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File 152677687464.png - (300.03KB , 600x450 , EP01-01.png )
885142 No. 885142 ID: e2dc7c

"Come on! Come on damnit!"

*SMACK*

"Work, you piece of junk!"
115 posts omitted. Last 50 shown. Expand all images
>>
No. 906496 ID: 2e0f31

First, make sure that thing he's clutching isn't a primed grenade. Then, arm yourself! Assuming guns don't have DNA locks in this corporate spacefuture.
>>
No. 906509 ID: ad51b8

probably some poor bastard that was patrol this area and got into a fire fight with someone or someones better armed and bit it. Gun will be useful but careful about the thing in his hand. It could be something as simple as a key he was hoping to us to move around or escape or it could be a live grenade that he primed before got religious and becoming a much more holy man.
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No. 906517 ID: c49598

check if the corpse has an A.I. so we may berate it for letting its partner die before we interrogate it.
>>
No. 906519 ID: 2202fb

>>906496
We can probably hack it regardless.

Firstly, check for lifesigns. They could have auto-tourniquets and medical foam dispensers built into their suit so they may just be unconscious. Ofc, a full scan via us would be best since the lifesigns may not be rather subtle.

Check for any tech they may have as well. Comms, huds, filters, knives, faks, zip-cuffs, morphine, IFF chips, drones, tablets, etc. Also grab their platecarrier/harness. Their's holds mags and gear. Yours doesnt.

Btw, if they are booby trapped, a bobby-pin or toothpick should work as a makeshift pin
>>
No. 906544 ID: b5fb67

>>906465

Open fist, examine object.

Examine gun, make sure it won't blow up on us if we take it.
>>
No. 969787 ID: e2dc7c
File 159226521344.png - (1.14MB , 820x1200 , EP01-15.png )
969787

>>906519
>Firstly, check for lifesigns
The Pilot unfastens the collar of the armor from the helmet and slips two finger in and prods around, waiting a moment, and then shakes their head.
"I can't feel a pulse, and with all this blood around, I'm pretty sure their dead... Blood seems pretty fresh too. Must have happened fairly recently? But I'm not a doctor."

>>906496
>First, make sure that thing he's clutching isn't a primed grenade. Then, arm yourself! Assuming guns don't have DNA locks in this corporate spacefuture.

The Pilot carefully pries the little finger back first. When a grenade-like object isn't revealed they sigh, and work the other fingers loose.
"It looks they were holding a thumb drive."
The Pilot then picks up the handgun and checks it.
"Well, if who ever made this gun does have DNA locks, it doesn't change much. Looks like the poor guy emptied all their rounds at what ever did him in."

>>906519
>Check for any tech they may have as well. Comms, huds, filters, knives, faks, zip-cuffs, morphine, IFF chips, drones, tablets, etc. Also grab their platecarrier/harness. Their's holds mags and gear.

The Pilot searches the body up and down.
"Aaaand it looks like someone else nick'd any other gear they were carrying after taking him out... Maybe I can at try bluff my way out of trouble with the empty gun or something at least..."

"Ok, I should probably not hang around here too much longer in case who or what ever did this is still close by. I can either go back the way I came, or continue down this hall."
>>
No. 969789 ID: b1b4f3

>>969787
Continue down the hall.
>>
No. 969791 ID: 6f7a5a

continue around the corner
but quietly and stealth like
>>
No. 969798 ID: 3992ff

>>969787
Proceed with caution. We obviously don't want to get into ANY altercations right now, but maybe you can luck out and get some ammo for the gun if there's any other fallen forces.
>>
No. 969802 ID: 0fae41

Keep going. An empty gun is still a heavy club.
>>
No. 969828 ID: 4286b4

Plug this drive into your thumb drive port, wherever on your suit you might have one. If you don't have one, then plug it into the WAT.
>>
No. 971633 ID: eb1fcc

>>969828
waylay that, we don't know what's on that drive. Best case, secrets that people would want us dead for knowing. Worst case, some kind of military virus meant to cripple whatever's going on down here.
>>
No. 971649 ID: 4286b4

>>971633
Both your best and worst case sound great to me!

One does not simply obtain a thumb drive and not check what's on it.
>>
No. 971686 ID: ae9bd9

>>971649
indeed
>>
No. 1051995 ID: e1017c
File 167124919476.png - (73.50KB , 600x450 , EP01-16.png )
1051995

>>969828
>Plug this drive into your thumb drive port

"Tell you what, I'll plug it into you. You can scan it to make sure it's safe before opening anything and tell me what's on it. Meanwhile, I'll concentrate on finding our way out of here, further down this corridor."

The pilot plugs the thumbdrive into an open port on you, the TACAI. A scan of its contents does not reveal any apparent virus or malware present. There is an encrypted folder labeled "NEW FOLDER". The encryption does not appear to be difficult to crack and proves to be only a minor hurtle. Inside are 3 files labeled "OF-0015," "VP-01," and "VS-01"
>>
No. 1051996 ID: e1017c
File 167124961951.png - (146.14KB , 600x450 , OF-0015.png )
1051996

OF-0015 OMNI FRAME
Height: 7.3 meters
Top Speed: Reverse Joint Walker System: 96 kph
Weapon Systems: Anti-personel laser, 5 Weapon OMNI PORTS
Location: Underground Hangar 06
Status: Ready

Adaptability/ Customization: Very High
An experimental variant of the standard WAT. Where as a standard WAT is bound to a single loadout or battlefield role, the OMNI FRAME is designed with the intent to be capable of filling any battlefield role by swapping out any of its several OMNI PORTS. Even the drive system can be swapped out with relative ease due to an additional OMNI PORT connecting the torso. Further more, due to the remarkable OMNI-PORT system, virtually any weapon or device can be installed simply by attaching it to the hard point. The OMNI FRAME's onboard computer, once linked with a TACAI, automatically links with the weapon and integrates it with the vehicle's systems. Virtually any corporation's weapons or devices can be utilized.
>>
No. 1051997 ID: e1017c
File 167125024267.png - (126.83KB , 600x450 , VP-01.png )
1051997

VP-01 Variable Patroler Halzune
Height: 15 meters
Top Speed: Ground mode: 72 kph
Flight mode: Mach 1
Weapon Systems: Anti-missile laser system [chest mounted]
Launcher System x2 [back mounted]
Light Weapon Hardpoint x2 [forearm mounted]
Ejectable hardpoint x2 [wing mounted]
Particle Cannon [back mounted]
Location: Underground Hangar 04
Status: Ready

The next evolution in Armored Patroler technology. The "Halzune" is capable of sustained, unassisted, flight, even in atmosphere, allowing it to approach any warzone, without the aid of transport, as the operation may call for. Striking swiftly from the air and converting to a ground based mode similar to that of a Gelzune. The back mounted launchers can be loaded with a variety of self propelled ammo, while the forearm mounts can house light ballistic weapons or light beam weapons. The wings have two hardpoints, when extended, that can carry hand held weapons or additional, larger weapons which can be jettisoned, however the wings cannot retract when these are in use. The back mounted Particle Cannon is a devastating weapon forming the nose of the flight mode. This weapon can also be accessed in Ground Mode, but is cumbersome and recommended the unit be standing firmly on solid ground when fired.
>>
No. 1051998 ID: e1017c
File 167125048783.png - (179.84KB , 600x450 , VS-01.png )
1051998

VS-01 "Dreikern"
Height: 45.7 meters
Top Speed: UNKNOWN
Weapon Systems: UNKNOWN
Location: Underground Hangar 01 and 02
Status: Ready

The Valiant Sentinel project was developed with the intent of protecting mankind from the possibility of extra terrestrial threats. Utilizing the experimental twin cores, code named "Anfang" and "Zerstorung" Dreikern's true potential has yet to be realized. Development and testing has been wrought with complications and failures. As of this moment, we have only managed to achieve basic mobility with walking and arm movement. The secrets of the twin cores remain locked away behind Professor [REDACTED]'s research.
>>
No. 1051999 ID: de15ea

Looks like heading toward Hangars 1/2 is probably a good idea, definitely looks like that'd be the highest-priority target
>>
No. 1052000 ID: a7a180

Hangar 01 AND 02? Did they tear down the wall, or is it in two pieces?
...Anyway, long story short this drive has intel on the frames they were developing here. You should hand this over for paydirt, and also steal one of these mechs. Personally, I'd love to be a transforming jet robot. You should head to hangar 04. There's a big damn robot down here that we should probably tell RHI about.
>>
No. 1052001 ID: a67004

>>1051997
Definitely go for the one in hangar 4.

Highly mobile and flight enabled will give you all the advantage you need.
>>
No. 1052008 ID: 9b127b

go for big robot, mysteries are fun!
and being huge means you can take whatever comes your way.

also enemies will be less likely to engage a huge foe when they also have no idea what it does
>>
No. 1052009 ID: 8483cf

VS-01!
>>
No. 1052010 ID: 2aa5f0

Ok we found something and you may want to know about it. The flash drive contains blueprints on 3 different mechs and from the sounds of the drive they should all be here in base.

First is a "small" mech (under 10 meters) in hanger 6 called OF-0015 OMNI FRAME. Looks pretty standard and currently set up to provide an anti-infantry roll though it's a bit bare bones at the moment. Plus side is it's small so you'll be harder to detect if you're dead set on trying to get our of her unnoticed and looks built to be customized however you want it to run so if you can find the parts later you can turn it into whatever you want it to be.

next mech is in hanger 4 and is called the VP-01 Variable Patroler Halzune. Looks to be a bit of an all rounder as it has a gun for just about everything but it can turn into a jet so if you know how to fly you could use that to get out of here if the AA isn't to bad. Thing is 15 meters tall though so stealth would probably be a bit harder especially if you decide to take it for a test flight and it's biggest gun seems to be awkward to use in it's bipedal mode so no running and gunning with that thing.

Last mech is BIG, as in taking up 2 whole hangers (hanger 1 and 2) just to store the damn thing. It's simply called the VS-01 "Dreikern". Blue print says it's over 45 meters tall and has some kind of weapon that the egg heads making the thing still don't know the limits of yet. Problem is besides being the size of a 15 story building the thing is a prototype and it seems the only thing they got working on it is basic movement. So no way in hell you're going to be sneaking out unnoticed with this thing but if you ever wanted to reenact your favorite kaiju movie knock yourself out.

So I guess the next question is, what kind of exit do you want to make?
>>
No. 1052016 ID: 96112b

Seizing the prototype warmachine in hangar 01 and bringing it back to base may be rewarded with a sizeable bonus pay.
>>
No. 1052018 ID: 8ddac9

Omniframe if we plan on fighting here, halzune if we're planningto escape from here.
>>
No. 1052019 ID: 7ee045

Get the "Dreikern"
>>
No. 1052021 ID: 7c0da2

It's a list of blueprints, there is three different mechs, do you have something we can display them on?
You should try to get the VS-01 "Dreikern", it's in hangar 01 AND 02, it's just that big. It's probably worth quite a lot, it's a prototype and there is something inside they can't understand.
It's apparently unarmed at the moment, but it's 45.7 meters tall, if you want something gone you can simply step on it. And at that scale they'll need a lot of firepower to do more than scratch the paint.
>>
No. 1052026 ID: de15ea

>>1052021

It looks like it probably has built-in weapons, so since these are all experimental units its probably a case of "we tested the basic motor functions but none of the shit plugged into the cores yet" (this is not a vote, i alrrady voted earlier)
>>
No. 1052041 ID: 7ee045

>>1051998
So If we're going to steal the Dreikern we should look around the base for the professor who worked on it.
>>
No. 1052083 ID: 15c72a

>>1051996
Choice paralysis? No thanks! That said, it's a scavenger's dream. Being able to grab any defeated mech's strongest equipment gives this little guy a lot of long term potential.

>>1051997
Flight mode and a big gun? Sounds generally nice, but the wing weapon system seems awkward.

>>1051998
BIG! It sounds like the twin core system is being uncooperative. Perhaps they're secretly sapient and don't want to be here? You can give them freedom!

My vote's on VS-01. Head to hangar 01-02.
>>
No. 1052120 ID: e1017c
File 167132710941.png - (108.39KB , 600x450 , EP01-17.png )
1052120

>Omni-Frame - 1
>Halzune - 2
>Dreikern - 7

After sifting through the files, you project the information onto the pilot's helmet HUD.
>It's a list of blueprints, there is three different mechs.

"Huh, this must be the info the ground crew was trying to find. This could help us get out of here AND still get paid!"

>Seizing the prototype warmachine in hangar 01 and bringing it back to base may be rewarded with a sizeable bonus pay.

"And hey, I get the feeling those Gelzune would be pretty reluctant to fire at something with not one, but TWO experimental reactor cores of unknown power. Sounds like a plan. Now I've got some good news and bad news. The Good news is, I think I found an elevator that will take us down to the hangars. The bad news... They have a D.O.G.G.O..."
>>
No. 1052123 ID: a7a180

Does DOGGO have an interface port? We could hack it. I'm sure we know how to hack. You just have to shoot colored rectangles with a hacking gun, right?
>>
No. 1052134 ID: 29fb4e

how smart are those things? could you toss something down the hall and it will investigate the sound letting you slip by or no?
>>
No. 1052137 ID: 15c72a

>>1052120
Can you pet the dog?
>>
No. 1052142 ID: fec07f

>>1052120
Memorie's fried remember? What can you tell us about this thing?
>>
No. 1052146 ID: e1017c
File 167133419959.png - (109.67KB , 600x450 , EP01-18.png )
1052146

>>1052142
>Memorie's fried remember? What can you tell us about this thing?

Right, right. DOGGOS are Dynamic Order Genetic Ground Operatives; vat grown super soldiers made by the DYNAMIC ORDER corporation and rented out to the other corporations to boost their own ground forces, and make it less obvious when they roll up to a mission with a bunch of DOGGOs themselves. They're stronger, faster, more agile than a human with way better senses than a person too, like, hearing and smell and sight and stuff. I'm going out on a limb and assuming this is what happened to that ground trooper we got the thumb drive from. I canNOT fight this, especially with just an empty handgun.

>>1052123
>Does DOGGO have an interface port?

Unfortunately, they're organic, living things. Their armor is supposed to have a control collar that's supposed to pacify them if they go out of control, but I have no idea how to activate that or anything.

>>1052134
>how smart are those things?

They're, allegedly, about as smart as a cross between a human and a really smart dog that's been trained to specifically hunt people? I guess it could possibly be tricked, assuming it hasn't probably gotten my scent yet, but all I've got is this empty gun and a janitor's bucket with cleaning solvents and a mop.
>>
No. 1052147 ID: a7a180

The solvents have a strong stench. Possibly enough to blot out your own. Dip the mop in them and you could throw it like a decoy. It's time to mix household chemicals irresponsibly!
>>
No. 1052149 ID: 29fb4e

could you make mustard gas with the cleaning supplies? I mean if your helmet can protect you from the gas and the the dog's doesn't you might be able to blind it or possibly kill while you run past it.
>>
No. 1052150 ID: 15c72a

>>1052146
Can't fight it, it's in your way, that means you need to make it go somewhere else. I don't think we have the necessary tools to do that, so turn around and head the other direction at the T-intersection.
>>
No. 1052159 ID: 7ee045

>>1052146

>I've got is this empty gun

Yeah, we should definitely find ammo for your gun before taking on the cyberdog.
>>
No. 1052168 ID: 99d440

>>1052147
Oh no sir, I totally didn't know combining ammonia and bleach make mustard gas.
>>
No. 1052324 ID: fc6e30

>>1052168

I don't think musted gas could work against the cyber dog.
>>
No. 1052330 ID: e1017c
File 167159624801.png - (143.70KB , 600x450 , EP01-19.png )
1052330

>>1052147
>It's time to mix household chemicals irresponsibly!

I have no idea what chemicals I've got but I don't have time to be picky!
The Pilot quickly dumps as many bottles of random cleaning agents as they can into the mop bucket.
I can hear the DOGGO snorting around the corner already.

A claw grips the corner of the wall and a snorting canine snout pokes into view.

"HYAAAAA!!"

The mop splaps into the DOGGO's face. It withdraws, violently shaking its head and clawing at its nose.
>>
No. 1052331 ID: 3184a6

oh thank god it's out of ammo too. Now run around the damn thing and try to lose it while it's blind.
>>
No. 1052332 ID: a7a180

Elevator, bottom floor please!
>>
No. 1052341 ID: 15c72a

>>1052330
Dodge past it while it's distracted, get in the elevator and close the door asap.
>>
No. 1052361 ID: a49c9c

Why mess around with a mop? Just throw the whole damn bucket at it, would be just as effective, or maybe even carry the bucket with you, you never know, that doggo may not be the only one here with you.
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No. 1052367 ID: 00eb4b

Slide under it and kick it in the balls, then run to the elevat. The balls kicking is optional.
>>
No. 1052397 ID: fc6e30

>>1052330
Next time we should find a lighter to light the mop on fire and burn the DOGGO.
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