Posted: February 6th, 2010, 23:53
Dirk wrote:May I ask, if the "hippies" aren't dangerous, then why is a heavily armed squad of Operatives being despatched to deal with them?
Dirk wrote:May I ask, if the "hippies" aren't dangerous, then why is a heavily armed squad of Operatives being despatched to deal with them?
Mr Daniels wrote:We've told them DarkNight have landed an outpost. If you can wipe that out then it gives them a place to run to on the surface. Not that there is any DarkNight, that's just a ruse we planted. We want to encourage them to escape, but not look like we're encouraging them. Which is why your mission is sort of at odds with your BPN.
Is it possible for us to go outside of the compound without risk of contaminating the environment? I have something we might try to convince them that it is deadly to leave, but it would require going out there.
Eraser wrote:So you got a fake Darknight facility we can get the cult types to and deal with them there?
Mr Daniels wrote:No, that would only solve the problem temporarily. Once the DarkNight threat was removed the others would return to their ideas of contamination. In fact to them the pollen in the atmosphere is toxic. We've slowly introduced a subtle virus into the lab which will cause a violent allergic reaction should they venture onto the surface without a containment suit. So as Deject says, we need to lure them out onto the planet's surface. If we can get the local figureheads to leave the facility without a containment suit, making a grand gesture of it for all to see, but without implicating ourselves, then it should thoroughly discourage any further attempts and quash the cult permanently.
Dirk wrote:Hmm, time to get inventive then.
We're going to need a list of all the big players in this cult then. Psych profiles would be handy if you have them.
Mr Daniels wrote:Well certainly, if you'd like. I'll get them for you once we arrive at the staging facility in orbit over Lilac. We've got a plan though. The lab is due for retrieval for two weeks, and with a potential cache of DarkNight supplies nearby now would appear to them to be their best chance. We're hoping to horse their hand, and you'll be dropping information to them in order to encourage that. By all means be creative though, that's why Mr Haynes recommended you. As I mentioned earler, we'll be sending you orders periodically and you'll need to consider how to interpret them in light of your real mission.
Grimmie wrote:Can someone explain to me what we're doing without the innuendo?
Any takers?Tower offence thread wrote:There's 75 10mm Std rounds going spare if anyone wants them, and a 50 round snail drum that should fit on any FEN rifle that takes 10mm bullets.
The snail drum is basically an enormous magazine, no more reloading for you! Full rules are in the core rule book under equipment.
If I had a FEN rifle, I would. I think Ktt'r has the right type of gun for it (not the warbastard, the other one)Eraser wrote:Stop a buncha morons from messin up the whole project, but not tell anyone thats wot we are doin
Mr Johnso-Spindle Winston wrote:I dunno, seems a bit less straight forward then that...
Mr Daniels wrote:You need to create an opportunity and motivation for some of the cultists to escape. The virus will do the rest. Don't worry, we'll be directing this all the way through, you just need to keep your wits about you.
Eraser -Johnson gestalt entity wrote:See... it IS that simple.
Brainjohnson wrote:Great, stealthy approach. I mean we could borrow a few DN stickers, put 'em on our armor and shoot the fuckers...
Dirk wrote:I was slightly baffled at our task at first, but the more I think on it the more ideas I have. In essence I'm thinking of psychological double bluff warfare - a snappy title I thought of myself.
Firstly we have to make the DN threat seem genuine - that way they won't think this base is a "honey trap". In fact we'll have to be as secretive as possible as to its location to stop them being suspicious.
Grimmie's idea is good. We need to make it look like THERE WAS A FIREFIGHT - gun fire, explosions, blood! Even then we'll have to be a bit clever - we can't let them find out there isn't anyone there.
Ultimately we have to convince them that the non-existent DN threat has been cleared. Maybe do a few more recon sweeps of the area. At that point we drop subtle hints as to the bunker location - after all, we're no longer concerned there is a threat.
For additional flavour, I and some others can set up interrogation rooms and grill people about their connections to DN - adds a bit of authenticity.
Feedback?
Brainrot wrote:Oh, oh, can I be the bad cop?
It takes several hours, but you find yourself in orbit above Mort. Below you can see the giant, churning clouds over the cities, spewing from the atmospheric processing plants. Surprisingly, there are gaps in the clouds. Apparently it doesn't always rain everywhere on Mort. However, beyond the clouds you can only see blasted deserts and wastes.Mr Daniels wrote:Excellent, that's exactly what we had in mind. We have the props for you, all you need to do is be convincing and interpret your orders. Don't worry, the sector administrator has his plan. You'll meet him when we get there.
I like that idea. Doing some intense interrogations will lend some serious credibility to the DarkNight "threat." Plus, we just had a run in with some DarkNight and we can use that knowledge really put on a show.
Mr Daniels, what kind of security systems do the labs on the surface have?
Mr Daniels wrote:Nothing. There's not supposed to be any oppressor activity anywhere near there. You'll see why when we arrive.