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File: Expendable Quest.jpg (228 KB, 1584x552)
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Not expAndable this time! Edition

>Previous Thread
>>42972766
http://suptg.thisisnotatrueending.com/archive/42972766/

>Twitter for Flee\Expendable Updates
https://twitter.com/PharzuphT

>Strawpoll on times
http://strawpoll.me/5710304

You search the tides of genebrothers. Mostly half-in their battle gear, bits of the shimmery gray wetsuits they unfroze in visible where they’ve removed their plating, dozens of identical faces sit around the barracks waiting for the go word. You’ve got an indefinite wait on your hands, but it’s not in your nature to be idle.

Eventually you come across a blue rim with scoring across his shoulder pad that strikes you as familiar. He looks up at you, nods, and stands up. He was one of your compatriots with an L337 SRB.

>[[Where is he?]]

You message him over Battle.NET, not needing to specify. He somberly shrugs, pulls on his helmet, and rests his rifle in the crux of his arm. Ready to follow you once more into the breach.

A quick scan of Battle.NET shows you’re in a quasi-pyramidal structure with four peaks. Rows of AA turrets and missile platforms, as well large scale as kinetic barrier generators powered by massive reactors deep below the structure, make for an nearly impregnable fortress. The Peace Keepers are tagged as green, neutrals, in Battle.NET. The 3D readout makes it look like the hanging gardens.

>[[Report for briefing]] -Lt. Kragg
>>
[2/3]

A rally point pops up on your visor, and you head for a noted room. A short jaunt down a metallic hallway with Peacekeepers pretending not to notice you and you’re riding a tube elevator up a dozen flights. You step out into a meeting room with perhaps twenty other gene brothers, all blue rims.

The room is a wide oval with a backlit black-glass floor and stark white walls. Your orange rimmed genebrother is the only one of his kind, and some give him quizzical looks, but nobody questions his presence. If he’s here, he was meant to be. All turn their attention to Kragg standing at the end of a long white table.

“Congrats gene-jobs, you’re all promoted. Mesh tactics can only carry us so far, and you’re going to pulling some break-and-entry. Intel from the Peacekeepers pinpoints the three biggest Centauri Cartels jointly cooperating to strike the facility we just left.”

“Theoretically,” he spits, “the Peacekeepers should be responding to this, but in practice Ravenshock Group’s extraterritoriality we enjoy here in the city means in practice there’s not going to be any follow up we don’t do ourselves.”

“Considering you can’t blow up half a city block and expect to haul ass to the local spaceport, Corporate has ID’d the likeliest Ops base as a Cartel plantation sixty clicks off shore. They’ve got a launch facility and a Blockade Runner frigate docked there without a scheduled flight plan in the past week.”

“You’ve got three jobs. Firstly, secure the estate’s datacore--it’ll be about 30 minutes from when you’re spotted til they can mothball the core, so this means moving fast. Secondly, take any prisoners who might know anything. VIPs will be tagged in Battle.NET, orange for tertiary, white for primary. Tertiaries we can take or leave but primaries are at least worth another pod of gene-jobs in ransom alone.”
>>
[3/3]
“Thirdly, less important than securing the datacore or bagging the VIPs, a squad needs to make a far insert to the ag management terminal a half-click from the main compound. Their job is to secure that terminal and introduce insecticide to the mutagen stores. From there, you wait for orders to go loud and then douse the fields--hit the Cartels in their revenue to let them know fucking with Ravenshock’ll hurt their bottom line. That’s a stealth job and we can only spare one squad for it, but you’ll also need to hold the terminal until the damage is done.”

“Sort it out amongst yourself,” Kragg waves a hand, “use Battle.NET to requisition a squad and link up at the drop ships.”

Battle.NET prompts you to select a group, already counting the orange rim with you as a member of your squad--he’s a Rifleman now, but he may be freely requipped to any spec.

>Breaching Squad:
>>x2 Breaches, SS 9000 Shotguns, x1 Flashbang, x1 Incendiary
>>x1 Sweeper, X7 Heavy Machine Gun, x2 Frags
>>x3 Riflemen, L337 SRBs, x1 Frag, x1 Flashbang

>Force Recon Squad:
>>x3 Riflemen, (silenced) L337 SRBs, x1 Frag, x1 Flashbang
>>x2 Close Rangers, (silenced) Enzine SMGs, x1 Flashbang, x1 Frag
>>x1 Long Ranger, (silenced) Tantalus Tactical Light Sniper Rifle, x1 Flashbang, x1 Poison Grenade

>Standard Squad:
>>x4 Riflemen, L337 SRBs, x1 Frag, x1 Flashbang
>>x1 Long Rangers, Tantalus Tactical Light Sniper Rifle, x2 Flashbangs
>>x1 Sweeper, X7 Heavy Machine Gun, x2 Frags
>>x1 Close Ranger, Enzine SMGs, x1 Flashbang, x1 Frag

>>[Make your selection, Squad Leader]
>Breaching Squad
>Force Recon Squad
>Standard Squad
>>
As a reminder this is a d20 quest, but don't roll until a vote has been confirmed. Best of the first 3 is taken.

>Valuable information

From your scan of the Estate map on Batle.NET, dealing with either of the primary objectives will call for mid range combat along walls and the courtyard then room clearing\taking hallways to reach the datacore in the basement of the structure. If you opt for the 3rd objective, there’ll be mid to long range opposition but lots of visual cover to make it to the terminal, housed in a small circular structure with lots of room to fire out at incoming assailants or set up firing corridors on the two entrances.
>>
>>43018643
>>Force Recon Squad
>>
>>43018643
>>Force Recon Squad
>>
>>43018760
>>43018844

Your squad selected, you and your podbrother descend back down the elevator. The door pops open in front of you and your genebrothers are already swapping their guns out for bits of the Peacekeeper armory--it seems Kragg negotiated a resupply somehow. You’re assigned your five new squadmates, while your podbrother snatches up a silencer and some grandes.

Combat.NET is alive with squadleaders discussing who will take what, but it’s mostly just colour commentary on strategy and tactics--the general consensus is, no one will go loud until the main compound’s walls have been surmounted.

Nobody’s taken a very strong position in terms of preference, so you could select the far-insert third objective for you and your squad if you’d like.

Additionally, you’ve got three slots on your belt for grenades. Your natural impulse is to take two, but it’s more of a gentle suggestion at this point.

Combat.NET decision:
>Far insert your squad to hack the Ag Terminal
>Ride in with the main force on the compound

Personal outfit decision:
>Flashbangs
>Frags
>Poison Grenades
(choose 2 or 3, may double up)
>>
>>43019112
>Far insert your squad to hack the Ag Terminal

1 frag 2 flash
>>
expand dong
>>
>>43019238
A unique write-in, how do you intend to achieve this?
>>
bumpity
>>
>>43019130
I'll do it off one, this 1nce

---

Geared up, you take control of your squad and place a rally point on Combat.NET in the hangars. A few corridors and you're there, the VTOLs warming their engines.

Your squad links up with you as planned and you board the transport. No one one Combat.NET opposes you taking the 3rd Objective, and soon you're off.

The flight is uneventful, and covered in minutes. Your pilot brings you in low, running stealth and doing his best to keep you off radar. Ultimately you insert in a valley pass near the Ag terminal.

A curved hexiglass wall with the occasional turret-mounted camera protects the perimeter. The rest of the squads are still making their approach and no one has gone loud yet

Combat.NET offers an array of tactical solutions from the mesh:
>Hack cameras only, 90 seconds of looped feed without detection
>Hack gate open and cameras, 30 seconds of looping without detection
>Overload power to this segment of wall, pop all cameras and gate
>>
>>43020580
>Hack cameras only, 90 seconds of looped feed without detection
>>
>>43020580
>Hack cameras only, 90 seconds of looped feed without detection
>>
>>43020597
>>43020917
Alright, roll a d20. I'll do one as well in case only 2 players roll but it won't override a higher 3rd roll by a player.
>>
>>43020580
>Overload power to this segment of wall, pop all cameras and gate
fuck yooouuuu
>>
Rolled 20 (1d20)

>>
Rolled 3 (1d20)

>>43020998
>>
>>43020998
>>
Rolled 15 (1d20)

>>43021066
>>43020998
>>
Not gonna beat le nat20.

>>43021031

The tac mesh brings down all the cameras for a minute and a half, giving your team time to scale the fence and deploy undetected.

You're now amidst rows of hydroponically grown crops, Closer Rangers taking point and you in the back with your fellow Tantalus wielder.

You close on the Ag terminal, but as it draws into sight a few hostiles pop up on Combat.NET.

Two probe drones, floating balls with floodlights and tasers on them, and a fire team coming at the Ag Terminal's structure from the west--they're making a beeline for the door and could be setting up inside.

Your squad is currently to the south of the Ag terminal. Both probes are very close to the Ag terminal's eastern entrance.

>Ghost the fire team, enter from the west (-1)
>>stop to hide the bodies
>Ghost the probes, enter the structure from the East
>Break team in two, ghost fireteam and snipe probes (-3)
>>
>>43021178

>Ghost the fire team, enter from the west (-1)
>>
>>43021178
>>Ghost the fire team, enter from the west (-1)>>stop to hide the bodies
>>
>>43021259
>>43021266
Tie breaker on stopping to hide le corpses or no needed.
>>
>>43021319
>>43021178
>Ghost the fire team, enter from the west (-1)

And hide corpses
>>
Rolled 7 (1d20)

>>43021382
Alrighty, rollerino.
>>
Rolled 9 (1d20)

>>43021433
>>
Rolled 13 (1d20)

>>43021433
>>
Rolled 9 (1d20)

>>43021433
HWG
>>
>>43021482

Your team takes them from the side procedurally, but even the best laid plan doesn't always work out--a short ranger eats a shot right under his shoulder from the last member of the fire team who wheels around just in time.

He's wounded, but he can go on; his bio-medical implants will heal the wound over the course of two hours--he can't shoot straight in the meantime however, or much at all.

You take an extra moment to stash the corpses amidst the hydroponics and just fast enough--a drone comes hover over from the eastern door, but the bodies are hidden and you're gone by the time they arrive.

You enter the circular three-story structure. It's got lots of openable shutters on the 2nd story and parapets around the 3rd making for 360 degrees of fire.

The main story itself is an open circular room with areas to cover the two blast doors in the stairways. The Ag terminal itself is in the center of the room--you'll need to stay within fifteen feet of it, the radius of the tower, for the mesh to hack it.

There's still a drone outside the eastern blast door and Combat.NET shows encrypted comms chatter--someone's calling the fire team you just dropped, but you cannot see what's being said to them.

>Set up in sniping position on 2nd story, squads watching doors
>>Pop a shot at that drone outside the eastern door from there (-2)
>Lace squad across all three stories, blast doors covered by a close ranger and a rifleman with the rest of the guns having 360 degrees of fire
>>pop the drone to the East (-2)
>>
>>43021646
>Set up in sniping position on 2nd story, squads watching doors
>>
>>43021646
>Set up in sniping position on 2nd story, squads watching doors
>>Pop a shot at that drone outside the eastern door from there (-2)
>>
File: agterm.jpg (45 KB, 909x406)
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45 KB JPG
>>43021646
Shitty ms paint visual rep
>>
>>43021646
>>Set up in sniping position on 2nd story, squads watching doors
>>
>>43021728
>>43021732

You deploy to the 2nd level with your fellow sniper. You've both got silenced rifles, and they were light to begin with--you won't be getting much penetration at range.

Combat.NET indicates two light hover vehicles with a squad and a fire team in them respectively. They're making a sweep of the area at the moment, or at least are not on a direct course for your location.

Combat.NET indicates the drone has wandered far from the tower and doesn't seem likely to return, so you elect to keep the shutters closed.

You're safe on the second story, but you'll need to open the shutters to shoot--creating a window of opportunity for incoming enemy fire.

>[[Perimeter breached, going loud]]

The mesh has hacked the Ag terminal, and you can see the fields begin to flush with a blue-green liquid spraying across the plants. A sizzling hiss erupts from the narcotics. Doesn't look good for the dope.

Combat.NET shows the two light vehicles turning to come at the tower from the east.

Below decision:
>Redeploy all 1st floor squad-mates to face East
>Put three on East and leave one watching West
2nd story decision:
>Pop a shot at the pilot of the forward most vehicle's pilot when he comes within range (-2)
>>wait, synchronize you and sniper buddy shoot both (-1 [cumulative])
>Hold fire, keep shutters down
>>
>>43021975
>>Put three on East and leave one watching West
>Pop a shot at the pilot of the forward most vehicle's pilot when he comes within range (-2)
>>wait, synchronize you and sniper buddy shoot both (-1 [cumulative])
>>
>>43021975
>Put three on East and leave one watching West
>>wait, synchronize you and sniper buddy shoot both (-1 [cumulative])
>>
>>43022000
>>43022017
Roll d20
>>
Rolled 14 - 3 (1d20 - 3)

>>43022049
>>
Rolled 16 (1d20)

>>43022049
HWG
>>
Rolled 15 (1d20)

>>43022049
For Mother!
>>
>>43022070

Combat.NET lets you sync your movements with ease, and both you and your fellow sniper pop up and let the shudders fly in perfect timing. You put a shot into the hexiglass of the fire team's cockpit and your compatriot pings the larger vehicles.

Your hit scores the hexiglass and it fractures, but doesn't break. It glanced when it hit too far to the side. Your companion's bullet flies through an open side of the other transport and strikes a soldier in the shoulder, but he likely took it on his armor without penetration.

The more populous's vehicle has an occupied turret, and it opens up, denting and pinging the shudders in an onslaught of fire. It's going to be hard to act suppressed like this.

The two anti-grav vehicles pull up, and everyone but the turret gunner hops out. Eight hostiles are outside on foot to the East, while another three flank around to the south.

They're about to breach the Eastern door with charges.

>Pop open Eastern blast door and have your men fire, hoping to take them by surprise (+1)
>Pop open the shudders and bounce a grenade off the window sil and down to the front of the Eastern blast door (-1)

Afterwards,
>split squad's focus between East and West doors
>hold positioning as is
>descend to 1st floor to cover West door
>>send fellow sniper to do same
>>
>>43022234
>Pop open the shudders and bounce a grenade off the window sil and down to the front of the Eastern blast door (-1)
>descend to 1st floor to cover West door
>>
>>43022234
>Pop open the shudders and bounce a grenade off the window sil and down to the front of the Eastern blast door (-1)

>split squad's focus between East and West doors
>>
>>43022269
>>43022299
Agreement on grenade, disagreement on squad deploy.

Vote further on squad deployment, give rolls or the grenade.
>>
Rolled 3 - 1 (1d20 - 1)

>>43022326
>>
Rolled 14 - 1 (1d20 - 1)

>>43022326
>>
Rolled 2 (1d20)

>>43022326
HWG
>>
Rolled 2 (1d20)

>>43022326
>hold positioning as is
>descend to 1st floor to cover West door
>>send fellow sniper to do same
>>
>>43022459
To clarify, you mean to send the sniper down in your stead or alongside you?
>>
>>43022496
alongside
>>
>>43022540
Alright, we're pretty far from consensus... I'll wait a bit longer.

I'll
>write
up what happens with the grenade though.
>>
>Pop open the shudders and bounce a grenade off the window sil and down to the front of the Eastern blast door (-1)

13

---

Your sole frag grenade pops off the top of the window sill and slams back into the dirt a ways to the south of the door. The turret takes this opportunity to open fire into the structure once more, and a loud series of sparks and cracks go off behind you punctuated by the BOOM of your grande.

Two enemies out front dead and one potentially injured per the Combat.NET readout leaves five hostiles outside the Eastern door planting charges and three about to hit the Western door.

>I'm thinking we'll call it in 30 minutes, anyone have preferred times for this Quest to be run regularly?
>>
>>43022848
I think you'd have more people in the thread if you started a little later in the day, but I have no real preference for times.

I like the premise a lot, by the way.
>>
>>43023069
Thanks. Idk, got more people on early threads than later threads initially but I think people might've just liked Flee better earlier on.
>>
>>43022848
Good game
cool setting that's for sure

What days can you run the quest on?
>>
>>43023138
Sunday, Tuesday, Thursday (early) work best for me.
>>
>>43023168
Sunday prob your best choice then

More people on tg at that time

Just need to get established and you get a loyal playerbase
>>
>>43023246
The thing is I had like 12 posters on midday/late Tuesday with flee so I assumed that was a good time for them.

Since my quests lake anime or waifu there's not much general appeal, methynks part of it's finding that audience.
>>
>>43023315
dam I'm late.
>>
>>43023391
When would work best for you?

I always hear this on my threads. Methynks I need to start L8r.

If we still have three or four people here I can keep going. Feel free to vote on the positioning issue.
>>
>>43023315
Yeah pretty much a original story idea at this point

anime quests have the hardest time keeping interest unless they find a niche at this point

and civ quests need to do a lot to keep momentum to keep a base
>>
>>43023444
>>43022234


Oh, uh

>descend to 1st floor to cover West door


There.
>>
Rolled 19, 1 = 20 (2d20)

>>43023509
>>43022459
>>43022269

You head downstairs to counter the enemy, leaving your companion upstairs to give supporting fire. The enemy's turret is still hammering the shudders from the East and the enemy are about to make their entrance to the West.

The Eastern blast door opens first--
>>
>>43023632

A devastating barrage of turret fire rips through your squad, but when the Western door pops open you take out two targets with a single shot thanks to their poor positioning, and the wounded Close Ranger takes down the third approaching from the West.

Your fellow sniper on the 2nd story pops up and puts a round through the skull of the turret operator, but by the time he has the inside of the Ag terminal is painted with your two of your riflemen genebrothers.

One rifleman and both close rangers are last still standing. The Ag terminal secured and the damage to the crops done already irreparable, it's time to extract.

>[[Datacore and two VIPs secured]]

A new directive flashes across Combat.NET--an extra priority VIP is on board the Blockade Runner, and it's priming to take off.

The vehicles outside are still transmitting Cartel IFF codes. If you move quickly, you could make it--two other squads from the main compound are breaking off to reach the cargo bay before it can launch, while the rest extract the Datacore and VIPs.

What do you drive?
>Bring wounded genebrothers in larger craft
>Load into smaller craft to move faster, let shot Close Ranger drive the other wounded

Where do you go?
>Exfiltrate with the bulk of the group
>Beeline for the Blockade Runner's cargo bay ramp, at the far end of the fields
>>
>>43023799
>Bring wounded genebrothers in larger craft
>Beeline for the Blockade Runner's cargo bay ramp, at the far end of the fields
>>
>>43023799
>Bring wounded genebrothers in larger craft
>Beeline for the Blockade Runner's cargo bay ramp, at the far end of the fields

The wounded can operate the turret and stay behind.
>>
>>43023833
>>43023884
d20 it.
>>
Rolled 15 (1d20)

>>43023964
HWG
>>
Rolled 10 (1d20)

>>43023964
For Mother!
>>
Rolled 18 (1d20)

>>43023964
>>
Rolled 1 (1d20)

>>43024010
>>
>>43024155
FUUUU! Good thing I'm late.
>>
>>43024155
Thank god your fourth
>>
>>43024174
so looks like we got 4 players and maybe some lurkers.
>>
>>43024061
18
----

You do a decent job navigating the antigrav over the now-soiled crops. Fire roars from a gaping hole in the side of the compound in the distance, its walls shattered and littered with corpses. Your genebrothers clearly struck fast and hard, with plenty of collateral damage.

The Blockade Runner is as tall as a five story building and almost a mile long. It's an impressive ship, with a massive engine bloc. You're approaching it from the side on the lowest level into one of the cargo holds usually used to smuggle drugs or other contraband.

The two squads preceding you are locked in a firefight over the ramp as warning lights go off and gas is vented into the area. Combat.NET indicates the ship will blast off in 15 minutes, and that there are about two squads and two auto turrets inside the cargo hold, a cover-rich environment with heavy crates and machinery.

>Unload at distance and assuming firing positions
>Unload next to your allies and advance in formation with 2.5 squads
>Barrel into the cargo hold guns blazing
>>
>>43024230
>Barrel into the cargo hold guns blazing
>>
>>43024230
>Barrel into the cargo hold guns blazing
Do they still think were with them?
>>
>>43024301
You're transmitting IFF codes, however visually you're wearing armor the colour of the enemy's uniforms.

Automated systems may hesitate to fire on you while you're within the vehicles, but modern tactical meshes update IFF pretty quickly based on visor data.
>>
>>43024337
Well then

Drive that vehicle past the turrets as fast as possible then
>>
>>43024251
>>43024301
>>43024380
Assuming you're all pro opening fire and speeding out of the immediate firing arc of the turrets, roll le d20.
>>
Rolled 14 (1d20)

>>43024407
HWG
>>
Rolled 1 (1d20)

>>43024230
>>
Rolled 20 (1d20)

>>43024407
For Mother!
>>
>>43024445
WTF! thats 2 in a row! Sorry guys.
>>
>>43024445
>>43024464
Huh
Do they cancel out?
>>
>>43024485
Probably, they are both in the first 3 rolls, and its normally best of 3, so we have a 14?
>>
>>43024485
For the sake of clarity, I'm a best-out-of-3 QM for this game, as in whatever roll is highest gets counter.

Ergo a 20.
>>
>>43024464
20

You guide the anti-grav vehicles expertly in and around enemy fire, smashing the side of your vehicle through a couple enemies. After the roadkill is through, you dismount and see your allies after stormed the ramp successfully. One of the two turrets is down, and the other rotates to fire at you.

Your man on the vehicle turret decimates it with a barrage of fire, it falls from its hinges and smashes into a few crates denting them heavily.

Thirtreen (13) minutes remain.

Your target is up a deck and half the width of the ship over. Combat.NET identifies two likely entry points--one an elevator shaft almost directly below his position, another a nearby stairwell.

The other two squads fall in behind you, ready to follow your lead.

Making it to the shaft will throw you against more physical doors and turrets, but going up a deck earlier will pit you against several groups of soldiers.

>Go to stairwell
>Make for the elevator shaft
>>direct one of the other 2 squads to the other location
>>direct both of the other 2 squads to the other location
>>
>>43024958
>Go to stairwell
>Rig up some grenades to the elevator and send it up.
>>
As a reminder the twitter is
https://twitter.com/PharzuphT


and the next game is scheduled for late Tuesday EST.



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