The Accumulation of Capital (Syndicate/MCU)

[X] Breach and fry the door's control circuits to lock it and delay the enemy.
[X] Mine the door using grenades
 
[X] Breach and fry the door's control circuits to lock it and delay the enemy.
[X] Mine the door using grenades
 
Voting will close in an hour, so ask any questions you have now.
 
So we seem to have a draw between the following two options:
[x] Breach and fry the door's control circuits to lock it and delay the enemy.
[x] Breach the local network and identify external assets (options to follow selection)
No. of Votes: 2
Nevill
ALanos
[X] Breach and fry the door's control circuits to lock it and delay the enemy.
[X] Mine the door using grenades
No. of Votes: 2
Navarque
Happerry

I can either roll a die to determine which one wins or someone can break the tie. Which would you guys prefer?
 
Breaching the local network it is!
prometheus110 threw 1 2-faced dice. Reason: 1 for local net, 2 for mining Total: 1
1 1
 
Tutorial XXIII
[x] Breach and fry the door's control circuits to lock it and delay the enemy.
[x] Breach the local network and identify external assets (options to follow selection)
No. of Votes: 2
Nevill
ALanos

OOC: Sorry for the delay, my internet screws up at times.

Moving quickly, you activate your DART overlay with the blink of an eye and hunt down the door's control processor before letting loose a torrent of meldware which tears through its digital defences like a knife through tissue paper. With a surprisingly loud bang, the sensor panel beside the door explodes in a shower of sparks and acrid smoke, and a grinding whine of protest sounds out as the door's internal mechanisms seize. It won't hold back a determined assault for long, but it'll stop anyone from simply waving their way through and the seized mechanisms will make manually opening it a challenge.

Satisfied that you've done all you can with the door itself, you set your DART to hunt around for a connection to the base's wider network, and soon the electronic bloodhound reports back with dozens of open connections. With the kind of brutal efficiency that's required to make it to executive status, you swiftly filter the wheat from the chaff until you're left with only a single, circuitous route to the local intranet which runs through everything from unsecured coffee pots to augmented reality stickers. To your annoyance, the more important elements of the facility's infrastructure seem much better protected, so your influence only extends to a few of the less important items that lie within the room and in the corridor beyond the door. Additionally, it's a low bitrate connection and so it's unlikely that you will be able to use it for long before the security hole is found and plugged.

As you fall back to a position near the terminal that's key to your plan, you take advantage of what little time you have left to rummage around in your borrowed head for some of the nastier hacking tools available to Agents. To your joy, you soon discover a copy of the Backfire app sitting locked in the Initiate's digital arsenal and with the quick application of your executive credentials, the app unlocks and floats down to the bottom left of your vision to hang temptingly.


DART Abilities Unlocked:
  • Toggle Lights (turns lights on or off).
  • Overload Lights (cause the lights to overload and explode in a shower of glass and sparks).
  • Trigger Fire Suppression System (trigger one or both of the CO2 and water-based fire suppression systems).
  • Overload Battery (cause a specific battery to overload and release deadly arcs of electricity).
  • Backfire App (Causes the target chipped weapon to backfire and jam).

All too soon, however, you hear the tramp of booted feet and the churn of hurried conversation and barked orders coming from the corridor outside, and steadily it grows louder and louder. From what your DART chip can make out through the rising whine of the generators, you're looking at five people currently standing outside the jammed door and wondering why they can't get the door to open with a thought. Taking a chance, you open a connection to the CCTV cameras lining the corridor outside and go through view after view until you find your quarry, two of them busy arguing in front of the door while the other three are hidden behind the sadly bulletproof walls. Almost absently, you note the shadows of more mercenaries approaching in the distance.

Reinforcements, you think to yourself as you check your rifle and grenades.
====

What do you do?
[] Attempt to shoot the mercenaries through the door now while they're distracted.
[] Wait for the mercenaries to start opening the door manually and then shoot them.
[] Wait for the mercenaries to make it through the door and then ambush them with a grenade.
[] Use one of your DART abilities (choose an ability to use and one of the above options).
[] Write in?
 
[X] Wait for the mercenaries to make it through the door and then ambush them with a grenade.
 
[X]Toggle Lights
[X]Trigger Fire Suppression System
[X] Wait for the mercenaries to make it through the door and then ambush them with a grenade.


Delay the enemy as long as possible before hosing them down.
 
[X]Toggle Lights
[X]Trigger Fire Suppression System
[X] Wait for the mercenaries to make it through the door and then ambush them with a grenade.


Delay the enemy as long as possible before hosing them down.
You'll have to ditch either the lights or the fire suppression system.
 
Tutorial XXIV
[X] Wait for the mercenaries to make it through the door and then ambush them with a grenade.
No. of Votes: 2
hcvquizibo
Nevill

Pressing yourself deeper into cover, you watch through your stolen CCTV feed closely as the arguing mercenaries finally finish their spat and move to access the door's manual release. With a smooth economy of action that belies their recent disorganization, the two mercs simultaneously pull the metal plates concealing the handles away before grasping them tight and straining to pull the door's twin sliding panels apart against their jammed mechanisms. With their guns at their sides and their bodies protected by only a thin sheet of metal and their own armour, they make tempting targets for your Kusanagi but you force yourself to sit in place as they struggle to open the door. Finally, and after much complaining, they manage to pry the panels far enough apart to let one of their number slip through and then another and another. With a final heave of effort and much swearing, the two remaining mercenaries try to force the door once more before giving up and moving to join their compatriots.

It's when the first of the pair is halfway through the door that you strike.

Activating your DART overlay with the blink of an eye, time slows to a crawl and the world transforms into a black and blue spectre of itself picked out with orange and white where power and data cables lay. With speed born of gene-engineered nerves and artificial muscles, you grab a viral grenade from your trench coat's combat webbing and with a thought arm the detonator before leaning out and throwing it towards your clustered enemies.
====

Could I get a roll of 3D6 versus 10?
 
Rolling... Don't shoot me please?

Edit: As I feared... Those dice were pathetic...
Pyro Hawk threw 3 6-faced dice. Reason: Rolling Total: 6
3 3 1 1 2 2
 
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Tutorial XXV
With molasses-like slowness, the viral grenade goes sailing through the air towards the mercenaries, its cylindrical body spinning like a bullet as it arcs towards them. Suddenly, shudder of alarm ripples across one of the mercenaries and an evil red star bursts into existence inside their helmet as their DART sends out an automatic warning to their comrades. A split-second later, an eternity to you, you hear the beginnings of a drawn-out shout emerge from their throat.

"Iiiiinnnn," starts the cry, and with a growl, you deactivate your overlay, the world speeding back up as you do so and allowing your grenade to suddenly rocket forwards.

"Coming," finishes the mercenary, and with an almost robotic obedience, the three mercenaries scatter while the fourth struggles to make it through the door. With a cry of success, the fourth mercenary slips out of the doorway and stand up only to see your grenade clatter to the ground in front of him. For a moment, he stares at the dark cylinder and then it detonates The effects are instantaneous.

With a piercing shout, he falls to the ground in a clatter of armour and weapons before clutching his head in obvious agony. With a powerful spasm, he kicks his rifle away from his body before curling into the foetal position and crying out again. Whatever he's seeing and hearing, it's obviously hell.

His comrades, however, are unaffected and the two mercenaries that can see you let loose their displeasure with a hastily aimed burst of fire.

5 versus 10 = fail
9 versus 10 = fail

With a sound like a hailstorm on a tin roof, their hastily aimed bullets slam against the casing of the generator in a maddening tattoo; showers of sparks thrown into the air as the finger-sized slugs ricochet off of its thick steel hull. Smiling savagely as a wave of adrenaline surges through your body like fire, you act on instant and...


30-minute vote
Combat Actions (choose one):
[] Flick your Kusanagi to single-shot before opening fire on the nearest visible mercenary.
(Higher 'to hit' and damage rolls, only targets single enemy, can go through multiple enemies)
[] Fire a burst of rounds at the mercenaries. (Lower 'to hit' and damage rolls, can hit multiple mercenaries)
[] Reposition (where?)
[] Throw another grenade
[] Write in?

Remaining DART abilities (can pair one with a combat action):
Toggle Lights
(turns lights on or off).
Overload Lights (cause the lights to overload and explode in a shower of glass and sparks).
Trigger Fire Suppression System (trigger one or both of the CO2 and water-based fire suppression systems).
Overload Battery (cause a specific battery to overload and release deadly arcs of electricity).
Backfire App (Causes the target chipped weapon to backfire and jam).
 
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Can we shoot the guy who's closest to us, and have the shot penetrate them and hit the incapacitated person at the doorway?
 
Can we shoot the guy who's closest to us, and have the shot penetrate them and hit the incapacitated person at the doorway?
You could shoot them through the leg and hit the other guy, yeah. It wouldn't kill the first guy immediately, but it'd stop them from firing for a round or two for obvious reasons.
 
You could shoot them through the leg and hit the other guy, yeah. It wouldn't kill the first guy immediately, but it'd stop them from firing for a round or two for obvious reasons.

You mean the screams of "Ah! My leg! My fucking leg is gone!"?

[X] Flick your Kusanagi to single-shot before opening fire on the nearest visible mercenary.
 
Tutorial XXVI
[X] Flick your Kusanagi to single-shot before opening fire on the nearest visible mercenary.
No. of Votes: 2
ALanos
Pyro Hawk

[X] Flick your Kusanagi to single-shot before opening fire on the nearest visible mercenary.


With a flick of your thumb against the fire-selector switch, you set your Kusanagi rifle to single-shot and line your crosshairs on the nearest mercenary's chest before pausing for a moment and adjusting your aim downwards. Forcing yourself to slow your breathing, you feel time slow to a tar-like pace as you squeeze the trigger and for an instant, you're hyper-aware of your environment. Above your head, buzzing like a storm of angry bees, bullets whiz and crack in time with the boom of rifle fire while, through your finger, comes the click-click-click of the trigger moving as you squeeze. Suddenly, time speeds back up and with a deafening roar, your rifle fires and slams into your shoulder like a kick from a mule.


3D6 versus 2D6 and 4
Rolls 9 versus 10 = Fail!
Rolls 9 versus 4 = Success!


2D6 damage versus 2D6
Rolls 8 versus 2 = 6 damage (6 damage - armour of 2 = 4 wounds. wounds 4 - 4 = dead)

With bitter disappointment, you can only watch as the mercenary somehow steps out of the way of your bullet, either by design or providence. With the distinctive roar of an overcharged round, your bullet only just manages to graze his pelvis before continuing past and plunging into the back of the disabled mercenary spasming behind him with a meaty thud. Instantly, the man's shrieks of pain fall silent and his once spasming body lies still as blood oozes out of it.

Without pausing to look back at their slain comrade, the three remaining mercenaries continue their headlong charge towards you; the two which can see you firing as they come.

2D6 versus 3D6
Rolls 5 versus 18 = fail!

2D6 versus 3D6
Rolls 6 versus 8 = fail!

Once again, the hurried bursts of fire from the mercenaries strike the concrete and steel around you, each impact shooting flakes of razor sharp concrete and showers of sparks into the air. As they fire, you realise with a start that they're trying to outflank you and that their next burst probably won't be so inaccurate.


Combat Actions (choose one):
[] Continue firing on the nearest visible mercenary with you single-shot Kusanagi.
[] Switch to automatic and fire a burst of rounds at the mercenaries.
(Lower 'to hit' and damage rolls, can hit multiple mercenaries)
[] Reposition (where?)
[] Throw another grenade
[] Write in?

Remaining DART abilities (can pair one with a combat action):
Toggle Lights
(turns lights on or off).
Overload Lights (cause the lights to overload and explode in a shower of glass and sparks).
Trigger Fire Suppression System (trigger one or both of the CO2 and water-based fire suppression systems).
Overload Battery (cause a specific battery to overload and release deadly arcs of electricity).
Backfire App (Causes the target chipped weapon to backfire and jam).
 
[x] Switch to automatic and fire a burst of rounds at the mercenaries. (Lower 'to hit' and damage rolls, can hit multiple mercenaries)
[x] Toggle Lights (turns lights on or off).

Time to let loose.

Shoot the two that are in the same line of fire.

Edit:
[x] Shout "Move in now" to bluff them to look to the sides.
 
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