Infinite Stars Quest 22

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You are Captain SAMANTHA WELLINGS, a newly minted captain of the Centauri Accord!

Currently, you were in the midst of a heated ship to ship battle with your sister turned pirate. After trading fire, Carly had done what all pirates usually do, and has crashed her ship, the Long Claw, into the Gullinbursti in order to stage a boarding action.

Unfortunately for her, it just so happened that you had someone present on your ship that specialized in boarding actions. Both executing and repelling them.

"Tank, you ready?" You grin.

Tank cracks his armored gauntlets. He's ready.

>Stay on the bridge where it's still safe.
>Time to suit up and crack a few skulls yourself.
>Other

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youtube.com/watch?v=eJa1Kl65L6Q
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>>Time to suit up and crack a few skulls yourself.

Guys, suggest a good one liner for when we meet Carly!

>Time to suit up and crack a few skulls yourself.

>Time to suit up and crack a few skulls yourself.
Miss me? Nice ship by the way, pity what happened to it.

>>Time to suit up and crack a few skulls yourself.
Time for a dramatic entrance where we take off our helmet.

>Time to suit up and crack a few skulls yourself.
youtube.com/watch?v=eJa1Kl65L6Q

>Time to suit up and crack a few skulls yourself

"What? Haven't seen your own reflection before?"

>inb4 confusion over two very similar looking people.

>>Time to suit up and crack a few skulls yourself.

Reminder that when it comes to family, Sam is fucking RUTHLESS.

Sorta makes sense considering her VMQ counterpart's father...

No words, only an ominous grim smile and stare.

Well it'd certainly be interesting to see if Sam is interested in family or 'family'.

>Time to suit up and crack a few skulls yourself.
We should say hi to our sister. The look on her face will be glorious.

We should wait for her to mistaken Tank as the Captain. Then take our helmet off.

Or we could always do the dramatic thing and have our visor become transparent during the fighting so the pirates see their captain fighting them.

You know, for DRAMA

Ooh, good idea.

Well, you guess it was time to suit up and crack a few skulls yourself. As the captain, it was your sacred duty to protect the ship at all costs, and what better way than taking the fight to the other bastard's ship?

"Bradford, you have the bridge .Coordinate the defense efforts." You instruct. "Elsa, hold your fire. Lida, do your best to scramble their comms."

"Yes, Captain." Bradford salutes.

"Of course." Lida nods.

"Awwwww." Elsa whines, slumping down on her console.

You march out of the bridge and down the hall towards the armor. Already, you could see security drones swarming the interior of the ship in preparation for the boarding. However, at this point, no hostile has actually breached the Gullinbursti's hull yet. Unlike civilian freighters, Gullinbursti had a military grade hull and electronic encryption, meaning it would be difficult for Carly and her pirates to cut or hack their way into the ship. You'd still have plenty of time.

Tank, of course is waiting for your arrival. Already, your available armors are set up and ready for you to activate them.

>Light armor. You're going to blitz straight to Carly.
>Heavy armor. You're going to take your time with this.
>Other

>Other
Light armor with cat ear + tail add ons

>>Heavy armor. You're going to take your time with this.

Time to suit up.

>>Heavy armor. You're going to take your time with this.

>Heavy armor. You're going to take your time with this.

>Heavy armor. You're going to take your time with this.
Rip and tear

>>Heavy armor. You're going to take your time with this.

>Heavy armor. You're going to take your time with this.

>>Heavy armor. You're going to take your time with this.

>>Heavy armor. You're going to take your time with this.

>>Heavy armor. You're going to take your time with this.

You step into the heavy armor and relax your body as the armor wraps itself around you, melding with your bodysuit and integrating its systems. Your HUD activates, informing you of your armor's current capabilities.

SHIELD: 100/100
ARMOR: 100/100
ENERGY: 50/50

Tank then points over to the weapons rack, wondering what kind of firepower you were going to pack for this particular encounter.

>CLOSE COMBAT: Energy shield and stun baton combo for melee combat.
>NONLETHAL: Uses the Accord's specialized Arc weaponry, which specializes in stunning and paralyzing targets.
>LETHAL: Standard plasma and laser weapon loadout.
>Other

>>NONLETHAL: Uses the Accord's specialized Arc weaponry, which specializes in stunning and paralyzing targets.

>>CLOSE COMBAT: Energy shield and stun baton combo for melee combat.

>NONLETHAL: Uses the Accord's specialized Arc weaponry, which specializes in stunning and paralyzing targets.

>NONLETHAL: Uses the Accord's specialized Arc weaponry, which specializes in stunning and paralyzing targets.
Indiscriminate shooting with extreme prejudice.

>NONLETHAL: Uses the Accord's specialized Arc weaponry, which specializes in stunning and paralyzing targets.

>NONLETHAL: Uses the Accord's specialized Arc weaponry, which specializes in stunning and paralyzing targets.
How much clothing damage does it do though?

>NONLETHAL: Uses the Accord's specialized Arc weaponry, which specializes in stunning and paralyzing targets.
Yeah, slaughtering our sister's crew likely won't endear us to her very much

>NONLETHAL: Uses the Accord's specialized Arc weaponry, which specializes in stunning and paralyzing targets.

You decide to opt for the nonlethal package. Even if these were pirates, they were still Carly's crew, and you figure that she'd be in less of a mood to listen to you if you just went out and started wantonly killing her crew. You knew you wouldn't have.

Tank nods and gives you the thumbs up. He takes the close combat package, his preferred equipment back in your system patrol days. You knew that he was deadly effective in a close fight, though you also suspect he picked that so he could provide extra protection to you .

Tank then tilts his helmet, wondering if you have a plan of attack.

>Counterattack through one of the breach points.
>Take the initiative and breach Carly's ship first.
>Other

>Take the initiative and breach Carly's ship first.

>Take the initiative and breach Carly's ship first.
CHEARG

>>Counterattack through one of the breach points.
PUSH THEM BACK!

>Take the initiative and breach Carly's ship first.

>>Take the initiative and breach Carly's ship first.
Gogogo.

>Counterattack through one of the breach points.

>Take the initiative and breach Carly's ship first.

>Take the initiative and breach Carly's ship first.

>>Take the initiative and breach Carly's ship first.
HERE'S SAMMY!!!

Rolled 7 (1d20)

heh

So what sort of skills do you think Carly has up her sleeve to counter Sam's surprisingly good skillset?

>>Take the initiative and breach Carly's ship first.

>>Take the initiative and breach Carly's ship first.

Well, she could be better than Sam in explosives or medicine.

"We're gonna take the initiative and breach their ship first!" You grin. "Grab the charges."

Tank raises a bag full of breaching charges, already prepped and ready to go.

"Jeez, it's like you read my mind." You chuckle.

Tank nods. He wouldn't be a good subordinate otherwise.

The two of you head out of the armory, a squad of Arc-armed combat drones forming up with you. Tank then indicates to you two possible breach points. One was to just breach into the point closest to the Gullinbursti. It was just one short hop over, but then you'd have to fight your way through the whole damn ship. The other option was to go extravehicular and head straight for the Long Claw's bridge. However, spacewalking always had its own hazards, such as flying debris, getting intercepted, getting targeted by the ship's smaller weapons, or the risk of just plain floating off into space.

>Breach the hull.
>Breach the bridge.
>Other

A uniform befitting a pirate captain, obviously.

>>Breach the bridge.
Stealthily.
Knock on the window.

>Other
Tank takes the hull, sam takes the bridge, if we have enough charges for two breaches that is.

>Breach the bridge.

>>Breach the bridge.

>>Breach the hull.
We don't want to space our Sister directly into the Void.

>Breach the bridge.

>Breach the bridge.

A bitchin' hat and being an ACE PILOT.

>Breach the bridge.

>Yo sis, still alive?

>>Breach the bridge.

i am assuming seeing us putting explosive on their window will make them bolt for the space suits.

>>Breach the hull.

We don't need to take extra risks that we didn't have counter measures for. The heavy armor is going to be very good against the enemy crew's loadouts, but I'm not sure how good they'd be against interception by missiles or lasers. We can take our sweet time by kicking the ass of every person we meet on the ship.

Man, we really need a vehicle in the Gullinbursti's cargo bay.

I say we take a Mako from ME and a bunch of Hoverbikes.

>inb4 Sam is also awesome in piloting ground based transports

>Breach the bridge.

"We're going to go straight to the bridge." You say to Tank. "Get ready to go EV."

Tank nods in anticipation and he leads you to the nearest airlock. As the blast doors behind you close and the chamber begins to slowly depressurize, Tank quickly takes the chance to make sure your armor and your weapons are all in working order, like a worried parent patting their child before dropping them off to school. You... you don't really mind it at all.

Finally, the pressure equalizes to the vacuum outside, and the outer doors of the airlock slide open, exposing you to the vast expanse of space outside. Almost immediately, your HUD starts calculating possible paths to the bridge of the Long Claw. There's one that involves you hopping on the surrounding debris and asteroids to reach the bridge. It was the longest route, but one that would ensure the least chances of detection. Or, you could just jet at a straight line to the bridge, but it would leave you vulnerable to interception, being stuck floating in the middle of space like that with nowhere to hide or maneuver to. Then again, just moving along the surface of the Long Claw's outer hull seemed to be a god in between compromise...

>Take advantage of the surrounding debris field.
>Blitz straight for the bridge.
>Make your way across the hull.
>Other

>>Take advantage of the surrounding debris field.
Well, if we miss, we'll be floating through space until we hit something.

>Make your way across the hull.

>>Make your way across the hull.

>Make your way across the hull.

>>Make your way across the hull.
So either we pull Infinite Warfare or doing our own 'heny Stickmin Infiltrating Spaceship'

>>Make your way across the hull.

>Make your way across the hull.

>Make your way across the hull.

pretty much all landslide voting today!

>Take advantage of the surrounding debris field.

>>Make your way across the hull.

>>Make your way across the hull.

"Follow my lead!" You say as you leap out of the airlock, your momentum carrying you across the gap between the Gullinbursti and Long Claw before your armor magnetically locks onto the Long Claw's hull. Tank and the combat drones quickly follow suit, clamping onto the pirate ship's hull next to and all around you.

You then motion forward towards the Long Claw's bridge and begin trudging forward, the magnetic clamping of your boots slowing your pace, but at least keeping you firmly anchored.

>Roll 1d20

Rolled 14 (1d20)

Rolled 14 (1d20)

Here comes the snow.

Rolled 12 (1d20)

Rolled 19 (1d20)

Rolled 9 (1d20)

ERE WE GO

Rolled 19 (1d20)

However, you figured that just walking up to the bridge wasn't going to be as simple as you hoped it would be. Up above, you could see small EV craft with pirates riding them, like spaceborne motorcycles. Obviously, they were heading out to find breach points on the Gullinbursti, but their path would take them right over yours to the bridge. That... that could potentially be a problem.

>You've got to take them out.
>Hunker down and wait for them to pass.
>Have the drones distract them while you and Tank break through.
>Oher

>Have the drones distract them while you and Tank break through.

>You've got to take them out.

>>Have the drones distract them while you and Tank break through.

>You've got to take them out.

>>You've got to take them out.

>You've got to take them out.

>>You've got to take them out.

>You've got to take them out.

Well, that wouldn't do. Not only did they risk spotting you, but they were also going to attack the Gullinbursti. YOUR ship! That couldn't be allowed! You turn and nod to Tank, who nods back.

>Try to shoot them from here.
>Launch me, Tank!
>Other

>Launch me, Tank!