prompto argentum ✨ (
millimeter) wrote in
agogelogs2018-02-13 02:35 am
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Entry tags:
- * hrhr,
- * setting: gallipoli 1916,
- achilles [fate],
- armitage hux [star wars],
- aximili-esgarrouth-isthill [animorphs],
- heine rammsteiner [dogs],
- kylo ren [star wars],
- mamoru hijikata [until death do us part],
- mordred [fate],
- morrigan [dragon age],
- prelati [symphogear],
- prompto argentum [final fantasy],
- ryuji sakamoto [persona],
- samus aran [metroid],
- siegfried [fate],
- soldier 76 [overwatch]
GROUPS 1 & 2: War, what is it good for.
WHO? Groups 1 & 2!
WHAT? HRHR missions, as detailed here.
WHEN? January 15, 1916 (February 9th, OOC) onward.
ANYTHING ELSE? Planning thread here and submissions here.
WHAT? HRHR missions, as detailed here.
WHEN? January 15, 1916 (February 9th, OOC) onward.
ANYTHING ELSE? Planning thread here and submissions here.
A JOINT EFFORT
- GROUP 1: FIGHTERS & GROUP 2: TECHNICIANS
OBJECTIVE: RETRIEVE SUPPLIES & CONTACT FRENCH SHIPS FOR EVACUATION
Group 1 is combat-focused; their objective is to locate and retrieve any supplies they can find (specifically food, medicine, and ammunition). They're also tasked with supporting Group 2.
Group 2 requires technically minded characters; their objective is to contact nearby French ships who are pulling out of Cape Helles and request their aid in evacuation. They'll need radio parts and knowledge of how to use and repair shortwave radios—or at least easily learn the ropes from anyone savvy.
Both groups are headed for an abandoned command center at the Nek, not far from their current position. However, due to the trench layout and dangerous circumstances, it'll be a tedious journey.
Characters will encounter these obstacles:
- Reaching the dugout; the Regency will tail these groups the most conspicuously.
- A skirmish upon arrival; it seems someone (hmmm) tipped off Turkish soldiers.
- The possibility of being trapped by enemy fire.
- Salvaging any supplies, without losing them in the skirmish.
- Successfully repairing the damaged radios.
- Transporting the radios to a nearby hill and contacting the French.
- The enemy will attempt to shell the dugout, if left unattended.
- Returning to Lone Pine in one piece.
TRACES OF THE REVOLUTION
The Battle of Nek was fought as part of the Gallipoli campaign in August, 1915. It was a futile bayonet attack by Australian forces on the Ottomans; losses were extremely one-sided and the bodies of many Australians remain where they died, in some places six men high.
The area has a fairly straightforward trench layout, but boasts a higher elevation. The dugout that characters are looking for is a former command center, with supplies and radio equipment abandoned in the retreat. They've survived as well as they can, but need some excavating.
Peculiarly, this area of the trenches isn't entirely Australian; the rotting uniforms, mementos, and other traces of the men who once stood this ground are French. A few letter scraps make mention of a man named Jacques Louis; provided their BCE has a French datapack installed (or they know French already), characters can learn he is captain of a ship called the Marie Antoinette and a well-respected commander in the French military. This dugout's existence is attributed to him.
GROUP 1 SUBMISSION & RESULTS
- Mamoru Hijikata, Achilles, Heine Rammsteiner, Kylo Ren, Shinobu Jacobs, Mordred, Morrigan, Ryuji Sakamoto, Siegfried, Soldier: 76
SCOUTING THE AREA/FINDING THE DUGOUT
- Before departing, the group will make an attempt to scout the area. Achilles is familiar with the geographical location and has supernatural speed on his side to map the area and surrounding trenches quickly, making note of impassable, difficult-to-navigate routes. Morrigan can shapeshift into a crow and can survey the potential routes from above.
- Because of Grothia's warning about Regency engagement, Group 1 will be approaching with caution, and will attempt to move as covertly as possible, securing safe transport routes for future use.
Once Group 1 finds the dugout, 76 will assign rotations and
SECURING THE DUGOUT
- Group 1 is composed largely of combatants and will engage the Turkish soldiers as soon as they're attacked. The goal is to drive them back to secure a defensible position at the dugout. Siegfried can provide sniper support to the operatives on the ground.
- Once the dugout is secured, watch shifts and guard patrols will be added to the rotation to ensure that we can hold the position while Groups 1 and 2 salvage the dugout and sort/repair/organize supplies. Group 2 will be handling most of the equipment repair, but Group 1 is able to lend a hand when necessary. Their primary task, however, will be holding down the fort, keeping an eye on the Regency, and protecting the dugout from further Turkish attacks. Mamoru has some shades that can help him determine ballistic trajectories, potentially allowing us to pinpoint the enemy position more easily.
- RESULTS: 20/30, success! Barely, but there.
SUPPLY RUNS
- Working in small groups, the team will make supply runs into the surrounding area to see what might be salvageable. In the interest of not being caught all together with all of the supplies, Group 1 will stagger transportation of items back to Lone Pine, making several trips back and forth along the safe routes mapped out by the scouts.
- Ryuji in particular will be scavenging for medical supplies and local medicinal plants.
- We've got a few "good at lifting very heavy things" types on the team, which is, you know, good for carting around lots of stuff.
- RESULTS: 22/30, swing and a miss.
BODYGUARDING/ESCORT MISSIONS (WITH GROUP 2)
- Group 1 will assist Group 2 with equipment transport, and will provide bodyguard detail to teams setting up the radios and constructing transponders.
- Points of contact have been designated as Ryuji for Group 1 and Prompto for Group 2. Mamoru will also be keeping an eye (haha) on the positioning of Turkish soldiers and relaying the information between groups accordingly.
- Once the equipment is in place, Group 1 will guard both it and the Group 2 members as they contact the French.
- Then we will all go back to Lone Pine except EVERYTHING CHANGED WHEN THE REGENCY ATTACKED
- RESULTS: 30/30, holy shit.
GROUP 2 SUBMISSION & RESULTS
- Eren Yeager, Rey, Prompto Argentum, Aximili-Esgarrouth-Isthill, Merlin Sawall, Armitage Hux, Prelati, Samus Aran
REYDIO REPAIR
Radio repair is split into two different groups. The first group (Rey, Ax, Samus, and Merlin) have the main radio for contact purposes, while the second (Ax, Samus, Merlin, Prompto, and anyone else who wants to lend a hand) try to get backups up and running. The second group is also working on transponders to help the signal. Everyone here actually has really high tech competency levels besides Prompto, thanks to a natural knack for it and/or sci-fi backgrounds (or fantasy, in Merlin's). Prompto's skills aren't terrible, but he's learning on the job.
Hux is in charge of group oversight, direction, and morale (lol). He will probably give a speech and get on people's cases if they aren't on task. The latter is probably more effective than the former, but hey, the guy is influential in the First Order for a reason, right?
Characters from Group 1 are helping out on the protection/combat front! Especially if they're trying to fend off Turkish soldiers during all of this.
- RESULTS: 28/30, holy shit, that was an overwhelming success. The margin of success is 14!
TRANSPORT
Transporting the radios falls on Prompto and Rey, with assistance from Ryuji and Mordred from Group 1. They'll do their best to get the equipment where it needs to go in good condition, but Rey and Mordred are getting kidnapped after they complete their parts of the mission. And Ryuji will nearly get kidnapped, because this group has really terrible luck. Prompto and Rey both can do the sneaky thing if necessary, are fairly low profile, and can passably defend themselves (Rey is better at this than Prompto, but Prompto is a normie who won't have to deal with the distraction of any power nullifiers). Ryuji and Mordred both have magic and hit pretty hard, and Mordred also can do the Heroic Spirit ghost thing, so that's useful in terms of scouting and keeping the others safe.
Meanwhile, other characters get the transponders into place! Again, everyone is very competent on the tech front and Ax, Samus, and Merlin are all more than a little combat-capable. Ax does need to morph for this and Andalites kind of stick out in WWI, but he's willing to morph if absolutely necessary (he'll just try to be sneaky about it). Samus and Merlin will be backup to the transport team, ready to rendezvous if shit goes too off the rails because of the kidnappings or other interference. Samus is super buff and super competent; Merlin is also very competent, although he relies pretty heavily on magic. Still, their skillsets are diverse and complement each other pretty well.
- RESULTS: 25/30! Success!
CONTACT
Prelati and Eren are our French contacts! They'll have assistance from 76 and possibly someone else from Group 1. Prelati knows French and Eren is a shounen hero, so together they should be able to wrangle something. Both of them can also easily do tech things to get the radios set up and effectively defend themselves (Prelati is on the more magical end, while Eren has regeneration and all the fun shit that comes with being a Titan shifter). And 76 is a responsible, highly capable dude with a Trilingo app.
Ryuji is also a general contact for other groups for Group 1, while Prompto is Group 2's.
- RESULTS: 29/30! Ridiculous success! Again.
HOLDING DOWN THE FORT
Hux and Kylo from Group 1 will stay behind to defend the bunker while the rest of the group is busy focusing on transport and contact. They will get shady with the Regency and Kylo will get kidnapped around this time. Hux continues to be Hux, while Kylo is an angry space wizard, so their skillsets cover each other's blind spots. How well they actually get along is debatable, but hey, common goals.
- RESULTS: 10/30. Can't win 'em all.
no subject
If they lose the dugout, they lose their home base, and 76 isn't very keen on letting that happen. He's not so far that he can't hear the skirmish, but he can't see what's happening, prompting him to send a message to the one person he hopes is still there.
>>TO: @PETTYOFFICER
>>FROM: @DIEDHARD
On my way. Sitrep?
It would behoove him, he thinks, to know exactly what he's walking into.
no subject
>> Regiment of Turks. Kyle kidnapped by Regency. 1 full magazine pistol. 1 grenade.
Outnumbered.
He hadn't been able to get a good count of how many Turks there were, given his vantage point, but he didn't think he could hold this. Sending the message, Hux ducked his head, forcing himself to keep his breath even--it was the only way to take a steady shot, and each bullet was going to count from here on out.
no subject
It doesn’t surprise him at all that the Regency has started kidnapping people—perhaps what he’s most confused about is why they aren’t just killing everyone. Obviously this is some kind of bid to extract intel, if people are being taken alive. Hux hadn’t specified it, but 76 can only assume, based on the use of the word kidnapped.
He’ll have to act fast either way. It’s impossible to triangulate the exact positioning or number of the enemies surrounding the dugout by noise alone, but he starts to move anyway, figuring he can get more information as he goes. He’s no stranger to making things up on the fly.
>> How many?
no subject
Bringing his head up, Hux took a shot with his pistol, doing a quick scan of his surroundings; he was going to have to estimate at best.
two dozen. Estimate.
Hux just managed to send off the message when one of the soldiers came jumping over the top of the trench; until 76 showed up, Hux was on his own, and he needed to stay focus on the task at hand--and another bullet was gone, as he lodged it in the soldier's skull.
no subject
But there's little choice in the matter, and after scanning the surrounding area he decides it's better to take his chance and get to Hux before he's completely overwhelmed.
Luckily, the path back to the dugout has been mostly cleared, allowing him to traverse it quickly. Soon enough, he's posted up on the high ground. Without a sniper rifle, this is going to be a tough shot, but if he can pick off a few of the Turks he can see, then he'll be able to move in.
Without any further messages to go buy, the greatest indication that 76 has arrived on the scene is the crack of another gun, felling one of the soldiers trying to move in on the dugout.
no subject
Hux took another shot, but missed the approach of another soldier, only knowing the arrival when a sharp pain laced through his arm. "Kriff--" He didn't take the time to look at it, but instead spun on his heel, unloading two bullets into the soldier. He was near out, so he scrambled over the dead body, scavenging for any extra bullets. Hux felt more desperate than he had in years--it wasn't a feeling he liked in his gut.
The sound of the rifle made him frown, but as the body fell into the trench, the oppressive dread lifted just a bit. It seemed that his benefactor was finally on his way. He just had to hold out a bit longer. He didn't have any way to send a message back, but to keep fighting, and survive until he arrived.
At least the pain in Hux's arm was something he could ignore, for now.
no subject
Which he does--outright grabbing one from the back and flinging him aside as he bodily clears a path towards the dugout. It's here where 76 is able to showcase the full extent of his abilities, taking on the soldiers hand to hand, simply because it's easier than taking the time to reload his rifle. Luckily, he has enough of the element of surprise to keep from getting shot at, though he's not exactly stealthy and the Turks figure out what's going on after the first few men go down.
But 76 pushes through anyway, announcing his arrival with a soldier literally thrown into the wall of the dugout.
Surprise.
no subject
Once the Turks start to focus on 76, Hux stops observing and focuses, using his precious few other bullets to pick off men who might have otherwise gone after his rescuer; you can't be rescued if the person helping is dead, after all.
"You certainly know how to make an entrance." Hux shoulders his weapon, and searches the body of the man recently thrown into the wall, grabbing the few pistol bullets he had. So...the grenade is left.
"Kyle was kidnapped. I don't see any way we can hold this." As frustrating as it was.
no subject
“I hate to say it, but I think you’re right.”
He wants to ask how Kyle got kidnapped—how something like that was allowed to happen, but he keeps his mouth shut and reminds himself that they don’t know the full extent of the Regency’s abilities.
76 is, however, sure of one thing about the Turks in particular.
“Somebody tipped them off.”
no subject
He isn't sure if Kylo was with him now, if they would have been able to hold it, anyways. Gritting his teeth, Hux ignored the pain in his arm that sharpened as he shifted, starting to move towards the one exit he knew was likely free.
"Most likely the Regency." ...who had seen him and Ren, after all, before they decided to take him (which--he needed to think on that).
"I have one grenade. If we escape, I can throw it as we make a break, and take down the bunker--while we lose the land, they do too." Scorched earth policy. Hux believes in it fully.
no subject
The group making their way back from the hills will just have to bypass what's left of the dugout. All they can do now is get out of here with their own skins intact.
76 takes a quick look around for anything he might be able to use to augment the grenade, and he settles on a half-empty can of gasoline. He won't be able to haul it back, and ammunition is more important, so he kicks it over, letting the contents spill onto the floor of the dugout before he nods to Hux.
“Let’s move.”
no subject
He couldn't change it, though; he had to just push forward. Always forward, to look back was to be lost.
Grabbing a few of the spare tools, one map, and one more spare gun, Hux shoved them into his pack, and held the grenade tight in his hand, nodding his head towards 76 as he watched the gas pour over everything.
Hux, with the grenade in one hand, handgun in the other, started to work his way through the back trenches, knowing they were going to have to climb up soon--but they needed to time the throw and the escape just right...he'd prefer to catch some of the Turks in the dugout, if they can.
no subject
The trick is staying close enough to detonate the grenade while making sure they aren't caught in the blast themselves, and that requires them to get a little height. He keeps looking back, trying to gauge the trajectory or maybe to see if they're being followed.
Before they get too far, he gives Hux a nudge to stop.
"Light it up."
no subject
Climbing up to higher ground, Hux took measure of where the dugout was, seeing there were Turks crawling along it, not yet having spotted them; 76 was right--this was the time, and nothing later.
Giving a nod of his head, Hux pulled the pin and with his good arm, tossed the grenade with precision. His aim was accurate (thankfully) and giving a quick nod to the other man, he started to move away.
"Come on--best remove ourselves from the scene."
And because of 76 he was able to remove himself; to live and fight another day.
That was what mattered. Hux had to keep reminding himself of that.
no subject
He'll have to contact the team to update them on the status of the dugout. For now, he takes a moment to be glad they survived.
"Nice shot."
no subject
Still, he is pulled from his self flagellation by 76's words, and he blinks, giving the other man a nod. "...thank you.
I appreciated your assistance."
As if had been something other than a rescue. But it was the best way he could manage thank you.
no subject
Now they can focus on getting back those of their number that have been kidnapped--one objective to the next, with no time to breathe in between. It's the way he likes it, all things considered, even if it means the fight never ends. Doesn't leave him much time to think, but that might be the point.
He nods at Hux, indicating that they should keep moving.
"Let's go."