct 13 2011, 02:42 PM
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How are are Shedim to kill? I have never faced one before...
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sabs
post Oct 13 2011, 02:57 PM
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You have to destroy the body, or they just keep coming. And when ever someone dies, the spirit inhabits it and stands it up. So think Zombie Apocalypse where everytime someone on your side dies, they are minutes from becoming a zombie.
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sabs
post Oct 17 2011, 12:54 PM
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JX? Can you delete that last post of yours for now? We actually Don't know that the place is overrun by shedim. At least, not till Gash reports back. Which he hasn't done yet.


Also, give Seth a chance to post.
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JxJxA
post Oct 17 2011, 12:57 PM
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Post redacted to asking for an ETA. Sorry, didn't know what information was available.
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sabs
post Oct 17 2011, 01:32 PM
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Aria? Do we have an ETA?
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Aria
post Oct 17 2011, 08:14 PM
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Will try to get back to you when I have some charged batteries for my keyboard, hate typing on my phone (IMG:style_emoticons/default/frown.gif)
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