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forbarrayar_ooc2017-06-19 10:50 pm
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[ june ii event results ]
Weapons Cache / EMP Charges / Security Task Force / Diversion / Anti-Aircraft Protocols / Destroy Gene Samples / Destroy Research / Grand Theft Nuclear / Re-Engage Flight Mechanics / Cover Fire / Death/Missed Connections/Injuries / Summary
TIMELINE
6/28 Star Gate hijacking
Weapons Cache Agent Washington Agent Carolina Natasha Romanoff Agent York Nash Latkje EMP Charges Kaidan Alenko Security Task Force Byerly Vorrutyer Lakshmi Bai Diversion Lapis Lazuli Tarn Anti-Aircraft Procols Kaidan Alenko |
Destroy Gene Samples Pearl Julian Bashir Destroy Research Symmetra Nash Latkje Grand Theft Nuclear Jasper Agent York Agent Carolina Re-Engage Flight Mechanics Deanna Troi Benjamin Sisko Cover Fire Miles Vorkosigan Agent Washington Lavernius Tucker Vex'ahlia |
Despite the extensive and meticulous planning and reconnaissance done in the last few weeks, the night of the hijacking does not entirely go according to plan. It's, uh…it's something.
But first, let's look at the gene therapy results!
gene therapy
Pearl's case begins to regress considerably, despite recent successes. Her skin's durability falls to only about four times as resilient as the average human being, and she is more vulnerable to projectiles. Luckily, she is without complications otherwise.
Lapis's case once again shows great leaps and bounds -- the volume of water she can effectively control at once expands by another 50%, along with increased precision. Unfortunately, the headaches begin to worsen and are more easily triggered by extended active power use.
Jasper's case also shows signs of regression, her physical strength now no more than 25% stronger than a human in peak condition. However, she suffers no complications.
Since the hijacking missions are all more or less happening simultaneously or at least in rapid succession, I decided to do something a little new and have certain rolls impact others -- for instance, one group triggering alarms means that everyone else running a mission inside the base suffers a penalty to their rolls. The results below are written up in the order I rolled them, and there's a bit of a cascading effect. Additionally, certain roles in the overall hijacking/infiltration missions are handled entirely by NPC groups, such as breaching and taking care of the security at the shipyard perimeter. At the end of all the mission results, I'll include a more cohesive, concise rundown of the broad strokes of the night and how things went down for an easier view of the big picture, but the results of the individual missions are listed first.
Buckle in, kids, you are in for a wild ride of a night.
weapons cache
Wash - 16 Carolina - 7 Natasha - 3 |
York - 10 Nash - 3 |
Well, this is disappointing.
Despite the efforts of both the Barrayaran soldiers and the outsiders (Wash), they aren't able to stockpile many weapons before the hijacking. With the cache located so close to the Cetagandan base, just depositing them is tricky enough. As a result, those on the Cover Fire mission suffer a -1 penalty for inadequate equipment.
+1 LP to Wash, Carolina, Natasha, York & Nash
emp charges
Planting the EMP charges in the Cetagandans' remaining ships fell to Kaidan and Micah, but between the two of them they were only able to plant EMP charges in 23 of the 50 ships in the Cetagandan shipyard before the night of the hijacking. This means they'll likely have to deal with the Cetagandans coming after them in pursuit.
+1 LP to Kaidan
security task force
Roll 1: Get past gate security - SUCCEED
Roll 2: Disable internal security system - FAIL
While Lakshmi and Byerly are able to get past and disable the gate guard thanks to the intelligence gathered in the last few weeks, they fail to disable internal security protocols before alarms are triggered. Where it's because they're delayed or just fuck it up real bad, who knows, but it puts the mission off to a bad start, eliminating the advantage of surprise -- or at least a head start on the Cetagandans -- early on. The ghem troops arealerted to the fact that they were being attacked too soon, which meant that there are more soldiers bearing down on the Barrayaran army than they are prepared to deal with at first. All other missions taking place inside the base suffered a penalty to their rolls with the alarms going off.
+2 LP to Byerly & Lakshmi
diversion
Roll 1: Attract majority of enemy attention away from the other missions being completed in the base - FAIL
Roll 2: Escape the Grow Labs without incident - FAIL
Despite being two of the most qualified people among the outsiders for the job of "fuck shit up and draw attention", Lapis and Tarn failed laughably badly.
Destroying both the gene samples and the lab research can serve as diversions away from the real mission, but it's critical to have a diversion that serves only that purpose alone in order to draw and split up as much of the ghem soliders' attention as possible. Tarn and Lapis's instructions are to get into the Grow Labs (the security conveniently disabled for them ahead of time courtesy of Amai) and just wreak havoc to draw as many ghem soldiers as possible away from the shipyard. Messing with their food and water supply should alarm them enough, and the gardens are adjacent to the Grow Labs if you feel like starting fires.
Unfortunately, either due to poor timing or general, inexplicable incompetence, despite Tarn and Lapis's efforts, their diversion doesn't attract much attention, at least not until it's too late – they have to contend with ghem soldiers as they try to make their escape, and while it's a plus that there aren't as many of them as there could be, things definitely do not go accordingly to plan. All other missions taking place inside the base suffered a penalty to their rolls due to insufficiently diverted soldiers.
+2 LP to Lapis & Tarn
anti-aircraft protocols
Roll 1: Avoid detection - FAIL
Roll 2: Correctly input disable protocols - SUCCEED
With all other hands busy with other operations, Micah accompanies Kaidan to help with the anti-aircraft installations before they rendezvous at the ship. They're able to correctly input the protocols to disable the anti-aircraft guns, with the added bonus of tangling the systems up enough that it'll be a while before the Cetagandans can get them operating properly again, but the two of them fail to avoid the soldiers altogether. Dealing with the soldiers causes considerable delay, throwing off their timeline. Kaidan suffered a penalty to his Missed Connection roll due to the delay.
+2 LP to Kaidan
destroy gene samples
Roll 1: Avoid detection - SUCCEED
Roll 2: Successfully destroy ALL genetic samples - SUCCEED
Thanks to Amai (read: thanks to Lapis and Jasper unabashedly blackmailing Amai), Pearl and Julian have the access they need to get to the samples. All tissue and gene samples collected from the outsiders/exotics have recently been relocated to Gene Lab Sigma, which Amai has covertly left unsecured the night of the hijacking. She has also provided any necessary access codes to reach restricted areas within the lab. While Pearl and Julian are busy destroying all of the samples, Amai is over in Gene Lab Mu ensuring that all of the recently developed gene complexes (and the older, much less successful ba experiments Diya had conducted) are all thoroughly destroyed.
Julian and Pearl are not only successful in ensuring the destruction of the samples, but also at getting away before the soldiers can catch up to them. How they accomplish this is up to you, but if you're going to be destroying stuff, you might as well make a diversion out of it, right?
+2 LP to Pearl & Julian
destroy research
Roll 1: Avoid detection - SUCCEED
Roll 2: Successfully destroy the wormhole lab & Micah's research - SUCCEED
While Micah is helping with the anti-aircraft installations and running back to the Star Gate ship, they've entrusted Symmetra and Nash with the destruction of their research and, by extension, the entire wormhole lab, if they can manage it. Micah has already deleted any digital records of their research on the base's comconsole network, but there are still mountains of flimsies and data readouts, not to mention some special equipment, such as Symmetra's hard-light mapping device. Nash and Symmetra manage to destroy the research and get away without running into too much trouble with soldiers, keeping to schedule, but just how they go about doing that is up to them. But Micah wants to make sure the research is completely unrecoverable – and they might be harboring some resentment toward the Cetagandans – so they have heartily encouraged as much physical destruction as the two of them deem necessary (or feel like). This could make for a pretty decent diversion too, after all, and if you're in need of catharsis, sometimes just breaking a bunch of shit works really, really well.
+2 LP to Symmetra & Nash
grand theft nuclear
Roll 1: Avoid detection - SUCCEED
Roll 2: Successfully deliver nuclear weapons to the ship - SUCCEED
Despite Jasper's recent power regression, her superhuman strength is still useful in this mission – plus, they have float pallets. Even with alarms going off and soldiers crawling all over the base, York, Carolina and Jasper manage to get three nuclear devices to the Star Gate ship without too much incident. They are large and unwieldy, so best tread carefully (or find a way to blend in, although admittedly most of the soldiers aren't carrying nukes around), but there isn't much time for delay.
+2 LP to Jasper, York & Carolina
re-engage flight mechanics
Roll 1: Re-enable the Star Gate ship's propulsion and navigational systems on time - SUCCEED
Roll 2: Avoid breaking anything else in the process - SUCCEED
With Micah off to help Kaidan with the anti-aircraft installations, they've left instructions for Deanna on re-engaging the flight mechanics. Micah and Symmetra, while covertly installing their failsafe, also tried to ensure that it would be as easy as possible to re-engage the flight mechanics when needed. Unfortunately when it comes to aerospace engineering, 'easy' is relative.
However, out in the shipyard Deanna and Sisko don't need to worry about the soldiers flooding the base in the wake of the alarms -- until more soldiers breach the shipyard perimeter, of course. But thanks to their quick thinking and probably EXEMPLARY teamwork (go Starfleet!), Sisko and Deanna get the job done well in time for takeoff, and without compromising any of the ship's other systems.
+2 LP to Deanna & Sisko
cover fire
Roll 1: Keep the enemy from breaching the shipyard from inside the base - FAIL
Roll 2: Keep the enemy from reaching the ship - SUCCEED
Piotr knows that all the diversions in the world will only keep the ghem soldiers distracted for so long, and every big operation like this needs a fallback line. The objective, other than the targeted destruction and chaos inside the base, is to ensure the outsiders all reach the Star Gate ship in time, and when the soldiers catch on to their plan -- all too quick -- it falls to the rear guard to hold the line.
Wash, Vex, Tucker and Miles are part of the rear guard providing covering fire for those gunning for the Star Gate ship, and their initial fallback line is the shipyard perimeter -- their orders aren't just to provide cover fire, but to hold that line as long as possible. But they're underequipped and the Barrayarans are taking casualties too, and ultimately they're unable to hold that perimeter and are forced to fall back even further. They are, however, able to provide enough cover fire to get everyone on board before the ghem soldiers flood the shipyard, and there's just enough time for them to get back to the ship themselves -- at least, the ones who survive.
+2 LP to Miles, Vex, Wash & Tucker
death/missed connections/injuries
(Note: Some of these were player-determined rather than RNGed.)
Lakshmi - killed in action
Vex'ahlia - missed connection
Natasha - voluntarily staying behind
Tucker - killed in action
Kaidan Alenko
Roll: Reach the Star Gate ship in time - SUCCEED
Despite being slowed down by enemy interference, Kaidan makes it back to the ship on time for takeoff.
Deanna Troi
Roll: Injury - 18
Deanna gets off pretty easy -- some cuts and bruises, a few scrapes, but nothing that can't be taken care of with a basic first aid kit.
Tarn
Roll: Injury - 19
Somehow, Tarn emerges from all this relatively unscathed, much to widespread disappointment.
Sisko
Roll: Injury - 8
Unfortunately, Sisko got the short end of the d20 this time around and sustained a more serious injury -- perhaps a broken limb or a bad shot to a non-vital area, something nasty but not in danger of being fatal.
As far as I'm aware, this is the final count of people who are dying in June II or missing the Star Gate ship/staying behind. If anyone else is staying behind or missing the ship (or dying) that didn't reply to the signups, please let me know now. There WILL be more opportunities/excuses for people to die or miss their chance to go home in July.
the hijacking
Since this month's event is a little unusual in that all of the missions are individual parts of a single big plan in which NPCs are also a part, I thought I would do a rundown with the broad strokes of how the night goes down, including what part the NPCs play and what the ultimate outcomes are.
While Byerly and Lakshmi are infiltrating along with the rest of the security task force, another force is taking out the shipyard perimeter security. An initial wave of soldiers takes out the perimeter guard, while a second wave fans out through the shipyard to dismantle internal security, including any inner guards. Sonia sneaks herself in on the mission, disguising herself as a soldier in uniform and sticking with the second wave. They're able to secure the shipyard more or less successfully, but it's at the cost of quite a few bodies, and their hold is shaky at best, especially with alarms being triggered after the security task force fails to disable internal security.
Meanwhile, Micah and Kaidan are working on the anti-aircraft protocols, Julian and Pearl are destroying the gene samples, Nash and Symmetra are destroying the research, and Tarn and Lapis are trying to create a diversion. Unfortunately, it doesn't entirely succeed, and with the alarms going off, it makes everyone's job harder. Sisko and Deanna move in with the second wave into the perimeter so they can get started on re-engaging the flight mechanics.
It doesn't take long for things to get bad, and the ghem soldiers begin to close in on the shipyard. There are Barrayaran assault teams both inside the base and in the shipyard, among which are Wash, Miles, Vex and Tucker. The Barrayarans are fighting fiercely, but they're still vastly outnumbered, and they push the perimeter into the shipyard, forcing the rear guard further back. Timing for the Star Gate's departure is starting to run out. Thankfully, though, despite the delays, everyone manages to get to the Star Ship just in time for takeoff -- except for Vex and Tarn. Both Lakshmi and Tucker are killed in action.
Micah detonates the EMP charges in the Cetagandan ships as they take off, but they've only planted 23 devices. Luckily, the Barrayarans took initiative and brought along some bombs to plant in the shipyard, like they do. Once the Star Gate ship clears, the Barrayarans begin to fall back, taking some casualties as they do pull out. The bombs take out another 22 ships, leaving the Cetagandans with only 5 immediately available -- but plenty enough to go after the Star Gate ship.
Please comment if you have any questions! NPC starters will go up for each mission top-level with the IC log as usual, and, as always, here are the rolls for this event. All rolls are d20 unless noted otherwise; the skill ratings of 1-4 are converted into modifiers of -1 to 2. The number of people in each group is also added to the total modifier.
And don't forget to take down your new LP! As of this post, event LP is immediately granted and you can go hit up the loyalty perks page if you so choose.
+3 LP | Agent Carolina Agent Washington Agent York Kaidan Alenko Nash Latkje |
+2 LP | Benjamin Sisko Byerly Vorrutyer Deanna Troi Jasper Julian Bashir Lakshmi Bai Lapis Lazuli Lavernius Tucker Miles Vorkosigan Pearl Symmetra Tarn Vex'ahlia |
+1 LP | Natasha Romanoff |