Jul 9, 2018 17:05:21 GMT
WHO:
Invaders vs. Defenders
Invaders: Ishmael, Kirwin, Diamonte, Darth Andor
Defenders: Ryu, Vigil, Makoto, Adi
Invaders vs. Defenders
Invaders: Ishmael, Kirwin, Diamonte, Darth Andor
Defenders: Ryu, Vigil, Makoto, Adi
Rules:
This is not a typical GBA fight, so there will be some extra rules governing post content and etiquette for this match.
1. Standard GBA rules regarding powergame play are in effect. Equipment restrictions are not in effect.
2. Teams will consist of 4 players + 1 NPC (due to scenario objective, see below). If a player decides not to continue at some point after the match has begun, that player’s team may seek a substitute player who may then join the match. If a substitute cannot be found, then the other team will be asked to have one of their players drop out to maintain balance.
3. Standard rules regarding posting order and double posting are not in effect. Specifically: players on a team may post in any order; the order may change throughout the course of the fight; all players on the team do not need to have posted before one of the players makes a second post; the opposing team members do not need to have posted before a player makes a second post.
3a. A post in which a player performs an action which would affect another player, whether on the same team or the other team, must include a tag of that player (Sightless ). ‘Affect’ is not strictly defined; all direct attacks are considered to affect a player, but in certain situations, attempting to walk around/past a player may also be considered to affect that player. In certain other situations, physically touching another character may or may not ‘affect’ them. Use discretion, and ask if clarification is needed.
3b. A player may tag multiple players in a single post (where reasonable).
3c. A player who tags another player in a post may not make another post until the tagged player responds, except to disengage (see 3e).
3d. A player may be tagged by multiple other players. Once tagged, a player’s next post must respond to all unresolved tags. In many cases, the replying post will need to have a tag according to 3a.
3e. A player who has made a tag, which has not been replied to yet, may choose to disengage that tag (usually in order to respond to evolving events in the match). To disengage, he must make a post in which the player(s) from whom he is disengaging the tag(s) avoid all effects of the original post. He may post actions on behalf of the would-be affected characters, but those actions must have minimal impact on character location and no detrimental result to combat-readiness. The actions taken on behalf of another player’s character are not subject to 1. Once disengaged, the tag is considered to be resolved.
3f. A disengage post must specifically tag the players who would have been affected. A player may choose to partially disengage an action that originally tagged multiple players, if and only if the players who are not being disengaged from have already responded to the original tags.
3g. A player who has disengaged from another player may not tag any other player in his next post except in response to an unresolved tag. A player who has disengaged from another player may not tag that player again until that player has made a post.
3h. A post in which a player performs an action which would affect one of the scenario objectives, whether friendly or enemy, must tag all members of the opposing team. (From 3g., a player who has disengaged therefore cannot make a post affecting one of the objectives until the disengaged player has posted)
3i. Scenario objective tags may be disengaged from in the same manner as described in 3e., with the additional restriction that the scenario objective must be completely unaffected by the disengage. Scenario objective tags cannot be partially disengaged.
3j. Scenario objective tags are team-wide; until resolved, only one player on each team can make a post affecting a scenario objective.
3k. If a player drops out, all tags involving them are immediately considered resolved.
4. A player is considered to automatically drop after 7 days if there is an unresolved tag waiting on them, unless they have explicitly made arrangements with the other players to extend this period of time.
This is not a typical GBA fight, so there will be some extra rules governing post content and etiquette for this match.
1. Standard GBA rules regarding powergame play are in effect. Equipment restrictions are not in effect.
2. Teams will consist of 4 players + 1 NPC (due to scenario objective, see below). If a player decides not to continue at some point after the match has begun, that player’s team may seek a substitute player who may then join the match. If a substitute cannot be found, then the other team will be asked to have one of their players drop out to maintain balance.
3. Standard rules regarding posting order and double posting are not in effect. Specifically: players on a team may post in any order; the order may change throughout the course of the fight; all players on the team do not need to have posted before one of the players makes a second post; the opposing team members do not need to have posted before a player makes a second post.
3a. A post in which a player performs an action which would affect another player, whether on the same team or the other team, must include a tag of that player (Sightless ). ‘Affect’ is not strictly defined; all direct attacks are considered to affect a player, but in certain situations, attempting to walk around/past a player may also be considered to affect that player. In certain other situations, physically touching another character may or may not ‘affect’ them. Use discretion, and ask if clarification is needed.
3b. A player may tag multiple players in a single post (where reasonable).
3c. A player who tags another player in a post may not make another post until the tagged player responds, except to disengage (see 3e).
3d. A player may be tagged by multiple other players. Once tagged, a player’s next post must respond to all unresolved tags. In many cases, the replying post will need to have a tag according to 3a.
3e. A player who has made a tag, which has not been replied to yet, may choose to disengage that tag (usually in order to respond to evolving events in the match). To disengage, he must make a post in which the player(s) from whom he is disengaging the tag(s) avoid all effects of the original post. He may post actions on behalf of the would-be affected characters, but those actions must have minimal impact on character location and no detrimental result to combat-readiness. The actions taken on behalf of another player’s character are not subject to 1. Once disengaged, the tag is considered to be resolved.
3f. A disengage post must specifically tag the players who would have been affected. A player may choose to partially disengage an action that originally tagged multiple players, if and only if the players who are not being disengaged from have already responded to the original tags.
3g. A player who has disengaged from another player may not tag any other player in his next post except in response to an unresolved tag. A player who has disengaged from another player may not tag that player again until that player has made a post.
3h. A post in which a player performs an action which would affect one of the scenario objectives, whether friendly or enemy, must tag all members of the opposing team. (From 3g., a player who has disengaged therefore cannot make a post affecting one of the objectives until the disengaged player has posted)
3i. Scenario objective tags may be disengaged from in the same manner as described in 3e., with the additional restriction that the scenario objective must be completely unaffected by the disengage. Scenario objective tags cannot be partially disengaged.
3j. Scenario objective tags are team-wide; until resolved, only one player on each team can make a post affecting a scenario objective.
3k. If a player drops out, all tags involving them are immediately considered resolved.
4. A player is considered to automatically drop after 7 days if there is an unresolved tag waiting on them, unless they have explicitly made arrangements with the other players to extend this period of time.
Location: The Executrix III, hangar and detention level
Tarkin’s Imperial-class Star Destroyer Executrix was the only ship in the Imperial fleet to boast a containment field generator. Accordingly, in this day and age, its grandchild built in its image is the only ship in the universe deemed suitable for transport of an exceedingly dangerous prisoner, known only as Nemo. He is a near-human male, species unknown, power level on a catastrophic class. They say the only reason he has been captured is because he himself allowed it to happen.
For his crimes, he is being transported to a prison colony on Bastion, where he will serve a life sentence of forced labor. That’s the plan, at least. Rumor has it that as soon as he has been released from the containment field, he will trivially orchestrate an escape and the galaxy will be in every bit as much danger as it was before, thus wasting this sole opportunity of having him at the mercy of the courts. A crack team has thus been tasked with his safe transport to Bastion, and subsequently safeguarding the critical act of transfer, when he will momentarily become able once again to access the Force.
But the team will face a test far sooner than expected, it seems. A pirate fleet has intercepted the Executrix III, engaged the convoy’s vanguard, disabled the Star Destroyer’s defenses, and has dispatched several boarding vessels. In addition to your standard pirate invaders, among the aggressors is the team responsible for this whole operation. Mysteriously, they gained intel and were able to buy mercenary service in order to gain purchase into this small window of opportunity. And now, for reasons known only to themselves, they seek to supersede the judgment of the courts, and prevent the successful delivery of Nemo to the prison custodians.
Our scene unfolds with the landing of an Upsilon-class shuttle in the large hangar bay of the Executrix III, from which the boarding team will disembark. The bay itself is a massive 500 m2 open space, but thanks to their advance espionage, the layout of the ship is no secret to them. They have landed their shuttle a mere 50 meters from an elevator shaft. While the co-boarding pirate crews will engage the ship’s security complement, the invaders will escort a Viper-class probe droid into the elevator, and take it down to the detention level. This droid has been equipped with security-override programming (with team recognition proximity sensors) necessary to disable the containment field holding Nemo, and the droid’s survival is therefore critical to the success of the invaders’ mission. Without it, the containment field cannot be breached, and the invaders will have no way of doing...whatever it is they want to do to Nemo. Lynch him? Enslave him? Incorporate him as an instrument for a galactic coup d’état? Take him to use an experimental test subject? They might even all have different goals. Who knows.
The elevator access on the detention level of the Executrix III is a short, narrow passageway leading directly into a 20-meter room, very much reminiscent of the Death Star’s detention block control room; in fact, almost identical in layout. Terminals and monitors clutter the open space, while there is a hallway at the back of the room which leads to the cells. The probe droid will be able to interface with any one of the terminals in order to orchestrate the deactivation of the containment field around Nemo without completely releasing him.
This, however, is where the invaders will encounter a hitch in their plans. The transfer team was informed of the impending arrival of the boarding crews. Knowing that it was far too convenient to be mere coincidence, and knowing the risk of the cargo they ferry, the ship’s captain has ordered that the team oversee an evacuation of the prison block. Although the team received warning, there was not adequate time to procure and rig any type of trap; they could only prepare themselves for a fight to come, and try to buy time that way. The team has ordered a cargo hauler be sent to the detention level, which will come from the far end of the prison hallway. This hauler is equipped to move the entire containment field generator, by tapping into and replacing the power relays provided by the ship with its own, portable battery-based power source. Then, it will load him onto a gravlift, and make way to flee in one of the emergency escape pods. As long as the transfer team can hold off the invaders for long enough, they should be able to get Nemo safely off of the ship.
(A word of caution: neither side wishes to destroy all of the terminals in the control room. In the event that all terminals are forced offline, the containment field will be immediately released as a failsafe mechanism. Thus, the transfer team’s objective will fail. But if the containment field is fully deactivated before the members of the invading team are in position near Nemo, then he will escape immediately with no hope of a second chance or recovery. The invading team will also have failed their mission in this case.)
Tarkin’s Imperial-class Star Destroyer Executrix was the only ship in the Imperial fleet to boast a containment field generator. Accordingly, in this day and age, its grandchild built in its image is the only ship in the universe deemed suitable for transport of an exceedingly dangerous prisoner, known only as Nemo. He is a near-human male, species unknown, power level on a catastrophic class. They say the only reason he has been captured is because he himself allowed it to happen.
For his crimes, he is being transported to a prison colony on Bastion, where he will serve a life sentence of forced labor. That’s the plan, at least. Rumor has it that as soon as he has been released from the containment field, he will trivially orchestrate an escape and the galaxy will be in every bit as much danger as it was before, thus wasting this sole opportunity of having him at the mercy of the courts. A crack team has thus been tasked with his safe transport to Bastion, and subsequently safeguarding the critical act of transfer, when he will momentarily become able once again to access the Force.
But the team will face a test far sooner than expected, it seems. A pirate fleet has intercepted the Executrix III, engaged the convoy’s vanguard, disabled the Star Destroyer’s defenses, and has dispatched several boarding vessels. In addition to your standard pirate invaders, among the aggressors is the team responsible for this whole operation. Mysteriously, they gained intel and were able to buy mercenary service in order to gain purchase into this small window of opportunity. And now, for reasons known only to themselves, they seek to supersede the judgment of the courts, and prevent the successful delivery of Nemo to the prison custodians.
Our scene unfolds with the landing of an Upsilon-class shuttle in the large hangar bay of the Executrix III, from which the boarding team will disembark. The bay itself is a massive 500 m2 open space, but thanks to their advance espionage, the layout of the ship is no secret to them. They have landed their shuttle a mere 50 meters from an elevator shaft. While the co-boarding pirate crews will engage the ship’s security complement, the invaders will escort a Viper-class probe droid into the elevator, and take it down to the detention level. This droid has been equipped with security-override programming (with team recognition proximity sensors) necessary to disable the containment field holding Nemo, and the droid’s survival is therefore critical to the success of the invaders’ mission. Without it, the containment field cannot be breached, and the invaders will have no way of doing...whatever it is they want to do to Nemo. Lynch him? Enslave him? Incorporate him as an instrument for a galactic coup d’état? Take him to use an experimental test subject? They might even all have different goals. Who knows.
The elevator access on the detention level of the Executrix III is a short, narrow passageway leading directly into a 20-meter room, very much reminiscent of the Death Star’s detention block control room; in fact, almost identical in layout. Terminals and monitors clutter the open space, while there is a hallway at the back of the room which leads to the cells. The probe droid will be able to interface with any one of the terminals in order to orchestrate the deactivation of the containment field around Nemo without completely releasing him.
This, however, is where the invaders will encounter a hitch in their plans. The transfer team was informed of the impending arrival of the boarding crews. Knowing that it was far too convenient to be mere coincidence, and knowing the risk of the cargo they ferry, the ship’s captain has ordered that the team oversee an evacuation of the prison block. Although the team received warning, there was not adequate time to procure and rig any type of trap; they could only prepare themselves for a fight to come, and try to buy time that way. The team has ordered a cargo hauler be sent to the detention level, which will come from the far end of the prison hallway. This hauler is equipped to move the entire containment field generator, by tapping into and replacing the power relays provided by the ship with its own, portable battery-based power source. Then, it will load him onto a gravlift, and make way to flee in one of the emergency escape pods. As long as the transfer team can hold off the invaders for long enough, they should be able to get Nemo safely off of the ship.
(A word of caution: neither side wishes to destroy all of the terminals in the control room. In the event that all terminals are forced offline, the containment field will be immediately released as a failsafe mechanism. Thus, the transfer team’s objective will fail. But if the containment field is fully deactivated before the members of the invading team are in position near Nemo, then he will escape immediately with no hope of a second chance or recovery. The invading team will also have failed their mission in this case.)
The invading team wins if they are able to use the Viper-class probe droid to gain access to Nemo. The transfer team wins if they manage to successfully evacuate Nemo from the prison block. If both of these objectives become impossible to complete, then the battle ends in a tie!
Notes
-The ship’s security crew and invading pirate crews exist as flavor details only. They are not able to interact with the players at all.
-The transfer team members may start anywhere in the scenario space. The invading team members must start on the Upsilon.
-Neither team is permitted to set traps.
-This scenario does not have in-universe ramifications.
-There will be no betrayal mechanism for this scenario; team members are expected to remain loyal.
Specific Instructions
For the invading team, the following steps must be executed in order, and are considered actions that affect the scenario objectives:
1. Probe droid disembarks from the boarding shuttle
2. Probe droid enters the elevator on the hangar level
3. Probe droid leaves the elevator on the prison level
4. Probe droid is escorted to a terminal
5. Probe droid communicates with prison control computer and transfers security override codes (after this step, #5 of the transfer team instructions becomes impossible to complete)
6. One member of the invading team gains entry into Nemo’s cell
7. A second member of the invading team gains entry into Nemo’s cell (after this step, the containment field partially deactivates, and the invading team wins!)
For the transfer team, the following steps must be executed in order, and are considered actions that affect the scenario objectives:
1. Cargo hauler arrives on the far end of the detention level
2. Cargo hauler moves to the correct prison cell
3. Cargo hauler operators input codes to open the cell door
4. Cargo hauler is moved into position at the containment field generator
5. Cargo hauler taps into and replaces the power supply, and disconnects the containment field from the ship (after this step, #5 of the invading team instructions becomes impossible to complete)
6. Cargo hauler activates gravlift on the containment field
7. Cargo hauler leaves cell room and exits the hallway with Nemo (after this step, the cargo hauler is assumed to make it to the escape pods safely, and the transfer team wins!)
Notes
-The ship’s security crew and invading pirate crews exist as flavor details only. They are not able to interact with the players at all.
-The transfer team members may start anywhere in the scenario space. The invading team members must start on the Upsilon.
-Neither team is permitted to set traps.
-This scenario does not have in-universe ramifications.
-There will be no betrayal mechanism for this scenario; team members are expected to remain loyal.
Specific Instructions
For the invading team, the following steps must be executed in order, and are considered actions that affect the scenario objectives:
1. Probe droid disembarks from the boarding shuttle
2. Probe droid enters the elevator on the hangar level
3. Probe droid leaves the elevator on the prison level
4. Probe droid is escorted to a terminal
5. Probe droid communicates with prison control computer and transfers security override codes (after this step, #5 of the transfer team instructions becomes impossible to complete)
6. One member of the invading team gains entry into Nemo’s cell
7. A second member of the invading team gains entry into Nemo’s cell (after this step, the containment field partially deactivates, and the invading team wins!)
For the transfer team, the following steps must be executed in order, and are considered actions that affect the scenario objectives:
1. Cargo hauler arrives on the far end of the detention level
2. Cargo hauler moves to the correct prison cell
3. Cargo hauler operators input codes to open the cell door
4. Cargo hauler is moved into position at the containment field generator
5. Cargo hauler taps into and replaces the power supply, and disconnects the containment field from the ship (after this step, #5 of the invading team instructions becomes impossible to complete)
6. Cargo hauler activates gravlift on the containment field
7. Cargo hauler leaves cell room and exits the hallway with Nemo (after this step, the cargo hauler is assumed to make it to the escape pods safely, and the transfer team wins!)