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Urban Brawl -- 5th scenario [finished]

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Sichr

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« Reply #30 on: <07-19-11/1752:07> »
Zach working on the Maglock, with Wagner`s reply...
I hate to say that but yes, I shoud use some help. Ive managet to get past alarm system, but this lock is more complicated that Im used to...from Cyberia...please be my guest, jsz tell me if you need my hand for something.

When we get past the maglock and the doors are opened.
I`ve bought this little one, with experiences from the previous deals, but Wagner, you seem to be more capable with this...
pulling out the LS SpyBall drone
I dont know if you could get past those turrets with this to give us more info on surroundings, if you can, be my guest.
I can sneak past those turrets, if it would be better for you to get some HW access to them, or disable them, using your advice.
I may become your eyes and hands.
Otherwise...gentlemen, I hope you dont mind if Ill find some way arround and find the controll room to get rid of sec guards and disable those problems? We dont need another  missunderstndings so Id rather discuss ths with you before Ill act

inca1980

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« Reply #31 on: <07-20-11/0005:44> »
No wireless signals detected yet.

Xzylvador

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« Reply #32 on: <07-23-11/1738:23> »
"Bah, stupid man place those turrets. Can't see in doors where they are, can they? Need only move a few meters, but no! Just pointing in empty hall while bad guys peek through doors and corners!"
Wagner tries keeping his voice down, but it's easy to tell he's genuinely upset. The fact that he's now a "bad guy" and not under fire because of that security design doesn't seem to really matter.

"Still... difficult to move past if we want quiet approach. Could try hacking in wired systems through maglock's wiring, but small mistake will tell everyone we're here."
He starts messing with the wires to see if he can patch in, but waits with the hacking.

[OOC: Logic 5 + Hardware 3 + PuSHeD 1 + Enceph 2 + Tools 1 (12d6.hits(5)=4) ]

Teyl_Iliar

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« Reply #33 on: <07-23-11/1824:38> »
That's one Option,  If security catches us and shows up, at least here we'll have superior firepower, between your drones and my panther things would work themselves out. All I know is I'm not going to make it very far down that hallway unless those turrets are shut down, but I can't speak for Z here... If he wants to give it a shot that is.
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inca1980

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« Reply #34 on: <07-23-11/2112:39> »
@Wagner:

You grab one of your fiber-optic lines and expose the shielding.  After cutting a few wires on the inside of the maglock and wrapping your bare cable with some of the internal fiberoptics using black electrical tape you manage to rig yourself a makeshift ASSIST connection.  As you slide the lines receptor into your datajack, your commlink begins to translate the signals to AR feed and you're Analyze program opens a window in front of your face that shows you that you that you're in the public entrance zone of the maglock's node which is just pitch black space and in front of you is a floating red sphere with letters LOCK424A9 emblazoned on it.  A security account will be needed to get into the sphere. 


Sichr

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« Reply #35 on: <07-25-11/0648:53> »
Zach waits until his magical rush fades over (Drain from attribute boost: AG:1S, Str:1S):
Body(4)+Will(3) (7d6.hits(5)=1, 7d6.hits(5)=2)

Then he concentrates on his muscles, revealing stress and tensions, allowing them to operate more fluid.
Magic(5)+AG boost(1) (6d6.hits(5)=2)
With the image of catwalk in his mind, he  began to move slowly out to the corridor and to the T intersection:
AG(4/6)+Infil(3/5)+Cat(2) (13d6.hits(5)=0, 13d6.hits(5)=3)
(welcome to the world of shit, c.glitch when leaving the doors, spending edge to negate it)

inca1980

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« Reply #36 on: <07-25-11/1455:49> »
@Zach:

Zach edges his way around the doorway and once in the hallway begins his snail-pace tiptoe down the hallway, pressed up completely with his back to the wall.  So far so good, you manage to make it almost the whole way down the hallway and as soon as you're only 4 m away from the corner of the T intersection you suddenly feel your muscles tense up from the fatigue of pumping them with mana.  You pause for a minute to rest beads of sweat roll down your temples as you try and not twitch.  You take a deep breath, focus, breath out and continue but as you make a swift smooth shift of weight to keep your balance, you suddenly hear the 3 circular hatches of housing the turrets slide open with a pop.  Out of each instantly descends a drone like arm which breaks open and telescopes into a muzzle which just as quickly begins to blaze with the strobing of rapid silenced machine-gun fire. 

[OOC: Everyone roll init.  Turrets' init: Response 4 + Pilot 4 = (8d6.hits(5)=2, 8d6.hits(5)=3, 8d6.hits(5)=2).] 


CT1, IP1: T2--11, T1--10, T3--10
Edge: Zach 0/1, Brick 2/3, Wagner 3/3
Wounds: Zach{1S,1S}
« Last Edit: <07-25-11/1507:21> by inca1980 »

Xzylvador

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« Reply #37 on: <07-25-11/1512:30> »
[OOC: Wagner's Initiative:
VR HotSim: Matrix Initiative: Resp 5, Int 4, HotSim 1 (10d6.hits(5)=3)
After hearing Zach wanting to try his way, Wagner would have gone in VR, prepared to jump in the system should things go bad, keeping an eye on the situation through the drones' better sensors and the comm channels. But if that's not allowed, here's his other init:
Meat: Int 4, Rea 1 (5d6.hits(5)=3)Int 4, Rea 1 (5d6.hits(5)=3)
]

Sichr

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inca1980

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« Reply #39 on: <07-26-11/1655:31> »
CT1, IP1: Zach--15, Wagner--[13] T2--11, T1--10, T3--10
Edge: Zach 0/1, Brick 2/3, Wagner 3/3
Wounds: Zach{1S,1S}


Wagner closes his eyes and leaves the sensations of his meat body behind as the whirl of simsense takes hold. 

[OOC: OK, Brick roll Init and then all of you can act before the turrets start firing.  Assume you all know that the turrets got tripped.]]

Teyl_Iliar

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« Reply #40 on: <07-26-11/1658:45> »
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inca1980

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« Reply #41 on: <07-26-11/1703:09> »
CT1, IP1: Zach--15, Wagner--[13], Brick--13, Turrets1-7--10
Edge: Zach 0/1, Brick 2/3, Wagner 3/3



Zach does a two back hand springs and makes it around the bend into the other corridor. 

« Last Edit: <07-27-11/0215:17> by inca1980 »

Sichr

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« Reply #42 on: <07-27-11/0425:13> »
Two swift movements allowed Zach to move out from sight of turrets behind him....only to find out this place is a bloody trap. Hopfully turrets on the main hall would need a moment to activate, he takes jhis Hechler&Koch  in both hands fires two narrow bursts on the turret in the intersection:
Target: T3
Long Narrow burst, fully compensated:
AG(4)+SMG(6)+Smart(2)-2(Attacker running) (10d6.hits(5)=2)
DV 10P AP(DS) -4 + Net hits

Short Narrow burst, Called shot(+4DV), -2RC:
AG(4)+SMG(6)+Smart(2)-2(Attacker running)-2(RC)-4(Called shot) (4d6.hits(5)=0)
No hits

@Team:Guys take down at least one of turrets on corridor I need a place to fall back!!!
« Last Edit: <07-27-11/0431:09> by Sichr »

Xzylvador

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« Reply #43 on: <07-27-11/0634:52> »
Wagner shouted over the comms. "Katya, Karina, engage nearest turret!", hoping the pilot of the two dobermans would understand, he didn't want to lose a split second more than absolutely required.

He focused his attention on the maglock's icon. His own icon was a robot which had been marketed to kids decades ago and the "cutting edge matrix graphics" of that time hadn't included an animation for his exploit program. Wagner had never bothered to make one himself - if he'd ever get around to making how own virtual space it would be text-based- so his robotic alter-ego simply slammed into the sphere.
He needed to shut down those turrets or open those doors as quickly as possible, he didn't know how Zach would survive otherwise.

[OOC: Hacking 4, Exploit, Optimization 1, PuSHeD 1, Encephalon 2 (13d6.hits(5)=4)
Oops, forgot HotSim bonus: VR (2d6.hits(5)=1)
Pray this works: Edge roll misses. (10d6.hits(5)=4)]
« Last Edit: <07-27-11/0710:24> by Xzylvador »

inca1980

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« Reply #44 on: <07-30-11/1143:32> »
@Wagner:
[OOC: Hacking Threshold is Firewall 4 + security 3 + slaved 2 = 9.  You made it in and it gets one analyze: Firewall 4 + Analyze 4 = (8d6.hits(5)=2).  You enter the Maglock node undetected.  I'll buy two hits with your Matrix Perception dicepool of 11.]

You find a small slit in the rubbery texture of the red sphere sculpting of the node. Must be a maintanance shortcut of some sort.  It stretches as you pull it open and the toy robot enters the node undetected.  No system-wide general alert has yet been received by the maglock yet but that doesn't mean one's not in the works. 

You quickly get to work pulling up a local node topography map and see that this node has a sole connection to a larger node which has a System rating 4 but a heavy duty Firewall of rating 6 titled MAGLOCKS SECTOR OMEGA4.  It's running a little slower than it should be and that makes you think that there's definitely some IC in there. 

 LOCK424A9 (device 4) -------- MAGLOCKS SECTOR OMEGA4 (Sys 4 Firewall 6 Resp 5(4))

[OOC: Wagner's Matrix Percep: Analyze 6 + Computer 3 + hotVR 2 = (11d6.hits(5)=5).  Normally you have to spend a simple action to analyze in detail but I'll give you this one for free just to save some posts. ]

It seems that your current node is slaved to a more general maglock management node which you hope to god is not too far from the central security node.

@Zach:

As soon as your final back hand-spring lands you right near the intersection and you whip around the corner your heart nearly jumps out of your chest as you see another hallway full of turrets.  You decide you only have one chance to survive and that's running the fuck back to good cover.  You aim up at the turret almost overhead and pump it with a silenced burst that causes it to explode in a shower of sparks that tickle your face as the cascade. 

[OOC: Turrets can't dodge.  You hit with 2 net hits and your APDS penetrate with 12 DV.  Body 2 + Armor 6 + APDS -4 = (4d6.hits(5)=1).  Since you destroyed it i'll pretend you didn't do that second short burst.  If you shoot a different target with a short burst remember that it's an additional -2 multiple targets modifier.  Like you said in your ooc post i'll assume you want to run back to the doorway so if you're not around i'll have you run back on full D on the next IP. ] 


Brick's Turn
CT1, IP1: Zach--15, Wagner--[13], Brick--13, Turrets1-7--10
Edge: Zach 0/1, Brick 2/3, Wagner 3/3
« Last Edit: <07-30-11/1214:47> by inca1980 »

 

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