Author Topic: Sci Fi RP - New Haven  (Read 92902 times)

A transmission is sent to the machines.

"01001101 01100001 01111001 00100000 01001001 00100000 01100001 01110011 01101011 00100000 01101001 01100110 00100000 01001001 00100000 01110011 01101000 01101111 01110101 01101100 01100100 00100000 01100010 01100101 00100000 01110111 01101111 01110010 01110010 01111001 01101001 01101110 01100111 00100000 01100001 01100010 01101111 01110101 01110100 00100000 01111001 01101111 01110101 00100000 01110110 01100001 01110000 01101111 01110010 01101001 01111010 01101001 01101110 01100111 00100000 01110100 01101000 01100101 00100000 01110000 01101100 01100001 01101110 01100101 01110100 00100000 01110111 01101001 01110100 01101000 00100000 01110100 01101000 01100001 01110100 00100000 01100011 01100001 01101110 01101110 01101111 01101110 00111111"

The frequency is switched.

"Alright, keep up the recruitment effort, stress the fact that there is a large cannon in the planet's orbit currently powering up. Get ready to evacuate yourself and the recruits at a moment's notice."

The frequency is switched again.

"Have one man keep the merchant under observation and send another to infiltrate his house. Investigate that basement, see if he's withholding any source of water from his fellow colonists."

And again.

"Buy EVERYTHING, send all that fruit to the psychologist wing."

You recieve a reply. But this time not in binary code.

"We must purge the scourge. Your people are safe."

The cannon powers up and fires at the planet. It hits the shield made around the base and the colony. It causes a chain reaction and a wave begins to spread around the planet, purging the spores, mutated creatures and mutants alike. The robots have during the night errected more of these similiar shields. As the chain reaction spreads, these shields begin to power up all over the planet.

You buy everything the merchants offer.

- 7330 ISK

You gain a large supply of food and water.

The water merchants house can not be infiltrated. He literally sells the water in front of his own home, which happens to be at the market place. This one would be tricky to infiltrate, he's always there...

"Alright then. Have two of the troopers go plain-clothes. One of them is to distract the merchant while the other infiltrates his house. All of their equipment, except for two unmarked sidearms, will be held by their COs until the operation is over. We'll bail them out if they're arrested."

It just so happens that there is a lot of security in the market place. It would be too obvious.

"Bloody hell. Wait for nightfall, -then- try to infiltrate the house and investigating. If that doesn't work,  have a word with the local security chief. Explain the situation, inform him that the merchant might be concealing a public water source for his own gain, see if we can get his approval to investigate."

Warn them that the mining colony is incredibly dangerous, a hostile environment.  If they still wish to go, give them coordinates and an escort to the colony.

Wolf Company

They state they wanted you to clear it. They have no means of clearing it. With it being the way it is. No one will get any resources.



ISF

You wait and wait, finally night comes and your men proceed to infiltate it while he is sleeping. It just so happens there is a key to the basement. The basement is locked by a thick steel gate. One of your men is infuriated and thinks about strangling the damn bastard in his sleep. The other stops him and they back out of the house, leaving it the way it was before they entered and informing you about the much required key.

Wolf Company
They state they wanted you to clear it. They have no means of clearing it. With it being the way it is. No one will get any resources.
If they still wish to go, give them coordinates and an escort to the colony.

THEY WANT YOU TO GO IN FIRST! THEY DON'T WANT TO GO WITH YOU! ONLY AFTER YOU CLEAR IT.

"For the love of... go see if we can get AFR security's approval so we may investigate in an official capacity."

Send two frigates and a battle cruiser to the mining colony, have several teams, wearing hazmat/HECU suits to go in and mop up the mess, each team with two men armed with flame throwers/other incendiary weaponry to clean up the disgusting meaty stuff.  After that, have the teams evac and drain all of the oxygen from the colony, to get rid of smoke and stuffs, turn the oxygen back on, and then clean up the blood and ashes.

ISF

Feeling threathened by your forces. They allow you to do so.



Wolf Company

Your men prepare and head out. Upon landing they approach carefully. They remember what happened last time. They proceeds as ordered and eventually finish everything up. It all went quietly. Most of those who turned to canibalism on the asteroid colony were burnt by the fires.

Have the soldiers patrol the colony regularly for anyone left behind, and let the miners at the station know that it's been cleared.

"Ask around, see if the locals are having trouble obtaining water for themselves and their families. If so, send a team over to the merchant's house, politely inform him of the situation and make him open up. Be careful, we don't know what he's got in there. If that's not the case, we'll wait a bit first."

boomp

Jokey, Amerax, Duhman, come on don't forget about this.