Karvis

The Karvis Rebellion => The Rebel Alliance => Topic started by: GM Craig on March 06, 2016, 09:07:31 PM

Title: Nightshade: Prison Break: Alpha Containment
Post by: GM Craig on March 06, 2016, 09:07:31 PM
The droid is difficult to spot, but not impossible. Judging the risk too great, Nigthshade quickly breaks contact with the droid, though shadows it through the corridors. It may not be as stealthy, but if it is spotted, it may prove a useful distraction.

The throne room is a large cavernous open space, but at 12 locations around the perimeter there are exits from the room. Buzz detects patrols moving around, and guard posts, but nothing in the immediate vicinity. Taking cues from the little droid, Nightshade easily dodges the few patrols. Alarms continue to sound. Several times, Nightshade has to lay low as a platoon of royal guards comes running past. It seems Galen is still very much active on the station, and causing trouble for the Imperials.

Eventually, Nigthshade reaches the entrance to Alpha containment. There is a simply access panel there - Nim should be able to slice it. However, there are two royal guards stationed beside the doors. It may be possible to approach from the flank of the left side of the doorway.

[Actions?]
Title: Re: Prison Break: Alpha Containment
Post by: Nightshade on March 06, 2016, 09:27:34 PM
Looking to time his movements to correspond with the patrols moving around the room, Nightshade takes as much time as he can to approach quietly and slowly from the left flank.  Waiting until any patrols seem to be moving towards being as far away from him as they are going to get, he fires two neural darts.  First at the farthest guard and then at the nearest. 

Actions: sneak, two neural darts as described.
Title: Re: Prison Break: Alpha Containment
Post by: GM Craig on March 07, 2016, 07:59:29 AM
You launch the two darts in quick succession. The first guard tenses and spasms before collapsing. It is a testament to their training that the other guard immediately goes on the defensive. He dives out of the way, bringing his rifle up. But he has no idea where you are, and you are waiting for him when he comes out of his roll. The dark hits the mark and the guard collapses on the deck.

[Both guards are unconscious for 2D minutes.]

[to be continued, but go ahead and post any reaction.]
Title: Re: Prison Break: Alpha Containment
Post by: Nightshade on March 07, 2016, 10:32:35 AM
With the immediate threat cleared, Nightshade checks on the position of the patrols before checking in with Nim, "Can the droid scan of lifeforms on the other side of the door to Alpha, before I open it?"
Title: Re: Prison Break: Alpha Containment
Post by: GM Craig on March 07, 2016, 01:00:07 PM
"I don't have a good read on the lifesigns. It appears to be a dozen in various places but nothing by the door, but this could be inaccurate. I can slice the door so you can prep."
Title: Re: Prison Break: Alpha Containment
Post by: Nightshade on March 07, 2016, 02:52:21 PM
"Understood.  Slice when ready."  Nightshade stood to the side of the door in as much cover as was possible while waiting for it to open.  He ran through a variety of scenarios in his head to prepare for what might be facing him on the other side. 
Title: Re: Prison Break: Alpha Containment
Post by: GM Craig on March 07, 2016, 05:52:59 PM
The droid moves to the door panel. In a few seconds, the door slides open.

Inside, you see a wide passage, lit with red backlights, and recessed ceiling lights. A cold breeze wafts out, and the air is stale. Environmental controls are low. There are two dozen doors down either side of the passage, 12 on a side. At the far end, you see a larger door.

And from somewhere, you head an inhuman screaming.

Title: Re: Prison Break: Alpha Containment
Post by: Nightshade on March 07, 2016, 07:10:27 PM
If there is time to drag the two unconscious guards through the doors and get them shut before the next patrol passes, then Nightshade will do that, otherwise, he will get through himself and get the doors shut.
Title: Re: Prison Break: Alpha Containment
Post by: Nightshade on March 08, 2016, 05:22:08 PM
ooc: just in case you were waiting on this...Nightshade would ask Nim to leave Buzz in the throne room to shut the doors from that side and keep an eye out.
Title: Re: Prison Break: Alpha Containment
Post by: GM Craig on March 08, 2016, 05:51:24 PM
[OOC: No, just getting hammered at work lately. I'll try and get something up tonight from home.]
Title: Re: Prison Break: Alpha Containment
Post by: GM Craig on March 10, 2016, 07:30:21 PM
You glance down the corridor, and it seems clear. You grab the two guards and haul them in through the doorway.

You have just let them go when the door at the end of the corridor opens. you see two black-armoured troopers approaching. The do not appear to have seen you, but they have their weapons (one with a rifle, the other with a Force pike) at the ready.

The one with the rifle gives a hand signal to the other on, and he moves cautiously down the corridor.

<Actions?>

They are attentive, and will likely spoot you sooner or later.
Title: Re: Prison Break: Alpha Containment
Post by: Nightshade on March 10, 2016, 09:22:56 PM
Looking to take advantage of the element of surprise while he still can, Nightshade quickly palms two electro stars and launches one at each target, rolling to a new location once the throws are complete, to prevent the enemy from tracking him down the trajectory of his thrown weapons.

Actions: two electro star attacks, roll to new spot. 
Title: Re: Prison Break: Alpha Containment
Post by: GM Craig on March 11, 2016, 03:24:08 PM
You launch the first star at the closest guard, but it skips off his armour with a "ting." The second star embeds in a support strut beside the more distant trooper.

You leap into a diving roll and come up in another position. They're looking for a target to engage, and spreading out their sight lines, with the blaster wielding one covering the one with the Force Pike.

[Actions?]

Range is about 30m from the melee one, 50m from the one with the blaster.
Title: Re: Prison Break: Alpha Containment
Post by: Nightshade on March 12, 2016, 09:49:05 PM
With the first plan an obvious failure, the Shinobi ran through some scenarios in his head and none seemed very feasible.  He settled on working to sneak closer to the trooper with the force pike trying to keep that enemy between himself and the one with the blaster to provide some cover from the ranged weapon if he was spotted...however the focus was on stealth and trying to get as close as possible woot being seen, even if he had to move very slowly to do so.

Actions: sneak, sacrifice speed and distance covered to enhance ability to remain undetected if possible.
Title: Re: Prison Break: Alpha Containment
Post by: GM Craig on March 14, 2016, 01:02:24 PM
You slink slowly up the side of the passage while the one with the Force Pike closes. He is also moving cautiously, helmet moving back and forth. At length, he is about a close as you think you can get without being spotted - it is a leap to reach him, which may give him a chance to respond, but at this point you must either freeze and hope he fails to spot you, or strike now and have a chance at the first blow.

[Actions?]
Title: Re: Prison Break: Alpha Containment
Post by: Nightshade on March 14, 2016, 01:46:10 PM
The advantage of the first strike was not one to be squandered.  Tensing for the jump, Nightshade launched himself at the enemy with the pike looking to impale him on both blades and try to use the corpse as a shield against the one with the rifle. 

Actions: melee attacks
Title: Re: Prison Break: Alpha Containment
Post by: GM Craig on March 14, 2016, 07:31:41 PM
You coil your muscles, and spring forward. The rapid motion alerts the guardsman, but he is too slow to react. You reach out with both blades in a flying lunge - a risky move, if the guard survives. But the Ancestors are with you, and both blades hit, driving almost to the hilts into the now dying guardsman. You manage to pivot him to land on your feet, and turn so eh is between you and the other guardsman. A blaster bolt hits your impaled victim square in the back.

You are about thirty meters from the guard with a blaster.

[Actions?]

Man, you aced those rolls and he rolled terrible. :)

You've holding dead weight. Fortunately, you have added a couple of handles to manipulate him and move him around.
Title: Re: Prison Break: Alpha Containment
Post by: Nightshade on March 14, 2016, 08:57:55 PM
It was still more distance than Nightshade wanted between himself and the other guard before trying an all out charge, but at the same time he needed to keep the other man occupied so that he didn't flee or try to summon help.  With this in mind, he winged another star at the guard while staying behind his shield.  He really didn't expect it to hit or to do much damage if it did, he just needed to keep the attention focused on himself as the threat.  Hopefully the Shinobi would make the guard mad enough or seem inept enough to be an job he could tackle on his own.

Actions: throw a star (if possible to do so and stay under cover...don't risk getting shot), advance behind the shield.
Title: Re: Prison Break: Alpha Containment
Post by: GM Craig on March 15, 2016, 01:20:39 PM
You manage to fling a star at the shooter. It doesn't hit, but it is enough to throw off his aim. Three blaster shots hit your shield, filling the air with the smell of bunt flesh.

[Actions?]

20m from the target.
Title: Re: Prison Break: Alpha Containment
Post by: GM Craig on March 15, 2016, 01:21:58 PM
As you move forward under the blaster fire, you hear a voice call out from behind a cell door to your right.

"TRAX!  IN HERE!"

You cannot identify the voice.
Title: Re: Prison Break: Alpha Containment
Post by: GM Craig on March 15, 2016, 06:07:29 PM
In your comlink, you hear Nim's voice.

"Six incoming. 10-15 seconds. I'll try and buy you some time."
Title: Re: Prison Break: Alpha Containment
Post by: Nightshade on March 15, 2016, 08:31:12 PM
Well if the party was about to get even bigger, then it was time to finish his current dance before trying to take on new partners.  Digging down deep for fresh reserves of strength, the Shinobi looked to rush forward and impale the gun toting guard on the blades sticking out of his shield.  Nightshade hoped that the randomness of the tactic would cause enough surprise to give him a fighting change for this strange maneuver to work. 

Actions:  charge and skewer

ooc: not sure what you would call the difficulty in this scenario, so not sure if it is worth spending the FP or just a couple CP...if you allow it, I will leave it up to your discretion, but if you want me to call it ahead of time then burn the FP for anything very difficult and up, otherwise just a couple CP please.
Title: Re: Prison Break: Alpha Containment
Post by: GM Craig on March 16, 2016, 11:25:25 AM
[OOC: Charging a target that is mostly obscured while carrying a dead weight that is also fouling your blades counts, I think, as the sort of 'Hail Mary' situation that force points were designed for. DC's were well above what a CP or two could overcome.]

With a great Kiai, you charge forward, lugging the now very dead guard with you. The guard with the rifle takes a couple of shots as you close, but they hit your warm shield. He tries to dodge at the last moment, but you are faster than he expected, and you feel the firm then soft resistance of your blades piercing armour then flesh. You drive the guard back, driving him into the door frame behind him. The guard grunts in pain, but he is still in this fight. He releases the rifle, which stays there pinned between he and his partner, and reaches for a grenade on his belt. With another Kiai, you give the blades a powerful twist, opening larger holes in both guards. The rifle guard stiffens, then goes limp. The unarmed grenade falls from his fingers and bounces once before rolling to the wall.

You heave the bodies up and whip the blades out, leaving twin arcs of crimson on the deck. The bodies fall, one toppling to the right, the other to the left.

[Actions?]

The screams of pain continue on the other side of the end door you are not standing beside. The other yell you hear came from a door 20m away.
Title: Re: Prison Break: Alpha Containment
Post by: Nightshade on March 16, 2016, 12:05:25 PM
With a grateful heart towards his ancestors, Nightshade sheathes his blades.  Moving quickly to the door from which he heard someone call for Trax, he looks for a way to open the door, while calling out, "How do you know Trax?"

He will wait to open the door until he receives an answer.
Title: Re: Prison Break: Alpha Containment
Post by: GM Craig on March 16, 2016, 12:53:55 PM
"I've known and fought along side that stubborn bugger since Karvis.  You I met in the Bladesea while we were tangling with a bounty hunter team.  It's me, sensei.  Niil."

You recognize Niil's voice.

The door appears to simply open from this side - there is no access code or security token.
Title: Re: Prison Break: Alpha Containment
Post by: Nightshade on March 16, 2016, 09:36:38 PM
If there was indeed six other hostiles heading their way, then the risk was worth it.  Nightshade opened the door.
Title: Re: Prison Break: Alpha Containment
Post by: GM Craig on March 17, 2016, 12:31:28 AM
As you open the door, you hear Nim's voice on the comlink. "Five red guards and their boss. I scrambled the door access but hurry."

[to be continued on a new board.]