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File: Map of Europa.jpg (98 KB, 874x602)
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>Twitter: @EuroWarQM
>Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=First%20Europan%20War%20Quest
>Pastebin: http://pastebin.com/40f05rLR

You've broken through the Imperial line and are now riding your tank towards their main camp, taking pot shots at everyone who gets too close to you. The Imperial and Gallian armies are mostly deadlocked, but a few other small squads have also managed to break through. Fortunately, the Imperials can't do much to stop you unless they allow the battle line to break down, which would make their position much worse. The path ahead is mostly clear.

"Kreuss, what kind of opposition are we looking at?" You ask your scout.

"It looks like the Imperials focused on their defenses," she says. "They mostly have fencers and engineers up front. Fighting through them might be difficult. We could try to go around the camp and hit them from behind, but I don't know what their rear guard is like."

>"We'll break through the front. We have better ranged weapons."
>"We'll hit them from the back. Their defenses should be softer."
>>
>>40953636
>"We'll hit them from the back. Their defenses should be softer."
>>
File: Danielle Moeller.jpg (71 KB, 749x628)
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>>40953636
"We'll hit them from the back," you say. "Their defenses should be softer there."

You lean into the tank's access hatch to relay your orders. Moeller checks her map of the area and gives the directions out to her driver.

"We're on course, sir," she says. "This should allow us to reach the back of the Imperial camp without encountering too many hostile forces, but it'll still take some time."

"It's not a race, lieutenant," you say. "We just need to make sure this mission is done properly."

"As you say, sir."

The tank veers away from its current course to take the long away around. It'll take you longer to reach the objective, but many of the other Gallian squads head straight for the enemy camp and get there before you. The fighting doesn't seem to be accomplishing much for either side, but at least it's drawing attention away from you. The Gallians and Imperials are still deadlocked when you finally circle around the enemy camp and lose sight of the battle.

You check the situation through your scope. As you suspected, the back isn't too heavily defended. There are plenty of enemies there, but they're mostly scouts and engineers. It won't be an easy fight, but they'll be easier to deal with than fencers.

Although you still need to choose your approach.

>Hold the attack until the last minute. You want surprise on your side.
>Start attacking as soon as the enemy's in combat range.
>Hit them from as far as possible using your tank's cannon.
>>
>>40953946
>>Hold the attack until the last minute. You want surprise on your side.
>>
>>40953946
>>Hold the attack until the last minute. You want surprise on your side.
>>
>>40953946
>>Hold the attack until the last minute. You want surprise on your side.
>>
>>40953946
>>Hold the attack until the last minute. You want surprise on your side.
>>
File: Barious.png (1001 KB, 850x594)
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>>40953946
You decide to hold off on the attack until the very last minute. The enemy is currently distracted and the closer you are when the shooting starts, the more guns you'll be able to rely on. If Schreiner and Leifstel can close in and use their swords as well, that would be even better.

Moeller pops out of her hole a few times to check the situation and adjust her directions. She spots a corner of the enemy camp that's only lightly defended - five scouts along with five engineers - and heads towards it. Their attention is firmly fixed on the battle going on at the front of the tank and they don't notice you even when you're finally in combat range.

You can attack them now, but their cover isn't too bad. You might be able to run it over with your tank, or you could disembark and disperse so you can better flank the Imperials.

>Proceed with the attack.
>Ram the enemy camp with your tank.
>Disembark and spread out before attacking.
>>
>>40954220
>>Disembark and spread out before attacking.
>>
>>40954220
>>Disembark and spread out before attacking.
>>
>>40954220
>Disembark and spread out before attacking.
>>
>>40954220
>>Disembark and spread out before attacking.
>>
Roll 4d6 to find good spots!
>>
Rolled 2, 2, 1, 6 = 11 (4d6)

>>40954447
>>
File: 1421564460007-2.jpg (28 KB, 303x322)
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Rolled 5, 6, 2, 3 = 16 (4d6)

>>40954447
Kill, them ALL!
>>
Rolled 3, 5, 5, 5 = 18 (4d6)

>>40954447
>>
Rolled 6, 4, 6, 4 = 20 (4d6)

>>40954447
>>
File: Renard.jpg (58 KB, 1024x576)
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>>40954220
"Everyone, get into position." You yell and jump off the tank.

Fortunately, the Imperials are using the back of their camp to store junk, so you have plenty of cover to choose from. Garcia, Nelson, Kreuss and Stroheim all find cover behind some sand bags, Schreiner and Leifstel hide behind some crates that mark the camp's back entrance, your tank finds a sand dune that's just big enough to obscure most of its bulk while leaving its turret completely clear and you climb a rock that gives you an excellent view of the entire enemy camp. The best part is, the enemy still hasn't spotted you yet. The attack must be making them really nervous.

>Attack the scouts first. They're a bigger threat.
>Attack the engineers first. It'll deny the enemy support.
>>
>>40954597
>Attack the scouts first. They're a bigger threat.
>>
>>40954597
>>Attack the engineers first. It'll deny the enemy support.
>>
>>40954597
>>Attack the engineers first. It'll deny the enemy support.
>>
>>40954597
>>Attack the engineers first. It'll deny the enemy support.
>>
>>40954597
>>>Attack the engineers first. It'll deny the enemy support.
Prey on the weak!
>>
Too bad for the engineers. Roll 4d6!
>>
Rolled 6, 2, 5, 4 = 17 (4d6)

>>40954918
>>
Rolled 5, 6, 5, 5 = 21 (4d6)

>>40954918
Dice pls.
>>
Rolled 3, 4, 3, 4 = 14 (4d6)

>>40954918
headshot!
>>
>>40954945
Damn. Dat roll
>>
>>40954945
...

Well. That just happened.
>>
>>40954945
Well! That's a +4 if I've ever seen one.
>>
>>40955003
THE BLOOD BETTER FLOW!
>>
So glad I went back and added that Dice pls. So glad. But isn't that a crit? Been a while since I read the rules.
>>
>>40955029
yep, 5s and 6s are +1, and you got the max
>>
>>40953636
gas the Darsken
for the 1000 year Empire!
>>
>>40955029
Dunno how QM runs with the dice. In standard Fate, you need 3 over target to get a success with style.
>>
File: Imperial Engineer.jpg (5 KB, 259x194)
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>>40954597
Cutting off the enemy's supply of grenades and ragnaid seems like a good start.

"Engineers!" You yell.

All Hell immediately breaks loose.

A tank shell completely demolishes what little cover the engineers had. After that, they come under fire from your sniper rifle, Kreuss and Stroheim's standard infantry rifles and Garcia's machine gun. Then Nelson decides to jump in and shoots off a lance to make something explode. By the time the smoke and dust clear, the corpses are completely unrecognizable.

This thoroughly terrifies the scouts, who immediately run for cover. They hold out their rifles and shoot at random. It's enough to keep you pinned down for a bit, but it's obviously not a serious threat.

>Motion for your fencers to move in.
>Wait for the scouts to reload.
>>
>>40955169
>>Motion for your fencers to move in.
>>
>>40955169
>>Motion for your fencers to move in.
>>
>>40955169
>>Motion for your fencers to move in.
>>
>>40955169
>>Motion for your fencers to move in.
>>
>>40955169
>Motion for your fencers to move in.
Listen up f*ckers I want bleeding corpses ALL AROUND THE CAMP
>>
Roll 4d6 for the fencers.
>>
Rolled 2, 3, 3, 1 = 9 (4d6)

>>40955517
This one is gonna suck.
>>
Rolled 6, 2, 1, 1 = 10 (4d6)

>>40955517
>>
Rolled 4, 2, 1, 1 = 8 (4d6)

>>40955517
>>
>>40955540
>>40955585
>>40955586

Wow, I am so sorry for our fencers.
>>
File: according to plan.png (80 KB, 273x197)
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>>40955615
>>
File: Imperial Scouts.jpg (26 KB, 480x270)
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>>40955169
You raise your hand and motion for Leifstel and Schreiner to move in and put some more pressure on the scouts. The two of them nod when they understand your orders and move in.

Unfortunately, they don't make much progress. The area is fairly tightly packed with tents and supplies, so there's not much room to work with. The random shots from the scouts aren't improving the situation either. Your fencers get closer to the enemy scouts, but not close enough to attack or threaten them in any meaningful way. On the upside, no one on your side got shot.

But you still need to deal with the scouts.

>Snipe one of the snipers.
>Let's see how they react to grenades.
>Have the tank destroy their cover.
>>
>>40955709
>>Snipe one of the snipers.
>>
>>40955709
>>Snipe one of the snipers.
>>
>>40955709
>>Have the tank destroy their cover.
>>
>>40955709
>>Have the tank destroy their cover.

Force them to move
>>
I can go with both in this situation.

Roll 4d6!
>>
Rolled 1, 5, 4, 5 = 15 (4d6)

>>40956004
Dice no bully
>>
Rolled 5, 6, 2, 6 = 19 (4d6)

>>40956004
>>
Rolled 6, 6, 3, 5 = 20 (4d6)

>>40956004
>>
>>40955709
You climb down from your perch to get to Moeller's tank, dodging stray bullets as you run. You hop onto the tank and knock on the hatch. Moeller opens up.

"I'm going to try and snipe one of them as a distraction," you say. "Can you take out their cover while they're confused?"

"I can try, sir," Moeller says.

"Good, thanks."

You then rush back to your spot and prepare your rifle. You aim for the scout that's closest to the tank and who's most likely to notice the tank's attack.

You pull the trigger. A bullet goes right through his skull. The tank fires immediately after, tearing through the sandbag cover and completely exposing the rest of the scouts.

The scouts curl up to present a smaller target and fire in your general direction. Their aim is a little bit better than it was a few seconds ago, but it's still obvious that they're incredibly desperate.

>Have everyone get down until the scouts reload.
>Have Garcia suppress the scouts with her machine gun.
>>
>>40956222
>>Have Garcia suppress the scouts with her machine gun.
>>
>>40956222
>>Have Garcia suppress the scouts with her machine gun.
>>
>>40956222
>>Have Garcia suppress the scouts with her machine gun.
>>
Roll 4d6 to force the scouts to keep their heads down.
>>
Rolled 5, 1, 5, 3 = 14 (4d6)

>>40956535
boom!
>>
Rolled 3, 3, 5, 1 = 12 (4d6)

>>40956535
>>
Rolled 4, 3, 2, 5 = 14 (4d6)

>>40956535
>>
Well let's hope that is good enough
>>
File: Roberta 2.jpg (52 KB, 1280x720)
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>>40956222
"Garcia!" You yell. "Suppress those scouts!"

Garcia levels her machine gun at the scouts and fires. Without any cover to speak of, all they can do is bury themselves in the sand as deep as they can and hope they're lucky. It's impossible for them to keep firing in this situation. The one closest to Garcia even takes a few bullets to the chest and dies, leaving three scouts.

Now that the scouts are down, Garcia might be able to finish them off, or at least take out a few more, but she's only got so many bullets. Schreiner and Leifstel would work just as well.

>Tell Garcia to keep firing.
>Send the fencers back in.
>>
>>40956707
>>Send the fencers back in.
>>
>>40956707
>>Send the fencers back in.

We will need her fire support later, of course remember the friendly units to the front of us, not sure how close they were to breaking through
>>
>>40956707
>Send the fencers back in.
>>
>>40956707
>>Send the fencers back in.
Once more into the breach!
>>
Roll 4d6 for the fencers! Hopefully, they'll do better than last time.
>>
Rolled 3, 3, 4, 5 = 15 (4d6)

>>40957011
>>
Rolled 2, 3, 2, 6 = 13 (4d6)

>>40957011
>>
Rolled 2, 3, 1, 3 = 9 (4d6)

>>40957011
Hopefully
>>
File: Jetje3.jpg (7 KB, 300x168)
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>>40956707
"Garcia, hold!" You yell. "Fencers, charge in!"

Garcia's barrage stops and Schreiner and Leifstel run in for the kill. The scouts scramble to get up and run away. They almost make it. Almost.

One of them gets gutted before he can get off the ground, while the other two are slashed in the back when they try to run away. Leifstel makes sure to finish them off cleanly afterward.

"We're done here, sir," Schreiner says.

"Not yet," you say. "We still need to find the enemy general. No one noticed the ruckus, but they'll figure out we're here soon enough. We need to act quickly."

"We could just go on a rampage," Schreiner says. "It'll be loud, but it'll take less time."

>"No, Kreuss and I can do this quietly."
>"A rampage does sound fun right about now."
>>
>>40957169
>>"No, Kreuss and I can do this quietly."
>>
>>40957169
>>"No, Kreuss and I can do this quietly."

"And we also run the risk of getting shot by our own troops to the front. No, Kreuss and I can do this quietly."
>>
>>40957169
>>"No, Kreuss and I can do this quietly."
>>
File: Vanessa5.jpg (6 KB, 299x168)
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>>40957169
"No, Kreuss and I can do this quietly." You pat your scout on the shoulder. "Come on, we're going."

"Yes, sir."

The two of you sneak into the camp to find the enemy general. It's not too difficult - the battle is getting bigger and bigger, so the soldiers are getting distracted - but the camp is fairly big and you don't want someone to trip over you in the chaos either. It doesn't help that you don't really know where you're going.

"The general should be in the middle of the camp," Kreuss says. "It's just a question of finding some place to shoot him from."

You could stay near the edges of the camp. It'll make it harder to find your target, but it'll be safer. You could also try to do this up close and personal. You'll be able to confirm the kill, but getting away might be a little tricky.

>Stay near the edges of the camp.
>Head towards the centre.
>>
>>40957560
>>Head towards the centre.
For Gallia!
>>
>>40957560
>>Head towards the centre.
>>
>>40957560
>>Stay near the edges of the camp.
>>
>>40957560
>Stay near the edges of the camp.
>>
>>40957560
>>Stay near the edges of the camp.
>>
Roll 4d6 to find your target!
>>
Rolled 6, 4, 1, 6 = 17 (4d6)

>>40957816
>>
Rolled 2, 4, 1, 2 = 9 (4d6)

>>40957816
>>
Rolled 5, 6, 4, 2 = 17 (4d6)

>>40957816
>>
File: Kircheis.jpg (82 KB, 1280x720)
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>>40957560
"Let's stay near the edge of the camp," you say. "I don't want to get spotted."

"Yes, sir."

You loiter around the periphery of the camp, dashing from cover to cover and keeping an eye out for enemy soldiers.

You're just about to give up and head back when you spot your target. A dozen enemy officers are gathered around a table and various Imperial soldiers are running back and forth. They have covered from the battle going on at the front, but not from you. You recognize General Kircheis from the description you were given. He looks surprisingly young.

"Keep an eye out for Imperials," you say.

"Yes, sir," Kreuss says.

You settle in and prepare your rifle. A shot in the chest would all but guarantee a kill and would be easy to pull off, but you're not just here to kill a general. You also need to ruin the enemy's morale and putting a bullet through Kircheis' skull would certainly make for a memorable corpse.

>Go for the torso shot.
>Go for the head shot.
>>
>>40958071
>>Go for the head shot.
>>
>>40958071
>Go for the head shot.
>>
>>40958071
>>Go for the head shot.
>>
>>40958071
>>Go for the head shot.
>>
>>40958071
>Go for the head shot.
>>
Roll 4d6 to ruin Kircheis' face.
>>
Rolled 1, 2, 1, 3 = 7 (4d6)

>>40958349
>>
Rolled 2, 1, 6, 3 = 12 (4d6)

>>40958349
>>
Rolled 4, 1, 5, 1 = 11 (4d6)

>>40958349
>>
>>40958384
>>40958412
>>40958414
ouch
>>
Rolled 6, 1, 3, 5 = 15 (4d6)

>>40958349
>>
File: Renard1.jpg (28 KB, 225x350)
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>>40958071
>Kircheis Assassination - Combat Report
>Five Engineers, Six Scouts
>Total: 9288XP, 5150DCT

You pull the trigger. Unfortunately, your aim was off. The bullet flies low and strikes Kircheis in the neck. It's still a kill shot, but it's not the skull-ruining hit you were hoping for.

"That's good enough," you say. "Let's go."

Kreuss and you leave while the officers and soldiers are still looking over Kircheis' imminent corpse. They'll patrols out to look for you, but you're at the edge of the camp. You just hop over a few crates and run into the desert until you can find a dune to hide behind. With the General dead, it's just a matter of time before Gallia achieves victory.

Your part in this mission is done. It's time to go back to General Gunther for the next job.
>>
>>40958606
And that is all for today. The next thread will be next Wednesday at around 7PM EST. As usual, thank you for playing and good night.



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