Gangster Squad - Quest/Downtime Thread

By the way, who's up for the Stealth missions? Oswald's a shoe-in with his nigh-unique Covertness score of 2 stealth perks which I am totally going to get, so who else have we got that's at least decent with Slickness and/or Covertness?
 
dash931 said:
By the way, who's up for the Stealth missions? Oswald's a shoe-in with his nigh-unique Covertness score of 2, so who else have we got that's at least decent with Slickness and/or Covertness?
Just made a new char. More Combat-Focused, has a Covertness of 2.
 
Also: We've all got weekly actions to do with our characters. What do you guys wanna do with 'em?

And do use them. We need the help.
 
dash931 said:
Also: We've all got weekly actions to do with our characters. What do you guys wanna do with 'em?

And do use them. We need the help.
I'll probably have Nathan earn some more Advancement Points to get the Aim High and Center of Mass perks.
 
Arcus said:
You could be... if you took points in Covertness. It's not like you use noisy guns, and battleaxes don't have any Heavy penalties.

No one expects the Chopper...
Oh, I think it would be a nice long-term goal, indeed it's actually character appropriate because Chopper's design was intended as a terror weapon, but for now I'm focussed on Grit 5 (which due to Giant gets me to an effective Grit of 6) before I invest in other stats.
 
dash931 said:
By the way, who's up for the Stealth missions? Oswald's a shoe-in with his nigh-unique Covertness score of 2 stealth perks which I am totally going to get, so who else have we got that's at least decent with Slickness and/or Covertness?
Gladly is Combat Ready.
 
Spending Nathan's Downtime Action to get one more AP.

I'll be taking Aim High and Center of Mass as well using that and the points he got from the Warehouse Raid.
 
Shadows has such broken damn rolls. I'm gonna bow out from the actual games sadly. Game nights generally wind up during me being asleep or at work. It was fun while it lasted though. If any one wants to use Jonas feel free, he's got 2 AP and is a semi-medic with the perks I picked (he's also a damn good shot with his R1.)
 
Dirtnap said:
Shadows has such broken damn rolls. I'm gonna bow out from the actual games sadly. Game nights generally wind up during me being asleep or at work. It was fun while it lasted though. If any one wants to use Jonas feel free, he's got 2 AP and is a semi-medic with the perks I picked (he's also a damn good shot with his R1.)
So, we'll just say Jonas retired, and has now opened a bar. Or a clinic. Which ever works.
 
Well Max does have a point and a weekly action, so...

He burns the action training for an advancement point and buys himself Fisticuffs 4. I might even write up a little piece of fiction for him soon in commemoration...
 
Erm, why are you all doing Downtime actions when we've only done one third of this turn's missions and aren't even in Downtime yet? Apart from the fact that it's technically not the right time, using up your slots with less information is never a good idea. For example, if the Electric Lady does something, or something comes up in one of the next missions, you may well have wanted those action slots.
 
Admiral Skippy said:
Erm, why are you all doing Downtime actions when we've only done one third of this turn's missions and aren't even in Downtime yet? Apart from the fact that it's technically not the right time, using up your slots with less information is never a good idea. For example, if the Electric Lady does something, or something comes up in one of the next missions, you may well have wanted those action slots.
Unless Nathan's up and about by next week, he might as well spend the Downtime grabbing Perks. I recall that he had a Week to get his new prosthetic leg.

Or does the current week count as a Week of recovery for him?
 
OS, I hope you let my interpretation of HQ be canon. It's too good not to be. :p


Warehouse
We knew he'd said we'd need a lot of guns I didn't think he meant that many. He went to his phone, probably calling ahead to the other crazies that these crazy knew. Half an hour later a car pulled up honking out shave and a haircut. The Hibernian slapped me on the back and told me to follow, not that I wanted to argue with the man who'd had a gun to my head not an hour ago, I quickly made my way into the car. The Tailor and the driver, who over the course of the conversation learned was named Gladly, talked for a good while, explaining the case, and what we needed to do.

"One would think, one would need an awful lot of guns for what you're about to do." The driver said, after mulling the information over for a minute.

"Tha's wot I said!" The Hibernian smirked.

We made our way to the center of the 34th, Luna hung in dim night sky. Our stop was an unassuming, squat looking warehouse. I, and my two new friends lead me inside. It's completely empty, save for a few boxes against the walls and on cobwebbed, rusting shelfs.

Something was off here, I knew it. I was proven right when Gladly and The Tailor go to a corner and shove a stack of boxes, on a hidden guide rail, aside revealing a trap door made of steel panted to look as much a part of the floor as you could get a slab of steel to part of a concrete floor. With a mighty heave from Mortimer, the door opened, leading to a set of concrete stairs and yet another steel door, this one panted to vaguely resemble wood. A latch slid open, a pair of headlights stared out at us.

"Password?"

"Dimmit all Ed, ye know who it is." Was Mortimer's snide reply.

"I do Mooky, but I still need the password. Rules are Rules."

"Feen. Swoardfish."

"How do you know it's Swordfish? We change it every month."

"Haggisshite, ye never change it, th' passward is always Swoardfish."

With a heavy sigh, some muttering and the sound of several locks clicking, the door opened.


The sound of talking, drinking, sleeping, music, living filled my ears a sharp and jarring contrast to the almost silence from our drive and walk down here. The room underneath was Massive, covered in warn out carpet and old wood paneling. Whole place must have been sound proofed. I would have noticed the noise otherwise.

It hit me then, like a fist to the gut.

This place, this was Warehouse 34, most upstanding folks thought it was a myth, hell, I thought it was a myth and I'm not exactly the picture of upstanding. Warehouse 34 was a very expensive, very exclusive Speakeasy run by the Toscani Family in the height of there power during The Prohibition Experiment.
When Gotham backed out of the law, this place was abandoned, no longer profitable, no longer useful.


The Gangster Squad? They called it HQ.
 
I think traps are overrated, and risk accidentally hitting careless friendlies. Particularly if the traps are in commonly traveled areas, which is where they'd most often be, since that's where they're most useful.

Better to use the Rattlers and .50 Cal machinegun we've got in the inventory to set up killzones, like a hallway.

Any of you play the old Call of Duty? Like, the first one, and maybe its expansion pack? Remember the parts where you're invading the enemy bunkers, and there's the part where there's only this little foot-square hole that they're firing a machinegun at you through from behind a concrete wall, and there's no cover or way to bounce grenades behind it without going out into the hallway and the line of fire?

Think stuff like that.
 
Kosjurake said:
Manually activated traps might be useful. Like say grenades from secret panels in the ceiling. Or Firebombs. I'm sure Professor Proton could rig something for that up that allows them to be primed and dropped at the same time. Possibly secret doors for melee specced people to burst out of as well.
My response is this: You want to use explosives and firebombs inside Warehouse 34?

Secret doors and the like are good though.
 
Realistically, the first priorities will be a securing ventilation and escape routes. Next comes securing the perimeter. Traps in places a large number of people are habitually walking through is not a good idea. Some sort of mines you can activate might be better, but that's not quite the same thing as booby-trapping, it's more like a self-destruct.
 
The goal of base defense should be to deal with the problem without drawing even more attention to ourselves. No, that's not true, it's a tertiary goal, but still.

Also, while I like the trapdoors idea, you run into a pretty big issue. Either we need to be prepared and waiting for that to work (unlikely) or we have trapdoors that cut straight back to our base (uhh...). Too much complexity is no good. A trapdoor connecting to another trapdoor elsewhere in the warehouse (one that opens into a pre-defined killzone, perhaps) might work, with good signaling. We just want to make sure we kill as many of them and as few of each other as possible.
 
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